What would your favorite gestalt combinations be?


Pathfinder First Edition General Discussion

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Dragonborn3 wrote:

Oracle of Life with the Wasting Curse/Cleric with the Healing and Protection Domains.

I am eventually immune to disease, all my Cure spell heal their normal d8's but plus my level and an extra 50% at 6th level, I can Channel like no one's business, and create an Aura that makes it harder to hit my allies while boosting their saving throws.

Am I a Healbot? Yes. Do I have the slots for more damaging spells? Yes. Am I an undead's worst nightmare? Yes.

Someone please start a gestalt campaign so I can play this Healer.

Well when I start my game up it will be gestalt. Plus you seemed to like my idea for the game.

Shadow Lodge

Admittedly, I can't find the email where we talked about it.

Dark Archive

Back when we were playing gestalts in 3.5 I started setting up a Wizard/Archivist who would later multiclass into Gemoancer.

It would have been awesome but unfortunately we never got past 2nd level or so. I still want to see how that character would work out when played all the way to 20th.

Silver Crusade

Inquisitor/Zen Monk. Flurry of arrows with Bane, Judgement damage, adds up to a lot of damage. I have an 8th level Inq and she does tons with her 14 STR and just Rapid Shot. Plus lots of skills, great spells like Invisibility, and Wisdom is used well in both classes.


Paladin/Ranger

Build the Ranger like Treantmonk's Switch-hitter. Take the Skirmisher archetype.

In any campaign that really allows you to take advantage of your terrain types and favored enemies, this could be hell fun.


Bard/Paladin. I love it from a fluff perspective.

Shadow Lodge

My Favorites would be:

PF:
Ranger/Rogue (thematically similar to the 2e "Huntsman")
Paladin/Inquisitor (demon hunter)
Cavalier/Bard (Don Quixote)

Runners-up:
Monk/Ninja
Gunslinger/Rogue

3.5e:
Soulknife/Swordsage (c'mon, why not?)
Warblade/Rogue

Of course, this is all theoretical. Despite repeated attempts by players and GMs in my group, we've never actually done a Gestalt game.

I think it'd be pretty cool, and after playing 4e, it'd be a welcome way to add some flexibility to the classes...anyone running a gestalt game in my area, drop a line. :p


Archaeologist/Dragon Disciple//Sorcerer/Pathfinder Savant.

Hopefully, the DM will let me take Pathfinder Savant as a 10 level class.


Our group will be starting a gestalt campaign in the near(ish) future and our DM has decreed that we all start at 18th level. Here's what our party will consist of:

Summoner 18 + Oracle(Wind)[enlightened philosopher] 18

Ninja 18 + Monk[hungry ghost] 18

Sorcerer[wildblooded:empyreal] 18 + monk[zen archer] 18

Paladin 18 + Cleric 18

Bard 18 + Barbarian 18

I'm a little surprised that none of us settled on more complicated gestalt combinations (like with multiclassing or with prestige classes), but I think we've got all the classic bases covered. Plus we're 18th crappin' level, so even if a base isn't covered there'll be a way to circumvent that, I'm sure.

My Super Secret Plan as a Summoner/Oracle that my DM SHOULD NOT READ:

One of my feats = Spell Perfection
Spell selected w/ above feat = Forbid Action, Greater
One of my metamagic feats = Quicken Spell

Quickened Greater Forbid Action (forbid them to move) + Polar Midnight = ice statue garden for me! (I seriously hope I can pull this combo off at least once)


WIzard/Sorcerer/Dragon Disciple(DD)/Pathfinder savant(PFS)/Gunslinger(one level only)/Eltrich Knight(EK).
Off the top of my head Here is how I would build it
1-5 Wiz/Draconic sorcerer
6 Dragon disciple/Gunslinger
7-14 DD/PFS
15-16 DD/Wiz
17-20 Sor/EK

I think that sufficiently maximizes HP, BAB and Caster level

"So what do you do for a living?"
"I AM A FONT OF ARCANE POWER! FEAR MY WRATH! Plus if all else fails I have ole' bessie." Pats revolver on holster.

Incidentally also what I would want to be IRL with the Immortality discovery of course. ;-)

Elven Wizard/Druid is also kind of a cool concept and themantically fits with the elven magical reculse.


I'd have to go for either a beastmaster ranger/inquisitor with animal (Feather) domain. Make those teamwork feats pay off with 2 velocirators and perception through the roof. Play a halfling and then ride one too.

Shadow Lodge

Anyone here ever actually played a Gestalt campaign with published Paizo or 3.5e Modules?

Any feedback on how that went?

I really don't see Gestalt as being that much more powerful, but I do find them way more interesting and more flexible.

(Yes, I know, BAB, HP and Saves bump up, you get more feats/abilities, but overall it's not OP since you can still only do one standard action, etc.)


(Synthesist) Summoner 20// (Dawnflower Dervish) Bard 4/ Warblade 16.

Race: Silverbrow Human (for the Dragonblood subtype).

Feats:
Flaw- Dragonfire Inspiration
1st- Multiweapon Fighting
Human- Extra Performance
3rd- Song of the White Raven
5th- Words of Creation
7th- Improved Multiweapon Fighting
9th- Song of the Heart
11th- Greater Multiweapon Fighting
13th- Experimental Spellcaster (Accelerate)
15th- Whatever
17th- Whatever
19th- Whatever

Warblade Bonus Feats: Whatever.

All of your Eidolons evolution points should be spent on gaining more and more arms, except at level 8, when you should increase your size to large. All of your arms should be wielding masterwork kukris, ignore magic weapons.

The Dragonfire Inspiration (which requires the Dragonblood subtype) feat turns all of your +x's from the Bards Inspire Courage into +xd6's of extra damage on every attack you make. The Dawnflower Dervish archetype doubles your Inspire Courage bonus, but at the price that it only applies to you. Song of the Heart increases your Inspire Courage by another +1, and Words of Creation doubles the resulting score. Song of the White Raven makes your Bard and Warblade levels stack for determining your effective bard level for Inspire Courage. This results in you getting +20d6 damage to every attack you make.

The Accelerate wordspell allows you to gain an extra move action every turn for several rounds, and is only a 2nd level spell.

The Warblade levels are there so that you can gain two particular maneuvers; White Raven Tactics (which allows you to gain an extra turn as a swift action), and Time Stands Still (which allows you to take two full attacks at once).

So, your combat rounds would look like this.
1st Round- Cast Accelerate (standard action), begin Bardic Performance (move Action), initiate White Raven Tactics (swift action).

2nd Round (gained with White Raven Tactics)- Move towards enemy (extra move action), initiate Time Stands Still (full-round action).

You get 146 attacks, each with +20d6 bonus damage.

Top that.


Wish: Your dead. :)

Now, where are all those wonderful feats/abilities/spells from? I recognize some, but not all of them and I want to know.


Azten wrote:

Wish: Your dead. :)

Now, where are all those wonderful feats/abilities/spells from? I recognize some, but not all of them and I want to know.

What about my dead? The only dead I'd claim is my cat from 16 years ago and I think it's best to live poor little Tina out of this.

If you are wishing to make some one dead, they probably get a save against it.

I suppose these days I'd add in levels of inquisitor to get some go-first.


Paladin/Barbarian. HOLYRAGESMITE would be AWESOME.


That was a typo and you know it. >:P

Paladin/Monk: Flurry of Smite
Barbarian/Martial Artist Monk: Raging Flurry

Halfling Monk/Barbarian: I'm going to go grapple the tarrasque, see you guys later! :D


Azten wrote:

Wish: Your dead. :)

Now, where are all those wonderful feats/abilities/spells from? I recognize some, but not all of them and I want to know.

Unfortunately, wish doesn't work that way.

Most of those feats and spells are are from 3.5, and I really can't remember most of the source books. Races of the Dragon, Book of Exalted Deeds, Tome of Battle, Ebberon Campaign Setting, and more are in there. Bard love is spread out.


Dang, I almost wish bards didn't get around as much...


For a purely Pathfinder game, a gestalt Fighter (Unarmed Fighter archetype)/Monk is out of this world. You get everything from monk. You get full BAB and d10 hit die. All good saves. 4 skills points + Int mod per level. You gain eleven more bonus feats (one of which has to be a style feat). You gain weapons training (up to +4) with the unarmed group and special monk weapons. You gain proficiency with light armor, all martial weapons, and all special monk weapons (including exotic weapons). And all the other goodies from unarmed fighter, combined with the scaling unarmed damage of the monk.

For a non-magic character, this is a pretty rad combo.

Master Arminas


Pathfinder Rulebook Subscriber

Hmmm,
I wonder. Would allowing someone to play a gestalted NPC class be equivalent of a PC class in a standard game?

For example, Expert/Warrior to get the skilled fighter type, along side straight PC classes like Fighter and Cleric. Or Adept/Expert to get the skilled but limited caster concept.

I don't see them being more powerful than a PC class...

Sovereign Court

I'll get to play a 9th level Sorcerer/Paladin in an upcoming campaign (we get to go gestalt cause there will be only two base players, plus one that'll be around on and off). Rolling with a greatsword and a mithral full plate; with Arcane Armor Mastery & Ultimate Mercy.
Love the overall defense/offense/support capabilities.


mdt wrote:

Hmmm,

I wonder. Would allowing someone to play a gestalted NPC class be equivalent of a PC class in a standard game?

For example, Expert/Warrior to get the skilled fighter type, along side straight PC classes like Fighter and Cleric. Or Adept/Expert to get the skilled but limited caster concept.

I don't see them being more powerful than a PC class...

It doesn't get any class features aside from saves, hit dice, skills, proficiencies, and BAB, so I'd call an Expert/Warrior underpowered. Same with an Adept/Expert.


Pathfinder Rulebook Subscriber

That's sort of what I was saying. It's not overpowered, but for someone who wants 6+int skills + full bab, it would work. Especially if multiclassed into something else at higher levels.

Hmmm, I might go with a feat per level, just to balance it out though. As an option.

RPG Superstar 2012 Top 32

i played a higher level gestalt campaign- it was truly outrageous... "i cast a quickened transformation, which triggers my contingent haste, and then i'll make a full attack on whatever you called this epic monster that's totally screwed" says the party rogue before unleashing 4 or 5 brutal sneak attacks...

wizard (switching to eldritch knight)/rogue is pretty sick. if you dont mind giving up some skills and rogue tricks, some duelist levels are really nice too- they up your AC and (with enlarge person and imp invisibility) you can get a lot of AoOs (that all deal sneak attack damage). if you're interested in that build, do wizard/rogue to arcane trickster/duelist (and that's all core rules).

i haven't read every post. i'm sure someone has said this, so +1 to barbarian/sorceror-dragon disciple. if you really wanna min/max every ounce of awesomeness- try a build like this

Spoiler:

level 1-6 Barb/Sor
level 7 Eldritch Knight/Sor
level 8 EKn/Dragon Disciple
level 9-11 Barb/DD
level 12 EKn/DD
level 13-15 Barb/DD
level 16 EKn/DD
level 17 Barb/DD
level 18+ Barb/Sor
take the eldritch heritage feats for Abyssal and you'll end up with best BAB, huge str, greater rage, wpn spec, a suite of special powers/natural attacks, CL 20, and almost 20 levels of d12 hp (19d12+1d10)!

also, from a purely fluff perspective, i think a gunslinger/alchemist would be incredible :)


At least Adept/Expert has spells and a familiar though...

RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16

Barbarian/Bard ("Bardbarian" :D) for me, mostly because it's hilarious, but also because:
.
.
.
.

  • d12 hit die
  • High BAB
  • All high saves
  • Nearly every skill is a class skill (except for Disable Device, Fly, and Heal)
  • 6 skill points per level
  • Can self-buff/heal and plow into combat
  • Doesn't incur arcane spell failure for light armor or shields.
  • Gets martial weapons (and medium armor, if they want)
  • Rage AND Performance AND casting

Only drawbacks I can thinking are that it's probably MAD, and that I don't think you can perform while raging. Correct me if I'm wrong.
(Also, apologies if this has already been suggested, I'm still reading through.)


Ninja/Monk = nearly double your Ki, and you get to do an invisible flurry of sneak attacks.

Ninja/Synthisist Summoner = I'd have to try really hard to not name this character Naruto. Also, pouncing invisible sneak attacks of death.

RPG Superstar 2012 Top 32

the problem with gestalt characters is that unless you're willing to enforce some common sense or require/do some math its easy to break the system... the examples might be a little long so i'll use spoilers but basically if you're smart about leveling you can end up (pretty easily) with +19-20 BAB and 18-20CL in two classes!

slow and medium BAB classes all get their +0BABs at odd levels- so if you stagger them (by taking a single level of another class) one of them will always grant you a +1BAB.

Spoiler:

lvl1- fighter1(+1 BAB)/wizard1(+1CL)
lvl2- cleric1(+1CL)/wizard2 (+1CL, +1BAB)
lvl3- cleric2(+1CL, +1BAB)/wizard3(+1CL)
lvl4- cleric3(+1CL, +1BAB)/wizard4(+1CL, +1BAB)
lvl5- cleric4(+1CL, +1BAB)/wizard5(+1CL)
lvl6- cleric5(+1CL)/wizard6(+1CL, +1BAB)
lvl7- cleric6(+1CL, +1BAB)/wizard7(+1CL)
lvl8- cleric7(+1CL, +1BAB)/wizard8(+1CL, +1BAB)
lvl9- cleric8(+1CL, +1BAB)/wizard9(+1CL)
lvl10- cleric9(+1CL)/wizard10(+1CL, +1BAB)

you get the point. at lvl20 you'd end up with +20 BAB, Wizard CL 20, and Cleric CL 19!


or you can also do it with classes with lots of special abilities instead of spells...
Spoiler:

lvl1- ranger1(+1BAB)/magus1
lvl2- monk1/magus2(+1BAB)
lvl3- monk2(+1BAB)/magus3(+1BAB)
lvl4- monk3(+1BAB)/magus4(+1BAB)
lvl5- monk4(+1BAB)/magus5
lvl6- monk5/magus6(+1BAB)
lvl7- monk6(+1BAB)/magus7(+1BAB)
lvl8- monk7(+1BAB)/magus8(+1BAB)
lvl9- monk8(+1BAB)/magus9
lvl10- monk9/magus10(+1BAB)

so at lvl20 you have all the powers/abilities of a 20th lvl magus and 19th lvl monk, plus a +20BAB!


and you can do the same thing with saves...
Spoiler:

lvl1- ranger1(2,2,0)/magus1(2,0,2)- +2,2,2
lvl2- monk1(2,2,2)/magus2(1,0,1)- +2,2,2
lvl3- monk2(1,1,1)/magus3(0,1,0)- +1,1,1
lvl4- monk3(0,0,0)/magus4(1,0,1)- +1,0,1
lvl5- monk4(1,1,1)/magus5(0,0,0)- +1,1,1
lvl6- monk5(0,0,0)/magus6(1,1,1)- +1,1,1
lvl7- monk6(1,1,1)/magus7(0,0,0)- +1,1,1
lvl8- monk7(0,0,0)/magus8(1,0,1)- +1,0,1
lvl9- monk8(1,1,1)/magus9(0,1,0)- +1,1,1
lvl10- monk9(0,0,0)/magus10(1,0,1)- +1,0,1

this is the same build from above that ends up with +20BAB; it also ends up with +22 base Fort and Will and +16 base Ref!

the common sense solution is to total the levels you have where slow BAB is your best and look up that bounus, then do the same for medium and/or fast and total the bonuses (and do the same for saves). but that's not a perfect solution either. the best fix is to add the appropriate fraction at each level, but that gets really complicated...


Two combinations for the Magus come to mind.

1) Magus/Synthesist. having played the Magus at low levels (up to 5) the one thing that gave me pause was that it was a little "squishy" for a front line combatant, with its dependance on light armour and d8 hit points. A Synthesist can not only boost your hit points to nearly double (or sometimes more) but you can crank up your AC to hights undreamed of before.

2)Magus/Wizard (then later, Eldritch Knight). Who here has not read one post or another debating which is better: Eldritch Knight or Magus? Well this combo deal renders the arguement moot. This actually synergies well, the Magus allows the Wizard to qualify for the martial weapon proficiency requirement, and the enhanced BAB and hit points from the prestige class help the offset the "squishiness" (see above) of the Magus. Of course, the Broad Study Arcana at 6th level is pretty much mandatary, if you want to be able to spell combat all your wizard spells that is.

Also

If your GM allows Psionics in the campaign then a Magus/Kineticist is almost too good to pass up if you want to become a focused blaster.


Mirrel the Marvelous wrote:

Two combinations for the Magus come to mind.

1) Magus/Synthesist. having played the Magus at low levels (up to 5) the one thing that gave me pause was that it was a little "squishy" for a front line combatant, with its dependance on light armour and d8 hit points. A Synthesist can not only boost your hit points to nearly double (or sometimes more) but you can crank up your AC to hights undreamed of before.

2)Magus/Wizard (then later, Eldritch Knight). Who here has not read one post or another debating which is better: Eldritch Knight or Magus? Well this combo deal renders the arguement moot. This actually synergies well, the Magus allows the Wizard to qualify for the martial weapon proficiency requirement, and the enhanced BAB and hit points from the prestige class help the offset the "squishiness" (see above) of the Magus. Of course, the Broad Study Arcana at 6th level is pretty much mandatary, if you want to be able to spell combat all your wizard spells that is.

Also

If your GM allows Psionics in the campaign then a Magus/Kineticist is almost too good to pass up if you want to become a focused blaster.

I can say from experience letting your players gestalt into a class that already functions as 2 (eldritch knight) will break your game.

Personaly I've always tended towards monk/wizard although I'm thinking a Magus/Ninja might be interesting.


monk/rogue(ninja), maybe even with a vow of poverty. You're most likely the mundane person closest to spellcasters if it comes to awesomeness.

or Magus/Paladin (altough I personally don't like to play paladins), having a magic weapon that gets boni by both classes, you can stack more magic than anyone else on a single weapon.

Synthesist/anything, if you're too lazy to think of another good synergy :) I can think of good witch fluff with it, but synthesists ain't picky.


Monk/Summoner with the leadership feat used to give the eidolon character levels making it a monk/rogue(ninja) perhaps or hmmm a magi/summoner to summon an eidolon with once the first one gets leadership the monk/summoner gestal? Lets see now . . .

PC: Monk/Summoner lvl 20
Eidolon 1: Magus/Summoner lvl 17
Eidolon 2: Ninja/Summoner lvl 10
Eidolon 3: Cleric/Summoner lvl 7
Eidolon 4: Barbarian/Fighter lvl 3

Could be interesting.

EDIT
Here's a question to ponder. If you took a swarm eidolon would each furry little critter be a lvl 17 magus/summoner, would one be lvl 17 and the rest just regular eidolons or would the levels be split?


Liam, as every leadership not only gives a cohort, but also followers.
If you go this (muchkin) route, why not be a witch with the coven hex, have every cohort be a witch, and all followers be witches.

You could up your casterlevel by a few hundred, there was a calculation once how many witches fit into 30 feet radius (3 dimensions), but I forgot.
Not sure what spells to use tough, most have an upper limit to caster level.


Yes but you could make the spell durations last a ridiculous amount of time. Even a round/level spell could last an entire dungeon if done right.


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Richard Leonhart wrote:

Liam, as every leadership not only gives a cohort, but also followers.

If you go this (muchkin) route, why not be a witch with the coven hex, have every cohort be a witch, and all followers be witches.

You could up your casterlevel by a few hundred, there was a calculation once how many witches fit into 30 feet radius (3 dimensions), but I forgot.
Not sure what spells to use tough, most have an upper limit to caster level.

I referred to that as the flying witch borg cube.


Mirrel the Marvelous wrote:

...

2)Magus/Wizard (then later, Eldritch Knight). Who here has not read one post or another debating which is better: Eldritch Knight or Magus? Well this combo deal renders the arguement moot. This actually synergies well, the Magus allows the Wizard to qualify for the martial weapon proficiency requirement, and the enhanced BAB and hit points from the prestige class help the offset the "squishiness" (see above) of the Magus. Of course, the Broad Study Arcana at 6th level is pretty much mandatary, if you want to be able to spell combat all your wizard spells that is.

Magus/Diviner(Foresight). Prescience could really boost the amount of crits you churn out. And you would know they were crits before you committed to burning your best spells.

SRD wrote:
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Liam Warner wrote:
Monk/Summoner with the leadership feat used to give the eidolon character levels making it a monk/rogue(ninja) perhaps or hmmm a magi/summoner to summon an eidolon with once the first one gets leadership the monk/summoner gestal? Lets see now . . .

Since Leadership says a cohort is typically and NPC, I don't see this happening.


AHALFLINGNOTAHOBBIT. I think I just had an evilgasm at that idea.


Bard/Sorcerer. Just think of all the cantrips!


nate lange wrote:

the problem with gestalt characters is that unless you're willing to enforce some common sense or require/do some math its easy to break the system... the examples might be a little long so i'll use spoilers but basically if you're smart about leveling you can end up (pretty easily) with +19-20 BAB and 18-20CL in two classes!

slow and medium BAB classes all get their +0BABs at odd levels- so if you stagger them (by taking a single level of another class) one of them will always grant you a +1BAB.
** spoiler omitted **
or you can also do it with classes with lots of special abilities instead of spells...
** spoiler omitted **
and you can do the same thing with saves...
** spoiler omitted **...

Neither BAB no rsaves work that way in gestalt. You don't gain a +1 everytime one of your classes gain a +1. You choose at first level from which side you will get the BAB and the saves. That is what the rules say.

In your first example you gai the BAB of a fighter 1/ cleric 19. Giving you a BAB of 15. Saves Fort +13, Ref +6, Will +12.
Second and third examples. Your BAB is either Magus 20 OR Ranger 1/ Monk 19. Either way it comes to +15. Saves would be frome Ranger1/Monk19 going to Fort +13, Ref +13, Will +12.
This is not the "common sense", this is the RAW.

RPG Superstar 2012 Top 32

that's reassuring! can you post a link, or a quote (with source) for those rules? not that i doubt you, its just different than the rules i've seen used in the past (and different than how i remember from 3.x, though i don't have a copy of that in arms reach)


VM mercenario wrote:


Neither BAB no rsaves work that way in gestalt. You don't gain a +1 everytime one of your classes gain a +1. You choose at first level from which side you will get the BAB and the saves. That is what the rules say.
In your first example you gai the BAB of a fighter 1/ cleric 19. Giving you a BAB of 15. Saves Fort +13, Ref +6, Will +12.
Second and third examples. Your BAB is either Magus 20 OR Ranger 1/ Monk 19. Either way it comes to +15. Saves would be frome Ranger1/Monk19 going to Fort +13, Ref +13, Will +12.
This is not the "common sense", this is the RAW.

The rules say chose the better of each not pick one class or the other.

Link

Quotes:

SRD wrote:


Base Attack Bonus
Choose the better progression from the two classes.

Base Saving Throw Bonuses
For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.

RPG Superstar 2012 Top 32

thanks for the link!
i looked (a little) for my unearthed arcana book but couldn't find it... i think in there it may have said something like: at each level choose the better value from each class (or something similar that meant- or seemed to mean- that if either class improved its BAB your BAB went up). this version is better .


The rules also don't let you gestalt willy-nilly and don't let you take multiple classes mid-level change, if I recall correctly. (EDIT: Although, upon re-reading it, I don't see that explicitly called out, I admit. Still pretty sure that's the RAI, but it might not be RAW. Hmm...)

Specifically, from your link:

the PRD wrote:
Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.

In other words, it follows the fastest individual rate of gain. Interpreting it in any other way goes against the majority of RAW and RAI written about anything else ever in 3.X, though if everyone wanted to do it with the staggering-each-level thing, I suppose I'd go along with it.


Richard Leonhart wrote:

Liam, as every leadership not only gives a cohort, but also followers.

If you go this (muchkin) route, why not be a witch with the coven hex, have every cohort be a witch, and all followers be witches.

You could up your casterlevel by a few hundred, there was a calculation once how many witches fit into 30 feet radius (3 dimensions), but I forgot.
Not sure what spells to use tough, most have an upper limit to caster level.

Because thousands of witch's aren't as cute as the small furry eidalons in the summoner picture.

Azten wrote:
Since Leadership says a cohort is typically and NPC, I don't see this happening.

And typically an NPC doesn't mean always espcially I'd only be allowing gestalt classes in a game where you don't have a full party to begin with.

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