4-person Gestalt party challenge, help needed BADLY. [Archive] - Wizards Community

Post/Author/DateTimePost
PsyBomb

12-04-04, 07:47 PM
Here's the deal. The party is four people, and the DM in letting us use gestalts, but only PHB classes. Besides Gestalting, though, there is no multiclassing allowed. Feats can come from core, XPHB, and Eberron. Level one, since we are just about to start.

Here's the catch. The DM has said that he will let us each read a Manual or Tome +5 if our four builds never repeat a class or race. Also, it would be appreciated if you could make a fifth one, just in case my friend decides to join (once again, please don't repeat classes or races). Thanks in advance.
Lord Zeb

12-04-04, 08:01 PM
Sounds like fun! :)

Human Barbarian / Druid
Elf Ranger / Wizard
Gnome Rogue / Bard
Dwarf Fighter / Cleric

and as the 5th

Half-Elf Sorcerer / Paladin



EDIT: Forgot about Paladin..doh!
lonewolf

12-04-04, 08:17 PM
IŽd rather go:

Human Paladin/Sorcerer
Elf Wizard/Ranger
Gnome Bard/Cleric
Dwarven Rogue/Babarian

5th:
1/2elf Druid/Fighter
saethar

12-04-04, 08:45 PM
Elf Wizard/Ranger
Dwarf Fighter/Cleric
Half-elf Paladin/Sorcerer
Half-orc Barbarian/Druid

Halfing (or gnome) Rogue/Bard

All have double spellcasting and full BAB except the Halfling.
Why is the DM allowing feats from XPHB, but not classes/races from it? (ie - you can't qualify for like 90% of the feats in the book without using the classes/races from it as well)

Saethar
:b:
Xzoltar

12-04-04, 09:51 PM
That's probably not optimized, but it help a lot to find a story in common :

Sorcerer | Barbarian
Sorcerer | Cleric
Sorcerer | Wizard
Sorcerer | Paladin
Sorcerer | Rogue

That way your're like with a normal party, but all of them have "strange innat"e powers
war child of the mourn

12-04-04, 10:11 PM
Goliath Fighter/Rouge
Dwarf Psion/Barbarian
Human Monk/Wizard
Half Elf Favoured Soul(Complete Divine)/Paladin

5th character
Elf Sorceror/Ranger

this is awsome set up especially the goliath becuase if given all the feats for whirlwind attack and monkey grip you could wield a huge sized spiked chain at only a minus 2 penalty and since you are a rouge and you get the first action you just charge out of the party into the middle of your foes and using whirlwind with at least a 10ft reach with chain (possibly 15ft) you will catch all of them flat footed doing sneak attack damage plus 3d6, plus one and a half strength so that equals lots of damage to your foes in just the first round. It's amazing
scrollreader

12-05-04, 12:11 AM
Ranger/Artificer
Rogue/Druid
Fighter/Cleric
Monk/Wizard

Everybody has good saves, all the way across the board.
You have acess to three primary casters, and an artificer.
Two Trapmonkey/scouts.
Two characters with full BAB, and two with 3/4ths.
Two tanks.
Two support builds.
Zathyr

12-05-04, 12:53 AM
I like scrollreader's selection. Make the fifth a Barbarian/Bard if he comes in for what I think would be a fun, interesting, well-rounded party.
axenome

12-05-04, 02:26 AM
Eh.. What I would do is:
Monk-Wizard Elf
Monk HD and 3 good saves. Wizard buffs and attack spells, monk weapons and flurry for close combat. (remember: shuriken are your friends- thrown weapons(+str damage!) drawn as ammo, extra attacks from: Flurry of Blows, Rapid Shot, AND Haste) Can Wholeness self and get out of too dangerous melee situations with huge monk movement. PLUS Monk's armor class stacks with Mage Armor and Shield. Yummy. Evasion, other loveliness....
Problems: Int, Wis, Dex all needed. ESPECIALLY int for spellcasting at higher levels.

Paladin-Sorceror Human
Paladin HD and Aura bonus to saves. Massive Cha = bonus spells AND increased saving throws, Lay on hands, endless list. Helpful to have balanced attributes otherwise- Mainly Wis, Str, Con. No penalties in these.
Problems: Choose wisely- Armor or spells? Almost HAVE to have still spell for this mix. Troublesome full round spell casting if you do. Best to save spells for non combat situations, at least from your sorceror mix.

Fighter-Rogue Half-orc
Very yummy. While many skills require or at least recommend that you wear leather or lighter, a fighter progression to hit coupled with rogue sneak attackiness makes for some very unpleasant things to anyone he surprises. Lots of lovely tactics- Improved Trip, anyone? -can deny opponents their Dex bonus. Good bye dex, hello SA damage. Iteritive attacks with SA damage. Free attack with the Improved trip... Many feat trees waiting to be exploited for this lovely little combo. Evasion for fighter is EXTREMELY useful.
Problems: Armor. High dex doesn't really make up for this.

Cleric-Barbarian Dwarf
Well, casting spells to buff self: Check. Righteous might comes to mind. Then fly into a rage. Instant splattiness. Cast healing spells as needed(Not to mention between dwarfiness and barb is elected most likely to survive frontline combat.
Problems: Mediocre armor and no reflex save hurts this combo. Invest in Cloak of Resistance and Lightning Reflexes.

Wilder-Bard Halfling
Nice little combo playing up Cha as much as one can. Small spellcasters are bonused for defense against medium or larger opponents, while taking little hit in return. Use Magic Device PLUS Use Psionic Device = capable of using virtually anything. Can wear a psicrown of Astral Constructs while Wielding a staff of Fire and curing the party with Wands of cure light. Excellent at shoring up gaps in party lines, especially in the magical/psionic combat sides. Best for Wilder to utylize ALL lower levels powers with augmentation; psionics for offense with bardic's for recuperative and defense. Two relevent caster abilities in CHA makes for lots of bonus spells and power points; high save dcs, etc.
Problems: Low hp + poor armor means size bonus is desperately needed. And not really good enough. Lacks focus at higher levels. Best used with a good screen of meat shields. No fort save worth mentioning.

EEK! Swap out Barb-wilder for ranger-druid. Classic combo with all outdoorsy abilities. Favored enemy + wildshape; Combat style + spell buffs, flamebalde as an offhand weapon... You get the idea.
Problems: Not really a problem, just need to wear light armor- like leather ONLY- but not significantly worse than Ranger alone.
Side note: 2 animal companions? or just one? Ask ur dm- dunno myself.
lonewolf

12-05-04, 03:29 AM
you should all read more carefully:
he said only PHB classes
so no Psion, Wilder or Artificer
lostone

12-05-04, 07:53 AM
For a good breakdown of the PHB classes in gestalt, read the gestalt rules, they give pretty good descriptions and breakdowns in there of all (I think) of the combinations you could take by the rules (you couldn't be a monk/barbarian because of alignment so that isn't listed, etc).

Myself, I'm fond of the idea of a Monk/Druid or Monk/Cleric. Both have wisdom as a key attribute (good for your +5 tome if you get it), if Monk/Druid specialize in the wild shape aspect (I just like the idea of a martial artist bear or other creature :D), if Monk/Cleric specialize in buffing spells for yourself and the party.
Da_Mob_of_Grummsh

12-05-04, 05:15 PM
One of the best gesalts, i believe is,

Human Darksun Bard/Marshal

With charisma 18, soon enough the whole party will be getting +8 to everything they do, and with the potential for major bluff and diplomacy what more could you want.
PhoenixInferno

12-05-04, 05:30 PM
I'll give this a shot:
1) Human Druid/Monk
Wis to AC is huge when you're in your Legendary Ape form...

2) Half-Elf Paladin/Sorcerer
Cha synergy, True Strike/Power Attack + Arcane Strike = ouch

3) Elf Rogue/Wizard
Int synergy

4) Half-Orc Barbarian/Fighter
EXTREME tanking power

5) Gnome Bard/Cleric
This one is sort of iffy, but if you're eventually allowed PrCs, then Divine Prankster ALL THE WAY!
whitelightsaber

12-08-04, 02:38 PM
1. Human Cleric/fighter (full BAB Full spells).
Have this guy tank with a tower sheild and adamantine full plate. Primary healer and primary tank. domains magic and travel and destruction. Primary diplomat.

2. half elf wizard ranger (full Bab Full Saves Full spells)
Arcane strike plus massive two weapon fighting use the spell Find the gap for INSANE attacks. This way you can be making upwards of 8-9 attacks a round all of these attacks are arcane striked up, ignore natural armor and armor (and the bonuses that go with said armor like enhancements). This is a truly powerful character. Also very useful because oh wait I can heal myself, track and do all those lovely ranger things. With the feat from complete arcane that lets you learn a spell from a different class you can take find the gap and stick it to em with persistant spell add divine favor on top of that and you can deal more than 200 damage a turn with this guy.

3. Dwarf Paladin/favored soul Full up on armor and spells, still gets to turn can heal like nobodys buisness. throw in flame strike destruction and all those other clerical spells and uve got another uber character.

4. elf rouge sorcerer. no real need for expln. greater invisibility + sneak attack. elven proficiencies.

5. Barbarian bard half orc. weird but works really well. sing then rage.

Whitelightsaber

ps ive got builds for these characters to
Zherog

12-08-04, 03:58 PM
One of the best gesalts, i believe is,

Human Darksun Bard/Marshal

With charisma 18, soon enough the whole party will be getting +8 to everything they do, and with the potential for major bluff and diplomacy what more could you want.

No good - core rules classes only.

5) Gnome Bard/Cleric
This one is sort of iffy, but if you're eventually allowed PrCs, then Divine Prankster ALL THE WAY!

Slightly off-topic question - where is the Divine Prankster?

***

Barbarian/Druid makes a very effective gestalt - at least in my opinion. When you gain your wildshape at 5th level, find animals that allow you to "tank" as much as possible. The only really necessary stat is Wisdom - though you'll hurt for a little while with low physical stats until you can wildshape.

One of your characters should have cleric somewhere. I currently have a cleric/ranger who is working on the infamous cleric archer build. So far, it's been working out quite well. You coud also go cleric/fighter and end up with an almost as effective build.

Ranger/Rogue synergize nicely, though if you're going to use ranger in the cleric build mentioned above, it's out. Rogue/Fighter can be an effective build, allowing you access to a lot more feats than normal for a rogue, plus giving you a better hit die and full BAB.

Another option for the rogue is to go wizard/rogue. This would make you weaker in combat, because you'd be stuck relying on the rogue's HD and BAB. On the other hand, you'd be swimming in skills by combining the rogue's 8 per level with your high intelligence. Your spells could possibly be used to cover up for your weakened hit points and BAB; and a familiar could provide your rogueish side some interesting options.

Those are a few thoughts, anyway.
Kaigen

12-08-04, 04:49 PM
Well... unfortunatly can't think of anything that hasn't already appeared on your thread, But I always liked the Idea of a Paladin/Monk. Small spells, All Good saves, Full BAB (Lots o attacks) and with diving feats, etc you can add stats to a lot of different things. (Don't have books in front of me, but a Samll shield or buckler + Divine Shield can add Wis, Dex, and Cha to AC along with your monk bonus. Don't quote me on that. Don't have the books in front of me so not sure if buckler counts against monk.)

Then again, this is my first post here...
BloodSpill

12-09-04, 10:33 AM
Different always has its merits.

1. Cleric/Druid - Healer archetype (never run out of spells, buffs up the wazoo)
Alignments: NE, NN, NG, LN, CN
2. Barbarian/Bard - Tank archetype (can heal self, 2 good saves, literate, both classes are nonlawful)
Alignments: NG, CG, NN, CN, NE, CE
3. Sorceror/Paladin - Blaster/diplomat (reasons stated above)
Alignments: LG
4. Rogue/Monk - Trap finder/Acrobat
Alignments: LG, LN, LE

and your friend can be
5. Wizard/Ranger - Ranged Support
Alignments: Any

We left out fighter, because we all know fighter sucks.
Races - you can choose. They wouldn't be hard to figure out.
LordKiwi

12-09-04, 10:53 AM
(1) Barbarian/Cleric
(2) Paladin/Monk
(3) Fighter/Bard
(4) Ranger/Sorcerer

All characters have full BAB, Fort and Will, only #1 has poor Reflex, all have at least 4 skill points/level, 2 Divine and 2 Arcane casters. For a 5th member I'd say...

(5) Wizard/Rogue

Not as well rounded as the rest but Wizard/Rogue is a nice combo anyway.

Lord Kiwi,