Bigdaddyjug |
I can't take credit for this because somebody else posted it in another thread, but a gunslinger 14/inquisitor 16/grand marshal 10 would be absolutely devastating.
I think if I ever do my "everybody's a gunslinger gestalt" western themed homebrew, a corrupt government official with this build will be the final boss.
christos gurd |
I can't take credit for this because somebody else posted it in another thread, but a gunslinger 14/inquisitor 16/grand marshal 10 would be absolutely devastating.
I think if I ever do my "everybody's a gunslinger gestalt" western themed homebrew, a corrupt government official with this build will be the final boss.
yeah ryn had a good idea there.
Petty Alchemy RPG Superstar Season 9 Top 16 |
Are you sure you can split the PrC and take it on both halves? That strikes me as strange.
I typically prefer versatility in gestalt to hyper-specialization. While sinking really deep into something can be tempting for the optimal scenarios, you end up just as hosed in situations that a regular character of your class would be weak to.
ex. for a Ninja/Swashbuckler, enemies that are immune to SA are also immune to Precise Strike, and in those scenarios you're left with very little.
nate lange RPG Superstar 2012 Top 32 |
that grand marshal combo does look pretty good- you could even take the conversion domain to make most of the required skills into class skills.
i know i posted regarding your EaGG homebrew before but i don't think i mentioned a spellslinger... just spellslinger/myrmidarch would be a pretty solid combo, but if EK is an option (i know its not in many/most campaigns) you could do spellslinger/gunslinger 1st-5th; EK/myrmidarch 6th-15th; spellslinger/gunslinger 16th-20th (end up with full BAB, CL 19 wiz, CL 10 magus with broad study for spell combat and ranged spellstrike with all your wiz spells). only downside is that wis for grit makes you a little more MAD...
nate lange RPG Superstar 2012 Top 32 |
i'm not entirely sure what got me on this but i was just wondering how many gestalt combinations there actually are in pathfinder... not counting ACG classes (mostly because my math skills are not up for the weirdness of having their gestalt options limited by their related base classes), i think there's 171 different pairings!
that seemed like a huge number and then i remembered there were >450 posts in this thread... that's almost 3 times more posts than there are combos, lol. i know that 3rd party classes, PrCs, and (especially) archetypes make the number of potential combos astronomically higher but it just seems funny to me that this thread has way more posts than there are base combos.
edit: while i'm here- what about fighter[viking]/OoV paladin... enough feats to sword&board effectively (which smite helps with, a lot) and the celestial totem (along with fey foundling) to really crank up your LoH (@6th you'd do 3d6+12).
Daelen |
Why the weapon master fighter? Why soehi?
And as for the "what to do instead" try 4 levels of paladin (holy gun) 10 levels of champion of iori
Weapon Master Fighter, if you're building to 20 is less necessary but gets Weapon Training faster... Sohei specifically for the ability to flurry with any weapon with which you have weapon training.
Daelen |
Now that the Arcanist is coming out, this would be more easily doable without gestalt, but...
Universalist Wizard//Sage Sorcerer. All the arcane spells you could ever want, UMD as a class skill for the spells you want that aren't arcane (and with Pragmatic Activator it goes off Int instead of Cha) and the ability to cast any of them without changing the casting time or level of the spell once/day starting at 3rd level, then once more at 7th, 8th, 10th, 11th, 12th, 14th, 15th, 16th, 18th, 19th, and 20th.
Lanitril |
For the order of the stick gestalt, I was actually thinking something like this:
Elan: bard/swashbuckler
Durkon: cleric/oracle or fighter
Hailey: rogue/fighter or ranger
Belkar: ranger/barbarian
Vaarsuvius: wizard/alchemist
Roy: fighter/monk or ranger
(Also I unbanned the rogue/magus combo I had originally been so afraid of. There's still reason to be afraid, but it will be the monsters afraid, not me. Still haven't done a gestalt campaign....)
Durngrun Stonebreaker |
Half-Orc rogue (skulking slayer/scout) with either alchemist (Beastmorph) or barbarian with beast totem. Bludgeoneer feat makes your natural attacks non-lethal, sap adept/ master feats gives you double sneak attack damage. Scout's charge with pounce and you get flat-footed sneak attacks with all your natural weapons. The enforcer feat puts the fear in them. Dragon style lets you charge almost anywhere.
Atarlost |
1 person marked this as a favorite. |
Synth/Monk might make the best dimensional build. You get DD at level 7 as a summoner and, with Pounce, Dimensional Assault at level 9 is all you really need.
Synth helps with the monk's MAD issues and by grabbing pounce also fixes the monk's mobility paradox. Synths already have solid AC and adding the untyped monk AC bonus would make a very difficult to hit character. Since with Flurry there's no need to spend evolutions on natural attacks or lots of arms all the evolutions are available for utility and defense.
Durngrun Stonebreaker |
How would you run/build a cleric/ranger? I've been all over the boards but can't find any suggestions. I have the chance to gestalt in an upcoming new campaign and the group has no skills monkeys or buffer/healers. It's 2 melee types, a blaster arcanist and a melee/ranger switch hitter.
If they already have a Melee/ranger then why not try an Inquistor/monk (zen archer)?
Durngrun Stonebreaker |
I would still recommend inquisitor over ranger but that is just my tendency to not double up on classes. Does the other ranger have an animal companion? Maybe focus on the other ranger ability (granting actions). Buff with the cleric and then give everybody an extra action. I think the glory domain (or heroism, I really should look at my books before giving advice) allows some swift action buffs. Combine with a high Dex to give everybody an action before their actions.
Atarlost |
soooo, to bring back an old challenge. What gestalt would you want to play if you had to take the WORST of any overlapping abilities.
If you mean worst of saves, BAB, and skills, but get both sets of class features then some sort of druid//monk. They're a viable option in normal gestalt and the only thing they lose is reflex save.
Black Feather |
Well, you could just do a combo of some of my favorite builds.
My favorite melee type:
Varoot Nerra (+3 LA, bought off) Ranger / Stalker of Kharash (BoED) / Foe Hunter
Nerra have reflective spell resistance, so if you're targeted by something you resist, it bounces back to caster. Stalker of Kharash gives you Favored Enemy: evil. Foe hunter gives you SR vs. favored enemy that explicitly stacks with your other spell resistances. So, critters that cast at you get hosed by their own stuff.
On the other side, because of how gestalt rules work (only one PrC at a time), CoDzilla.
This one's been done to death several ways. For the cleric version you buff yourself several ways using Persistent Spell and Nightsticks (item that gives you +4 turn attempts / day) and the feat that lets you spend turn attempts instead of a higher spell slot on buffs so they work all day. You either had a bow and arrows (in 3.0 the buffs stacked) and either high dex or zen archery feat to use wis...or else you just did a beatdown design.
The druid version let you ignore physical stats entirely while giving access to battle-worthy forms and a great casting / summoning list as well. The synthesist these days seems to be Paizo's attempt to remake this...
Atarlost |
3 people marked this as a favorite. |
Ooh. War Priest//Druid
War Priest can take fighter feats so versatile training (feral combat training) can be used to apply the War Priest's weapon boosting to all natural attacks. The druid loses a couple skills by intersection gestalting with a 2+int class, but everything else matches and it gets pseudo-full BAB off a War Priest class feature.
christos gurd |
Ooh. War Priest//Druid
War Priest can take fighter feats so versatile training (feral combat training) can be used to apply the War Priest's weapon boosting to all natural attacks. The druid loses a couple skills by intersection gestalting with a 2+int class, but everything else matches and it gets pseudo-full BAB off a War Priest class feature.
excellent choice.
christos gurd |
I'm guessing people have already suggested this, but...
Barbarian/summoner, probably a half-elf.
This brings RAGELANCEPOUNCE to a whole new level.
oh yes, thats a popular one, it definitely has appeared a few times in various forms.
Now back to the challenge, nobody saw an archetype in inner sea combat they would love to gestalt?
w01fe01 |
not something flashy but this place seems a great place to ask.
any ideas for a kitsune ninja/fighter?
i know id explore disguise. so realistic likeness and swift kitsune shapechanger are musts (levels 1 and 7 respectively)
but beyond that im a fan of simple, yes dualwield would arguably offer greater DPR but its so feat intensive, its one route but i also want to explore the route less traveled, something with a twohander so i can spend more feats on interesting choices rather then just min/maxing dualwield.
tho if i did dualwield, wakizashi of course
JimProfitHookah |
Anti-Paladin/Sorcerer.
Key stat synergy.
Anti-Paladin gives sorcerer a bump for fortitude save, hit dice, and full BaB.
But what I'm most thinking is the debuff potential... Anti-paladin's abilities incorporated with sorcerer's spell list will wipe out any foe without having to worry about their saving throws making the cut.
What would be more hilarious is if you use say, some minor spell to mask a creature's alignment to good, than that allows you to use smite good upon them... LOLLOLOL.
Gregory Connolly |
Gestalt was always problematic for me. I would probably go with something like Cave Druid 16/ Barbarian 2/ Unbreakable 2 on one side of the gestalt and Empyreal Sorcerer 4/ Cleric 1/ Mystic Theurge 10/ Empyreal Sorcerer 4/ Sohei 1 on the other side to cover all my bases. If I couldn't multiclass I suppose I would have to go Cleric/ Druid, Sorcerer/ Oracle or Wizard/ Witch because 2 sets of full casting off the same stat means you can nova all day.
nate lange RPG Superstar 2012 Top 32 |
@christos- i'm guessing the lack of response is probably related to noy many people being very familiar with inner sea combat (i know i personally have no idea what archetypes are in it).
@wolfe01- kitsune are better off dual wielding... their Str penalty is rough for 2hander builds but their dex bonus makes 2WF easier to get (and 2WF potentially doubles the benefit of sneak attack). fighters get tons of feats so the cost isn't bad for them.
@greg- double caster sounds awesome but (having played two- a sorc/oracle, and a witch/sage sorcerer) they tend not to work out as well... i'm sure that at really high levels they'd be nuts but working through low to mid levels can be rough- they're resource management is obviously easier but they retain most of the frailties/shortcomings of their parent classes and don't gain many options. IMHO, you're better off supplementing a full caster with a hybrid or melee class to shore up their weaknesses and give them viable options when casting isn't great (like against high SR enemies). empyreal sorc/monk and wizard/kensai magus are both good combos... any full caster/ranger ends up with full BAB, all good saves, lots of skills, and free combat feats (including things like point blank and precise shot, which apply to rays as well as bows...)- at high levels you won't be able to nova quite as often, or make quite as much use of quicken spell, but your chances of getting to those levels will be a lot better (and you'll have a better rounded, more flexible character).
Atarlost |
Having never run a gestalt game let me ask you those of you that have, is it a nightmare to run? I feel like it could be. I like the idea of it but I would imagine you'd have to throw some really powerful enemies at your players to make it work.
The "normal" use is for when you have two or maybe three players going up against an adventure written for 4-5. In that case it reduces the number of alterations that need to be made to the published content. Two or three gestalts are not as powerful as four or five normal characters.
Running a high power game for gestalt is like running for a larger than expected party. If there aren't enough threads on that here you can probably find advice on a 3.5 forum like GitP. At a guess I'd say treat a gestalt party as a normal party 50% larger and don't expect to give the party problems using gimmick monsters.
You certainly don't want to use really powerful enemies unless they're themselves created by gestalt. Gestalt characters tend to have great defenses and better endurance than normal, but offense is usually nothing special. A gestalted wizard is not going to substantially out-cast a normal wizard unless he has cognatogen. A gestalt martial gains more, because attack bonus stacks, but not enough for going over APL+4 on a single monster to not be a recipe for a TPK.
Ughbash |
Having never run a gestalt game let me ask you those of you that have, is it a nightmare to run? I feel like it could be. I like the idea of it but I would imagine you'd have to throw some really powerful enemies at your players to make it work.
I ran one as a high powered campaign. While the limit of action economy stopped them from being true offensive powerhouses and it started at level 1 they defintely had better defense and more staying power.
Another GM ran a Eastern style Gestalt... Everyone was a monk + 1 class. Sadly that was run during the week so I did not get to play in that one however all seemed to have fun with it.
nate lange RPG Superstar 2012 Top 32 |
Having never run a gestalt game let me ask you those of you that have, is it a nightmare to run? I feel like it could be. I like the idea of it but I would imagine you'd have to throw some really powerful enemies at your players to make it work.
one thing to be aware of is that gestalt (like any optional rules to increase power) will widen the gap between optimized and non-optimized characters. so, if you have 1-2 players who are good at building effective characters and 1-2 that aren't, that difference will be more obvious in a gestalt game (unless you help them).
in terms of challenging a gestalt party, as others have said you can't go too nuts because the players still have the normal number of actions/round. most characters will have more survivability (more hp and better saves) and resources won't be as stretched (many/most will have mundane combat options, and some casters will have extra spells)- so the biggest difference may be that you can get away with a lot more encounters/day than a standard campaign. if you're party is well optimized (and has someone who can handle status removal and healing) you can pretty regularly fight CRs at APL +3-4; if they're not optimizers raising CRs by 1-2 may be enough (but you will still probably want 1-2 more encounters per day if you want them to feel challenged).
hope that's helpful.
christos gurd |
good advice passed around here about gestalt. ok i got a better challenge, since i got my physical copy of ultimate psionics today how about we go with
one class in the gestalt must be a psionic class of some sort, ill start with a duergar sleeper's guardian/Enlightened monk, which is so sexy with that wisdom synergy on a martial.