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*Pathfinder & Starfinder
Gestalt via job class?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4200979" data-attributes="member: 35909"><p>I notice all your "strong" combos are either Druids or Clerics (and what, no mighty Cleric/Druid?! ^_^), and I have to wonder...is it this ruleset that makes those combos overpowered, or is it simply that those two classes are overpowered from the start? Heh heh...</p><p></p><p>The Ninja nonsense is a good catch. I've considered banning that class for a long time anyway. It's just so very poorly designed, and while normally weak, your simple combo shows how it can be cheesed for all it's worth, too. I realize Druid/Monk gets the main benefit of the Druid/Ninja (wis to AC), but really...if that's all you want from your multiclass...there's already the belt and wilding clasps. Swordsage would not benefit most druids, unless you got wilding on your light armor. Well, the maneuvers are nice at least.</p><p></p><p>I didn't realize before, but I guess it is generally better to go caster/non-caster than the other way around, even with low hp, AC, and saves as a result. (I just realized --you would NOT gain weapon and armor proficiencies from the secondary -- that's kinda important.) Really though, I think that's just because full casters win at D&D, and it's not really a problem unique to this rule set. These rules at least make "gish" and combat characters with support and utility abilities more viable. And I think a "gish" who went Fighter/Wizard, or better -> Warblade/Wizard, could do quite well buffing with transmutations and polymorphs and wading into combat with good hp and maneuvers.</p><p></p><p>As for the extra feats idea, any other ideas, or is it best to just leave those levels barren?</p><p>EDIT: Or, maybe restrict the feats to ones appropriate for the secondary class? Might be too circumstantial, I prefer as little wiggle room as possible in rules.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4200979, member: 35909"] I notice all your "strong" combos are either Druids or Clerics (and what, no mighty Cleric/Druid?! ^_^), and I have to wonder...is it this ruleset that makes those combos overpowered, or is it simply that those two classes are overpowered from the start? Heh heh... The Ninja nonsense is a good catch. I've considered banning that class for a long time anyway. It's just so very poorly designed, and while normally weak, your simple combo shows how it can be cheesed for all it's worth, too. I realize Druid/Monk gets the main benefit of the Druid/Ninja (wis to AC), but really...if that's all you want from your multiclass...there's already the belt and wilding clasps. Swordsage would not benefit most druids, unless you got wilding on your light armor. Well, the maneuvers are nice at least. I didn't realize before, but I guess it is generally better to go caster/non-caster than the other way around, even with low hp, AC, and saves as a result. (I just realized --you would NOT gain weapon and armor proficiencies from the secondary -- that's kinda important.) Really though, I think that's just because full casters win at D&D, and it's not really a problem unique to this rule set. These rules at least make "gish" and combat characters with support and utility abilities more viable. And I think a "gish" who went Fighter/Wizard, or better -> Warblade/Wizard, could do quite well buffing with transmutations and polymorphs and wading into combat with good hp and maneuvers. As for the extra feats idea, any other ideas, or is it best to just leave those levels barren? EDIT: Or, maybe restrict the feats to ones appropriate for the secondary class? Might be too circumstantial, I prefer as little wiggle room as possible in rules. [/QUOTE]
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