Nate
Senior Member
Posts: 487
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Post by Nate on Jan 24, 2010 14:53:16 GMT -5
How well will the party know each other already and how rigid do you think the story line will be?
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Post by cOMMUNISMISFANCY on Jan 24, 2010 15:10:17 GMT -5
The party has all been part of the same crew for a few voyages now and the story-line is more free-form at this point.
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Post by cOMMUNISMISFANCY on Jan 24, 2010 15:12:03 GMT -5
Hitpoints are full at first, roll for others. As for traits, I will post some campaign-specific traits when I get home from Detroit -- probably on Wednesday.
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Post by cOMMUNISMISFANCY on Jan 25, 2010 16:56:58 GMT -5
If more people would be interested in the campaign using this variant, please vote!
Building A Gestalt Character To make a 1st-level gestalt character, choose two standard classes. (You can also choose any of the variant classes, though you can’t combine two versions of the same class.) Build your character according to the following guidelines.
Hit Dice Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.
Base Attack Bonus Choose the better progression from the two classes.
Base Saving Throw Bonuses For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.
Class Skills Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.
Class Features A gestalt character gains the class features of both classes. A 1st-level gestalt rogue/cleric, for example, gets sneak attack +1d6, trapfinding, 1st-level cleric spells, and the ability to turn or rebuke undead. Class- and ability-based restrictions (such as arcane spell failure chance and a druid’s prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.
A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.
Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class. Gestalt characters with more than one spellcasting class keep track of their spells per day separately. A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.
House Rules: No Prestiege Classes may be acquired before 5th level. Dual-advancing classes must be OK'd before taking them. (Mystic Theurge-type classes) Feats which allow stacking of class benefits will be restricted. (Ascetic Knight/Swift Hunter type feats)
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Post by Cadic's Devoted on Jan 25, 2010 21:45:43 GMT -5
I haven't played a gestalt game in quite a while. I would love to play one here. I'll wait to work on my character further until I hear if we are actually using this feature.
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Kiirnodel
Keeps Coming Back for More
Posts: 937
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Post by Kiirnodel on Jan 26, 2010 2:00:18 GMT -5
If we use Gestalt, I would most likely play an Oracle/Summoner.
However, while I would not argue against playing gestalt (I don't really care that much), I would not personally ask to use this rule.
So I don't vote for the motion, but I don't vote against it either, nor will using gestalt mean I am no longer interested in this game idea.
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Post by Cadic's Devoted on Jan 28, 2010 21:25:20 GMT -5
Any further word on this game? Just wondering.
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Post by cOMMUNISMISFANCY on Jan 28, 2010 21:58:04 GMT -5
Yes -- I'll have more information for you all tomorrow after work. I didn't have access to the books I needed until yesterday!
Increase the points available for attributes from 10 to 15 and make gestalt characters.
Information on classes, changes to magic, and technology will come tomorrow when I have a PC capable of editing PDFs.
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Post by Cadic's Devoted on Jan 28, 2010 21:59:20 GMT -5
Oooooo Sweet.... 15 points and gestalt... This should get interesting...
Btw, i noticed on your races you listed a couple different kinds of Elves. Are either of those the standard elf from the Pathfinder SRD?
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Post by Cadic's Devoted on Jan 28, 2010 22:40:10 GMT -5
Sorry for the double post.
Wanted to make sure Arcane Archer was still an allowed class, under the gestalt rules. Figured it probably is, but want to make sure.
Also, is there a particular group or something that our ship has a rivalry against? or, barring that, is there a particularly prevalent race in the area?
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Post by cOMMUNISMISFANCY on Jan 28, 2010 23:10:04 GMT -5
Yea, there is a fair bit going on in the area. I'll try and get it all written up by this weekend. If you guys have other questions, post them all here. Arcane Archer is allowed.
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Post by Cadic's Devoted on Jan 29, 2010 9:47:26 GMT -5
Are you only using spells from the actual Pathfinder book/SRD, or are you allowing all the spells from all the various complete books, Spell Compendium, etc?
Also, do I have access to buy any spells to scribe into my spellbook from other wizards? Per PHB rules, general price is 50gp x Spell level to buy access to the book so that I can copy the spell. Let me know if I do, and if so, how high a level, and any specifics if there are some I'm allowed to get and others i'm not.
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Post by cOMMUNISMISFANCY on Jan 29, 2010 12:29:29 GMT -5
I'll post the changes to magical spells available in the campaign guide later, thanks for reminding me. Spells from sources outside the PHB, just run by me and I'll look them up. Magic, specifically healing & restoration magic, works a little bit differently.
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Post by Cadic's Devoted on Jan 29, 2010 12:43:20 GMT -5
Okey dokey.... Guess I'll just change my spell selection and what not after you get the information.
Other than spells, and a bit of equipment to buy, my character is done (Unless things you post require me to alter anything). I'll be putting it up here in a few minutes.
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Post by cOMMUNISMISFANCY on Jan 29, 2010 14:43:41 GMT -5
You might want to check out Gun Mage once I have it posted. It is similiar to Arcane Archer, but it is a base class. It fires rune bullets and rays out of its gun (giving them weapon bonuses as well).
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