First gestalt game


Advice


I'm gonna start my first gestalt game soon and since I'm not familiar with the process of building a gestalt character, I thought I'd turn I to experts (wink!wink!) for advises.

Now, some background to help you help me...

First: I'm the only player. Hence the gestalt. My boyfriend and I thought we would start a game between us over the holydays. So he's DM-ing for me. What can I say, we're just that romantic.

Second: we're doing the Warth of the Rightious adventure path. So a lot if demon fighting.

Third: DM has no specific restriction on classes or races.

Fourth: my personal taste... I don't like to play elves or spellcasters that have to choose and prepare their spell in advance. Hate it, in fact.

I've started to think a little about it and the combination ranger/paladin seemed really nice for that adventure path... Think favored enemy (evil outsider) with a pinch of smite evil.

Aaanyway... Any thoughts?


I bet your boyfriend has an awesome beard.

AH I KNOW HE DOES. ITS ME!

Also little added fact. I'll be using a GMNPC. Yeah thats happening. MAYBE IN GAME ROMANCE? So any ideas would be awesome as a complementary character too.


Gestalt works best (ie. is most powerful) with little overlap of expected abilities but awesome synergies. I would suggest an Oracle/Paladin. Both CHA based and you get full casting, full BAB, heavy armor, and smite evil.


As you don't want casting, ranger/paladin is pretty good, though you might consider fighter/paladin. The latter has the advantage of being godly under smite, and pretty damned good without. You can build one heck of a tank using fighter abilities, and the smiting which can take the damage to 11 when needed really caps it off. The only issue is the fact that you also need to pump charisma (in addition to strength, con, and possibly dex if you like being tanky).

Though I do have to say, oracle/paladin isn't bad since you'll have some mysteries which can swap out charisma for dexterity for reflex saves and AC.


Don't stress about optimization. It's really easy to bribe us guys, especially for our girlfriends.

DM: You see 3 glezebrous.

DM's gf: I want them dead.

DM: Huh?

Gf: I'll give you a kiss.

DM: An angel appears...

RPG Superstar 2012 Top 32

paladin/oracle is a potent combo. pretty much paladin/anything will have a high level of survivability, and do extra well against evil (especially demons/undead). and there's two of you... you could make a team- either to try to cover every base or for roleplaying purposes.

hunters- a paladin/inquisitor and paladin/ranger: both have strong armor options, swift action self healing, great saves, and full BAB with strong bonuses against BBEGs. the inquisitor can cover face skills and most knowledges. the ranger can cover other skills and could take the trapper archetype if you want/need trapfinding (plus can add an animal companion for a little extra melee).

adventurers- a fighter/bard and ranger/druid: both have great skills, all good saves, full BAB, and some handy magic (including healing). the ranger can take trapfinding if needed, and the fighter could actually switch for paladin if you wanted.

eastern mystics- a monk/sorcerer and samurai/oracle: oracle takes battle or metal mystery to supplement melee (and still gets heal/buff spells); sorcerer takes the Empyreal wild bloodline, monk abilities provide survivability and non-casting options.


Alright. So definitely a paladin/something.

As much as i love to play ranger, I'm thinking it's gonna be a little more complicated to deal with the stats since WIS is usually the paladin dump stat, but a ranger certainly can't dump his WIS. And, as a one-character-party, I can't really dumps INT either because I'll have to do all the skilled work. Can't count on a other party member being the skill monkey.

So a paladin/ranger would be very much a multiple abilities dependent character...

RPG Superstar 2012 Top 32

any character in a basically solo party is going to be MAD.

your boyfriend said he's going to run a character with you (unless that was some stranger pretending to be him), so you should definitely talk to him about what he's planning on making- even in gestalt, with only 2 players you definitely want to avoid overlapping on things you only need one of (2 characters good at melee=good, 2 with trapfinding or super high diplomacy=waste).

i don't know what your point buy (or rolling method) is but if you're worried about having a stat or 2 that you don't want to put points in you could try paladin/bard instead... it is a solid combo and doesn't need wis for anything (and pally's don't need much Con because a lot of their survivability comes from lots of swift action heals)- you could cover face skills and some knowledges (plus heals, buffs, and melee). then if your bf wants to go ranger/druid he can cover know[nature] and wisdom skills, especially perception (plus have more buffs, a little healing, some attack and control spells, good melee, and wildshape plus an animal companion for better melee and some scouting/travel utility).

ps- be careful not to drop any stat too low... with only 1-2 of you any weakness will be more pronounced (and you're going to be pretty disappointed if the whole adventure falls apart halfway through because something rolled well on 1d6 wisdom damage and you died...)


Pathfinder Rulebook Subscriber

On the paladin side, you should use the Oath that gives things based on fighting evil outsiders. It's pretty rad, and helps you fight them.
I's suggest inquisitor/Paladin.
You'd have the skills to track and know your prey's weaknesses, the skills and spells to get info out of them, and bane and judgements for things that aren't evil. Use the heresy inquisition for stealth bonuses, and you've got a very well rounded character that can stomp a mudhole in some evil outsiders.
Also, with judgements and such, you can use your Bond to get the mount since your weapon may not need the increases.

Food for thought.

RPG Superstar 2012 Top 32

i really like the 'inquisadin' (inquisitor/paladin) too, but it is about as MAD as you can get. if you have the stats for it (say, for example, because you're running a 6 person adventure with 2 gestalts so your bf/GM gave you a really generous point buy) it really can be devastating... the ability to stack judgment, bane, and smite means that BBEGs will get wrecked fast. i'd actually suggest sticking with the weapon bond though- a camel or horse companion isn't going to add much to the party at all but being able to add enchantments to your weapon will always be helpful.


The Paladin/Oracle is a good combination. A Paladin with the oath of vengeance combined with a life oracle would do well. Take channel energy as your first revelation and pick up alignment channel to allow you to affect evil outsiders. This will give you more smites and the ability to damage evil outsiders. Play an Angle Blooded Aasimir for the bonus to STR and CHR. Take the favored class bonus to increase your level for channel energy to increase the damage vs. evil outsiders. This also give you all the healing spells you need


Paladin(warrior of holy light archtype)/Alchemist.
concentrate on INT and CHA. All physical stats come from mutagen.
Plus alchemist gives a pretty varried skill list for out of combat stuff.


There are 2 elements in play here. First is gestalt, the other is the super small party. I would strongly recommend as others have mentioned you reduce overlap in your chosen classes.

I would also strongly suggest a pet class. Something that has a capable comabatant buddy tagging along. This is because action economy is really important in the game. No matter how powerful you are, if 5-6 enemies get to do something every time you get to do one thing, its a problem. Even with a dmpc its still a problem. Pets, specifically the druid and summoner really help with this.

If you are set on paladin, I'd strongly recommend summoner (charisma synergy). Your eidolon will go a long way toward helping you out in tight situations, and to make sure the enemy's attention is somewhat divided. And with the skilled evolution and the ability to pick and choose clase skills, the eidolon can easily be the party skill monkey as well as a combatant. Not to mention the dmpc could fill in whatever role(s) are missing that you yourself dont fill.


I do see that a buddy class would be ideal


Pathfinder Rulebook Subscriber

If she doesn't want to play a caster due to complication, I doubt she'll want to mess with book keeping an eidolon either.


Here's another vote for Paladin/Oracle. Angel-blooded Aasimar Oracle of Lore specifically.. But even better is the revelation:

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Boom, dex is almost completely negated, and since you get CHA bonus to all saves as a paladin, (it's unclear to me if these effects stack) then your a save monster. Dump WIS a bit as well, because your CHA bonus covers the pain of a low Will save.

Pump STR, CHA, and CON. As a Lore oracle, you don't really need int much either if you take revelation:

Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

The following is another useful revelation in my opinion for situational use:

Arcane Archivist (Su): Your experience with lore-filled tomes has granted you the ability to cast arcane spells as if they were on your spell list. Once per day, you can cast a spell from the sorcerer/wizard spell list as if it were on your list of spells known. The spell consumes a spell slot one level higher than the level of the spell. You must have a spellbook containing the spell to cast it in this way, and the spell is erased when you complete the casting. You must be at least 11th level to select this revelation.

Add on the full BAB, smite, and swift action healing of a Paladin, and you've got an extremely survivable knowledge monster.


Kryzbyn wrote:
If she doesn't want to play a caster due to complication, I doubt she'll want to mess with book keeping an eidolon either.

She said she didnt want a prepared caster. Summoners are spontaneous with a very limited selection of spells known. She could just choose spells that support the eidolon (rejuvenate/restore eidolon and buff spells), and keep her in combat casting to a minimum.


Another +1 for the Paladin/Lore-acle combo. I recommend taking the curse of tongues. But that's just because the idea of a knowledge monkey that can't communicate properly in battle makes me laugh. You probably won't need the paladin's channel energy, so oath of vengeance would be a powerful choice. Also, consider the Noble Scion feat at level 1 (Scion of War option). That would let you add your charisma to initiative as well.

All said and done, your charisma would add to your: initiative (noble scion), saves (divine grace), hit and damage (smite), ac and reflex saves (sidestep secret). And all this on two charisma heavy characters. Add in full BAB and full casting (spontaneous) that isn't affected by armor and you've got a hell of a character for a solo character for fighting evil outsiders.


I'd go with Paladin/Bard. You will want to do all of the social skills, since you are the only other person playing (watching your BF talk to himself would be just weird). Aasimar is a good race.

And since we are on the subject, have the GMPC be a cleric/empyreal sorcerer to handle all of the spell casting that you don't want to deal with.


Pathfinder Rulebook Subscriber
Kolokotroni wrote:
Kryzbyn wrote:
If she doesn't want to play a caster due to complication, I doubt she'll want to mess with book keeping an eidolon either.
She said she didnt want a prepared caster. Summoners are spontaneous with a very limited selection of spells known. She could just choose spells that support the eidolon (rejuvenate/restore eidolon and buff spells), and keep her in combat casting to a minimum.

Ahh, I did missread that. Thank you.


Pathfinder Rulebook Subscriber

Life oracle allows them to heal without provoking...


Another vote for paladin/loracle. Just don't dump int, you will need the skill points. Also buy potions of fly...


I'm unfamiliar with both oracle and inquisitor, they look interesting. I'll have to look into that.

And we're using a 35 points buy, by the way


Pathfinder LO Special Edition Subscriber

Paladin/Summoner was the first thing that came to mind. Get everything plus a flank buddy (or even a mount if you want later).

Paladin/Oracle was the other that would be quite effective I think, so agreeing with everyone else there.

RPG Superstar 2012 Top 32

i was trying to avoid anything overly complex (as i assumed from your screen name it might be overwhelming), but action economy really will be very significant...

here's a way to maximize that:
you: angelkin, paladin/summoner
feat: 1- skill focus[any knowledge]; 3- eldritch heritage[arcane]; 5- improved familiar; (optional: 7- evolved familiar [skilled {UMD}])
make your familiar a UMD monkey and give it a couple useful wands. make your eidolon a quadruped with arms- spend a feat for proficiency with greatsword or falchion, take pounce, keep your number of natural attacks maxed out, and always have its Str as high as possible.
you'll cover face skills and have some decent buffs, plus be able to heal when necessary, and be able to contribute some in combat (especially when you can smite); your eidolon will be a death machine (on par with many fighter builds for damage per round); and, your familiar can move and use a wand every round- either give him CLW to increase the party's durability, or a 3rd or 5th level magic missile wand to do some damage and use readied actions to disrupt spellcasters.

bf/GMNPC: tiefling, ranger/witch
invest feats for Boon Companion and Improved Familiar
focus on save or suck control hexes (and make sure you cover fort and will saves)
cover knowledges, survival, and perception; be useful in combat; use hexes to incapacitate foes in encounters with multiple enemies; pick an animal companion that will be useful in combat; use your familiar the same way as above.

between the two of you you'll have most of your bases covered (all the major ones), you'll get functionally 6 turns per round (2 characters, 2 familiars, an eidolon, and an animal companion) plus the witch can take away turns from the enemies.

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