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<blockquote data-quote="Will" data-source="post: 4189482" data-attributes="member: 5566"><p>The TT campaign I'm in is gestalt. No psionics, though.</p><p></p><p>We have:</p><p>Me, Paladin-fighter/Monte Cook Variant Bard.</p><p>Got a pass on alignment because we agreed that the 'leadership noble bard' made sense. Cha becomes a key stat that works very well; at 10th level I have +12/+13/+12 saves without considering any equipment. The only downside is that the character is weak in melee; relies mostly on variant bard's decent sonic blasts and healing. Upside is that you can wear decent armor, particularly if you get mithril, and as a non-melee folk a buckler works nicely.</p><p>Ended up taking fighter levels instead of paladin levels after 8th level; as more of a caster/healer, my paladin stuff just isn't as attractive. Having more feats is a big plus.</p><p></p><p>Sorcerer/fighter (archer)</p><p>Lots of good here. Sure, she can't wear armor, but with a great attack score and martial feats, she can deliver devastating ranged touch spells, along with helping the party in various ways. Fighter gives her good hit points, and there are two good saves.</p><p></p><p>Druid/wizard</p><p>While there's some MAD going on here, the ability to change form and cast a WIDE variety of spells is very handy. One of the upsides of gestalt is endurance; the druid/wizard can cast spells until the cows come home. It behooves her (and many gestalt casters) to avoid spells with saves; the combination of spread out ability scores and higher-threat enemies can mean spells land a lot less frequently.</p><p>One thing she does is often use her druid spells to summon animals, her wizard spells to blast, and then her wild shape to maneuver in combat.</p><p></p><p>Rogue/cleric</p><p>Lots of fun here! It's a little obnoxious that 'cat's grace' isn't a cleric spell, but oh well. He combines the usefulness of a rogue with the durability of a cleric, plus good healing. He ends up stealthing around a lot, complaining about non-crittable opponents, and providing key healing or other utility spells when things go south.</p><p></p><p>Barbarian/fighter</p><p>OMFG. Very good combo. Some might argue that it overlaps too much, but being essentially a barbarian with extra feats is very handy. The guy is terrifying.</p><p></p><p>Cleric/fighter-dwarven defender</p><p>Short, tough, highest AC of the party. All the upsides of a melee-cleric, plus better selection of gear, more hit points, extra feats, and then all the durability and perks of dwarven defender. Meanwhile, he can still heal, cast a variety of useful spells (he's a bit paranoid after our fight in a kua-toan temple and casts Water Breathing daily), and so on. </p><p></p><p>There are a LOT of cool options. Even some of the 'nonoptimal ones' trade huge flexibility; a sorcerer/wizard is pretty weak but the ability to have upwards of 10 spells per level per day is rather nice.</p></blockquote><p></p>
[QUOTE="Will, post: 4189482, member: 5566"] The TT campaign I'm in is gestalt. No psionics, though. We have: Me, Paladin-fighter/Monte Cook Variant Bard. Got a pass on alignment because we agreed that the 'leadership noble bard' made sense. Cha becomes a key stat that works very well; at 10th level I have +12/+13/+12 saves without considering any equipment. The only downside is that the character is weak in melee; relies mostly on variant bard's decent sonic blasts and healing. Upside is that you can wear decent armor, particularly if you get mithril, and as a non-melee folk a buckler works nicely. Ended up taking fighter levels instead of paladin levels after 8th level; as more of a caster/healer, my paladin stuff just isn't as attractive. Having more feats is a big plus. Sorcerer/fighter (archer) Lots of good here. Sure, she can't wear armor, but with a great attack score and martial feats, she can deliver devastating ranged touch spells, along with helping the party in various ways. Fighter gives her good hit points, and there are two good saves. Druid/wizard While there's some MAD going on here, the ability to change form and cast a WIDE variety of spells is very handy. One of the upsides of gestalt is endurance; the druid/wizard can cast spells until the cows come home. It behooves her (and many gestalt casters) to avoid spells with saves; the combination of spread out ability scores and higher-threat enemies can mean spells land a lot less frequently. One thing she does is often use her druid spells to summon animals, her wizard spells to blast, and then her wild shape to maneuver in combat. Rogue/cleric Lots of fun here! It's a little obnoxious that 'cat's grace' isn't a cleric spell, but oh well. He combines the usefulness of a rogue with the durability of a cleric, plus good healing. He ends up stealthing around a lot, complaining about non-crittable opponents, and providing key healing or other utility spells when things go south. Barbarian/fighter OMFG. Very good combo. Some might argue that it overlaps too much, but being essentially a barbarian with extra feats is very handy. The guy is terrifying. Cleric/fighter-dwarven defender Short, tough, highest AC of the party. All the upsides of a melee-cleric, plus better selection of gear, more hit points, extra feats, and then all the durability and perks of dwarven defender. Meanwhile, he can still heal, cast a variety of useful spells (he's a bit paranoid after our fight in a kua-toan temple and casts Water Breathing daily), and so on. There are a LOT of cool options. Even some of the 'nonoptimal ones' trade huge flexibility; a sorcerer/wizard is pretty weak but the ability to have upwards of 10 spells per level per day is rather nice. [/QUOTE]
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