
toxicpie |

So this is a very high-power campaign and the PCs get a lot of high-power goodies to reflect this. My only niggle is working out how much to add on to the APL with this extra stuff, made a bit more confusing by my taking away some stuff.
All players are aasimars (any heritage) with the half-celestial template (minus additional smite evil, the skills per level, and darkvision), human bonus feat racial trait, and halo instead of darkvision (but it only manifests when wings activate). Plus a free random trait from the variant ability table.
Aasimar 15RP
+Flexible bonus feat 4RP
+Variant ability 3RP
22RP
All players are gestalt X/Paladin (any archetype) sans alignment restriction, though BAB, hit dice, saves and weapon and armour proficiencies are decided by X class. Paladin abilities which use CHA, such as smite evil or lay on hands, can use either WIS or CHA, decided at character creation.
They have the ability to grow at-will wings with good (+4) manoeuvrability and a halo (the alternate racial trait), granting a +4 sacred bonus to STR, DEX, CON and CHA or WIS, depending on which was chosen for the paladin abilities. This will, however, have to be used sparingly, as the explosive burst of Good-aligned energy will be like a homing beacon to all evil creatures in the area like "here I am, eat me!"
They also gain the granted powers, but not the spells, of *one* cleric domain granted by their Order, treating their paladin level as their effective cleric level. Clerics thus gain three domains' powers in total. I am in two minds whether to change the uses per day to run off CHA, if that's what the PC chose for their paladin abilities above.
I hope I've explained things clearly enough!
I've heard CR and APL is as much art as science, so I don't know if I just say "err, let's go with +3" and adjust as I see fit throughout the campaign. Hmm.
Any help working this out is really appreciated, thank you!! :3