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View Full Version : What's your favorite gestalt character played?



Buterbean
2018-11-05, 09:42 PM
Been playing in a gestalt game for a while now, and was wondering what has been some of your favorite combos you've played? Currently my favorite combo I've done was totemist//Barb/fighter, felt like the Tasmanian Devil heh.

MaxiDuRaritry
2018-11-05, 11:31 PM
I had a refluffed (and fluffy) Dragonwrought kobold factotum 3/totemist 2/unarmed swordsage // shaper psion 5/constructor 9/anarchic initiate (with Human Blooded + Able Learner [yay flaws] to keep up his skills and Primary Contact to enter constructor 1 level early) that I thought was incredibly fun. It helped that he was a jack of all trades and master of just about all of them. He was very adept at being a skillmonkey, had incredible mobility, had quite a bit of especially versatile magic at his disposal, and was quite serviceable in hand-to-hand, as well. And more than anything, his build gave me a ton of tools for thinking outside the box with, which is my favorite way to play.

Khosan
2018-11-06, 12:45 AM
Aegis/Dervish Defender Warder // Empiricist Investigator

More Aegis than Warder, the 'goal' was to take 4 Warder levels at most and let Student of the Astral Suit cover the rest for Customization Points, there was a bit of strategy to it, I think I planned out that I needed to grab the last Warder level by CL13 for Primal Frenzy. Grab extra arms, Aegis initiating and whatever strikes your fancy after that. For the Warder maneuvers, go for Thrashing Dragon and Primal Fury as your main focus, for Aegis...go with whatever, it's very flexible, but I have a soft spot for Veiled Moon and its utility, it comes packed with Sleeping Goddess which you can get some mileage out of if you can't afford four weapons.

Weapon Finesse, Deadly Agility, Student of the Astral Suit, Improved TWF, Greater TWF and then, again, whatever you feel like. Hammer the Gap and Piranha Strike are worthwhile, Improved Critical isn't too bad either. If Spheres of Power is available, you could pick up Unreasonable Coordination (http://spheresofpower.wikidot.com/combat-feats#toc35) for even more attacks on full attacks, but I don't think it's necessary.

You get 4 arms, each holding a rapier (3 with an Effortless Lace attached so they still count as light weapons), Studied Combat giving you +1/2 CL to attack and damage versus a single target and whatever self-buffs you can snag from extracts. It's really worth considering being either a Tiefling, Ratfolk or some other race with a potential natural attack (guess my preference), since you can toss an extra attack into the mix. Ratfolk might be the best because bonuses to hit from being Small are very useful and losing ~1 damage per attack isn't that big of a deal in exchange for it, plus a Ratfolk tailblade is easier to enchant than an Amulet of Mighty Fists.

It's a blender. An unusually well-armored blender. An unusually well-armored blender for which you need to make dozens of dice rolls for a single full attack. For the sake of demonstration, I will now copy/paste a full attack into the following spoiler:

Main Hand 1:

1d20+50
1d4+35
1d6+7
1d6
1d6

Main Hand Haste:

1d20+50
1d4+35
1d6+7
1d6
1d6

Main Hand 2:

1d20+45
1d4+35
1d6+7
1d6
1d6

Main Hand 3:

1d20+40
1d4+35
1d6+7
1d6
1d6

Main Hand 4:

1d20+35
1d4+35
1d6+7
1d6
1d6

Off Hand 1:

1d20+50
1d4+35
1d6+7
1d6
1d6

Off Hand 2:

1d20+45
1d4+35
1d6+7
1d6
1d6

Off Hand 3:

1d20+40
1d4+35
1d6+7
1d6
1d6

Third Hand:

1d20+50
1d4+35
1d6+7
1d6

Fourth Hand:

1d20+50
1d4+35
1d6+7
1d6

Tail:

1d20+45
1d2+34
1d6+7
1d6
I had to put together a spreadsheet that assembled the formatting for me because it was way too time-consuming to actually do it on my own and reliably take into account all buffs.

EDIT: Y'know I didn't realize until now that rolling didn't work in this forum. Still, point stands. Even without the rolls themselves you can see all the modifiers and what would have happened.

ezekielraiden
2018-11-06, 01:23 AM
This might not be 100% in the spirit of the thread, but not too many have bit yet so I figure why not. I haven't had a chance to play it yet (or any gestalt, really), but I'm quite pleased with my Int-only Druid/Planar Shepherd||Wizard/Geomancer/Master Specialist/Archmage. With just one feat (Academic Priest) and full Geomancer levels, I can have all parts of Druid casting depend on Int, making a fully synergistic pair. I'm very much looking forward to seeing it in play; it's probably my favorite character concept ever, both because I've never seen anyone else do something like it, and because the backstory practically wrote itself. And I'm not even using BS planar time shenanigans.

Son of an archdruid dad and archmage mom, but mom died in childbirth and dad couldn't save her; mom made dad promise to not let her death prevent him from living, and to teach the kid both magics. Dad sought the best of the best to teach the boy...found a silver dragon willing to do so, and slowly fell in love with her so they married. She adopted the kid as her own. He's now a professor of planar studies, and dragon-mom is super proud. Adventures are him doing field research. :smallamused: Because of dragon-mom and Good alignment he's attuned to Celestia and worships Bahamut. The Geomancer Drifts make him more draconic (plus Dragon Wild Shape at the appropriate level) reflecting his (sorta) secret desire to be more like dragon-mom.
Major utility/buffer (with Archmage granting 30' range to touch buff spells!), great for flanking, nearly 100% SAD (only really need Int and Con), crazy mobile, able to heal...it's great mechanically without needing or using any real cheese. I'm certain it will be a blast to play.

Buterbean
2018-11-06, 02:47 AM
Damn, those are pretty dang optimized. I've never came close to that in making a character yet. I usually pick stuff that just sounds cool. Currently I'm playing a Gloura with the shadow creature template factotum6/iaijutsu master4//fighter6/marshal1/rogue3. It's not crazy amazing or anything, but it's doing what I want it to do. Really just trying to work on a "one hit slash" concept. It will really take off when I get iaijutsu master 5

Krazzman
2018-11-06, 04:27 AM
I currently play a Scaled Fist(Unchained Monk)//Psychic Searcher(Oracle) of Lore. It's the only gestalt character is got to play.... and I sorta start to hate it.

My plan (DM ruled to hell with the FAQ) was stack Cha to AC... but since my DM actively banned the divination stuff from Lore and I actually have no clue what to do to not totally overshadow the rest of the party... I am not sure which feats to take. Basically due to him being too strong compared to the others I don't actually have that much fun with him....

That said: the initial plan I had before my DM said she will ignore the FAQ(and ban all hybrid classes) was: Magus//Slayer (hadn't decided on Archetypes yet) which is an always strong option that just flows together or Synthesist Summoner//Slayer.

Eldan
2018-11-06, 05:29 AM
I had a Warblade/Binder with an Ancestral Relic magic sword. The conceit being that his sword had an imprisoned spirit inside it that he was communicating/negotiating with for his binder powers. That was a lot of fun to play.

Crake
2018-11-06, 06:31 AM
I'm currently playing a druid//warblade character in e6. It was initially going to be a barbarian, but when the game took a turn toward gestalt, I had a really fun idea. There are two pretty neat druid ACFs that basically give you: monk AC, monk fast movement, ranger tracking, ranger favoured enemy, and barbarian rage at the expense of wildshape, your animal companion, your ability to spontaneously cast SNA and a -4 penalty to wild empathy. That, combined with a warblade's D12 HD and full bab, along with improved uncanny dodge basically left me with a perfectly intact barbarian.... with spells and martial maneuvers, along with even faster movement and wis to AC. The game is using class defense, so my unarmored AC was pretty great, and I decided to play a grey elf half minotaur, which in e6 reduces your point buy from 32 to 25, giving me a pretty reasonable array of 19, 14, 18, 14, 14, 10 at level 1, bumping up strength to 20 at level 4.

Overall has been a pretty fun character to play, it's a solo game, so the character is quite happily self sufficient, able to deal damage, heal, provide for themself in the wild, track enemies both by trail and by scent. It's been quite capable of taking on enemies with CR equal to theirs about as well as a normal party would.

zfs
2018-11-06, 10:51 AM
Kord-Blooded Human Warblade//Psychic Warrior. Because brains are brawn.

Only problem was the character itself could be a bit bland RP-wise, so I gave his Psicrystal a lot of extra personality and had them play off of each other.

Felyndiira
2018-11-06, 11:41 AM
I don't have an opportunity to play Gestalt very often, so my favorite builds are probably only out of like 2 or 3:

3.5e
Warblade 5/Drow Fighter 1//Warlock 5/Unarmed Swordsage 1

The character was meant to be a martial artist that used Ki (eldritch blast). She used eldritch claws/beast claws to punch EB + 4x DEX damage (Shadow Hand, Drow Fighter, doubled by Eldritch Claws+Beast Claws) to people, can fly and see invisible/magic things with her inner ki training, break stuff by injecting ki, and shoot out hadokens. This was in a Japanese setting, so I had intended to fit Scout 2 in here somewhere to get the only Uncanny Dodge in 3.5e that makes you outright immune to flat-footed, so against cocky samurai trying to Iajutsu Focus/Iajutsu Duel her, she can speak proverbs about the fist beating the sword before chopping them on the neck.

Since she uses shadow hand quite a bit, she also has sneak attack via an assassin stance item, craven, and sticks to enemies with the shadow hand tactical feat.

Pathfinder
Psion (Dual Discipline, Egoist (Transmogrifist+Second Gear), Telepath (Mindbender) 5 // Aegis 3 / Psywar (Reaver) 1 / Stalker (Vigilante) 1

I'm currently playing this character. She's an assassin by trade that specializes in infiltration and extraction, and relies on preparedness over anything else. She can give people a -6 (potentially much more) to all saves + disadvantage against her mind control powers without them suspecting anything, so she could pose as a waitress and trick her targets away from his guards/underlings and cause all sorts of social situations. She can buff her stealth to pretty impressive numbers, become small, can walk through walls and burrow underground, and can fly up to 120' if she really needs to, so she can get into a lot of places. Reaver claim is infinite duration, too, so her targets can't really hide and she can basically track them forever. She also has dabbles in spheres of power to get Witness the City and Object Reading, so she can do legwork on her targets as well.

She has a habit of hiding in combat regardless of whether it's strategically sound to do so, so she doesn't contribute as much as she can to not present herself as a target. Otherwise, if she really needs to go in for the kill, seven natural attacks at around 25 damage each (35 with sneak attack), charging from the sky with Death from Above, is enough to kill most things at this level. Blindsight+touchsight+claim makes any miss chances all but useless.

If things get really out of hand, 28 AC and decent saves is pretty hard to hit as well, and vigor tanks the rest.

Rijan_Sai
2018-11-06, 12:49 PM
So, haven't got to play this character too much yet, but I think it will be a fun one once it really gets going!

Currently Azurin Dragonfire Adept 4 // Totemist 2/Incarnate 2, with DM approved Chicken Infested flaw and plans to go DFA 20 // Tot 2/Inc 5/Necrocarnate 13.

The game should be at least "above average" in power, and this will be one of the more "reasonable" ones (the real "power" doesn't kick in until at least level 8 (Harvest Soul), and only really gets better at 17/18 (Harvest Soul goes from 1 minute to 1 full-round, allowing for 10x the fun! At 18, the feat Heart of Incarnum can come online, meaning that it becomes much more difficult to be killed by HP damage. <-Because that's a thing you have to worry about at high levels, right?)

^Obviously, DFA is the main focus of the build; incarnum stuff is for playing around with soul-toys!

Hunter Noventa
2018-11-06, 01:03 PM
I've only gotten to play a couple Gestalt characters, but my favorite was the Swordsage//Soulknife from one of our early PF games. It was mostly a quick and efficient way to get full BaB onto a Swordsage and have some other cool tricks, though eventually my GM and I came up with a custom prestige class so i could keep up with the rest of the party, by which I could expend maneuvers to get temporary bonuses on on my soul blade. Eventually I was pumping the thing up to several times my own size and cleaving god-like beings in half. It was pretty great.

Buterbean
2018-11-06, 08:40 PM
These are all pretty solid combos!

Eldan
2018-11-07, 05:34 AM
Ooh, not to forget: Unarmed Swordsage (Diamond Mind)/Eternal Blade//Psion/Swiftblade (swiftblade rewritten to work with psionics). It got a bit ridiculous at the end.