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Posted: Sat Jan 03, 2009 3:21 am
Hmm...I'm kinda tempted by this, but I don't quite get how gestalts work.
If I asked to use a character I've done before, only levelled appropriately for the campaign, how would it work?
Race is Draconic (+1LA, from the Races of the Dragon sourcebook) Southern Elf (as Elf, but -2 Wis instead of -2 Con, needs 8 hours sleep instead of 4 hours trance, only gets one of Longbow and Longsword as racial weapon proficiencies instead of both and favoured class is sorceror) If I wanted them to be primarily a sorceror, how many 'remaining' levels would I have under the gestalt rules, assuming it's accepted, and how many feats would I end up with? NB: I'm also tempted to do a Pixie Rogue/Monk hybrid, and the answer may help me decide.
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Posted: Sat Jan 03, 2009 12:27 pm
Using your draconic Southern elf. you would be a level nine gestalts. (That is if southern elf has a LA of 0) So you would take 9 levels in Sorcerer and 9 levels in some other class. For level feats(The ones you get at 1.3.6 ex) and ability score increases they are also only up to level 9
So in your example of pixie monk/ rogue. Pixie would take four levels away, leaving you 6 levels in the two classes.
Any other questions?
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Posted: Sat Jan 03, 2009 4:21 pm
If it's a level 20 campaign, surely I'd be a level 19 gestalt?
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Posted: Sun Jan 04, 2009 2:18 am
Um... yeah. I forgot what level the campaign was Sorry
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Posted: Sun Jan 04, 2009 8:50 am
Fair enough. One for the GM: For the sorceror, would I be allowed to drop a level (thus making me a level 19 gestalt before LA) in order to spend some of the xp on making some spells permanent? One for anyone: With a familiar above a certain level it gains *master's level plus 5* spell resistance, right? Does this stack with existing spell resistance (assuming a familiar chosen from the list allowed after taking the Improved Familiar feat), or replace it?
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Posted: Sun Jan 04, 2009 6:29 pm
Good evening, Miss Saturn.
Spell resistance does not stack. It overlaps. But check with the dm, they have the final word after all.
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Posted: Sun Jan 04, 2009 10:10 pm
i believe you mean DR not spell resistance. with DR you use the highest non-negated one that you have. with spell resistance you just use the highest since if that one is negated then anything lower is assumed to be negated as well. all this though is up to the DM. they may decide to allow DR and/or SR to stack.
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Posted: Mon Jan 05, 2009 12:46 am
scifijames i believe you mean DR not spell resistance. with DR you use the highest non-negated one that you have. with spell resistance you just use the highest since if that one is negated then anything lower is assumed to be negated as well. all this though is up to the DM. they may decide to allow DR and/or SR to stack. No, I mean Spell Resistance.
Thanks SCN, that helps...thought it does mean I don't get a familiar with 43 SR...*mock pouts*
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Posted: Wed Jan 07, 2009 4:05 pm
sorry not you saturn. i believe nemesis had them reversed though that is just because i don't get what he means by overlaps. DR can be said to overlap but o far as i know SR can't. sorry for the confusion.
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Posted: Wed Jan 07, 2009 6:20 pm
Madam Scifijames and Miss Saturn
The following are exhorts from the 3.5 SRD, http://www.systemreferencedocuments.org/35/sovelior_sage/home.html, On Damage reduction and Spell Resistance. Which is where I got my info.
DAMAGE REDUCTION
Some magic creatures have the supernatural ability to instantly heal damage from weapons or to ignore blows altogether as though they were invulnerable.
The numerical part of a creature’s damage reduction is the amount of hit points the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction number by a slash. Damage reduction may be overcome by special materials, by magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment. If a dash follows the slash then the damage reduction is effective against any attack that does not ignore damage reduction.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.
Sometimes damage reduction is instant healing. Sometimes damage reduction represents the creature’s tough hide or body. In either case, characters can see that conventional attacks don’t work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
SPELL RESISTANCE
Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells also grant spell resistance.)
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance. (The defender’s spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn’t affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.
Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creatureÂ’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).
A creature’s spell resistance never interferes with its own spells, items, or abilities.
A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.
Spell resistance does not stack. It overlaps.
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Posted: Thu Jan 08, 2009 11:56 am
I see, that makes sense now. Thought my familiar still gains the benefit of any friendly spells from my end, since we'd have the shared spell bonus, presumably.
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Posted: Tue Jan 13, 2009 7:31 am
It's a pity the GM seems to be AWOL, I have so many ideas bouncing around my head for potential characters. One last question, before I go ahead and do it anyway: Am I allowed to use the rules for buying off LA with XP? I've made a character based on the assumption that I am (and that it counts as a 19th level character for purposes of starting gold).
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Posted: Sat Jan 17, 2009 10:27 am
Never mind, I've settled on a completely different character anyway.
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