Your favorite gestalt build


Pathfinder First Edition General Discussion

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Klorox wrote:
Doomed Hero wrote:
Gulthor wrote:

how about a Paladin/Sorcerer-Dragon Disciple with the new feat that allows you to regain missing PrC spell advancement?

THE WHAT NOW?
I think he's refering to the 3.5 Practiced Spellcaster feat... there's a trait that does the same but watered down in PF too, but I wouldn't know because it must be in a book I don't own.

Paths of the Righteous has

Quote:

Prestigious Spellcaster

The transition into a spellcasting prestige class is less difficult for you, and because of this, you gain 1 additional effective spellcaster level from your prestige class levels.
Prerequisite: Favored Prestige Class with selected prestige class.
Benefit: The first time you gain a level in your favored prestige class and the spells per day class feature does not grant an increase in effective level for the purpose of casting spells, you gain new spells per day as if the prestige class did grant +1 level of spellcasting for that level. This effect is retroactive if you gain this feat at a level beyond the point where your favored prestige class would normally have not advanced your spellcasting.
The Prestigious Spellcaster feat does not have any effect if your favored prestige class does not have the spells per day class feature, or if it does have the spells per day class feature but already grants a level increase for every level of the prestige class (as do the arcane trickster and loremaster prestige classes).
Special: You can select the Prestigious Spellcaster feat multiple times. Each time you select the Prestigious Spellcaster feat, your effective caster level increases by 1. However, regardless of the number of times you choose this feat, the total increase to your effective caster level cannot exceed your actual prestige class level. This feat also applies to prestige classes that grant extracts per day instead of spells per day


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0o0o0 O 0o0o0 wrote:
I cannot recommend a pet class for gestalt. Pets are weaker than PCs anyway and with the hordes of enemies in gestalt games they get torn to shreds.

Depends. One of the reasons to run a gestalt game is that you've got maybe 1-3 players and they might need to fill multiple roles each. There's less need to throw hordes at the party in such a case.

Also it's just one class feature (usually) on one side of the gestalt.


avr wrote:
Klorox wrote:
Doomed Hero wrote:
Gulthor wrote:

how about a Paladin/Sorcerer-Dragon Disciple with the new feat that allows you to regain missing PrC spell advancement?

THE WHAT NOW?
I think he's refering to the 3.5 Practiced Spellcaster feat... there's a trait that does the same but watered down in PF too, but I wouldn't know because it must be in a book I don't own.

Paths of the Righteous has

Quote:

Prestigious Spellcaster

The transition into a spellcasting prestige class is less difficult for you, and because of this, you gain 1 additional effective spellcaster level from your prestige class levels.
Prerequisite: Favored Prestige Class with selected prestige class.
Benefit: The first time you gain a level in your favored prestige class and the spells per day class feature does not grant an increase in effective level for the purpose of casting spells, you gain new spells per day as if the prestige class did grant +1 level of spellcasting for that level. This effect is retroactive if you gain this feat at a level beyond the point where your favored prestige class would normally have not advanced your spellcasting.
The Prestigious Spellcaster feat does not have any effect if your favored prestige class does not have the spells per day class feature, or if it does have the spells per day class feature but already grants a level increase for every level of the prestige class (as do the arcane trickster and loremaster prestige classes).
Special: You can select the Prestigious Spellcaster feat multiple times. Each time you select the Prestigious Spellcaster feat, your effective caster level increases by 1. However, regardless of the number of times you choose this feat, the total increase to your effective caster level cannot exceed your actual prestige class level. This feat also applies to prestige classes that grant extracts per day instead of spells per day

Looks like you can take that to negate Winter Witch's biggest tradeoff, although it's not a huge power boost.


An archeologist bard/paladin is actually a very good combination. Full BAB, all good saves, 6 skills points per level and adding half you level to multiple skills. The paladin spells have most of the condition removal spells, where the bard’s spells provide self-buff and utility spells. Smite evil and divine grace gives you CHA to hit, AC and saves. The archeologist brings archeologist luck and early access to heroism for some impressive bonuses to just about everything.

You are also a CHA based character with UMD as a class skill which is also affected by archeologist luck and heroism. Use wands and scrolls for spells that you don’t know, or are not on you spell list. This gives you limited access to just about any spell in the game. You won’t always have access to everything, but you will have access to what you really need when you need it most.

Basically you are playing Batman.


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avr wrote:
Klorox wrote:
Doomed Hero wrote:
Gulthor wrote:

how about a Paladin/Sorcerer-Dragon Disciple with the new feat that allows you to regain missing PrC spell advancement?

THE WHAT NOW?
I think he's refering to the 3.5 Practiced Spellcaster feat... there's a trait that does the same but watered down in PF too, but I wouldn't know because it must be in a book I don't own.

Paths of the Righteous has

Quote:

Prestigious Spellcaster

The transition into a spellcasting prestige class is less difficult for you, and because of this, you gain 1 additional effective spellcaster level from your prestige class levels.
Prerequisite: Favored Prestige Class with selected prestige class.
Benefit: The first time you gain a level in your favored prestige class and the spells per day class feature does not grant an increase in effective level for the purpose of casting spells, you gain new spells per day as if the prestige class did grant +1 level of spellcasting for that level. This effect is retroactive if you gain this feat at a level beyond the point where your favored prestige class would normally have not advanced your spellcasting.
The Prestigious Spellcaster feat does not have any effect if your favored prestige class does not have the spells per day class feature, or if it does have the spells per day class feature but already grants a level increase for every level of the prestige class (as do the arcane trickster and loremaster prestige classes).
Special: You can select the Prestigious Spellcaster feat multiple times. Each time you select the Prestigious Spellcaster feat, your effective caster level increases by 1. However, regardless of the number of times you choose this feat, the total increase to your effective caster level cannot exceed your actual prestige class level. This feat also applies to prestige classes that grant extracts per day instead of spells per day

Yep, that's the one. It's a pretty hefty feat investment (since you need to take Favored Prestige Class first, which isn't *terrible*, but isn't great, either,) but well-worth it, imo. Trading a feat for a level of spell advancement is beautiful, and I expect will become a standard pick-up for Eldritch Knights, Dragon Disciples, Master Chymists, Holy Vindicators, and Arcane Tricksters.


This build is more of a fun thing, with this one trick that is really awesome.

The goal is Rogue 20/Sorcerer 10/Arcane Trickster 10

Obviously less than optimized, but eventually you end up turning yourself invisible, casting magic missile for unavoidable 20d6 sneak attack. Just for kicks. Remains one of my favorite gestalts. I also love that it makes the very interesting arcane trickster easier to make use of, because multi classing rogue/sorc always just feels bad.


Mysterious Stranger wrote:

An archeologist bard/paladin is actually a very good combination. Full BAB, all good saves, 6 skills points per level and adding half you level to multiple skills. The paladin spells have most of the condition removal spells, where the bard’s spells provide self-buff and utility spells. Smite evil and divine grace gives you CHA to hit, AC and saves. The archeologist brings archeologist luck and early access to heroism for some impressive bonuses to just about everything.

You are also a CHA based character with UMD as a class skill which is also affected by archeologist luck and heroism. Use wands and scrolls for spells that you don’t know, or are not on you spell list. This gives you limited access to just about any spell in the game. You won’t always have access to everything, but you will have access to what you really need when you need it most.

Basically you are playing Batman.

Star knives?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Arcanist (occultist)//skald (spell warrior)

Barbarian//druid

Barbarian//sorcerer/dragon disciple; Eldritch Heritage/Improved Eldritch Heritage (Abyssal)

Cleric (negative energy)//magus; Spell Blending at 6th level

Hunter//summoner

Inquisitor (sanctified slayer)//sorcerer (wild-blooded, Celestial/Empyreal bloodline)

Investigator (psychic detective)//wizard (Divination/Foresight school)

Occultist//witch; especially if you pick thematically similar archetypes such as battle host//bonded witch, necroccultist//gravewalker hex channeler, etc.

Paladin//sorcerer/arcane archer 3

Ranger or slayer//wizard/arcane archer 3


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Tiefling (Prehensile Tail alternate racial trait) gunslinger (pistolero) 5/alchemist (grenadier)//wizard (spellslinger) 1/arcanist (blade adept); +16 BAB, 9/9 casting, Arcane Gun, Sentient Sword and Spellstrike, Alchemical Weapon and the Explosive Missile discovery

The only thing "missing" is Spell Combat...


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Eternal Havok wrote:

This build is more of a fun thing, with this one trick that is really awesome.

The goal is Rogue 20/Sorcerer 10/Arcane Trickster 10

Obviously less than optimized, but eventually you end up turning yourself invisible, casting magic missile for unavoidable 20d6 sneak attack. Just for kicks. Remains one of my favorite gestalts. I also love that it makes the very interesting arcane trickster easier to make use of, because multi classing rogue/sorc always just feels bad.

A couple problems:

1) You can't add Sneak Attack to magic missile. Sneak Attack can only be added to spells that use an attack roll.

2) "Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class;" you can't stack Sneak Attack dice from arcane trickster on top of that from rogue from both sides of the gestalt.

3) "Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes..." (emphasis mine)


Huh, so is UMonk (Scaled Fist)//Sorcerer (Any archetype except Sage or Empyreal) a good option now? Or Oracle, if you swing that way.


My favorite gestalt combination so far has been a Gunslinger/Magus with the Pistolero and Eldritch Archer archetypes. I loved being able to deal ridiculous damage while casting battlefield control spells such as Glitterdust or trying to trick opponents before combat with the various illusion spells. All good saves, decent skill points, and solid initiative helped make the character a powerhouse.

Right now, I'm playing an Investigator/Psion. A Psion/Wilder would be stronger in combat, but I've enjoyed the Investigator's various skill boosts, good reflex saves, and flexible mechanics. I love turning a failed save into a success with an Inspiration die.

Because of campaign constraints, my Investigator side has the Sleuth archetype rather than one with alchemy or casting. While the character would be more versatile with casting, I've gotten more use than I expected out of the Sleuth's initiative boost, speed boost, and ability to reroll inspiration die.

I love skill monkeys, so if I get the chance, I'd like to play a Wisdom-focused Possessed Shaman/Inquisitor. That combination would give me access to Visualization of the Mind, a level 2 spell that can grant a +5 bonus to ability checks associated with Wisdom for 24 hours. The Conversion Inquisition would make Diplomacy, Bluff and Intimidate Wisdom-based. The Lore Spirit's Benefit of Wisdom class feature would add Spellcraft and the knowledge skills to that list, and the Possessed Spirit's Shared Skill ability would let me add three other skills, one of which I could change every day.

Plus, I'd have an effective base of 9 skill points a level! Take that, Rogue! Stop pointing out Versatile Performance, Bard!


Invulnerable Urban Barbarian & Dervish Dancer Bard. The deadly Bardbarian.

Using rage and the combat focused self buffing dervish bard dances, it's a fun way to melee.

Shadow Lodge

My Self wrote:
Huh, so is UMonk (Scaled Fist)//Sorcerer (Any archetype except Sage or Empyreal) a good option now? Or Oracle, if you swing that way.

Let's see.

Full BAB.
All good saves.
Full casting.
Casting stat to AC.
High mobility.
Flurry.

And a slew of special features including Stunning Fist, evasion/improved evasion, bloodline or mystery powers, and bonus feats and ki powers which can be used for offense, defense, or more mobility. Two of your ki powers are locked-in to the not great elemental effects, but your sorcerer bloodline isn't locked into "all I really want is to cast with Wis."

Skills are middling but 4 ranks is passable.


Scaled Fist//Archaeologist Bard could be fun.


Pathfinder Rulebook Subscriber

Second Archaeologist Bard / Destined Bloodrager. That Luck bonus stacking is ridiculous, and Bloodrager is already very powerful anyway.

Ninja / Sorcerer gives you a Naruto ninja. Not that powerful, just funny.

Inspired Blade Swashbuckler/Magus would be cool, even if Precise Strike won't work half the time. Full BAB, all good saves, 4+INT skills a level on an Int-based caster, two bonus feats (which are prereqs for a Dex-to-damage feat), the ability to auto-threaten a crit (SPELLSTRIKE), and you can even take Flambouyant Arcana to use Opportune Party and Riposte with arcane pool points. Clear the Fencing Grace + Spell Combat issue with your GM before trying it though.


From third party classes, I adore gestalting Path of War with Spheres of Power.


Scythia wrote:
From third party classes, I adore gestalting Path of War with Spheres of Power.

Me too.

I have a gestalt that does Path of War stuff, some little Psionics and Akashic stuff - my "Dreamscarred" charater. :)

With Drop Dead doing a kickstarter for a Spheres based martial book - I am really looking forward to a Incanter/Conscript (Conscript being the Spheres of Might equivalent to the Incanter - a "choose everything to make what you want" type class). If the Conscript runs just like Incanter, I've had like 5 different character ideas with that combo.


Urban Barbarian with rogue is pretty robust. Rogue archetypes according to the flavor you want. Makeshift for example is pretty cool at higher levels (+2 shield in offhand after level 7 for example and still increasing) Thug for super intimidation and so on.


Lord Mhoram wrote:
Scythia wrote:
From third party classes, I adore gestalting Path of War with Spheres of Power.

Me too.

I have a gestalt that does Path of War stuff, some little Psionics and Akashic stuff - my "Dreamscarred" charater. :)

With Drop Dead doing a kickstarter for a Spheres based martial book - I am really looking forward to a Incanter/Conscript (Conscript being the Spheres of Might equivalent to the Incanter - a "choose everything to make what you want" type class). If the Conscript runs just like Incanter, I've had like 5 different character ideas with that combo.

Sounds interesting, I'm curious to see how Spheres of Might pans out.

I originally thought of combining PoW and SoP for running a game based on RWBY.

Liberty's Edge

Doomed Hero wrote:
Gulthor wrote:

how about a Paladin/Sorcerer-Dragon Disciple with the new feat that allows you to regain missing PrC spell advancement?

THE WHAT NOW?

Paizo is not ready for Arch shenannigans.

Liberty's Edge

I played a Ninja/Bloodrager. Magus/Alchemist was pretty awesome as well.I kinda want my next gestalt to be an dwarf inquistor(tactics subdomain)/qinggong master of many styles monk.


Oooh, for all the arcane blasting you could want, how about a Spellslinger Wizard-Fighter-Eldritch Knight / Sorcerer. Bit one-trick for gestalt, but your Arcane Gun would actually end up being truly terrifying.


Dragonchess Player wrote:
Eternal Havok wrote:

This build is more of a fun thing, with this one trick that is really awesome.

The goal is Rogue 20/Sorcerer 10/Arcane Trickster 10

Obviously less than optimized, but eventually you end up turning yourself invisible, casting magic missile for unavoidable 20d6 sneak attack. Just for kicks. Remains one of my favorite gestalts. I also love that it makes the very interesting arcane trickster easier to make use of, because multi classing rogue/sorc always just feels bad.

A couple problems:

1) You can't add Sneak Attack to magic missile. Sneak Attack can only be added to spells that use an attack roll.

2) "Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class;" you can't stack Sneak Attack dice from arcane trickster on top of that from rogue from both sides of the gestalt.

3) "Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes..." (emphasis mine)

1)Surprising Spells states:

d20pfsrd wrote:
"At 10th level, an arcane trickster can add her sneak attack damage to [b]any spell that deals damage[b], if the targets are flat-footed. This additional damage only applies to spells that [b]deal hit point damage[b], and the additional damage is of the same type as the spell.

Emphasis mine. My reading of that includes Magic Missile.

2)I know, but that is why you keep your rogue levels, and end up with 10d6. The 20 was a typo, my bad. Of course that is irrelevant based on....

3) I am not aware of that, can you point me to where you found that? I'm not super up on all of this so I just haven't seen that before. I was under the assumption that any classes worked for gestalt.


My uses 3pp content, but Magus/Draconic Exemplar.


Eternal Havok wrote:
Dragonchess Player wrote:
3) "Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes..." (emphasis mine)
3) I am not aware of that, can you point me to where you found that? I'm not super up on all of this so I just haven't seen that before. I was under the assumption that any classes worked for gestalt.

It's in the original gestalt rules in Unearthed Arcana (3.5, I believe).

That said, I know that not everyone follows that rule (it says that they SHOULD be prohibited). It's like how it also says you can't combine two prestige classes yet sometimes people do it anyway.

It mainly comes down to table variation.


Magus/Oracle(wind): because using vortex spells with a keen scimitar is just cool.

Druid/Ninja: turn inviso, wildshape while invisoo, reappear as a combat monster and rip them to shreds, also good for emergency escapes and such.

But my all-time favorite was a Halfling Lycanthrope (werewolf) Barbarian/Sorcerer. She had contingency as her only 6th level spell set to trigger enlarge person when she "wolfed-out". Imagine laughing at the 3' tall halfling charging at you and just when she reaches you she suddenly transforms into a 9' tall raging werewolf and literally rips you to shreds...lol, good times.


haremlord wrote:
Eternal Havok wrote:
Dragonchess Player wrote:
3) "Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes..." (emphasis mine)
3) I am not aware of that, can you point me to where you found that? I'm not super up on all of this so I just haven't seen that before. I was under the assumption that any classes worked for gestalt.

It's in the original gestalt rules in Unearthed Arcana (3.5, I believe).

That said, I know that not everyone follows that rule (it says that they SHOULD be prohibited). It's like how it also says you can't combine two prestige classes yet sometimes people do it anyway.

It mainly comes down to table variation.

Thank you for the clarification! Yeah, no table I have ever sat at has used it, hence my unfamiliarity. So, YMMV, but I find it to be an incredibly fun build.

Grand Lodge

Definitely paladin/bard. Full BAB, d10 HD, all good saves, 6 skill points, loads of class skills, arcane casting, divine casting, cast in light armor, proficient with all martial weapons, heals, songs, ranged or melee, charisma-based class with all social skills makes a great party face!


Eternal Havok wrote:
haremlord wrote:
Eternal Havok wrote:
Dragonchess Player wrote:
3) "Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes..." (emphasis mine)
3) I am not aware of that, can you point me to where you found that? I'm not super up on all of this so I just haven't seen that before. I was under the assumption that any classes worked for gestalt.

It's in the original gestalt rules in Unearthed Arcana (3.5, I believe).

That said, I know that not everyone follows that rule (it says that they SHOULD be prohibited). It's like how it also says you can't combine two prestige classes yet sometimes people do it anyway.

It mainly comes down to table variation.

Thank you for the clarification! Yeah, no table I have ever sat at has used it, hence my unfamiliarity. So, YMMV, but I find it to be an incredibly fun build.

Ya, it's the way my group has always played, so at first when I saw people suggesting gestalt combinations with those prestige classes I thought it wasn't allowed ever.

I have one GM who doesn't think that hybrid classes should be allowed either.


Enlightened Paladin gestalt'd with anything Charisma based is amazing. But I personally love it combined with the Eliciter, from Spheres of Power.

The reason for this is the Eliciter's "Touch of Joy" emotion power. This lets him reroll any d20 roll for a round (increasing to 2 rounds and even 3 rounds at later levels if you invest in it).

This should also activate the Enlightened Paladin's "Aura of Perfection" ability, that lets him reroll any rerolls and take the better. This makes Touch of Joy an exceedingly powerful buff, both offensively and defensively.


My favorite I actually play (or played) is a half-orc aberrant primal bloodrager//spiritwhatever oracle (shadow mystery)

One of his main tricks is the combo of fire god's blessing with the fire spirit giving me flame touch and the lesser celestial totem rage power for level+1 healing each round I deal fire damage.

The free spell effect gained from greater bloodrage is often used for truestrike to be sure to land my savage dirty trick I start combat with on hard enemies.

Oracle spells give buffs and a fall back strategy when brute force doesn't work.


Concept I came up with for a player who wanted to play something ranged was Inquisitor/Bolt Ace (gunslinger archetype uses crossbows).

It can be a slow start for damage but has d10 hit dice, 6 skills/lvl, all good saves, and lots of other nice defensive abilities.


Fighter/Avenger Vigilante. Perfect saves, more skill points, and Vigilante talents can be used to cover a lot of feat taxes and give the fighter a lot of tricks along with Advanced Armor/Weapon training.


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Just throwing this one out here...

The werewolf build! Mooncursed Barbarian / Dual Cursed Lunar Oracle

Werewolf Build:
Half-Orc (+2 Str)
Mooncursed Barbarian / Dual Cursed Lunar Oracle

Assuming 20pt buy...

Str (18) Dex (7) Con (14) Int (10) Wis (12) Cha (15)

Traits
* Tusked (Bite attack for flavor)
* Fate's Favored (+2 to all saves)

Feats
Lvl 1: Scion of War (Cha for Initiative)
* Extras as per your style

Rage Powers
Lvl 2: Lesser Beast Totem (2 claw attacks, flavorful feat tax)
Lvl 4: Lesser Elemental Rage (+1d6 elemental damage for a round, once per rage. Can rage cycle at lvl5)
Lvl 6: Beast Totem (extra natural armor AC when raging)
Lvl 8: Elemental Rage (Now get +2d6 elemental damage when raging)
Lvl 10: Greater Beast Totem (Pounce!)

Revelation
Lvl 1: Prophetic Armor (Cha replaces Dex for AC, Ref and CMD)
Lvl 3: Misfortune
Lvl 5: Fortune
Lvl 7: Primal Companion (Wolf animal companion!)

Curse 1: Doesn't Advance-Lycanthrophy
* The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears); you gain a +4 bonus on Handle Animal checks with these creatures.

Curse 2: Advances-Lame
* One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
* At 5th level, you are immune to the fatigued condition (but not exhaustion).
* At 10th level, your speed is never reduced by armor.
* At 15th level, you are immune to the exhausted condition.

The nice thing about this is that at lvl5 you become immune to fatigued, so rage cycling becomes a thing. The two classes are both very werewolf themed. The Barbarian class lets you turn into a werewolf. The oracle class gives you the lycanthropy curse, and it gives you a wolf as an animal companion.

Put it all together and you get to run around howling at the moon and tearing enemies apart.

Silver Crusade

Paladin//sorc is also pretty solid. I'm a sucker for Paladins, adding the sorc/wiz spell list is fairly boss and the CHA synergizes well.


Black Blade Arcanist // Inspired Blade Swashbuckler with a rapier is RIDICULOUS

you get full bab with a very nice rapier that scales over time, d10 health, good saves, spell combat (like a magus), arcane reservoir and panache points which both come from INT (ever seen shocking grasp spell combat with the Potent Magic exploit?), 9 level flexible (quick study) arcane casting, and a ton of free bonuses to your effectiveness with your rapier (weapon finesse, weapon focus, scaling damage bonus, etc.).

most powerful character i have ever played, and i have also played paladin/sorcerer and paladin/summoner. was able to solo my way through 2 books of an AP (GM actually had to increase the difficulty of some of the encounters)


Doesn't blade adept arcanist just give you spellstrike, not spell combat, and that at 5th level minimum?


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How would barbarian//kineticist be?
I am just imagining a geokineticist riding the blast in 120 from or more and then raging out with his stacking bonus from elemental overflow and getting insane martial prowess.

The only problem would be using your spell like blast/kinetic blade while raging but I know there are ways around that.

You would just max con/str and be an absolute powerhouse in melee and an amazing switch hitter with really good utility.

You could also go dex based and urban barbarian with weapon finesse and be brilliant too.

Shadow Lodge

J4RH34D wrote:
The only problem would be using your spell like blast/kinetic blade while raging but I know there are ways around that.

I think the only work-around would be to take the Moment of Clarity and Perfect Clarity rage powers, then get fatigue immunity in order to rage cycle do you can use Moment of Clarity every round. Note this uses your swift action.

Normally I'd suggest a bloodrager with Mad Magic but that works on spells, specifically, not spell-like abilities like kinetic blast.

avr wrote:
Doesn't blade adept arcanist just give you spellstrike, not spell combat, and that at 5th level minimum?

Correct. While Blade Adept//Inspired Blade is still a very versatile combination with compatible stat requirements and some ability synergy, it doesn't have a magus' action economy.


Druid//Barbarian has a lot of fun tricks. Either combo Goliath Druid and Titan Mauler and Vital Strike with a Gargantuan Impact Butchering Axe or Cave Druid and Invulnerable Rager for a different breed of vital striking. Either way take a level of Oracle (on either side) for rage cycles at 9 and grab Furious Finish.

Also UMonk//Inquisitor for all of the melee power you could need.


unchained scaled monk x with paladin 2 inquisitor x-2 would be a pretty decent gestault high saves with the ability to ignore partial effects on all passed saves


I've recently decided unchained scaled fist monk+sorcerer sounds amazing
Anyone mentioned that yet?

Full BAB, D10, all good saves

Scaling dodge bonus + CHA to AC + Mage Armour + barkskin monk power makes you a pretty high AC dude, going round in a robe, build for a typically blaster of SoS sorc with a couple feats to round out a basic fighting style. Secondary stats Dex and con. Agile amulet of mighty fists is also not too big of an investment because again, barkskin monk power.

Do your magical thing and then people find they can't seem to hit you from range and you're not as squishy as you should be.

They close in on you and you brake their nose. Seems fun.

With the monk bonus feats and the fact they don't wear armour I think I prefer this to the pally sorc combo, although the saves are worse granted.


Chromantic Durgon <3 wrote:

I've recently decided unchained scaled fist monk+sorcerer sounds amazing

Anyone mentioned that yet?

Full BAB, D10, all good saves

Scaling dodge bonus + CHA to AC + Mage Armour + barkskin monk power makes you a pretty high AC dude, going round in a robe, build for a typically blaster of SoS sorc with a couple feats to round out a basic fighting style. Secondary stats Dex and con. Agile amulet of mighty fists is also not too big of an investment because again, barkskin monk power.

Do your magical thing and then people find they can't seem to hit you from range and you're not as squishy as you should be.

They close in on you and you brake their nose. Seems fun.

With the monk bonus feats and the fact they don't wear armour I think I prefer this to the pally sorc combo, although the saves are worse granted.

Plus it works on a thematic level, too, if you go with the Draconic sorcerer bloodline.


Personally, I like the Sorc/Oracle (juju) Gestalt. Necromancers. Into Mystic Theruge because both raise dead spells handle HD of undead separately. Army building build!


Ventnor wrote:
Chromantic Durgon <3 wrote:

I've recently decided unchained scaled fist monk+sorcerer sounds amazing

Anyone mentioned that yet?

Full BAB, D10, all good saves

Scaling dodge bonus + CHA to AC + Mage Armour + barkskin monk power makes you a pretty high AC dude, going round in a robe, build for a typically blaster of SoS sorc with a couple feats to round out a basic fighting style. Secondary stats Dex and con. Agile amulet of mighty fists is also not too big of an investment because again, barkskin monk power.

Do your magical thing and then people find they can't seem to hit you from range and you're not as squishy as you should be.

They close in on you and you brake their nose. Seems fun.

With the monk bonus feats and the fact they don't wear armour I think I prefer this to the pally sorc combo, although the saves are worse granted.

Plus it works on a thematic level, too, if you go with the Draconic sorcerer bloodline.

Which can then lead into Dragon Disciple with free +STR, natural wings, natural armor, and dragon senses.


That's more for people going the melee route than the caster route, I'd rather focus on casting personally but you totally could.


Sorry for the mild Necro but yesterday the idea occurred to me to make a

Spiritualist (phantom blade)/Gunslinger5/Unchained Monk 15

and have the phantom blade turn into a 9 ring broadsword and use Aesthetic style with it

All good saves, 6th level wisdom casting, D10 hit die,full bab, Wisdom to AC, flurry of blows, ranged combat effective, Spell combat, bonus feats from every class.

This seems like a good idea to me? can someone tell me why this isn't a good idea?


Chromantic Durgon <3 wrote:

Sorry for the mild Necro but yesterday the idea occurred to me to make a

Spiritualist (phantom blade)/Gunslinger5/Unchained Monk 15

and have the phantom blade turn into a 9 ring broadsword and use Aesthetic style with it

All good saves, 6th level wisdom casting, D10 hit die,full bab, Wisdom to AC, flurry of blows, ranged combat effective, Spell combat, bonus feats from every class.

This seems like a good idea to me? can someone tell me why this isn't a good idea?

go normal monk and get the archetype that lets you flurry with a gun


D8 hit die, 3/4 bab, worse flurry mechanic

So a generally worse character for what is essentially overkill damage?

Also not sure what that archetype is but I'mma bet it makes me lose other stuff I want.

EDIT: also just to compare what those attack routines(without any bonuses besides bab) would be assuming haste and rapid shot. (assuming you can even rapid shot with that archetype)

Unchained

19/19/19/14/9/4

chained
12/12/12/+12/+7/+7/+2/+2

So you gain two more attacks in a flurry with at range for an absolutely massive drop off in accuracy for your highest bab attacks. And your attacks with your phantom blade suffer more.

Unchained (no haste here doesn't stack with unchained flurry)

20/20/20/15/10/5

chained

14/14/+14/+9/+9/+4/+4

I mean, that is not even debatable.

Thats not even factoring in what can be achieved with style strikes, Flying kick granting pounce for instance.

EDIT: EDIT: isn't their a gunslinger archetype that allows dual wield pistols anyway?
Wouldn't it be easier to just do that?

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