| Avoron |
Alchemist//Paladin
I'm playing this one right now in Emerald Spire, and it's insane. A full BAB martial with heavy armor, high HP, plenty of skills, excellent saves, and swift action healing. She can do ridiculous amounts of damage with several natural weapons, sneak attack, smite evil, and some of the best self-buffs in the game.
| Josh-o-Lantern |
I'm playing a Rogue/Warpriest that's been just wonderful.
Fighter//Kineticist
Melee kineticist with full BAB and medium/heavy armor as well as being open to fighter feats to add more base damage to his blasts.
CON/DEX fighter that can never be disarmed and can switch hit to ranged with minimal penalty.
Did you mix that with Mutation Warrior? That combo plus Mutagens is just awesome.
| Texas Snyper |
Texas Snyper wrote:Did you mix that with Mutation Warrior? That combo plus Mutagens is just awesome.Fighter//Kineticist
Melee kineticist with full BAB and medium/heavy armor as well as being open to fighter feats to add more base damage to his blasts.
CON/DEX fighter that can never be disarmed and can switch hit to ranged with minimal penalty.
I just looked that up and that looks really strong, and a good alternative to trying to get the kin//barb combo. Losing the armor training would hurt a little bit but greater/grand mutagen, which stacks with elemental overflow, would more than make up for that loss.
Davor
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I've run a lot of Gestalt games, but I've never played in one. If I did, I would want to focus on combining utilitarian aspects of classes. I think, if I were to do it, I think I'd like to play an Oracle/Hunter, with the Solar mystery/Primal Companion/Divine Hunter archetypes. I think it'd be fun to play, and I could do just about anything so long as I spent my feats wisely, and those flexible evolution points would go a long way towards my versatility and combat prowess, which is, of course, secondary to being able to do lots of cool stuff.
| I3igAl |
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Synthesist Summoner/Pistolero Gunslinger-if you really hate your GM
Roughrider Fighter/Druid or Nature Oracle -Finally that dumb Archetype has a Mount
Pre-errata Scarred Witch Doctor/your favorite Martial class
Pre-errata Scarred Witch Doctor/Kineticist-sounds fun thanks to Con Synergy
Magus+Broad Study/Any Full Caster-Use Spellcombat with everything
Occult Caster/Paladin-immune to fear and able to cast emotion spells all the time
| fel_horfrost |
Warpriest/steelblooded fated bloodrager with the fates favored trait. Luck bonuses to ac, saves, attack & damage rolls. Swift action buffing, scaling weapon damage, full bab, two good saves tons of feats, a massive spell list, no spell failure chance, and rage casting of all spells with one feat.
Mix in a vmc of choice probably fighter for more melee prowess or magus for more spell casting tricks.
One nasty hombre.
| Atarlost |
Barbarian//Druid
Druids tend to have iffy AC because wild armor is so expensive. Beast Totem shores that up. So does DR because of course you're an invulnerable rager.
Druids tend to get locked into a few vital strike or pounce forms. Beast Totem gets them pounce in any form, opening up the non-pouncing multi-attack forms, including the only huge flier I'm aware of (Quetzalcoatlus). Strength Surge is handy for that one "handed" grapple maintain so you can fly off with your victim
An unchained barbarian would do slightly more damage with secondary attacks, but the invulnerable rager archetype can't be applied. The increased DR is probably better than the temporary HP. The normal barbarian's con boost isn't doing that much, though, if you're superstitious and I'd consider the urban barbarian to get rid of the AC penalty.
The following four are conceived as a group. They don't exactly play well with others but each has one class that can see through mist by level 4 and anyone in this kind of party pretty much needs one of those classes, though there's one other druid archetype and the shaman and oracle can swap mysteries/spirits.
Storm Druid//Unchained Scout Rogue
Also, you're a very good skill monkey and a supplemental healer.
Waves Shaman//Slayer
And when the day is done you're a full divine caster. You're not a cleric, but raise dead and heal are only late, not absent and remove disease is on the druid list.
Air Kineticist//Wizard
Flame Oracle//Chelish Diva Bard
You get to learn raise dead and resurrection if your party isn't keen on reincarnate roulette since I can't find those on the shaman list and they're certainly not on the druid's. True Resurrection is under the life spirit, but I don't think anyone wants to wait 'till level seventeen.
Captain K.
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Divine Marksman Ranger//hunter/ Lantern Bearer
Full ranger + lantern bearer for maximum favored enemy bonus to all ranged atacks. Add in hunter for a stronger companion, animal focus and spells.
Lantern Bearer needs a full caster on the other side of the gestalt because of one nasty trick:
Numinous Potency (Su)
When casting spells from other classes or using lantern arcana spell-like abilities, a Lantern Bearer adds her class level on caster level checks for the purpose of overcoming spell resistance.
It's how to get a 30 caster level against SR. And you are an Elf anyway, so that's 32.
| Cuup |
Barbarian // Alchemist
My GM let me take the Fast Drinker trait to imbibe my Extracts as a Move action. Once I got the Combine Extracts Discovery, I combined the Bull's Strength and Enlarge Person Extracts, and at the start of combat, I'd basically increase my Strength score by 14 as a full-round action (Rage (free), Strength Mutagen (Standard), and Bull's Strength/Enlarge Person (Move)). I also took the Fast Bombs Discovery, and combined it with the Hurling Charge Rage Power, so I could Pounce a group of baddies, and throw a bomb at them as an opener. There were plenty of other delicious tricks up my sleeve, too. Being able to "cast" spells while Raging was amazing >:)