Non-core Gestalt Options

glass said:
You can't have Abjurant Champion in Gestalt, it's a twofer class.


glass.


Ok, I make a hypothetical class called "Mr. Abjury Guy" and slap the OGL on it. It has the same class abilities as the Abjurant Champion, but with poor BAB and d4 HD.
 

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Gnome said:
Duskblade/Rogue: He would have to stick with light armor, but the good reflex save, the defensive abilities of the rogue, tumbling, sneak attack and skill points of the rogue would help the duskblade nicely. Beware of this guy when flanking, combining channeled spells with sneak attack!

Umm...what defensive abilities? Evasion? Uncanny Dodge? ....Trap Sense?

Ok, don't think anyone mentioned the awesomeness of Warblade/Facototem yet. Add int to almost everything, and become the master of per-encounter abilities with maneuvers and inspiration points. The Brains Over Brawn class feature makes using special attacks with maneuvers more intriguing, and makes me wish Swordsage/Factotem (to get access to setting sun and it's trip-throw maneuvers) didn't cause such MAD. Of course, mixing Factotem with Wizard or Psion's more powerful, cause well...they're full casting.

For a spin on warlock/rogue, how about warlock/spell-thief? Still get some SA, and warlock gives goodies like magical darkness + devil's sight and invisibility to fuel it...from there, you can swap SA for all the spell-thief's funky abilities and become a mage-hunter. Or an outsider-hunter.
 


Inca...What?

For gestalt, I would be very leery of the multi-classing feats as well as the 2 fer prestige classes. Allowing swift hunter for your gestalt is pretty strong and definitely violates the spirit of Gestalt.

My favorites

Beguiler-warblade with Assassin's Stance. Great Int synergy, a nearly full class skill list, nice support spells and the ability to feint as a free action + assassin's stance equals free damage on virtually every hit.

Warlock-Fighter Maybe not the best, but a good way to shore up all the fighter's weaknesses except skill points. Hideous Blow adds a lot of good damage here, if you build around one big attack rather than intinerative ones.
 

Warblade | Psion (nifft covered this nicely) and Battledancer | Wilder (cha-monk who can self-buff or uber-nuke) are two of my favorite gestalts.

revisit: I have a "human torch" build that is...

Azurin Incarnate Y / Binder 1 || Warlock N / Hellfire 3 (where Y +1 = N +3 = 8 to 20)... not even remotely the most badass PC in his party... but damn is he fun to play. He has a couple Dragon-fire Adept invocations...

edit: last time he was hit in melee... he one-shotted a B.F.D. Strangely, monsters started to avoid AoOing him after that.
 
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StreamOfTheSky said:
Umm...what defensive abilities? Evasion? Uncanny Dodge? ....Trap Sense?

Evasion, Uncanny Dodge and Improved Uncanny Dodge were the main ones I was thinking of, but there's also Improved Evasion, Defensive Roll and Slippery Mind in the list of special abilities for higher-level rogues as well.
 


Any two full casting classes with the same casting stat: Pretty self-explanatory. The lack of a "passive boost" is made up by buff spells and the sheer quantity and power of spells in general.

Factotum/Int-Caster: Cunning Surge gets you an extra standard action. Actions are perhaps the main limiter on your character's power in gestalt.

Psion/Physical Character: Gain access to Control Body whether through Kineticist or Expanded Knowledge. Combined with Solicit Psicrystal, you get to take one set of physical actions and one set of mental actions every round. YOU GET TWICE AS MANY ACTIONS AS A NORMAL CHARACTER!!! Again, actions are perhaps the main limiter on your character's power in gestalt.

Ranger/Archivist: Pretty good if you're looking for a divine archer. From the Archivist, you get access to all the great Ranger archery buff spells at low levels along with the great Cleric buffs and the Druid's Kelpstrand to make your target easy to Sneak Attack (Hunter's Sight, I think) and Bite of the X spells for strength boosts. The Ranger side gives you full BAB, makes all saves good, some archery feats, and some other perks. You might want to consider Fighter 4 for Ranged Weapon Mastery. Since you'll have tons of Wisdom, a Monk or Ninja splash trades 1 BAB for Wis to AC and possibly some other perks.

Druid/Ninja or Druid//Ninja3/Rogue: Sudden Strike and Sneak Attack shine with multiple attacks, and Wild Shape gets you multiple attacks. Plus there's the Wis synergy.
 

StreamOfTheSky said:
Umm...what defensive abilities? Evasion? Uncanny Dodge? ....Trap Sense?
Maybe also Tumble, Spot, Listen and Sense Motive. Those are often "defensive".

StreamOfTheSky said:
For a spin on warlock/rogue, how about warlock/spell-thief? Still get some SA, and warlock gives goodies like magical darkness + devil's sight and invisibility to fuel it...from there, you can swap SA for all the spell-thief's funky abilities and become a mage-hunter. Or an outsider-hunter.
IMHO Spellthief is terrible, unless you're allowed to just take one level of it and the Wizard multi-class feat. (Which is unfortunate, because I love the concept.)

Cheers, -- N
 

It's not the strongest, but I like the theme. Basically bursting with magical power and skilled in syphoning it off of others, without ever really channeling it to the extent of a wizard or sorcerer. Never claimed it was a powerful combo, just interesting.

As for the dual-class feats, I'd allow them to give the benefits other than level stacking in a gestalt game. For example, a Bard/Crusader could take Song of the White Raven to use inspire courage as a swift action. A Ranger/Scout (overlapping as it is, it's just an example) could take Swift Hunter to get skirmish damage on favored enemies not normally subject to precision damage. And so forth. Obviously,this makes some of the feats more valuable than others, and some remain worthless. (The Paladin/Bard one just to be a LG Bard? C'mon. You can just play a Pal of Freedom.)
 

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