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« on: January 10, 2014, 03:11:05 AM »
Gestalt game, starting at level 4. D&D 3.5, all books allowed, Dragon Magazine has to be approved before use, although that shouldn't be hard.
We're using fractional BaB and saves (you can't really do gestalt any other way), and we are playing the rule that you can't gestalt two prestige classes seriously.
The build I was thinking of was Factotum 4//Rogue 1/Monk 2/Cloistered Cleric 1, taking the Luck and Travel domains, and swapping the granted powers of Travel and Knowledge for the appropriate devotion feats.
The idea is to have a Knowledge Devotion Factotum, able to do large amounts of Int-based damage, while running around fast enough to stay out of harm's way.
I want to take Rogue at level 1 in order to get the 4 x (8 + int mod) skillpoints. Maybe I should take Scout instead? It fits the skillmonkey concept, and it skirmishes very well, to the point of having an ability named skirmish. How does Travel devotion interact with the scouts skirmish ability?
Kung Fu Genius makes monk worthwhile, I think. It gives me nice defense and Envision is sweet too. Fast Movement synergy very well with my concept, if I end up taking more levels of Monk later on. Although if I take Rogue, perhaps a second level of rouge would be better than the second level of Ronk, for getting evasion and stuff? On the other hand, there is that cool Monk ACF that trades evasion for invisibility once per three rounds. If I take that, then when I level up to fifth take a second level of Rogue for evasion could be good. This pushes me away from Scout and back towards Rogues, because Scout doesn't get evasion until its fifth level.
And the bonus Monk feats don't hurt either.
Or maybe there is some better replacement for Monk in my build? Not taking Kung Fu Genius lets me take an extra Font, and that is huge for a factotum.
I'm taking Cloistered Cleric because who wouldn't? Cleric are awesome enough that (in gestalt at least) it can be worthwhile to just dip a level, even if you never intend of really using or advancing the spellcasting. It gets me two of the most powerful devotions, and I always loved the Luck domains granted power for getting out of a tricky spot. Maybe I should take that out in favor of the Trickery Domain and thus Trickery devotion?
It also gives some cool other stuff, like Lore and turn undead, which can be used to fuel devotions, which is awesome. And I suppose there will be situations where the spellcasting comes in handy, as there are plenty of cool 1st level utility Cleric spells.
I am allowed to take up to two flaws, but which ones should they be? I have almost no experience in this area. Coupled with that, how many Fonts of Inspiration? I have five feats, if I go human, and Kung Fu genius leaves four. I'll likely take Improved Initiative, as going first is very important (especially if I put skill points into Iaijutsu Focus, which I'm thinking of doing), so that leaves me with three Fonts, am I right?
That brings me to the question of race. Humans are always awesome, as a bonus feat is huge, and I won't say no to extra skillpoints, as I have quite a few skills I want ranks in, not to mention skill tricks to pick up. Is there something better? I considered Strongheart Halfling or Whisper Gnome, but while Small size is awesome, two other players intend to make characters of Small races, and I don't want to crowd the party with more. Also, Small size doesn't go well with Monk, if I choose to go that route.
And finally, what would you guys recommend for advancing after this point? I will probably take the Factotum side up to at least level 8, but what on the other? Perhaps Chameleon? But that would make me need to blow a feat on Able Learner at level 1. Uncanny Trickster? Maybe dipping Swashbuckler 1, then using Uncanny Trickster to grab the sweet third level swashbuckler +Int to damage? More Monk levels is a solid option if I take Monk, giving me Fast Movement and some other cool stuff. Any other good options that anyone can suggest?