My absolute favorite was Cleric/Wizard into True Necromancer. If I were to play another gestalt character, I'd definitely like to try out Fighter/Rogue, as those are my two favorite starting classes in D&D 3.5. I played the character as if he were Naked Snake from Metal Gear Solid 3 I even took the time to make my voice sound like his. He was only used for a single session, as the campaign had fallen through due to the GM not having the time to run consistent sessions, but he was fun to use. The only gestalt character I've ever played was a Scout/Fighter combination. Just a couple that come to mind, Splicing Fighter with just about anything almost always works- even for other martial classes where you lose out on skill points or saves, those feats on a Barbarian or Paladin can put up a fight. Swashbuckler/Wizard(never got to play it, but had a build, would splice in the Swiftblade PrC if GM allowed it).īarbarian/Monk(requires either a variant lawful Barb or Chaotic Monk) Rage and Flurry.just so nice. Just thought I'd spark up a bit of conversation and this was a topic that popped into my brain. I was pretty fond of the casual Monk/Sorcerer or Bard/Barbarian. So Unearthed Arcana was one of my favorite 3.5 books and I played a lot of Gestalt games during my early 3.5 career and I was wondering if anyone had some favorite or just plain crazy Gestalt combinations they've used? Posted: Fri 10:11 pm Post subject: Gestalt Combinations? New this week: Conjurer's Codex: Demon Clown at the Naruto d20 Store! Enjoy the book, everyone! If you're looking for strong Gestault builds take an already strong build and ask yourself "what are 10 levels I'd love to shoehorn into this build that just don't work normally?". :: View topic - Gestalt Combinations? For fun and games you can make the dragon a Cleric if you'd like. Not knowing a lot about initiators the Warblade may not be the best option here, but some kind of initiator definately is. At level 11 think hard about getting Dragon Cohort (Gold Wyrmling) and having the mount take the "Increased Manueverability" Feat to make flying charges easier. It merges the warblade's manuevers and stances into one of the most damaging builds in the game.the Halfling Lancer. Warblade 20 // Fighter 5/Halfling Outrider 3/Cavalier 10/something 2 If those feats are not allowed then most of the build is still salvagable, but not the Spellthief side or the merging of Scout and Rogue, in which case I'd suggest either Scout 20 or Rogue 20. Extra coolness points if the race you pick has the Dark or better yet, Shadow Template. The Unseen Seer divination spell at level 2 should be the Ranger spell that increases Sneak Attack by 1d6 per 3 caster levels. The basic idea is to stack as much additional dice damage onto ray spells as humanly possible. The one that merges Scout & Rogue abilities and the one that merges caster levels with Spell Thief spell stealing. This build requires 2 feats from Complete Scoundrel. Scout 10/Rogue 10 // Wizard 5/Spellthief 1/Spellwarp Ray Mage 5/Unseen Seer 9 This build also requires essentially NO strength, instead getting the majority of its flat damage from DEX, INT, and the Dervish "Flashing Blades" ability. The scout's enchanced movement, Skirmish, and skill points enhance the already potent Dervish Dance. Scout 20 // Swashbuckler 3/Fighter 2/Dervish 10/Champion of Corellan 2/something else 3 (Tempest or Ancestral Blade are good) Since I posted on this recently I'll just throw up the ones off the top of my head that I remember posting.
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