Gestalt Characters


Advice

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The Exchange

StabbittyDoom wrote:

For a real hell of a sneak attack try this:

Rogue/Sorcerer to 4
Rogue/Arcane Trickster until 14th level
Rogue/Assassin until 20th
This nets you the ability to walk through an area unseen and leave a silent-still delayed blast fireball which (not long later) explodes, hitting everyone in the room for 14d6 + 18d6 sneak attack, forcing those hit to make a fort save versus death and take 18 bleed (fire bleed?). One of those targets may have to make TWO saves against death (death attack).
Meanwhile, you've teleported safely home.
So much for that would-be elite squad.

Yeah, but in most gestalt games you're not allowed to use prestige classes that just advance two classes (mystic theurge, arcane trickster, eldritch knight).

In the gestalt game I'm about to run, I'm not sure I'm even going to allow people to take prestige classes at all, because of the math and abuse it could cause


StabbittyDoom wrote:

For a real hell of a sneak attack try this:

Rogue/Sorcerer to 4
Rogue/Arcane Trickster until 14th level
Rogue/Assassin until 20th
This nets you the ability to walk through an area unseen and leave a silent-still delayed blast fireball which (not long later) explodes, hitting everyone in the room for 14d6 + 18d6 sneak attack, forcing those hit to make a fort save versus death and take 18 bleed (fire bleed?). One of those targets may have to make TWO saves against death (death attack).
Meanwhile, you've teleported safely home.
So much for that would-be elite squad.

iirc, I don't think Sneak attack damage works with spells that don't require an attack roll.

Liberty's Edge

Gallo wrote:
StabbittyDoom wrote:

For a real hell of a sneak attack try this:

Rogue/Sorcerer to 4
Rogue/Arcane Trickster until 14th level
Rogue/Assassin until 20th
This nets you the ability to walk through an area unseen and leave a silent-still delayed blast fireball which (not long later) explodes, hitting everyone in the room for 14d6 + 18d6 sneak attack, forcing those hit to make a fort save versus death and take 18 bleed (fire bleed?). One of those targets may have to make TWO saves against death (death attack).
Meanwhile, you've teleported safely home.
So much for that would-be elite squad.
iirc, I don't think Sneak attack damage works with spells that don't require an attack roll.

It does if you have the 10th level arcane trickster ability:

Quote:
At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

Emphasis mine.

The Exchange

Huh, looks like my post got eaten. Anyways-
I am of the opinion that prestige classes that combine base classes (arcane trickster, mystic theurge, eldritch knight) shouldn't be allowed in a gestalt campaign because they are redundant and abusive. I'm wondering if I should allow prestige classes at all in the gestalt game I'm about to run, as it seems like it would muck up the works quite a bit


StabbittyDoom wrote:

It does if you have the 10th level arcane trickster ability:

Quote:
At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

Fair enough, but seems a tad over the top given sneak attack is about carefully landing an attack on a vulnerable spot, not a blast of that hits everyone in the AoE.

Perhaps if said character sneakily slipped the delayed blast fireball down the back of the pants of someone......


Hunterofthedusk wrote:

Huh, looks like my post got eaten. Anyways-

I am of the opinion that prestige classes that combine base classes (arcane trickster, mystic theurge, eldritch knight) shouldn't be allowed in a gestalt campaign because they are redundant and abusive. I'm wondering if I should allow prestige classes at all in the gestalt game I'm about to run, as it seems like it would muck up the works quite a bit

The way I've run it, if they want a dual-progression prestige class like Mystic Theurge, they stop gestalting for the run of the class. Also, they can only combine one prestige class at a time (so only mix prestige classes with base classes at any given time). I've found this to work well for my groups.


Hunterofthedusk wrote:

Huh, looks like my post got eaten. Anyways-

I am of the opinion that prestige classes that combine base classes (arcane trickster, mystic theurge, eldritch knight) shouldn't be allowed in a gestalt campaign because they are redundant and abusive. I'm wondering if I should allow prestige classes at all in the gestalt game I'm about to run, as it seems like it would muck up the works quite a bit

I know in our campaign we had restrictions on use of prestige classes as a gestalt character is arguably already a type of prestige combination (for want of a better term). Especially as it is often easier to meet the pre-requisites for a prestige class. Gestalt characters are already powerful enough without adding another layer on top.

I vaguely remember a house rule that if you took a level of a prestige class that counted as levelling up both "sides" of your character. For example a Wiz10/Rogue10 could become a Wiz10/Rogue10/Arcane Archer1, rather than Wiz10/Rogue11/Arcane Archer 1


I'll tell you what: Alchemists makes incredible skillmongers, and an alchemist rogue is a terrifying sort of oppenent.

Using a soulknife from Hyperconscious or Untapped Potential is incredibly potent too - they don't even need any upgrade to be workable in pathfinder thanks to a feat every other level.

An Alchemist-Soulknife gestalt is a terrifying sort of beastie, especially if she's mutagen heavy on the discoveries.


I think monk|psychic warrior is an awesome gestalt combo.

Sorcerer|wizard is just insane on the spells front.

Sorcerer|bard works extremely well.

bard|paladin is an inspirational leader.


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Gestalt is an *awesome* option, but it has a few inherent flaws that a lot of people seem to overlook when you get the option to have TWO classes instead of just one!

First, the gestalt character only has the feats of a single character, so wildly diverse concepts will struggle to succeed. Second, they're using a single set of stats, so dual casters that don't require the same stat will struggle to be as awesome as possible. And third, the action economy: you still only get 1 standard action, so dual casters or "full gishes" aren't as amazing as you'd think.

This all sums up to the same thing: Your strongest class combinations are ones that work together while still filling out each others weaknesses. Here are my opinions on what mixes well with what:

Cleric/Druid, Wizard/Witch, Sorcerer/Oracle: The strongest dual casters, in my opinion. Reliance on a single stat means boosting it through the roof.

Bard/almost anything: Bard is already a "jack of all trades," so mixing it with another class just enforces one of the many roles a bard can already fill. Sorcerer or Oracle makes the bard a very strong spellcaster, while Paladin makes him a strong melee fighter. Barbarian and Ranger make him a strong combatant, while keeping his reliance on light armors. Fighter gives him enough feats to continue to pursue casting. Anything really works, but keeping in mind his tendancy towards Charisma and Dexterity I'd avoid anything that requires Wisdom (his most common dump stat).

Paladin/Sorcerer, Cleric/Monk, Ranger/Druid: The best gishes, as their reliance on a high spellcasting stat helps their "fighting" side greatly. Druid and Cleric are obviously interchangeable.

Fighter/anything at all: Fighter is still a great buffer for the "meh" gestalt players. It boosts your HP, grants great proficiencies, and offers enough feats to make your head spin. Even if you never want to wade into combat with a weapon, there are enough [Combat] feats to strike your interest.

Rogue/Ranger: Hells yes. I think that combinations like this epitomize gestalt.

Anyways, just my 2cp.

Dark Archive

with gestalt you can get away with mystic theuge +warrior or rogue! oh yes, ubercaster and more stick

or even better, mystic theuge and the double arcane one or a true magic monster!

Grand Lodge

StabbittyDoom wrote:

For a real hell of a sneak attack try this:

Rogue/Sorcerer to 4
Rogue/Arcane Trickster until 14th level
Rogue/Assassin until 20th
This nets you the ability to walk through an area unseen and leave a silent-still delayed blast fireball which (not long later) explodes, hitting everyone in the room for 14d6 + 18d6 sneak attack, forcing those hit to make a fort save versus death and take 18 bleed (fire bleed?). One of those targets may have to make TWO saves against death (death attack).
Meanwhile, you've teleported safely home.
So much for that would-be elite squad.

Sneak attack only applies to spells with an attack roll, like ray of frost or polar ray. The assasin ability does not apply to spells at all.

I generally would not allow prestige classes in any campaign that I'm using gestalts.


ulgulanoth wrote:

with gestalt you can get away with mystic theuge +warrior or rogue! oh yes, ubercaster and more stick

or even better, mystic theuge and the double arcane one or a true magic monster!

Actually the original rules on Gestalt from UA specifically forbid allowing classes like Mystic Theurge that combine two roles in one prestige class for just this reason.


Hunterofthedusk wrote:

Huh, looks like my post got eaten. Anyways-

I am of the opinion that prestige classes that combine base classes (arcane trickster, mystic theurge, eldritch knight) shouldn't be allowed in a gestalt campaign because they are redundant and abusive. I'm wondering if I should allow prestige classes at all in the gestalt game I'm about to run, as it seems like it would muck up the works quite a bit

I have been thinking along the same lines, except, I am wondering how gestalt mixes with multiclassing in general. It seems to me with a gestalt character, the downside to taking a few levels in a class to cherry pick specific abilities is greatly reduced.

I am imagining someone taking rogue 20 + fighter 10/barbarian 2/Paladin 4/ranger 2/shadowdancer 2


If you are looking for absurd gestault characters you have to look not just at what classes bring to the table, but how to use the gestault rules to maximize their absurdity.

One of the keys to absurd gestault characters is saves. You want 1 side to have a strong save, and the other to be weak for the same save. If you do that your save actually progresses faster then a normal strong save. Add in fun stuff like the paladin's divine grace.

Paladin bard used to be the perfect combo for this, but with the paladins new strong will save in pathfinder, its only mostly absurd and partially just awesome. On the other hand the paladin no longer needing wisdom helps the synergy between the two. I'd say paladin bard is a very strong gestault combo particularly at high levels.


Arcane Trickster is not a legal class for Gestalt.

There was an additional limitation on gestalt that restricted dual progression classes from it. This included thigns like Mystic Theurge, Arcane Trickster, and Arcane Hierophant.

UnearthedArcana page 73 wrote:


A gestalt character can’t combine two prestige classes at any level,
although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations—such as the arcane trickster, mystic theurge, and eldritch knight—should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant.

This stops things like

wiz 5/Druid 5
Mystic Thurge 5/bard 4 (Cleric 1)
Arcane Hierphant 10/sublime chord 1 (Folulchan Lyricist 9)

Which would grant you 20th level wizard casting, 20th level druid casting, 10th level Sublime Chord casting (which is 9th levle arcane) and 10th level cleric casting.

So You can't take rogue 20 on one side wizard 10, arcane trickster on the other side by RAW.


My best suggestion for multiclassing and gestalt (and I've seen this work out well in play), is that a single character only gets a single gestalt. In other words, they can be a Ftr/Rog, but if they multiclass they only get that single class (say, Duelist).

So you'd be a (ftr/rog)6/Duelist 1. Next level you can take Duelist, or another level of "Ftr/Rog".


Majuba wrote:

My best suggestion for multiclassing and gestalt (and I've seen this work out well in play), is that a single character only gets a single gestalt. In other words, they can be a Ftr/Rog, but if they multiclass they only get that single class (say, Duelist).

So you'd be a (ftr/rog)6/Duelist 1. Next level you can take Duelist, or another level of "Ftr/Rog".

What my group has done when playing gestault games is that 1 side of the gestault must be a single base class 1-20, and the other can be varied if desired.

With your suggestion unless the class is a combo class like arcane trickster, or eldritch knigh, you would lose ALOT by multiclassing, and it restricts using prestige classes entirely in a gestault character. If you are really worried about over the top combos with multiclassing why play gestault characters in the first place?


Kolokotroni wrote:
With your suggestion unless the class is a combo class like arcane trickster, or eldritch knigh, you would lose ALOT by multiclassing, and it restricts using prestige classes entirely in a gestault character. If you are really worried about over the top combos with multiclassing why play gestault characters in the first place?

Gestalt rules came up for parties with fewer than 4 players who didn't want to include cohorts and DM PCs. Gestalt isn't about making "over the top combos," but rather allowing single PCs the ability to cover multiple party roles. Sure, it's *easy* to make those combos, but it's not why they were brought around. So deriding a person for wanting to keep a handle on an easily exploitable system (as demonstrated here) isn't very nice.


Sean FitzSimon wrote:
Kolokotroni wrote:
With your suggestion unless the class is a combo class like arcane trickster, or eldritch knigh, you would lose ALOT by multiclassing, and it restricts using prestige classes entirely in a gestault character. If you are really worried about over the top combos with multiclassing why play gestault characters in the first place?
Gestalt rules came up for parties with fewer than 4 players who didn't want to include cohorts and DM PCs. Gestalt isn't about making "over the top combos," but rather allowing single PCs the ability to cover multiple party roles. Sure, it's *easy* to make those combos, but it's not why they were brought around. So deriding a person for wanting to keep a handle on an easily exploitable system (as demonstrated here) isn't very nice.

I understand that, but what i meant was, if you are concerned with this in the first place, there are better ways then gestault rules to handle a smaller then average party. If your players like to exploit loopholes and/or you as a dm dont want this, the gestault rules arent for you in the first place (in my opinion ofcourse).

By placing this restriction it punishes character for multiclassing regardless of power, since unless it is in the normal restriction (a multipart prestige class) it will always give the player dramatically less then 2 different classes. That fighter - rogue - duelist would be dramatically better off just continuing fighter/rogue, and will be a leg down from everyone who continues their 1 class on each side gestault character.


Kolokotroni wrote:


I understand that, but what i meant was, if you are concerned with this in the first place, there are better ways then gestault rules to handle a smaller then average party. If your players like to exploit loopholes and/or you as a dm dont want this, the gestault rules arent for you in the first place (in my opinion ofcourse).

By placing this restriction it punishes character for multiclassing regardless of power, since unless it is in the normal restriction (a multipart prestige class) it will always give the player dramatically less then 2 different classes. That fighter - rogue - duelist would be dramatically better off just continuing fighter/rogue, and will be a leg down from everyone who continues their 1 class on each side gestault character.

Or it lets you set up some guidelines so the players use the gestalt rules to make a broader character.

My thought is that the player must pick a primary class, that class must be taken from 1 to 20. They can multiclass freely on their secondary class, but any abilities that overlap between the primary and secondary class do not stack.

So if you wanted for be a rogue 20 + wizard/arcane trickster you could, but you would not get the extra sneak attack from AT.


Another point in favor or Rogue/Wizard, play it like a normal wizard int primary, dex secondary, con third. It would be an amazing skill monkey character. Don't worry about melee, use spells to deny you opponent their dex(invis blink, etc) so you can sneak attack with spells(specialize in rays).


Kolokotroni wrote:
If you are really worried about over the top combos with multiclassing why play gestalt characters in the first place?

In this case, it has nothing to do with over the top combos. The most troublesome issue is actually completely different.

What is the save progression of a "Ftr/Rog" 3/"Ftr/Brd" 3? Better yet, what about the BAB of a "Wiz/Clr" 1/"Wiz/Sor" 10. The answer to the 2nd one could be 5, or 10, depending on how you calculate it.

It's beyond power issues, it's a matter of enormous potential confusion.

And as I said, I've seen people still multiclass with this (and I don't see why prestige classes would be more "out" than base ones).


Charender wrote:
Another point in favor or Rogue/Wizard, play it like a normal wizard int primary, dex secondary, con third. It would be an amazing skill monkey character. Don't worry about melee, use spells to deny you opponent their dex(invis blink, etc) so you can sneak attack with spells(specialize in rays).

I've been in a party with gestalt Artificer/Rogue, Warlock/Rogue, Wizard/Rogue, and Wujen/Rogue, all at once. It was crazy.


Sean FitzSimon wrote:
Kolokotroni wrote:
With your suggestion unless the class is a combo class like arcane trickster, or eldritch knigh, you would lose ALOT by multiclassing, and it restricts using prestige classes entirely in a gestault character. If you are really worried about over the top combos with multiclassing why play gestault characters in the first place?
Gestalt rules came up for parties with fewer than 4 players who didn't want to include cohorts and DM PCs. Gestalt isn't about making "over the top combos," but rather allowing single PCs the ability to cover multiple party roles. Sure, it's *easy* to make those combos, but it's not why they were brought around. So deriding a person for wanting to keep a handle on an easily exploitable system (as demonstrated here) isn't very nice.

Yes, I'm seriously considering it save that I have novice players for the game I'm starting. I may add them an extra member instead, at least for the first campaign.

The Exchange

I personally love the idea of making Gestalt bosses. The idea that a gestalt Druid/Rogue could pounce on them at any moment could make any party be a little more cautious about where they choose to rest.

I think I would disallow multiclassing, except that I know my players wouldn't want to confuse themselves quite that much.

Liberty's Edge

I would probably have to agree that Gestalt only works well if you have everyone pick two base classes and be done with it.
With that restriction in mind, I would probably play an Oracle [Lore]/Bard. All the skill-based goodness (Bards are the best skill monkeys eventually) and most of it's based on charisma (can make all knowledges and up to 10 other skills cha-based). Put everything into int/cha, but don't bother investing into knowledges because at 20th level you will (without ranks) being able to always get about a 40 (auto nat-20 + 10 from bard + 10 from cha) and can get a 50 using think-on-it if you have to.
Oh, and you can still cast 9th level spells of course, though you have to tap into bard for any real offense (ironically) by grabbing Shout.


StabbittyDoom wrote:

I would probably have to agree that Gestalt only works well if you have everyone pick two base classes and be done with it.

With that restriction in mind, I would probably play an Oracle [Lore]/Bard. All the skill-based goodness (Bards are the best skill monkeys eventually) and most of it's based on charisma (can make all knowledges and up to 10 other skills cha-based). Put everything into int/cha, but don't bother investing into knowledges because at 20th level you will (without ranks) being able to always get about a 40 (auto nat-20 + 10 from bard + 10 from cha) and can get a 50 using think-on-it if you have to.
Oh, and you can still cast 9th level spells of course, though you have to tap into bard for any real offense (ironically) by grabbing Shout.

The only problem I have with the no multiclassing rule is that it kills some build ideas dead.

The best example I can think of is a fighter/wizard build. This build is very suboptimal in general(can't cast and fight at the same time, limited armor choices, etc) unless you can get your hands on an ability like the EK's spell critical.

The combo PrC's like eldritch knight, arcane trickster, and mystic theurge all give you abilities that let the two halves of your prestege class work together with better synergy. If you disallow these PrCs to gestalt classes, then you need to possibly make some of the abilities from those classes into gestalt feats.


golden pony wrote:
Would you guys allow your barbarian/cleric gestalt to take a single feat or rage power to allow him casting during his rage?

Moment of Clarity would already do that, but only for one round per rage.

Humbly,
Yawar


Charender wrote:


The only problem I have with the no multiclassing rule is that it kills some build ideas dead.

The best example I can think of is a fighter/wizard build. This build is very suboptimal in general(can't cast and fight at the same time, limited armor choices, etc) unless you can get your hands on an ability like the EK's spell critical.

I know that this is the conventional wisdom on the boards, but I have to say that I disagree. Synergy is nice, but it often tends to lock a character into a particular "shtick." The power of the Fighter/Arcane combination is its versatility. Stabbity one round, Doom the next. Mix and match as needed.


Majuba wrote:
Kolokotroni wrote:
If you are really worried about over the top combos with multiclassing why play gestalt characters in the first place?

In this case, it has nothing to do with over the top combos. The most troublesome issue is actually completely different.

What is the save progression of a "Ftr/Rog" 3/"Ftr/Brd" 3? Better yet, what about the BAB of a "Wiz/Clr" 1/"Wiz/Sor" 10. The answer to the 2nd one could be 5, or 10, depending on how you calculate it.

It's beyond power issues, it's a matter of enormous potential confusion.

And as I said, I've seen people still multiclass with this (and I don't see why prestige classes would be more "out" than base ones).

With gestalt it is fairly clear cut.

You make the calculations for each and every level separately, as stated RAW. This means at first level, you go through, chose the best saves, BAB, skill points, and take all the class abilities. At second level you do the same exact thing. At Third level, you do the same exact thing. This can lead to some really ridiculous saving throws, especially if they multiclass. It also states in the Unearthed Arcana for Gestalt classes that prestige classes that are effectively two core classes (Arcane Trickster, Mystic Theurge, Eldritch Knight) are not allowed, and you cannot take a prestige class until 5th level, when you can use one core class and one prestige class as your gestalt choices for that level.


if you are new to dming, gestalt is one of many things that can kill your game, as is homebrewing, or powergamers and many other things. and don't hand power gamed pregens for free either. A pc's power level cannot be properly judged by yaba the what's feature point system. i found that out the hard way.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've played in gestalt games a few times and GMed once (all 3.5); I've also spent some time playing around with concepts and advancement strategies. Personally, when developing a gestalt character, there are a few things I keep in mind:

1) Diversify between the two classes. Gestalt characters that are narrowly focused on improving already good abilities, such as two martial classes (barbarian//fighter, barbarian//ranger, fighter//paladin, fighter//ranger, paladin//ranger), cleric//druid, or sorcerer//wizard, tend to be less impressive than those that cover two different ability sets.

2) Look for synergies and ways to fill weaknesses. Cleric//paladin makes a strong gestalt, with all of the abilities of a cleric plus full BAB, Smite Evil, and most of the other paladin abilities (and many clerics already have a decent to good Str and Cha). Monk//sorcerer or monk//wizard can help fill some of the big weaknesses of both the monk (lack of options) and the sorcerer or wizard (poor AC and combat ability).

3) Watch out for MAD. The monk//sorcerer or monk//wizard has to have at least 4 good ability scores (Str, Dex, Wis, and either Int or Cha) to be really effective; although with mage armor and bull's strength/cat's grace/owl's wisdom on their spell list, they can probably get by if the non-casting abilities are slightly lower. Similar considerations apply to a monk//paladin gestalt.

Some other gestalts that are worth considering:
barbarian//druid; the personalization of nature's wrath with Wild Shape+Rage
bard//paladin; diplomancer, main combatant, party buffer, sage, and disabler in one package
cleric//fighter; CoDzilla supreme
druid//rogue; the ultimate infiltrator/stalker
fighter//monk; kung-fu master
paladin//sorcerer; once Arcane Armor Training (and Mastery) is taken, makes a good warrior/mage
ranger//rogue; the ultimate hunter/sniper
rogue//wizard; what the arcane trickster can only dream of being (8 + Int mod Skill Ranks, full Sneak Attack and Rogue Talents, full spell progression and school abilities; 23d6 damage and 1d4 Dex drain at 15th level from a polar ray with Sneak Attack, 30d6 damage and 1d4+1d2 Dex drain with a metamagic rod of Empower Spell, 90+8d6 damage and 4 Dex drain with a metamagic rod of Maximize Spell; plus Bleeding Attack, Slow Reactions, Crippling Strike, or Dispelling Attack)


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Charender wrote:

The only problem I have with the no multiclassing rule is that it kills some build ideas dead.

The best example I can think of is a fighter/wizard build. This build is very suboptimal in general(can't cast and fight at the same time, limited armor choices, etc) unless you can get your hands on an ability like the EK's spell critical.

Take Quicken Spell at 9th level and invest in (or create) a metamagic rod of Still Spell. With Quick Draw as well, you can hold a metamagic rod in the same hand as a buckler or light shield, cast a Quickened spell as a swift action (using the rod to avoid the chance of spell failure in armor), and then draw a weapon as a free action, leaving a full round action (and a 5 ft step) still available. If you want to fight with a two-handed weapon instead of using a bucker or light shield, invest in a glove of storing for the rod. Arcane Armor Training (and possibly Mastery) allow you to cast normally in armor (usually mithral chain shirt or mithral breastplate), as well. Since a fighter has tons of feats, this is very easy to accomplish. You should invest in another metamagic rod of Still Spell if you want to cast both a Quickened spell and a normal spell in the same round, though.

The only thing missing is the ability to cast a spell as part of an attack action (although a spell storing weapon can provide a partial solution). Specializing in the Transmutation school (with the Physical Enhancement ability) is a very attractive choice, as is the Universalist school (with Metamagic Mastery).


back in 3.5 i liked the Druid/Ninja combo.

In pathfinder i'm currently experimenting with 2 different gestalt builds:
Alchemist/Barbarian (full on mutagens and rage powers), and
Paladin/Oracle of Bones (maybe with some 3.5 GreyGuard prc thrown in for good mesure).

Dark Archive

Most fun I ever had in a gestalt campaign was Berry Goodharp my Dwarven Druid/Bard, don't know how I managed to get anything done cause he had HORRIBLE stats but he was so fun to role-play I have been constantly tempted to drop him in on any campaign I've run since

The Exchange

A player of mine brought up a very good question the other day, and that is if you have two favored classes (such as you are a half-elf or take a certain feat from the APG), how does that mesh with the Gestalt System? Do they get the benefit of both, or only one? Especially with the advent of the new favored class bonuses in the APG, I wonder how this might affect a gestalt game. Any ideas?

Dark Archive

Hunterofthedusk wrote:
A player of mine brought up a very good question the other day, and that is if you have two favored classes (such as you are a half-elf or take a certain feat from the APG), how does that mesh with the Gestalt System? Do they get the benefit of both, or only one? Especially with the advent of the new favored class bonuses in the APG, I wonder how this might affect a gestalt game. Any ideas?

i wouldn't let them get both favored class bonus' every level, its one or the other. otherwise half elves can get 2 free hp per level (1 from each clas, or whatever some of the new bonus' are)


BenignFacist wrote:

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Pesonally I second the Monk/Paladin gestalt -- punching evil in the face = fun!

*SMITE MAKES RIGHT!*

I played a Monk/Thief-Acrobat//Paladin (despite the name, nothing in the Thief-Acrobat class really conflicts with the Paladin's code) briefly in Curse of the Crimson Throne, using an Eberron feat that added the longspear to the list of monk flurryable weapons.

It was glorious.

Also probably just a wee bit overpowered. Anything I got a full attack on with smite just died, and his saves were obscene (+15/+17/+12 at level 10, with another +2 vs anything with the evil descriptor or from an evil source, and Improved Evasion).


Hunterofthedusk wrote:
A player of mine brought up a very good question the other day, and that is if you have two favored classes (such as you are a half-elf or take a certain feat from the APG), how does that mesh with the Gestalt System? Do they get the benefit of both, or only one? Especially with the advent of the new favored class bonuses in the APG, I wonder how this might affect a gestalt game. Any ideas?

I would treat it the same way i do any other bonus in a gestalt game. If you gain +1 bab in both classes you dont get +2 do you? Same here, they dont stack.


One that a buddy of mine loves is Binder(ToM)/Paladin. Con/Cha base on the binder, so there is no MAD problem with paladin. Binders have a ton of awesome passive abilities that compliment the paladin well. The passive abilities don't take away from action economy either. The flavor of it is tricky because pact magic could be considered a gray area for the paladin code.

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I think I would go with paladin//rogue. Full BAB, All Good Saves + Charisma to Saves, 1d10 HD, 8 skill points per level, lots of neat tricks from rogue and paladin, evasion, some spellcasting, but not so much that the options are overwhelming, high Cha and UMD as a class skill for added versatility, healing, sneak attack, smite, channel, auras.


I think it's important to decide what you want to be doing each round with your gestalt character.

For example, if you want to cast spells at the enemy each turn, you'll have Wizard or Sorcerer as one class. What to put with it though? You won't wear armor, so that's a useless proficiency, you'll rarely strike with a weapon (because you're interested in casting spells!) so that's a useless proficiency as well. You could double up on full spellcasting classes, but mid-high level casters can already cast so many spells that they never run out. My choice would be Monk - even if you focus on your casting stat so that the Monk's usually primary stats are mediocre, you're getting a bunch of defensive abilities that will keep your Wizard alive while you cast a spell every turn.

Second example, if you want to hit the enemy each turn, you'll have a full BAB as one class. (Fighter, Ranger, Paladin, Barbarian, Cavalier) You could add a full casting class to that, but rarely want to spend your combat action casting a spell. So, what to add? My preference would be Rogue (for sneak attack and skills), Bard (for skills, bardic music, and an occasional spell), or Battle Oracle (combat mysteries, some skills, and an occasional spell).


For flavor, how about a Rogue(Spy) mixed with Inquisitor(Infiltrator)?

Super secret Secret Agent type character. Plenty of skill points thanks to rogue, all good saves, Improved Evasion + Stalwart. Only really need at most 16 wisdom for Inquisitor spellcasting, and it can be done in light armor without issue due to being divine. Would probably drop a feat or rogue talent into Weapon Finesse, and then pick up a Dueling Weapon so that you can add your Dex Mod to your damage dealt.

And just for the contradiction, Truth Inquisition. Just for the idea of routing out the truth through lies and deceit.


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My favorite so far is Fighter/Magus, especially with archetypes: Free-Hand Fighter (APG)/Staff Magus (UA). Using a quarterstaff one-handed and with the other hand free, at level 7, you have a +2 dodge to AC and the quarterstaff's enhancement as a shield bonus to AC, all while still wearing light armor. The staff acts as both weapon and shield, and using Spell Combat with good BAB is frightening. Mind you, they don't mesh well numbers-wise; only 1 HD improvement, up to 1d10, no improved saves, no extra skill points... still, the good BAB and tons of feats shore up the magus' weak points, and the Free-Hand Fighter combat options work well with Quarterstaff Mastery, since you can use a quarterstaff as a trip weapon.

My other favorites are Cleric/Monk, Alchemist/Rogue, Alchemist/Magus, and Sorcerer/Summoner. Especially that last one; you have only 1d6 HD and poor saves, but you get average BAB, and your eidolon can help defend you while you summon more help and shape the battlefield with sorcerer spells.

The Alchemist/Magus makes a nice jack-of-all trades, and mutagens really help with melee combat. Not so good action economy, as you have to choose between Spell combat, throwing bombs, or two kinds of spellcasting. Still, a nice buffer/melee mix.

Cleric/Monk is just scary, especially as a cleric of Irori... you can take Guiding Hand to get your Wisdom bonus on unarmed attacks, instead of Strength, and there's nothing like Righteous Might + Flurry of Blows. Who needs heavy armor and weapons when you can add your primary spellcasting stat to attacks and AC?


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I could see Paladin | Oracle(life) having a pretty good time.

You'd be running around beating the snot out of things, using your life-link to heal your allies, and dropping a LoH on yourself now and again to mitigate the damage.

Rogue | Monk is nice if you can get a stunning fist off at the beginning of a flurry.

Synthesist | Paladin would be crazy scary.

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I rather like Magus/Rogue.

Magus is fairly maneuverable, helping get a flank on enemies. Intensified Shocking Grasp Spellstrikes are only made worse with sneak attack, stacking on the dice. The rogue levels also give you a lot of utility outside of spells, so you can be helpful other than mostly in combat. The 8+Int skills are awesome on an int caster, and The reflex from Rogue completes your set of good saves.


Adam Moorhouse 759 wrote:


Synthesist | Paladin would be crazy scary.

Synthesist / Anything is going to be pretty impressive but Paladin does take to a very special place, especially as a Synthesist can dump STR and DEX (possibly even CON, though I'd not recommend it) and rely on the Eidolon suit to make up the difference, meaning mental ability scores of awesome. Be Middle-Aged, the extra point of Charisma is totally worth it.

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With the buffs the core classes got in Pathfinder, Gestalts are going to be significantly more powerful than they were in 3.5.


Hunterofthedusk wrote:
A player of mine brought up a very good question the other day, and that is if you have two favored classes (such as you are a half-elf or take a certain feat from the APG), how does that mesh with the Gestalt System? Do they get the benefit of both, or only one? Especially with the advent of the new favored class bonuses in the APG, I wonder how this might affect a gestalt game. Any ideas?

a two class combination becomes your gestalt class.

EXAMPLE: fighter/barbarian is a separate class than fighter/ranger.

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