Gestalt builds for solo play (RotRL)


Rise of the Runelords


I'm going to be playing a solo gestalt character through Rise of the Runelords anniversary edition in the near future.

My current most fun candidate is a Sylph Sky Druid/Wizard and I'm torn on specialty schools and domains.

I've been given a rather heavy stat array that can support two casting stats pretty well.

My plan is to aim for a dazing spell build and probably mostly use summons for damage. I expect to prefer and specialize Pellet Blast for dazing without spell resistance. It looks like it should do enough damage to get at least 1 point past DR to trigger dazing spell on a failed save. I'm hoping the short range won't matter much if I'm eg. a huge air elemental.

I'm looking at Admixture, Teleport, or Foresight subschools of Evocation, Conjuration, and Divination respectively and either the Weather or Liberation domain or some subdomain thereof. Weather with Teleport, likely Liberation otherwise for Su freedom of Movement, though it's kind of a redundant domain for a solo character.

Admixture gets me a minor damage increase on some spells, though I'm looking at making my preferred spell Pellet Blast (a conjuration) because it ignores SR. Admixture also gets me damage type bypass, but there are some partially or completely untyped dazing spell carriers on the druid list. I will have no trouble filling bonus slots or finding one spell per level to learn free with this school. The 8th level power is also handy because I'd have racial energy resistance.

Teleportation gets me the Su mini Dimension Door power and makes summons last longer. Once again I expect to have no trouble finding spells to prepare or spells to learn.

Foresight gets me initiative, which is otherwise going to be a bit of a problem, but the spells are mostly wretched. See Invisibility is a must and there are a couple exciting options at level 8, but otherwise there's not much and the requirement that half of my free spells be in my specialty school is even worse than figuring out what to fill school slots with.

For opposed schools I'm contemplating Abjuration (I'm going to miss protection from evil, but dispel magic and greater are on the druid list and nothing else looks must have. Wreath of Blades I want, but I think I can evenetually work around the two slot limit with contingency), Evocation (druids get enough of this to tide me over until opposition research since I don't expect to be heavily into it before Dazing Spell becomes practical), Divination (A couple of the level 8s look nice, but scrying is on the druid list and I should be able to scout in wildshape. The only catch is see invisibility), Enchantment (I'm interested in a few spells, particularly greater heroism, feeblemind, and irresistable dance, but it's mostly a weak school, particularly since I find a lot of it, including the entire charm subschool, too creepy to touch. It's a candidate for opposition research though), and Necromancy (There is nothing that feels critical, but false life, enervation, and the fatigue and exhaustion spells will be missed).

If someone has a suggestion for another fun build I'm willing to entertain it, but


Is Psionics Unleashed allowed? If so, do a Half-Giant Soulknife/Rogue. You will be one-shotting pretty much every monster.


Hmm. You might just want a cohort as backup since all it takes is a single '1' and game over.

RPG Superstar 2013 Top 32

Andrea1 wrote:
Hmm. You might just want a cohort as backup since all it takes is a single '1' and game over.

This. A failed will save as a single character can spell instant doom. I don't think summoned creatures - at least the low-level ones - are smart enough to try and wake you from Sleep or defend you through a Hold Person.

Another option could be holding out for the Mythic Rules playtest that Paizo have said they will be holding in the future. Those abilities should assist a solo character in having a much higher survival rate in an AP.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Druid/Summoner: Arcane/Divine plus 2 pet protectors. You're practically an adventuring party on your lonesome.

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