What would your favorite gestalt combinations be?


Pathfinder First Edition General Discussion

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Shadow Lodge

Barbarian/Druid: Wildshape and Rage Powers would fit together nicely I think.

Magus/Cleric: Spell Combat Harm

Barbarian/Martial Artist Monk: Raging Flurry

Sorcerer/Wilder(Dreamscarred Press version): Spell and Power Points, all from Charisma. Maybe dip into Paladin and Oracle of Lore/Nature for even more Charisma goodness.


kyrt-ryder wrote:
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.)

Bard/Paladin level 13 -- it's fun until you realize just what all you are letting stack up and move together.

Shadow Lodge

mdt wrote:
Hey TOZ, like the new avatar.

Just a temporary change.

kyrt-ryder wrote:


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

I'd rather build a personal class for the character than mash up two classes worth of stuff. Given the wide variety of classes, such a mash up could be horribly weak or horribly strong.


kyrt-ryder wrote:
(Although staggering it by taking a level of Fighter or something else first on one side would allow this.)

Not even remotely close to true. That was one of the stupider attempts at trying to find a loophole that I saw in the WotC CharOp forums. The Gestalt rules explicitly say that you always gain a common ability at the rate of fastest advancement. You never stack the same ability. If you were to gestalt two classes that gained sneak attack, whichever class had the faster sneak attack progression would overwrite the other in that regard; if both classes had the same progression, that's what you'd use. You never get double progression.

From my experience playing in gestalt games (we've played gestalt pretty much exclusively for the last 7 or so years now), Rogue//Any-Full-BAB is utterly broken. You'd think it'd be the double-casters (Wizard//Druid, etc) that would be broken, but honestly they're no more powerful than normal, they just last longer than 5 minutes before running out of useful spells. Full BAB rogues, though, will utterly obliterate any remotely-level-appropriate challenge in a single round.


Fozbek wrote:
, but honestly they're no more powerful than normal, they just last longer than 5 minutes before running out of useful spells.

People honestly have that problem at your table? I thought it was a myth.

Also I would be more worried about full BAB/special ability synergy than about rogues -- sneak attack is for the weak.

Shadow Lodge

Fozbek wrote:


From my experience playing in gestalt games (we've played gestalt pretty much exclusively for the last 7 or so years now), Rogue//Any-Full-BAB is utterly broken. You'd think it'd be the double-casters (Wizard//Druid, etc) that would be broken, but honestly they're no more powerful than normal, they just last longer than 5 minutes before running out of useful spells. Full BAB rogues, though, will utterly obliterate any remotely-level-appropriate challenge in a single round.

Equal level Barbarian. Your argument is invalid. :)


Hmmm... not sure which is more powerful. But I have played a couple Gestalt games. I played a Monk/Fighter in one and everyone seemed to agree that it was crazy powerful. In the other one I played a Warlock/Rogue. But since I never got into any fights in the second game I am not sure how it would stack up in comparison.


We had a Barbarian//Rogue once who dealt enough nonlethal damage to kill a level-appropriate creature with maximized hit points from full health (in other words, did twice the creature's hit points in damage to it) in a single full attack. At that point we banned full BAB rogues from future consideration.

And this was before Ultimate Combat, so no Sap Master feats.

Liberty's Edge

Have you ever wanted to play a mechwarrior in your dnd game? One combo that might give you the fell is gunslinger/synthesist summoner. 3 good saves. The only promblem is the synthesist will lower the gunslingers BAB when fused

PFRD wrote:
While fused with his eidolon, the synthesist uses the eidolon's physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon's hit points as temporary hit points. When these hit points reach 0, the eidolon is sent back to its home plane. The synthesist uses the eidolon's base attack bonus, and gains the eidolon's armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon's special abilities and the eidolon's evolutions. The synthesist is still limited to the eidolon's maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist....

Shadow Lodge

Fozbek wrote:

We had a Barbarian//Rogue once who dealt enough nonlethal damage to kill a level-appropriate creature with maximized hit points from full health (in other words, did twice the creature's hit points in damage to it) in a single full attack. At that point we banned full BAB rogues from future consideration.

And this was before Ultimate Combat, so no Sap Master feats.

How much of that was the Barbarian? Would removing SA from the equation have made a difference? Because there are plenty of ways to remove it. Like I said, an equal level Barbarian is immune to said SA.


Fozbek wrote:
We had a Barbarian//Rogue once who dealt enough nonlethal damage to kill a level-appropriate creature with maximized hit points from full health (in other words, did twice the creature's hit points in damage to it) in a single full attack.

And this is a bad thing?

There's a reason tactics generally include avoiding Full Attacks.


Fozbek wrote:

We had a Barbarian//Rogue once who dealt enough nonlethal damage to kill a level-appropriate creature with maximized hit points from full health (in other words, did twice the creature's hit points in damage to it) in a single full attack. At that point we banned full BAB rogues from future consideration.

And this was before Ultimate Combat, so no Sap Master feats.

Fighters can do that now easily, single class and without trying hard, while still maintaining great save throws and AC. This isn't difficult.


kyrt-ryder wrote:

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.

Technically, you can't take the Mystic Theurge prestige class under gestalt rules.

Quote:
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


True! But the person above me had posted a build using a similar class combination PrC, so I posted that dream build in response.

Dark Archive

well for that kind of builds you could do (using some 3.5); dread necromancer/death mage lv5, sorcerer/oracle lv5, mystic theurge/true necromancer lv10...


kyrt-ryder wrote:
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.)

Gestalt makes for insanely powerful combination. Some are more powerful than others. Like a Ranger/Wizard has no real weaknesses.

Silver Crusade

Sorcerer(Infernal Bloodline): Focusing on Charming and Battle field control.
Oracle(Mystery: Spellscar): Focusing on Braking enchantments and Damage.


voska66 wrote:
kyrt-ryder wrote:
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.)
Gestalt makes for insanely powerful combination. Some are more powerful than others. Like a Ranger/Wizard has no real weaknesses.

Ranger Wizard isn't as powerful as you might think. It's MAD (with 6+int skills per level Rangers can usually afford a 10-12 int), and you'll have to deal with Arcane Spell Failure for your armor unless the game has workarounds built in. (I don't consider blowing your swift action every round to be a legitimate workaround.)

Shadow Lodge

ForgottenRider wrote:
The synthesist uses the eidolon's base attack bonus,

Don't you use the higher BAB in gestalt rules? That rulue doesn't take Gestalt rules into account after all, and there was an errate on it concerning multiclass builds.


What does MAD stand for?


Kelsey MacAilbert wrote:
What does MAD stand for?

Multiple Attribute Dependency. A normal Ranger will require decent Strength, Dex, and Con in varying quantities based on the desired build. Unless he has an archtype that gives up spellcasting, he also needs 'some' wisdom (plus wisdom also helps with scouting via Perception.)

The two stats that are very low priority for a Ranger are Charisma and Intelligence. Charisma is more of a 'dump' stat he doesn't care about and 'could' drop all the way if he so chose, while Intelligence is a low priority stat but because he doesn't want to screw his skill points he'll usually keep it at 10 (or 12 in high point buys, 13 if he wants Combat Expertise and followup feats.)

By gestalting Ranger (a class that doesn't need a high Int) with Wizard (a class that DOES need a high Int) you are making the class more MAD.


Abraham spalding wrote:
Fighters can do that now easily, single class and without trying hard, while still maintaining great save throws and AC. This isn't difficult.

Really? A level 12 Fighter can deal twice the maximized hit points of a CR 14 creature in nonlethal damage in a single round "single class and without trying hard" without using Ultimate Combat? Prove it. I double-dog-dare you.

TOZ wrote:
How much of that was the Barbarian? Would removing SA from the equation have made a difference? Because there are plenty of ways to remove it. Like I said, an equal level Barbarian is immune to said SA.

Barbarian was a huge part of it. So was Rogue. Barbarian provided a high attack bonus, and Rogue provided high extra damage that is normally mitigated by having a medium BAB. As stated, this was at level 12 or so, so we were dealing with 6d6 sneak attack per attack. He had the full TWF chain up to that point, so 6 attacks, plus a haste attack from boots of speed. That's 42d6, averaging almost 150 damage. All of the attacks hit because he had full BAB and rage. If he'd been a non-gestalt rogue, he'd have had 2 less attacks and a massively lower to-hit bonus. If he'd been a non-gestalt Barbarian, he'd have done roughly 150 less damage on the full attack.

I'm not saying that Sneak Attack is unbeatable, but you have to admit, creatures that are immune to Sneak Attack are much less common in Pathfinder than in 3.5, intentionally. That's fine in non-gestalt play because classes with Sneak Attack don't have very good attack bonuses, especially if they dual wield. With gestalt providing a full BAB, though, Sneak Attack's expected damage output climbs drastically and, again from experience, provides a more disruptive character than dual-casters or full BAB casters.

That Barb//Rogue wasn't the only full BAB sneak attacker we'd had, it was just the straw that broke the camel's back, so to speak.


Anyway, to get back on topic, I really want to play a Gun Tank//Warlock as kind of an Elemental battle suit. Unfortunately, I'll never get the chance to play it. But it's a fun idea. You've got your slug thrower and your heavy armor (mithral so the Warlock can cast in it) from Gun Tank, and your flamethrower, LRMs, flight, cloaking, and so on from Warlock.


Fozbek, just curious, what point buy were you using? Improved Two Weapon Fighting requires 17 dexterity, which really sucks in PB when you're using strength for attack rolls - as evidenced by your barbarian's rage helping with to-hit unless it was an Urban Barbarian which you didn't mention.


kyrt-ryder wrote:
Fozbek, just curious, what point buy were you using? Improved Two Weapon Fighting requires 17 dexterity, which really sucks in PB when you're using strength for attack rolls - as evidenced by your barbarian's rage helping with to-hit unless it was an Urban Barbarian which you didn't mention.

We rolled that campaign; 4d6 reroll 1s drop the lowest. I honestly don't recall his stats; I'm pretty sure he was primarily Dex with decent Strength, OK Con, and fair to middling mental stats. It wasn't my character, and we stopped playing that campaign (although we keep saying we're going to finish it one of these days...) more than a year ago. I do know we've also done point buy for every campaign after that, but it wasn't because of that character. I think it's mostly been because it's simply easier to make sure everyone is more or less on the same page statswise, and easier to work in new characters (no need to wait until you have the DM in front of you to do the new character's stats).

I'm not trying to say that others should ban full BAB + sneak attack gestalt; it's certainly a legal combo by the rules. I'm simply saying that, at our table, that has proved to be the most disruptive combination we've found by a significant margin.

Lantern Lodge

the problem isn't full bab plus sneak attack.

the DM allowed random stats, which could give absurdly high bonuses.

Gestalt itself is an extremely high powered Variant not meant for a New DM.

and it seems like a few rules were fudged.

the Roguebarian to do that would need flanking and the chance to make a full attack, or greater invisibility. both of which require an Ally. so this rogue didn't do the extra 147 on his own. he needed teamwork to pull it off. so divide the damage by the number of contributing allies that helped set up this sneak attack and you will see his real damafge.

if we assume that it was a flank partner, we can say the flank partner accounted for 73.5 of the 147. just by providing flank. and that is just me being generous to the roguebarian.

if the haste spells come from boots, we have to track boot rounds. 10 rounds per day.

but if they come from a caster, then the caster, the rogue, and the flank partner each contributed 49 points right there.

the roguebarian did not do the 150 on his own, he either had an accomplice or two each accounting for 73.5 or 49 of his damage respectively.

you see a "disruptive combo", i see teamwork.

The Exchange

Luminiere Solas wrote:

the problem isn't full bab plus sneak attack.

the DM allowed random stats, which could give absurdly high bonuses.

Gestalt itself is an extremely high powered Variant not meant for a New DM.

and it seems like a few rules were fudged.

the Roguebarian to do that would need flanking and the chance to make a full attack, or greater invisibility. both of which require an Ally. so this rogue didn't do the extra 147 on his own. he needed teamwork to pull it off. so divide the damage by the number of contributing allies that helped set up this sneak attack and you will see his real damafge.

if we assume that it was a flank partner, we can say the flank partner accounted for 73.5 of the 147. just by providing flank. and that is just me being generous to the roguebarian.

if the haste spells come from boots, we have to track boot rounds. 10 rounds per day.

but if they come from a caster, then the caster, the rogue, and the flank partner each contributed 49 points right there.

the roguebarian did not do the 150 on his own, he either had an accomplice or two each accounting for 73.5 or 49 of his damage respectively.

you see a "disruptive combo", i see teamwork.

Actually, it is possible that he did it himself. 12th level is high enough to get Greater Beast Totem on the Barb side for pounce, and then on the rogue side, you take the Scout Archetype. There you go, sneak attacking, charging full-attack.


WIz/Druid + Natural spell = a ragelancepouncelightningbolt ;-)

Lantern Lodge

scout archtype only applies to the first attack. the reason it wasn't worded as such is because gestalt wasn't assumed to be used. because Gestalt was a Variant Rule in a book about Variant Rules that completely change the system. and these abilities were written with pathfinder in mind, not 3.PP, when you bring in 3.5 material, especially variants that explicitly state that they can break your game. expect seemingly broken stuff to come.

Scout Archetype:

Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

This ability replaces uncanny dodge.

Skirmisher (Ex)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

This ability replaces improved uncanny dodge.

it also says Attack, Not Attacks. singular, not plural.

The Exchange

Ah, I did not see the clause in the second ability, nor did I put any thought to "attack" as opposed to "attacks".


Luminiere Solas wrote:
the problem isn't full bab plus sneak attack.

Yes, it is.

Quote:
the DM allowed random stats, which could give absurdly high bonuses.

Could, but didn't. His stats were no better than 20 pb. Others had much higher stats. I already went over this in the same post you got the "random stats" info from.

Quote:
and it seems like a few rules were fudged.

Nope. Not in this case.

Quote:
the Roguebarian to do that would need flanking and the chance to make a full attack, or greater invisibility.

Or to start the fight adjacent to the guy and act before him in initiative, such that he was flat-footed. The Roguebarian was in an officer's uniform (via hat of disguise, IIRC) and had successfully bluffed his way to another officer before he unleashed Hell to start the fight. He could have done it even without that, though, because Greater Beast Totem gives pounce, and again he won initiative.


Druid/Monk with Shifter (from Eberron) as the race.

Shifter racial abilities plus druid buffs plus monk stuff equals a whirling ball of fur, fangs and claws. He was lots of fun to play.


kyrt-ryder wrote:

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 see you that and raise with:

Side 1: Wizard 10/Mystic Theurge 5/ Cerebremancer 5
Side 2: Cleric 10/ Psion 10
Casts like a wizard 20/psion 15/ cleric 15.

Archer fighter 20/Divine hunter paladin 7/Sniper rogue 13
Might not be as powerfull as I would like it to be, but he sure looks like it would be a fun archer...


Yeah, it's quite versatile VM. I made my choice for the fun factor as well especially if the feat Serenity is allowed (to make all the Paladin's stuff Wisdom.)


Man, and here all I want is a simple monk of the four winds 20/psion (telepath) 10/thrallherd 10. Huh, seems kind of like under achieving now.


Thrallherd is never underachieving xD. Soooo much abuse there.


My favorite gestalt for cool factor during play was a Spellthief|Warlock. He had Warlock for flight, invisibility, and an infinite-use ranged touch attack. He had Spellthief for sneak attack damage (albeit at a reduced rate) and the ability to steal spells out of a spellcaster's mind (or off their person, in the case of buffs).

Unfortunately, he ran afoul of a Rakshasa.

Some other fun combos:

Barbarian|Dread Necromancer. This is a World of Warcraft-style Death Knight. It's awesome at lower levels and truly obscene if you ever hit 20. Also works with Warblade instead of Barbarian for a different style of Death Knight.

Gunslinger|Luring Beast Rider Cavalier. What's better than a guy with a gun? A guy with a gun riding a dinosaur.

Lantern Lodge

@Fozbeck.

it is a general reccomendation to treat gestalted characters as 2 levels higher than they really are for the purpose of CR. a level 12 Gestalt can easily 1round kill CR 14 opponents, especially classed NPCs.

Classed NPCs (Especially the published kind) tend to lack the equipment that PC's have, and are typically limited to the elite array. these 2 factors, plus steriotypically suboptimal choices tend to make them extremely vulnerable for thier CR.

if this NPC was custom made, we may need to see the build to find out the flaws. we also need the build of the Roguebarian.

Liberty's Edge

Dragonborn3 wrote:
ForgottenRider wrote:
The synthesist uses the eidolon's base attack bonus,
Don't you use the higher BAB in gestalt rules? That rulue doesn't take Gestalt rules into account after all, and there was an errate on it concerning multiclass builds.

If you had a 19 levels if fighter and 1 level in synthesist when fused you would have a BAB of 1. It would work the same way in a gestalt game.


ForgottenRider wrote:
Dragonborn3 wrote:
ForgottenRider wrote:
The synthesist uses the eidolon's base attack bonus,
Don't you use the higher BAB in gestalt rules? That rulue doesn't take Gestalt rules into account after all, and there was an errate on it concerning multiclass builds.
If you had a 19 levels if fighter and 1 level in synthesist when fused you would have a BAB of 1. It would work the same way in a gestalt game.

incorrect. You use the editions BAB for that class level just like with any other class combination. Ftr 19/ranger 1 has a BAB of +20, just like a Ftr19/synthesist 1 has a BAB of +20 when fused. That's already been addressed.


Luminiere Solas wrote:

@Fozbeck.

it is a general reccomendation to treat gestalted characters as 2 levels higher than they really are for the purpose of CR. a level 12 Gestalt can easily 1round kill CR 14 opponents, especially classed NPCs.

Not when the NPCs/monsters all have maximum hit points. Which I've stated three times now. Also, we usually gestalt NPCs as well, at least the important ones.

Again, I've been playing basically nothing but gestalt for the last 7 or so years. The Roguebarian wasn't the only full BAB rogue we saw. All of them were disruptive to one degree or another (being considerably more lethal than any of the other party members, even our uber-munchkin neckbeard who, thankfully, stopped coming to games). It's just that the Roguebarian's "holy cow he did what" was the last straw, and thus the most recent.

I'm telling you that, in my experience of actual, non-theoretical gestalt play over the course of several years, full BAB rogues are the only combo that has ever really disrupted play for us. We've had pretty much everything imaginable at some point or another, including psionics, Book of Nine Swords, and warlocks (and psionic warlocks), and only the full BAB rogues have forced DMs to alter encounters beyond the basic max HP to keep the challenge level. I'm saying this from experience on both sides of the table as well, as we all take our hand at DMing as new campaigns start.

Shadow Lodge

Tiny Coffee Golem wrote:
ForgottenRider wrote:
Dragonborn3 wrote:
ForgottenRider wrote:
The synthesist uses the eidolon's base attack bonus,
Don't you use the higher BAB in gestalt rules? That rulue doesn't take Gestalt rules into account after all, and there was an errate on it concerning multiclass builds.
If you had a 19 levels if fighter and 1 level in synthesist when fused you would have a BAB of 1. It would work the same way in a gestalt game.
incorrect. You use the editions BAB for that class level just like with any other class combination. Ftr 19/ranger 1 has a BAB of +20, just like a Ftr19/synthesist 1 has a BAB of +20 when fused. That's already been addressed.

Synth and BAB errata link


Depends on how you look at psionic power point rules: if they are allowed to stack with each other (as was written in 3.5) to form one big pool, then a Psion 20/Psychic Warrior 20 is death on two legs!

Even if you have to keep them seperate, it is a really, really strong gestalt build!

Another good one is Fighter (or Barbarian or Ranger) 20/Soulknife 20. You get a +9 weapon for free, one that can never be taken away or sundered or stolen. On top of the other abilities a soulknife gets, and all of your fighter bonus feats (and weapons training and armor training, etc., etc.) or your ranger/barbarian stuff.

In fact, one of the few times I have ever played in gestalt game, my character was a 12th level Dwarven fighter/soulknife. He took the feat from Dragon magazine that let you change to a bludgeoning weapon, so technically he was a Soulhammer. Plenty of fun, he was too.

Master Arminas


Dragonborn3 wrote:
Tiny Coffee Golem wrote:
ForgottenRider wrote:
Dragonborn3 wrote:
ForgottenRider wrote:
The synthesist uses the eidolon's base attack bonus,
Don't you use the higher BAB in gestalt rules? That rulue doesn't take Gestalt rules into account after all, and there was an errate on it concerning multiclass builds.
If you had a 19 levels if fighter and 1 level in synthesist when fused you would have a BAB of 1. It would work the same way in a gestalt game.
incorrect. You use the editions BAB for that class level just like with any other class combination. Ftr 19/ranger 1 has a BAB of +20, just like a Ftr19/synthesist 1 has a BAB of +20 when fused. That's already been addressed.
Synth and BAB errata link

The link doesnt prove your point. Though admittedly it doesnt prove mine either.

Shadow Lodge

Tiny Coffee Golem wrote:
The link doesnt prove your point. Though admittedly it doesnt prove mine either.

What.

Quote:
For example, a fighter 19/summoner 1 normally has a total BAB of +19 (+19 from fighter, +0 from summoner), and when fused with his eidolon this increases to +20 (+19 from fighter, +1 from the 1st-level eidolon).

This is not 3.0 Monk Unarmed BAB.


I'd probably do something non-superstrong like a court bard/master spy + full sorcerer. Charisma-based full caster with loads of social and knowledge skills and skill-based abilities.

Lantern Lodge

Fozbek wrote:
Luminiere Solas wrote:

@Fozbeck.

it is a general reccomendation to treat gestalted characters as 2 levels higher than they really are for the purpose of CR. a level 12 Gestalt can easily 1round kill CR 14 opponents, especially classed NPCs.

Not when the NPCs/monsters all have maximum hit points. Which I've stated three times now. Also, we usually gestalt NPCs as well, at least the important ones.

by maximum hit points, what do you mean?

that they are at full hit points?

or that you maximized each hit die?

or both?

i'm pretty Sure AM BARBARIAN deals a lot more damage.

Shadow Lodge

Umbral Reaver wrote:
I'd probably do something non-superstrong like a court bard/master spy + full sorcerer. Charisma-based full caster with loads of social and knowledge skills and skill-based abilities.

Good point! Warrior/Expert it is!


Luminiere Solas wrote:

by maximum hit points, what do you mean?

that they are at full hit points?

or that you maximized each hit die?

or both?

Maximized hit dice (and full hit points, of course, since I said "from full hit points").

Quote:
i'm pretty Sure AM BARBARIAN deals a lot more damage.

So does Pun-Pun. That doesn't mean that my experience is lying to me.

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