Help preparing for a Gestalt Game.


Hell's Rebels

Grand Lodge

I've purchased the first book of Hell's Rebels and am going to be running it for my home group in a few months. However it looks like we're going to be losing one of our regulars and I've decided to run the game as gestalt to compensate. However I know that this will make them very powerful and while I want them to have fun I also want to challenge them.

What sort of adjustments would you recommended I do to the ap?


As far as I can tell, gestalt gives characters more options, but not more actions.

Their adventuring day will probably last longer, however IIRC that's not an issue in Hell's Rebels.

If the reduction to their action economy in combat becomes a problem, then you and the players might want to consider a simple-to-run NPC member of the party. (For example, a Fighter or a martially-focused Cleric or Oracle.)

Grand Lodge

If we can't get anyone else it'll be three people. With Gestalt that should let them cover all the bases without being too down under on action economy, I hope.

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