Incarnum - Viable for Gestalt?

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Some friends have a currently-running gestalt game that they're looking to add me to. I've never been involved in a gestalt game before, and the sheer amount of options is giving me a touch of trouble.

The characters are currently level five, probably going to around level ten or thereabouts; they're built using standard gestalt rules. Splatbooks and setting-specific stuff are allowed freely, as are flaws, though templates and ECLs aren't. Stat generation was done by stat matrix, 5d6 best 3. The stat line I've chosen is a fairly good spread, 18 17 15 13 11 11.

The build I've been tossing around is a Warforged Lion-Totem Barbarian/Totemist, to take advantage of Pounce with Girallion Arms, allowing Reckless Rage to give my silly number of attacks a damage boost. However, this seems to be really feat-intensive, especially if I take Jaws of Death. Would I be better served being a Skarn and using my spines? Is Barbarian my best option for a damage boost to my attacks? Prestiging to Totem Rager seems to be a natural fit, but my experience with Incarnum is relatively limited, and gestalt rules add lots of new complications to optimization; are there better choices I'm overlooking?

Any help is very much appreciated.
Gestalt has pretty much infinite variation, so it's not just you.

Totem Rager with Warblade on the other side is pretty good. Though now that I think about it, you won't get to the level where you get the best boosts (you'll get Dancing Mongoose at level 9).
Also... you're not supposed to use "theurge" PrCs in gestalt, and Totem Rage is arguably a Barb/Totemist "theurge" - check what your DM thinks.

My initial inclination might be to go straight Totemist on one side and go Barbarian/Fighter/other "martial" classes on the other: you'll get a melee monster, a Totemist with all the binds, rage, more feats and full BAB.

I'm not very familiar with Skarns, but I hear using their spine is not optimized.

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Incarnum is excellent for gestalt (though in gestalt, there are so many powerful options, that's not a surprise).

A Totemist with a full set of class features from another class scares me.

Meanwhile, imagine pairing an Incarnate, with all those melee-boosting melds, with a full BAB, high-hp class.

One thing to note is that DMs may not allow the Totem Rager as it's in many ways a dual-progression PrC (Totemist/Barbarian). If you can get it, though, so for it.

I do like the look of using the Desert Wind full-attack boosts or Martial Spirit (I think, the Devoted Spirit one which heals you) with the Totemist's many attacks. Something like taking Totemist//Crusader and Barbarian//Swordsage (to keep full BAB) would be a bit wacky, but kind cool.

RE the spines, they can be cool because they provide a bonus natural attack (which isn't a claw or bite, which is good and bad), but I've never really tried using them.
Fighter might be better using one level of lion totem, with the figter you get the bonus feats to help supplement the incarnum further
Meanwhile, imagine pairing an Incarnate, with all those melee-boosting melds, with a full BAB, high-hp class.
I do like the look of using the Desert Wind full-attack boosts or Martial Spirit (I think, the Devoted Spirit one which heals you) with the Totemist's many attacks.

Gestalt Sadomasochist, maybe?  That could be... evil.  
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I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
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When she meets CJ's mom?
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Totemists can already get Pounce (and full Pounce) through the Sphinx Claws, IIRC, but you could do something like Barb|Tot 1 then something else with Totemist afterwards. Maybe take Crusader and Swordsage gestalted with Totem Rager, if TR is actually allowed.
I'd say warforged is definitly better then skarn for a few reason ( the con boost and a hit to "dump stats") plus the access to a natural slam to begin with
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