
Experiment 626 |

Folks, I've got an existing character that I might want to revamp, depending on your input. Not only the build, but tactics and other ideas will all be considered!
We're starting off at level 3 (straight classed) or 2//2 (split). Starting money is 3,000, no items over 1500 gp, and no dipping is allowed - the gestalt paths have to be 1 class. We can have more than 2 classes eventually, but that's a long way off, if ever. We roll for attributes and I got lucky, thus the high stats. I sunk my 2 points into wisdom as both classes draw off that stat, and I can buff my attack bonus more easily than my wisdom with Divine Favor + the Fate's Favored trait, and various Judgements. Lastly, all spontaneous casters get extra spells known based on their intelligence in this campaign world.
Here's what I'm after:
Crowd control and debuffing focused - DPR bores the heck out of me. Pulling people's jerkins up over their head, pushing them off of cliffs, or setting off a dose of smoke bomb in a room full of baddies to let me use my blindfighting feat while they flounder makes me giggle. I'm also a decade-long student of various martial arts, so I like trying to fit what I know can work into the game. The party I'm trying to slot into seems to need some control and buffing (buffing via debuffing, in this case) but I'm trying to avoid the God Wizard role as that's what I usually play and its already covered by another player.
Versatility - we're in a low level, lowish magic game, so skill points and class skills really matter, and we spend time doing intrigue/social stuff at least as often as combat. There's at least 1 rogue that I'll probably be pairing up with along with an Arcanist//Investigator, so I'll probably be their "heavy"/bodyguard on various missions.
I need a character that works now, not 3 levels from now - Waiting for feat chains or items that never arrive only leads to frustration on my part, and we're topping out around 6th level anyway.
We'll be in the city at least part of the time, and the majority of opponents will be humanoid. I'm sadly addicted to feats, mostly because I want to be able to take people's weapons away from them, poke them in the eyes, trip them, grapple them, or toss them into other people like bowling balls. If I could fit in Equipment Trick: Rope, I'd be even more ecstatic. Hogties, whips, and ranged entangles? That sounds like one hell of a Friday night to me! That means I probably have to stay Human, even though the Half Orc probably works better in terms of darkvision, some weapon proficiencies, and saving throws (esp. via the trait I'm already taking).
Here's what I came up with. Domains are open. I had the Conversion inquisition in the old campaign but no longer have to cover the face role - I can be bad cop/enforcer to someone else's good cop instead. I picked the Night subdomain as I liked the free blind fight feat and can envision using it along with a smoke pellet or darkflare, but Tactics, Torture, or Repose caught my eye as well.
I took the Command spell due to high wisdom and will be picking up Blistering Invective at 4th level. Command is largely "ranged combat maneuvers", Litany of Sloth lets me flank or attempt maneuvers without fear of reprisal, and Blistering Invective will let me intimidate similar to the Dazzling Display feat.
This guy was put together before the ACG came out, so there might be a better mousetrap that can be built. Help me make this guy every foe's worst nightmare and every party's dream debuffer/troubleshooter!
Kane
Human inquisitor of Nunya Bidness 2/monk (maneuver master, qinggong monk) 2/gestalt 2 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 58, Pathfinder RPG Ultimate Magic 51)
LE Medium humanoid (human)
Init +7; Senses Perception +8
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Defense
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AC 17, touch 17, flat-footed 14 (+3 Dex, +4 untyped bonus)
hp 22 (2d8+6)
Fort +5, Ref +6, Will +7
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee unarmed strike +4 (1d6+3)
Special Attacks judgment 1/day, stunning fist (2/day, DC 15)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +6)
At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +6)
1st (3/day)—command (DC 15), divine favor, expeditious retreat, protection from evil
0 (at will)—create water, detect magic, detect poison, guidance, light, sift[APG]
Domain Darkness (Night subdomain)
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Statistics
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Str 17, Dex 16, Con 15, Int 14, Wis 19, Cha 12
Base Atk +1; CMB +6 (+8 dirty trick, +8 grapple, +8 trip); CMD 21 (23 vs. dirty trick, 23 vs. grapple, 23 vs. trip)
Feats Blind-fight, Combat Reflexes, Improved Dirty Trick, Improved Grapple, Improved Trip, Improved Unarmed Strike, Stunning Fist
Traits bred for war (shoanti), fate's favored
Skills Acrobatics +7, Bluff +5, Climb +7, Escape Artist +7, Heal +8, Intimidate +7, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +8, Ride +7, Sense Motive +9, Spellcraft +6, Stealth +7, Survival +8, Swim +7
Languages Common, Custom Language, Giant
SQ flurry of maneuvers, monster lore +4, night hunter, stern gaze +1, track +1
Other Gear 150 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fate's Favored Increase luck bonuses by 1.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor Domain (Night)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Night Hunter (1 rounds, 7/day) (Su) Become invisible to all but darkvision in dim light or darkness.
Stunning Fist (DC 15) You can stun an opponent with an unarmed attack.
Track +1 Add the listed bonus to survival checks made to track.
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Experiment 626 |

Figured I'd offer a little more information about the party to see if that helps any.
There's a 2 Synthesist//2 (Primal) Hunter who's built around being a frontliner and cheesing as many evolution points as possible. His synth form is monstrous and not city friendly, so he's probably going to be a summoner when he's in plain clothes.
Another guy's a 2 Arcanist//2 Steelhound Investigator. He's probably playing the controller role.
There's a 3rd Level Rogue (charlatan). Yeah, I know...
There's a 3rd level Healbot cleric.
Lastly, there's a 3rd level Swashbuckler (Musketeer).
Thanks in advance for any advice or insight.

Experiment 626 |

Heck, I'll bump this and see if the weekend crew has something to say.
The domain's definitely up for grabs. Night seemed cool, but regular Darkness, Torture, Repose, or Tactics seems better.
Cheesing my way into grabbing the normally out-of-bounds Wolf Domain would let me pick up Improved Trip, which would net me Improved Dirty Trick, Improved Grapple, Improved Trip and Improved Bull Rush along with Ki Throw by level 2. That lets me do almost everything I want with this dude in terms of maneuvers. I can even grab Improved Ki Throw by level 3 if I go that route!

ChainsawSam |
If you want maneuvers, you're going to be feat addicted and heavily reliant on BAB. Judgement will help, but CMD grows pretty damn quickly and it can be hard to keep up with.
Tactics subdomain was a lot of fun. Over a year ago. Marital Flexibility kicks its ass. It's a godsend.
Martial Flexibility is freakishly good. Sizing up a situation and then spending an action to get X feats on demand for a minute at a time is righteous. By the time the Tactics Domain comes online at 8 the Brawler can get 2 feats and Martial Master Fighter gets access to 2 feats at 9th.
The "Quick" maneuver feats will make up for not having Flurry of Maneuvers and being able to swap out a whole handful of feats at a time is amazing.
If I were to attempt to build a gestalt character based around versatility and being awesome at "martial stuff" here is my gut instinct:
Inquisitor.
Judgement is great, super versatile. Good saves. Medium Armor. Bane is outstanding. Bonuses to knowing stuff is also great. Excellent toolbox to tackle encounters with the only thing that holds it back, even a little, is the mediocre BAB. Good skill point progression and a really handy spell list.
On the fly you can tailor offenses and defenses to tackle whatever comes your way with Jugement and Bane. Swift Action economy is going to be godawful, but even being able to just get ONE of your super awesome versatile bonuses up is just great.
So start with an Inquisitor Chasis. We will get to Domain/Inquisition later.
So what to gestalt it with?
Brawler:
Martial Flexibility. Amazing on demand feats. Feats plural. Excellent. Unarmed damage progression if you're into that. Good Reflex save shores up one of Inquisitor's only weak points, a d10 hit dice takes care of the other.
Brawler favors light armor because the Brawling enchant takes the edge off of shitty an Amulet of Might Fists can be cost wise, and the dodge bonus. I wouldn't put too much stock into it however if medium armor is just easier to do. You've got exceptional rolls so it really could go either way.
Should note that Bane only applies to one weapon, one limb, or one end of a double weapon. Doesn't mechanically matter for flurry, but fluff wise it's lame to think of only attacking with one fist. Ruins things for me thematically.
---------------or---------------
Lore Warden / Martial Master Fighter
You don't need to worry about skills, so that takes away the Fighter's greatest weakness. Lore Warden is better on skills because it gets 2 "free" points to spend on INT skills each level. Should be overridden by Inquisitor stuff, but maybe your DM will let you get the "free" INT skill points. I don't remember how it is worded.
Crappy armor proficiencies. Again. Overridden by Inquisitor.
Excellent weapon proficiencies. Makes up for the Inquisitor's crap proficiencies.
Combat Expertise for free. It replaces Bravery +1 which is crap and you get high WILL from Inquisitor anyway.
Hands down, the best CMB/CMD increase in the game. Flat +2-8 CMB/CMD to all maneuvers. Comes online at 3 and keeps up as the game progresses.
Know Thy Enemy synergizes great with Monster Lore stuff from Inquisitor. Gives +2 to hit and damage (and therefore also CMB) to anything you can take the time to identify. Level 7.
Marital Master brings Martial Flexibility to the table at level 5. Behind Brawler, but it doesn't stay too far behind. Excellent ability for martial characters, especially those trying for maneuver builds. All those BS feats that add on to maneuvers but aren't worth spending a real feat on suddenly become wonderful on the fly additions to your build.
What we're left with:
D10 HD
Full BAB to help handle high monster CMD later
Medium Armor
On the fly Combat Feat selection (eventually 3+ per move action!)
Inquisitor spell list for buffing
Judgements to tailor offense/defense as needed
Bane for extra oomph
6+INT skills per level
Tracking
CMB/CMD bonuses (higher/better with Lore Warden)
Bonus Combat Feats (more as Fighter than Brawler)
...and additional goodies depending on whether you pick LW/MM Fighter or Brawler to round out your Inquisitor.
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Personally, I lean towards Lore Warden. The CMB/CMD bonuses are amazing. Judgement + Lore Warden Bonuses + Divine Favor + Full BAB... I don't care how many legs it has, you'll trip it. Easily Grapple Dragons onehanded while hacking at it with the other hand. You wont be able to pin that Dragon, but you can have your cool Shadow of the Colossus moment.
Leads to excellent martial ability and complete competence in any martial maneuver you want while snagging a load of feats to support said maneuver whenever you want. Great buff and utility spells.
Action economy, frankly, will be rough. Especially at higher levels when you're potentially sacrificing full attacks. That's fine. It forces you to play smarter so you can plan an attack and make your buffs before rushing in. Really though, it's too much. You'll never need it all so not being able to use it all doesn't matter. Use what you can when you can and if you get the opportunity to go all out, go for it.
Maneuvers. Check. Double check.
Competent Melee. Check.
Buff and utility spells. Check.
Personal buff flexibility. Check.
Damage output flexibility. Check.
Feat flexibility. Check.
Respectable AC and HP. Check.
Enough resources that you should never run out of it ALL. Check.
Good saves. Check. (REF will suck with Fighter, but whatever. FORT and WILL are the nasty ones anyway).
So. What about domains?
At this point the build has too much stuff anyway, so you might as well grab something for cool factor alone. Something that is a Free Action which wont step on anything else's toes. Something to maybe keep as an ace up your sleeve, or just let loose with for some extra power when you can't seem to buff yourself fast enough.
At this point there's really only one thing left that a build like this could want. It has a bit of mechanical benefit, but in this case it'll mostly be taken for thematic reasons. It's the one thing that you can't do that martial badasses and roleplayers alike want to do.
Rage.
That's my vote. Either the Anger Inquisition or the Rage Subdomain.
Keep it under your hat or abuse it as you like. Doesn't matter either way.
But there will always come a time when you're staring down that Evil Lord or Dread Necromancer and everything has gone to hell. That's when we all want Rage, to just completely lose our cool and go all out.
This build has room for it. I say do it.
So there we go. This is perhaps the single most Batman build I can think off the top of my head. Not as in directly emulating Batman, but as in "ready for anything" Batman. Swap out feats and Judgement Buffs and Bane as the situation calls for. Have a good assortment of buff/utility spells ready to go. Do any maneuver you need when you need to do it. Great skill progression.
And the ability to completely lose your mind to a violent bloody rage when the situation calls for it.
What more could anyone want?

ChainsawSam |
Sorry, you gave me too much information and by the time I was done reading it I had forgot the first sentence. The build I just posted is probably a bit too much of a rebuild for you.
In your case, with an existing character, Tactics domain is your best bet for feat flexibility.
If you're topping out around 6, that means you don't have feat flexibility. Tactics is still neat for the initiative rerolls, but the cool part of Tactics doesn't come online till 8.
I don't know about the other subdomains so much. I tend to build my Inquisitors to be as toolbox, Batman, ready for anything as possible so I really like Tactics (or Rage because it's thematically awesome).
Maneuver master isn't bad. It still has a pretty devoted following, and I'd recommend it for a dip. I'm not terribly crazy about using it as half of a Gestalt.
You've got good skills, a really neat spell list, Judgement, and will pick up Bane in a couple levels. That's a pretty solid teammate no matter how you slice it. You're probably going to be alright.

Experiment 626 |

Now that's what I'm talking about, ChainsawSam!
I, too, like the whole Batman thing, and that's why I don't often play martials. Spending a bunch of feats and gold to say, "I power attack" over and over...<shudder>. Being an all-around badass who can pick up feats on the fly? Now that's money.
I checked up on the Lore Warden +2 skills/level thing, and that is going to stack with the other skill points. Its class feature gained through trading out weapon and armor proficiencies. Nice hook!
The Anger inquisition is looking better than Rage to me, since we're probably capping things around 6th level. To tell you the truth, if I can make the Brawler work I might go that route, just so I can start Martially Flexing that much sooner.
I think there's room for a monk archetype or ki pool feature that allows the use of Martial Flexibility as well. I might suggest that as a houserule. We were toying with the idea of letting fighters and rogues get access to Solo Tactics as well...I think Lemmy might even have a homebrew fighter upgrade that does that.
Again, thanks!

ChainsawSam |
Brawler is nice too. Don't get quite the boost to CMB or the extra INT skill points. Also don't get Martial Weapon Proficiency, but if you're comfortable going unarmed or using close weapons then it isn't that big of a deal. Couple less feats as well (and having to actually purchase Combat Expertise, which is a bummer since it is the very definition of a feat tax).
The bright side is you get Martial Flexibility faster and at 6 you'll be able to gain 2 feats as a move or 1 feat as a swift. You're also essentially trading free Combat Expertise for free Improved Unarmed Strike, if you want to Grapple (which can devastate mages) then its a fair trade. Knock Out Blow is... OK. Being a FORT save really sucks balls, but the DC should be alright.
I can't recommend an Archetype for Brawler as I think they're all sort of mediocre and capping out at 6 with an emphasis on maneuvers doesn't help the situation. Straight Brawler should suit your needs fine.
Anger Inquisition is fine. Hateful Retort is another thing that is flavorful and kind of cool. Only once per day, and as an Immediate Action it ends up costing you your next Swift. Keep that in mind.
The downside of Martial Flexibility is that it ends up being a lot of paperwork. Don't be "that guy," have a list of what feats you qualify for and organize them somehow so you know which feats to pick up on the fly and you can do so without taking 10 minutes to decide. The situations complicates itself a bit more at Brawler 6 when you get 2 feats (and the first can be used to qualify for the second), so be sure you have an organized list and can make these decisions quickly and with purpose.
If you guys are going to do squirrelly stuff with Monks or Ki or House Rules, I can't really help you with that.
Anyway, good luck, have fun.

Kaouse |

Here's a Gestalt build I had a while back focusing on CMB.
Lore Warden Martial Master Fighter 20 || Kensai Magus 1 / Maneuver Master Monk 6 / Invulnerable Rager Barabarian 12 / ___ 1
Kensai Magus was to get free Whip Proficiency and Weapon Focus, as well as access to Spell Combat + True Strike, for when you really want those maneuvers to work. He also gives you a free Enlarge person, which is definitely going to help you as time goes on. Plus, as a Lore Warden, it doesn't hurt to have decent INT.
Maneuver Master Monk is a must, he allows you to add on extra Combat Maneuvers to your attack action, even if they normally require standard actions, making him incredibly useful. Furthermore, he gets you great saves and the ability to add his WIS to any maneuver you call in advance, and doesn't even require ki points, allowing you to do so all the time. Plus you get more free feats, and anybody who attempts a Combat Maneuver you know will provoke even if they normally wouldn't.
Next is the Barbarian (Invulnerable Rager isn't necessary, it's just nice to have the extra DR. If you want to build towards DEX, which I suggest against for the purpose of Combat Maneuvers when combined with Enlarge Person, you can choose Urban instead). He's mainly here for Strength Surge, which is amazing for Combat Maneuvers. You'll need a way to rage cycle, and may run into the problem of Belt of Strength vs Cord of Stubborn Resolve (I'd go with the Cord, IMO). At this level, you can also grab quite a few other useful rage powers, including Superstitous, Spell Sunder, Reckless Abandon, Come and Get Me, and, with enough Extra Rage Power feats, Ultimate Clarity (arguably my new favorite rage power). When it comes down to it, nobody is better than a Barbarian at wrecking things.
With a Fighter as the other side of the Gestalt, you'll never lose BAB. Lore Warden + Martial Mastery Archetypes is arguably superior to Brawler, primarily because you get access to the Lore Warden's CMB boosts as well as "Know Thy Enemy" for another useful boost. The two of them together can add up to a +10 on CMB (+8 if you fail the knowledge check; on all the time). Martial Mastery allows you to take feats you qualify for, allowing you to specialize in any particular Combat Maneuver before you have need of it. Plus, as a Fighter you will be swimming in Combat Feats, allowing you to spend your general feats on more rage powers!
The last non-fighter level can basically be anything, but I am partial to the Lame Oracle, who will allow you to instantly rage cycle without having to use the Cords of Stubborn Resolve.
Altogether, a properly tweaked out build with the relevant items and traits (you want Bred for War and Fate's Favored, basically) should get you a standing CMB of roughly +60 (dear god that special Dueling enchant. Luck bonus = 2x your weapon enhancement on combat maneuvers? Yes please). With Rage, Strength Surge, and a decent WIS bonus, you can get that up to +80 CMB. And thanks to True Strike, you'll be able to automatically trip up even CR 30 nightmares like freaking Cthulu.
You'll even have great saves with this method, netting a +15 Fort, +9 Ref, and +13 Will base save before stats and items. To say nothing of Superstitious or other class methods of increasing your saves (I made this as a dwarf and got the Steel Soul feat, which more than made up for the lack of human FCB on Superstitious).
Literally the only problem with this build is...
You.
Are.
MAD.
As.
F#$%.
STR is most useful for a CMB build, WIS can be added as a bonus on their rolls as well as on AC, DEX helps AC and Initaitve as well as your weak Reflex save. INT helps you with the Lore Warden and gives you more Enlarge Person and True Strike spells to use in Spell Combat. You'll even want some CHA to get an Eldritch Heritage for the Orc/Abyssal Bloodline, and to cast a few Oracle Spells (Divine Favor, anyone?). Do I even need to mention the importance of CON?
But despite all these problems, you'll pretty much be able to do every Combat Maneuver you need to with your whip and defeat the defenses of anyone. Dirty Trick, Trip, Grapple, Disarm, Sunder, all the great Combat Maneuvers are available to you with some decent enough Whip Mastery. Lucifer himself wishes he had your mad skillz.