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<blockquote data-quote="Jack Simth" data-source="post: 4189438" data-attributes="member: 29252"><p>Bad combo, for a few reasons:</p><p></p><p>1) They've got an absurd amount of overlap on the bad stuff: same d4 HD, same 2+Int skill points per level, same single good save, and so on.</p><p>2) They've got a lot of overlap on the good stuff; they have the exact same spell list. </p><p>3) They have different primary casting stats (Int, Charisma).</p><p></p><p>Between the three, it's a really bad combo in Gestalt. </p><p></p><p>As for the Original Post....</p><p>Paladin//Wilder will do rather well (and I'll be using it for the "good idea" example in the hints below, because it matches up with what you requested and it's already been correctly noted as good) - but a few general hints:</p><p></p><p>1) Select Active/passive combos (or Primary/secondary). </p><p>You want one side that has the stuff you'll spend your actions on in combat (focus on this), and the other side that has the stuff that doesn't eat up actions - so you can have a Paladin/wilder, that uses Psionic powers to supplement melee (long-duration buffs, swift-action powers, some utility) or a Wilder/paladin, that uses the Paladin side for saves, armor proficiency, hit points, and a good Fort save. The two play very differently. The Paladin/wilder runs up in melee and smashes things. The Wilder/paladin hangs in the back and zaps away with Psionic powers. To put it another way, pick a role, and select the Active/passive classes around that. </p><p>2) Select combos that don't interfere with each other's abilities. </p><p>A Paladin//Monk is bad - Paladins aren't a Wisdom based class, and Monk's can't use their abilities in the heavy armor that makes the Paladin work. The Paladin//Wilder doesn't have that issue.</p><p>3) Avoid MAD. </p><p>Sure, the Cleric//Wizard looks good on paper, but in practice, you've got two Primary Casting Stats. This is bad. Likewise, the Monk//Cleric looks good on paper, but the Monk can't use the Cleric's heavy armor, and needs basically everything but Int and Charisma. The Wilder//paladin, on the other hand, basically just needs Charisma. </p><p>4) Avoid overlap of class abilities. </p><p>Sure, the Sorcerer//Wizard looks good on paper, but there's very little a Sorcerer can do that a Wizard can't, as they have the same spell list; they've got the same single good save, they both have a d4 hit die, and they both have 2+Int skill points per level. Okay, the combo can cast spells all day long - but when it comes down to it, that's all it has going for it. The Paladin//Wilder, on the other hand, has almost no overlap of class abilities at all - Paladin has a good Fort save, Wilder has a good Will; Paladin has full BAB, Wilder doesn't; Paladin has a d10 hit die, Wilder has a d4 or a d6; and so on.</p><p>5) Look for class abilities that compliment each other. The Paladin usually ends up with a low touch AC - the Wilder's Elude Touch ability helps with this. The Wilder isn't very durable - the Paladin's d10 hit die and Heavy Armor Proficiency deal with this quite nicely. The Paladin isn't a full caster for later levels - the Wilder is, and so on. </p><p></p><p>Oh, and as a Wilder, you want to take Psychic Reformation as soon as possible. Sure, it's XP intensive, but it lets you retool on a day's notice, which is invaluable.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4189438, member: 29252"] Bad combo, for a few reasons: 1) They've got an absurd amount of overlap on the bad stuff: same d4 HD, same 2+Int skill points per level, same single good save, and so on. 2) They've got a lot of overlap on the good stuff; they have the exact same spell list. 3) They have different primary casting stats (Int, Charisma). Between the three, it's a really bad combo in Gestalt. As for the Original Post.... Paladin//Wilder will do rather well (and I'll be using it for the "good idea" example in the hints below, because it matches up with what you requested and it's already been correctly noted as good) - but a few general hints: 1) Select Active/passive combos (or Primary/secondary). You want one side that has the stuff you'll spend your actions on in combat (focus on this), and the other side that has the stuff that doesn't eat up actions - so you can have a Paladin/wilder, that uses Psionic powers to supplement melee (long-duration buffs, swift-action powers, some utility) or a Wilder/paladin, that uses the Paladin side for saves, armor proficiency, hit points, and a good Fort save. The two play very differently. The Paladin/wilder runs up in melee and smashes things. The Wilder/paladin hangs in the back and zaps away with Psionic powers. To put it another way, pick a role, and select the Active/passive classes around that. 2) Select combos that don't interfere with each other's abilities. A Paladin//Monk is bad - Paladins aren't a Wisdom based class, and Monk's can't use their abilities in the heavy armor that makes the Paladin work. The Paladin//Wilder doesn't have that issue. 3) Avoid MAD. Sure, the Cleric//Wizard looks good on paper, but in practice, you've got two Primary Casting Stats. This is bad. Likewise, the Monk//Cleric looks good on paper, but the Monk can't use the Cleric's heavy armor, and needs basically everything but Int and Charisma. The Wilder//paladin, on the other hand, basically just needs Charisma. 4) Avoid overlap of class abilities. Sure, the Sorcerer//Wizard looks good on paper, but there's very little a Sorcerer can do that a Wizard can't, as they have the same spell list; they've got the same single good save, they both have a d4 hit die, and they both have 2+Int skill points per level. Okay, the combo can cast spells all day long - but when it comes down to it, that's all it has going for it. The Paladin//Wilder, on the other hand, has almost no overlap of class abilities at all - Paladin has a good Fort save, Wilder has a good Will; Paladin has full BAB, Wilder doesn't; Paladin has a d10 hit die, Wilder has a d4 or a d6; and so on. 5) Look for class abilities that compliment each other. The Paladin usually ends up with a low touch AC - the Wilder's Elude Touch ability helps with this. The Wilder isn't very durable - the Paladin's d10 hit die and Heavy Armor Proficiency deal with this quite nicely. The Paladin isn't a full caster for later levels - the Wilder is, and so on. Oh, and as a Wilder, you want to take Psychic Reformation as soon as possible. Sure, it's XP intensive, but it lets you retool on a day's notice, which is invaluable. [/QUOTE]
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