Cadian 9th
2010-06-28, 04:56 AM
Recently I began my tour of the NED (http://www.giantitp.com/forums/showthread.php?t=153950). Now, being new to "competitive" DnD, and, for that matter, Gestalt (http://www.d20srd.org/srd/variant/classes/gestaltcharacters.htm), I was at a loss out of how to make a truly competitive character. With that experience in mind, and reading several threads such as Person Man's X to Y bonus, and The Comprehensive list of ways to augment an attack roll, and a little help from Samm and Duskranger, I've compiled this help article. Please PEACH!
This article is in no way meant to be a dead set guide as to gestalt optimization. Why I love 3.5 so much is the customization, and there's always so many options that to say a guide like this one is the only way is ignorant and stupid to the extreme. What I intend to do is help you to:
A) Understand some basic tenants of Opti-fu with gestalt.
B) Direct you away from some of the no-go options with Gestalt.
C) Get you inspired and thinking.
Your Steps to building a competitive Gestalt Character
Identify your strategy
Pick Ability Scores
Pick Race
Max out ability scores
Pick Classes
Some extra tips and ideas
Step 1: Identify your strategy
Each gestalt, 1st level character needs to be built with a strategy in mind. This helps you to no end at picking race, ability allocation, class levels, gear even spells. Here are some of the strategies I've encountered and thought up myself:
Stealthy Guy
Nuke
Tricksy Guy
Blaster
Tank
Disrupter guy
Stealthy Guy
This build will emphasize your defence and ability to escape your foe's notice. This build will be patient in damage dealing in order to have no or very little chance to get hurt or affected.
Nuke
This build, as it says, simply rides over traps, enemies, and eventually, locked doors and walls. This guy will deal out as much damage as possible at the expense of real durability, but durability will help alot. Later on this guy may be known as a "Ubercharger".
Tricksy Guy
The kind of build which empasizes some kind of effect which makes enemies all confused and all that. He might have several tricks up his sleeve, such as illusion spells, miss chances, the ability to go invisible, shift size quickly, teleport out of reach, attack foes while never being attacked, etc.
Blaster
This refers to a more Casty (or Manifesty) character. In general, these characters are quite hard to pull of, as it is quite easy to run out of spells for a day, and if you've maxed your chances on spells, when they run out, you've not got a whole lot left. I'm yet to see a Blaster build that works as well as a Nuke or even a Disrupting guy, though I'm usually wrong :smallsmile: when it comes to things like that. I'm sure someone will suprise me.
Tank
Exactly as the name suggests, this guy deals out good effects/damage yet can sit there and eat 2d6+6 each turn, wether by combination of high AC, DR, FH, and good ol' HP, or by healing self while having high HP and a familiar. This build will not work unless you have some decent means to put something onto your opponents - it's no good being tough if you can't hit back.
Disrupting Guy
This build has some kind of "Disruption ability" which could be anything from Tripping to actually casting. A Disrupter will use his abilities to disrupt his opponents and then drop em while they're disrupted. He may call out "You've just been Disrupt'd!" as he drops them. Or maybe not.
Okay, so now we've got the builds out of the way, we move on to Step 2: pick ability scores and Step 3: Pick race.
Step 2: Pick Ability Scores
Generally, with such a min-maxing character building style, you'll want to get either 2 great scores, 1 great and 3 good scores, or just 4 good scores. It depends on you build strategy, as discussed below.
Stealthy Guy
Unless you've got another way of hiding, aim for 2 great scores. Dexterity, obviously, comes in very handy, as not only does it, as everyone knows, boost your AC, but also your Hide, Move Silently, Open lock and Tumble checks, which are especially nice for a stealth character. Dexterity is also important to allow you to own the first round of combat so you can run and hide... Your other ability should be something related to either casting or boosting intelligence - Or both if you're an int based character. Int will boost your skills and boost search and disable device most importantly, allowing you to fuffil your role with ease and compensate for the loss of sheer toughness you get by having a stealth guy.
Nuke
It really depends on your preference and class. Generally, go for a single great score and 3 good scores, putting the great score into strength or dexterity, and the 3 good scores into Constituition, Dexterity and a mental stat, as a Nuke will appreciate the abilities of classes such as the Crusader, Psionic characters, and even a divine caster. Generally, I try as a personal standpoint to max dexterity and find a way to get extra damage while boosting Initiative, AC and skills.
Tricksy Guy
Often, this character will be a caster: go for two great scores. Again, I come back to dexterity as your second great score, though if you go for a great score and 3 good scores you can get away with putting good stats into phsyical stats. If you are putting two good scores into mental stats and are planning to take two casty classes, I would advise you to take one great stat and one good stat: The highest in your enemy affecting spells, the lower (just high enough to get a bonus spell or two) in your non-enemy-affecting spells.
Blaster
Same boat as the Tricksy guy, though try for two caster classes (if that's the way you're gettting enough spells) that rely on the same stat, then boost dex. Your strategy here is to get your Save DC as high as you can and to have at least 8 good attack spells per day that can drop at least 8 damage reliably. A good score in dex will save you should you run out of spells or encounter a more resistant enemy, and will also allow you to get the strike on the enemy. Skipping ahead abit, a level of sneak attack damage can often boost weaponlike spell damage to the above requirement for a lower spell slot.
Tank
Obvious: Go for high Con and/or a high AC boost. Wether you get the AC boost by having a Psionic self boosting spell list or being a Monk (more on that later), AC, HP and some kind of tricksy healing or reduction make the tank work. Make sure you've got the ability to deal damage, wether by running an offensive casting repetoire, or higher strength and/or dex to attack back.
Disrupter Guy
You'll need a mental stat that is great for your disruption abilities and good dex, followed by a Str stat so you can deal damage if you can't rely on spells for offence.
Step 3: Race
Following the ability picking guide above, pick a race that enhances the above required statistics, and one that provides some trick or passive bonus, such as a Shifter's shifting or a Gnome's illusion DC boost. Speed isn't a massive issue, as running away doesn't work very well when there's other monsters on the prowl and traps everywhere. Below is a quick list of the builds and what kind of race helps them:
Stealthy Guy
Go for a race that's small or tiny, with a dex boost. A racial bonus to your stealth skills is handy, as is any bonus of attack rolls such as the Halflings +1 on attacks with thrown weapons and slings. A bonus to your damage dealing is handy, of course, even if it's limited to every hour or something. Try for a character who can manufacture his own hide chance if you can.
Tricksy Guy
Again, a small character works well, but any race that boosts casting ability (or manifesting ability) is handy, specifically looking for bonus Caster Levels, spells per day, Save DC bonuses and all that good stuff. Boosting the stats of a mental and dexterity is the best race for this guy.
Nuke
A strength boosting race with a con boost, prefereably with a dex adjustment is the key here. A race with natural weapons is worth it's weight in gold here, even a d3 of damage becomes formidable when combined with feats and strength 20 or 22. Natural armour and some kind of one-hit wonder ability is wonderful here, as is anything that could boost attacks and damage while providing a decent degree of survivabilty.
Blaster
Same as tricksy guy, aiming for a spell boosting race. However, a race with natural toughness is more handy for the Blaster as well as a mental stat boost.
Disrupter Guy
Same as blaster, but try get some natural attacks and toughness - so, once your opponents are all "disrupted" you can drop them.
Tank
A naturally tough race here is excellent, as well as any race with some inate damage reducing ability such as Elan.
Step 4: Maxing out your abilities
Okay, so now you've got your scores and race worked out. Let's move onto class. Your build strategy should be heavily considered when you move to this step. Suppose the following table is more of an inspiration rather than a dead-set guide - your build will vary, and this is just about putting some ideas into your head and getting that cheese grater out.
Table of Classes
{table]Stat|Class|Benefit|Scaling|Additional
Dexterity|Rogue|Ini, AC, skills.|Good|Trapfinding, Sneak Attack
Intelligence|Beguiler|+spells, +DC|As wizard|Trapfinding, Armoured Casting
-|Duskblade|+spells, +DC|As Wizard.|Spell-Like abilities, Armoured Casting
-|Factotum|Pretty Much Everything, including Attack, Damage, AC, Skills, etc. |Limited times per encounter, infinite times out of combat.|Can get extra Standard Actions. Lots of Skills.
-|Lurk|+PP, +DC, Lurk Augments/day|1/2 Int mod|Sneak Attack
-|Psion|+PP, +DC|1/2 Int mod. |-
-|Warblade|+To saves, later other|full, late levels|Maneouvers, Stances
-|Wizard|+spells, +DC|20:+2 spells, 12: +1 Spell.|Familiar, Specialization
-|Wu Jen|+spells, +DC|As wizard|Bonus Metamagic feat, Watchful spirit.
Wisdom|Ardent|+PP, +DC|1/2 wis mod|Mantles, Psionics
-|Cleric|+spells, +DC|12 +1 spell, 18 +2 spells|Domains, Turn Undead
-|Druid|+spells, +DC|as cleric|Animal Companion
-|Incarnum Classes|+DC on Soulmelds|full|Soulmelds.
-|Monk|+AC, some DCs|Full|Flurry of Blows, Unarmed damage
-|Ninja|+AC, +ki|full|trapfinding, Sudden Strike
-|Psychic Warrior|+PP, +DC|1/2 wis mod|Bonus Feat
-|Shapeshifter Druid|+spells, +DC|as cleric|Predator Form
-|Spirit Guide|+spells|As cleric|Alertness, Cha is the DC modifier
-|Swordsage|+AC at 2nd level, DCs|Full|Maneouvers, Stances
-|Warmage|+damage on spells|full|Armoured casting
Charisma|Bard|+spells, +DC, Perform|as Sorcerer|Armoured Casting, Music
-|Cleric|Turn attempts/day|3+cha|Domains, Spells, Aura.
-|Favoured Soul|+spells, +DC|as cleric|-
-|Paladin|Attack|limited/day|Smite, Aura.
-|Sorcerer|+spells, +DC|as Wizard|Familiar, Draconic heritage access
-|Spellthief|+spells and DC later|as wizard|Sneak Attack, Steal spells, Trapfinding
-|Spirit Guide|+DC|-|Alertness
-|Sugenja|+spells, +DC|as Wizard|Spell focus with an element, Sense Elements
-|Warlock|+Invocation DC|full|Eldritch blast, Invocations
-|Warmage|+spells, +DC|as Wizard|Armoured Casting
-|Wilder|+PP, +DC|1/2 Cha mod|Wild Surge[/table]
Picking Classes
With your strategy in mind, you need to consider what classes will grant you what you need to be effective in that strategy. A good example by Candycorn, below, is Defence (Tank): A crusader has the good defence capabilities, which sets up a solid base for you to build a tough character from. For example, you might pick the Incarnate and get yourself some DR and some healing, or perhaps an ardent, getting yourself the power to give yourself 5 thp when someone is injured, which is an elegant trick when combined with the Crusader's Steely Resolve ability.
When picking classes, you could do worse than to go through nearly every book looking for anything that could help, wether by alternate class features or feat combos, or some trick that somehow makes you better at what you do.
Its worth picking up the Crystal keep PDFs, though they don't include Tome of Magic, Tome of Battle, Magic of Incarnum, Complete Champion or Mage, nor Dragon magic or the Psionics books. But they do have a list of things in a quick format which you can look through.
Casting/Manifesting:
You want to make sure you are pushing for a specific strategy with your casting. If you're using spells for buffing, you do not need a cast stat of more than 12. If you're actively attacking the enemy with spells such as Colour Spray, make your stat decently high. But don't neglect your other scores... If you're going for a passive spellcaster, go for the middle ground.
Remember, Stat 12 gets you a bonus spell of 1st level. You'll need stat 20 to get two bonus 1st level spells. Think about wether you need to have spell DCs carefuly.
Action Economy
As said by Jack Simth, it's no good having pro combat and pro spellcasting if you can't do both at the same time. To ensure Action Economy:
One Active, One Passive:: Aim for one class which does *something* and another that makes you even better at what you do, such as actual buffing, or even healing.
Actions Keep a very close eye on what actions your various strategies take up. For example, you may be maxing two weapon fighting or natural weapons, but how are you going to get there to do a full attack? A good option may be the Lion Totem Barbarian for pounce, but perhaps travel devotion or even Dimension hop from the freedom mantle of the ardent, which allows you to teleport 10'. Keep in mind all this when you build the character. If your strategy can't work this way, consider an alternative.
Avoid Class feature redundancy...
A common example of this is armour profficiencies and spellcasting. While a fighter//cleric can use the armour, the fighter doesn't grant any armour profficiencies over the cleric! The only thing you're getting out of the figher is weapon proffiency and a feat. Perhaps another class, such as Crusader, would do better.
Mask Weaknesses
Using Gestalt, you should be looking to getting at least average base attack and at least 2 good saves... While you could stack two casters, you'll be seriously weak and no better than a standard caster except that you can cast more times per day. For example, you can take the Battle Sorcerer variant - you lose a few spells but gain effectively +4 hp and armoured casting, and average base attack. This can make a double caster build work.
Some Choice Builds
Druid//Ninja
What you get: Wisdom based Divine spells, cure spells, animal companion, wisdom to AC, Invisibility n/day, where n = 1/2 level + wisdom modifier, sudden strike damage, Wild shape or Shapeshifting.
Stats 3 Good saves, 6 skill points, d8 HD, average base attack.
Crusader//Incarnate
What you get: Delayed Damage 5, furious Counter strike, full profficiencies, good starting gear, maneouvers and Soulmelds: Astral Vambraces for DR/Magic and a range of other useful Items. You also get Detect Opposition and some inbuilt incarnum enhancements. Crusader maneouvers allow you to heal.
Stats 3 Good saves, full base attack, d10 HD, 4 skill points.
Crusader//Cloistered Cleric
What you get: Wisdom based Divine spells, 3 domains (or devotion feats) Crusader abilities, lore class feature. Turn undead and it's relevant feats, of which Divine Soul stands out: Immediate healing of 3+cha modifier, by expending a turn attempt.
Stats: Good Fort and Will, full base attack, d10 HD, 6 skill points.
Shape Shifter Druid//Monk
Disclaimer: This build loses out beyond the lower levels. Try retraining to get wildshape back.
What you get: +4 Strength, +4 Natural armour, Wisdom Based Divine spells, Wisdom to AC, faster movement, Flurry of blows with bite, Bonus feats which are useful to predator form, such as weapon finesse, improved grapple or some other feats. (Check out the variant monk bonus feat options)
Stats: 3 Good Saves, average base attack, 4 skill points, d8 HD.
Halfling Rogue//Barbarian
What you get: 2d6 sneak attack at range, +1 on attack rolls with thrown weapons, Rage, fast movement, trapfinding. Using Ferocity, you boost your attack and damage with shruikens, taking two weapon fighting.
Stats: Good fort and will, D12 HD, 8 skill points, good base attack.
Halfling Rogue//Halfling Monk
What you get: Skirmish, 2d6 Ranged sneak attack, (with shruikens), Wis to AC, trapfinding, bonus feat. Take two weapon fighting and rapid shot, as well as Travel Devotion (Strongheart Halfling). You get +1 on attack rolls for shruikens, boosted by another for small. If you get dex 18 or 20, your attack is incredibly high, and you're dealing out 3d6 damage in most circumstances. All you need is a concealment giver and you're crazy good.
Stats: d6 HD, 8 skill points, average base attack, 3 good saves.
Drow Abjurerer//Factotum
What you get: Abrupt Jaunt (teleport 10' as an immediate action, ultimate get out of jail free card) Int mod/day, Int to attack, damage or saves, 4 level 1 spells, 4 level 0 spells, of which all are useful, e.g. Kelgore's fire bolt, Mage armour, grease, etc.
For feats, Keen Intellect puts your Int to will saves. Font of Inspiration gets you more Inpiration. Mind over Body gets your Int to HP and +1 to AC.
So You can just spend inspiration (with Dex and Int 20) and fire bolts of fire (with spellgifted) For +10 ranged for 2d6+5 damage. A great build.
*WIP*
I'll edit stuff in as we decide on more stuff. Let's hear it folks!
Synergy Table, Abiliities and everything else:
{table]Name|Type|Reqs(Real)|Benefit|Mitigates
Str|
Brutal Throw|Feat|Str>Dex|Str to ranged attacks with thrown weapons|Dex.
Dex|
Finesse|Feat|Dex>Str|Dex to melee|Str
Shadowblade|Feat|Swordsage|Dex to damage|Str
Combat Reflexes|Feat|Dex 14+|+dex AoOs|-
Int|
Keen Intellect|Feat|Int>Wis|Int to Will saves|Wis
Insightful Reflexes|Feat|Int>Dex|Int to reflex|Dex
Carmendine Monk|Feat|Int>Wis|Int to AC/monk|Wis
Mind Over Body|Feat|Int>Con|Int to HP 1st level, other|Con
Special Ability Wizards|ACF|Wiz, specialist|Int/day: Abrupt Jant, Instant Daze, Urgent Shield|-
Wis|
Wisdom Breeds Caution|Feat|Deep Gnome|Wis to HP 1st level|Con
Ancestral Knowledge|Feat|Dwarf, Wis>Int|Wis to Know checks, good with Know Devotion|Int
Zen Archery|Feat|Wis>Dex|Wis to ranged attacks.
Cha|
Mind over Body|Feat|Cha>hp|Cha to HP 1st level, other|Con[/table]
EDIT: Added Class table
EDIT 1: Added Jack Simth's Ideas
EDIT 2: Added some of Candycorn's advice
EDIT 3: Added Choice Builds
EDIT 4: Added Several Classes to Table
EDIT 5: Added contents list
EDIT 6: Added Factotum
EDIT 7: Added SS Druid//Monk disclaimer
EDIT 8: Fixed Disrupter text.
Edit 9: Added a ability table, WIP.
Dante
This article is in no way meant to be a dead set guide as to gestalt optimization. Why I love 3.5 so much is the customization, and there's always so many options that to say a guide like this one is the only way is ignorant and stupid to the extreme. What I intend to do is help you to:
A) Understand some basic tenants of Opti-fu with gestalt.
B) Direct you away from some of the no-go options with Gestalt.
C) Get you inspired and thinking.
Your Steps to building a competitive Gestalt Character
Identify your strategy
Pick Ability Scores
Pick Race
Max out ability scores
Pick Classes
Some extra tips and ideas
Step 1: Identify your strategy
Each gestalt, 1st level character needs to be built with a strategy in mind. This helps you to no end at picking race, ability allocation, class levels, gear even spells. Here are some of the strategies I've encountered and thought up myself:
Stealthy Guy
Nuke
Tricksy Guy
Blaster
Tank
Disrupter guy
Stealthy Guy
This build will emphasize your defence and ability to escape your foe's notice. This build will be patient in damage dealing in order to have no or very little chance to get hurt or affected.
Nuke
This build, as it says, simply rides over traps, enemies, and eventually, locked doors and walls. This guy will deal out as much damage as possible at the expense of real durability, but durability will help alot. Later on this guy may be known as a "Ubercharger".
Tricksy Guy
The kind of build which empasizes some kind of effect which makes enemies all confused and all that. He might have several tricks up his sleeve, such as illusion spells, miss chances, the ability to go invisible, shift size quickly, teleport out of reach, attack foes while never being attacked, etc.
Blaster
This refers to a more Casty (or Manifesty) character. In general, these characters are quite hard to pull of, as it is quite easy to run out of spells for a day, and if you've maxed your chances on spells, when they run out, you've not got a whole lot left. I'm yet to see a Blaster build that works as well as a Nuke or even a Disrupting guy, though I'm usually wrong :smallsmile: when it comes to things like that. I'm sure someone will suprise me.
Tank
Exactly as the name suggests, this guy deals out good effects/damage yet can sit there and eat 2d6+6 each turn, wether by combination of high AC, DR, FH, and good ol' HP, or by healing self while having high HP and a familiar. This build will not work unless you have some decent means to put something onto your opponents - it's no good being tough if you can't hit back.
Disrupting Guy
This build has some kind of "Disruption ability" which could be anything from Tripping to actually casting. A Disrupter will use his abilities to disrupt his opponents and then drop em while they're disrupted. He may call out "You've just been Disrupt'd!" as he drops them. Or maybe not.
Okay, so now we've got the builds out of the way, we move on to Step 2: pick ability scores and Step 3: Pick race.
Step 2: Pick Ability Scores
Generally, with such a min-maxing character building style, you'll want to get either 2 great scores, 1 great and 3 good scores, or just 4 good scores. It depends on you build strategy, as discussed below.
Stealthy Guy
Unless you've got another way of hiding, aim for 2 great scores. Dexterity, obviously, comes in very handy, as not only does it, as everyone knows, boost your AC, but also your Hide, Move Silently, Open lock and Tumble checks, which are especially nice for a stealth character. Dexterity is also important to allow you to own the first round of combat so you can run and hide... Your other ability should be something related to either casting or boosting intelligence - Or both if you're an int based character. Int will boost your skills and boost search and disable device most importantly, allowing you to fuffil your role with ease and compensate for the loss of sheer toughness you get by having a stealth guy.
Nuke
It really depends on your preference and class. Generally, go for a single great score and 3 good scores, putting the great score into strength or dexterity, and the 3 good scores into Constituition, Dexterity and a mental stat, as a Nuke will appreciate the abilities of classes such as the Crusader, Psionic characters, and even a divine caster. Generally, I try as a personal standpoint to max dexterity and find a way to get extra damage while boosting Initiative, AC and skills.
Tricksy Guy
Often, this character will be a caster: go for two great scores. Again, I come back to dexterity as your second great score, though if you go for a great score and 3 good scores you can get away with putting good stats into phsyical stats. If you are putting two good scores into mental stats and are planning to take two casty classes, I would advise you to take one great stat and one good stat: The highest in your enemy affecting spells, the lower (just high enough to get a bonus spell or two) in your non-enemy-affecting spells.
Blaster
Same boat as the Tricksy guy, though try for two caster classes (if that's the way you're gettting enough spells) that rely on the same stat, then boost dex. Your strategy here is to get your Save DC as high as you can and to have at least 8 good attack spells per day that can drop at least 8 damage reliably. A good score in dex will save you should you run out of spells or encounter a more resistant enemy, and will also allow you to get the strike on the enemy. Skipping ahead abit, a level of sneak attack damage can often boost weaponlike spell damage to the above requirement for a lower spell slot.
Tank
Obvious: Go for high Con and/or a high AC boost. Wether you get the AC boost by having a Psionic self boosting spell list or being a Monk (more on that later), AC, HP and some kind of tricksy healing or reduction make the tank work. Make sure you've got the ability to deal damage, wether by running an offensive casting repetoire, or higher strength and/or dex to attack back.
Disrupter Guy
You'll need a mental stat that is great for your disruption abilities and good dex, followed by a Str stat so you can deal damage if you can't rely on spells for offence.
Step 3: Race
Following the ability picking guide above, pick a race that enhances the above required statistics, and one that provides some trick or passive bonus, such as a Shifter's shifting or a Gnome's illusion DC boost. Speed isn't a massive issue, as running away doesn't work very well when there's other monsters on the prowl and traps everywhere. Below is a quick list of the builds and what kind of race helps them:
Stealthy Guy
Go for a race that's small or tiny, with a dex boost. A racial bonus to your stealth skills is handy, as is any bonus of attack rolls such as the Halflings +1 on attacks with thrown weapons and slings. A bonus to your damage dealing is handy, of course, even if it's limited to every hour or something. Try for a character who can manufacture his own hide chance if you can.
Tricksy Guy
Again, a small character works well, but any race that boosts casting ability (or manifesting ability) is handy, specifically looking for bonus Caster Levels, spells per day, Save DC bonuses and all that good stuff. Boosting the stats of a mental and dexterity is the best race for this guy.
Nuke
A strength boosting race with a con boost, prefereably with a dex adjustment is the key here. A race with natural weapons is worth it's weight in gold here, even a d3 of damage becomes formidable when combined with feats and strength 20 or 22. Natural armour and some kind of one-hit wonder ability is wonderful here, as is anything that could boost attacks and damage while providing a decent degree of survivabilty.
Blaster
Same as tricksy guy, aiming for a spell boosting race. However, a race with natural toughness is more handy for the Blaster as well as a mental stat boost.
Disrupter Guy
Same as blaster, but try get some natural attacks and toughness - so, once your opponents are all "disrupted" you can drop them.
Tank
A naturally tough race here is excellent, as well as any race with some inate damage reducing ability such as Elan.
Step 4: Maxing out your abilities
Okay, so now you've got your scores and race worked out. Let's move onto class. Your build strategy should be heavily considered when you move to this step. Suppose the following table is more of an inspiration rather than a dead-set guide - your build will vary, and this is just about putting some ideas into your head and getting that cheese grater out.
Table of Classes
{table]Stat|Class|Benefit|Scaling|Additional
Dexterity|Rogue|Ini, AC, skills.|Good|Trapfinding, Sneak Attack
Intelligence|Beguiler|+spells, +DC|As wizard|Trapfinding, Armoured Casting
-|Duskblade|+spells, +DC|As Wizard.|Spell-Like abilities, Armoured Casting
-|Factotum|Pretty Much Everything, including Attack, Damage, AC, Skills, etc. |Limited times per encounter, infinite times out of combat.|Can get extra Standard Actions. Lots of Skills.
-|Lurk|+PP, +DC, Lurk Augments/day|1/2 Int mod|Sneak Attack
-|Psion|+PP, +DC|1/2 Int mod. |-
-|Warblade|+To saves, later other|full, late levels|Maneouvers, Stances
-|Wizard|+spells, +DC|20:+2 spells, 12: +1 Spell.|Familiar, Specialization
-|Wu Jen|+spells, +DC|As wizard|Bonus Metamagic feat, Watchful spirit.
Wisdom|Ardent|+PP, +DC|1/2 wis mod|Mantles, Psionics
-|Cleric|+spells, +DC|12 +1 spell, 18 +2 spells|Domains, Turn Undead
-|Druid|+spells, +DC|as cleric|Animal Companion
-|Incarnum Classes|+DC on Soulmelds|full|Soulmelds.
-|Monk|+AC, some DCs|Full|Flurry of Blows, Unarmed damage
-|Ninja|+AC, +ki|full|trapfinding, Sudden Strike
-|Psychic Warrior|+PP, +DC|1/2 wis mod|Bonus Feat
-|Shapeshifter Druid|+spells, +DC|as cleric|Predator Form
-|Spirit Guide|+spells|As cleric|Alertness, Cha is the DC modifier
-|Swordsage|+AC at 2nd level, DCs|Full|Maneouvers, Stances
-|Warmage|+damage on spells|full|Armoured casting
Charisma|Bard|+spells, +DC, Perform|as Sorcerer|Armoured Casting, Music
-|Cleric|Turn attempts/day|3+cha|Domains, Spells, Aura.
-|Favoured Soul|+spells, +DC|as cleric|-
-|Paladin|Attack|limited/day|Smite, Aura.
-|Sorcerer|+spells, +DC|as Wizard|Familiar, Draconic heritage access
-|Spellthief|+spells and DC later|as wizard|Sneak Attack, Steal spells, Trapfinding
-|Spirit Guide|+DC|-|Alertness
-|Sugenja|+spells, +DC|as Wizard|Spell focus with an element, Sense Elements
-|Warlock|+Invocation DC|full|Eldritch blast, Invocations
-|Warmage|+spells, +DC|as Wizard|Armoured Casting
-|Wilder|+PP, +DC|1/2 Cha mod|Wild Surge[/table]
Picking Classes
With your strategy in mind, you need to consider what classes will grant you what you need to be effective in that strategy. A good example by Candycorn, below, is Defence (Tank): A crusader has the good defence capabilities, which sets up a solid base for you to build a tough character from. For example, you might pick the Incarnate and get yourself some DR and some healing, or perhaps an ardent, getting yourself the power to give yourself 5 thp when someone is injured, which is an elegant trick when combined with the Crusader's Steely Resolve ability.
When picking classes, you could do worse than to go through nearly every book looking for anything that could help, wether by alternate class features or feat combos, or some trick that somehow makes you better at what you do.
Its worth picking up the Crystal keep PDFs, though they don't include Tome of Magic, Tome of Battle, Magic of Incarnum, Complete Champion or Mage, nor Dragon magic or the Psionics books. But they do have a list of things in a quick format which you can look through.
Casting/Manifesting:
You want to make sure you are pushing for a specific strategy with your casting. If you're using spells for buffing, you do not need a cast stat of more than 12. If you're actively attacking the enemy with spells such as Colour Spray, make your stat decently high. But don't neglect your other scores... If you're going for a passive spellcaster, go for the middle ground.
Remember, Stat 12 gets you a bonus spell of 1st level. You'll need stat 20 to get two bonus 1st level spells. Think about wether you need to have spell DCs carefuly.
Action Economy
As said by Jack Simth, it's no good having pro combat and pro spellcasting if you can't do both at the same time. To ensure Action Economy:
One Active, One Passive:: Aim for one class which does *something* and another that makes you even better at what you do, such as actual buffing, or even healing.
Actions Keep a very close eye on what actions your various strategies take up. For example, you may be maxing two weapon fighting or natural weapons, but how are you going to get there to do a full attack? A good option may be the Lion Totem Barbarian for pounce, but perhaps travel devotion or even Dimension hop from the freedom mantle of the ardent, which allows you to teleport 10'. Keep in mind all this when you build the character. If your strategy can't work this way, consider an alternative.
Avoid Class feature redundancy...
A common example of this is armour profficiencies and spellcasting. While a fighter//cleric can use the armour, the fighter doesn't grant any armour profficiencies over the cleric! The only thing you're getting out of the figher is weapon proffiency and a feat. Perhaps another class, such as Crusader, would do better.
Mask Weaknesses
Using Gestalt, you should be looking to getting at least average base attack and at least 2 good saves... While you could stack two casters, you'll be seriously weak and no better than a standard caster except that you can cast more times per day. For example, you can take the Battle Sorcerer variant - you lose a few spells but gain effectively +4 hp and armoured casting, and average base attack. This can make a double caster build work.
Some Choice Builds
Druid//Ninja
What you get: Wisdom based Divine spells, cure spells, animal companion, wisdom to AC, Invisibility n/day, where n = 1/2 level + wisdom modifier, sudden strike damage, Wild shape or Shapeshifting.
Stats 3 Good saves, 6 skill points, d8 HD, average base attack.
Crusader//Incarnate
What you get: Delayed Damage 5, furious Counter strike, full profficiencies, good starting gear, maneouvers and Soulmelds: Astral Vambraces for DR/Magic and a range of other useful Items. You also get Detect Opposition and some inbuilt incarnum enhancements. Crusader maneouvers allow you to heal.
Stats 3 Good saves, full base attack, d10 HD, 4 skill points.
Crusader//Cloistered Cleric
What you get: Wisdom based Divine spells, 3 domains (or devotion feats) Crusader abilities, lore class feature. Turn undead and it's relevant feats, of which Divine Soul stands out: Immediate healing of 3+cha modifier, by expending a turn attempt.
Stats: Good Fort and Will, full base attack, d10 HD, 6 skill points.
Shape Shifter Druid//Monk
Disclaimer: This build loses out beyond the lower levels. Try retraining to get wildshape back.
What you get: +4 Strength, +4 Natural armour, Wisdom Based Divine spells, Wisdom to AC, faster movement, Flurry of blows with bite, Bonus feats which are useful to predator form, such as weapon finesse, improved grapple or some other feats. (Check out the variant monk bonus feat options)
Stats: 3 Good Saves, average base attack, 4 skill points, d8 HD.
Halfling Rogue//Barbarian
What you get: 2d6 sneak attack at range, +1 on attack rolls with thrown weapons, Rage, fast movement, trapfinding. Using Ferocity, you boost your attack and damage with shruikens, taking two weapon fighting.
Stats: Good fort and will, D12 HD, 8 skill points, good base attack.
Halfling Rogue//Halfling Monk
What you get: Skirmish, 2d6 Ranged sneak attack, (with shruikens), Wis to AC, trapfinding, bonus feat. Take two weapon fighting and rapid shot, as well as Travel Devotion (Strongheart Halfling). You get +1 on attack rolls for shruikens, boosted by another for small. If you get dex 18 or 20, your attack is incredibly high, and you're dealing out 3d6 damage in most circumstances. All you need is a concealment giver and you're crazy good.
Stats: d6 HD, 8 skill points, average base attack, 3 good saves.
Drow Abjurerer//Factotum
What you get: Abrupt Jaunt (teleport 10' as an immediate action, ultimate get out of jail free card) Int mod/day, Int to attack, damage or saves, 4 level 1 spells, 4 level 0 spells, of which all are useful, e.g. Kelgore's fire bolt, Mage armour, grease, etc.
For feats, Keen Intellect puts your Int to will saves. Font of Inspiration gets you more Inpiration. Mind over Body gets your Int to HP and +1 to AC.
So You can just spend inspiration (with Dex and Int 20) and fire bolts of fire (with spellgifted) For +10 ranged for 2d6+5 damage. A great build.
*WIP*
I'll edit stuff in as we decide on more stuff. Let's hear it folks!
Synergy Table, Abiliities and everything else:
{table]Name|Type|Reqs(Real)|Benefit|Mitigates
Str|
Brutal Throw|Feat|Str>Dex|Str to ranged attacks with thrown weapons|Dex.
Dex|
Finesse|Feat|Dex>Str|Dex to melee|Str
Shadowblade|Feat|Swordsage|Dex to damage|Str
Combat Reflexes|Feat|Dex 14+|+dex AoOs|-
Int|
Keen Intellect|Feat|Int>Wis|Int to Will saves|Wis
Insightful Reflexes|Feat|Int>Dex|Int to reflex|Dex
Carmendine Monk|Feat|Int>Wis|Int to AC/monk|Wis
Mind Over Body|Feat|Int>Con|Int to HP 1st level, other|Con
Special Ability Wizards|ACF|Wiz, specialist|Int/day: Abrupt Jant, Instant Daze, Urgent Shield|-
Wis|
Wisdom Breeds Caution|Feat|Deep Gnome|Wis to HP 1st level|Con
Ancestral Knowledge|Feat|Dwarf, Wis>Int|Wis to Know checks, good with Know Devotion|Int
Zen Archery|Feat|Wis>Dex|Wis to ranged attacks.
Cha|
Mind over Body|Feat|Cha>hp|Cha to HP 1st level, other|Con[/table]
EDIT: Added Class table
EDIT 1: Added Jack Simth's Ideas
EDIT 2: Added some of Candycorn's advice
EDIT 3: Added Choice Builds
EDIT 4: Added Several Classes to Table
EDIT 5: Added contents list
EDIT 6: Added Factotum
EDIT 7: Added SS Druid//Monk disclaimer
EDIT 8: Fixed Disrupter text.
Edit 9: Added a ability table, WIP.
Dante