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| #1ChantreaFeb 22, 2014 20:00:40 | Greetings folks,
I have played D&D in it's various manifestations for years but this is only my second real attempt at a gestalt character and I would be very grateful for some assistance if you have the time
I am not so much interested in min/maxing as not doing anything really stupid
*Use ONLY allowed sources. Requests otherwise will be rejected, no negotiations. Books subject to GM approval will have to be requested on a case by case, item by item basis. Do not assume if a book is allowed but restricted, that that is the same as fully open. chest on your back you may be strong enough to carry it but you'll be cumbersome. Carrying load is a loose guide line. You will suffer the penalty for having too much, but may be penalized if what you carry may be perceived as cumbersome even if in medium load. If you want big and clunky items, feel free to get them. Just be prepared to have to divest them, or take a bag of Holding and remove the problem all together. Templates may be assigned in game at no penalty for special award for exceptional roleplaying. Must be from allowed sources. Dragonborn MAY be allowed if you get it approved. to class derived requirements. Meaning if you take Monk on side A, and Fighter on Side B. Your Drunken master MUST be on the Monk side, since you need flurry of blows and evasion. No class crunching! You can't take the same class or PrC on two sides to maximize your class choices. I'm already being generous. fight for the good cause, and at the very least not have evil tendencies. of the classes are purely for labels. A knight-like character could be any number of classes (Paladin, Fighter, Knight, Samurai). You can have western brawlers that manifest as the monk class with respective manifestations of powers. You cannot however be a blackguard with an undead and be good. Just check with me. I've found the argument "it's for balance" to be ridiculous. It's for flavor and theme. Some requirements do make sense and I will adhere to. Many will be only loose with some play allowed. wire you can use this gold to buy the mundane components of magical gear. This extra 35,000 is intended for a house, or jewelry, or trained beast, or other defining accoutrement.
So, what I have been thinking of: Race: Elf (because it was one of the legion options - we are commanders of a legion) Weapons: Lance, Cutlass, Bow Armour: Mithril Scale Mount: Celestial Unicorn Paladin of Freedom 10/Wild Plains Outrider 3 // Bard 10/Sublime Chord 2/Virtuoso
Feats: Mounted Combat, Mounted Archery, Battle Casting, Skill Focus: Concentration, Skill Focus: Cutlass
I welcome thoughts and suggestions
Thank you very kindly for your assistance |
| #2Andarious-RosethornFeb 22, 2014 21:26:32 | You probably want to skip Virtuoso unless you can cram it in before Sublime Chord. You can qualify for it at Bard 7, Bard 8 or even 9 being an OK break point. I'm personally not a giant fan of the PRC at all, but it isn't horrible. Taking your first level in it before adding Sublime Chord allows you to still get level 9 spells out of Sublime Chord eventually.
Your primary issue here is that you've got Active/Active classes. Paladin brings a fair bit of passive stuff to the game, defensively, but it's nothing to write home about. Bard, especially as a Sublime Chord who is going to focus on casting a lot of powerful spells will have you wanting to, well cast spells. The Paladin side wants to be in melee, hitting people. You can't do both at once really, you'll have to do one or the other, each turn. So then what?
I suggest finding a nice medium of the concept. Stick with just Bard, maybe even go Dread Pirate on the Paladin side (no class feature reqs from Bard, so you can by this house rule). You'll have to spend one round starting your Inspiration, but after that it's all gravy. You can go melee, or even use a Bow just fine for lots of damage.
For feats look into Song of the Heart, Words of Creation and maybe even the Dragonfire Inspiration feat and Dragonblood feats required to get it.
Hope this helps. I'd say more probably but I don't know what books are allowed and or specifically disallowed. |
| #3ChantreaFeb 22, 2014 22:42:38 | Thank you kindly Andarious! I had thought the two sides (spellcasting vs melee) would simply be as options for her and dependent on the situation.
I will definitely switch about the Virtuoso/Sublime Chord. Will go read up on Dread Pirate too
Duh - guess the source list would help
Open Sources
Restricted Sources. Case by case basis. Do not assume to you can use it from cover to cover. Ask before assuming something.
Thanks again!
With a smile, Chantrea |
| #4Tempest_StormwindFeb 22, 2014 23:13:37 | The thing with gestalt isn't so much the options - you're still held in check by your available actions. The dirty secret of melee/spellcasting builds is that in most cases, on any given round, they can only swing their sword or cast a spell, not both, and on those rounds they may as well just be melee or spellcasters. This is why most melee/casting non-gestalts use long-duration buffs or quick-cast effects - they let them apply their magical talents on the same round that they swing a sword. You see this mentality as the books get younger: more and more characters got swift-action effects, several of those swift-action effects were spells expressly designed for fighting mages, and eventually it culminated in things like the Duskblade and the Tome of Battle classes (the former seamlessly putting spellcasting and fighting together (where its biggest shortcoming was its overemphasis on damage, rather than anything inherently bad about its overall design) and the latter extending the action economy management into melee classes).
In gestalt, when we say "active" and "passive", we refer to that same sort of mentality: An Active ability requires your actions to use, while a Passive ability does not. Normally, having passive abilities is something that just "happens" for an existing class (much as the warrior Paladin gets Divine Grace), but in Gestalt, you can directly build for it. Passive abilities that are useful but not terribly satisfying become go-to abilities, because you can pick them up with one of your gestalt classes while using the other to get more effective active abilities. The classic example is dipping Marshal for auras - marshal is a terribly unsatisfying class to play even though it can provide killer numeric advantages, but in gestalt, you grab another Charisma-centric active class (paladin, binder, warlock, bard, wilder, sorcerer, whatever) on the other "side" of every marshal level, and things just go a lot smoother.
Inspire Courage is mostly passive - since once triggered it lasts more or less forever, but it also eats up your voice, so you don't generally trigger it until battle... and it's usually a standard action in battle. (There are ways to speed it up, but they're not on the allowed book lists.) So the choice here is to find ways to make the round where you start singing count - either by attacking using a swift action, or by using the rest of your turn to make sure that Inspire Courage is a truly epic performance. (A wand of Inspirational Boost from the Spell Compendium and a Badge of Valor from one of the sets in the Magic Item Compendium are the usual starting points on your guaranteed book list.)
Also, a minor quibble, but your DM is not actually using gestalt. There are no "sides" in gestalt. What you're doing is basically building two characters (complete with doubled-up primary feats) and then fusing them together so long as those characters don't have overlapping classes. This alters things a bit. |
| #5ChantreaFeb 22, 2014 23:23:59 |
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| #6Slagger_the_ChuulFeb 23, 2014 2:28:41 |
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