[Gestalt] Wizard for "Cormyr: The Tearing of the Weave"

Post/Author/DateTimePost
#1

immortalsoul

Jul 31, 2009 10:10:40
Hello everyone!

We're going to play "Cormyr: The Tearing of the Weave" with a group of three players + our DM. Rules:

Gestalt characters.
Starting level 4, standard wealth.
Attribut generation: 80 points to freely distribute between the attributes. No score higher than 18 before racial modifiers, though.
Any 3.5 books allowed.
But: No Psi.
Alignment: LE or NE.
Special: No totem-barbarian.

For those who don't know it: The adventure is not likely to get us higher than 7th, so the character should develop it's potential in between 4 and 7!

My brother is probably going to play something along the lines of Druid4//Monk1/Cleric3 (yes, alignment-issues, I don't know how he intends to do that, but that's between the DM and him), the third player is still undecided.

I thought about a wizard 4//something, but there are some problems.

1) I've never played gestalt before.
2) Wizard neither, so I sort of hesitate to play a full caster at such a low level.
3) Even if i was sure of that wizard-choice, i had no idea which second class to take.

I read the handbooks, but decided to open a thread for this because of the very special level range.
So: Which gestalt combination works nicely at this level? And in case you say wizard is decent even at level 4 to 7 - which second class would you take? Factotum? Archivist? Ranger?

Thanks in advance.
#2

phaedrusxy

Jul 31, 2009 10:22:19
My brother is probably going to play something along the lines of Druid4//Monk1/Cleric3 (yes, alignment-issues, I don't know how he intends to do that, but that's between the DM and him), the third player is still undecided.

There is no alignment issue, as long as he is Lawful Neutral.

I thought about a wizard 4//something, but there are some problems.

1) I've never played gestalt before.
2) Wizard neither, so I sort of hesitate to play a full caster at such a low level.
3) Even if i was sure of that wizard-choice, i had no idea which second class to take.

I read the handbooks, but decided to open a thread for this because of the very special level range.
So: Which gestalt combination works nicely at this level? And in case you say wizard is decent even at level 4 to 7 - which second class would you take? Factotum? Archivist? Ranger?

Thanks in advance.

Wizard does gestalt well with ranger, as you wind up with all good saves, d8 HD, full BAB, martial weapon proficiency, and great skills.

If you can use Tome of Battle, you might consider Warblade, also.

I'd highly suggest looking over the "Being a God" wizard guide by TreantMonk20, which I saw on the first page of the forum just a few minutes ago. Although with gestalt, you might play more as a "gish" who focuses more on self-buffing and fighting, but don't forget about battlefield control and utility spells entirely!
#3

CantripN

Jul 31, 2009 10:24:25
Funny story, that, but I'd consider a Paladin for kicks, if you can take the Sub. Levels for Paladin-Wizards. Counting your Mount a Familiar is awesome.

High One Warrior-Wizard (Wizard) (WE)
Paladin 2nd, member of the Swords of the High One
Add Diplomacy, Handle Animal, Heal, Ride to the skill list at each substitution level
2nd (***)
Wizardly Smiting: Depends on what 1st level spells you know, but this isn't a terrible trade.
4th (****)
Reduce Armor Hinderances: ASF -20% for a 2nd level spell? I like it for a good Fighter-Mage build, although you'd typically use Sorcerer in combination with Paladin.
5th (***)
Familiar Companion: Combine Familiar and Special Mount progressions. Not terrible, but you're a Paladin 5/Wizard 5. Don't forget to take Sword of the Arcane Order.

High One Warrior-Wizard Substitution Levels (CV, web): Add Diplomacy, Handle Animal, Heal and Ride to class list; requires at least two paladin levels.
2nd level: Wizardly Smiting: Wizard levels stack with paladin levels for number of smite attempts, lose 1st-level spell slot
4th level: Reduce Armor Hindrances: ASF reduced by 20%, lose 2nd-level spell slot
5th level: Familiar Mount: Special mount gains familiar benefits, lose normal familiar and bonus feat
#4

immortalsoul

Jul 31, 2009 11:13:01
First of all: thanks for the suggestions I read the "Being a GOD"-handbook again some days ago, it actually made me think of playing a wizard.

@CantripN
Alignment: LE or NE.

So that won't work. No serving Azuth, sadly. My DM just told me that we will be serving Bane.

@PhaedrusXY
I thought about Warblade, but that means I need a high str to actually do melee damage, moderate to good dexterity for my rays and my AC as I won' tbe wearing any heavy armor (ASF), as much constitution as possible ofc, and a high intelligence, doesn't it?
You probably weren't suggesting Warblade if there wasn't a better way, but I don't see it right now. Shadow blade doesn't work with warblade as far as I see it, so that's no solution.
#5

hijaxx

Jul 31, 2009 14:47:22
wait... 80 points? that should warrant all free 18's for everyone.
#6

immortalsoul

Jul 31, 2009 16:20:32
No, not pointbuy. Just 80 points overall. Example:

Str: 12
Dex: 18
Con: 12
Int: 18
Wis: 10
Cha: 10

True is, though, that the average stats are good.
#7

BadCatMan

Jul 31, 2009 21:28:17
I've been DMing this module. I'll try not to spoil things. But if your DM's got you worshipping Bane, then he's probably changing some stuff (the module has you employed by a priest of Mystra).

A Ranger would be useful in the Vast Swamp, and the right Favoured Enemies could help a lot. Undead, Reptilian, and Outsiders come up a fair bit.

There's spellcasting problems later in the module, so choose your spells wisely. Think Shadow. ;)
#8

immortalsoul

Aug 01, 2009 8:26:14
Soooooooooooooo. Is "Shadow Weave Magic" a good feat for the purpose of this char, then, or would this mean overdoing it? I mean, flavorwise it fits nicely of course, but as far as i can see the disadvantages are plenty. Evocation -1 CL is hardly a big problem as i don't want to go blasting, but the same does not go for transmutation which is said to be one of the strongest schools out there.

Maybe i could talk my DM into letting me serve Shar, so I at least wouldn't need the 13 wis for it.

What do you think? Any other suggestions for the char?
#9

CantripN

Aug 01, 2009 13:44:00
Well, Shadowcraft Mage is always good, I suppose. You could go for Noctumancer for another twist on that, while not being overpowered.
#10

immortalsoul

Aug 01, 2009 18:24:28
While the Noctumancer looks pretty interesting, I feel it's rather unfair to use with gestalt because of the dual progression.
Shadowcraft Mage is for higher levels as far as i see, so I won't be able to use it, either.

Any more suggestions? It's really important that the build doesn't rely on PrCs too heavily as I will hardly be able to use them - campaign goes from level 4 to 7 only, as mentioned.

Some updates, too:
The former druid has seen the minotaur monster class and fell in love instantly, so we have someone going heavily power-attacking in melee. Something like minotaur4//fighter2/barbarian1/feat rogue1 as I understood it, not quite sure on the details but you get the direction.
The third player, while still sort of uncertain, has expressed the wish to play a ranger (ranged combat) of some kind.

So what I consider looks like this right now:


Whisper Gnome Domain Wizard (Conjurer?) 4/Factotum 4<br /> Starting scores: Str 10, Dex 16, Con 16, Int 18, Wis 10, Cha 10<br /> <br /> 1. Wizard 1//Factotum 1<br /> Improved init (substituted for scribe scroll), otherworldly (for "alter self" mainly), cunning insight, cunning knowledge, trapfinding, inspiration<br /> 2. Wizard 2//Factotum 2<br /> Arcane dilettante (1 spell, I have no idea what to take yet)<br /> 3. Wizard 3//Factotum 3<br /> Brains over brawn, cunning defense<br /> 4. Wizard 4//Factotum 4<br /> Arcane dilettante (2 spells, still no idea), cunning strike, Int +1<br /> <br /> Equipment: Pearl of power I, githcraft spellcaster's mithral chain shirt, healing belt, headband of intelligence +1, eternal wand of silent image
#11

BadCatMan

Aug 01, 2009 21:04:58
Shadow Weave Magic and worshipping Shar could be profitable, given certain items and places you'll go, but will cause severe story issues, in that you'll be going up against your fellow faithful, and your goddess. Depending on how you're DM runs it, this could result in losing all your spellcasting with a snap of Shar's fingers. They don't call her the Lady of Loss for nothing. ;)