Gestalt combos [Archive] - Wizards Community

Post/Author/DateTimePost
Runepriest

04-20-07, 08:53 PM
So, how would you rate the Barbarian//Bard, Barbarian//Fighter, and the Bard//Fighter? With the Einherjar template at the end of the 3.5 Deities and Demigods update booklet? It adds 30 ft. to your speed, and DV 0.
LeuktheSavior

04-20-07, 11:08 PM
pairing up Barb/Fighter is a waste of gestalt combination, thats the only thing i can really say on that.
Chimaera2000

04-20-07, 11:20 PM
I'd personally go with the bardbarian as the most effective combo. You get a d12 Hit Die, full BAB, all good saves, 6 base skill points, rage, bardic music and spellcasting. It's a flexible build and Inspire Courage boosts the combat ability of yourself and your entire party.
Runepriest

04-21-07, 09:12 AM
Actually, these are more of for NPC's against non-gestalt PC's. NPC Gestalt have a +2 adjustment to CR, so they aren't vastly more powerful. But they do travel in groups.
Runepriest

04-27-07, 10:01 AM
:bump: I would really like to find out what people think of the Bard//Fighter.
RobbyPants

04-27-07, 11:07 AM
:bump: I would really like to find out what people think of the Bard//Fighter.
I think Bard/Barbarian is better. If you're going to do any casting, then you have to be in light armor (unless you take the Battle Caster feat). This doesn't synergize with the fighter too well. If you go Bard/Barbarian, you can nicely take advantage of the +10 ft movement from the barbarian.

Still, if this doesn't bother you, the bonus feats of the fighter are nice. As was suggested, I wouldn't combine Barbarian/Fighter.
CrashtheStyx

04-27-07, 12:10 PM
I always like Monk/cleric. Not only does the flavor fit, but the touch spells...OH the touch spells!

Other than that I would say Barb/bard out of your list. Something about swinging an axe while playing an axe...or give him a tambourine and make sure he skips into combat singing, ending his chorus with a high note turned rage.
Vaelan

04-27-07, 06:39 PM
People are quite biased against doubling up on classes with similar saving throws, even if they work together quite well. I've played gestalt with such a character. It works.

I would go with Barbarian/Fighter or Barbarian/Bard. Extra hitpoints are always nice, so Barbarian is a must. However, a Barbarian/Bard is limited in combat spellcasting.
Ertai Planeswalker

04-27-07, 07:13 PM
I personally feel that fighter/wizard or fighter/sorcerer is the best combination. You are both strong in combat as well as having full arcane power, which means you'll have so much flexibility that you can adapt yourself to any circumstance.
claypigeons

04-28-07, 12:03 AM
Swashbuckler3/FighterX//WizardY+BrokenArcanePrC+Z

You can add in warblade instead of swash/fighter if it's available.

Int to damage so you can still dump strength (if you need to). Plus you're decent enough in combat to hold your own. Makes either an armoured caster that survives... or a basic Gish, depending on what you spend your feats on, and which, if any, PrCs you choose.
Runepriest

04-28-07, 12:47 AM
Back on track people, I'm looking for how Bardarian, Barbarian//fighter, and Bard//Fighter work. Bards are music-focused and use masterwork horns.
claypigeons

04-28-07, 02:27 PM
Back on track people, I'm looking for how Bardarian, Barbarian//fighter, and Bard//Fighter work. Bards are music-focused and use masterwork horns.

Assuming you have a decent ability acquisition method, a Fighter//Bard could work out well. Use the bard abilities to their fullest, while using the fighter BAB and feats to make you decent in combat... either in melee or with a bow (no need to use crossbows anymore! :D)

I would recommend against a Barbarian//Fighter combo. Each class works fairly well with others, except with each other... which is surprizing. You "only" net a few feats over what a barbarian normally has. There is just too much overlap for to be worthwhile in a gestalt game.
Runepriest

04-28-07, 03:42 PM
so the status is:

Barbarian//Bard: Yes
Barbarian//Fighter: No
Bard//Fighter: Sort of

And for information: These are for Einherjars that will be encountered by the PC's. If the PC's attack, the Einherjars will fight back. If they don't attack, the Einherjars will ask the PC's to help overtake a giant fortress.