Need Wizard Gestalt Ideas

Wizard // Warblade I think you mean (for the win... I mean for the cheese).
What a great combo. Really, there's just nothing better.

Here are some other ideas though:

True Elf Wizard // Ranger -> Arcane Archer (you should be an Elf)

Dragon Aspirant Sorcerer // Dragon Shaman (pick spells that augment your breath weapon)

The Chosen One Paladin / Monk // Sorcerer (with Ascetic Mage, Ascetic Knight and Arcane Strike) Only take two levels of Paladin. You want to Arcane Strike + Flurry all the time. Your saves will make the DM cry, and your damage output will impress your fellow PCs. You will really want wraithstrike, of course. (And if you can have that, be sure to pick up Power Attack!)

Triple Threat Rogue 2 / Cloistered Cleric 4 / Shadowbane Stalker // Wizard

Cheers, -- N
 

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I believe that Favored Soul/Sorcerer would be a ideal choice to max out that Charisma stat. Bard/Sorcerer would work nearly as well, plus give you a slew of useful spells.

And of course, you could go Wizard/Sorcerer and REALLY pump out the spells.
 

I'll throw in with Beguiler/Warmage. You need a good Int and Cha for spellcasting. They both allow you to cast in armor. You'll probably have a good Dex anyway. This mix allows you to blast and control, all while being spontaneous. There's no overlap in abilities, so you get a lot more solid options. The Beguiler gives you the skills you'll need. Negatives: d6 with crappy saves and BAB. Worth it? YES!
 

Htought it was mentioned I would like to touch on it again. Archivist/Wizard. This is a very powerful combo for the simple reason that you can potentially with time and money can gain access to -any- spell.
 

If you're going Warmage, go Diviner/Warmage. Your forbidden school, of course, is Evocation. (Actually, this is better for a non-Gestalt game, for an Ultimate Magus build.)

Of course, I've always wanted to play a Warforged Fighter/Warforged Juggernaut//Warmage. With Complete Mage, you can make absolutely unholy usage of Arcane Strike and Reserve feats, and you'll have plenty of feat slots. You were built to kill people and break things... and that's all you're good at. (Of course, you have problems until you're 8th level...)
 

I'd go Rogue/Wizard based on the rest of the group's choices so far.

Stick to a generalist wizard, picking up some ray spells for the dreaded sneak attack. You''ll have so many skillpoints you can pick just about everything.

You'll be able to function as a sage, sneak or ranged expert. With the right spells and stats you may even function as a secondary front-line fighter - perhaps as a valuable flanker, utilizing nasty touch or sneak attacks.
 

Paladin/Sorcerer. Sharing spells with your mount will rock. A truestriking, sprirted charging, power attacking, keen edged falchion swinging machine on a mount with a shared fly spell.
 

Nifft said:
Wizard // Warblade I think you mean (for the win... I mean for the cheese).
What a great combo. Really, there's just nothing better.
Cheers, -- N

Err.. Yeah. Warblade. It was late. ;)
 

If you can use that fighter variant from Complete Mage, the one that allows you to ditch proficiency in medium and heavy armour in return for being able to cast arcane spells in light armour for spells levels equal to your fighter level, then you could have a really kickin' fighter/arcane archer/wizard. If it were me, I would be looking out for 11th level, and arrow of antimagic field, hehehe...
 

Thanks for all the replies, everybody. A lot of options to consider.

Upon thinking about it, I'm torn between several ideas:

1. Wizard/Rogue

Positives: Lots of skill points, and an intelligence-based rogue is reasonable. Sneak attack can be combined with touch-attack spells and rays, allowing use of two class features at once. (Big plus.) Good Will and Reflex saving throws. Good synergy between rogue skills and wizard spells.

Negatives: Only d6 hitpoints, only medium BAB, and poor fortitude saves make for a vulnerable character. (Comparitively.) Many rogue skills can be duplicated by spells. Need lots of good stats.

Comments: Tempting, very tempting. Wizard spells leave a lot of ways to render an opponent flatfooted. Could easily be the "guy who can do anything" in the party.


2. Favored Soul/Wizard

Positives: Lots and lots of spells. (But divine spells arrive one level late.) All good saves. Decent weapon selection with free weapon focus. Energy resistance. D8 hitpoints. Never run out of spells. Can heal self and group.

Negatives: 2 skill points/level. Some MAD (can be partially overcome by not picking divine spells with saving throws). Limited divine spell selection with no domains and no turning. Can't cast two spells per round, so will depend heavily on prep time to use power.

Comments: Definitely doable and probably more durable than wizard/rogue. Don't much care for those low skill points, though. What are good buff combinations?

2.5. Cleric/Wizard

Comments: Much the same as Favored Soul combo, but with Domains and better spell selection while not having Reflex saves and energy resistance. Also will have 4th level cleric spell at start.

3. Druid/Wizard

Positives: Good Fort and Will saves. Decent (not great) skill points, but a great skill list from the druid side. Lots of spells to cast. All those winderful druid extra abilties including wildshape and animal companion. Natural Spell does not specify only Druid spells, meaning Wizard spells would also be castable while wildshaped.

Negatives: May not be much wilderness adventuring, creating RPing difficulties. (The brief description I got indicated a mage guild-centered game.) Poor Reflex save. Some duplication between druid and wizard spell lists. Hard time using magic items while wildshaped.

Comments: Very, very tempting. Druids certianly have a lot of punch and I could probably make it work.


Of those options, what does everybody think?
 

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