Gestalt Ideas


Advice


Hey all, so I've been thinking about different character builds for a gestalt character, and I think I've come up with ideas that are sorta interesting.

First up is the Paladin//Ninja:

The Ninja side would provides a lot of skill points, sneak attack, ability to turn invisible and use other Ninja Tricks, etc, while the Paladin side gives his martial capabilities, Charisma to all saves, Smite Evil, some light spellcasting ability, and so on. Together, it gives the character good saves all around and full BAB.

Second, is the Arcane Duelist Bard//Ninja

This idea would be based around using the Dirge of Doom performance and the Shatter Defenses feat to make all your attacks grant your sneak attack bonus. A bit less fleshed out in my mind, but it would also give all good saves as above, but only a 3/4 BAB.

I'm looking for some other interesting Gestalt ideas...not "Wizard//Cleric" or other things like that. I'm talking cool interactions, interesting combos, or combos that emulate a character in popular media, BONUS POINTS to anyone coming up with cool Bard or Skald gestalt ideas. Feel free to post any builds or just ideas you have sitting around, and to help me flesh out these two I have posted above. Thanks, guys!


Bloodrager//Oracle is awesome. Early fatigue immunity and an absolutely gigantic toolbox of options. I built one to emulate Satsuki of Kill la Kill (flavoring the rage as the kamui transformation, and downplaying the actual spellcasting as much as possible) using the Arcane bloodline and Battle mystery, but for ridiculous power you can't do better than Lunar.

Magus interacts well with basically anything that's a martial class or remotely Int-based. I'm running a Magus//Sorcerer (with the Sage bloodline for Int) and having a blast.

Arcanist has some hilarious potential in gestalt, due to the ability to progress Wizard and Sorcerer powers both if you can afford the dip. I like Magus (Kensai, of course) 18/Sorcerer 1/Wizard 1//Arcanist 20; take the Sorcerer and Wizard levels after you get Broad Study and time them alongside the requisite Arcanist exploit. You get a BAB of +14 (assuming fractional addition), awesome action economy, full Arcanist casting, and a ton of class features.


I know little on ninjas so I can offer very little on that sorry. Since I dropped and posted this though I'll throw out a bard/cleric or bard/oracle as it is rarely said or appreciated. Bard cleric allows two good lists, high skills, healing, and great mental stats, plus divine protection feat possibility. Oracle with bard offers single attribute pleasantries with excellent combos (Loracle or lunar or life). Battle is also a superior option as it will make any 3/4 BAB class a beast.


Hmmm... Paladin/Ninja might have some character issues.

One Man Band - Summoner (master summoner)||Bard
Getting lots of friends and buffing them up.

The Librarian - Wizard||Arcaninst
You would get four spells in your spellbook per level for free. In addition, you can get the benefits of a school and use the other side to cast spells from your opposed schools

Army of One - Summoner||Hunter or Druid
Three for the price of one. Make sure to pick up leadership later. (I am not responsible for you getting slapped by your GM for proposing this.) Great for solo adventures.

Twin channeler - Cleric of neutral/evil god||Life Shaman or Life Oracle
Channeling both positive and negative energy from level 1.

Grammaton Cleric - gunslinger/monk (kata master)
This gives you lots of gritnache. Eventually you can fight close up shooting and deflecting the other guy's bullets.


Is that twin channelin legal? Unless it was RAW legal I wouldn't allow that.


Get a small sized Rouge (Carnivalist/Scout)/ Fighter(Eldritch Guardian) and switch out the rogue to ninja at 4th to get better sneak attack (little cheesy, dose work I can't live with out full sneak attack) and make sure your fammilar is a flyer with the mauler archetype and charge trough the sky and sneak attack every thing (make sure to get lots of combat teamwork feats for you and your mount to share) I like wayrang and bat for the darkness feel.

Half Orc Paladin (Holy tactician)/skald with the amplified rage feat
Give the mighty rage of your God to your allies to take down the mighty evil

Paladin (sacred sheild)/ cavileir (emissary) then into golden legenair to give your team crazy amounts of armor with aid another and other stuff.


i'm trying out a few gestalts right now that are pretty interesting.

the first is a Kasatha Bolt Ace Gunslinger/Archery Style Ranger using two heavy crossbows (one per two arms) with two weapon fighting feats from the gunslinger bonus feats. Kasatha has 4 arms making this viable. I use a Marvin the Martian motif on this one.

The second in which i'm building is probably going to be less effective, but its a Samsaran Hex Crafter Magus/Witch with the death patron, arcane armor mastery, and a +2 mithral agile breastplate. I'm using the samsaran mystic past life ability to take six spells from the wizard/sorcerer list to add to the witch list. (i know adding them to the magus list would have been better, but that limits it to sixth level at the highest, where witch would be up to 9th level.)


Renegadeshepherd wrote:
Is that twin channelin legal? Unless it was RAW legal I wouldn't allow that.

Debatable.

On the one hand, 3.5 Gestalt rules note that if you get the same ability from each side, you don't get it twice, you just use the better progression (i.e., Slayer//Rogue has 10D6 Sneak Attack, not 16D6).

On the other hand, we know explicitly that channeling energy does not stack between sources, which most of the things that fall into the above would do.


kestral287 wrote:
Renegadeshepherd wrote:
Is that twin channelin legal? Unless it was RAW legal I wouldn't allow that.

Debatable.

On the one hand, 3.5 Gestalt rules note that if you get the same ability from each side, you don't get it twice, you just use the better progression (i.e., Slayer//Rogue has 10D6 Sneak Attack, not 16D6).

On the other hand, we know explicitly that channeling energy does not stack between sources, which most of the things that fall into the above would do.

Its not even that so much as I was wondering how one would balance alignment, deity rules, and roleplay. Shamans and life oracles are not limited to any alignments but I would shake my head at that situation, but im probably over thinking it. Personally if I liked this route if just go envoy of balance as that does the job more smoothly if you can just wait a few levels.


Neutral alignments work well enough for that.


Bladebound Kensai Magus X || Sorcerer 10 / Dragon Disciple 10

Dual bloodlines for Sage and Draconic.
Having two pools of spells makes up for the diminished casting and spells known. Can skip Dragon Disciple levels if needed, or just take enough to get some Strength boosts.

Spellslinger Wizard 1 / Mysterious Stranger X || Sorcerer X

Pretty awesome Gunmage! If you don't want to do Mysterious Stranger, you can do an Empyreal Sorcerer for Wisdom to casting and grit.

Cleric X || Unchained Monk X

Take the Cleric archetype that allows you to prepare Domain spells in normal slots, worship a god with the Travel domain.
Dimensional Dervish with Crusader's Flurry with an 18-20 crit weapon.
Profit.


With the Kensai//Sorcerer setup, do Kensai 17/Disciple 3//Sorcerer 17/Disciple 7 if your GM will let you use fractional bonuses

That'd let you keep your caster level maxed on the side of spellcasting that matters.


A concept I came up with recently (haven't had a chance to play it yet) is a Halfling Magus (Hexcrafter/Card Caster)//Alchemist (Mindchemist)

1) Evil Eye w/ Jinx
2) Spellstrike with Alchemist bombs

It does require a LOT of feats to get this to work (we're playing 8th level gestalt with 3rd tier mythic and I ended up using one path ability and both mythic feats for regular feats), but
Evil Eye: -4 to AC, ability checks, attack rolls, saving throws, or skill checks + Jinx for 12 rounds, save after first round (not counted), and
Jinx: -1 penalty on Init/Att, -3 on Fort/Ref/Will, minimum variable beneficial (I went on the assumption that Bolster Jinx didn't affect Sluggish Jinx, even though I took all three stat-boosting feats, but if it does, then change the penalty on init & att to -3)

With discoveries like Tanglefoot bomb and Stink Bomb, I can put a spell like Bestow Curse into a Tanglefoot bomb and keep someone stuck there for awhile, especially if you can hit them with an evil eye hex.


I'm currently playing a Magus/Slayer.I'm trying to go the buff/debuff way instead of min/maxing Shocking Grasp. I am thinking of going Dimensional Agility, Dervish & Savant when I can. Between that I'm not entirly sure what to do, it's my first time playing a Magus.


Magus/Swashbuckler(Inspired Blade), nuff said.

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