
Kelsey MacAilbert |

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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.

Kelsey MacAilbert |

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.

Kelsey MacAilbert |

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.

jonnythm |

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.

MacFetus |

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

Diffan |

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).

Artemis Moonstar |

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.
.
.
.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).

Hyperion-Sanctum |

kyrt-ryder |
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.

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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.

Tinalles |
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.

kyrt-ryder |
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.

Shiney |

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.)

kyrt-ryder |
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.)

Kolokotroni |
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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.

mdt |

Elondor wrote: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.)Rogue/Ninja
Awesome abilities from the ninja, all the trap related shinanigans and skills of the rogue, and a doubled sneak attack dice.
You can't gestalt the same class twice. Ninja, being an alternate version of Rogue, can't be gestalted with rogue at all.