Gestalt suggestions

Warlock/Rogue, get an invisibilty invocation and slam them for Eldritch Blast + Sneak Attack, its vicious and mean. Fighter/ Warmage is pretty damaging. Sorceror/Fighter (Blackguard) or Sorceror/Ranger.
 

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Psion is scary nasty in gestalt as it is basically as powerfull as a Sorcerer but can cast in full armor without any problems

Warmage/Archivist is really powerfull.Both use Int as a key attribute so you get good synergy.too
What this combo gives you is a D6 HP caster than can cast ANY divine spell and almost all the good Wizard blast spells in medium armor (by 8th level or earlier if its mithril)

Another fun combo is Ranger/Warlock -- you don't get much use out of the combat styles but the rest is gravy as it boosts your HP and BAB for ye old eldritch bolt as well as giving you some nice support stuff and 3 good saves

Since this is Ebberon another very nasty thing is the tactical weapons platform aka the Warforged Warlock/Soulknife -- this combo has great stamina, unlimited firepower,various ranged and support things integrated melee attack (ye old soul knife) good HP and decent defense (Mithril Body)
 

Other than that, synergies between the classes are good (i.e. the Warlock's Eldritch Blast and the Scout's Skirmish ability), and avoiding overlaps to a certain degree (like Bard|Rogue would not be such a great combination).

Agreed--Rogue|Bard is the worst possible gestalt combination I can think of: From the base Bard, you gain 2 skill points and the stuff on the Rogue chart (Sneak Attack, Trapfinding, etc), but nothing else. Comparitively, the Rogue|Sorcerer is significantly better.
 

A Soul Knife / Warlock sounds interesting, but its medium BAB, low fort save, and 4 skill points may make a slightly sub-optimal build compared to others. Not weak, mind you, just perhaps less than optimized.

I'd play one anyway, however, simply for the flavor. I'd probably make Int the #2 ability, to capitalize on the many class skills available. Dex would be highest, however, for survival reasons. Str would be last or next to it, probably, but otherwise I'm not certain of the order of arrangement of the ability scores. It would depend on what I rolled. And if the DM were willing to create a feat allowing the Eldritch Blast to carry Psychic damage, all the better (although I admit it is unlikely). Fun to consider, though. Even without that this combination would be very interesting.
 
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I've been running a gestalt Eberron game for several months now, and the characters are all currently between level 7-9.

What I've found so far is that you're best to give them LOTS of encounters over the course of a day at the CRs & ELs they would normally run into. They only seem to be able to take on one creature a CR or two higher on any given day, so more powerful isn't your best option unless you're going for a real grinder. Ironically, it's slightly counter to the suggested gameplay of Eberron: less encounters but with more powerful beings.

Have fun!
-blarg

EDIT: I've discovered that it's generally *much* easier to use normal monsters than to constantly stat up new gestalt opponents.
 
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Warmage is quite nice in lots of combos.

Like, for example, the warmage/paladin, who uses his spells in place of his sword. Absurdly high saves, mobility, and the ability to beat the snot out of people in melee and at range. Alternately, what about a blackguard/warmage?

Or the warmage/marshal, who gets more and better skills, and passes out big bonuses effortlessly while lobbing death from safety behind the tank, or his line of disposable meat shields (forgot, you're looking for opponents).

Rogue/warlock, as mentioned earlier, is rather rude with the right invocation selection. Rogue/monk practically SCREAMS that it's a ninja.

Brad
 

Class abilities that give different (medium) saves, such as the swashbuckler's grace and the scout's battle fortitude, allow for higher-than-normal saves when combined with appropriate classes.
 


Slightly less original: sorcerer/ psion 10, cerebramancer 10.


More fun/godly:
Psion/SoulKnife through level 10. Death on wheels, minus the wheels.

Switch soulknife out for elocator. If you can switch both, switch psion out for pyrokineticist. You will lose 2 psion manifestor levels. It will not matter. Death on the wheels of apollo's fiery chariot of the sun, and damn near unkillable.
 

I've had amazing success with Monk/Rogue. Stunning Fist + Sneak Attack is an excellent combo.

I've also seen a lot of success (thus far) with a Monk/Psion (kineticist) or Psion (telepath). Think "The Matrix" or "Street Fighter" and you'll see why this combo is so fun.

But for NPC's... Half-Celestial Paladin/Sorcerer or Favored Soul/Sorcerer rocks. Just because you're good doesn't mean you're RIGHT all the time. S/he would make a very tragic character if forced through some sort of pact or duty to serve the will of the Big Bad.
 

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