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Best Gestalt Combo for Wizard
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<blockquote data-quote="Jack Simth" data-source="post: 4768152" data-attributes="member: 29252"><p>Let's see...</p><p></p><p>General Gestalt Advice (for building mechanically strong characters - do note that the "best" combo is the one you'll have the most fun with):</p><p></p><p>1) Avoid MAD, look for SAD - sure, the Wizard//Cleric looks good at a glance, but the double casting stat hurts badly - you need Intelligence, Wisdom, Constitution, and Dexterity. The Ninja//Druid, on the other hand, does wonderfully - it needs Wisdom and Con only, although INT helps too. Druid Wildshape removes the need for Strength and Dex, and both classes are Wisdom-based. </p><p>2) Look for active//passive combinations. That is, have one side do the active stuff (combat spells, attacks, and such), while the other side handles stuff that doesn't take actions in battle (saves, HP, BAB, defensive class features, long-duration buff spells, Spot and Listen, and the like). Again, the Wizard//Cleric may look good on paper, but both classes are full of abilities that take actions (spells). The Druid//Ninja, on the other hand, gets all good saves, a d8 hit die, 3/4ths BAB, 6 skill points per level (with a very nice skill list), and the Pounce gained through a Druid's Wildshape means that there's a lot of attacks to add that non-action Sudden Strike to... if you remember to use the Ninja's Swift-Action invisibility. Plus the Ninja-Dodge is Wisdom based.</p><p>3) Be aware of power curves. One side needs to be a full caster for high-level play and for going "nova"; the other, something that can go all day long, and is still decent at low-levels. The Wizard//Cleric, for instance, isn't all that grand - at low-levels, it still runs out of spells fairly quickly, and tends to be somewhat stuck for things to do once the spells are gone. At high levels, it does quite well, though. The Druid//Ninja, on the other hand, is a competent skillmonkey at low-levels, and a full caster for high-level play. Regardless of what level or how long you've been since your last rest, the Druid//Ninja still has something useful to do.</p><p>4) Watch out for abilities that negate one another, look for things that synergise well - or be prepared to dump class features. The Wizard//Cleric looks good on paper... but the Cleric's Armor and Shield proficiency interferes with the Wizard's Arcane Spells. For the most part, the Wizard//Cleric has the choice of either wearing armor, or casting the better spells. The Druid//Ninja, on the other hand, usually loses armor in wildshape anyway, and the Ninja bonuses continue to apply regardless of physical form. </p><p>5) Pick one role, and consider things to be Primary//supporting. The Paladin//sorcerer is the Holy Warrior in heavy armor who uses long-duration buffs and Verbal-only spells to improve melee smashing. The Sorcerer//paladin is the all-powerful Arcane spellcaster that's tough as nails due to his faith. It's the same set of class features, but they play very differently. Unless you're doing Gestalt because you're short of players, pick a role in the party, have your primary side do that role well, and have your supporting class be one that strengthens that role - D&D is a game designed for four specialists - generalists tend to have difficulties. Unless you're short players (in which case, you want a Druid//Wizard and a Druid//Ninja in the party - both pick up combat-focused animal companions to share the melee role, both have full Druid spellcasting to fill the healer's role, and you still have both an Arcanist and a Skillmonkey in the party), you will usually do better if you specialize. </p><p>6) Avoid overlapping abilities. Sure, the Fighter//Barbarian looks good on paper, but they both have the same BAB, the same one good save, and nearly the same hit die. The Fighter//Barbarian is only marginally more mechanically strong than is a standard Fighter or a standard Barbarian. That's not what you want. The Druid//Ninja, on the other hand, has almost no overlap of abilities (both have 3/4th's BAB). 4 skill points per level for the Druid, 6 for the Ninja. d8 hit die for the Druid, d6 for the Ninja. Good Fort and Will for the Druid, good Reflex for the Ninja, and so on. </p><p></p><p>In your specific case? You're stuck on filling the Wizard role - that's good, you're already a Full Caster, and you have your party role picked out; you've got plenty of offensive punch already. What you are after is something defensive, that's INT based. Factotum is a wonderful choice (Int to almost anything, and inspiration points for lots of useful things, such as extra actions to use with your spellcasting), as is the Warblade (full BAB, good Fort, big hit die; pick swift and immediate action manuevers - as many Counters as you can get, and defensive stances). Something that can PrC into Duelist is also a good choice - Int to AC, plus a good Reflex save, is handy for a Wizard. If you can convince your DM to let you use Kung-fu Genius from Dragon Compendium, a Monk is a really good choice as well (most of it's abilities are defensive, and Kung-fu Genius lets you key everything off of Intelligence instead of Wisdom).</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4768152, member: 29252"] Let's see... General Gestalt Advice (for building mechanically strong characters - do note that the "best" combo is the one you'll have the most fun with): 1) Avoid MAD, look for SAD - sure, the Wizard//Cleric looks good at a glance, but the double casting stat hurts badly - you need Intelligence, Wisdom, Constitution, and Dexterity. The Ninja//Druid, on the other hand, does wonderfully - it needs Wisdom and Con only, although INT helps too. Druid Wildshape removes the need for Strength and Dex, and both classes are Wisdom-based. 2) Look for active//passive combinations. That is, have one side do the active stuff (combat spells, attacks, and such), while the other side handles stuff that doesn't take actions in battle (saves, HP, BAB, defensive class features, long-duration buff spells, Spot and Listen, and the like). Again, the Wizard//Cleric may look good on paper, but both classes are full of abilities that take actions (spells). The Druid//Ninja, on the other hand, gets all good saves, a d8 hit die, 3/4ths BAB, 6 skill points per level (with a very nice skill list), and the Pounce gained through a Druid's Wildshape means that there's a lot of attacks to add that non-action Sudden Strike to... if you remember to use the Ninja's Swift-Action invisibility. Plus the Ninja-Dodge is Wisdom based. 3) Be aware of power curves. One side needs to be a full caster for high-level play and for going "nova"; the other, something that can go all day long, and is still decent at low-levels. The Wizard//Cleric, for instance, isn't all that grand - at low-levels, it still runs out of spells fairly quickly, and tends to be somewhat stuck for things to do once the spells are gone. At high levels, it does quite well, though. The Druid//Ninja, on the other hand, is a competent skillmonkey at low-levels, and a full caster for high-level play. Regardless of what level or how long you've been since your last rest, the Druid//Ninja still has something useful to do. 4) Watch out for abilities that negate one another, look for things that synergise well - or be prepared to dump class features. The Wizard//Cleric looks good on paper... but the Cleric's Armor and Shield proficiency interferes with the Wizard's Arcane Spells. For the most part, the Wizard//Cleric has the choice of either wearing armor, or casting the better spells. The Druid//Ninja, on the other hand, usually loses armor in wildshape anyway, and the Ninja bonuses continue to apply regardless of physical form. 5) Pick one role, and consider things to be Primary//supporting. The Paladin//sorcerer is the Holy Warrior in heavy armor who uses long-duration buffs and Verbal-only spells to improve melee smashing. The Sorcerer//paladin is the all-powerful Arcane spellcaster that's tough as nails due to his faith. It's the same set of class features, but they play very differently. Unless you're doing Gestalt because you're short of players, pick a role in the party, have your primary side do that role well, and have your supporting class be one that strengthens that role - D&D is a game designed for four specialists - generalists tend to have difficulties. Unless you're short players (in which case, you want a Druid//Wizard and a Druid//Ninja in the party - both pick up combat-focused animal companions to share the melee role, both have full Druid spellcasting to fill the healer's role, and you still have both an Arcanist and a Skillmonkey in the party), you will usually do better if you specialize. 6) Avoid overlapping abilities. Sure, the Fighter//Barbarian looks good on paper, but they both have the same BAB, the same one good save, and nearly the same hit die. The Fighter//Barbarian is only marginally more mechanically strong than is a standard Fighter or a standard Barbarian. That's not what you want. The Druid//Ninja, on the other hand, has almost no overlap of abilities (both have 3/4th's BAB). 4 skill points per level for the Druid, 6 for the Ninja. d8 hit die for the Druid, d6 for the Ninja. Good Fort and Will for the Druid, good Reflex for the Ninja, and so on. In your specific case? You're stuck on filling the Wizard role - that's good, you're already a Full Caster, and you have your party role picked out; you've got plenty of offensive punch already. What you are after is something defensive, that's INT based. Factotum is a wonderful choice (Int to almost anything, and inspiration points for lots of useful things, such as extra actions to use with your spellcasting), as is the Warblade (full BAB, good Fort, big hit die; pick swift and immediate action manuevers - as many Counters as you can get, and defensive stances). Something that can PrC into Duelist is also a good choice - Int to AC, plus a good Reflex save, is handy for a Wizard. If you can convince your DM to let you use Kung-fu Genius from Dragon Compendium, a Monk is a really good choice as well (most of it's abilities are defensive, and Kung-fu Genius lets you key everything off of Intelligence instead of Wisdom). [/QUOTE]
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