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==The Hall of Fame== Here's a short list of combinations you might like to try if you were to play a gestalt character. ===[[Archivist]]/[[Wizard]]=== Stand back and throw ALL THE SPELLS. Less powerful than the Erudite pick later on this list, but it doesn't require faffing about with Psionics, for which everyone at the table will thank you for. Tends not to be much more powerful than its components since you're still restricted to the same number of actions, and Wizards can't wear armor. ===[[Cleric]]/[[Druid]]=== Both use WIS and effects to beat the shit out of people in melee. Combine them to make a crazy powerful [[CoDzilla]] who can stomp all the face. And dedicate them to [[Obad-Hai]], because it fits. Like the above, not actually that much better than sum of its parts. ===[[Dragon Shaman]]//[[Warmage]]/[[Rainbow Servant]]=== A bit of an oddball: both can fight in melee and get profit from high Charisma (casting for the warmage, healing for the Dragon Shaman), plus getting the full 10 in Rainbow Servant as the Warmage will prove to be VERY useful as a winged, firebreathing and spellslugging badass. ===[[Erudite]]/[[Archivist]]=== This is the Spell-to-Power version of the Erudite, allowing you to pull all Arcane spells from peoples' heads. Meanwhile, the divine part of your brain can learn all Divine spells even easier. With a combination of good casting, domination effects and plenty of reading, this class can learn every spell in the game. Too bad that they're not very tough in a fight. ===[[Fighter]]//Wild Shape [[Ranger]]/Master of Many Forms=== An odd combination at first, until you realize you can turn into a Giant, break out a big weapon and beat the everloving shit out of everyone in your way. Or just become a [[dragon]] with Fighter feats, for the giggles. ===[[Ranger]]/[[Scout]]=== Both of them can do one thing well: shooting bows. Combining the Ranger's tricks and limited spellcasting with the Scout's skirmishing and superior hiding skills you can get a very potent and dangerous archer, picking people off with their bow like it's nobody's business. This was later made into an official hybrid pseudo-class with the "Swift Hunter" feat, which allowed Ranger levels to stack with Scout levels for Skirmish damage. ===[[Succubus]]//[[Blackguard]]//[[Swordsage]]//[[Sorcerer]]=== With monsters being a "class" in gestalt, combinations like these become possible. Succubi gain an innate +16 to charisma which is the same as most starting caster's entire score. Through a few levels in Blackguard they can add their CHA to their saving throws. By taking the Swordsage class and Ascetic Mage feat from Complete Adventurer, she can also add her CHA to her AC. Throw in CHA-based spellcasting, the ability to control minds (based on CHA), teleport at will, telepathy, spell resistance and having just enough skill points to be a pocket diplomancer. This build will make a fun anti-hero to play or a seriously aggravating villain who can turn people against the party with her honeyed tongue. To put gestalt into perspective, this is considered to be a moderately weak build... ===Factotum 8/anything//Any intelligence based class=== You know how the number of actions is the main limitation on gestalt characters? [[Factotum]] 8 breaks that into tiny little pieces by getting an extra standard action if they spend enough inspiration. Factotum can also add their intelligence to many things, offsetting the other gestalt weakness of only having one set of ability scores. Factotum themselves are balanced around needing a lot of levels to get this awesome ability, but in gestalt they can do crazy shit. Typical pairings are finishing the Factotum side with [[Prestige Class#Chameleon|Chameleon]] (which solves the problem of only having so many feats in addition to its other merits) or the remaining levels of Factotum (both normal builds for the class). The other side has many options, but the most common are Wizard, Psion, Archivist, and Warblade (with relevant prestige classes).
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