Difference between revisions of "Gestalt"
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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. | 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. | ||
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There are a bunch of suggested feats for most classes. | There are a bunch of suggested feats for most classes. | ||
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Improved Toughness and Improved Initiative are great staples if you can't decide on something else. | Improved Toughness and Improved Initiative are great staples if you can't decide on something else. | ||
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===Step 4 - More stuff=== | ===Step 4 - More stuff=== | ||
Latest revision as of 21:21, 11 April 2012
Contents
- 1 What Is Gestalt
- 2 Making a Gestalt Character
- 3 Class List
- 3.1 Archivist
- 3.2 Barbarian
- 3.3 Bard
- 3.4 Beguiler
- 3.5 Binder
- 3.6 Cleric
- 3.7 Crusader
- 3.8 Dragon Shaman
- 3.9 Dragonfire Adept
- 3.10 Dread Necromancer
- 3.11 Druid
- 3.12 Duskblade
- 3.13 Favored Soul
- 3.14 Fighter
- 3.15 Incarnate
- 3.16 Marhsal
- 3.17 Monk
- 3.18 Ninja
- 3.19 Paladin
- 3.20 Psion
- 3.21 Psychic Warrior
- 3.22 Ranger
- 3.23 Rogue
- 3.24 Scout
- 3.25 Sorcerer
- 3.26 Soulborn
- 3.27 Soulknife
- 3.28 Swordsage
- 3.29 Totemist
- 3.30 Warblade
- 3.31 Warlock
- 3.32 Warmage
- 3.33 Wilder
- 3.34 Wizard
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+)
- 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:
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