best all around gestalt build


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RPG Superstar 2012 Top 32

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right now i'm playing in a fun (and sort of over the top) gestalt campaign. my current character is pretty optimized (a sorcerer/oracle), and i'm enjoying him, but he's a glass cannon so i've been thinking about a backup character... i think i'd like to try making a guy that instead of being great at one thing is good at everything (thus the subject line question). there are plenty of ways to get full BAB, all good saves, and decent skills (both quality and quantity), but what's the best all around build? Paladin/Ninja seems like a real contender (divine grace on top of all good saves, good Cha synergy, and great skills)... thoughts?

additional info: 30 point buy (so a little MAD isn't too bad), most of the characters are Aasimar or Tieflings, and there's no evil guys in the party (though it currently favors chaos)


There is no best build. We need to know what else is in the party to give good advice.

To stick with your current specialty you need to decide which side is more important. A sorcerer/druid or wizard/druid will lose some healing, but a tiny animal form or air elemental can have good defenses without armor. An oracle/magus, oracle/bard, or oracle/summoner will lose some arcane casting, but be able to wear light armor. Or medium or heavy depending on your level for most magi and some bard archetypes.

If you know paladin/ninja is the role you want I'd use bard instead of ninja. The absolute tankiest thing in a gestalt game is a paladin/bard using the Chelish Diva archetype. That gets you casting in medium and heavy armor two levels ahead of the magus and a shield, the arcane miss chance illusions, absurdly good saves, and swift action self-healing. And it retains versatile performance so it matches the ninja for skills starting at level 6. And, of course, inspire courage and arcane strike are better than sneak attack because they multiply on crits and the former also does damage when your allies make attack rolls. About the only important thing the archetype gives up is dirge of doom.

Liberty's Edge

With a 30 point buy you could make in interesting Monk/Druid. Dependant upon level of course.

Fast movement, flurry with natural attacks (with the right feats) Add your Wisdom to AC, Excellent saves all round, Base attack will not be great but you have a full spell caster and one of the better of not the best spell lists.

Difficult to beat I feel.

Sic

RPG Superstar 2012 Top 32

the idea (which i apparently didn't make clear enough) is to be good at everything instead of great in a role... so party comp shouldn't really matter... but since you (atarlost) asked:
1. barbarian/inquisitor- super fast+mobile tank/dps, good skills
2. summoner/sorcerer[sylvan]- eidolon+AC=ridiculous (plus lots of spells)
3. wizard/alchemist[mindchemist]- lots of bombs, utility spells, ridiculous knowledges
4. cleric[merciful healer]/oracle[life]- outrageous heals

so pretty much every role is covered. and regardless, the thing i'm thinking about (and wondering if anyone else has any thoughts on) is what is a great (i know, you can't really say "best") combo for an interesting character that can fill in just about any role when someone else is unconscious or out of position (or on those occasions when i happen to be by myself)?

edit: we're currently level 4, but level pretty quickly

Grand Lodge

Part of me wants to say barbarian/rogue (or ninja). It really kicks in at 10th. Basically take scout for your rogue archetype, go straight CaGM barbarian and use rogue stuff for whatever. The big thing is you're pouncing and sneak attacking with all those attacks. If you really want to go overboard on this, you can do TWF. A 2H and spiked armor, using as many rogue talents as you can to get feats. The barbarian with reckless abandon easily has the + to hit to shred anything. And on tip of all that you still have the skills of a rogue.

Paladin is just one of the best gestalt classes. Amazing abilities, and as most of them are swift action (as well as their spells) it adds tankiness and action economy to any other class. If your GM allows multiclassing, take a few levels of spec then search it to Dragon Disciple.

My final idea: ranger(or paladin for the charisma synergy, but you lose out on the awesome bonus feats)/bard going the archer route. This gives you a ton of ranged output another AC as if you needed any, and the inspire courage to boost your now very large party. Arcane Strike is an awesome damage boost for archers too, and bards are wry versatile. Bars archetype is up to you, as long as you don't get rid of inspire courage; you can pick up trapfinding or any other utility.


I love Sorc / Monk. The Monk AC with the Mage types is great, and good saves all around, and the fast movement with spells can be really nice. Empyreal bloodline gets Wisdom for your Spellcasting stat, which of course, works with Monk AC and Ch'i points. So need some ok stats for the rest, but can really pump Wis up for spells and monk. Decent skills, full spellpower, and decent Melee. Bonus is that you Get Channel Energy once a day later on.

Liberty's Edge

It's by no means the best...but I couldn't possibly resist going Paladin/Bard. Using Charisma for everything, being the group's skill monkey and melee tank simultaneously, buffing yourself and all allies to outrageous levels, having unbeatable saves...what's not to love?


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Scared witch/ barbarian

Full Bab, full casting both give you all the reason in the world to bost your con. You'll have alot of Hp.


While most would go with at least one class with magic options, I am going to suggest Invulnerable Barbarian/ Martial Artist monk.

The barbarian half take care of boosting your defenses to acceptable levels, and it also helps to pump up your attack and damage rolls. Martial artist both brings the flurry of blows (which is defined as a 'full attack action,' making it perfectly viable for a pounce), the ability to make a sense motive check to ignore DR, and the immunity to fatigue (making all of your 1/rage powers into 1/round at level 5).

Plus, you could go with an almost no items runs. No armor, no weapons. Heck, even the Amulet of Mighty Fists would be kind of an optional bonus since the rage takes care of your attack rolls and you can do a check to ignore DR. You might still like a head band to pump up your wisdom since it affects your saves, AC, and ability to pull of the aforementioned sense motive check.

RPG Superstar 2012 Top 32

barb/martial artist was definitely one i was considering... 1/rage powers working 1/round is sick, but he would be lacking in the magic department (still a possibility though).

any thoughts on Pally/Dervish Dancer?
full BAB, all good saves (plus divine grace), good skills, arcane and divine casting and right stats for UMD monkey... would be fairly MAD though... the dervish dancer feat could make Str pretty unimportant, or you could focus on Str (and Cha) and use a greatsword w/power attack to really take advantage of the bonus attack at 6th level- of course, 2wpn fighting would really maximize the stacking bonuses from inspire courage, smite evil, and arcane strike...


lemeres wrote:

While most would go with at least one class with magic options, I am going to suggest Invulnerable Barbarian/ Martial Artist monk.

The barbarian half take care of boosting your defenses to acceptable levels, and it also helps to pump up your attack and damage rolls. Martial artist both brings the flurry of blows (which is defined as a 'full attack action,' making it perfectly viable for a pounce), the ability to make a sense motive check to ignore DR, and the immunity to fatigue (making all of your 1/rage powers into 1/round at level 5).

Plus, you could go with an almost no items runs. No armor, no weapons. Heck, even the Amulet of Mighty Fists would be kind of an optional bonus since the rage takes care of your attack rolls and you can do a check to ignore DR. You might still like a head band to pump up your wisdom since it affects your saves, AC, and ability to pull of the aforementioned sense motive check.

well...

the 5 level dip is a big dipping...
lowering the DR given by 2-3 is a lot.


i would grab either summoner or druid with 1 level of monk.


nate lange wrote:

right now i'm playing in a fun (and sort of over the top) gestalt campaign. my current character is pretty optimized (a sorcerer/oracle), and i'm enjoying him, but he's a glass cannon so i've been thinking about a backup character... i think i'd like to try making a guy that instead of being great at one thing is good at everything (thus the subject line question). there are plenty of ways to get full BAB, all good saves, and decent skills (both quality and quantity), but what's the best all around build? Paladin/Ninja seems like a real contender (divine grace on top of all good saves, good Cha synergy, and great skills)... thoughts?

additional info: 30 point buy (so a little MAD isn't too bad), most of the characters are Aasimar or Tieflings, and there's no evil guys in the party (though it currently favors chaos)

not sure if this has been touched on already but there are two main things in the game, out of combat and in combat.

now doing everything is simply impossible, things like grappling requires far too many feats. so instead focus on being simply effective in both rolls, that means lots of skill points and the ability to hit things.

therefore you want to combine a FACE with something that is mainly just combat oriented.

and if you want all around effective rather then uber damage or anything i think its a no brainer. fighter+bard (or if there are any 8 skill point divine classes, sorry, none come to my mind)

fighter may not be as crazy as paladin or barbarian, but it has amazinga bility to have a lot of choice with so many feats. then you take bard, you get arcane spells, buffs, group buffs, and all those skill points.

is it the best? probably no, is it bad? certainly not. but i also think it fits best with your idea, unless your idea of doing everything is different them mine.


nate lange wrote:

any thoughts on Pally/Dervish Dancer?

full BAB, all good saves (plus divine grace), good skills, arcane and divine casting and right stats for UMD monkey... would be fairly MAD though... the dervish dancer feat could make Str pretty unimportant, or you could focus on Str (and Cha) and use a greatsword w/power attack to really take advantage of the bonus attack at 6th level- of course, 2wpn fighting would really maximize the stacking bonuses from inspire courage, smite evil, and arcane strike...

The dawnflower dervish for bards could do you one better as a TWFer. it has a similar mechanic for inspire courage and such (as in it only affects you), but it gets double the effects. That would eventually be +10 to attack and damage. Combined with smite and any buff spells you want to pile on, you could do some serious damage.

Even so... the dervish dancer does get a pseudo-pounce at level 12 by combining full attacks, one move action, and large bonuses to speed that means you are basically doing a charge anyway. Actually pulling off your TWF full attacks could mean much more than simply getting more pluses.

RPG Superstar 2012 Top 32

fighter/bard does seem like an obvious option... part of the reason i hadn't called it out earlier was the hope that someone might have some specific archetype(s) they were excited to suggest that would make for a really interesting take on the combo. any ideas?


A Fighter/Zen Archer monk would be the unrivaled king of ranged combat, with a lot of scouting skills and high mobility.

A half-orc fighter/rogue using Surprise Follow Through and the Cleave feats would be an absolute monster at multiple target combat, as well as being able to annihilate single targets with a two-handed weapon and a flanking buddy.

A barbarian/cavalier would be an absurdly good mounted character, with high durability and scouting and social skills.

A paladin/monk would have ridiculous saves and mobility, and things like Crusaders Flurry and Adept Champion would boost damage/control potential.

A monk/unarmed fighter would be rolling in feats to make him an absolute monster at combat maneuvers and ass kicking.

A small sized paladin/summoner would have high saves, high AC, a highly customizable mount, armored casting, and access to some of the best buff spells.


nate lange wrote:
fighter/bard does seem like an obvious option... part of the reason i hadn't called it out earlier was the hope that someone might have some specific archetype(s) they were excited to suggest that would make for a really interesting take on the combo. any ideas?

Well then, how about building off my previous comment. Why not make a dawnflower dervish brawler? I suggest brawler since it has the set up for making an extremely effective lockdown specialist (the other way of getting off a lot of full attacks besides some form of pouncing or pseudo pouncing)

This character would get an extra +15 to attack rolls and +17 to damage rolls while using battle dance. The dawnflower dervish also has the ability to do the poor man's lay on hand: they can turn a heal spell into a move and swift action, which still leaves a standard attack open.

Other options would be things the dervish dancer archetype for fighter, which get another pseudo pounce (sacrifices the highest BAB hit). Mobile fighter has the same advantage. You could also go with a Two weapon warrior, although I am unsure how it compares to brawler as a lockdown specialist.

RPG Superstar 2012 Top 32

i think if i was gonna go fighter/monk i'd either do archer/zen archer (which is, in fact, the unrivaled king of ranged combat) or lore warden/maneuver master (guisarme/trip, combat reflexes... i played a sick version of this as a multi-class character, i have to think he'd be outrageous as a gestalt guy).

and if i was gonna make a mounted guy i'd probably go cavalier/sohei- i know you'd lose rage/lance/pounce but you'd get better saves, a bunch of extra mounted feats, monastic mount on your AC (which seems kind of awesome), lance flurry, and honestly i just like the fluff better. hmmm...

if i really wanted to be an ass:
aasimar[angel-kin], NG, enlightened warrior trait
barb 1/cavalier 1
barb 2/sohei 1
barb 3/sohei 2 (spend 3rd level feat on Boon Companion)
barb 4/sohei 3
barb 5/sohei 4
barb 6-10/cavalier 2-6
sohei 5-14/cavalier 7-16
end up with flurry/rage/lance/pounce, solid saves, good skills, full BAB, half d10s and half d12s for hp, a bunch of bonus mounted combat feats, and a full progression AC with the bonuses from monastic mount and furious mount... yikes


nate lange wrote:

the idea (which i apparently didn't make clear enough) is to be good at everything instead of great in a role... so party comp shouldn't really matter... but since you (atarlost) asked:

1. barbarian/inquisitor- super fast+mobile tank/dps, good skills
2. summoner/sorcerer[sylvan]- eidolon+AC=ridiculous (plus lots of spells)
3. wizard/alchemist[mindchemist]- lots of bombs, utility spells, ridiculous knowledges
4. cleric[merciful healer]/oracle[life]- outrageous heals

so pretty much every role is covered. and regardless, the thing i'm thinking about (and wondering if anyone else has any thoughts on) is what is a great (i know, you can't really say "best") combo for an interesting character that can fill in just about any role when someone else is unconscious or out of position (or on those occasions when i happen to be by myself)?

edit: we're currently level 4, but level pretty quickly

Even with gestalt an all rounder is pretty much impossible. You can't get combat and skills and divine casting and arcane casting all to acceptable levels. Especially when you're gestalting for power rather than to compensate for an inadequate supply of players.

You look like you have two anvils and one hammer and a very lopsided arm so I'd suggest an arm/hammer. If the wizard is unconscious there's a sorcerer and vica versa so you don't need to be an anvil.

Towards that end Bard/Paladin is your best bet. Or maybe Bard/Fighter, but paladin healing will save you in bard spells known if you're worried about having to revive your healer. Using a quickdraw shield with the quickdraw feat and two handing a longsword or scimitar you can have 1.5x strength attacks and 3:1 power attack on your turn and a shield bonus to AC during everyone else's turn. The feat plan is something like 1: power attack; 3: quickdraw; 5: arcane strike; 7: greater mercy; 9: ultimate mercy; 11: discordant voice... That gets you raise dead at level 9 or 10 (The feat doesn't require you to have enough lay on hands uses to use it to take it. If you have 22 cha you can use it at 9 and if you only have 20 you can use it at 10. With 30 point buy a paladin/bard should have at least 20 charisma by level 10.) This build buffs in a way nobody else can, hits like a truck, and will be able to raise the cleric from the dead if necessary. while also being good at skills.

You can use dual talented human with a 16/12/14/10/7/18 array to get 18 starting strength and 20 starting charisma. There may be an aasimar heritage that works as well.

RPG Superstar 2012 Top 32

@atarlast- angel-kin aasimar (+2 Str/Cha)


I just had an idea. Dhampyr master summoner summoner/cleric focused on the undead. You would have far, far too many bodies on the field.

Use the eidolon as a skill monkey. Take a god that grants you negative energy channeling (which synergizes well with the summoner's casting and summomning SLA) so that you can heal both yourself and your undead hoard. Use summoning to bring up creatures with various special abilities. Also, you can still arm yourself pretty well so that you can help flank with any of these.

RPG Superstar 2012 Top 32

hmmm... i just had a thought- what about a ranger/witch?

full BAB, all good saves, tons of skills (6+Int, which will be high- might need a trait or archetype if want face skills, though), good control/debuff from hexes, decent in combat thanks to combat style feats, full arcane casting with heals and some status removers (especially if you take healing patron), plus a little divine casting (not much from a ranger, but enough to use some handy scrolls/wands)... the only real flaw i can think of is that AC will be a problem (will have to rely on spells and items or risk ASF). thoughts?


nate lange wrote:

hmmm... i just had a thought- what about a ranger/witch?

full BAB, all good saves, tons of skills (6+Int, which will be high- might need a trait or archetype if want face skills, though), good control/debuff from hexes, decent in combat thanks to combat style feats, full arcane casting with heals and some status removers (especially if you take healing patron), plus a little divine casting (not much from a ranger, but enough to use some handy scrolls/wands)... the only real flaw i can think of is that AC will be a problem (will have to rely on spells and items or risk ASF). thoughts?

Well, ignoring the use of lighter armors (such as simple leather)and arcane armor training, you could just act like a ranger with hexes during combat and just fill up your witch's spell slots with utility spells, heals, and long term buffs that could be applied during a 10-20 minute break where you take off your armor, cast the spells, and then put the armor back on. Like you said, the witch has good heals and status removers.

Also, remember that there is the armored coat. Terrible in general, since it is medium armor that isn't any better than a chain shirt, but taking it off or putting it on is only a move action. Heck, you could use a quickened spell and never lose your AC during that turn (well, other than the fact that you draw all sorts AoO's)


my group has a zen archer/archer gestalt, clears rooms honestly.

i think at level 5 or 6 he was doing something like 44 damage on 3 shots (he refused to spend ki for a 4th shot).

and he had to roll a 2 to miss on whatever we were fighting (ghouls and zombies)

im not sure if it does everything, but its a ranged martial combat king.

RPG Superstar 2012 Top 32

@lemeres- good point... darkleaf studded leather is only 5% ASF (which might be good enough to just risk it...) and a mithril chain shirt is only 10%, which the 3rd level feat would negate- for that matter, even just with the 1st feat a mithril breastplate is only 5%. but using up a feat to wear expensive light or medium armor with no shield is not gonna give you a decent AC for very long, and the witch doesn't really get many good defensive spells... still a contender though.

The Exchange

Im playing with the 2 pally 2 sorc 1 oracle using char for ac refx2 will and fort x1 ini x1 (feat) then going dragon disciple, thoughts?

Scarab Sages

I'm partial to synthesist/bladebound kensai, but that is just me.


How about this: Barbarian/Alchemist.

The advantage comes from the fact that their "spell casting" occurs when they prepare the extract, and actually using it is the same as using a potion. This means that rage does not interfere with them at all. And it is not like you would need to devote much to INT since alchemists are neither "full casters" that need large ability score to cast the higher level spells nor very big on spells that need high save DCs.

Of course, you also get the advantage of having both rage and mutagens. That leads to preposterous amounts of potential strength, or a lot of normal buffs that will always leave you with options.

Alchemists various discoveries alone could be great boons for a martial character (wings seems like the most immediate benefit)


I loved my Evocation(admixture) Wizard/Vivisectionist and Mindchemist alchemist.

Sneak attack, all good saves, Well rounded skill list, and cognatogen for DC increases.

the alchemist formulae was nice for healing, and between scrolls and potions I had something for about any situation.

If the sneak attack is not to your liking then bombs would also give you a lot of options when spells are low. We just were an all evil party that happened to like stealth as an option. The sneak attack did come in with a few niche spells nicely during said stealth.

Another player had a Word sorc/Battle oracle was one beast gish


Syntheist//anything that uses CHA

was the best one I heard so far. Dat old 'replace yer physical statz' is as broken as evar.

Scarab Sages

Kittenological wrote:

Syntheist//anything that uses CHA

was the best one I heard so far. Dat old 'replace yer physical statz' is as broken as evar.

Right up until the first time you hit an anti-magic field and find yourself standing naked in front of something really nasty. Unable to move due to the weight of your own gear.

Then you need a new character.

I prefer to avoid terminal weaknesses.

Dark Archive

I'd also go with

Syntheist / Kensai

or

Gunslinger / Inquisitor


Having played a fair bit of gestalt, there tends to be an arms race not of offense, but [i]defence[/.] Gestalt characters are expected to face greater challenges than those a typical party would encounter, and since their two classes merely use the best saves, not a combination of the two, you can quickly find yourself failing saves all over the show.

Have a way to shore up your saves against high CR enemies. AC may be a losing proposition unless you have a dedicated AC build, but it's generally easier to be in a place where you can't be attacked than it is to be a non-target for a spell or supernatural ability.

Last session, one member of the party (level 18) tanked for six rounds against something that was doing around 500 damage per round (assuming hits/failed saves). The rest of us poured in healing and defensive buffs.

Shadow Lodge

I would splash 1 level of Lore Oracle and go Paladin/Bard (archaeologist) so you can be a trap monkey, ignore Dex (use Cha for AC and Ref Save) and go to town on Str, Con, Int, and CHA. Make as much out of Cha as you can AND you get a ton of skills, great saves, decent armor capabilities (mithral medium to still cast with no penalty), tons of skills, 1 feat gives you your Cha to Knowledges. You can do ALMOST everything (ranged is not your best friend).

Scarab Sages

Umbral Reaver wrote:
Having played a fair bit of gestalt, there tends to be an arms race not of offense, but [i]defence[/.] Gestalt characters are expected to face greater challenges than those a typical party would encounter, and since their two classes merely use the best saves, not a combination of the two, you can quickly find yourself failing saves all over the show.

Synthesist/Kensai wins the AC race.

For saves, only a paladin or superstitious barbarian beats the curve.


Yha, i tried to talk a DM into letting me bypass the alignment restriction and play a human superstitious invulnerable rager paladin... his concept was "Righteous Fury".

... it didn't happen, but damn would he have been a wrecking ball.

Grand Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'd go with a Druid/Ranger. You get full BAB, all good saves, natural weapon combat style and wild shape. There's a nice overlap of required ability scores. You get a reasonable amount of skills. All this and the full spellcasting progression.


Ranger/wizard. Full BAB, d10, all good saves, good skills, the best full arcane spells and even a few divine spells, and an animal buddy to watch your back.


Personally I would go synthesist ninja, or if permitted 3rd party material, synthesist talented rogue.

You essentially could at that point do anything and do it well. Heck with a 30 point buy you might want to even go normal summoner, and keep your eidolon a separate entity.


Booty-lovin' Pirate wrote:

Ranger/wizard. Full BAB, d10, all good saves, good skills, the best full arcane spells and even a few divine spells, and an animal buddy to watch your back.

... and a Familiar. Toss in Boon Companion, Improved Familiar, and a host of summoning feats, and you're really looking at soem serious action economy.

though a summoner/anything could pretty much accomplish the same thing (admittedly with far less arcane flexibility).


The idea I like is a Monk/Inquisitor.

The Inquisitor powers pump up any Monk damage in flurry as well as boosting to hit enough to remove any concern in that regard. Once you pass 11th you will have both Stalwart and Evasion, so spells will mostly be a joke to you. With a 30 point buy, there's not much concern about MAD (and Wisdom is key stats on both). You would have good interpersonal skill tricks from the Inquisitor and good physical skill tricks from the monk. It's a very durable jack of all trades.

Scarab Sages

Booty-lovin' Pirate wrote:
Ranger/wizard. Full BAB, d10, all good saves, good skills, the best full arcane spells and even a few divine spells, and an animal buddy to watch your back.

On any given round your acting as either a wizard or a ranger.

The most effective builds allow you to fully use all abilities from both classes simultaneously.

Fighter/Barbarian comes to mind.


I like inquisitor/monk a lot as well. Use a sword, and get free two-weapon fighting (but with a single weapon) as a full BAB class with all the to-hit and damage bonuses of an inquisitor. Defensively solid, great saves, lots of skills.

Any of the 3/4 bab + spellcasting hybrid classes works great with a full bab martial class to make a versatile martial character +. Cavalier/bard, cleric/fighter, druid/barbarian, inquisitor/ranger, paladin/summoner, samurai/ninja (if you like annoying people who get pedantic about references to Japanese culture), anything along those lines, really.

Looking at your party, you have no real archer, spells are incredibly well covered, and you could use an extra frontliner for when the eidolon and animal companion get outclassed (which they may well, in a gestalt campaign). So you could use a switch-hitter type. You could also use a scout, maybe. Maybe ranger/inquisitor? Some bonus combat feats and lots of options for bonus damage which you can add to whatever form of combat is more convenient at any time.


Hmm, casters are OP, wizards are gods, but most combos suggested are melee. Are you all trying to say gestalt is the only way melee is good?


Can't help but think that an Inquisitor/Paladin would be a terror against evil foes. You'd annihilate anything evil, and anything that isn't evil, Judgement and Bane still work on. Between the Healing, Protection, and Lay on Hands, you could tank for days, while ripping through foes.

Dark Archive

Mnk/emperal sor. Then you can be a boss. Lots of skills combat maneuvers styles whatever you like on top of selfbuffing insanity. Plus you can do battlefield control and blast if needed and you won't have to worry about getting hit all that often.


Caimbuel wrote:
Hmm, casters are OP, wizards are gods, but most combos suggested are melee. Are you all trying to say gestalt is the only way melee is good?

Actually, it seems there are more melee/caster combos that just melee combos, but more melee combos than caster/caster combos. As awesome as a caster/caster may be, he'd have a crap-ton of spells, but only 1 action per round to use them. The caster/melee seems more along the lines of survivability + casting.

Scarab Sages

Caimbuel wrote:
Hmm, casters are OP, wizards are gods, but most combos suggested are melee. Are you all trying to say gestalt is the only way melee is good?

1. Gestalt does nothing to address the fact that wizards have a hard time casting in armor.

2. For all that people complain about casters being overpowered in theory, when you actually sit at the game table the melee characters are the ones running around doing most of the killinng.

Dark Archive

Casty casty is cleric/ emp sor. Stack heavy wis and pick up quicken meta and just have fun. Did this once it was a blast ran buffs and control. Our melees loved it.


Artanthos wrote:
Booty-lovin' Pirate wrote:
Ranger/wizard. Full BAB, d10, all good saves, good skills, the best full arcane spells and even a few divine spells, and an animal buddy to watch your back.

On any given round your acting as either a wizard or a ranger.

The most effective builds allow you to fully use all abilities from both classes simultaneously.

True, but at the same time, the best-used wizards i've seen pick and choose when to act "most wizardly"... that is, when to use their highly-potent spells at just the right time or situation to help the team dominate any given combat.

Given that, wizards often find themselves with little to do in many situations. And this is why the Improved Familiar Wizard could be an awesome combo with a Switch-hitter Ranger sporting a Boon Companion.

It builds in so much more tactical flexibility on top of some much-needed defensive robustness.

You'd get to drop those massive, fight-altering SoS/Buff/Debuff/Control spells when it's needed, then get to step into either a melee or ranged combat role when they're not... all the while you're getting to have your air-borne support (mephit/quasit) cruise the skies looking to drop wand-nukes on key targets and command your Panzer (Boon lion compnanion) into optimal positions to help control melee combat flow.

It's about bringing amazing tactical flexibility and options to one of the most game-changing (if situational) classes in the game. :)

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