
Sylirinight |

Can we multiclass if we can show the math? I don't know if I want to yet, but the part of the fun of Gestalting is being able to stay in one class and vary your second one.
If so, there's only one question I need answered: Are BAB and saves fractional, or whole numbers?
In regular play, fractional BAB means that a Rogue 1/Bard 1 As a BAB of +1 instead of +0 (.75+.75 = 1.5, round down to 1). It's not necessary for Gestalt multiclassing but it's frequently used along with it to make the math simpler. Instead of trying to figure out how to count saves when you change half of your class, you just count up the number of levels you have with good saves and the number of levels you have with bad saves, and do basic calculator math.
I would advise you not to multiclass, since it is Gestalt, you are already merging classes, and adding a third will not only make it confusing for you, but for me also.
As for your BAB question, you would do whole numbers. I thought though that you take the class with the highest BAB and use that one. That is what I told Icyshadow.

Bobson |

and do basic calculator math.
Specifically:
BAB = <Good Levels> + (.75 * <Medium Levels>) + (.5 * <Poor Levels>)
Saves = (<Good Levels> / 2) + (<Poor Levels> / 3), with a +2 bonus if you have any Good Levels
So a Paladin//Sorcerer 2 / Rogue//Sorcerer 3 would be calculated as follows:
Paladin//Sorcerer levels are Good BAB, Good Fort, Poor Ref, and Good Will.
Rogue//Sorcerer levels are Medium BAB, Poor Fort, Good Ref, and Good Will.
BAB = (2) + (.75 * 3) + (.5 * 0) = 2 + 2.25 + 0 = 4.25, rounded down to +4
Fort = (2 / 2) + (3 / 3) + 2 = 1 + 1 + 2 = +4
Ref = (3 / 2) + (2 / 3) + 2 = 1.5 + .66 + 2 = 4.16, rounded down to +4
(alternatively) Ref = (3 / 2) + (2 / 3) + 2 = 9/6 + 4/6 + 12/6 = 25/6 = 4.16, rounded down to +4
Will = (5 / 2) + (0 / 3) + 2 = 2.5 + 0 + 2 = 4.5, rounded down to +4.
As for your BAB question, you would do whole numbers. I thought though that you take the class with the highest BAB and use that one. That is what I told Icyshadow.
You do, and as long as you stay in a single class it doesn't matter at all. But in both standard and gestalting, doing it by fractions means that you're penalized less for multiclassing. The only difference is that the number you're using for a gestalt multiclass is "Best of X and Y" instead of just "X".

Bobson |

The best way to think of gestalting is that you're building a custom class, which happens to combine the best features of two others. And each combination is a different class. Hence the // notation, which I don't know where is from (I found it while looking for an app to help me try out builds, since Hero Lab doesn't).
Instructions for gestalt in sCoreForge, if anyone wants, but it isn't fun.

Fuar Le Teacht |

ok with alll these posts and questions/answers etc. probably best to create a final character creation ruleset and put it in the campaign info tab.
like the 4 traits thing...I only have 2 per a normal character. also all this math for BAB and saves. I go with something simple take the better of each class. simple no math.
I have the basic stuff for my character just need to format it for the profile.
DM are there any questions for me concerning my character's backstory?

Barackus Skullcleaver |

Icyshadow wrote:Do we have traits in use? If so, how many?You can get four traits, and if it isn't to much to ask can you post wht traits you got?
You said 4 traits.. My opinion on the bab/saves thing is take the better of the 2 classes and be done with it.. If u want full bab 1/2 ur gestalt needs to have full bab, thats my opinion.. I also agree on a overall list of creation rules.. My guy is done i just need to know if its all good.. I mean all evil lol..

Bobson |

I think I'm confusing people. "Better of the 2 classes" is right - this is just a way to add a third or fourth class in, the same way regular multi-classing is a way to add a second or third class. Instead of 5+5 (for a regular gestalt, it's 5+(3+2), or even (1+1+1+1+1)+(2+2+1) if you want to get really absurd.
But I'll let it go, since I don't have a specific use in mind at the moment. It was just for exploring my options, and I don't want to make it confusing for anybody.
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I should have a character ready in the next few hours.

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You post your background story with your alias, go ahead and spoiler it.
You got two options you may take your first stat block, and possibly gain some bonuses in your background story.
or,
Take the second block you roll, you will not gain any bonuses from your background, though it is still required. You will be cursed PM me for suggestions of your curses or I will get to take my frustrations out on you... who likes the rump of a horse hmmm? You do, will save or put your baubles in that hole. Just give me some good ideas for curses.

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Bad
Barackus Skullcleaver
Derrus Hammerfell
The Grengorian (My character) Monk/Cleric maybe but I will change if you guys want me to, I have not built it yet
Apollo Randasian
Good
Gremble Fiddywicks - Billybrainpan
Bobson?
Edward Sobel - Fuar Le Teacht
MP Ire
Icyshadow
Level 5 characters.
Thank you Bobson, I hope to use you as needed. LOL :)
Sunday is good for me.
You should all put your equipment in your sheets, understand that you won't start with the equipment, though you will likely find it soon after the start.
For BAB and saves: take the better of each class. simple no math.
Baddies will start of with their armor and their belongings will be in a separate place but they will get them back.

Bobson |

Still working on the character - I've gotten it down to three options.
Magus (Myrmidarch) // Alchemist (Mindchemist). He throws bombs that also deliver spells.
Magus (Spellblade) // Alchemist (Vivisectionist). Sneak attack and weapon boosts.
Monk (???) // Fighter (Unarmed fighter). Very much a melee-heavy build. Probably from a Large race.
I'm building the first one for tonight, but I'd be happy to switch to the third one if the good group is light on melee.

Icyshadow |

I'll pick Abadar as the deity for my character. And these are the four traits I picked. The first one needs GM approval.
Bred for War (Holstaurs are bigger than the average human, so this makes sense to me)
Reactionary (Figured being raised around humans isn't always a good thing)
Ease of Faith (I'd say this makes sense for any sensible Paladin character)
Eyes and Ears of the City (Would make sense for an aspiring knight to have some experience with watch duty)

Grixus |

wow, thought this had died and it blasted into a full blow pvp campaign. Well, thats what I get for not paying attention. If you need more people let me know.
On the off chance that you do need another person, I'll roll and get stuff set up. I'm honestly enjoy building characters so its not a big deal if I get to use it or not.
5d6 ⇒ (3, 2, 1, 3, 2) = 11 8
5d6 ⇒ (5, 2, 6, 6, 4) = 23 17
5d6 ⇒ (5, 2, 5, 4, 5) = 21 15
5d6 ⇒ (6, 2, 5, 6, 1) = 20 17
5d6 ⇒ (5, 6, 6, 6, 3) = 26 18
5d6 ⇒ (5, 4, 5, 2, 5) = 21 15
5d6 ⇒ (6, 1, 6, 2, 1) = 16 14
wow, thats happy, probably -1 on 15 +1 on 17

Bobson |

Well, as much as I love the mathy parts of the game, that doesn't mean I'm fast with them.
This is what I have now - no gear, no spells, no extracts, and I haven't finished adding the Magus half - but I'm out of time to work on it today. I'll have the full character up tomorrow night, or else I'll withdraw from the campaign.
Type: Fey (2)
Size: Tiny (4)
Speed: Slow (-1)
Scores: Mixed Weakness (-2) - +2 Dex, -2 Con, +2 Int, -4 Wisdom
Traits: Advanced Intelligence (4)
Flight (4)
Improved Flight x2 (2 x2)
Low-Light Vision (Free)
Solvyn Alchemist(Grenedier)//Magus(Myrmidarch) 5
CG Tiny Fey
Init +5; Senses low-light vision; Perception +8
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Defense
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AC 18, touch 18, flat-footed 12 (+5 Dex, +2 size, +1 dodge)
hp (5d8) -> 4d8 + 8 ⇒ (6, 5, 4, 8) + 8 = 31
Fort +4, Ref +9, Will +4; +1 trait bonus vs. divine spells
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Offense
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Speed 20 ft., flight (50 feet, average)
Ranged Bomb +11 (3d6+6 Fire/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks bomb 3d6+6 (11/day) (dc 18), discoveries (cognatogen, explosive bomb, infusion), spellstrike
Alchemist Extracts Prepared (CL 5):
Magus Spells Prepared (CL 5):
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Statistics
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Str 12, Dex 20, Con 10, Int 22, Wis 10, Cha 11
Base Atk +3; CMB +6; CMD 18
Feats Dodge, Extra Discovery, Martial Weapon Proficiency (Scimitar), Point Blank Shot, Ricochet Splash Weapon, Throw Anything
Traits Armor Expert, Flame of the Dawnflower, Focused Mind, History of Heresy
Skills Acrobatics +5 (+1 jump), Appraise +14, Escape Artist +10, Fly +17, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +11, Knowledge (nature) +14, Knowledge (planes) +14, Perception +8, Spellcraft +14, Stealth +13, Use Magic Device +8; Racial Modifiers alchemy +5
Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Sylvan
SQ alchemical weapon (move action), arcane pool (+2) (8/day), cognatogen (dc 18), fast poisoning (move action), mutagen (dc 18), precise bombs, spell combat, spell recall, swift alchemy
Other Gear 150 GP
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Pool (+2) (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Expert -1 Armor check penalty.
Bomb 3d6+6 (11/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+6 fire damage.
Cognatogen (DC 18) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Flight (50 feet, Average) You can fly!
Focused Mind +2 to Concentration checks
History of Heresy +1 save vs, divine spells
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.