Need Wizard Gestalt Ideas

Wolfwood2

Explorer
Looks like we're going to be starting a new campaign in a month or so. (Due to me finding out I don't have it in me to DM long term.)

Anyway, the DM is proposing a 7th level game where all the characters are something/arcane (probably wizard but sorcerers could be acceptable) gestalts. The PCs would be the troubleshooters of a local mage academy. I'm looking for interesting character ideas.

There will probably be 5 to 6 players. Ideas other players have already announced:

1. Monk/wizard "anti-mage mage " specializing in abjuration
2. Knight (PHB II)/wizard "fighting mage" specializing in evocation
3. Ranger/Archivist (Heroes of horror, allowed as wizard substitute)

I'm just looking for suggestions and interesting ideas. I've been kicking around:

Cleric (rebuke undead)/Wizard (necromancer) "ultimate necromancer"
Rogue/Wizard (illusionist) stealth fiend
Druid/Wizard

Any particular ideas or experience to offer on wizard gestalts?
 

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Wizard gestalted with classes that don't use heavy armor have great synergy, so rogue, druid, psion, wilder, soulknife, monk, bard, swashbuckler, hexblade, ranger, even barbarian work well. Going with a heavy armor type such as cleric, fighter, paladin, you have to decide to either go the still spell and no somatic component (true strike) route or be a wizard with higher hp, BAB, good weapons, and a few extra class powers.

So concepts:

Archer wizard (Ranger)

Summoner extreme (druid)

Enchanter (psion telepath, bard)

Magical melee (barbarian, fighter, paladin)

Party Buffer (cleric, marshall, bard, dragon shaman?)

Self Buffer (cleric)

Social wizard (bard, rogue, anyone with diplomacy)
 

Binder / Conjurer could be dang cool. Also look into some of the summoning-related reserve feats from Complete Mage, and Incantation from UA.

Druid / Conjurer. Similar to above. Focus on being a master summoner, consider reserve feats, incantations, and some of the UA specialist abilities. Even though one of the UA variants has you lose your familiar, check with the DM to see if you can ditch your animal companion in order to get your familiar back. Then pick up the Improved Familiar feat to have some sort of cool extra-planar being that you bound with your super-cool summoning skills be your assistant.

Shadowcaster / Wizard with a focus on illusions and shadow magic, possibly using some of the illusionist trade-out abilities from UA if you want to specialize.

Warlock / Wizard. Straight or possibly spec necromancy. Kind of an functional academic study into the nature of magic and morality. Is using the tools of commonly-defined 'evil' for good ends still evil? That sort of thing.

Archivist / Wizard. Working to bridge the arcane/divine gap thru research and study.

Duskblade / Bard, Duskblade / Druid, or Bard / Druid. So friggin' elven it hurts.

Artificer / Wizard. A dwarven runesmith, earth mage, and magical architect. Digs constructs, too.

Dragon Shaman / Sorcerer. Kobold. Possibly take levels in Dragon Disciple later on (replacing Dragon Shaman progression). Consider taking Leadership and having all your people also be kobolds.

Spirit Shaman / Diviner. A spirit medium with eyes in other worlds and a few bats in their belfry.

Urban Ranger / Diviner. Quintessential magical gumshoe. Sam Spade in a pointy hat.

Cleric / Wizard. Priest of the God of Magic. I'd strongly suggest using the Cloistered Cleric variant for this one.

Fighter / Warmage, or Knight / Warmage. Pretty simple. Battlemage. Military uniforms, disciplined structure, and blowing stuff up. Nice synergy between the knight's challenge and the warmage's spellcasting, too.

Bard / Enchanter. King Talker and then some.
 

Dragon Shaman/Sorcerer has great Charisma synergy and draconic flavor... if you are into that sort of thing. Its biggest weakness as a combo is probably skill points.

Swashbuckler (moving into Duelist)/Wizard is very nice. The combination would work well for an Elf, thematically. Your Int will actually help your combat abilities. For a variant on this, you might want to consider the Abjurant Champion.

Beguiler/Wizard will give you more spells and skills than you know what to do with, but it would probably work very well, since the Beguiler spell list would give you a lot of flexibility and a number of swift/immediate spells (and both classes are Int-based). This could be a variant on the ultimate-stealth character.

Spellthief/Wizard could be really interesting.

The Cleric/Wizard necromancer idea is pretty nice, too, but I'd check with the DM and find out whether undead will show up much.

-Stuart
 


Yeah, try Spellthief wizard, but with the caveat that you can use stolen spell energy to fuel wizard spells (I think most GMs would allow it). It's a fun mix, and while it'sweak in some of the gestalt areas (your saves aren't great, and a d6 for HP is kinda lame) there's definately a good mix of abilities. Focus your wizard spells on illusions and enchantments, if you really wanna become the superthief.
 

Sorcerer/Battle Dancer from Best of Dragon would be an excelent gestalt choice. Get your CHA bonus to AC, full BAB, unarmed strike, spell casting, and some neat bard like abilities. The concept would work best as a devotee of fire (or possibly wind) based magic.

Warmage/Fighter - be a tank with actual firepower.

Artificer/Fighter - the classic battle-smith, forge weapons of power and use them.

Beguiler/Rogue - The ultimate con man
 

Wizard or Sorccerer / Barbarian-Ragemage-Frenzied Berserker.

Must haves are a ring of regeneration, cloak of resistance, bracers of armor, boots of haste, and a rod of quicken spell.

Imagine shape change and tenser's transformation while in a frenzy.....
 

Well the rest of your party covers the basic combos, so you can do whatever you want. I might go for the Druid/Wizard combo, but play up the druids magic rather than as a shapeshifting melee monkey. You are a mage of the old school. Nature bends to your command, storms and earthquakes are at your beck and call. Unleash plagues and poison and the beasts both natural and 'un' upon your enemies. Think "What would Merlin do?" Try for that old testament feel.

Or you might go Elven Fighter/Wizard going into arcane archer. Far shot + imbue spell = Fireballs from out of sight.

Or for some synergy go Psion/Wizard. Both int based, and you will basically never run out of magic.

Or for a cheese sammich with extra cheese and a side of cheese sauce, try Warmage/Wizard. Hmm. d12 hp, Melee monsterdom, fighting bonuses from Int, and no ranged weapons. Boo hoo, I guess you'll have to fall back of your scorching rays and lightning bolts. :p
 

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