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Gestalt - Community Package....

Found another issue, with Skill Points.

Level 1 Fighter/Magus
both classes are 2+Int and I have +1 hp for my Favored class Bonus
With a 10 or 11 Int I have 2 Skill Points - as expected
With a 12 or 13 Int I have 3 Skill Points - again expected
With a 14 or 15 Int I have 6 Skill Points - it added 3?
With a 16 or 17 Int I have 9 Skill Points - again +3 Skill Points for 1 point of Int?
With a 18 or 19 Int I have 12 Skill Points - Again, +3 Skill points.

If it had been +3 skill points every time the Int Modifier increased by one, I'd say that it's counting each class as giving skill points or something, but the math is right for +0 and +1 Modifier. You might have a Multiplication set in instead of an addition?
That is really really strange....

Oh I think I see what is going on. Its some background math HL is doing because of the three classes. So each "class" causes 1 extra skill point to appear. I guess I have to add some more logic to remove higher level int Ability scores.

Thanks for the bug report! :)
 
Am a bit late to join but would like to add my 2 cents all the same, Perhaps the issue could be rooted out as Good,Poor saves rather then number.

Class A and class B make Class C Take all the good saves from Class A + class B the remainder follow poor save Progression.

Thus 1 lvl of Monk/fighter, and 1 lvl of Monk/Ninja would get good progression for all saves for both.

Perhaps better worded as

Class A + Class B = Class C
Fighter + Monk = Fighter Monk = fast save for all 3 saves

Class D + Class E = Class F
Monk + Ninja = Ninja Monk = Fast saves for all 3 saves

Gestalt wasn't really intended to be used to add two Gestalt sets of classes together, But if doing so I would treat each individual one as it's own Class, thus Monk/fighter, and monk Ninja counts as two classes and you don't get to have a lvl 2 monk and a lvl 1 ninja and a lvl 1 fighter instead you get a lvl 1 monk + 1 lvl 1 Monk + a lvl 1 fighter+ a LVL 1 ninja

Since Monk Powers don't stack with Monk Powers you reduce it to Monk,Fighter at LVL 1 Ninja at LVL 2 (though Ninja would use the better Saves of the Monk)

Should thus be +4 all saves (based on how other multiclassing works, And +1 BAB from the first lvl but +0 from the second again based on how other multiclassing works


__________
Edit: to Summarize, Every time you add a New Gestalt combination you are in fact adding a new class, Fighter/Ninja is not 1 lvl of fighter and 1 lvl of ninja it becomes a Gestalt Fighter/Monk. This is Different from the class of Gestalt Monk/Ninja and should in all ways be treated as such.

Fighter Ninja becomes Class A we will call Martial Arts Fighter that gives all the bonuses of Fighter + all the bonuses of Monk
Ninja/Monk Becomes Class B We will Call Martial Artists Ninja that as it's class powers gives all the benefits of Monk and Ninja

You then treat it as taking 1st lvl as Martial Art Fighter, then taking second level as Martial artist Ninja. Treat everything else as if it was any other multiclass option. The powers from each class that stack, stack, the ones that don't won't. Like Chi treat it the same as if two different classes granted you chi (pretty much everything tell you how to deal with this type of situation.

Since you show it in the lvl section as Gestalt 1 fighter 1 monk 1

this would become
Gestalt 1
fighter 1
Monk 1
Gestalt 1
Ninja 1
Monk 1
 
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Also, though it might just be a pipe dream but I would love to see a class similar to gestalt that let you mix features and such like the playtest classes did without having to use the editor constantly.

I mean like monk/ninja could be a cool themed mix, and alchemist gunslinger or alchemist/artificer ect ect

But gestalt is a bit to strong power balance wise, plus showing the classes separately clutters the screen a bit, perhaps show the fighter 1/ninja 1 ect in it's own tab, or even just show gestalt and have it grab the few pieces of overlapping data and calculate them then return everything into a single gestalt tab, thus it acts like a archetype simply modifying the base gestalt class by adding 2 class archetypes.

I mean I guess I could actually make a custom class and then custom make a huge list of archtypes for it to in effect do what I am after but I am not sure that's within my ability to code without a huge list of questions and mistakes.
 
Perhaps better worded as

Class A + Class B = Class C
Fighter + Monk = Fighter Monk = fast save for all 3 saves

Class D + Class E = Class F
Monk + Ninja = Ninja Monk = Fast saves for all 3 saves

...

Should thus be +4 all saves (based on how other multiclassing works, And +1 BAB from the first lvl but +0 from the second again based on how other multiclassing works

But that's not how gestalt works, at all. You choose two classes, and pick the best abilities of each at each level. And you can't take the same class on "both sides" throughout your advancement. The easiest way I've found to do it is by separating your classes with a double slash (//). Once you take a level in a particular class, any time you take a level of that class again, you gain that class's next level abilities. So, in the original example, the character has 1 level each of fighter and ninja, and 2 levels of monk, you list your class like so: Fighter 1//Monk 1. Compare the abilities of each class, as follows:

Fighter 1 // Monk 1 = Ability
BAB +1 // +0 = +1
Fort +2 // +2 = +2
Ref +0 // +2 = +2
Will +0 // +2 = +2
HD d10 // d8 = d10 (10 hp since it's 1st level)
Skill 2+Int // 4+Int = 4+Int

At second level, you want to take a level of Monk and a level of Ninja, you do the same thing, then add the results to the above, like so:

Ninja 1 // Monk 2 = Ability
BAB +0 // +1 = +1
Fort +0 // +1 = +1
Ref +2 // +1 = +2
Will +0 // +1 = +1
HD d8 // d8 = d8
Skill 6+Int? // 4+Int = 6+Int? (Use the ninja's skill points)

You then add the totals for a character sheet that looks like this:

Fighter 1/Ninja 1//Monk 2
BAB +2
Fort +3
Ref +4
Will +3
HP 10+d8+(Con*2)
SP 10+(Int*2) [Max rank=2, all fighter, ninja, and monk skills are class skills]
All special abilities of a level 1 fighter, level 1 ninja, and level 2 monk, i.e. Fighter 1 bonus feat, Monk 1 bonus feat, Monk 2 bonus feat, Improved Unarmed Strike (free w/ Monk 1), proficient with all armor and simple and martial weapons, etc, etc.

If we follow your plan, everyone should take monk at every level, b/c they'd end up with base saves of +40 across the board at 20th level. Fighter/Monk, Ninja/Monk, Wizard/Monk, Paladin/Monk, Sorcerer/Monk, Rogue/Monk, Gunslinger/Monk, Barbarian/Monk, Ranger/Monk, Summoner/Monk, and Bard/Monk don't all combine to give you base saves of +22 because they all count as "level 1" of a multiclass build. That would make gestalt even more broken than it already is.

Let's say we add a third level and choose to add Ranger 1//Monk 3. We do the same thing as before, compare the benefits and take the best:

Ranger 1 // Monk 1 = Ability
BAB +1 // +1 = +1
Fort +2 // +0 = +2
Ref +2 // +0 = +2
Will +0 // +0 = +0
HP d10 // d8 = d10
SP 6+Int // 4+Int = 6+Int

Our character now looks like this:

Fighter 1/Ninja 1/Ranger 1//Monk 3
BAB: +3
Fort: +5
Ref: +6
Will: +3
HP: 10+d10+d8+(Con*3)
SP: 16+(Int*3)
You've also picked up all of the level 1 abilities for a Fighter, Ninja, and ranger, and all of a Monk's 1-3rd level abilities.
 
What I think stargazer_dragon was saying was that since Monk has Good Saves all around, that by lvl20, if we had Monk for 20 of those levels, the saves would be +12, +12, +12, regardless of Poor Save adjustments along the way, though possibly having the +1(or +2) bonus for multi-classing a new class in at a given level.

That said, your way of calculating things, darthgator, is how I had always calculated them (baring 3.5 and pathfinder rules differences) back in 3.5
 
Not fully what I meant, however after reading and refreshing myself on gestalt (has been a while since I used it) I realize that what I ment wasn't correct ether.

Gestalt is actually not considered multi-classing. Since rules of gestalt state that you choose two classes each level a level 2 gestalt could be 1 theif and 2 monk and 1 ninja, but since he isn't multiclassing the saves would be based off of the better progression, meaning you would gain Monk saves.

If you took monk, rouge at first then wizard sorce at second your saves would gain the bonus from fast progression at lvl 1 and wizard/sorce progression at lvl 2.

Seams like this could be pretty hard to program though


Perhaps using the optional fraction rules would be a lot better.

"""The progressions of base attack bonuses and base save bonuses
in the Player’s Handbook increase at a fractional rate, but
those fractions are eliminated due to rounding. For single-class
characters, this rounding isn’t signifi cant, but for multiclass characters,
this rounding often results in reduced base attack and
base save bonuses.
For example, a 1st-level rogue/1st-level wizard has a base
attack bonus (BAB) of +0 from each class, resulting in a total
BAB of +0. But that’s only due to the rounding of each fractional
value down to 0 before adding them together—the character
actually has BAB +3/4 from her rogue level and BAB +1/2 from
her wizard level. If the rounding was done after adding together
the fractional values, rather than before, the character would
have BAB +1 (rounded down from 1-1/4).""""
 
Disclaimer: If this post sounds like I am attacking anyone "I am not". I am annoyed at not getting this concept. So my writing may "show" that but its not at anyone on these boards. Its at the concept that is really not making me happy! :mad: :mad:

I have to start with I am still confused. Sorry but I am not fully getting this which means trying to program it is not possible. I need to be able to do the math by hand before I can script it right. :confused:

Ninja 1 // Monk 2 = Ability
BAB +0 // +1 = +1
Fort +0 // +1 = +1
Ref +2 // +1 = +2
Will +0 // +1 = +1
HD d8 // d8 = d8
Skill 6+Int? // 4+Int = 6+Int? (Use the ninja's skill points)
At this point right here we don't take the current level 2 monk values. Your taking the delta meaning you end up with lower values than a normal multiclass character. I don't see "why" that is...

We are less than a normal Monk 2 Rogue 1:
Fort +3
Ref +5
Will +3

Fighter 1/Ninja 1//Monk 2
BAB +2
Fort +3
Ref +4
Will +3

We take the "better value" but for saves your saying we first have to "calculate" the value and then take the delta of it. Why? I still can't find a real answer anywhere I look and this sort of sounds like its your groups houserule (not an insult here). That you found this to work the best and it maybe it does.

Also based on just here alone on these boards I have seen a half-dozen different answers to the question. Seems like their is no real clear cut answer. I see many groups asking to use fractional values as its easier (stargazer mentions that above).

For those that use gestalt rules is this "delta" saves rules really the correct method? Is this what everyone who plans to use this addon want?
 
ok by book it say

""Base Saving Throw Bonuses: For each save bonus, choose
the better progression from the two classes. For example, a
1st-level gestalt fighter/wizard would have base saving throw
bonuses of Fortitude +2, Reflex +0, Will +2—taking the good
Fortitude save from the fighter class and the good Will save
from the wizard class.""
 
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Disclaimer accepted and seconded, I am attempting to be as rational on this matter as I can as well. It is a frustration that does seem to be spreading. The following, unless quoted is my own intuition/thoughts, after attempting to sift through the ideas I have seen, not any official rulings, and there may be some variants out there that I have missed.

  1. I think one point of confusion between us(all inclusive here, not holding myself above anyone else) is the level based progression.
    • The Monk example I gave at first is a 2nd level character, whose Adjusted CL is roughly 3.
    • He is stronger than a Monk 2 or a Fighter 1/Rogue 1 by themselves due to flexibility and stronger saves, but weaker than a Monk and a Fighter/Rogue working together due to action economy.
    • He is weaker than a Monk 2/Fighter 1/Rogue 1, due to HD, BAB, and Skills, Access to Feats, etc.
  2. The second point of confusion about Gestalt Characters comes from the concept of taking multiple classes.
    • If a Gestalt Character is Dual Classed(with the possibility of entering a Prestige Class)
    • The "Munchkin" Method(no offense meant) is to dip when you multiclass. as I did with Mr. Monk.

Dual Class Gestalt is the easiest to calculate and adjudicate. SC's addon already handles most of that beautifully(and hopefully all, once out of beta)

With all of the various rules that came out in Unearthed Arcana, WotC did not have a lot of space to lay down a lot exposition on all of the rules, so the base rules as given were pretty thin and open to interpretation. Many of the rules in this book did make it into Pathfinder (traits, drawbacks, bloodlines, variant classes(archtypes)) in one way, shape, form, or fashion.

Many number crunchers looked at Gestalt and wondered what would happen if the gestalt character dipped a level into X or Y. The points that have any reference on this idea are as follows :

UA-pg72 said:
To make a 1st-level gestalt character, choose two standard classes. (You can also choose any of the variant classes, though you can’t combine two versions of the same class.)
UA-pg73 said:
A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics.
UA-pg73 said:
Because the player of a gestalt character chooses two classes at every level, the possibilities for gestalt characters are almost limitless.

The only listed limitations were the aforementioned not combining two variants of the same class and :

  • Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
  • Gestalt characters with more than one spellcasting class keep track of their spells per day separately.
  • A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.

To be honest, I think the biggest problem with getting this coded, is that the leveling system was explained in less than one page of text, about 1 1/3 columns of text to be precise.
 
I think really the core of it is between do you consider a new lvl of gestalt as a type of multiclass.

Best I can tell it shouldn't be handles as a multiclass as 1 lvl of gestalt is still 1 lvl of gestalt the class feature of gestalt simply allows you to emulate other classes, effectively a multiclass but not fully.

IE fighter bard, at 1 and cleric monk at 2nd is still just a 2nd lvl gestalt, thus you take the saves and BAB gains at first and add to the saves BAB gained at second.

This approach makes programming pretty simple over all (though maybe not in Herolab as there programming code is a bit different)

If you treat each different combo of class in Hero lab as multiclassing then you get really odd math and super high numbers which quickly become a Min maxers wet dream. Over all I think you have to for the sake of mechanics consider all new lvls as a continuation of the gestalt class

Meaning for lvl 2 you add the save bonus for gaining second lvl, thus good saves gain there good save bonus (meaning I messed up in early post lol)

So for simplicity

LVL 1 gestalt gains + 2 1/2 to all good saves and + 1/3 to all poor saves
LV 2+ gestalt gains + 1/2 to all good saves and + 1/3 to all Poor saves

Then just add all of it up round it down and display, next lvl read re round and display. Hardest part is that you need to keep the fractions

BAB is
Fast +1/LV
Medium 3/4 / LV
Slow + 1/2 / LV
 
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I agree. Fractional saves and BAB, while maybe not RAW, is the easiest way to handle Gestalt.


Tried this out today with a Gunslinger//Rogue and it worked amazingly well, aside from the already mentioned skill-point issue. Thanks for all the work you've put into this!
 
it's close enough to Raw it's presented on page 73 of unearthed arcana as a optional rule. But really it makes the math more accurate over all.

I mean I guess the same can be done and more then likely by raw can be done by adding up how many lvls of each save are good saves and how many are poor then looking up what save you should get at that lv and adding it all up to get the number. Fractions basically does the same it just shows you the parts of the whole.

Thus a 5th lvl gestalt that gets 3 Lvls of good Fort saves and 2 lvls with poor fort save would get +3 for that save
5 lvls of good 0 of poor would get 4
2 good 3 poor would get +4


Which helps show why there optional rule is the preferred as by raw the way I understand the semi cryptic wording it is actually possible to get better saves with 3 poor 2 good then 3 good 2 poor simply because the 3rd good is a half point and the third poor is where the full point is

As to say Good goes
2.5
3
3.5
4
4.5

and Poor Goes
1/3
2/3
1
1 1/3
1 2/3

Which translates to
LV Good Poor
1 2 0
2 -- --
3 3 1
4 -- --
5 4 --

Thus by Raw every odd good save is good and every 3rd poor save is good.

By optional rule good saves are always better then poor saves thus making there option rule they list in the book the most excepted and preferred method
 
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So read everything you guys said. I do appreciate it. It has helped...

Is the following correct base saves?
Code:
1st Fighter/Monk Fort +2 / Ref +2 / Will +2
2nd Monk/Rogue   Fort +3 / Ref +4 / Will +3
3rd Monk/Rogue   Fort +3 / Ref +4 / Will +3
4th Monk/Wizard  Fort +4 / Ref +4 / Will +5

If so I found a way I think to code this into HL. If not its back to the drawing boards. :(
 
1st Fighter/Monk Fort +2 / Ref +2 / Will +2
2nd Monk/Rogue Fort +3 / Ref +4 / Will +3
3rd Monk/Rogue Fort +3 / Ref +4 / Will +3
4th Monk/Wizard Fort +4 / Ref +4 / Will +5

Depends on translation, Gestalt isn't considered multiclassing when it comes to save bonus (from the way I translate the class)

in the case of monk every lvl the saves by all means should be

1st Fighter/Monk Fort +2 / Ref +2 / Will +2
2nd Monk/Rogue Fort +2 / Ref +2 / Will +2
3rd Monk/Rogue Fort +3 / Ref +3 / Will +3
4th Monk/Wizard Fort +3 / Ref +3 / Will +3

And I a pretty positive that is by raw, best advancement from all of those lvls is the monk which has good progression on all lvls

Raw states
""Base Attack Bonus: Choose the better progression from the
two classes.

Base Saving Throw Bonuses: For each save bonus, choose
the better progression from the two classes.
For example, a
1st-level gestalt fighter/wizard would have base saving throw
bonuses of Fortitude +2, Reflex +0, Will +2—taking the good
Fortitude save from the fighter class and the good Will save
from the wizard class.""

To me this simply means you ignore the actual numbers the class itself might get and you advance based on progression, Good progression is +1/2 per lvl after first, Poor progression is + 1/3 which is to say +1 per 2 and +1 per 3

Thus by Raw Saves would gain +1 per 2 lvls of good save progression after the first and +1 per 3 lvls of poor saves after the first. By option rules you would add the fractions together to possibly gain in between those points.


So in hopes of clerity, the way I read RAW rules is that you ignor the classes themselves and only look at which saves the class have as good and what ones they have as poor.

Then add them up in a fashion similar to
Fort / Reflex / Will
1st Fighter/Monk good / good / good
2nd Monk/Rogue good / good / good
3rd Monk/Rogue good / good / good
4th Monk/Wizard good / good / good
5th Wizard/Sorc Poor / Poor / good
Fort = Good 1st + 3 Good poor = 2 + (3/ 2 round down) = +3 Fort + (1 Poor / 3 Round down =) +0 = +3 fort
Reflex = Good 1st + 3 Good poor = 2 + (3/ 2 round down) = +3 Fort + (1 Poor / 3 Round down =) +0 = +3 Reflex
Will = Good 1st + 4 Good poor = 2 + (4/ 2 round down) = +4 Will

Note that the ones with all good or all poor progression is exactly the same as any other class with good or poor progression, the points where some are good porgression and some are bad, those are calculated by number of good + number of bad.

Thus if a class has 10 lvls and 7 lvls of that have good Fort saves and # lvls of that have poor fort saves then you Look at the chart for 7 lvls of Good and add that to chart for 3 lvls of Poor Saves to get the actual total.

This is further backed up by this Raw text
""Each time he gains a new level,
he chooses two classes, takes the best aspects of each, and applies
them to his characteristics.""

You will note that while gestalt class takes the best aspects of each of the two classes, and applies them to the gestalt class. It is still the same gestalt class it just gets to doppelganger the abilities of other classes, choosing the same class more then once stacks in a way that it gets to doppelganger higher aspects of that class. However threw out it all it is still a single gestalt class. Since it is impossible to take the same class more then a single time via multiclassing that further concretes that a 2nd lvl gestalt is Never multiclassed because in order for that to be true it would have to be a gestalt gestalt which breaks the Raw rules that you can't take a class more then once.

In short Gestalt is treated as a single class that has a variable BAB,HD,and Base save Progression. Hell really gestalt CLASS has variable everything but however it is still treated as a single class for all purposes.

Hope this might help clarify the raw and optional rules up a little
 
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Just realized I never checked your Math by the fraction option rules so here that bit of info is in case it helps

1st Fighter/Monk Fort +2.5 / Ref +2.5 / Will +2.5
2nd Monk/Rogue Fort +3 / Ref +3 / Will +3
3rd Monk/Rogue Fort +3.5 / Ref +3.5 / Will +3.5
4th Monk/Wizard Fort +4 / Ref +4 / Will +4
5th Wizard/ Sorcer Fort +4.1/3 / Ref +4.1/3 / Will +4.1/2
6th Rouge / Sorce Fort +4 . 2/3 / Ref +4. 5/6 / Will +5
7th Fighter/ Ranger Fort + 5 . 1/6 / Ref +5 . 1/6 / Will + 5 . 1/3

As you can see the actual class only matters to determain what saves are good and what ones are poor save, weather you add a 5th lvl of fighter or a 1st lvl of fighter at 5th lvl in both cases it is broken down to Good Fort Progression, Fast BAB progression, D10 HD. Take all the Good Progression and Fastest BAB progression and highest HD progression and use that for the lvls progression.

So a class that adds Good Fort and Good Will and a class that adds good Reflex together causes that lvl of gestalt to gain Good all progression
 
I might add that it isn't specific but the first time that a save progresses as Good Save I would add the +2 to it since that is a key part of the good save progression and follows the Add good saves + poor save progression together to equal the total base save bonus
 
So read everything you guys said. I do appreciate it. It has helped...

Is the following correct base saves?
Code:
1st Fighter/Monk Fort +2 / Ref +2 / Will +2
2nd Monk/Rogue   Fort +3 / Ref +4 / Will +3
3rd Monk/Rogue   Fort +3 / Ref +4 / Will +3
4th Monk/Wizard  Fort +4 / Ref +4 / Will +5

If so I found a way I think to code this into HL. If not its back to the drawing boards. :(
Disclaimer: the terms in "*" are direct wording from UA.
This is the math and reasoning that I, and others that I have played with, have taken in the past, the one you described as the Delta Rule.

stargazer_dragon's method is a different take on it, which utilizes the "House Rule: Fractional Base Bonuses"

I do not know which variant is the dominant preference for the Pathfinder Populace.
I also do not know how big of a mother bear this is to code, but I imagine it is a large one.
I, personally, would hate to foist my own preferences on others on this matter.

I do not know how difficult it would be to code in the WotC "House Rule".
Is it feasible to have a radio option, or a secondary selection to choose between the Delta Rule vs the Fractional Rule?

And if I have forgotten to say this recently, Thank you, SC, for even getting a beta version of this out for the rest of us to play with.

Edit: on a personal note, I would be very happy to see what you think you have figured out and coded up. I also know that I am just one person.
 
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actually Dianae I was listing Both Raw and the WOTC Fraction House rules.

Raw is and I quote

""Base Saving Throw Bonuses: For each save bonus, choose
the better progression from the two classes.""


So by Raw you look at the progression and add the progressions together. The fraction optional rules makes this a bit more acurate and easy to program however by RAW you still only look at the good or poor progression just like RAW BAB for gestalt looks at the slow, medium, & fast PROGRESSIONS.

There are a ton of different House rules but if we want it by RAW I would say use ether the Core RAW and look only at progressions (slightly harder to code and slightly less accurate) Or we use the book suggested option rule.

But I am not the person actually coding the progressions so really not my choice. Am sure we would all be pleased by whatever the outcome as long as the basic outcome is listed somewhere in the description, after all we can use adjustments to change the saves to whatever the preferred method is for each DM.

Guess I mainly wanted to point out that Fractions are book Optional but Progression is actually the books RAW

Also as for the reason you don't get the LVL 1 Bonus saves for later lvls is simply

""A gestalt character follows a similar procedure when he attains
2nd and subsequent levels. Each time he gains a new level,
he chooses two classes, takes the best aspects of each, and applies
them to his characteristics.""

Which shows that lvl 2 gestalt is just that lvl 2 it isn't a multiclass eve if you choose 2 completely different classes, it simply means that the gestalt class emulates different classes at lvl 2 then it did at lvl 1.

Now if you Gestalted (fighter rouge) at lvl 1 then took wizard at lvl 2 then you would be a gestalt wizard multiclass Granted this gets complicated as the book does not address this type of issue instead stating that gestalt is the core and suggesting that you don't mix single classes and gestalt classes.
 
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I apologize. I meant to infer the method of calculation, not that you were only mentioning the fractional variant, merely that that was the method you chose to put forth for your numbers.
 
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