
christos gurd |

christos gurd wrote:According to the Player's handbook 2 entry it is an INT based caster that casts like a sorcerer.nate lange wrote:what about a warblade/duskblade? good int synergy... BAB and saves have some overlap, but lots of tools to draw on in combatErrr, i remember duskblades being charisma caster...maybe am not remembering right.
ah ok, i remember it being spontaneous, so thats probably where that came from. That does inspire me though. Sage sorcerer/dusk blade. Throw on some twilight armor and bobs your uncle. Spontaneous Eldritch Knight. Its not that crazy, but solid.

Mordain Thade |
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My favorite gestalt build has been a magus/rogue tiefling (for favored class option and great racial traits & ability score mods), designed for a setup round followed by a crushing kill round once melee is joined. You can set this up as early as 9th level.
As you close in, empower the blade with good stuff (keen and damage mods are ideal), and pop on a standard-issue Haste effect. The first round where you can full attack, spell combat True Strike to make sure at least one attack lands, and use Prescient Attack (denies opponent DEX and dodge modifiers until end of the magus' next turn) when you do. Round 2, use Accurate Strike (magus resolves all melee weapon attacks as melee touch attacks [denies opponent armor, shield, natural modifiers]). Full attack + spell combat + spellstrike + sneak attack for the win.
So now you're fighting an opponent with no DEX bonus, which turns on your sneak attack. The method used bypasses uncanny dodge and does not require flanking, Bluff or a feint. Also, since all attacks are touch attacks, the opponent is left with almost no sources of AC (deflection mods, mostly)... usually placing their AC in the low 10's range. The ONLY thing that can stop you is missing all of the attacks in the setup round (you've got at least three of them, one buffed with True Strike).
A 13th level version of this character has an average DPR 268.03 in the kill round, assuming final modified target AC of 15 or worse (remember, its probably only deflection mods boosting their AC); bladebound archetype with scimitar, pool-empowered with keen & speed, heroism cast in the first round (gained via spell blending arcana), power attack, and some Deliquescent Gloves (weapon attacks deal +1d6 acid); kill round spell combat is an intensified shocking grasp delivered via spellstrike.
Perhaps ridiculous, perhaps not. I like it nonetheless!

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Bigdaddyjug wrote:Ok, 1 level of admixture wizard, then the rest cross-blooded sorcerer so you can change the fire damage to any other elemental damage type when you need to.One teensy problem.
** spoiler omitted **
** spoiler omitted **
Changing it from a Fire spell means you lose the Draconic bloodline arcana bonus damage. Orc still works though.
Oh yes, I'm well aware Versatile Evocation changes the spell type. But you'll only lose 1 point of damage per damage die. And you won't have to versatilely evoke every spell, only when casting against something with fire resistance.

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I've wanted to try out a whip-based Fighter (Lore Warden) / Magus (Kensai) for a while. Use a whirlwind attack to trip all enemies within 15', greater trip and improved whip mastery to then hit all within 10' that fell (with combat reflexes and superior reflexes you should have plenty of AoOs to spare) and still get a Spellstrike with 15' range on top of it. Also, Dex and Int are basically all you need.

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I've wanted to try out a whip-based Fighter (Lore Warden) / Magus (Kensai) for a while. Use a whirlwind attack to trip all enemies within 15', greater trip and improved whip mastery to then hit all within 10' that fell (with combat reflexes and superior reflexes you should have plenty of AoOs to spare) and still get a Spellstrike with 15' range on top of it. Also, Dex and Int are basically all you need.
Do that with spell combat with frostbite and you can make them all fatigued as well.

Lanitril |
My favorite gestalt build has been a magus/rogue tiefling (for favored class option and great racial traits & ability score mods), designed for a setup round followed by a crushing kill round once melee is joined. You can set this up as early as 9th level.
As you close in, empower the blade with good stuff (keen and damage mods are ideal), and pop on a standard-issue Haste effect. The first round where you can full attack, spell combat True Strike to make sure at least one attack lands, and use Prescient Attack (denies opponent DEX and dodge modifiers until end of the magus' next turn) when you do. Round 2, use Accurate Strike (magus resolves all melee weapon attacks as melee touch attacks [denies opponent armor, shield, natural modifiers]). Full attack + spell combat + spellstrike + sneak attack for the win.
So now you're fighting an opponent with no DEX bonus, which turns on your sneak attack. The method used bypasses uncanny dodge and does not require flanking, Bluff or a feint. Also, since all attacks are touch attacks, the opponent is left with almost no sources of AC (deflection mods, mostly)... usually placing their AC in the low 10's range. The ONLY thing that can stop you is missing all of the attacks in the setup round (you've got at least three of them, one buffed with True Strike).
A 13th level version of this character has an average DPR 268.03 in the kill round, assuming final modified target AC of 15 or worse (remember, its probably only deflection mods boosting their AC); bladebound archetype with scimitar, pool-empowered with keen & speed, heroism cast in the first round (gained via spell blending arcana), power attack, and some Deliquescent Gloves (weapon attacks deal +1d6 acid); kill round spell combat is an intensified shocking grasp delivered via spellstrike.
Perhaps ridiculous, perhaps not. I like it nonetheless!
I'm not usually one to do stuff like this, but that and more is precisely why that specific combo is banned in my gestalt games.

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Mordain Thade wrote:I'm not usually one to do stuff like this, but that and more is precisely why that specific combo is banned in my gestalt games.My favorite gestalt build has been a magus/rogue tiefling (for favored class option and great racial traits & ability score mods), designed for a setup round followed by a crushing kill round once melee is joined. You can set this up as early as 9th level.
As you close in, empower the blade with good stuff (keen and damage mods are ideal), and pop on a standard-issue Haste effect. The first round where you can full attack, spell combat True Strike to make sure at least one attack lands, and use Prescient Attack (denies opponent DEX and dodge modifiers until end of the magus' next turn) when you do. Round 2, use Accurate Strike (magus resolves all melee weapon attacks as melee touch attacks [denies opponent armor, shield, natural modifiers]). Full attack + spell combat + spellstrike + sneak attack for the win.
So now you're fighting an opponent with no DEX bonus, which turns on your sneak attack. The method used bypasses uncanny dodge and does not require flanking, Bluff or a feint. Also, since all attacks are touch attacks, the opponent is left with almost no sources of AC (deflection mods, mostly)... usually placing their AC in the low 10's range. The ONLY thing that can stop you is missing all of the attacks in the setup round (you've got at least three of them, one buffed with True Strike).
A 13th level version of this character has an average DPR 268.03 in the kill round, assuming final modified target AC of 15 or worse (remember, its probably only deflection mods boosting their AC); bladebound archetype with scimitar, pool-empowered with keen & speed, heroism cast in the first round (gained via spell blending arcana), power attack, and some Deliquescent Gloves (weapon attacks deal +1d6 acid); kill round spell combat is an intensified shocking grasp delivered via spellstrike.
Perhaps ridiculous, perhaps not. I like it nonetheless!
That 268 DPR number really isn't that high when you consider it takes him 3 rounds to set up and launch. Granted he'll do a little bit of damage in the rounds prior, but not more than 50 or so. So his DPR really is only around 105-110 when you average it out. My gunslinger/inquisitor gestalt will be getting 4 attacks a round (5 with haste or Boots of Speed) by that point and each one will be doing close to 50 points of damage. And he can do that EVERY round with no set up.

haruhiko88 |

I started thinking about a gestalt build if they ever did gestalt pathfinder, lately i've been hung up on a weird cleric build and oddly enough gestalt works with it. Nosferatu born Dhampir Crusader Cleric 20/Inquisitor 20
Str 14, Dex 10, Con 12, Int 10, Wis 17, Cha 13 (on 20 point buy). Worship zura the vampire queen (yay you can use a rapier... whatever) take the blood domain and anger inquisitions and have fun. Be the scary scary divine vampire thing. You get a full caster along with a splash of less powerful spontaneous casting. That or replace the Inquisitor with Bat Shaman and take the night subdomain. Gives you more shapeshifty goodness.

Clifford "Cliff" Barton |

I anyone wants to try out their combos We're doing a gestalt arena in pairs. ¼ roleplaying ¾ arena face smashing.
Doing it in partner groups, but we do currently have an odd man out who could use a partner.
Click on the giant thumb to join.
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.....(:.__,,,,,,,,,___);.;.;.;.;.;|
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I started thinking about a gestalt build if they ever did gestalt pathfinder, lately i've been hung up on a weird cleric build and oddly enough gestalt works with it. Nosferatu born Dhampir Crusader Cleric 20/Inquisitor 20
I had alot of fun with my tristalt unique Tiefling(built using the ARG to the same points as another party members Drow Noble), Cleric of Asmodeus(exalted Hellfire domain)/Inquisitor of the Burning Pentagram(Hellfire domain)/Infernal Bloodline Sorcerer. It was made for Way of the Wicked.

Karuth |

How about a Ratfolk Druid/Rogue(Carnivalist) (or Ranger instead of Druid for more battle prowess)
I have not solved all problems with it and the GM probably has to bend some rules, but the concept is the following.
He has a Dire Rat companion and for battle Wildshapes into a Dire Rat. The Familiar he gets from Carnivalist is also a rat which is enlarged to Dire rat size via spell.
Now you got 3 large rats that all occupy the same square. Thanks to swarming all attacks count as flanking.
And carnivalist gives all 3 rats sneak attack.
The icing on the cake are various Team Work feats that make the trio even more powerful.

haruhiko88 |

haruhiko88 wrote:I had alot of fun with my tristalt unique Tiefling(built using the ARG to the same points as another party members Drow Noble), Cleric of Asmodeus(exalted Hellfire domain)/Inquisitor of the Burning Pentagram(Hellfire domain)/Infernal Bloodline Sorcerer. It was made for Way of the Wicked.I started thinking about a gestalt build if they ever did gestalt pathfinder, lately i've been hung up on a weird cleric build and oddly enough gestalt works with it. Nosferatu born Dhampir Crusader Cleric 20/Inquisitor 20
Actually the crusader in mine is the crusader archetype. Lvl 1 feats would be shield focus or heavy armor prof and toughness. Thinking on it I would make it bat shaman druid on the other side. Maybe take sf conjuration and augment summons at 3 and 5 to make summoning dire bats and anything else off the summon monster list fun. Front line combatant/summoner. All you need is some imagination and I think it would be a blast.

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thought I might go at this thread again,
ranger (natural weapon path, possibly with the shapeshifter and/or pack lord archetypes)/druid is a classic, it fits well thematically, and is fairly well optimized,
zen archer/ranger (archery) will have you overflowing with archery feats
ninja/monk is very nice, you got loads of ki, apply some poison to some shurikens go invisible, and volai ninja star sneak attack flurry of doom

Faelyn |

The reason I was gearing towards DD is the awesome hit/damage bonus from Blade Dance, which easily balances out the 3/4 BAB of both classes. Also the abilities of Arcane Duelist are redundant with the Magus ability to enchant weapons already (which would not stack).
Now here's another question: What race? Do you run with elf for the Int and Dex bonus and keep Cha a little lower? Or do you go with perhaps Azatablooded Aasimar and take the lower Int? Thoughts? Better race you guys can think of?

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interesting, interesting
my favorite martial build is the hulk
alchemist (vivisectionist, rage chemist) 10/master chemist/10 bloodrager or barbarian (drunken brute) 9/oracle (lame curse, battle or metal mystery) 1/rage prophet 10
that's rage + super mutagen + buff spells like divine might + 5d6 sneak attack, and you can cast invisibility,
quicker potion drinking,
for more fun, pick suli as your race, and now you're on fire

Tiny Coffee Golem |

Tiny Coffee Golem wrote:I'm still a huge fan of wizard /sage sorcerer. SAD font of arcane doom.I'm a huge fan of gestalts having a strong fortitude save and a hit die bigger than 1d6.
It's a matter of style. I have no intention of personally getting into melee. That's what th help and summoned things are for.

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I don't know how I'd treat sneak attack in a gestalt. It would be easier to just say whichever class has the higher # of sneak attack dice you use that, but you could also say if the classes add 1d6 to their sneak attack on the same level, they don't stack. But, if they add it on different levels, then they do stack.

Azelyan |

So my DM wants to do a gestalt now after I spoke to him about some options. One guy is making a soracle. The other I think is doing a fighter/barbarian.
I was thinking of doing an Arcane Duelist Bard/Spellbreaker Inquisitor (Heroism Domain)
Thoughts on this? It would be an anti mage, but able to do a little of both things the other characters are capable of.
Stats would probably look like: Angel-Blooded Aasimar
Str: 20 (18 + 2)
Dex: 10
Con: 16
Int: 8
Wis: 14
Cha: 14 (12 + 2)
Favored Class bonus would go into increasing bardic performances. Character concept would be using a long spear, and probably feats like flagbearer, speardancer, discordant voice. Just be around to help buff the existing characters while still beingable to dish out some decent damage himself with judgments and performances.

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Inquisitor/bard(arcane duelist) is a very nice mix, but depending on what you're going for paladin/bard(arcane duelist) or paladin/inquisitor would be better at martial combat the first one espically because of stat synergy, if you choose paladin consider the prestige class champion of iori for some nice defence)
If instead you are looking for supporting your fellow players the prestige class "battle herald"

Lord Mhoram |
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I tend to play solo, and the wife doesn't have a lot of time to prepare adventures so we used published ones. We also use a lot of 3rd party stuff. So we gestalt for a little extra powers, and versatility. I've had some really fun combinations over the last few years.
One I've been playing for a little while has been really fun, in the arena of being able to do most everything:
The Dilettante class - a Pathfinderized Factotum and the Magister class a spontaneous spellcaster with access to all spell lists.
Not the most powerful character, but after a few levels, he can do almost everything, depending on the moment.
The other is just fun for the concept -
Mightly Godling / Mystic Godling (with the feats that let you get stuff from the other two Godling classes)with Mythic ranks. A character who's class is basically "Demigod". Fun character to play.
The Sorcerer/Paladin is always fun - I love both classes, and all that weight on Charisma is, well obvious, but really powerful. I've done fighter/monks, but now with the Brawler, I'll see about that with something. And Monk/Sorcerer (Empyreal) is fun - especially if you reskin the sorcerer spells as holy ch'i and throwing a fireball is a martial gesture and incantation is "Hadoken!"
And Lord Foul, despite our usernames, I will not oppose your plans. :)

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I tend to play solo, and the wife doesn't have a lot of time to prepare adventures so we used published ones. We also use a lot of 3rd party stuff. So we gestalt for a little extra powers, and versatility. I've had some really fun combinations over the last few years.
One I've been playing for a little while has been really fun, in the arena of being able to do most everything:
The Dilettante class - a Pathfinderized Factotum and the Magister class a spontaneous spellcaster with access to all spell lists.
Not the most powerful character, but after a few levels, he can do almost everything, depending on the moment.
The other is just fun for the concept -
Mightly Godling / Mystic Godling (with the feats that let you get stuff from the other two Godling classes)with Mythic ranks. A character who's class is basically "Demigod". Fun character to play.The Sorcerer/Paladin is always fun - I love both classes, and all that weight on Charisma is, well obvious, but really powerful. I've done fighter/monks, but now with the Brawler, I'll see about that with something. And Monk/Sorcerer (Empyreal) is fun - especially if you reskin the sorcerer spells as holy ch'i and throwing a fireball is a martial gesture and incantation is "Hadoken!"
And Lord Foul, despite our usernames, I will not oppose your plans. :)
I oppose everyone's plans unless it behoves me to help them along or it intrigues me enough to leave them alone,
though my name was origionally intended to reference a different lord foulThat aside, those do look like interesting character concepts

nate lange RPG Superstar 2012 Top 32 |
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hmm... apparently i should have paced myself suggesting good combos- i never guessed this would get so long, lol.
here's a couple of fun combos (some of which i've probably suggested before); the avengers:
hawkeye- fighter[archer]/monk[zen archer]
the hulk- alchemist[rage chemist, vivisectionist]/barbarian[wild rager]
ironman- summoner[synthesist]/sorcerer (blaster)
blackwidow- ninja/sorceress (enchantress/control)
thor- barbarian[invulnerable rager]/oracle (wind)
capsicle- paladin/bard? (this one seemed the toughest... trained like a fighter, but fights for a cause...)
son of coul- fighter [tactician]/monk [empty hand]

tsuruki |
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Ninja/bard:
The humming killer.
Someone stalks the roofs in the night, when he nears his target he renders himself invisible.
The unknowing target then hears a low hum from the shadows of the night around him, echoing eerily.
As the melodic sound draws closer, your spine turns to ice, and soon, you will be no more.