| Grimserver |
I'm playing in a gestalt campaign for reign of winter, starting at level one, and am having trouble deciding on a combination. The others in the group are winter witch/blood kinetisist, eldritch archer magus/kineticist, and inquisitor/gunslinger. Needless to say this group needs some meat, which I am happy to provide, but I'm not sure what I should go for.
I was thinking of an unchained monk/druid gestalt, but I'm not to sure how good it would be. Other classes I had in mind were Monster Tactician or a Summoner of some kind to port meat into the field (combined with something else, not sure what), or perhaps a bladebound arcanist/inspired blade swashbuckler.
It seems that there are no banned classes, so long as they are first party.
Any advice?
Just a Mort
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If you want bodies, do a lunar oracle/summoner gesalt. You get both eidolon and animal companion. However your saves will be rather bad unless your GM allows the pre-errata version of divine protection.
For sheer durability, paladins win the prize due to divine grace and their ability to lay hands as a swift action. The alignment though...
Try mixing a pally with a cha based class, maybe an oracle or a bard.
I think combat reflexes, a reach weapon and pushing assault. If you trip someone up, everyone in the party is going to complain.
| Mysterious Stranger |
A paladin/bard is actually very good. Go for an Archeologist Bard and you can also fill the role of the rogue. Focus on DEX and go for a mithral medium armor for a decent AC while still able to cast your bard spells. Fencing/Slashing grace will get you DEX to damage so you can afford a lower STR. Probably want at least 13 for power attack and encumbrance.
| avr |
Unchained monk // druid seems like it'd hit pretty hard, but it hasn't got great defences against mooks with spears.
The party kind of lacks healing; an inquisitor or a witch can use a wand of CLW but isn't great at anything requiring fancier spells, the restorations etc. A cleric with the herald caller archetype is an excellent summoner and can prepare special healing spells as required. I might gestalt it with ranger to improve the character's own combat ability, or bard or skald to buff the summons further. Monster caller inquisitor // evangelist cleric is another option along the same lines.
Fruian Thistlefoot
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Invulnerable Rager//Vivisectionist or Beastshaper Alchemist
Take potion glutton feat for more efficiency
Another Combo is:
Half-Orc
Primalist, Spell eater Arcane Bloodrager//Paladin
Fast healing, 50% miss chance, Cha to saves, Smite + Bloodrage, Lay on Hands, Spell Eating, Rage Power like Witch hunter and Come and get me, Arcane and Divine Spells, Mercies Immunities, and Divine Bond. This build is Crazy front line dedicated and damn hard to stop/kill.
Look up Carl Jr. in advise forms for a shell of the Bloodrager...and add all those creamy Paladin abilities to him.
| Hazrond |
Honestly, with a group set up like that, I would probably avoid making a front line character. Having summons or other types of battlefield control is good in a group, but you don't actually need a PC to hold the line, and having everyone be powerful at range opens up some tactical possibilities.
im a player in this game (the eldritch archer kineticist) and im curious, do you really think that can work?
| Dave Justus |
Dave Justus wrote:Honestly, with a group set up like that, I would probably avoid making a front line character. Having summons or other types of battlefield control is good in a group, but you don't actually need a PC to hold the line, and having everyone be powerful at range opens up some tactical possibilities.im a player in this game (the eldritch archer kineticist) and im curious, do you really think that can work?
Unless it is a very specialized build, something like a reach tripper, a single person can't effectively protect those in the back very well anyway, and can't do it any better than a summoned monster. On the other hand, if no one needs to get up close, there are quite a few area spells that can hinder the opponents and give your range people time.
I would probably have someone who was tough enough to be the guy that opens the door, but focusing on range, or at least having a very strong ranged option as a backup would open up a lot of options. An archer paladin would be one example of someone that would work well at range but could handle being in melee if needed.
Just a Mort
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Bards can cast in mithril breastplates fine, and the bonuses from inspire courage are very helpful to an archer party. If you wanted a rogue role, I'd advise lunar mystery, seeker oracle archtype. Comes with additional fluffy companion on the right revelation selected.
Reach trippers are cool.
There's another way of doing it also. One side of your gestalt needs to be rogue(thug) archetype. Get enforcer a reach bludgeoning weapon (lucene hammer). then hit people and force them to flee for 1 round. Only works with things that have a mind, are not immune to non lethal, and once per combat - intimidate DC increases by 5 each time you try.
Another way would be to find a way to lace your reach weapon with rimed frostbite, then get to tripping. To do that, I think easiest way will be eldritch scion magus on other side of gestalt. As in pally + eldritch scion.
| Arachnofiend |
A paladin/bard is actually very good. Go for an Archeologist Bard and you can also fill the role of the rogue. Focus on DEX and go for a mithral medium armor for a decent AC while still able to cast your bard spells. Fencing/Slashing grace will get you DEX to damage so you can afford a lower STR. Probably want at least 13 for power attack and encumbrance.
I wouldn't recommend an Archaeologist for a Paladin gestalt; between Smite, LoH, and Luck you've got way too many things competing for your swift action. Just a regular ol' Core Bard has much better synergy with the Paladin.
| Snowblind |
You could always just go Bard/Fighter.
All saves are good, full BAB, you can take all those awesome feats for making bards hilarious or awesome (Spellsong, Lingering Persormance etc) without skimping on your melee capabilities. Pick up a couple of archetypes as well, so you don't get locked into a single type of weapon or gain benefits with medium/heavy armor which you won't want to wear. Martial Master/Mutation Warrior/Eldritch Guardian is a sweet combination, for example. Alongside a Bard Gestalt you end up with a really rounded character.
| Mysterious Stranger |
Mysterious Stranger wrote:A paladin/bard is actually very good. Go for an Archeologist Bard and you can also fill the role of the rogue. Focus on DEX and go for a mithral medium armor for a decent AC while still able to cast your bard spells. Fencing/Slashing grace will get you DEX to damage so you can afford a lower STR. Probably want at least 13 for power attack and encumbrance.I wouldn't recommend an Archaeologist for a Paladin gestalt; between Smite, LoH, and Luck you've got way too many things competing for your swift action. Just a regular ol' Core Bard has much better synergy with the Paladin.
Both smite and luck only requires a single swift action to activate and then do not require further actions to maintain. Unless you are fighting an incredibly powerful evil creature you probably don’t need both going, and if you are fighting something that powerful the fight should last long enough to get both up and going.
Smite evil is a very powerful ability. There are a ton of threads on the forms asking how to deal with a paladin because he does so much damage with smite evil the GM does not know how to handle him. The single most common answer is to use non evil monsters so the paladin does not get smite evil. This is probably the best way to limit a paladin’s damage. This option gives the paladin something to use when he is fighting a target that is not evil. It’s not so much about increasing power, but increasing your versatility.
Normal bardic performances require a standard action to start until 7th level when they become a move action, and finally at 13th level they require a swift action. This means that until 13th level starting a bardic performance prevents you from getting a multiple attacks in the first round. Even at 13th level you are still facing the same choice as the archeologist between smite evil and luck.