D&D 3E/3.5 D&D 3.5 evil gestalt

Greyfeld

First Post
Alright, so I have a gestalt evil character that I'm holding on to and plan on playing in a gestalt game ASAP. However, I'm having trouble finding the right blend of flavor and optimization. So, if anybody can help me out, it would be appreciated.

Concept
Necromantic singer. Uses singing to strike fear and despair into enemies while undead minions tear them apart.

Level breakdown
1. Inspire Awe Bard//Dread Necromancer - Tomb-Tainted Soul
2. Bard//DN
3. Bard//DN - Requiem
4. Bard//DN
5. Bard//DN
6. Bard//DN - Shadow Weave MagicSkill Focus: Knowledge (Religion)
7. Bard//DN
8. Dirge Singer//DN
9. Dirge Singer//Pale Master - Shadow Weave Magic
10. Dirge Singer//Pale Master
11. Dirge Singer//Pale Master
12. Dirge Singer//Mindbender - Haunting Melody
13. Sublime Cord//Pale Master
14. Virtuoso//Pale Master
15. Virtuoso//Pale Master - Corpsecrafter
16. Virtuoso//Pale Master
17. Virtuoso//Pale Master
18. Virtuoso//Pale Master - Doomspeak
19. Virtuoso//Nightmare spinner
20. Virtuoso//Nightmare spinner

Benefits
  • 8th level Bard Spells
  • 9th level Dread Necromancer spells
  • Multiple sources for fear effects, both single-target and AoE.

The biggest problem I think is that I'm feat starved to hell. I'm missing key feats that I would normally be able to pick up if the build was dedicated solely to music or necromancy (IE. Lingering Song, Stitched Flesh Familiar, etc).
 
Last edited:

log in or register to remove this ad

Seems you might be missing one of the key lines in the Gestalt Character Variant.
Unearthed Arcana said:
A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class.
 

When I ran an evil gestalt game a while back, one player actually made an extremely fear-focused character. Build by end of the game is posted in sblocks below, there were probably some houserules affecting things, and the game was 34 point buy w/ a bonus 1st level feat, but I'm sure from the feats, spells, etc.... you can pluck useful tidbits. All I remember is if he used a melee touch spell, he could trigger up to 3 fear saves per round, and dread witch made him ignore fear immunities.

[sblock]Charir Vignar

Human Sorcerer 7/Dread Witch 3///Dragonfire Adept 10

Str8, Dex 16 [18], Con 16 [18], Int 10, Wis 10, Cha 18 [20]
47163/45000 EXP

HP: 113/113 (10d8+40+1+10)
AC: 22 [25] (10+5 natural+4 dex-1 flaw+2 shield+1 deflection+1 armor [+4 armor mage armor)
Touch: 14, Flatfooted 20 [23]
BAB +5
Fort +13, Ref +9, Will +11
(+6 vs Sleep and Paralysis, +5 vs fire, +5 vs fear)
Fire Resistance 5
DR 2/Magic
Speed: 30, Fly 30 (good)

Melee Touch +9

Feats:
Draconic Toughness (+2X HP)
Draconic Senses (+X to Spot, Listen, Search, Darkvision 60, Blindsense 20)
Draconic Presence (Whenever cast a spell, spell ALSO forces will save vs all enemies within 10 feet or shaken for 1 round/spell level. Dragons and creatures with int of 2 or less are immune)
Draconic Heritage (Red) (b) (+X vs Sleep, Fire, Paralysis)
Draconic Skin (+1 nat armor)
x=Draconic feats
Dragontouched (b) (Dragonblooded. +1 spot, listen, search, HP, vs sleep, vs paralysis)
Frightful Presence
Unnatural Will (b) (Add both Charisma and Will to saves vs fear)
Weapon Finesse
Flaw: Vulnerable

Darkvision 60, Blindsense 20

Class Features:
Breath Weapon (5d6+1d6 fire, cone 30 or line 60, at will) DC 19
Scales +3 nat armor
+4 Diplomacy vs dragonblooded creatures
immunity to frightful presence
Draconic Heritage (no familiar)
DR 2/magic
Master of Terror (+1 to save DC of fear spells and +2x Dread Witch level to intimidate)
Absorb Fear (+1 CL for each level of fear attempted against Charir, successful or not. May instead be used to cast low level spells)
Fearful Empowerment 1/day (All creatures targeted by a spell with visual effects must make a will save DC 19 or be shaken for 1d4 rounds)

Breath Effects:
Lightning Breath (60 foot line of electricity instead of fire)
Weakening Breath (-6 str for 4 rounds, fort reduces to 2 rounds, no damage)
Thunder Breath (30 foot cone of sonic, fort half)

Invocations:
Beguiling Influence (+6 Bluff, Diplomacy, Intimidate)
Breath of the Night (Fog Cloud at will)
Frightful Presence
Draconic Flight (Fly 30, good)

Spells:

0th, 6/6/day: Prestidigitation, Arcane Mark, Detect Magic, Ghost Sound, Mage Hand, Light, Message, Read Magic DC 15
1st, 8/8/day: Magic Missile, Feather Fall, Shocking Grasp, Ray of Enfeeblement DC 16, Cause Fear DC 17
2nd, 7/7/day: Incendiary Slime, Combust, DC 17, Bane, Doom, Scare, Visions of Entropy DC 18
3rd, 7/7/day: Fireball, Junglerazer, Explosive Runes DC 18
4th, 5/5/day: Bestow Curse, Voice of the Dragon DC 19

Languages: Common, Draconic

Skills:
Bluff +24 (13 ranks +5 cha+6 influence)
Concentration +22 (13 ranks +4 con+5 tunic)
Diplomacy +25 (12 ranks+5 cha+6 influence+2 synergy) (additional +4 vs dragons)
Intimidate +32 (13 ranks+5 cha+6 influence+2 synergy+6 Master of Terror)
Spellcraft +7 (7 ranks)
Knowledge (Arcana) +3 (3 ranks)
Listen, Spot, Search +6 (Draconic feats)
Skill Tricks: Never Outnumbered


Gear:
Shield: +1 Mithral Buckler
Head:
Face:
Shoulder: Cloak of Charisma +2
Throat: Amulet of Health +2
Body: Ghost Shroud with +1 Armor Bonus
Torso: Tunic of Steady Spellcasting and +2 Resistance
Hands: Arcanist's Gloves
Arms: Dragonhide Bracers
Left Ring:
Right Ring: Ring of Piercing Spells (3/day)
Waist: Dragon Spirit Cincture
Feet: Boots of Dex +2
-Earring of the Wolf

Infinite Scrollcase-> Scroll of Protection From Evil x 4, Web x3, True Strike x2, Whirling Blade, Invisibility x2, Disguise Self x2, See Invisibility x2, Remove Curse, Animate Dead, Enervation x2, Voice of the Dragon x2

Wand of Mage Armor (34 charges)
Adventuer's Kit
Spell Component Pouch
Potions of CLW x2
Vest of Resistance +1 (Unequipped)
Wand of Ray of Clumsiness (20 Charges)
EWand of Benign Transposition
EWand of Unseen Servant
Dagger
2x Masterwork Clawed Gauntlets [Spiked Gauntlets, designed to look like scales with dragon claws] (Will be ready upon return to town)
Trollgut Rope

11041.75 GP
+882
+875

Fear aura descriptions:

Draconic Presence feat: Whenever I cast an arcane spell. Will save or shaken 1 round/spell level. Only works on non-dragons, with int 3 or higher and HD fewer than my own. Doesn't work on already shaken foes. Save 10+Spell Level+Cha

Frightful Presence feat: Activation- Whenever I attack or charge. 30 foot radius. Will save or shaken for 1d6+Cha rounds. Only works on non-dragons, with int 3 or higher and HD fewer than my own. DC 10+Half Character level+Cha (20). Save applies for 24 hours

Invocation: Activation- Swift action after attacking or using breath weapon. 30 foot radius. Will save or shaken for 10 minutes. Dragons are immune. DC 13+Cha (18)
[/sblock]

EDIT: If you're doing an undead-themed bard, what about the Song of the Dead metamagic feat? +1 level to make a mind-affecting enchantment into a necromancy spell that affects undead.
 


Dragon #330 has the Jester prestige class.

Class abilities like Enthrall, Tasha's Hideous Laughter, Ridicule of Persuasion, Ridicule of Insanity, Ridicule of Death, Enthralling Laugh, and an expanding list of mostly mind-effecting spell-like abilities.

This sounds in line with what you're looking for. Sadistic, killer performer stuff.
 

EDIT: If you're doing an undead-themed bard, what about the Song of the Dead metamagic feat? +1 level to make a mind-affecting enchantment into a necromancy spell that affects undead.

Because I already have multiple ways of taking control of undead without burning another feat that only effects undead.
 

Because I already have multiple ways of taking control of undead without burning another feat that only effects undead.
"mind-affecting enchantment" isn't necessarily about taking control of Undead, but applying the Bardic ways to boost allies to Undead allies, since undead are generally immune to such things.
 

Because I already have multiple ways of taking control of undead without burning another feat that only effects undead.

But do you have ways of getting around Protection From - spells and other Immunity to Enchantment special qualities?

Becoming a Necromancy spell is a damn fine method of getting around that pesky enchantment school issue that pops up from time to time.
 

Didn't really think about that.

I'm having a hard time balancing fear and phantasms with undead control/summoning. I feel like I'm kind of mashing the two concepts together and having them both come up short.
 

I found the Song of the Dead feat. It doesn't work the way you think it does. The middle of the feat states:

"... the altered spell has no effect against living creatures or constructs."

Which means this feat is only useful against undead. It doesn't help bypass Enchantment immunity for anything else.
 

Trending content

Remove ads

Top