Advice on a Gestalt to survive the Zombie Apocalypse?

Post/Author/DateTimePost
#1

hardcoreheathen

Jun 04, 2009 16:27:07
Hi there. My DM is running a one-shot 3.5e Zombie Apocalypse campaign this weekend, with the following specifications:


The Campaign:
Starting Level: 4

Starting Gold: 5,400g (as stated by the DMG)

Books I'm Allowed to Use: PHB I, PHB II, DMG I, Spell Compendium, and Savage Species. (Though MM I is allowed insofar as its referenced by other books. I'm not allowed to take content that is solely based in the MM, but that's the only restriction on its use.)

Books the DM is Using: Any he feels like.

Flaws/Taints/Psionics are not allowed.

What to Expect: Wicked, Evil DM

Gestalt: Allowed

Party: 4 People so far, though classes are undecided

Starting Stats: My choice of the following RNG-Supplied Stats:

11, 13, 13, 14, 15, 17

10, 14, 15, 15, 16, 16

11, 13, 15, 15, 15, 16

12, 13, 14, 14, 14, 17

#2

Senevri

Jun 04, 2009 16:36:47
Yes, definitely Cleric in there. What you suggest would work, but personally I thought Cleric/Duskblade, for casting in full armor,

Also, isn't there a Duracell class in PHB2? Dragon Shaman? There may be some options, combining that with the multitude of Breath Weapon spells from Spell Compendium. Also, if the game goes on that long, you can break Energy Transformation Field with it.

Still, on shorter level range... either what you suggest, or with Duskblade as Arcane Caster component, is probably good.

Savage Species had some broken things in it. Winged template is probably good in Gestalt, Assume Supernatural Ability, if polymorph line is available.
#3

phaedrusxy

Jun 04, 2009 16:47:13
Books I'm Allowed to Use: PHB I, PHB II, Spell Compendium, and Savage Species. (Though pretty much the rest of the core is allowed, as they're so frequently referenced.)

I'm not sure what you're talking about here. Core = PHB I, DMG I, and MM I only. I'm not trying to be snarky. I honestly don't know what definition you're using of "core".
#4

hardcoreheathen

Jun 04, 2009 16:54:36
I'm not sure what you're talking about here. Core = PHB I, DMG I, and MM I only. I'm not trying to be snarky. I honestly don't know what definition you're using of "core".

Sorry for any lack of clarity. PHB I, DMG I, and MM I are what I mean by core. They can be used only insofar as they are referenced by other books, but I can't take content that is based in or solely found in MM I. I'll edit the original post to show that.
#5

phaedrusxy

Jun 04, 2009 17:12:35
Sorry for any lack of clarity. PHB I, DMG I, and MM I are what I mean by core. They can be used only insofar as they are referenced by other books, but I can't take content that is based in or solely found in the DMG I or MM I. I'll edit the original post to show that.

So you can't play a race found only in the MM I, or take feats from there, basically? Ok.

Savage Species has Assume Supernatural Ability, which can be awesome, but at level 4, and with your race restrictions, you're only going to be able to turn into humanoids, and they generally don't have supernatural abilities anyway.

If you expect that you might actually live long enough to cast Polymorph, you can take it at 6th (or 9th, if you can wait a level for Beholder Eye Beams).

Rope Trick should be your most important spell, and you absolutely should buy a Lesser Metamagic Rod of Extend, so it lasts long enough to sleep in.

I'd also definitely get Obscuring Mist as a spell. This followed up by a Rope Trick can be a "dissappearing act" for your whole party, and it should work exceptionally well against zombie hordes, because they'll be too stupid to even begin to figure out where you went.
#6

hardcoreheathen

Jun 04, 2009 19:01:27
Rope Trick would be nice, but I'm not sure how reliable it'd be until I'm level 5, because then (when extended) it'd last for 10 hours - enough for some healing, a night's rest, and spell prep in the morning.

Also, updated the original post with information on stats.
#7

frostwolf

Jun 04, 2009 19:11:56
Cruddy restrictions

I can think of all kinds of fun ideas outside of your limits, but nothing in them.
#8

ninjarabbit

Jun 04, 2009 20:12:49
Aasimar sorcerer4/cleric3 buying off the LA on the cleric side. Pick alter self as your 2nd level sorcerer spell
#9

sofawall

Jun 04, 2009 20:36:33
Aasimar sorcerer4/cleric3 buying off the LA on the cleric side. Pick alter self as your 2nd level sorcerer spell

Nothing from the Monster Manual, unless perhaps Savage Species has Aasimar.

EDIT: Just scanning Table of Contents, I don't see it, either.
#10

Balthanon

Jun 04, 2009 21:26:32
The Ghaele Eladrin monster class is very nice at level 4-- full cleric spellcasting, 4 base attack bonus, 8 skill points per level, all good saves, d8 hit die, bumps to three different ability scores, and a bunch of spell-like abilities. That will be hard to beat at this point. Pair it with wizard (ghaele's get an Int boost) and you should be in more than good shape.
#11

rebel7284

Jun 04, 2009 21:40:42
How is LA handled?

Feral is pretty damn nice.

If, as is the common convention, it uses only one side, here is something off the top of my head.


Cleric 4//Feral LA 1/Dragon Shaman 3/
#12

phoenix00

Jun 04, 2009 22:11:08
The Ghaele Eladrin monster class is very nice at level 4-- full cleric spellcasting, 4 base attack bonus, 8 skill points per level, all good saves, d8 hit die, bumps to three different ability scores, and a bunch of spell-like abilities. That will be hard to beat at this point. Pair it with wizard (ghaele's get an Int boost) and you should be in more than good shape.

Damn that racial class screams to be played in E6. No downside besides being 1 hit dice behind at level 6.
#13

surreal

Jun 04, 2009 23:30:33
Play a shadow on one side
#14

ninjarabbit

Jun 05, 2009 4:59:54
Nothing from the Monster Manual, unless perhaps Savage Species has Aasimar.

EDIT: Just scanning Table of Contents, I don't see it, either.

They're under planetouched

http://www.d20srd.org/srd/monsters/planetouched.htm#aasimar
#15

Senevri

Jun 05, 2009 6:00:45
Winged > Aasimar, unless one goes for Alter cheese. Fly speed equal to speed + 30ft, bonuses to DEX and WIS. No help on CHA, though.
#16

phaedrusxy

Jun 05, 2009 10:36:24
Winged > Aasimar, unless one goes for Alter cheese. Fly speed equal to speed + 30ft, bonuses to DEX and WIS. No help on CHA, though.

Winged is +2 LA, and I always thought it wasn't worth that.
#17

sofawall

Jun 05, 2009 13:34:59
They're under planetouched

http://www.d20srd.org/srd/monsters/planetouched.htm#aasimar

I see no Planetouched entry in Savage Species.

The OP has said a few times now he's not allowed to be a race that only appears in the MM. Savage Species, sure, but not MM.
#18

hardcoreheathen

Jun 05, 2009 14:35:12
I see no Planetouched entry in Savage Species.

The OP has said a few times now he's not allowed to be a race that only appears in the MM. Savage Species, sure, but not MM.

Actually Aasimar do appear in Savage Species. They're listed with stats and level adjustment and such on the table on pgs. 208 and 209, as well as the "Introductory Monster Table" on page 12. Took me awhile to find the thing.

Winged > Aasimar, unless one goes for Alter cheese. Fly speed equal to speed + 30ft, bonuses to DEX and WIS. No help on CHA, though.

Not sure I want to take the +2LA hit. What Alter Cheese are you referring to? There's a lot of em >_>
#19

phaedrusxy

Jun 05, 2009 15:07:14
Not sure I want to take the +2LA hit. What Alter Cheese are you referring to? There's a lot of em >_>

Look in my sig for generic Alter Self forms. Also, there are a few threads on abusing supernatural abilities. For 4 HD outsiders, you're kind of limited, but there are some good ones.

The lantern archon should be awesome for you. The light ray attack is Extraordinary, which means you can gain access to it even without the Assume Supernatural Ability feat. It also has the Supernatural ability to Teleport at will. Use the feat for that. :D Buy a Bag of Holding, and you can use it to "ferry" the rest of your party when you teleport. (They crawl in, you hold the bag and Teleport... although I'm not sure how you "hold" the bag as a lantern archon... I guess just touching it might work.)

If you guys can find even a single place that is safe from the zombies (the interior of an extinct volcano, with no openings to the outside, etc), you can use that as your "base of operations". You use Alter Self + BoH + Teleport to get everyone in and out, and only adventure for as long as you have Alter Self spells left. Definitely get that Metamagic Rod of Extend Spell. :P
#20

gilfalas_elaandrin

Jun 05, 2009 16:55:55
As an odd suggestion, why not Warlock 4 instead of Sorcerer 4? Warlocks never run out of juice, which is gonna be necessary in a zombie apocalypse.

Don't the hero's always buy it as soon as they run out of ammo? ;)
#21

Senevri

Jun 05, 2009 17:06:50
Winged is +2 LA, and I always thought it wasn't worth that.

Really? Hm.
...
Well, I think it still should be worth it, for a Gestalt Cleric. Non-magical flight from the get-go is a big deal, and it's Wis bonus is a boon for a cleric.

Otherwise, it gets build-specific. Accelerated/Limited powers mobility build will probably get the best benefit. (limited, like Suel or Warmind etc.)
#22

phaedrusxy

Jun 05, 2009 17:07:37
As an odd suggestion, why not Warlock 4 instead of Sorcerer 4? Warlocks never run out of juice, which is gonna be necessary in a zombie apocalypse.

Don't the hero's always buy it as soon as they run out of ammo? ;)

Since it's gestalt, why not both? :P
#23

Balthanon

Jun 05, 2009 17:14:39
Since it's gestalt, why not both? :P

Because then you can't have an overpowered monster class on the other side. ;)
#24

hardcoreheathen

Jun 05, 2009 17:30:27
Because then you can't have an overpowered monster class on the other side. ;)

And because Warlocks are from Complete Arcane, which I can't use =(
#25

phaedrusxy

Jun 05, 2009 17:41:44
I think Ghaele on one side and Sorcerer on the other should be pretty damn strong.
#26

Balthanon

Jun 05, 2009 19:46:29
I would agree, though another option could be to focus on combat with special abilities and feats-- it wastes the full base attack bonus that ghaele's get, but something like Barbarian 1/Fighter 2/Dragon Shaman 1 could be interesting-- a couple of extra feats, rage, a draconic aura, and a 60 foot base speed.

Another melee option could be monk actually-- either monk 4 for the extra unarmed damage and speed or possibly paladin 2/monk 2. That would put a focus on Wisdom to good use with Charisma as a secondary to pick up saves. (If Dragon content was allowed, Serenity would be very nice with that.) For that matter, fighter 2/monk 2 wouldn't be horrible with 4 extra feats over the 4 levels.

In general, I would agree that sorcerer or wizard 4/ghaele 4 is probably one of the strongest options available. Particularly focusing on utility spells. For long term durability, though, ramping up combat ability seems like a viable concept. (I would probably go with the 16,16 array of ability scores in that type of build since that will give you three at 4th level.)

Also, is this actually a one shot adventure, or will you be leveling? You go both ways in your initial post.
#27

dbay

Jun 05, 2009 20:51:47
Warlock is a good idea, but I can do one better.

Warlocks never run out of juice, but the best damage they can really do (so far as I know) is with an eldritch blast. Reserve feat fiery blast levels at around the same rate, so be a sorc and grab that. their usually underpowered, and by reflex charop types just look at them and go "NO!" but I think this is one of those times where an infinite magazine is good.

Zombies only have 16 hp anyways.

Says you can't use complete mage, but maybe you could ask your DM for permission? you can even cite all the times that the charops tear them to pieces if it helps.

Make sure there's at least a 3/4 BAB in this build somewhere, because you will end up in melee. They're zombies. It's a given. Turn undead would be good too, as well as the various cure-type spells. In fact, you might be pretty well of being part cleric.