What pairs of classes do you like best for gestalts?


Pathfinder First Edition General Discussion

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FAQs that aren't publicized may as well not exist. Here's what the PRD says.

[url]http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/s ummoner.html[/url]

PRD wrote:
While fused with his eidolon, the synthesist uses the eidolon’s Strength, Dexterity, and Constitution, but retains his own 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 killed and 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.

While fused with his eidolon, the synthesist uses the eidolon's Strength, Dexterity, and Constitution. Rage and mutagen are not bonuses to the eidolon's stats.

Contrast with the monk.

[url]http://paizo.com/pathfinderRPG/prd/classes/monk.html#_monk[/url]

PRD wrote:
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level.

The synthesist uses the eidolon's BAB. When flurryiny the monk's base attack bonus from his monk class levels is equal to his monk level.

The synthesist does not have the clarified language of the monk. It's not even a parallel situation. The eidolon isn't a class it's another creature and it replaces rather than augmenting everything else it effects.

On the topic of synthesists and casters, praising your magus/synthesists doesn't demonstrate anything. Magus is the one int based caster that doesn't get a huge boost to casting defensively from gestalting with magus because it's already a magus. When a synthesist/wizard is in reach of a hostile fighter he's reduced to just a synthesist. When a magus/wizard is in reach of a hostile fighter he's still a wizard because he can crank up his concentration check to cast defensively. A synthesist/wizard still needs a 40 or 42 int to cast a top level spell defensively with no chance of failure. A magus/wizard only needs a 28. Combat casting will drop the magus/wizard into "never fail" territory from level 6 when he first gets the arcana to spell combat wizard spells. The synthesist/wizard will still have to risk losing spells or avoid high level spells until he starts getting inherent bonuses. Magus makes the wizard a better wizard. Synthesist makes him a sack of hitpoints. You don't play wizards to have hitpoints. You play wizards to have full casting of wizard spells. Magus lets you have that in circumstances you otherwise would be restricted to lower level spells to avoid risky concentration checks. Synthesist doesn't. Synthesist gets you hitpoints you shouldn't need (d8 is enough, heck d6 is usually enough. People happily played wizards and considered them one of the best classes (I think the consensus was third behind druid and cleric) when they had d4 hit dice.) and abilities you can already get if you need them because you're a wizard and you have scribe scroll and the way the wealth by level rules work you're encouraged to use it.


Atarlost wrote:
FAQs that aren't publicized may as well not exist.

I fail to see this logic. There are occasionally errors or unclear/inaccurate wording. FAQ's are there to fix that. If you don't want to use them, that's fine for houserules, but they are official updates to the rules, so if you want to ignore them, then you'd not be using the rules as they're meant to be.


The wording looks perfectly clear to me, why am I going to go looking for a FAQ I've never seen referenced for perfectly clear wording? Just because an archetype of a class with a penchant for odd weaknesses and exceptions is clearly worded to have an odd weakness I'm supposed to hunt down a FAQ?

If it's on neither the official nor unofficial SRD and nobody links it on the forums it's as much a part of my life as the crossword puzzles in the Mexico City newspaper.


Oracle // Paladin seems fun.

I'd also like to try a Magus // Fighter/Duelist some time.


@ Atarlost: Oh, you know what... I thought I had linked it. I had originally begun responding to you about both the BAB and Stat issues, and when I started questioning myself about the BAB, I took that part out.

Here you go.

FAQ wrote:

When fused, use the eidolon's BAB instead of the summoner's class BAB, and add in BAB from other sources as normal. 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).

—Sean K Reynolds, 08/03/11

This is only related to the BAB issue of course, but your comparison between Synth and Monk is incorrect. Despite the wording in the PRD, they do function the same way.


Atarlost wrote:
FAQs that aren't publicized may as well not exist.

That's just absurd. Feel free to houserule things however you like, but the FAQ are very much a part of this living, evolving ruleset. You don't need to use them, but they are tere, and they DO contribute to and define the current version and interpertation of both the RAW and RAI.

Besides, even if you want to ignore the FAQ, you're still wrong about rage and mutagen. They are morale and alchemical bonuses. Those are typed bonuses that do not overlap with any of the bonuses an eidolon provides to a synthesist. They stack. Them's the rules.

Houserule it if you don't like it. Houserule it if you don't want to look up or keep up with FAQ. That's perfectly okay. But don't come on the boards and try to argue the rules when you are willfully ignoring clarifications to those rules by the game designers themselves.


pally/ dawnflower dervish.... sick.


They're not bonuses to the eidolon's stats. You use the eidolon's stats. Bob the wizard over there uses Bob's stats and if he cast's bull's strength on himself that doesn't effect your eidolon's stats either. A non-personal spell cast on you after you're merged would certainly apply to the eidolon because of the "cannot be targeted separately" clause, but rage and mutagen aren't targeted. There's no reason they should benefit the eidolon any more than inherent bonuses.


Atarlost wrote:
They're not bonuses to the eidolon's stats. You use the eidolon's stats. Bob the wizard over there uses Bob's stats and if he cast's bull's strength on himself that doesn't effect your eidolon's stats either. A non-personal spell cast on you after you're merged would certainly apply to the eidolon because of the "cannot be targeted separately" clause, but rage and mutagen aren't targeted. There's no reason they should benefit the eidolon any more than inherent bonuses.

You ARE the eidolon. You are the same being. When fused you have the same stats. Anything that affects it affects you and visa versa.

We obviously are not in a position to agree with one another. If you want to ignore how the rules work thats cool. Run your games however you like. i seriously have no problem with that. The rules aswritten and intended* do not agree with you but that doesn't matter. Have fun.

Peace.

* i readily acknowledge that the rules as published in the APG and UM regarding the synthesist and the summoner class in general leave a lot to be desired. I understand your argument if you are ONLY using that information. If you want to use those rules and only those rules, by all means do so. The FAQ modify and clarify them, and are very much a part of the current actual rules, but if you don't want to use them, don't.


One I've had fun with is a Teifling Paladin/Sorcerer. Bloodline - Abysisial/Infernal.

He isn't the most optimized character (we are using Mythic Playtest, and he has Armor Mastery - so he will get better armor as game goes on) but oh man, the roleplaying is fantastic. He is a Paladin by belief, and has to fight off his darker tendencies. The Sorcerer represents the power of the bloodline - I've focused on spells that do not have evil descriptor, but are destructive or have sorta devilish or dark visuals. He prefers not to cast, but does when he has too - but every time he does, he feels guilty for touching his evil side.

He is a blast.


I think the favorite I'd like to try is either rogue/wizard going for Arcane Trickster or ranger/wizard or ranger/bard going for arcane archer. The arcane trickster I just like the flavor tons and I think pathfinder improved the heck out of it, just hate that build up time before you actually hit the class. As to the arcane archer, he'd either be the king of field control, stopping enemies in thier tracks so he can litter them with arrows, or the roving artillery piece that buffs himself and his allies beyond belief.

Asta
PSY


Where might I find how gestalt characters work?

Grand Lodge

Gestalt characters.

Sovereign Court

Paladin paired with ninja or inquisitor for the ultimate evil slayer. Balors and pit fiends teleport away in horror at the mere sight of you!


Conjurer/SUmmoner (maybe master summoner) would be fun to play.

Shadow Lodge

the character im playing at the moment is very ... very stupid op.
a barbarian (invulnerable rager) witch (scarred witch doctor). his dc to save against his hexes is insane, self healing, spell list for when im not raging. it is a match made in heaven


MTCityHunter wrote:
i readily acknowledge that the rules as published in the APG and UM regarding the synthesist and the summoner class in general leave a lot to be desired. I understand your argument if you are ONLY using that information. If you want to use those rules and only those rules, by all means do so. The FAQ modify and clarify them, and are very much a part of the current actual rules, but if you don't want to use them, don't.

Unless there's another set of FAQs than the one linked earlier there's nothing about stat bonuses. Penalties taken while merged persist after the eidolon is dismissed, but that's the closest the FAQ gets to discussing bonuses.

I'll grant you're apparently right about BAB working in a metaphysically nonsensical manner, but the FAQ does nothing to convince me that the eidolon receives personal stat bonuses.

The eidolon does not recieve +4 strength for the summoner being an orc, why should it recieve +4 strength for the summoner being hopped up on mutagen or having trained his body to make better use of adrenaline?


Arcane Dualist Bard+TWF Fighter

Goes with a concept character I have.


Some of the combinations I would look at:

Fighter/Rogue, Paladin/Ninja (depending on the DM), Barbarian/Summoner (with Eidolon as a mount), Fighter(Tactician)/Wizard, Fighter/Barbarian (Eldritch Heritage Abyssal Bloodline), Ranger(Woodland Skrimisher/Spirit Ranger)/Inquisitor(Spellbreaker), Paladin (Oath of Vengeance)/Oracle(Battle w/legalistic curse), Gunslinger(Pistolero)/Inquisitor(Preacher), Gunslinger(Experimental Gunlinger)/Alchemist(Grenadier), Magus(Bladebound/Kensai)/Witch(Bonded Witch), Cleric/Fighter, and Monk(Master of Many Styles)/Sorcerer(Empyreal Bloodline)

I think I'll leave it their for now.

Sczarni

Cavalier/Cleric was fun-- using the advice from the Reach Clerics guide with a lance on horseback. Remember, you share your mount's square, and horses are 10x10, so as far as threatened area goes it's like at-will Enlarge Person, plus you get two hooves and a bite attack.

Since alchemists don't "cast spells", an Alchemist/Fighter is free to wear full plate without fear of ASF. At that point you're like a Fighter with his own private reservoir of buffs. The downside: bombs don't fall into any of the fighter weapon groups.

Gunslinger/Monk is pretty cool-- use your fists in melee and a gun at range. All the Western movie heroes were pretty good with their fists anyway, right? Plus you can get Dodge and Mobility as monk bonus feats to qualify for Deft Shootist!

I'd like to try Monk/Druid, if only to flurry of blows with a Shellaleigh'd quarterstaff. At least they both care about the same stats, right?


Cheeseweasel wrote:
How do you link up classes when making a gestalt?

Usually I look at what classes have abilities that compliment one another, or that share emphasis on a particular ability score.

Cheeseweasel wrote:
Are there any particular combinations you especially favor?

I love monk|paladin, it actually compliments really well. You end up with a monk with an unarmed strike (thanks to divine bond) that works on a par with other weapons.

Cheeseweasel wrote:
Are there combos you thought would work that turned out to not really?

To be honest, there are very few combos that really don't fundamentally work. Caster|martial combos do suffer from problems with action economy, though.

Cheeseweasel wrote:
Do you like to mix martial/caster, or double-up on one side or the other of the caster/martial divide?

As I said above, a lot of combinations I like depend on an ability score, or on class features that compliment. Whether they are caster or martial is less important to me. If you do mix caster|martial, then spell selection becomes important: you have to decide, "is this a warrior who can cast, or a caster that can fight?"

The first way, spells are best used as buffs rather than cast in combat. The second way, martial ability is a fall-back and not a priority.


Atarlost wrote:

Unless there's another set of FAQs than the one linked earlier there's nothing about stat bonuses. Penalties taken while merged persist after the eidolon is dismissed, but that's the closest the FAQ gets to discussing bonuses.

I'll grant you're apparently right about BAB working in a metaphysically nonsensical manner, but the FAQ does nothing to convince me that the eidolon receives personal stat bonuses.

The eidolon does not recieve +4 strength for the summoner being an orc, why should it recieve +4 strength for the summoner being hopped up on mutagen or having trained his body to make better use of adrenaline?

There's nothing in the Synth's rules for spelling out how bonuses to ability scores stack, because it would be redundant. The class/archetype doesn't change how the general rules work. Specifically, any bonuses of a different type stack.

The only thing the archetype changes is your base score. While you're fused, you DO NOT have two sets of physical ability scores. The synthesist's unfused physical ability scores may as well not exist while the eidolon is summoned. This is where I think you're getting hung up. The eidolon's physical stats ARE your stats. Any modification to your stats while fused affects you/the eidolon just like any other character.

Are you trying to say that an synthesist cannot benefit from enhancement bonuses to physical scores, either via items or spells either? What about morale bonuses? Circumstance? Rage and Mutagen are no different, just a different type of bonus.

As for getting bonuses while "being hopped up on mutagen or having trained his body to make better use of adrenaline", go back to the point that you and the eidolon are ONE creature. When you ARE the eidolon, anything that affects you, affects it (since it IS you).

In the synthesist's case, you've really got to stop thinking of the eidolon as a separate being. It's not. The synth's eidolon more closely resembles a sup'ed up Rage feature (that takes much longer to enter) than the normal summoner's eidolon feature.


One thing I would like to do - especially with the new arch-types that give classes access to companions or familiars. I'd like to mix a couple of them, cavalier/barbarian or druid/barbarian.

I must admit though I am mildly entertained by the concept of an aasimar monk/barbarian since one of the sub-types can use a race trait to be allowed to be neutral as a monk.

Or a rouge/fighter or fighter/barbarian or fighter paladin for the more combat oriented characters - depending on playstyle. I do like the idea of a paladin of sarenrae that strictly follows the idea of giving 'evil' things one chance. If they deny it,then kill them swiftly.


The eidolon is metaphysically independent, otherwise their level 16 separate eidolon ability would produce an eidolon that was utterly useless because of 0s in wisdom and charisma.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Rynjin wrote:
Zaister wrote:
(And by the way, "gestalt" is a really stupid name for this concept.)

"Gestalt: a structure, configuration, or pattern of physical, biological, or psychological phenomena so integrated as to constitute a functional unit with properties not derivable by summation of its parts."

I rather think it's a fitting name.

Well, if German—from which language the word gestalt was loaned—is your first language, it just sounds stupid. :)


I tend to like combining martials with any of the 2/3 casters like Bards and Inquisitors. Most 2/3 casters will give a nice selection of reasonably useful spells, and come with class abilities that can really buff your face-punch power (Bardic Music, Alchemist Mutagen, Inquisitor Bane and Judgement). Not to mention more class skills and an expanded skill list.

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