| Hip-zard |
Hello Everyone!
i was planning to begin Carrion Crown campaing with another friend of mine and we decided to "fill the holes" in the party making two gestalt character: the first the occultist wizard and the second the cleric gunslinger.
The two character are just a draft right now and i would like to ask for any advice.
The first character was planned to be a diviner (foresight) wizard gestalted with occultist with Divination, Conjuration and Necromancy implements, while the second could be an Evangelist cleric with travel domain gestalted with pistolero.
Any further advice?
| Natural 1s |
We have been fighting lot of haunts, so cleric (with channel positive energy and ability to use wand of cure light wounds) with wizard (disrupt undead cantrip) will be prepared do deal with them.
Maybe take paladin as secondary class (variant multiclasing) to get free detect evil – to prevent triggering the haunt.
| nate lange RPG Superstar 2012 Top 32 |
in a two man party neither character can afford any weak spots, and action economy will be extra important...
the cleric/gunslinger isn't a bad combo: all good saves, full BAB, d10 hp, 4+ skills/level, full caster, decent combat. the only drawback off the top of my head is a shortage of swift action options (maybe try to find a feat or some spells or something that will let you make good use of your swift actions).
the wizard/occultist has more issues: bad reflex (which isn't a huge deal at high levels but at low levels can be rough), only 3/4 BAB, only 1d8 hp, very few options outside of casting... don't get me wrong, it would be good at it's specialty but with only 2 players you can't really afford that kind of specialization. A ranger or slayer gestalted with wizard would probably work out a lot better... AC would be a bit of an issue but saves/BAB/HD would all be good, plus 6+ skills on an Int based caster, and the option for melee and/or ranged combat when spells are low or ineffective. wiz/occ and wiz/ranger (or slayer) are all short on swift actions though: arcane armor training and/or arcane strike could be worth while.
Regarding action economy- with only 2 player, grabbing a class or ability to get a companion will help make up for only getting 2 turns per round instead of the standard 4-6. The cleric could take the animal domain (and boon companion) to add an animal companion eventually. A wiz/Rn or Sl could take the mauler archetype on their familiar.