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General Tabletop Discussion
*Pathfinder & Starfinder
Gestalt rules ?'s and help to create two
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<blockquote data-quote="ZuulMoG" data-source="post: 2263506" data-attributes="member: 32135"><p>With an 'e' following the 'g', it's a 'j' sound, so it's pronounced 'je - STALT'.</p><p> </p><p>The Fighter-Ranger is going to have an astounding array of feats at his disposal, as I am sure you are aware, and should definitely go for Whirlwind Attack (Mobility and Spring Attack along the way aid in battling Giants, a popular Favored Enemy) and Great Cleave (for mowing down humanoid Enemies). This is one of the strongest pure fighting characters I've seen. The mass of feats from Fighter class and Ranger combat style can make a devastating combo, and favored enemy bonuses coupled with ranger combat style AND fighter bonus feats can enable the character to make short work of even the most powerful favored enemies (CR 4 or more above CL). The minor spell access granted is really little more than icing on the cake, and the Animal Companion is almost useless compared to the character himself. Dropping these abilities in favor of Sneak Attack against Favored Enemies makes a lot of sense, and finishes the job of turning this gestalt into the Foe-Hunter par excellance that he really is. The only prestige classes that make any sense for this powerhouse are Deepwoods Sniper and Foe Hunter, combined with either Ranger or Fighter (or alternating each, for balance).</p><p> </p><p>(I like Fighter-Rangers.)</p><p> </p><p>Your Cleric-Druid is going to need significant alteration, although BAB and saves are the same. Spells from different classes (known, cast per day) are tracked seperately. Your C-D will have two spell lists, and 2 spell point totals, unless you decide to combine them. In that case, I would strongly reccommend that only 50% of the second class's spell points be added to the first's to get the total. Also, bonus points for high Wisdom accrue only once, not once for both classes. A combined spell list should likewise get only half as many (rounding down) known spells from the second class. Equipment will have to conform to the Druid class restrictions. At 8th level, the animal companion and Wild Shape choices available are fairly wide, but if you're looking for a 'nature witch', you might want to forego the Wild Shape power and offer a different benefit, like +4 levels equivalent to the animal companion's special abilities. (Alternately, you could forgo the animal companion, and give a +4 level modifier to the Wild Shape ability.) Eliminating both and adding spells from the Sorceror-Wizard list of an elemental nature (hopefully not the Big Fun evocations, unless game balance is something you don't particularly care for) is a possibility to consider. Brew Potion and Craft: Alchemy (should be a Class Skill for this gestalt) are definite considerations. This class has a skill burden of three (Knowledge: Religion, Knowledge: Nature, and Survival) fairly crucial skills for both classes, and Concentration is a must for any serious spellcaster, and that's all 4 skill points per class level, leaving no room for fun stuff unless the character's Intelligence score is high (and since it's not a class attribute, it shouldn't be).</p><p> </p><p>Some nasty Gestalt combos to throw at the PCs include the all-powerful Monk-Psychic Warrior (yeah, 'all-powerful' is a fitting descriptor, espcially with Power Touch, Combat Reflexes, Prowess, and Quicken Power with lots of Psychometabolic powers), deadly Fighter-Rogues (Sneak Attacks AND Feats!!), Bard-barians (skalds) inspiring the hordes that follow them, and evil Fighter-Rangers (gnolls and lizardmen and bugbears, Oh MY!!)</p></blockquote><p></p>
[QUOTE="ZuulMoG, post: 2263506, member: 32135"] With an 'e' following the 'g', it's a 'j' sound, so it's pronounced 'je - STALT'. The Fighter-Ranger is going to have an astounding array of feats at his disposal, as I am sure you are aware, and should definitely go for Whirlwind Attack (Mobility and Spring Attack along the way aid in battling Giants, a popular Favored Enemy) and Great Cleave (for mowing down humanoid Enemies). This is one of the strongest pure fighting characters I've seen. The mass of feats from Fighter class and Ranger combat style can make a devastating combo, and favored enemy bonuses coupled with ranger combat style AND fighter bonus feats can enable the character to make short work of even the most powerful favored enemies (CR 4 or more above CL). The minor spell access granted is really little more than icing on the cake, and the Animal Companion is almost useless compared to the character himself. Dropping these abilities in favor of Sneak Attack against Favored Enemies makes a lot of sense, and finishes the job of turning this gestalt into the Foe-Hunter par excellance that he really is. The only prestige classes that make any sense for this powerhouse are Deepwoods Sniper and Foe Hunter, combined with either Ranger or Fighter (or alternating each, for balance). (I like Fighter-Rangers.) Your Cleric-Druid is going to need significant alteration, although BAB and saves are the same. Spells from different classes (known, cast per day) are tracked seperately. Your C-D will have two spell lists, and 2 spell point totals, unless you decide to combine them. In that case, I would strongly reccommend that only 50% of the second class's spell points be added to the first's to get the total. Also, bonus points for high Wisdom accrue only once, not once for both classes. A combined spell list should likewise get only half as many (rounding down) known spells from the second class. Equipment will have to conform to the Druid class restrictions. At 8th level, the animal companion and Wild Shape choices available are fairly wide, but if you're looking for a 'nature witch', you might want to forego the Wild Shape power and offer a different benefit, like +4 levels equivalent to the animal companion's special abilities. (Alternately, you could forgo the animal companion, and give a +4 level modifier to the Wild Shape ability.) Eliminating both and adding spells from the Sorceror-Wizard list of an elemental nature (hopefully not the Big Fun evocations, unless game balance is something you don't particularly care for) is a possibility to consider. Brew Potion and Craft: Alchemy (should be a Class Skill for this gestalt) are definite considerations. This class has a skill burden of three (Knowledge: Religion, Knowledge: Nature, and Survival) fairly crucial skills for both classes, and Concentration is a must for any serious spellcaster, and that's all 4 skill points per class level, leaving no room for fun stuff unless the character's Intelligence score is high (and since it's not a class attribute, it shouldn't be). Some nasty Gestalt combos to throw at the PCs include the all-powerful Monk-Psychic Warrior (yeah, 'all-powerful' is a fitting descriptor, espcially with Power Touch, Combat Reflexes, Prowess, and Quicken Power with lots of Psychometabolic powers), deadly Fighter-Rogues (Sneak Attacks AND Feats!!), Bard-barians (skalds) inspiring the hordes that follow them, and evil Fighter-Rangers (gnolls and lizardmen and bugbears, Oh MY!!) [/QUOTE]
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