I dislike the balance of all classes that have a power point or essentia point pool in Gestalt games. There's simply too much room for game-beaking buffs via incarnum feats or stat boosts. Unless you can somehow convince me that this character is not intended to be a game breaker and you can come up with a character whose concept I actually like, my answer will be no.
If you're looking for a "mortal spawn of the lower planes" approach, I suggest looking at the Pathfinder version of the tiefling race with a divine spellcasting class on one track. Alternately, you could play a warlock or something. Flavorwise and mechanically, what about the Incarnate in particular appeals to you?
To be honest, I was interested in trying out the incarnum mechanics. In all my 3.5 playing times I avoided learning it because all I heard was "oh man, it's so confusing," but then I finally read through it. IMO it's more intuitive than vancian casting, the only difference being I'm more familiar with ye olde magic user and priest. I also think the flavor for Incarnate and Totemist are pretty neat, but that's just me.
I hadn't exactly fleshed out what soulmelds or maneuvers I would use (figured I'd get your okay on the base classes before I actually fleshed out a build... good thinkin'), but I would probably select Stone Power and Cobalt Power as feats. Note that Cobalt Power can be taken by basically anyone with Power Attack or equivalent. Along with the Crusader's delayed damage pool this would allow me to have a nice specialty (meat wall) that doesn't hog the spotlight. The maneuvers and some soulmelds would have provided some melee offense.
I understand that a class with all passive abilities is very nice in gestalt, but I don't see how it's a game breaker. Incarnate provides some nifty utility, some bonuses to hit and damage and some synergy with existing powers. What it doesn't provide is the sheer, terrible power of full spellcasting, or all the crazy abuses that can provide. (I guess there's that one thing that can emulate Gate, but I wasn't going to use it).
All that said, were I to avoid an Incarnum base class would I still be able to use something like Cobalt Power?
To be honest, I'm inclined to ban the entire book (I forgot it even existed when I announced the ban list for gestalt). I simply don't like the mechanics of incarnum users. The flavor is neat, and I'm willing to work with you to recreate the flavor with another class, but I'm going to have to say no. I'm banning the book, including all of the incarnum feats. I don't want to track another system for spellcasting in addition to vancian magic, invocations, and blade magic (ToB, which I do like and allow).
This new ban also applies to psionics, in case I haven't made that clear. If Paizo (not a 3rd party, but Paizo) publishes new rules for them for use with pathfinder, I may reconsider these bans.
Before going any further, here's Nole Morisinta, Wizard//Warblade. I haven't figured out equipment other than the masterwork horsechopper, which of course makes me think of a hovering horse with propeller blades... Anyway, I'll get to all that stuff pending approval/clarification/error removal on what I already put down. Also, would additional spells come in at the standard ink costs + spellbook share costs, or ink costs + scroll costs?
Okay, I've looked over your character thus far. Couple issues:
1) Save DC vs first-level spells should be 15, not 14. You forgot the spell level.
2) I don't see how your Initiative modifier is +6. You have a +2 dex mod and +1 from your wizard specialization. I don't see any other bonuses or features that boost it.
3) In pathfinder, you get opposition schools rather than banned schools. What this means is that you can still cast spells from those schools, but they require two spell slots of the appropriate level to cast.
4) Collegiate wizard is too much. Please choose some other feat.
5) You cannot invest any ranks in the fly skill until you actually possess a means of flight.
1) Well, "14 + spell level" is 15 for a first level spell. I'll make it clearer.
2) I forgot the +1. The +4 is from the familiar.
3) Poor choice of wording.
4) I figured I was saving some money and time (and making my OOC life more convenient) instead of boosting power directly, but there ya go. Figuring out what else to take now...
5) Whoops.
There's a wizard NPC written into the AP called Imeckus Stroon. His background and behavior fit perfectly as a former mentor to Nole. Would you be willing to rename your magical mentor accordingly? If not, we can say that "Finneas Blackwater" was a pseudonym he used while in your father's employ. In the psuedonym situation, Nole will not be aware at this time of Finneas' true identity.
Also, what does your scar look like and where is it located on your body?
Are you from the river kingdoms (if so, which?), Brevoy (you would be from a minor house in this case), or somewhere else entirely (Cheliax, Galt, or Varisia could all make sense, but so could some of the others)?
Additionally, I would like a description of your character.
Scar's on the forehead, and he's from Brevoy. Will note in the backstory, along with a brief description. Also, still working on equipment/spellbook additions.
Hm, it appears Paizo took out the "special ink" crap in the rules on adding spells to a spellbook (instead just giving a vague "Materials and Costs" table). So, should I still buy the "spellbook scribing material" or is gold good enough?
This seems to be the common misconception on my drawing. It was my intent that one hand was in his pocket and another was placed backwards leaning on a table, only hinted at in the drawing. Apparently I needed to make this clearer, as some other people I showed this to also thought that he had no hands.