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Well... Given that, I think your best bet is to familiarize yourself with the retrain rules and see if you can find a copy of "faiths and philosophies"- there's a feat chain in there (nature soul, and animal ally) that gets you a companion at character level -3 (and you can add boon companion to bring that up to full. That will allow you to retrain to full bard and you will have accomplished what you set out for.
Hmm... I do like the idea of a Titan fighter/Goliath Druid... I'm going to post some build ideas for the cleric now and later on when I have some more time I'll post some Druid ideas too...
For the cleric, take Gorum for your god. Take the destruction[rage] and strength[ferocity] domains. For traits take fate's favored and magic lineage [divine power]. For feats: power attack, furious focus, big game hunter, wf, wpn spec, vital strike, quicken spell, greater wf, devastating strike, extra rage, imp vital strike, greater wpn spec, one of your choice. You can still rage thanks to your domains (and I think can take extra rage power with your feat if you want). For spells, you'll be able to devote a lot of them to out of combat/problem solving stuff, but can take some damage spells for dealing with swarms and things that you can't really hurt physically, and the rest will be buffs.
In combat, you'll do a ton normally... guessing at least 26 Str unbuffed, with probably a +4 enhancement bonus on your giant sword... Means you should be hitting at about +28 for something like 9d6+120. When you feel like that might not be enough you can rage (free action), cast a quickened divine power (swift action), and use both your 2 domain smites when you vital strike to do something like +35 for 9d6+180 (more if you have furious/courageous on your weapon). If you have a round to buff, you can add righteous might (and another quickened spell) and push it even higher (I'm not positive what 3d6 goes to... But i think maybe you'd be at +36 for 9d8+189, with reach).
Penetrating strike is pointless for this build... It comes in handy if you're hitting 7-8 times for mediocre damage each time, but when you're hitting once for huge damage it doesn't do much. I'd replace it with big game hunter or devastating strike, or something like that.
I know you said you're not good at full casters, but what about a Titan fighter/cleric that's really a melee build? I could post some details if you're willing to consider it?
Mythic vital strike is a very powerful option, especially with an oversized greatsword.
I'm not sure why you want to stack those two particular archetypes though? Unless you're planning to use an oversized greatsword in one hand? The main reason for leveling in either beyond 2-3 levels seems to be reducing the penalty for oversized weapons, even with only one you'd have no penalty for a large greatsword in 2 hands well before 13th (and using it one handed doesn't make sense because you'll do much more damage 2 handed). Unless there's something I'm missing, maybe consider switching out the barbarian archetype... Invulnerable rager would make you tougher... Or maybe even switch the class entirely to something that would round you out better (like improving your saves, maybe even picking up some spells)?
Yeah... At the risk of these comments becoming white noise, I'm going to go ahead and join all the reasonable people in saying this whole thing sounds like a train wreck... Betraying and attacking fellow party members if that wasn't an established possibility from the beginning of the campaign is a jerk move (at best) and the fact the your GM is in on it is super messed up. Im assuming he/she is really more friends with you than the other gamers? Or maybe a significant other who feels like they have to indulge this nonsense in order to avoid some childish fit? The scenario you're describing sounds like a great way to destroy your group.
If you want to follow this fallen/redemption plotline, instead of trying to overpower the other players so that they are forced to indulge your desire to play a character whose alignment is literally the opposite of theirs maybe you could just have your character leave for a while... You fall and then flee, make a more reasonable character to play with the party for a while, and talk to the GM about getting together one on one to play through the plotline until you can return to the group.
If you're considering a dip, ranger is worth thinking about... It gets you handle animal as a class skill without using up a trait, gives a small bump to hp/BAB, shores up your weakest save, doesn't lose you any skill points, and gets martial weapon proficiency (which as a dwarf gives you like 5-6 free exotic weapons).
Favored enemy is nice if there's something you'll fight a bunch (or that you have some sort of adversarial history with), otherwise the guide archetype gets you a weaker but much more flexible version.
When it comes to leveling past 20 the most important thing is to maintain open communication with your GM. Most classes are easy to expand beyond 20th level if the GM is open to it. And multiclassing is another easy option if he's not- you can almost always figure out another class that makes sense as an extension of your first 20 levels if that's what you want. If they're open to it, you and the GM could always work together to develop epic versions of your base class too... I did that for a campaign I ran a while back and it worked out really well. This comes up so often I should clean up those classes and post them somewhere or publish them, lol.
I forgot to mention one of my favorite things about the dwarven commander... well, I guess its really my favorite thing about the sensei/kata master combo... If you take 2 extra levels of monk, at 6th you can spend performance to bestow the benefits of any Ki usage to an ally... Since you can power deeds with Ki that means you can bestow them! For 1 Ki and 1 round of performance you can let the party's burly 2hander parry and reposte :)
Well, im sure our profile pics will be source of confusion for some... I'm going to risk it though, lol.
It's probably not quite as optimized as some of your builds but you missed one of my favorite battle heralds:
the dwarven commander
I know what you're thinking... Cha classes on a dwarf? Bear with me... Focus on Dex and Wis; 10-11 Cha will be enough... Use slashing grace for your waraxe (dwarven weapon familiarity makes you proficient, and a dwarf gracefully spinning and slashing with a waraxe is awesome); don't wear armor (take advantage of monk AC bonus, plus look awesome); you will lose a couple rounds of inspiring command without the Cha, but you can use rounds of bardic performance for that, and you'll gain more of those since they're wisdom based for you; you don't go deep enough in daring champion to get panache, but you do get it from kata master- you won't have many points with your Cha but you can burn Ki points (which are Wis based) to power those abilities too. All in all he should be pretty effective and super cool.
Definitely a cleric of Gorum! A wisdom based melee monster who happens to have the DCs to use some save or suck spells... Hierophant for inspired spell. I can post more build info if you want but basically using mythic guided hand and stacking smites for damage (take destruction[rage] and strength[ferocity] for your domains). It's hard to say for certain without knowing everyone else's builds but I'm pretty sure you could have the highest damage output in the party plus spell support.
The falcata is a great weapon, and will work well in almost any build... You might get better feedback if you could ask a more specific question... Do you have any idea what kind of character you want to play? Something like "what's the most effective way my [insert class here] could use a falcata" would probably get you good feedback.
If you're just looking at damage output... Maybe a fighter with the mutation warrior archetype and variant multiclassing with barbarian (if you'll be using pathfinder unchained)- you'd get all the normal fighter goodies (weapon training and specialization) plus be able to crank your Str super high by stacking rage and mutagen.
There's another important thing to remember about tanking... You need to be able to get things to focus on you instead of moving around you to attack softer targets. There are three ways to accomplish this too- be able to funnel them (most often through battlefield control spells), do enough damage that they need to deal with you, or be able to stop them from moving past you (usually with reach and either maneuvers or abilities like the stalwart defender's halting blow).
i like the Goliath druid... They could pretty easily do 2 if not all 3 of these...
a friend and I played ragechemists together... it was epic. at 3rd level we were both half-orc alchemist[ragechemist] 1/barbarian[wild rager] 2 with the amplified rage feat. 20 base Str +6 mutagen +8 rage put us both at 34 Str. and wild rager let us make 2 attacks with our greatswords. with power attack we were attacking at about +12/12 for 2d6+21 before anyone else used any buffs, at 3rd level, lol.
we actually made them planning on sort of self destructing... not only did we have to constantly make saves to avoid Int/will penalties, we had to make them to avoid confusion! the party bard (we were twins and he was our half brother) had a wand of sleep so that when our will saves inevitably got super low and we got confused and turned on the party he could easily neutralize us. that never even happened though... we did so much damage that we didn't get hit very much at all and we made most of our saves when we did.
they were so effective that our GM completely lost it mid-session (after we wasted a CR7 creature in 1 round). then he asked us to please switch characters. So, to (finally) answer your question- yes, they can be very effective.
People keep saying 'chance to hit expressed as a percentage' but that's probably misleading... You actually want to express it as a decimal... If you hit on an 11 or better that's a 50% chance to hit, do not do 50(d+s... that will be way off use .5(d+s...
All of your 'H's will vary between .05 (5%, because a 20 always hits), and .95 (95%, because a 1 always misses)
Truthfully, the two don't synergize very well... They get you full BAB and all good saves but you generally either have fight or cast spells, neither class has abilities that benefit the other at their strength, and you have to choose to either invest feats to wear armor or have a wizard AC... if you really want to try it, I'd suggest doing a reach build- take a polearm and combat reflexes, you'll need a high Str, Dex, and Int (and to avoid Cha based arcane talents)... Use your swift and standard actions to play like an arcanist, use your move actions to position yourself to get some AoOs- you can also use martial flexibility to pick up maneuver feats or to boost your survivability.
Two other options...
Human cleric of Gorum... Start with channel smite and guided hand, choose to channel negative energy, take destruction[rage] and strength[ferocity] for your domains... 14 Str would be good to have- lets you take power attack (and it's an even bonus to maximize the +50% Str from 2handing). Your base damage won't be super high but 7 or so times per day you can add both your domain smites to the attack... you can also add channel smite 3+ times/day, though the DC probably won't be real high. When you factor in the rounds you'll spend casting you should be able boost just about every attack you make, and your spell DCs will be good enough to make use of save or suck spells like hold person.
the familiar archetypes are available on d20pfsrd (just click that link)
it really depends on what kind of rogue you are... if you're looking for sneak attack the mauler advice is good; if you're more scout/infiltrator take one that's sneaky and grants a stealth bonus (cat maybe); if you cover a lot of utility stuff (or just want to be more effective) pick up improved familiar and grab one who can use wands (like the faerie dragon).
Shizuru (one of the gods of Tian Xia) has katana as his favored weapon... So you could build a sacred fist who crit fishes with a katana, and who gets as many attacks as TWF but only needs one weapon (and who can self buff as a swift action). Still take butterfly's sting and have a burly friend... Naginata or Tetsubo are great weapons for that...
The -2 Cha is gonna hurt, since all healing channels (at least all of them I can think of) are Cha based...
A cleric is probably your best bet... They can spontaneously cast heal spells but don't rely on Cha for casting, and they get channel without needing to mess around with archetypes. The choice of domain will be very important, and if she really wants to blast she'd probably really want an archetype that lets her use domain spells more often...
Another option would be a white Mage (an arcanist archetype)- they get heal spells (and spontaneously cast), but no chance for channel. This is a much blasty-er option though, because it gets the whole wiz/sor spell list.
Nature soul -> Animal Ally -> Boon Companion is a great option, it'll give you an animal companion from a limited list, but bird is an option.
Iron Will -> Familiar Bond -> Improved Familiar Bond will let you keep it as a familiar (or you can stop after 2 feats if you're not worried about the special abilities).
IMHO, the type of creatures you summon should depend on what kind of casters you have... if they have a lot of damage output, summon multiple things just to keep enemies off you long enough to blast them down; if you have a good battlefield controller (one who can funnel enemies) summon something really durable that they enemy will need to fight through to reach you); if there's a lot of buff/debuff casters summmon the best damage dealer you can and let them buff it while it fights the debuffed enemies (it might need healing too, i'm assuming with 10 casters you have someone good at that).
yeah- having to spend that extra swift action is rough (especially because magi also have quite a few uses for swift actions) but it might be worth it. the destined bloodline looks pretty solid for a swashbuckler guy (and their 1st level ability is a free action, so you can use it in the same round that you enter mystical focus).
depending on what type of caster you want to be, you might be able to build as a divine caster instead... a flame or lore oracle could seem a lot like an arcane caster with the right spell selection, and I'm not super familiar with the shaman but I'm guessing they could too depending on what spirits they're using.
somewhere in a thread (or two) on this forum there's a list of arcane spells that have no somatic components... those spells naturally have no ASF% so they're really handy to bear in mind.
generally speaking, trying to make a character that is full caster and full melee is going to be weaker overall than one who's more focused towards one side...
a swashbuckler/arcanist will be decent and probably do a fine job trying to cover melee for you and full casting for the party, but you will wish you had a better Fort save and could wear some armor. Worse, you'll never really be using both classes at the same time.
a swashbuckler/magus wouldn't have quite the spell support others might be hoping for but would be a powerhouse in melee. precise strike synergizes with the magus fighting style as well as anything could, and they can cast in armor. if you use the eldritch scion magus archetype you make Cha your casting stat and don't need to worry about inspired blade (which frankly doesn't seem that great to me).
a magus/arcanist wouldn't be quite the melee threat you might be envisioning but he'd be a terrifying magic user. a kensai/blade adept would be pretty decent in melee and would have tons of spells (all with the same casting stat). at 6th level you can take Broad Study which lets you use spell combat/spellstrike with all of your spells, which is pretty crazy (for instance, using spellstrike and the Close Range arcana to deliver disintegrate with a keen scimitar... which makes the disintegrate crit on 15-20). Plus you'll be able to use your arcane pool and your reservoir to power combat buffs (so you'll be able to use things like arcane accuracy and accurate strike a lot).
using summons for meatshields and gearing your companion for protecting squishies is all great advice. another thing that will help is working on all you casters playing more strategically... when you have melees keeping things away from you its easy to play sloppy, when you don't things like battlefield control spells (anything that slows enemies down from reaching you) and focusing your fire (taking targets out one at a time instead of spreading your spells around, to reduce the number of attackers as quickly as possible) will be much more important.
out of curiousity, how many players are left? if you just lost 2 players you might want to ask your GM about recruiting 1-2 more (and trying to get some new melee support with them), or about the possibility of him running a GMPC melee guy... and there's always the leadership feat if you make it to 7th level but are still struggling...
I made a kitsune fighter with the whole chain... He was pretty fun/interesting. He spent all his base feats on racial ones (tail x8, swift shapechange, and pounce). That slowed down his combat ability coming online some but by maybe 6th or 8th he was doing well (TWF with agile weapons). By 10th he was really solid (using vulpine pounce with piranha strike and Dex based combat). He had a pretty decent Cha so he could actually make some good use of the SLAs (by targeting people/things that he suspected had low will saves), and he had the dangerously curious trait and max ranks in UMD, so with some investing in scrolls/wands he had a lot of options not available to most fighters.
I'm not familiar with the anime, but just based off of what I've read in this thread it sounds like a fighter/monk[sohei] might be a good fit...
you'd have full BAB, all good saves, 4+ skills... the sohei can flurry in armor (which synergizes nicely with fighter), and can flurry with any weapon that they have weapon training for (normally they have limited options for weapon training, but since you get it as a fighter feature as well you can pick anything!); they also add 1/2 their level to all their initiative checks.
you want to be Dex focused so make a human (or half-human, or aasimar with 'scion of humanity')... for 4 of your first feats take: weapon finesse, weapon focus [sawtooth sabre], slashing grace [sawtooth sabre], and martial versatility [slashing grace]... that weapon focus is just a feat tax- you'll never use a sawtooth sabre- but with that combo of feats you get to use Dex for attack rolls and damage rolls for every weapon in the 'light blades' fighter weapon group (the only exception is the sawtooth sabre which only gets Dex to damage but not to attack rolls). Fight with a wakizashi or a kukri (or whatever you want), or two if you like the look (you'll be flurrying with them, not actually using TWF, so you only actually need one of them to make all those attacks).
yeah, i agree that a 'pocket healer' is a poor idea... for a number of reasons:
i'm sure there are others too, that's just off the top of my head. if they have the party they want let them try the AP and see how it goes. you could follow the PFS convention and let them make adjustments to their characters for free until they reach 2nd level... that way you should at least end up with someone investing in UMD, if not at least one character who can use cure wands. if they're having a tough time of things you could always introduce and NPC hireling (or GMPC) who could accompany them (for some payment, and with all of the normal restrictions and vulnerabilities of other PCs).
how would you feel about a half-elf instead of full elf?
this build requires wasting a feat (though you should have plenty of those), but lets you get dex to hit and damage with (almost) all light blades... and doesn't require dipping swashbuckler at all.
feats: weapon finesse, weapon focus[sawtooth sabre], slashing grace[sawtooth sabre], martial versatility[slashing grace]
that last one is a human-only feat, which is why you would need to be a half-elf. sawtooth sabres are not finesse-able but they are part of the 'light blade' fighter weapon group... so when you take martial versatility it lets you apply slashing grace to the entire light blade weapon group (all of which benefit from finesse except the sawtooth sabre, lol). So you're wasting weapon focus because you'll never actually use sawtooth sabres but at 4th level you get finesse and slashing grace for all light blades (except the sawtooth, lol). Now you get Dex to hit and damage with kukri, wakizashi, and a dozen or so other blades.
also, martial versatility can be taken more than once, so if you wanted to you could always take it a second time to apply weapon focus to the whole group as well.
When you're making a gestalt character there are (IMO) 3 important things to consider...
1. Being well rounded. You're going to be facing more difficult challenges, you don't want any glaring weaknesses that can be exploited. Make sure you have at least 2 good saves, some decent skills, probably at least a little casting... Full BAB/d10 hp if you can... There's a lot of options that'll get you full BAB, all good saves, and at least 4+Int skills: fighter/bard, bloodrager/bard, ranger or slayer/any caster, swashbuckler/magus, gunslinger/inquisitor, paladin/ninja just to name a few...
2. Synergy. Do the abilities from your classes work together/support each other, or do they force you to function differently at different times? Something like fighter/wizard seems cool but you only get 1 standard action per round so you're either attacking or casting, and either have to invest in feats to let you cast in armor or miss out on some benefits of fighter... Barbarian/Druid on the other hand may not be able to attack and cast in the same round either but the ability to stack rage and wild shape can be pretty awesome. Something like fighter/bard is nice because your bardic performances make you better at fighting at the same time that they buff others (and they can cast in armor so they can still benefit from armor training too).
3. Action Economy. Everyone gets the same number of actions per round but not everyone is equally good at using those actions... Try to make sure that every round you'll be able to use your standard action, your move action (or your full round action), and your swift action. A class like Magus that has a bunch of options for swift actions and can already bend action economy with spell combat/spellstrike is a potent option for this, be careful though- if you take two classes that make a lot of use of the same types of actions you won't be able to reap all those benefits... Something like a paladin/magus could be good, but you need your swift action for Lay Hands to make you impossible to kill, and you need those same swift actions for Magus to up your combat output with arcana, arcane pool, and arcane strike... But you're limited to one of those per round.
Conclusion- there's a lot of good options and ultimately the most important consideration is what you'll enjoy playing, but there are some solid straightforward combos that will be effective if you're into them... A ranger/warpriest has full BAB, all good saves, 6+ skill points, some wisdom synergy, the synergy of being a self-buffer and capable combatant, and has options for every type of action (once fervor comes online at 2nd); a gunslinger/inquisitor has all of those things too- their swift actions are a little more limited (largely goIng towards judgements, and bane after 5th) but they get to attack against touch AC a lot of the time; a slayer/magus hits pretty much all those marks too but with Int replacing Wis (and arcane spells). Fighter/Bard or Fighter/Investigator can take a little more effort (or patience) to make sure that they're getting good use of swift actions but both are solid and relatively simple.
That ended up being much longer than intended... hope there was something useful for you in there.
At 20th level 21d6 damage isn't all that much, especially as a standard action with a limited number of uses... Granted 44/day is a lot of uses but a non-buffed single class (non-gestalt) two-handed fighter at 20th level can use that same standard action to deal 4d10+200 damage, and they can do that every round all day long if need be. Gestalt them with a bard for perfect saves and great skills, and bardic performance and your buffs will drive that up even higher...
edit: sorry, I didn't mean to rain on your parade... I'm all for people playing fun characters that they like even if they're not optimized. I was just surprised to see 21d6 mentioned as if it were a lot and thought I should point out that it wasn't all that high (disintegrate would deal almost twice that at 20th level). But if you'd have fun throwing around kamehame-ha blasts all day do it (just don't expect to blow up any planets, lol)
Gorum really isnt a bad choice at all. The glory blessing is useful but probably not a great fit for this character (I'm guessing), but destruction provides a static damage bonus (which is great for TWF), strength is only a swift action to use (which is great for rounds you're not using fervor- you'll burn through blessings quick with it, but thankfully you get two sets of uses/day), chaos adds +1d6 to every attack vs lawful (again, good for TWF), and war lets you pick your bonus each round which gives good situational flexibility (and if you take the fate's favored trait to maximize divine favor you'll doubly benefit when you choose the AC bonus). I don't see the half-giant in the Archive... is that a 3pp thing?
a note on bards:
bards can make for some seriously strong combos in gestalt. they pair really well with any martial class. they brings good skills and some spell support to the party and round out every martial's saves (except swashbuckler, sadly, who would still have bad fort). their buffs are nice too and especially if you're selfish... the big hangup for many with bardic performance is the standard action to activate- dervish dancer and dawnflower dervish (dervish of dawn on d20pfsrd) both get a battle dance that only buffs themselves but is a move action instead (and dawnflower dervish gets double the normal bonus); the archaeologist gets a self buff that's a swift action- it's also a luck bonus so you can boost it with fate's favored, and its effected by things that effect performance so you can take lingering performance and/or extra performance to get extra mileage from it, and you can make an aasimar (angelkin would be a great option) and take the favored class bonus to have it scale faster... a fighter[lore warden]/bard[archaelogist] would be a nice build if you want to try out that route instead (full BAB, all good saves, 6+Int skills plus the 2 bonus Int skills from LW...); either dervish archetype with a cavalier[daring champion] is badass too :)
Keep in mind, it is extremely easy to maintain to grapple with the "save or die" interpretation...
If the enemy is alone.... If you're fighting multiple enemies you have to remove yourself from combat for several rounds to kill someone this way (and that's assuming that their friends don't take an active interest in stopping you). All in all, even as a SoS this feat is less effective than hold person/coup d'grace (which comes online at 3rd level for divines)
That same "big ol' assumption" underlies every condition... Hold person doesn't say your paralyzed immediately but we all assume it to be true... Intimidate doesn't say your demoralized immediately but again we all assume it... I can see how you would want to argue otherwise (because of the paragraph about holding your breath) but the feat says it causes suffocation (a condition which is described in paragraph 2 of its entry) and, unless otherwise stated, we should assume that happens right away (just like we do with every other condition).
I'm not saying that's how it should work, or weighing in at all on whether I think it's reasonable/overpowered/whatever, I'm just saying that as written that is the default interpretation by RAW (until someone official chimes in).
If you look at the quote made by the OP, suffocation starts with holding your breath...
If that were true it would make this feat better written, but technically and, again, I'm talking RAW here, not RAI the "suffocation" entry begins with rules for holding your breath (paragraph 1) and then specifies (in paragraph 2) when suffocation begins and what it's effects are... The feat makes no allowance for holding your breath it just causes suffocation (and thus skips straight to paragraph 2), which makes it either a really powerful option or in need of a rewrite i'll leave it to others to debate that
@dragondorn- I'd help out with some specific build advice, but I'd need more info... Do you have any flavor or fluff in mind? I see you can't be lawful, do you know why (like are you all anti-government guerrilla freedom fighters or something, or common criminals)? How much do you know about the setting?
Generally speaking- in a campaign where the power level is that high, animal companions won't keep up at all... replace that. Divine tracker would be a nice archetype for that- trade the companion for 2 more of your god's blessings and twice as many uses of blessing. If there are things you know you'll be fighting a bunch favored enemy is nice, if not you may want to trade that as well... guide gets a smaller bonus that you can use against anyone you want, or wild stalker trades it (and other stuff) for rage (which could be awesome if it fits with your god and your flavor); don't give up your spells- lead blades alone makes them worth keeping (it'll bump you up to the large table for sacred weapon). For weapons, use kukris- 18-20 crit range with sacred weapon damage and they're light weapons, so good for TWF. For race, I like hungerseed tiefling (handy resistances, a good SLA, and the right stat bonuses; the unscathed trait is nice too) unless your GM wants you to spend a feat just to get the race... If that happens, pretty much anything with a Str bonus would be good. Of course, if you can take any race that's in the archive... Skinwalker and nosferatu-born dhampir (with dayborn) are both strong options too, but it's hard to go wrong with a drow noble... they're flat out more powerful than other races... the only problem is that they really favor a Dex build which pathfinder doesn't support for TWF (unless you're going mythic, or your GM allows the agile enchantment and you don't mind paying for it)...
edit: I just remembered that wild stalker replaces bonus combat feats, which you need if your doing Str-TWF... Wild hunter would probably be a better option (you don't get rage but you get animal focus as a hunter)
I like ranger/warpriest... Full BAB, all good saves, 6+ skills, and some wisdom synergy...
I'm not familiar with the 3pp psionics at all, but if you want to be an enchanter you might want to think about a Cha build... Awesome bluff/diplomacy/intimidate can be a really great tool for someone whose all about bending others to their will! A magus [eldritch scion]/sorcerer would be very similar in feel but use Cha instead of Int... Plus then you can take the sylvan bloodline for +2 to your save DCs for compulsions. You could also then make him/her a kitsune- they get a racial bonus to Cha, a racial bonus to enchantment DCs, and an awesome favored class bonus (for sorcerers).
As for alchemist/magus, it's not a particularly strong combo but if you're going to do it I like the idea of an alchemist [grenadier]/magus [myrmidon]... With ranged spellstrike you can deliver your ranged touch attack spells as a rider on your bombs :-)
Depending on the feel your going for (and your point buy) a paladin with amateur swashbuckler could be a strong option... Musetouched aasimar is a nice thematic fit with the perfect stat array for this type. You'll have good Cha so you can build up some panache throughout the day. Smite is pretty much the best thing ever for TWF- the +Cha to hit more than makes up for TWF penalties, and you get that sweet sweet bonus damage on every swing (take oath of vengeance for even more smitey goodness).
you'd probably be even better though with a 1 level dip in swashbuckler... Add more skills, shore up your weak save, get more panache each day, get finesse for free, and open up some options for potentially taking slashing grace...
What about Meteor Hammer for the Hearth Mistress? Many fireplaces had chains in them to hold cookware and the like, and orbs are often associated with feminine/motherly figures (presumably because of the shape of pregnancy)- add to that the fact that it's a fairly defensive weapon (I think it gives an AC bonus when using reach instead of treating it as a double weapon, doesn't it), and it seems like a good fit.
For the Sun King, why not give him a giant scepter (very kingly) that he wields in combat? Have it function as a tetsubo and make that his favored weapon.
Both of these weapons are listed as 'eastern weapons' in pathfinder but you could easily rename and/or reskin them if you feel like that would help with the feel for your campaign.
If you don't like those options: you can make any weapon their favored one and have it make sense if you just make up one line about why they have a unique version of it... The Hearth Mistress carries [insert name], a [insert weapon type] crafted from [insert outrageous material] for her by [insert name of fallen/missing/dead god] before his [insert tragedy]. You could just as easily use one of the other living/active gods too if they have some important connection. that's just one example, any little one sentence throw away story can adequately explain a unique/favored weapon.
It seems to me like this might be overly complicated and not as beneficial as it could be... At lower levels you'll pretty much always be better off focusing all your xp on a single class (more Hp/survivability and get to iterative attacks and/or new spell levels faster), and if you enforce some cap on their main class at higher levels you may actually hold back their progression...
normally going from 10th to 12th requires 74k experience (on the fast progression)... If you enforce a 2 level gap restriction, to level from 10th in your primary class you have to spend 18k to level your slow class from 6 to 7, 24k to level your medium class from 8 to 9, and then 34k to level from 10 to 11... So, you're paying 86k for one level instead of 74k for two levels... That might sound like a reasonable trade off for the extra powers but, again, you have to consider the hp/survivability problem- if there's only two, they need to be at least the expected level (if not higher) to withstand all the punishment they'll take...
You'd be better off just picking 'standard' gestalt (or tristalt) and running with it. (And leveling them arbitrarily if your worried about being to fragile in the beginning or leveling too fast at mid/high levels)
Honestly, you'd be best off having both players make a noble... Give them some extra gold (for potions/scrolls/wands to increase survivability and problem solving), and a loyal retainer... each player get 2 PCs to control (the noble and the retainer) so they can cover more roles and have better action economy. You could even replace "noble" with 'fated hero' and have their main guys be interesting gestalt combos and the secondary guys be some kind of guide/protector devoted to helping them realize their destiny/true potential.