Difference between revisions of "Gestalt"

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===Step 1 - Primary Class===
 
===Step 1 - Primary Class===
 
Choose the primary "thing" you want to be good at, and a class to go along with it.
 
Choose the primary "thing" you want to be good at, and a class to go along with it.
 +
 
Melee Combat:
 
Melee Combat:
 
:[[#Barbarian |Barbarian ]] [Str, Con] (d12, Full, Fort, 4+)
 
:[[#Barbarian |Barbarian ]] [Str, Con] (d12, Full, Fort, 4+)

Revision as of 21:20, 11 April 2012

What Is Gestalt

Gestalt is a rules variant from Unearthed Arcana. It allows two classes to be combined, and helps to narrow the gap between optimized an unoptimized characters, while allowing for some amazing combinations. Read more here

Making a Gestalt Character

This is assuming two full level 20 base classes are paired together, for simplicity sake.

Step 1 - Primary Class

Choose the primary "thing" you want to be good at, and a class to go along with it.

Melee Combat:

Barbarian [Str, Con] (d12, Full, Fort, 4+)
Monk [Wis, Str] (d8, 3/4, Fort/Ref/Will, 4+)
Warblade [Str, Int] (d12, Full, Fort, 4+)
Crusader [Str] (d10, Full, Fort, 4+)
Swordsage [Dex, Wis] (d8, 3/4, Ref/Will, 6+)
Druid [Wis] (d8, 3/4, Fort/Will, 4+)

Ranged Combat:

Fighter [Dex, Str] (d10, Full, Fort, 2+)
Ranger [Dex, Str] (d8, Full, Fort/Ref, 6+)
Warmage [Cha, Dex] (d6, 1/2, Will, 2+)
Warlock [Cha, Dex] (d6, 3/4, Will, 2+)
Dragonfire Adept [Con, Cha] (d8, 1/2, Fort/Will, 4+)
Binder [Cha] (d8, 3/4, Fort/Will, 2+)

Skills:

Rogue [Dex, Int] (d6, 3/4, Ref, 8+)
Cleric (Cloistered) [Wis] (d6, 1/2, Fort/Will, 6+)
Scout [Dex, Int] (d8, 3/4, Ref, 8+)
Incarnate [Con] (d6, 1/2, Fort/Will, 2+)
Beguiler [Int] (d6, 1/2, Will, 6+)
Bard [Cha] (d6, 3/4, Ref/Will, 6+)
Ninja [Dex, Wis] (d6, 3/4, Ref, 6+)

Buffing:

Cleric [Wis] (d8, 3/4, Fort/Will, 2+)
Druid [Wis] (d8, 3/4, Fort/Will, 4+)
Bard [Cha] (d6, 3/4, Ref/Will, 6+)
Marhsal [Cha] (d8, Full, Fort/Will, 4+)
Dragon Shaman [Cha] (d10, 3/4, Fort/Will, 2+)

Spellcasting:

Archivist [Int] (d6, 1/2, Fort/Will, 4+) Divine Caster
Dread Necromancer [Cha] (d6, 1/2, Will, 2+) Hordes of Undead
Psion [Int] (d4, 1/2, Will, 2+)
Wilder [Int] (d6, 3/4, Will, 4+)
Favored Soul [Cha, Wis] (d8, 3/4, Fort/Ref/Will, 2+) Spontaneous Divine Caster
Cleric [Wis] (d8, 3/4, Fort/Will, 2+)
Druid [Wis] (d8, 3/4, Fort/Will, 4+)
Wizard [Int] (d4, 1/2, Will, 2+)
Sorcerer [Cha] (d4, 1/2, Will, 2+)
Beguiler [Int] (d6, 1/2, Will, 6+) Enchantment/Illusion
Duskblade [Int] (d8, Full, Fort/Will, 2+) Cast spells through melee weapon
Warmage [Cha] (d6, 1/2, Will, 2+) Blasting

Step 2 - Secondary Class

Choose a second class to complement your primary. Make sure the stats at least somewhat line up. You can either choose classes that fill the same role to specialize (ie, Archivist/Wizard, Monk/Druid, Rogue/Incarnate) or grab more versatility (ie. Wizard/Warblade, Paladin/Favoured Soul) Here are some further options for secondary class. Self-Buff: (Stats are less important if focusing on buffing)

Fighter [-] (d10, Full, Fort, 2+) Lots of bonus feats
Incarnate [Con] (d6, 1/2, Fort/Will, 2+)
Soulborn [Con] (d10, Full, Fort, 2+)
Totemist [Con] (d8, 3/4, Fort/Ref, 4+)
Binder [-, Cha] (d8, 3/4, Fort/Will, 2+)
Warlock [-, Cha] (d6, 3/4, Will, 2+)
Psychic Warrior [Wis] (d8, 3/4, Fort, 2+)
Druid [Wis] (d8, 3/4, Fort/Will, 4+)
Soulknife [-] (d10, 3/4, Ref/Will, 4+) Free customish weapon
Any of the spellcasters

Extra Toughness: (Great if your primary is a Spellcaster)

Monk [Wis, Str] (d8, 3/4, Fort/Ref/Will, 4+) All good saves
Favoured Soul [Cha, Wis] (d8, 3/4, Fort/Ref/Will, 2+) All good saves
Paladin [Cha] (d10, Full, Fort, 2+) Armour, Cha to saving throws, Turn Undead, Paladin Immunities
Binder [Cha] (d8, 3/4, Fort/Will, 2+) Lots of options
Incarnate [Con] (d6, 1/2, Fort/Will, 2+) Lots of options
Warblade [Int] (d12, Full, Fort, 4+) use concentration for saving throws
Any of the melee characters

Step 3 - Feats

Choose Feats At level 12 you'll have 5 feats, unless you get bonus feats from a source. For the most part there are a few good feats that you'll want to focus on. There are a bunch of suggested feats for most classes. Improved Toughness and Improved Initiative are great staples if you can't decide on something else.

Step 4 - More stuff

Class List

Archivist

Heroes of Horror

Int Based Divine Spellcasting
Combines Great With
Wizard: The true master spellcaster, none is better
Warblade: Int Synergy plus Divine Buffs for a great front line combatant
Feats

Barbarian

phb

Big melee damage bruiser
Combines Great With
Scout: Gives lots of skills and mobility, a true outdoorsman
Totemist: Multi attack charging with sick natural weapons
Feats:
Imperious Command (Cha 15) + Intimidating Rage + Instantaneous Rage: Rage when its not your turn, causing a target to cower in fear and lose their action.
Combat Reflexes + Robilar's Gambit: Hit them whenever they hit you.
Power Attack + Improved Bull Rush + Shock Trooper: Take power attack penalty to AC rather than attack when charging
Power Attack + Improved Sunder + Combat Brute: Bigger power attack bonus after charging. Great synergy with above feats.
Leap Attack: More power attack charge fun.
Reckless Rage: More Str, Con and AC Penalty
Extend / Extra Rage: Longer/More rages per day
Endurance + Steadfast Determination: Boost your will defence

Bard

PHB

Jack of All trades, singing support
Combines Well with:
Dragon Shaman: Charisma synergy. Great support character.
Weakness:
A sort of hybrid fighter/skill/caster character that doesn't bring as much to a gestalt build as others do.
Feats:
Melodic Casting: Cast spells while singing, use Perform instead of Concentration
Extend Spell: Longer lasting buffs
Versatile Spellcaster: Sac low level spells for high level spells
Lingering Song: Can have two songs going at once

Beguiler

PHB 2

Int based spontaneous caster focusing on enchantment and illusion
Skill monkey
Combines well with:
Warmage: Gives you the ability to explode people.
Duskblade: Give some good melee ability, and has int synergy
Wizard: Specialize as a wizard, dropping Enchantment and Illusion, for huge spell versatility
Warblade: Int synergy; Strong melee combatant with extras.
Feats:
http://community.wizards.com/go/thread/view/75882/19872218/-_The_New_Beguiler_Handbook_-_2008&post_num=4#338437382

Binder

Tome of Magic

Very versatile class with multiple at-will powers
Combines well with:
There's useful bonuses for everybody here.
Any melee character can get some nice extras
Charisma Based Casters (Sorcerer, Warmage, Bard) can get some good at-will powers.
Warlock: The flavour fits, and there's so neat synergy.
Feats:
Improved Binding: Gain access to 7th lvl vestiges
Ability Focus, Sudden Ability Focus, Favored Vestige, Rapid Recovery, Sudden Empower Supernatural Ability: Boost your blasting ability
Take other feats based on your primary class.

Cleric

PHB

Divine caster
Look into Cloistered Cleric variant from Unearthed Arcana
Combines Well With
Any melee character looking to buff himself
Monk! Wisdom Synergy and sick buffs
Druid! Cleric buffs + Wild Shape
Crusader: The flavour fits, lots of self/party buffs, and super sturdy.
Variants:
Cloistered: Reduced attack bonus, d6 hp, reduced armor proficiency, all knowledge skills, knowledge domain.
Feats
Extend Spell + Persistent Spell + Divine Metamagic + Extra Turning x2: uses all five of your feat slots and gives some great day-long buffs.
Maxamize Spell + Master of Day and Night + Augment Healing: All cure/Inflict spells are maximized, and heal for a bit extra
Domain Spontaneity: Spend turn attempts for spontanious casting
Knowledge Devotion: Requires the knowledge domain, use knowledge skill for combat buffs.
Touch of Healing: Free out-of-combat healing, up to 1/2 hp.

Crusader

Tome of Battle

Durable melee fighter, with health support
Combine well with
Incarnate: Solid melee buffs across the board, combines amazingly well with the sheer power of the Crusader.
Cleric: The flavour fits, lots of self/party buffs, and super sturdy.
Feats:
Extra Granted Maneuver: Start with an extra maneuver, and recover maneuvers 1 round faster
Combat Reflexes + Stand Still + Robilar's Gambit: Combine with Thicket of Blades stance for huge number of Attacks of Opportunity, which stop movement
Exotic Weapon (Spiked Chain) + Combat Expertise + Improved Trip: Amazing tripping potential. If you have a bonus feat, combine with above for even more fun.

Dragon Shaman

PHB 2

Provides party auras, has a breath weapon and can heal.
Combines well with:
Any charisma based character benefits from having some free auras and healing.
Marshall: Stack 3 auras. Yay!
Feats:
Recover Breath (Con 17): Reduce breath weapon cooldown by 1 round each time you take this feat.
Clinging Breath (Con 13): Breath weapon damage lasts for 1 extra round, doing 50% damage. Increases cooldown by 1 round.
Lingering Breath (Con 13): Breath weapon damage leaves a cloud behind, doing 50% damage. Increases cooldown by 2 round.
Maxamize Breath (Con 17): Maximize damage, increase cooldown by 3 rounds.
Quicken Breath (Con 19): Swift Action Breath, increase cooldown 4 rounds.
Heighten Breath (Con 19): +1 to breath weapon DC for +1 round of cooldown.

Dragonfire Adept

Dragon Magic

At-Will Breath Weapon
Fun Self Buffs
Combines well with:
Arcane spellcasters who take metabreath spells.
Feats
Ability Focus: +2 to your breath weapon DC
Flyby Attack: Breath Weapon Strafing Runs
Draconic Aura: Gain a fun aura.
Extra Invocation: Get an extra invocation.

Dread Necromancer

Heroes of Horror

Army of Undead Minions. Lots of Charisma Based Arcane Debuffing.
Combines well with
Duskblade: Gives you some potent melee capabilities.
Dragon Shaman: Auras for your minions!
Warmage: Blasting is fun, especially if you are a Lord of the Uttercold (See feats).
Feats:
Tomb-Tainted Soul: You can heal yourself. Very good.
Spell Penetration/Greater Spell Penetration: Punch through spell resistance
Spell Focus/Greater Spell Focus (Necromancy): Improve your save DCs.
Daunting Presence: Be scarier.
Energy Substitution (Cold) + Lord of the Uttercold: Combine with another spellcaster to get some blaster spells that heal all your skeletons.
Snowcasting + Frozen Magic + Cold Spell Specialization + Cold Focus + Greater Cold Focus: Lots of ways to boost the above feats, plus any standard blaster feats (Look under warmage).
Necromantic Presence + Necromantic Might: Your undead army is harder to turn, and a bit more competent.
Corpsecrafter + Destructive Retribution + Nimble Bones: Some fun feats to make your undead army stronger.

Druid

PHB

Wisdom based divine spellcaster who can shapeshift
Combines well with:
Monk: Wisdom Bonus to AC in animal form. Monk Grappling + Dire Bear.
Cleric: Cleric buffs + Wild Shape
Psychic Warrior: Wisdom Synergy, Psionics Buffs + Wild Shape
Feats:
Natural Spell: Cast spells while shape-shifted. Take it.
Augment Summoning + Greenbound + Ashbound: Better summons
Dragon Wild Shape: Turn into a dragon
Multiattack + Improved Natural Attack + Lion's Pounce: A bunch of ways to make your animal forms stronger.

Duskblade

PHB 2

Int based melee spellcaster
Combines well with
Warblade: Lots of melee damage, and some int synergy
Beguiler: Lots of utility in illusion/enchantments, and int synergy
Dread Necromancer: Channel potent debuffs through your melee attacks
Feats:
Knowledge Devotion: Combat Buff from Knowledge Skills
Arcane Disciple / Extra Spell: Ways to get extra spells known.
Versatile Spellcaster: Sack low level spells for high level spells

Favored Soul

Complete Divine

Wis/Cha based spontanious divine caster
All good saves is nice :)
Combines well with
Paladin: Paladins are MAD anyway, and now you've got more cool stuffs and insane saving throws. There's a few feats (Spontaneous healer, divine metamagic, zen archery and intuitive attack) for greater synergy
Sorcerer: Cast both arcane and divine spells spontaneously
Warmage: As per sorcerer, but more damage focused

Fighter

PHB

Tons of feats
Combines well with
Everything that wants bonus fighter feats
Feats: you get lots.
Dodge + Mobility + Elusive Target + Spring Attack + Bounding Assault + Fleet of Foot: Hit and run tactics, with some healthy defense bonuses
Blind Fight + Mage Slayer + Pierce Magical Concealment (Con 13): Ignore miss chance from spells such as blur
Combat Reflexes + Robilar's Gambit (Dex 14+): Hit them whenever they hit you.
Power Attack + Improved Bull Rush + Shock Trooper + Improved Sunder + Combat Brute + Leap Attack: The power attack + charge feat line
Armor Specialization + Exotic Armor Proficiency + Heavy Armor Optimization + Greater Heavy Armor Optimization: Pimp your armor.
Exotic Weapon Proficiency + Shield Specialization + Shield Ward: Sword and Board
Point Blank Shot + Precise Shot + Improved Precise Shot + Rapid Shot: Archery
Combat Expertise + Improved Trip (Int 13): Tripping is great
Combat Focus + Combat Stability + Combat Vigor (Wis 13): Great defensive bonuses.

Incarnate

Magic of Incarnum

King of versatility, Con based
Combines well with
Everything. No, seriously.
Crusader: Big buffs to the raw power of a crusader
Swordsage: Same as above
Rogue: Huge, insane skills.
Feats:
Bonus Essentia: Makes you better.
Double Chakra: Two soulmends in one slot
Split Chakra: Use a magic item and chakra in one slot
Shape Soulmeld: Grab a soulmeld from the Totemist or Soulborn list.
Other feats should support your primary role.

Marhsal

Mini

Cha based Aura Dude
Combines well with
Dragon Shaman: 3 auras, Cha synergy
Any social skill character (Rogue, Incarnate, Binder, Warlock) for double charisma bonus
Any Cha based character who wants to add some support.
Warmage: Great flavour and charisma synergy.

Monk

PHB

Unarmed Attacker of Smashy
All good saves is nice :)
Combines well with:
Fighter: Full base attack bonus + flurry of Blows + Feat support = Nutty damage
Cleric: Wisdom based casting and buffs
Druid: Instead of just grappling somebody, you can turn into a bear then grapple somebody. OMGWTF good
Psychic Warrior: Bonus feats and self buffing and wisdom synergy
Paladin: A pretty good combo, take Serenity (feat) to reduce MAD. Look into Flying Kick and the PHB2 charging smite for evil ass wuppin.
Rogue: Flurry of Blows + Sneak Attack
Ninja: Flurry of Blows + Sneak Attack
Variants:
Holy Strike + Prayerful Meditation: Adds more alignment flavour to the monk. Well worth taking (Complete Champion)
Feats:
Improved Natural Attack (Unarmed) + Superior Unarmed Strike: Boost your damage from 2d6 to 3d8.
Snap Kick: Like flurry of blows +1.
Stunning Fist + Ability Focus (Stunning Fist) + Pain Touch: Stun for 1 round, and nauseate for a 2nd. Very potent crowd control.
Combat Reflexes + Dodge + Improved Trip + Defensive Throw: Attack of Opportunity to trip your dodge target if he misses you.
Improved Trip: Strictly better than Improved Disarm. You get it for free at lvl 6.
Improved Grapple: Grappling is quite strong, especially if you're a Goliath or a human with the Jotunbrud feat, or if you can increase your size through buffs.
Law Devotion: +5 bonus to attack or AC for 1/min per day. Much stronger if you have Turn Undead.
Travel Devotion: Huge mobility for 1/min per day. Much stronger if you have Turn Undead.
Carmendine monk: Use Int instead of Wis for monk features.

Ninja

Complete Adventurer

Stealthy dude
Combines well with:
Monk: Flurry of Blows + Sneak Attack and wisdom synergy
Scout: Mobility + stealth
Feats:
Darkstalker: Be stealthier.

Paladin

PHB

Mad Smiter of Evil
Combines well with:
Soulknife: An odd combination that works well with the Brutal Throw feat.
Soulborn: Add versatility with no stat issues
Monk: A pretty good combo, take Serenity (feat) to reduce MAD. Look into Flying Kick and the PHB2 charging smite for evil ass wuppin.
Favoured Soul: You're already MAD, now you have better divine spellcasting.
Variants:
Paladin of Freedom/Slaughter/Tyranny allows for different alignments.
Planar Paladin: Gain Celestial Mount, -1/day cure disease
Holy Warrior: Give up divine spellcasting for 3 bonus feats (Complete Champion)
Underdark Knight: Give up Mount for +10' speed; +2 Balance, climb jump; Spike Stones 1/day, Earth Glide. (Complete Champion)
Feats:
Mounted Combat + Ride By Attack + Spirited Charge: Lots of charge damage with a Lance.
Power Attack + Awesome Smite + Extra Smiting: Make your smite much better
Divine Vigor + Divine Might + Divine Shield + Extra Turning: Lots of good Cha based self buffing
Sacred Healing + Sacred Vitality + Extra Turning: Lots of good healing abilities.

Psion

Expanded Psionics

Int based psychic
Combines well with:
Wilder: Tons of power points
Warblade: Int synergy and psionic buffs on a badass melee combatant
Wizard: Int synergy, arcane caster
Archivist: Int synergy, divine caster
Feats
Steady Concentration + Skill Focus (Concentration): Don't fail Concentration Checks
Shielded Manifestating: Don't provoke opportunity attacks for manifesting powers
Expanded Knowledge: Learn more powers
Burrowing Power + Chain Power + Empower Power + Enlarge Power + Extend Power: Fun ways to make your powers better
Deflective Armor: Bonus to touch ac while focused

Psychic Warrior

Expanded Psionics

Wis based melee fighter type with self buffs.
Combines well with:
Monk: Wisdom synergy and self buffs on monk unarmed damage
Druid: Wisdom synergy and self buffs for wild shape
Feats:
Psychic Meditation + Steady Concentration: Easily gain your Psionic Focus
Psionic Weapon + Power Attack + Deep Impact: Next attack is a touch attack, meaning you can dump huge penalties into Power Attack and still hit.
Deflective Armor: Bonus to touch ac while focused
See Fighter Feats as well.

Ranger

PHB

Dual wielder or archer
Combines well with
Any character that can cast extended greater magic weapon to save cost on dual wielding.
Weakness:
A sort of hybrid fighter/skill/caster character that doesn't bring as much to a gestalt build as others do.
Feats:
Darkstalker: Be stealthier.
Extra favoured enemy: The more, the merrier. (Masters of the Wild)
Improved favoured enemy: Your Favouredist enemy.
Greater Manyshot: Great when combined with Scout, Ninja or Rogue
Point Blank Shot + Precise Shot + Improved Precise Shot + Rapid Shot: Boost your Archery

Rogue

PHB

Sneak attack and tons of skills
Combines well with
Monk: Sneak Attack + Flurry of Blows
Warblade: Lots of melee damage and attacks that stacks well with sneak attack
Incarnate: More skills than god.
Feats:
Craven: Deal extra sneak attack damage, take a penalty to save vs fear. Cannot be immune to fear.
Deadly Precision: More sneak attack damage.
Darkstalker: Be stealthier.
Weapon Finesse: Use Dex to Hit.
Razing Strike: If you can cast spells this will let you deal sneak attack ish damage to constructs or undead.
Two-Weapon Fighting + Improved Two-Weapon Fighting: More stabiness.
Combat Acrobat + Dive for Cover: Good mobility and defensive bonuses.

Scout

Complete Adventurer

Mobile skills character
Combines well with
Barbarian: Combines skills and mobility with brute force and mobility.
Warlock: Stay mobile while blasting with sweet invocations
Ninja: Stealth + Mobility
Feats:
Expeditious Dodge + Mobility + Elusive Target + Spring Attack + Bounding Assault + Fleet of Foot: Hit and run tactics, with some healthy defense bonuses
Point Blank Shot + Rapid Shot + Many Shot + Greater Many Shot: Make multiple ranged attacks that benefit from your skirmish damage.
Combat Acrobat + Dive for Cover: Good mobility and defensive bonuses.
Snow Tiger Berserker: Full attack on charge if you're a barbarian too.
Swift Hunter: If you're also a ranger, you can apply skirmish damage to your favoured enemy, even if they're immune to crits.

Sorcerer

PHB

Cha based arcane caster
Combines well with:
Favored Soul: Cast both arcane and divine spells spontaneously, with Cha synergy
Any class which adds some extra tough.
Paladin: Extra tough on a standard sorcerer chassis. Cha synergy
Binder: Extra utility and tough. Cha synergy
Dragon Shaman: Extra support and tough. Cha synergy
Variants:
Domain Access: Lose one spell known per level, gain the power of the chosen domain and cast one spell of each level from the domain each day.
Metamagic Specialist: Lose Familiar, cast 3+int metamagic spells per day without increasing cast time.
Feats:
Extra Spell: Gives you an extra spell known.
Spell Focus + Metamagic School Focus: 3/day reduce metamagic costs by 1.
Arcane Thesis: Choose one spell you know, cast that spell at +2 caster level and each metamagic feat applied to this spell has it's mod reduced by 1 (min 0).
Residual Magic + Chain Spell + Twin Spell + Quicken Spell + Extend Spell + Split Ray: Lots of fun with metamagic.
Rapid Metamagic: Metamagic spells take the normal length of time to cast.
Practical Metamagic: If you're a dragon(born), reduce the cost of one metamagic feat.
Improved Toughness: More HPs!
Improved Initiative: Go Sooner!

Soulborn

Magic of Incarnum

Semi-versatile melee combatant
Combines well with:
Paladin: Basically, Paladin++. Nothing fancy, just better at what a paladin does.
Weakness:
Already a sort of hybrid class. The Incarnate works better for most classes.
Feats:
Bonus Essentia: Makes you better.
Double Chakra: Two soulmends in one slot
Split Chakra: Use a magic item and chakra in one slot
Shape Soulmeld: Grab a soulmeld from the Totemist or Soulborn list.
Other feats should support your primary role.

Soulknife

Expanded Psionics

Can summon own weapon
Combines Well With:
Warlock: Solid single attack burst
Paladin: An odd combination that works well with the Brutal Throw feat.
Feats:
Psychic Meditation + Steady Concentration: Easily gain your Psionic Focus
Psionic Weapon + Power Attack + Deep Impact: Next attack is a touch attack, meaning you can dump huge penalties into Power Attack and still hit.
Deflective Armor: Bonus to touch ac while focused
Otherwise take feats that complement your primary class.

Swordsage

Tome of Battle

Master of Martial Maneuvers
Combines well with:
Fighter: Get a full attack bonus and some feats
Incarnate: Lots of buffs for kick ass powers
Druid: Wisdom Synergy and Wild Shape
Cleric: Divine buffs and wisdom synergy
Feats:
Adaptive Style: A great way to refresh maneuvers
Weapon Finesse + Shadow Blade: Dex mod to hit (replaces str) and to damage.
Two Weapon Fighting + Improved Two Weapon Fighting

Totemist

Magic of Incarnum

Versatile nature themed melee character
Combines well with:
Barbarian: so much good synergy here.
Feats:
Bonus Essentia: Makes you better.
Double Chakra: Two soulmends in one slot
Split Chakra: Use a magic item and chakra in one slot
Shape Soulmeld: Grab a soulmeld from the Totemist or Soulborn list.
Improved Natural Attack + Multiattack + Improved Grappler: Makes you a beast in unarmed combat.
Cobalt Rage: More damage while raging, if you're also a barbarian.
Otherwise take feats that complement your primary class.

Warblade

Tome of Battle

Potent melee combatant
Combines well with:
Anything that fights in melee, except barbarians.
Fighter: Lots of bonus feats
Archivist: Int synergy and full divine casting
Duskblade: Int synergy, and some spells to go with your maneuvers
Rogue: Sneak attack and extra skills
Feats:
Adaptive Style: A great way to refresh maneuvers
Stormguard Warrior: Lots of fun ways to buff damage
Combat Reflexes + Robilar's Gambit: Combines well with Stormguard Warrior
Power Attack + Improved Bull Rush + Shock Trooper: Take power attack penalty to AC rather than attack when charging
Power Attack + Improved Sunder + Combat Brute: Bigger power attack bonus after charging. Great synergy with above feats.
Leap Attack: More power attack charge fun.

Warlock

Complete Arcane

Versatile character specializing in at-will attacks
Combines well with:
Everything! Persistent self buffs requires no stat investment, and a potent at-will attack is great backup
Scout: Mobility + single attack synergy
Soulknife: Big single attacks
Feats:
Ability Focus (Eldritch Blast): Increase the Save DC of any effect you apply to your Eldritch Blast.
Flyby Attack: If you can fly, you can take this.
Improved Critical (eldritch blast): Twice as likely to crit
Point Blank Shot + Precise Shot: Don't shoot your allies in the back of the head.
Any Item Creation Feat: You can use them all to make anything.
Extra Invocation: Get another invocation.
Maximize Spell-Like Ability: Max your damage 3/day
Spell Penetration: Bust Through spell resistance

Warmage

Complete Arcane

Charisma based damage focused blasty mage
Combines well with:
Beguiler: Two spontanious casters who know every spell on their list
Favored Soul: Spontaneous divine casting too
Marshall: Support auras
Dragon Shaman: Support auras and healing
Feats:
Extra Spell: Gives you an extra spell known.
Spell Focus + Metamagic School Focus: 3/day reduce metamagic costs by 1.
Arcane Thesis: Choose one spell you know, cast that spell at +2 caster level and each metamagic feat applied to this spell has it's mod reduced by 1 (min 0).
Residual Magic + Chain Spell + Twin Spell + Quicken Spell + Extend Spell + Split Ray: Lots of fun with metamagic.
Rapid Metamagic: Metamagic spells take the normal length of time to cast.
Practical Metamagic: If you're a dragon(born), reduce the cost of one metamagic feat.
Improved Toughness: More HPs!
Improved Initiative: Go Sooner!

Wilder

Expanded Psionics

Charisma based psychic
Combines well with:
Psion: Tons of power points
Sorcerer: Charisma Synergy, Arcane Caster
Paladin: Gives some extra tough, Charisma Synergy
Feats:
Steady Concentration + Skill Focus (Concentration): Don't fail Concentration Checks
Shielded Manifestating: Don't provoke opportunity attacks for manifesting powers
Expanded Knowledge: Learn more powers
Burrowing Power + Chain Power + Empower Power + Enlarge Power + Extend Power: Fun ways to make your powers better
Deflective Armor: Bonus to touch ac while focused
Quick Recovery: Save from Dazed as a move action

Wizard

PHB

Int based arcane caster
Combines well with:
Archivist: Int based divine casting
Any class that gives some extra tough. Warblade for example.
Variant:
Granted Domain: Give up your 5th or 10th level bonus feat to gain access to a domain power.
Spontaneous Divination: Give up your 5th or 10th level bonus feat to cast divination spells spontaneously.
Specialist: Give up two schools (Cannot be Divination), for +1 spells per day from the chosen school.
Focused Specialist: Give up three schools (Cannot be Divination) and -1 spell per day, for +3 spells per day from the chosen school
Feats:
Arcane Thesis + Split Ray + Twin Spell + Empower Spell + Practical Metamagic: Lots of metamagic fun for select favoured spells
Spell Focus + Greater Spell Focus + Metamagic School Focus: Focus in a specific school.
Cloudy Conjuration: Free battlefield control for a conjuration specialist.
Spell Penetration/Greater Spell Penetration: Punch through spell resistance