Hugo Rune wrote:
Rolling 1's on encounters happen an are recoverable and as are the suggested traps.
Yes I would of played those stats. I would of played the posted stats if one of them were at least a 16 so I could be good at my class.
Peter Stewart wrote:
yet again I explained with those stats you can't even be good at your class, and using those stats would be a struggle in any encounter. I do believe using the Young template would be just as bad as playing them just so you can warp all your other stats down to 9 just to have one really high stat.
Someone mentioned the average guy attempted at a table. I've seen someone try that before and it looked awful since he couldn't do anything except try his best and make the encounters harder on everyone else. He died in a few sessions and no one was to broken up about it, and I don't even think the player was to upset about it.
Adamantine Dragon wrote:
When you are invited to a game you go on the basis to play and have fun there is no word given that you will play just because stats are rolled. So he wouldn't give a second set when i gave my opinion. So in my right i left. it's either stay and be upset by the gap or leave and do something else.
Etats were rolled infront of me i just didn't like them. Every group i've been in lets you roll 3 sets and pick a set. So i wasn't happy with my one set and dm didn't get that so i left.
Adamantine Dragon wrote:
I did try to convince the DM to let me have another set before I left and those stats aren't playable for a melee or a caster low to hit or low save DC's. Like I said before that would of been a waste of a character sheet.
I've never rolled so horribly so I'm not I always pop out at least 1 stat over 16 sometimes 2 stats. Although those stats were not playable. +3 to hit as a melee tops and that's with weapon focus) or a spell caster with DC 12's for my level 1 spells. If you can't play those stats and be a helpful memeber of a party. As a spellcaster you'd probably never see 5th level spells everything would make it's save. As a melee you would never hit and it would only get worse as the monsters get higher level.
He rolled everyones stats 1 roll, if I had atleast got a 16 or higher out of it I would played it but those stats would of been a waste of character sheet.
The dm invited me so i'm assuming he wanted me to play.
10, 13, 13, 12, 13, 10
DM said he rolls the players stats, and I said ok "in my mind that put up a red flag." DM said you get one set and that everyone else got one set, and I said ok and he rolled the above so I got up and made it to the door before he asked where are you going and I told him I'm not playing those they are less than a 20 point buy in. I asked him if I could reroll, because I didn't want to waste a character sheet on those stats and he said no because no one else did so I left.
I would like to add the lowest stat on the other 2 player's character sheets was 12 and going up to 18.
I do have to say at least your player didn't try to break his eidolon.
I don't really believe that Synthesist are broken.
To Big Norse: Well a Synthesist can make 3 attacks with a BAB of 1 at level 1 and 4 attacks with a BAB of 3 so you need to accept that.
I'm only talking about Natural attacks which have nothing to do with the iterative attacks from Base Attack Bonus. I would like to assume for this thread people know you don't get all natural attacks and bab attacks just 1 set or the other.
Such as level 1 Eidolons get 3 attacks and level 4 they get 4 attacks. So I'm still asking if a Biped Eidolon has Claws on hands and feet and they have 3 could they get 2 from the claws and on hands and 1 from the foot. Nothing says they Eidolon can't have more than the number of natural attacks they just can't use them all such as they could have a bite, 4 claws and a tail. They might not be able to use all those attacks, but they have choices on which one they want to use.
This isn't a TWF thing, and the natural attacks of a Synthesist isn't up to the Synthesists BAB. So I really don't think that covers the Biped Synthesist since they get there natural attacks about every 3 or 4 levels. That looks like it would explain something if a monk tried to flurry with his claws.
So far I only read the first page, but I don't see a problem with him being a kitsune. I also don't think his desire to want to play a Kitsune is reducing everyones fun in the game. I was kinda hoping the DM would offer some sort of good reason why a Kitsune wasn't a ok pick for his race. As a DM I would never use the phrase "Because I'm the DM and I said so about someones character view" if you can't form a good reason than there is something wrong with you about it.
I didn't read all of the posts because some of there were just repeats and some were just boring to me, but the DM has no control over your character or changing your class features. He can change the world, NPCs and give you things, but he can NEVER CHANGE YOUR CHARACTER. No where in the sorcerer is a code of conduct to keep your powers you aren't a paladin a bloodline doesn't mean the forces of good are watching you it just means you have some celestial blood and that's how you got your powers.
Although if the DM did decide to change my bloodline of my sorcerer I would tell him no, and if that didn't work I'd either stop playing that game or make a new character at that moment. Although I would probably stop playing that game.
When my players are... I no longer feel bad for DMs who hate on whiny players, also i have results about the entire party of wizards thing
The Fox wrote:
Summary: you all want to play an all-wizard party. I don't want you to, but instead of just saying that, I am going to jerk you over at every opportunity I can formulate.
WHAT!!! Sounds more like the player's were idiots they all wanted to be wizards and couldn't handle any of the situations. The DM made a balanced game with a moment for each of the classes to shine, but when it came time for the wizards to shine they ALL tried to control the battlefield and almost no one killed anything, because it seems so many "Wizard" Player's are of the opinion they don't need a damaging spell because someone else will kill it.
My character is a Half-Fiend Human Red Wizard of Thay (we still use LA, because we don't see a problem with it in our group. It lets people play powerful races when others don't want to. Although you can buy off your LA.) Which I've bought off my LA.
I picked the boarder kingdoms because East to South East is the The Shaar a land of barbarians and other barbaric races there are some gold Dwarves far away, but Calimshan is close by but non of the major cities are near you. Also the Lake of Steam is a good secondary spot to go after second.
I'm trying to get friendly with Calimshan at the moment also.
My shops are run by NPCs with Simulacrum oversight, because 1 character does not have the ability to plan world domination, direct evil forces and deal with over 50 full time jobs. I've set a ranking system from my player's so they can enjoy some of the domination and promised them oversights to territories under my leadership.
Epic Leadership and Legendary Commander came from Epic handbook, and Extra Followers came from Heroes of Battle which are 3.X feats.
I use DMG 2 rules to run my business, and since my character is never really present I lose some money. Although I make enough to sleep well at night. My Caravan business is done through teleportation which is almost an unknown to anyone.
I think the Sword Coast is a bad place to start. I have an Envoker Red Wizard of Thay who has decided to try to take over the world, but I placed myself in the Border Kingdoms. I've made myself a caravan master (Teleportation Circle) and expand General item shops across over 50 towns across from The Heartlands and the border kingdoms. I use all of those shops and caravans for spying and funding. My point is don't start trouble with the big kids until you get your fingers dirty with some of the little-fish.
I use Simulacrums, Golems and Leadership feats for an army, and I've recruited PC's with various assassination skills that will eventually cause problems if they want to earn there fees. I will always use diplomatic means to avoid a fight to claim something, because sometimes an open hand is faster than a sword. (Although I am also using Leadership, Extra Followers, Epic Leadership and going to take Legendary Commander Feat) so I have access to feats your DM might not let you use.
Also since there are so many of you make multiple staging grounds so you always have something going on until you are ready to take something as yours. I've placed footing in about of 3rd of the realms, and placed Simulacrums with a permanent telepathic bond between groups of 10 to keep in contact so I can keep ever updated. It is the perfect spy network.
Making allies with Luskan could be iffy since they will be one of your most difficult challenges to overcome.
Edit: Forgot to mention I wouldn't minding hearing some of your ideas in exchange for some of my deeper thoughts on what I'm playing on doing.
My favorite and most powerful "destructive" character is an Evocation Red Wizard, although in most cases I soften them up and let my Warrior companion knock'em out. Even though I'm an Envoker I do pick some other types of spells to control the battlefield. I do blow a lot of things up and it's a lot more fun throwing fireballs around atleast more than most of the other wizard jobs.
Regular have the most powerful Eidilon (they can take extra evolution, which synth doesn't qualify for) and gets 2 actions per round (buff and attack). They can also make any eidolon pounce a la maker's call.
Actually SKR ruled said last year that Synthesist Summoners can use Extra Evolution feat based on the fact that the Fused Eidolon words "In all other cases, this ability functions as the summoner's normal eidolon ability" So the Synthesist can use Extra Evolution Feat.
Red Flag the moment he said Sign in Blood, because that's never a good sign.
If I was going to make a monk or a ranger these would be my starting stats for each. I would like us to agree that these stats are acceptable before we move to another area.
My Human Monk Stats
I didn't dump my Intel because I hate having Negative Int mods, and I dumped my Cha because Monks just don't need it
My Human Ranger Stats
I didn't dump my Intel because I hate having a Negative Int mod although I didn't pump up my Int Mod because Rangers get 6 skill points per level. I didn't pump my str up to 16 before mods because point wise it's uneconomical when you are going to get a point increase in 4 levels and you can put the points into a more needed area. Some of you are wondering why I didn't dump my Cha because you still need it for Handle animal and for your animal companion. Animal Companions are not robots, and sometimes the DM might have your companion get jumpy or a little wild around somethings so a negative Cha would not be help.
P.S. If you think these stats should be a different way tell me because I'm going to be reposting this stats over and over for further bases, and who knows maybe these stats could eventually tell me that the ranger is not equal to the monk but better.
A monk dex is 14 wis 20 by lvl 8
Monk ac is +7
Ranger gets d10 vs monk d8 which is a matter of 1 hit poimt per lvl depending on how you roll. I don't consider 1 hp to be a breaking point maybe I am wrong. Still not enough to say ranger is better.
When did rangers get a +1 to hit for moving, and yes rangers get +2 more skill points so let them be a skill monkey. Altnought until someone shows me how a rangef gets +1 att for moving than I've proven my case 3 or 4 times over that rangers and monks are equal. Also not a reason to say rangers are better melee than monks
See MrSin everyone keeps going back to Ranger archer, because I've obviously proven the Monk is Equal to the Two Weapon fighting monk. So I compare it to the Zen Archer which can get a cheap magical item to do Gravity Bow and than come out ahead.
Atarlost you should reread manyshot as a Full-Attack your first attack lets you fire 2 arrows and than you get your third shot. Even with manyshot you are still only getting 3 shots you can't use Manyshot and Rapid Shot in the same round. While a Zen Archer can spend 1 ki point to get his unarmed damage as his arrow damage and he can still get multiple crits and if he keens his bow he gets 19-20 x2 crit. Gravity Bow is nice, but Zen archer is still a little stronger because of perfect strike. "WHAT'S THIS I ROLLED 2 DICE AND ONE OF THEM ROLLED A 1 I'M NOT USING THAT AS MY ATTACK ROLL OR WHAT'S THIS I ROLLED 2 DICE AND ONE OF THEM ROLLED A 20 YEA BABY CRITS. Kinda like the Zen archer better than the ranger at the moment
Only fighters get a bonus to CMD/CMB and that's to Disarm and also Sunder, and I already know a monk can't beat a fighter.
Smite evil is situational and oath of vengeance lets you do it afew more times a day which is a good deal, but it still doesn't change when and how it can be used and depend what you are fighting against. Unarmed Dice work against everything. Although if you are able to Smite evil on something that is actually evil you will kick it's ass.
Favored Enemy and Instant Enemy that still requires you to make the proper knowledge check to determine the type of monster you are fighting, because you can't just say my favored enemy is that monster or pick a monster that looks like it.
You are picking an archetype to compare archer to archer. Zen archer and MoMS are two archetypes that people actually like and I don't see picked on for being underpowered that often. At worst they just don't hit super hard. I have said nothing against either of these archetypes.
I bring up the archer because the Ranger archer has been brought up several times by others so I need to use Zen archer to compare it to.
at level 3 monks use there monk level as there BAB to CMB (which means they do get the best CMB) while they don't get this bonus to CMD but it's a close second, Once again monks Unarmed dice go up. MrSin you keep bringing up the samethings at this point I don't even think you are reading the thread or have even read the monk class before. So far I've continued to show the monk is equal to the ranger as a melee combatant. If we put the Zen archer next to the archery ranger I'm pretty sure they would be equal and the Zen Archer might even be a little bit better because of Perfect Strike, Ki Arrows, Trick Shot even there other ranged abilities are better than the ranger. If Ranger didn't have Favored Enemy that class would suck.
8 Red Wizards wrote:
even an Archery range would still have an attack bonus of +10 same as the monk if he used Rapid Shot since Rapid Shot still gives the archer a -2 to all attacks. So far the Monk still scales to the Ranger attacks no matter what weapon he uses. A Monk using flurry of blows gets 4 attacks at level 8 and a Two weapon fighting Ranger gets 4 attacks at level 8, although an Archery ranger gets 3 attacks with rapid shot and has lower damage than the monk does.
Level 8 monk would have +10, +10, +5, +5 to hit and 4 attacks
Two Weapon Rangers are doing less damage than tne monk because there damage increase as they level, and like the monk don't have very high base bonus to damage.
Damage and attack wise
P.S. Not getting an enhancement bonus to movement from haste is barely a price to pay for there FULL TIME Fast Movement. I can live with that, and I would hope anyone else could to.
When a monk does Flurry of Blows they are treated as having a full BAB for all of there Flurry of Blows attacks. The only time a monk uses a 3/4 BAB is when they can not make a Flurry of Blows such as when they charge.
I can't figure out how no one recognizes the monk does have access to a Full BAB when they are using unarmed or a monk weapon in a Flurry.
A level 8 Monk and a level 8 Two Weapon Ranger have the same to hit bonus, and the same number of attacks and probably the same strength score to if I made a monk or a ranger my str would be 14 either way.
they both equal +10 to hit, they both have 4 attacks
First I want everyone on the boards to admit the monk does get a Full BAB when the monk makes a Full attack action with a Flurry. The only time the monk gets 3/4 BAB is when they have to make a charge attack.
Dabbler every time one of us presents the "show us how" challenge nobody takes the offer up. Don't hold your breath.
So far I've never seen anyone who says monks suck put up a character either, but I've seen them put up some random numbers with no backing. If you put up a character I'll put one up otherwise I don't feel like I need to. I know monks don't suck and I'm positive you have to be doing something wrong. If you do want me to put up a character than you make a level 8 character and I'll do one.
Bearded Ben wrote:
Grappling may or may not shut down natural attacks, depending on your GM's ruling on the "handedness" of natural attacks.
The only attack that would probably work would be a bite, but they would take a -2 to that attack and if they use weapon finesse than they take a -4 to dex so that's another -2 for a total of -4.
Continuous effects don't stop working just because someone can't see them. Sleight of hand is used to sneak in small objects and you could still use say a dagger and than hide it again after use, but that is different from an amulet. Continuous effect item only stop working when they aren't being worn it never shuts off. When you enter a combat situation every ones items aren't in the open for everyone to see at this point you are now grasping at straws.
Now what you could do is ask your DM do I see anything around his neck and the DM would probably have you roll a perception check, but you would have to go through the opponents shirt first.
Ranger is going to have a problem in that fight if the monk disarms the ranger right away and hopes he doesn't keep pulling weapons or pick one of them back up. The monk can win if he succeeds in disarming that ranger and maybe even trip him a few times.
Although a monk trying to disarm a fighter well depending on the archtype probably I haven't looked because I believe some fighters get bonus against Disarm fighter will look at monk like he's crazy and just beat him like a red headed step child.
You can't attack something you don't see which means if the amulet is covered up you can't attack it because you can't see it. So you don't know it's there you can't say I'm going to attack his amulet because I think he has one.
If a spellcaster has a melee in there face than someone did something wrong because that's not suppose to happen, and I'm sure that melee isn't going to be trying to disarm the spellcaster just beating him senseless. Also if you Grapple a monster and you are winning than good for you that monster can't attack or bite until he breaks grapple, but you can do your unarmed damage to that monster while you maintain grapple and everyone else can hit that monster and you will not risk being hit while they are swinging.
if the item is hidden you can't sunder or steal it so if it's under his shirt or robe it's hidden. Which than becomes the GM's call and I'm pretty positive any GM in his right mind is going to call under his shirt hidden to avoid having the same situation put back into his face when a party wants to perform the same task.
Monks don't need Double Slice they get full strength on all there flurry of blows, and monks don't need Quick Draw assuming they are using there fists which makes them worthless feats compared to the monk. I agree that Two Weapon Rend is an awesome feat since it's free damage.
All of these feats are still better than 2 Weapon Rend
Those 3 feats are easily better than Two Weapon Rend if you don't have a weapon in your hand or you are on your back. That feat is no good if you can't swing with both weapons.
all of the Style feats and there extra feats
and if you want to compare the two weapon ranger to a monk than a monk already gets...Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting when he flurry of blows which leaves the two weapon ranger left over with...
Edit: ok Archery has 14 feats by the end of ultimate combat and ultimate magic Monks are either over or near 70 feats to pick from.
Edit 2: As a monk I might even consider getting a Dex of 17 which would be really easy to do just to get Two Weapon Rend eventually.
Ninja in the Rye
I say I like weapon cords because you just have to hit those to sunder them. I think they have 0 hardness and 1 hp. Atleast Lock Gauntlets can take a hit, but they stop you from grabbing something if you have a second weapon or a shield or funniest thing was one of my players wear two lock gauntlets and made a dash for an evil artifact that he couldn't grab.
Monks Stunning Fist DC is 19 so all of these monsters and more that I didn't list have a good chance to fail that save and it's not really costing you an action to perform a stunning fist so what the heck why not give it a try.
Here's a few that I found I found a lot more that had less than 10 but I got kind of carried away with the feat selection showing that monks have a better picks I didn't want to get carried away here to.
Inevitable, Zelekhut +10
If I need to put up some more I can
here are some CR 10's
Ranger at level 2 he can pick either Archery or Combat
Archery level 2, 6, 10, 14, 18
Two Weapon fighting level 2, 6, 10, 14, 18
Archery 6 choices
While even if you add in ultimate combat or magic into a ranger in the end they will always be down to 6-8 feats once they pick there path.
It's an easy win for monks in feats
Level 8 human monk with wisdom of 20 DC 19
Outside of Dragons and Undead than MOST not all of the CR 7-8 monsters look stunable, although Elementals are immune to stun it doesn't say they are immune to fatigue or stagger condition. Where as Golems specifically say they are immune to fatigue.
Monks gain 2 more feats than the ranger does and has a much much wider selection than the ranger does so I would hardly call that a wash.
Ranger gets to pick between 2 feats every time he gets a feat. While a monk has style, maneuver and combat choices for feats it's a pretty extended list of feats for a monk. I'd call that a win for a monk.
If the ranger was or wasn't an archer the Monk would still have a higher touch AC.
If the guy the monk wants to swing at isn't in melee range he's going to do the samething a fighter will do run up and swing.
Than you aren't using your stunning fist correctly as you go up in levels it stuns, fatigues or staggers. At around level 15 you can make someone permanently blind. How do you not get to much mileage out of that. I hate it when my monk player starts staggering people. Atleast if he'd blind the people I wouldn't have to keep track of there timers and they could still perform a lot more actions.
Mr. Sin I am comparing an 8th level human fighter to an 8th level human monk which would start with at level 1 wisdom of 16 which is 10pts +2 to wisdom because he's humans and +2 additional because he gets a stat boost at level 4 and 8.
What Monk Maneuvers use intellect? If I was playing a monk I'd dump chr into the ground it has no value to a monk. Same way as Chr has no value to Barbarian, Druid, Fighter, Ranger and a Wizard. The Chr score is the first score to go because it is the least useful score out of the 6 and the easiest score to overcome in skill checks.
I also believe that alot of people are upset that when a DM is running a game that none of the BBG's are ever wearing an amulet of mighty fists or a monks robe, but they are always carrying around a +1 or +2 weapon and some armor. Maybe they have a spellbook or that one sexy dagger the rogue wants. The views of monks are tarnished by these boards and no one thinks they could be a decent encounter so they won't put monk in the mix to help out there monk player's.
goto page 550 in your player's handbook look at the table and tell me how much it costs to craft a +2 breastplate armor and than explain why armor and weapons are priced as base Price which on page 550 base price is the cost to create. All of the other weapons list Market Price and Cost to Create (Cost to create is also the base price on the table on page 550 if you can do the math)
Thomas Long 175
1d8 in nearly your own words even though you were talking about damage is just 1 less hp per level.
Touch attack comes up often enough or your DM just doesn't use spellcasters against you very often?
At level 8 your unarmed damage increased to 1d10 and at level 12 it'll again change to 2d6. Every 4 levels the monks unarmed damage increases.
The attribute purchase for a monk isn't much different from a paladin or a ranger trying to buy attributes you could remove constitution from the list below, but you'd still be in the same attribute purchase area
Monk Paladin Ranger
8th level Human Fighter with Breatplate +2 Dex of 14 is 19 AC
8th level Human Monk with Dex 14, Wis 20 +2 monk stuff Bracers of Armor +2 is 21 AC
He is using Elemental Fist and using d6's.
Not all enemies are range enemies some are melee enemies I do my encounters differently than the book suggests because I like using hordes of monsters, but it's boring when you send small CR monsters at a group that is about 4 CR to low on average I send CR's that are 1 to equal there level after them and bosses are atleast 3 or 4 CR higher.
All the monk AC boosting items are the same cost as a fighters because with the exception of the shield a monk can use all of the same ones.
Bracers of Armor is an armor bonus to keep the scale up with an armor enhancement.
if you pump your dex and wis up to 18 than you've already messed up your character. Str 14, Dex 14, Con 12, Int 12 (just for the extra skill points), Wis 16, Cha 7
Amulet +2 20k it's a high price, but all of your unarmed attacks are +2 weapons instead of having just 1 +2 weapon that can be disarmed, and I'm assuming you've never been disarmed it sucks, +2 bracers of armor is 4k
+2 Breastplate costs costs 4k to craft the armor that's not the market price otherwise the crafter of the magical item makes no money hence it's called "Base Price" instead of market price so your 2k dollar +2 breastplate actually costs 8k in the shop.
cost to make
+2 Great sword he's walking around with is base price 8k
cost to make
Look on the crafting tables on page 550 if you don't understand how base price works. If you are selling your players for base price than you are stupid and the crafter is making no money because he doesn't understand how to make money which means you as a DM don't understand how to make money.
The monk spent 20k on the amulet of mighty fists, and 4k on the bracers or armor totaling at 24k
The fighter spent 16k on his +2 Great Sword, and 8k on his Breastplate armor totaling at 24k.
So far for the same items they paid the same price. Except all of the monks unarmed attacks became magic.
Armor and Weapons are the only section that use base price they should put market prices for them so people don't get a cheaper weapon without paying the mark up.
If we want to bring in monks robe than we should look at any other equipment a fighter will need, because no fighter alone can survive on armor and shield.
Monks ACs not comparable to heavy armor ACs, and fighters are barbs are better frontline fighters, but a monk is equal to a paladin and a ranger at the front of the fight.
As for your Prognosis I understand you are sitting infront of your computer so you feel like being an ass, and you just want to go with the boards to many people for some odd reason say the boards said this so I'm just going to assume it's right. I already know he's not optimizing, he has an equal wealth as everyone else, there are no house rules that are helping anyone. With your prognosis I already know I know more about the game than you do, because you are a single minded and obviously refused to look at it yourself you are just pulling random numbers out so far.
No I don't have one of his characters on me and even if I did I wouldn't post it because it's a currently played character.
d8 HD seems to be ok for frontline fighter type, Full BAB when they flurry of blows, High Touch AC, by level 4 they are doing d8 for damage which is equal to or higher than most weapons. I think the main problem the boards have with monks is that everyone wants to be frontline fighter, mobile fighter and skill monkey.
More BaB, bigger hit dice more skills, Medium armor, free prerequisite-less Feats, less MAD-ness, still has Evasion (though not improved
Monks get full BAB when they flurry of blows, monks have d8's for HD just 1 step below a fighter, Monks AC is equal to medium armor and better than heavy armor if they have stat boosting magical items a very high touch AC, they get improved evasion at level 9 which is anywhere from 1 level to 11 levels faster than a rogue depending on how fast you pick it as a rogue. If I wanted to be a skill character I'd play a bard maybe a rogue second.
They get 1 magical item that makes all of there unarmed attacks magical, monks belt that makes them act 4 levels higher. That's not even going into AC boosting magical items, other magical items and feats. My monk player is pulling an extra 2 or 3 d8's in elemental damage and he's not even a monk of the four winds. I don't see anything wrong with the monk when he's taking swings at my monsters.
I've got a monk loving player in my game and I don't really see what's broken about them he runs up a storm beating bad guys senseless. So I'm personally think these boards don't know how to run a monk sense I seem to have one player running up a monk storm. I also have others of my players kicking a lot of butt with monks and the "math" that these boards offer aren't actual numbers because all of your numbers seem to be less than my monk fanatic and my less monk fanatic player's.
The only thing you really did wrong in this idea was let only ONE of your player's be gestalt. He will clearly outshine the party and make it hard for you to determine an equal encounter so you don't kill the other half of your group.
My opinions on your powers would be a long rant and insulting comments of how 7 out of 10 of your powers aren't real powers and how you would give one player a Gestalt class and not your other players which will either make the encounter very hard on all of your players or insanely easy for your gestalt player.
Again I don't know how to answer these questions without saying how horribly off balance all of your powers are with each other, and If I found out one of my player comrades was a gestalt I would be pretty upset. If anything if your players rolled a number that was already rolled you should of let them have the same power.
Looks like I already went into a long rant so never in a million years would I offer these powers to players because they are either awfully weak for a benefit and 2 of these powers are to much unless you are giving them to everyone.
I don't fully know where to start, but maybe you should raise up everyone elses power with a template otherwise your only other option would be to live with the really unfair advantage you gave your player or tell him to change characters. While I am not a fan of telling people they have to change characters I'd just increase the other players power.
Edit: 5th level Dire Wereboar is equal to a level 11 character. 2 CR from Lycanthrope template, 4 from the wereboar stats and than his 5 ranger levels.
A cohort is hired and paid by 1 of the characters not the whole party. So it is up to that one player to pay the cohort or the cohort can leave the party unless he is at the beck and call of the ENTIRE PARTY and serving all of there whims at a moments notice.
I changed the rules a little I'm still looking to get 32 people, but as soon as I get 12 than I'm setting a time right now I'm still at 4/12.
32 challengers, 5th level, 32 PB, Max hp first
Limitation: full rd action to "summon" mount/animal companion, familiar into fight
Special variant: Dueling and spell dueling rules in place (immediate action parries and counterspells)
Duel counters/dodge: http://www.d20pfsrd.com/gamemastering/duels
Submit to Fightingfestival13@yahoo.com?
I will be running the fights so I ask if you have a special tactics/contigencies to include it.
crafting rules: Use FAQ benefit that crafting feats count WBL for crafted items by crafted price not market price.