What would your favorite gestalt combinations be?


Pathfinder First Edition General Discussion

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Gestalt rules.

For the purposes of this thread, third part materiel is allowed, but homebrew materiel is not. You make take two prestige classes simultaneously, despite what the RAW says.

What classes do you choose?


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Personally, I like Rogue/Magus. They both rely on light armor, and the Rogue's rogue tricks would compliment the magus fighting style nicely while the magus's improved combat ability would be welcomed by the rogue.

Grand Lodge

I like Wizard // Monk (Rog, Inq)

The Wizard by itself is awesome but if you throw in the cool Monk features, with a bit of Rogue and Inquisitor multiclassed into the Monk side, this PC just screams awesome Wizard.

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But I've been thinking:

Any Gestalt Summoner would break the game.
A Summoner / Fighter, for example is like have two full PCs, a Full Eidolon and a Full Fighter. Summoner w/ anything would probably be broken.

Meanwhile, any Gestalt Magus would suck, wouldn't it? Or maybe Ftr/Mag, just make a better fighting Magus.


Monk with any caster. Magus is especially tempting, and cleric would be good thematically and stat-wise. The 3.5 feat "Kung-Fu Genius" and Kirin Style would be good for the arcane.

Shadow Lodge

Monk/Druid.


I agree summoner gestalts would break the game, but I think certain magus combinations would be nice. A rogue magus gets talents, evasive abilities, a good reflex save, stealth, and sneak attack without losing anything. Ranger magus could also be good, as it loses nothing and gets a full BAB and a bunch of new abilities.


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Monk (Martial Artist archetype)/Barbarian


Cavalier/Summoner.

Because screw it I'm breaking everything.


TOZ wrote:
Monk/Druid.

Yes. It fits thematically and mechanically.

Shadow Lodge

Bard/Summoner: Sing my friends from across the planes!

Fighter/Monk: Powerhouse. Need to check the Unarmed Fighter archtype to see if it helps any.

Inquisitor/Bard: Think of the stacking buffs...


Witch wizard. The sheer number of spells in unbelievable, especially since they share a casting stat. Since they have different spell lists, this combination also has a lot of versatility in what it can cast.


Bard/Paladin
Witch/Wizard
Monk/Fighter
Cavalier/Cleric


Alchemist barbarian. I'm fairly sure you can fling bombs or drink infusions in a rage, and certain alchemist abilities, such as feral mutagen, would be absolutely lethal with a full BAB, especially during a rage.

..This is probably one of the deadliest things I've ever thought up for Pathfinder, if not the deadliest.


Alchemist druid. Go wildshape plus mutagens!


Witch/ alchemist(mindchemist).

More int for bomb damage as and can still use hexes when bombs run out.

or witch/alchemist(persvations)

take infusion discovery second level and get monkey to throw summons out.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

Druid/Ranger. It's got great synergy in it's favor.


Combine alchemist with the fast-drinking drunken brute
Combine the drunken Barb with drunken monk, throw in the improvised weapon archetypes on top.


Or, hmmm, why not Summoner plus Hulking hurler? :)


I liked the arcane duelist bard and the warrior of the holy light paladin

Invunerable rager barbarian and any rogue is nice.

Pretty much any martial class with a good BaB is good with rogue now that I think about it. (Paladin + Rogue = good BaB + sneak attack + smite evil = best two weapon fighting possible and all good saves + divine grace! HELL YEAH!)

Sorcerer/oracle might be pretty darn interesting.

If you REALLY never want to run out of spells Sage Sorcerer/wizard might be fun. For extra fun leave EVERY wizard slot empty when the day begins and rely on your sorcerer spells to carry you through, when a specific thing pops up spend a bit to study your spell book before carrying on.

edit: More ideas!

A spell casting druid AKA: wild mystic, and a cleric. Three domains plus wildshape! plus you'll never be out of spells!

Rogue/cleric might be fun if you're into the Erevis Cale series

the witch/alchemist combination sounds a lot like a witch doctor if you ask me.

Inquisitor/Ranger sounds so cool. Your faction's enemies are your favored enemies!

edit (last one I swear!): free-hand fighter + two-handed weapon ranger (for power attack and cleave feats), and at level 7 switching to freehand fighter/duelist.

free-hand fighter + wizard and switching to duelist/wizard = epic eldrich knight (Hey magus! TIME STOP, +20 BaB)

any of these wizards could be switched with lore master at the appropriate level as well.


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Beastmaster Druid Archetype/Master Summoner Summoner Archetype.

Because nothing says "I can deal with this..." like being able to put a summoned creature in every square of a battlemap.

Shadow Lodge

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AdAstraGames wrote:
Because nothing says "I can deal with this..." like being able to put a summoned creature in every square of a battlemap.

True battlefield control is occupying the entire battlefield.


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TOZ wrote:
AdAstraGames wrote:
Because nothing says "I can deal with this..." like being able to put a summoned creature in every square of a battlemap.
True battlefield control is occupying the entire battlefield.

The new movement!

Occupy Battlefield!


Ranger/inquisitor


I once played a cleric/inquisitor. Deity: Desna and the DM allowed me 3 domains (two from cleric plus the one from inq.): travel, luck and chaos.

A ridiculous amount of spells, skills and decent martial ability.

PF rules but set in Stormreach so he was a Changeling. :)

If I were to do it again, I'd go Inq./Priest (3rd party class)...even more spells, skills and abilities. :D


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Empyreal Sorcerer/Zen Archer Monk

Wis/Dex build (sorcerer can self buff strength when needed, or wear belts)


Paladin/Samurai in an archery build. Nothing says "You're screwed" more than being able to 1-shot Treerazer.


Cleric|Crusader (ToB) = Win. Full BAB, d10 HD, 2 good saving throws, a host of good skills with 4 + Int. modifer skills per level. Full divine-spellcasting, Turn Undead shenannigans, Smiting, Domains powers, all Martial Maneuvers/Stances, ways to re-roll saving throws (for those pesky Reflex saves), and when I get successfuly attacked, I get bonuses to Hit/Damage AND Delayed Damage Pool (or DDP). Couple that with self-healing Stances, powers, and spells, and I literally can't be killed without dropping ALL of my HP + DDP in one round. In addition this build synergizes well with 3 Stats (Wis, Str, Cha) in that order.

Or...

Warmage|Warblade (CA/ToB): Full BAB, d12 HD, 2 Good saves, 4 + int. modifier skills per level. Full spellcasting with lots of emphasis on Blasting and Offensive spells. Solid Maneuvers/Stance selections and with feats that increase Armor capacity early, getting Full-Plate early on is a good thing. Has lots of potential as a great damage dealer from venerable sources. Also, forgot to mention Improved Invisibility at 11th level (Eclectic Learning from PHB2).


Psion (Egoist, maybe)/Warblade. Full manifesting while wearing armor, full BAB, d12 HD, maneuvers and stances for oomph, egoist powers for buffing, the occasional other power for extra versatility. I don't even know why you'd PrC, except maybe for some Thrallherd abilities... heh.


Paladin/Magus. You get restricted to light armor, but arcane pool in concert with Smite would hurt.

Paladin/Rogue. I remember nothing forbidding Paladins from using stealth and sneak attacks.

Silver Crusade

Oracle/ Sorcerer. Just because i think it would be fun. Also I don't think you can really effectively do this combination any other way.


Paladin/ninja. repentent killer that smites with a katana and gets ki attacks.


Monk/sorcerer was fun to play. A debuff touch attack with no save.


W E Ray wrote:

I like Wizard // Monk (Rog, Inq)

The Wizard by itself is awesome but if you throw in the cool Monk features, with a bit of Rogue and Inquisitor multiclassed into the Monk side, this PC just screams awesome Wizard.

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But I've been thinking:

Any Gestalt Summoner would break the game.
A Summoner / Fighter, for example is like have two full PCs, a Full Eidolon and a Full Fighter. Summoner w/ anything would probably be broken.

Meanwhile, any Gestalt Magus would suck, wouldn't it? Or maybe Ftr/Mag, just make a better fighting Magus.

Actually, my group did a gestalt a while back (before my gf and I started playing with them again).... Summoner/Monk literally BROKE the game so badly our DM doesn't even allow single summoners in normal games now. So I have yet to be able to play a summoner because of this, and I REALLY want to play one... Rage....

Anyways, a Gestalt combination I happen to like is Magus/Inquisitor. Mainly for the fluff, but it's just really because it's a combination of two of my favorite classes. Gets rather beautiful when you get Deadly Juggernaut on your Inquisitor list. I generally played it as a crossbowman until foes got too close, then switched to melee & magic. Went through and did a lot of debuffing with the magus (touch of idiocy, touch of gracelessness, etc).


Kelsey MacAilbert wrote:

Gestalt rules.

For the purposes of this thread, third part materiel is allowed, but homebrew materiel is not. You make take two prestige classes simultaneously, despite what the RAW says.

What classes do you choose?

Rogue/Monk

Sneak Attack Flurry FTW


Rogue / Gunslinger. Get some sniper goggles and enjoy being more overpowered then anything should ever be, ever.


Monk + Psychic Warrior.

Never worry about not getting a full attack again once you get hustle (or psionic lion's charge depending on the distance and battlefield factors.) If you start the turn in melee range you can either drop the ki point for an extra swing at full BAB, or drop 3 pp to book it out of there after the full attack is over.

Claws of the Beast and Feral Combat Training are just gravy.

Lantern Lodge

Martial Artist/Inquisitor, nasty buffed unarmed damage, all good saves, wisdom synergy. excellent combination of offense and defense. Flurry of Deadly hits.

if 3.5 is allowed

Rogue/Swordsage island of blades, shadow blade, sneak attack with manuevers. never denied flank. can swap swordsage armor proficiency for monk unarmed damage.


Druid/Rogue -- specifically the "Scout" archetype from APG for the latter, in keeping with the druid's outdoorsy theme. All three saves high, good d10 hit die, plenty of skills, not to mention full progression casting and an animal companion. Top three stats in order of importance, WIS/CON/DEX.

Witch/Wizard -- identical hit die, same low saves, but the spells, oh, the spells! These two classes share a single casting stat (INT), and you get healing spells from the Witch side. An Oracle/Sorcerer would get much the same effect, or a Cleric/Sorcerer (Empyreal bloodline).

If you wanted to get complicated, you could do something like this:

On side 1, Ranger 10/Rogue 10.
On side 2, Wizard 10/Eldritch Knight 10.

Which would get you a d10 hit die at every level, full BAB, scads of skill points, 19 caster levels in Wizard (and third-level Ranger spells, including healing spells), some sneak-attack damage, the ability to handle traps and locks, three favored enemies, two favored terrains, an animal companion (who, with Boon Companion is equally as powerful as a Druid's), a familiar, two wizard bonus feats, and ... well, by the time you hit level 12, you're pretty much a one-person adventuring party.

But no matter which classes you take, a gestalt character gets exactly as many actions per round as a regular one.


Ohhhh if we're allowing a combination class to gestault, then I want to try something I've always wanted.

Side 1: Ranger 10/Fighter 10
Side 2: Paladin 10/Mystic Theurge 10

EDIT: DAMMIT that doesn't work!

Fine, switch Paladin or Ranger (depending on the nature of the character in question) With Magus.


I know it sounds overdone, but from the actual gesalt rulebook, I've never had more luck than with paladin/sorc. Crafting magic items to wear, use, and wield in viscious combat with Charisma being the heavy hitter stat of the entire build. That, and a couple uses of a carefully applied fireball or fly. (Feats can reduce ASF to an ALMOST toelrable level.)


Rouge/monk and go deep into the dimentional dervish tree.
"Im my own flanking buddy"


Rogue/Ninja
Awesome abilities from the ninja, all the trap related shinanigans and skills of the rogue, and a doubled sneak attack dice.


Monk/bard.


Elondor wrote:

Rogue/Ninja

Awesome abilities from the ninja, all the trap related shinanigans and skills of the rogue, and a doubled sneak attack dice.

Gestalt doesn't actually work that way. If you gain the same feature at the same level it doesn't count. (Although staggering it by taking a level of Fighter or something else first on one side would allow this.)


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Paladin-ninja - Synergy on charisma, so you cut down potential mad, good save synergy (with gestalt a strong save on one side and a weak save on the other will actually yield higher saves then just a strong save) and the paladins combat prowess combined with the ninjas tricks would be I believe a wicket combination.

I also would like to try a magus/Iron Mage. I think alot of fun could be had there.


kyrt-ryder wrote:
Elondor wrote:

Rogue/Ninja

Awesome abilities from the ninja, all the trap related shinanigans and skills of the rogue, and a doubled sneak attack dice.
Gestalt doesn't actually work that way. If you gain the same feature at the same level it doesn't count. (Although staggering it by taking a level of Fighter or something else first on one side would allow this.)

You can't gestalt the same class twice. Ninja, being an alternate version of Rogue, can't be gestalted with rogue at all.

Shadow Lodge

This thread reminds me why I won't use gestalt rules again.

Hi mdt! :)


TOZ wrote:

This thread reminds me why I won't use gestalt rules again.

Hi mdt! :)

LOL

Hey TOZ, like the new avatar.


TOZ wrote:

This thread reminds me why I won't use gestalt rules again.

Hi mdt! :)

And why is that? (I'll admit I've yet to use them, but they do seem like a fun experiment.)

Dark Archive

armiger/fighter
time thief/rogue or bard
warmaster/cavalier
alchemist/wizard
and
druid/summoner

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