The deal is the following: The PCs are a group of ordinary people who have been exiled to a remote island for having magic run through their veins. This is being represented as a gestalt game where you have to pick one of the following classes for one side of your gestalt:
[spoiler] 1. Sorcerer
2. Warmage
3. Beguiler
4. Dread Necromancer
5. Spellthief
6. Warlock
7. Dragonfire Adept
8. Shadowcaster
9. Favored Soul
10. Psion
11. Wilder
12. Soulknife[/spoiler]
Characters start at first level, Attributes are determined through 36 point buy, and there are some other house rules concerning the gestalt:
[spoiler]
Once selected, the character's secondary class* may not be changed (with the exception of certain prestige classes; see below). Characters do not gain any weapon or armor proficiencies from their secondary class, and use the base attack bonus of their primary class, even if the secondary class provides a more favorable base attack bonus. The character still uses the more favorable progression of the two classes for all saving throws, and any weapon- or armor-related class features gained by the secondary class (such as a warmage's armored mage class feature) still function normally, however a character may require certain weapon or armor proficiencies from their primary class in order to utilize these abilities.
Characters may take levels in certain prestige classes on their secondary class. These prestige classes must advance the class' basic abilities (for example, a character with sorcerer as his or her secondary class must take a prestige class which advances arcane spellcasting, a warlock must take a class which advances invocations - or one of the arcane spellcasting PrCs for which a warlock qualifies - and a favored soul must take a prestige class which advances divine spellcasting). The character must fulfill any class-based requirements with his or her secondary class alone. Theurge-style prestige classes (those which advance two forms of spellcasting) are allowed, but they count as both the character's primary and secondary classes, they must advance the character's secondary class' abilities, and they may be edited before play.
*The secondary class here referring to the "magic-blooded" gestalt side.[/spoiler]
Starting wealth is essentially nil, save for a set of clothes and perhaps a few small, easily concealed items. The DM has expressed a desire that characters should be young, preferably in their teens.
Magic/Psionics transparency doesn't apply. *shudder*
We can take our choice of one trait
or one flaw (haha, yeah, like that's a choice).
Now, the build I am considering is an Azurin Law Incarnate//Psion (Shaper), with the Psion side possibly going into Constructor later.
The idea behind this build is that he would be very self-sustaining, essentially providing his own equipment and weapons. At first level, I can see this guy being a combat machine between summoned Astral Constructs, Incarnate Weapon, and Astral Vambraces.
[spoiler=Eww, you got your flavor in my CO!]The contrast of destruction and creation will be a recurring concept of this character. Astral Constructs are, by definition, usually created to destroy, as are offensive soulmelds. He'll be prone to philosophize about the gods' creations destroying each other by nature.[/spoiler]
I'm still undecided about the point buy, but stat order would probably be Int=Con>Str>Wis>Dex>Cha. Wis needs to be 13 for Psionic Meditation, so it takes precedence over Dex and Cha. After that, it's probably useless. Something like 14/11/16/16/13/10, perhaps.
Feat makeup at level 1 would be something like this:
[spoiler]Lvl 1: Boost Construct
Human: Expanded Soulmeld Capacity
Psion: Psicrystal Affinity (?)
Flaw: Azure Talent (?)
Should one of the feats be swapped for Overchannel, so Talented can be taken at level 3?[/spoiler]
Powers known:
Astral Construct,
Ecto Protection (prereq for Constructor. Choose later?),
Minor CreationSoulmelds typically shaped:
Astral Vambraces (DR 2/magic +2 per essentia invested seems pretty awesome at 1st level. With Expanded Soulmeld Capacity, this can become 6/magic)
Incarnate Weapon (Look ma, I've got a magic weapon at level 1! Even though the DM said we can't have equipment! And it can't be disarmed! I may have to start with something else though, it might be awkward for a prisoner to be carrying around a longsword that returns to him when it's taken away.)
Also, someone will have to explain that winsometastic Midnight Augmentation combo to me. As far as I can recall, it goes something like "spend your psionic focus on Psycarnum Infusion to max the essentia in MA".
For a more comprehensive summary:
[spoiler=What I've got for now]
Azurin Incarnate//Psion 1Str 14, Dex 11, Con 16, Wis 13, Int 16, Cha 10
Power points: 3(5)
Powers known:
Astral Construct,
Ecto Protection (?),
Minor CreationEssentia: 3
Chakra Binds: 0
Soulmelds shaped: Astral Vambraces (pending DM approval), Incarnate Weapon
Feats:
Lvl 1: Boost Construct
Human: Expanded Soulmeld Capacity
Psion: Psicrystal Affinity (?)
Flaw: Azure Talent (?)
I rarely bother to map out progression for more than a few levels at best, since I play by post exclusively and those campaigns have a very high mortality rate.[/spoiler]
So, comments, advice, flames? Anything is welcome, except perhaps flames.
The post is probably a mess because I wrote it as I went, sorry for that.