
MTCityHunter |

I'll put the TL;DR up front - I am looking for general and campaign specific advice (no spoilers please) on how best to deal with solo play, as well as build tips and advice. Build details and ideas are below.
On to the meat:
First off, we are using Gestalt rules, and I'm playing a Bladebound Hexcrafter Magus / Synthesist Summoner. We will probably use occasional NPC assistance as support characters, but it would be nice to be as self sufficient as possible.
We would like to avoid GMPCs and I dont want to play more than one character simultaneously. We will be using both the campaign's harrow point system as well as the hero point system, so hopefully that will give me a few get out of jail free cards. Even so, we are aware that the GM may need to step in occasionally with some deus ex machina to save me if all else fails. Thats okay, but we dont want to make a habbit of that.
I'd like to make it as easy on the GM as possible, so he doesn't have to constantly modify everything. In that vein, I need to be as versatile and survivable as possible while still being combat capable. I dont need to be 100% combat optimized, but being solo I am also not worried about being "too powerful" either.
Now, obviously, my biggest hurdle will be failing a single save has the potential to get me killed, so I need ways to be immune to status effects, I need good saves, and I need ways to remove status effects/ability drain. I also need to be able to take a beating and have generally good normal (AC/miss chance) defenses as well.
Here's my build generalities...please tell me what you think, and what I may have overlooked.
1) Magus gets me a bit of action economy advantage via spell combat, as well as good burst damage (at least after a few levels). Im using the standard scimitar and shocking grasp, but I am sticking to a strength build, not dervish dance. This allows me to take advantage of the eidolon's large boosts to Str later on via the Large evolution.
2) Synthesist gets me great defenses and a temp HP buffer, and access to all the eidolon's evolutions and senses. I lose the action economy advantage of a normal summoner, but I cant afford to be squishy and synthesist remedies that. Plus the flavor fits exceptionally well for my character (no need o get into that though). Biped base form.
3) Bladebound is predominantly for flavor, but is important in that regard. Even so, it makes sure my weapon is always going to be top notch. Its energy substitution combined with the ability to further enhance it via arcane pool should go a long way towards getting around DR. I'll also carry a morningstar to cope with DR (bludgeoning or piercing), which i can enhance with arcane pool as needed.
4) Hexcrafter is a flavor fit as well, and is not vital. Delaying Spell Recall so long is unfortunate (but remember i have more spells than normal due to summoner spells, and can use them with spell combat at level 6+ with the Broad Study Arcana so spell recall isnt quite so indespensible as normal...plus it frees up pool points for other uses), in return, gaining access to curses and Hexes is a pretty big deal, especially at later levels (11+). For early levels, it gets me access to the Flight hex (i could fly via evolutions, but this saves points and lets me fly when big E isn't summoned...which is when I am most vulnerable), which is pretty awesome, and gets me access to brand,, ill omen, bestow curse, and a few other really nice spell options. At mid levels the retribution and agony greater hexes really stand out. At high levels, Summon Spirit is great, and a perfect thematic fit, but chances are we will not reach those levels. Other early level hexes like evil eye, misfortune, etc. are also on the table, but not curently included in my build.
5) I am a half elf, so I will be using the +1 evo point per 4 levels FCB. Being immune to sleep is pretty great for a summoner as well. Finally, when I get access to the Paragon Surge spell, I will effectively have access to any feat or summoner spell i need but dont have. In particular, by taking Extra Arcana, I will also have access to any magis arcana OR witch hex I need, provided i spend a round casting the spell for access to it. IMO thats where the real advantage of Hexcrafter is going to kick in. Along the same lines, evolution surge will give me access to whatever evolution i may need at the time.
6) "Rogue" evolutions include Skilled (perception, stealth, disable device, and diplomacy). At 10+ I will likely use Aspect to have diplomacy and perception available even when big E isn't around. Before then, I'm just going to have to deal with average face skills (since summoning my big E suit for a diplomacy boost in town is likely going to do more harm than good in such an insular setting). I am just going to have to rely on dispel magic or just bypassing magical traps since i wont be able to disable those in the normal fashion. I'm also going to grab the Shadow Meld evolution to have concealment in all but bright light, so that should really help my stealth ability and my ability to dictate the terms of many fights. It also dovetails very nicely with Moonlight Stalker; since I will virtually always have concealment, it will be easy to trigger the +2 to attack and damage very regularly. Offense and defense in one.
7) Other important evolutions: Undead Appearance for good bonuses (and ultimitely immunity) vs. various nasty status effects. Large for generally powerful combat modifiers and reach (doubt i get huge, but will have enlarge/reduce person on hand in the event size changes are desirable). Extra Arms to use my scimitar two handed with spell combat and power attack, while maintaining a free hand (for SC) and also having an extra hand for metamagic rod usage and utility. I am not trying to stack tons of natural attacks onto spellcombat, just make my normal attacks better. Improved NA (of course) whenever I have free points available. At later levels, I will also likely be getting Blindsense/Lifesense, DR, and SR. Stuff like immunity, skilled (whatever i don't have but need), and channel resistnace will be left to evolution surge.
8). Important Feats, Hexes, and Arcana. I already mentioned Flight, Retribution/Agony (likely one or the other), Summon Spitit, and Broad Study (vital). I will also be getting.Accurate Strike (or maybe arcane accuracy) for on demand accuracy boost. At later levels I am also looking at Bane Blade and Quickened Magic (to quicken higher level spells). Preffered Spell and ultimitely Spell Perfection to combo with my Magical Lineaged shocking grasp, as well as Empower, and Quicken Spell for On demand burst allowing me to memorize utility to expand versatility.
9). Spell combat plus stuff like bladed dash, force hook charge, etc, gets me very good mobility and pounce like ability. I could also use these tactics to escape sticky situations.
TL;DR (part 2) - So...I will have really good defenses between synthesist shell and stuff like mirror image with spell combat. I have good saves (well not reflex so much, though I will have Evasion). i will get resistances to status effects and later on some immunities (disease, poison, stun, fatigue, exhastion, and paralysis. i will start immune to sleep and with boniuses vs. enchantments. I'll have virtually constant concealment, which will help my stealth ability and also trigger Moonlight Stalker for an offensive boost. I'll have pretty unlimited situational options via evolution surge and paragon surge. I'll have good skills and can disable traps. I'll have great mobility between the flight hex and spells. I will be able to self heal via rejuvenate eidolon and wands of infernal healing for after combat. No ability to channel positive energy, but i will have disrupt undead to at least be able to hurt stuff early on.
Anything I am missing or could improve upon? Any creative ideas for ability usage? Any must have items I should be gunning for? Thanks for the help!