Help with petal wizard archer gestalt madness

Post/Author/DateTimePost
#1

vestrial

Jan 08, 2010 12:45:17

I've never made a playable gestalt, so I'm finding the options a bit overwhelming.  

Here is the basic concept I'm working with:  The goal is to have full wizard spell progression (conjurer, abrupt jaunt variant).  Mainly I want to focus on battlefield control (clouds/movement spells, not summons) and buffing the party.  

The other side of the gestalt will have a smattering of swordsage (for shadow powers for backstory reason), some bard (mainly for dragonfire inspiration).  

The rest is up in the air.  I'm thinking of going the archery route so that I can still do something in the event the DM throws magic immune baddies at us.  Scout, rogue, etc.  There are just so many good options lol.  Abjurant champ, arcane trickster, jpm, etc, etc.     

(Are there any Arcane Archer like prcs for non-elves? I couldnt find one)

Specific rules for the build:
Pretty much any book is open (including the books of experimental might, which is one of the reasons I'm leaning towards the archery stuff.)
All stats start at 18 before racial mods.  (I know wizard isn't optimal for petals, I'm just not a big fan of sorcerers)  
Bonus feat every level. 
Starting at CL 10.  

Anyone wanna take a crack at it? ;) 
#2

widow

Jan 10, 2010 9:54:38

There are a few options for your archer.  Deepwood sniper from Masters of the Wild gives increased range, increased criticals, and reduces cover penalties.  There is also the craig top archer from races of the stone that gives you bonuses to attack and damage when firing arrows from above.  You can also make one attack a round with unlimited range.  Neither is as good as the Arcane archer unfortunately.

I would avoid bard unless you are taking alot of levels in it or going sublime chord later.   Your bardic music will not be very good with just a few levels.  Also consider playing a factotum (City or Dungeonscape book, I forget) in place of a rogue or scout if you are focusing on INT.  At level 8 of factotum, you can spend insipration points to get an additional action that round (or spell).  They also can add INt to attack and AC with the expenditure of thier inspiration points.  All skills are class skills for them.  Wizard 5/ PrC 5// Petal LA 2/ Factotum 8 would be an easy starting build.

Check out the sword bow in races of the wild or magic item compendium.  It can switch from a bow to a melee weapon as a free action, keeping a melee weapon always at hand.  Also if you have access to the Animated Series Handbook (from the DND cartoon, it includes a book), there is a power bow in there that fires force arrows and lets you make power attacks with it.

This maybe off your build plan, but I played a gestalt petal recently.  If you have access to dragon magazine #280, there is a PrC called Eldrich Master.  It does not progress spell casting but it does the following:

Add its level to your effective spell casting level for spell effects
Every 3 levels gives a bonus metamagic feat
Every 3 levels gives you a spell slot one level higher than you can currently cast + 1 spell known at that level.
At level 4 and 8, it adds another classes spell list to your spell list.

Using that last part, you can play a Warmage, Beguiler, or Dread necromancer as your main class.  They automatically know all spells on thier list.  So after 4 levels of Eldrich Master, you can add the wizard list and cast any wizard spell spontaneously in addition to any unique spells your main classes list has.  Warmage and Dreadnecromancer cast off of Cha.

Warmage 10// Petal LA +2/Rogue 2/Fighter 2/ Eldrich Master 4

After that you could advance the deepwood sniper or some other PrC from the books of experimental might.  The two levels of fighter will give you some bonus archery feats to help with that.  Dread necromancy is much better than warmage, but is restricted to non-good alignments.  It could fit very well with your shadow background.