Jack Simth said:
Spellcaster/melee usually has more HP, and probably a better reflex save,
Not with spells like Bear's End, False Life, Polymorph (into a creature with a higher Con). Spellcasters can buff up their HPs easily, a melee combatant can't.
Jack Simth said:
the the Arcane Spellcaster/Divine Spellcaster. Moreover, the Spellcaster/melee usually has less MAD.
True, but the OP did not supply us with ability scores, so I am assuming they have the primary ability scores covered.
Jack Simth said:
Take, for example, the Sorcerer/paladin. d10 HD, Charisma-spellcasting, Charisma to saves, Charisma-based healing.... and as he only gets one action/round anyway, he can zap, zap, zap.
Not that it wouldn't be a FUN character to play, I still see a Sorc/Cleric more powerful than your Sorc/Paladin. The Cleric part can heal a lot better than the Paladin one can. Even though the Paladin gets d10HPs, the Sorc/Cleric has several spells that can suppliment this. And he'll be hitting just as well (or better) via Polymorph or Shapechange (which the Sorc part of the Paladin can do as well).
Jack Simth said:
Compare to the Cleric/Wizard. d8 HD, Int and Wis spellcasting, turning, a few bonus feats. Sure, he's got spells falling out the wazoo... but good luck getting them all off. Meanwhile, it lacks the passive defensive abilities that the Sorcerer/paladin is enjoying. No SR, no full BAB for those attack spells (until you get to the point where you can Quicken Divine Power), and so on.
I would probably use a Cleric/Sorc as the comparison, and use the Celerity and Arcane Fusion spells to get off 2 or more spells a round. So no problem w/ getting them all off. As I already noted, d8HPs are supplimented with False Life and improved Con via Polymorph (depending on which ruling of Poly you are using), not to mention Stoneskin. There is a Spell Immunity spell, and a Spell Resistance spell, so there is your SR right there. Full BAB is taken care of thanks to Divine Favor (Cleric spell) or Polymorph.
You might be assuming you do not have any time to prep your "buffs" ahead of time. I am assuming you do.
Jack Simth said:
Take, as another example, the Druid/monk. Class features up the wazoo, all good saves, Wisdom-based spellcasting, Wisdom to AC, fast movement. Only two stats that are particularly needed; Wisdom and Con. Oh, and if the D/m decides to enter melee, lots and lots of options (monk abilities have no particular reason to go away in an alternate from, such as caused by Wildshaping).
Again, I am not disagreeing that the D/M is not a FUN class to play, nor that it doesn't have plenty of options available to it, just that "pound for pound" it isn't going to be as powerful as a properly built arcane/divine caster.
Jack Simth said:
Compare to the Druid/Sorcerer. Lots of class features and a metric wazooload of spells.... but three stats to worry about (Wis, Cha, Con), lower speed, can't use armor (arcane spell failure, don't cha know), and so forth.
Since we weren't given ability scores to assign from the OP, I can only assume whatever gestalt combo you come up with, you'll have your primary stats covered. Lower Speed? The Sorc will have Fly, Dimension Door, Teleport and even Exp. Retreat available to them. How is their speed going to be lower (esp since they can teleport anywhere in an instant)? There are PrCs out there that reduce arcane spellfailure, as well as special armor material types that do as well (once that Druid's can even use). Use Poly or Alter Self to get that AC bonus you want (isn't a Trog like +6 or +8 nat armor). Also Stoneskin helps with damage as well, Energy Resistance for spells, etc. Tons of options via spells.