
avr |

Wisdom to AC sounds good but is usually worse than light armor. I guess the mage armor spell is an option but you're going to be short of spell slots, and it denies you the fun that is spell storing armor.
Also you're delaying the unchained monks' ability to move and full attack from 5th to 10th level.
I mean it looks OK, but hardly flawless.

Chromantic Durgon <3 |

The monk thing came in because I thought, oh hey Spiritualist/Gunslinger and then was like ... hmmm gunslinger past 5 in bleh what else can I jam in their.
I think there is probably an argument for dropping the gunslinger entirely and focusing on melee stuff but the gunslinger was the initial idea xD
I will point out loosing the ability to move and attack is however rather circumvented by being able to shoot...
Also a wand of mage armor is pretty cheap
the main issue I see is does slashing grace apply to unchained flurry? (cause the sword can't be agile) is so I see no reason not to go full dex.
EDIT: or would an amulet of agile mighty fist apply due to aesthetic style? could use the monks barkskin power to compensate if so.
EDIT:EDIT: looks like slashing grace doesn't work (what a depressing feat)

haremlord |

EDIT: EDIT: isn't their a gunslinger archetype that allows dual wield pistols anyway?
Wouldn't it be easier to just do that?
Dual wielding pistols is difficult to reload without another free hand (without Gun Twirling shenanigans) as well as the associated cost of two magic guns.

Grumbaki |

Just for fun...
25pt Buy
Idyllkin Aasimar (+2 Con, +2 Cha)
Str (7) Dex (7) Con (20) Int (9) Wis (10) Cha (20)
Traits:
- Fate's Favored
- River Rat (if it effects star knives)
Lunar Oracle / Virtuous Paladin
- Prophetic Armor (Cha replaces Dex for AC, Reflex and CMD)
- Charisma to all saves
- Cha replaces intelligence as prerequisite for combat feats
- Oracle (Cha based full Caster)
- Paladin (Full BaB, trade casting for swashbuckler deeds)
- Paladin (Cha for int prerequisites and counts as having weapon finesse)
Feats:
Lvl 1: Scion of War (Cha replaces Dex for Initiative)
Lvl 3: Divine Fighting Technique Desna (Cha to hit and damage with star knives)
This comes out to being, in effect...
Str (20) Dex (20) Con (20) Int (9) Wis (10) Cha (20) +Cha all saves.
Sure...stuck with one star knife as a weapon. CMB suffers. Can't carry anything really (sans muleback cords). Can't get dodge. Can't get power attack. But if nothing else it makes for a good laugh.

Zabraxis |
Throw on Spirit Guide and take the Lore Spirit to grab Benefit of Wisdom hex for CHA to all INT skills thanks to swapping WIS and CHA for the effects of hexes. For extra sillyness grab a Circlet of Persuasion and challenge the Wizard to a game of trivia.

SmiloDan RPG Superstar 2012 Top 32 |

Two-weapon finesse fighting paladinja. Possibly oradinja and/or Desna's fighting style.
Full BAB, all good saves (plus Charisma to saves), d10 HD, 8+ skill points.
Smite Evil + full Sneak Attack damage to many attacks (2 to 7).
Some spells and ki and ninja tricks, all based off of Charisma.
The option to wear heavy armor and use shields, or just light armor, with Charisma to AC when smiting.
Plenty of uses for swift actions, but they probably won't interfere with each other (self-healing or turning invisible).
Cha>Dex>Con>Wis>Str>Int
Oradinja can be used to add divine spells for zest, trading out some paladin and/or ninja levels to taste.

Grumbaki |
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@SmiloDan:
Enlightened Paladin/Ninja!
* Cha to AC when wearing light armor.
* Improved Unarmed Strike (feels right for a ninja to have that)
* Self Perfection instead of Paladin Code. Feels more 'right' for a ninja to have that.
* Sense Ki instead of Sense Evil. This Paladin/Ninja can tell when other ninjas are around.
A lawful good ninja who protects against evil ninjas.
Take a shot for every time the word ninja is said.

Grumbaki |

Chances are you won't be able to use both Paladin and Divine Fighting Technique Desna.
Since Paladin is Lawful Good and Desna is Chaotic Good.
Damn. My plot is spoiled.
Would thus have to change Paladin for...I don't know. Slayer, I guess. Makes all saves 'good saves', gives 1d10HP, full BaB, and sneak attack bonuses to increase otherwise low melee damage.

Brain_in_a_Jar |

Brain_in_a_Jar wrote:paladins arnt required to be within one step of the gods they worshipChances are you won't be able to use both Paladin and Divine Fighting Technique Desna.
Since Paladin is Lawful Good and Desna is Chaotic Good.
They are in Golarion and since Desna a deity from Golarion was mentioned it seemed particularly relevant.
Otherwise you get stupid stuff like Paladin of Asmodeus...
Now if the GM is using a house rule or not playing Golarion while simultaneously using Golarion God's and using Golarion rules then you have a point.

Brain_in_a_Jar |
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Actually, a paladin of Asmodeus is possible by RAW. There's a trait (can't remember the name) that allows you to treat Asmodeus as though his (or her) alignment as LN for alignment purposes.
Except not in Golarion. It's been stated that the trait is in error since it was never intended for Paladins.
Because Paladin of an Evil good is stupid.

SmiloDan RPG Superstar 2012 Top 32 |

SmiloDan wrote:Keen kukris work too. Gotta multiply those smites! :-)keen kuris on a tempered champion paladin for that sweet 2d8 at level cap or 3d8 if your large size
What? There are so many archetypes nowadays I can't keep track! LOL! Also, I play 5th Edition nowadays, so all my PF stuff is rusty.

FormerFiend |

I find myself drawn to the idea of a mutation warrior fighter gestalted with either a barbarian or bloodrager depending on whether one wants a d12 health and rage powers or bloodline feats, powers, and spellcasting.
Weapon training bonus plus alchemical bonus for the mutagen and the moral bonus from strength all stacking, advanced weapon training to get armed bravery & fighter's finesse to compensate for weaker saves, two different methods for flight to eliminate mobility issues.
Got yourself a damn mean melee combatant there. Hard hitting, hard to kill, hard to get away from.

Lady-J |
I find myself drawn to the idea of a mutation warrior fighter gestalted with either a barbarian or bloodrager depending on whether one wants a d12 health and rage powers or bloodline feats, powers, and spellcasting.
Weapon training bonus plus alchemical bonus for the mutagen and the moral bonus from strength all stacking, advanced weapon training to get armed bravery & fighter's finesse to compensate for weaker saves, two different methods for flight to eliminate mobility issues.
Got yourself a damn mean melee combatant there. Hard hitting, hard to kill, hard to get away from.
bloodragers can also get rage powers so the only thing your netting if you go barbarian is a d12 hit die and trapfinding

Klorox |

I find myself drawn to the idea of a mutation warrior fighter gestalted with either a barbarian or bloodrager depending on whether one wants a d12 health and rage powers or bloodline feats, powers, and spellcasting.
Weapon training bonus plus alchemical bonus for the mutagen and the moral bonus from strength all stacking, advanced weapon training to get armed bravery & fighter's finesse to compensate for weaker saves, two different methods for flight to eliminate mobility issues.
Got yourself a damn mean melee combatant there. Hard hitting, hard to kill, hard to get away from.
isn't gestalting a fighter with a barbarian kind of suboptimal?

avr |

Gestalt games can be power fantasies, a change to spice up the game or compensation for too few players to cover all the roles, from what I've seen. I guess the fighter/barb. above is for a game in the first category. Even if it might be dead weight in some types of game it would certainly kill things in melee well enough.

FormerFiend |

FormerFiend wrote:bloodragers can also get rage powers so the only thing your netting if you go barbarian is a d12 hit die and trapfindingI find myself drawn to the idea of a mutation warrior fighter gestalted with either a barbarian or bloodrager depending on whether one wants a d12 health and rage powers or bloodline feats, powers, and spellcasting.
Weapon training bonus plus alchemical bonus for the mutagen and the moral bonus from strength all stacking, advanced weapon training to get armed bravery & fighter's finesse to compensate for weaker saves, two different methods for flight to eliminate mobility issues.
Got yourself a damn mean melee combatant there. Hard hitting, hard to kill, hard to get away from.
Other tradeoff being that a bloodrager has a bit of MAD going on. But yeah, ultimately the bloodrager option would be better.

Athaleon |

Paladin // Psychic Sorcerer. Full BAB + Full Caster, casting in heavy armor, immunity to many of the emotion spells that would shut down a psychic caster, and Divine Grace for any that you're not immune to.
A similar character is the Fighter // Blood Arcanist (Psychic Bloodline). Defenses aren't as good but you have a much bigger toolbox with more feats, spells, and skills.

Cult of Vorg |

I've been pondering bloodrager (arcane,untouchable)/witch(hedge,beastbond,healing). Feats mostly tied up with extra hex. In combat they're a hexer with d10 +4con hp, displacement, and prot v arrows, and after level 10 if they're struck down then they'll just take someone else's body. Out of combat healing is covered. I'm thinking to work further with that, also take signature skill Heal, specialize in slumber, and be an angry Doctor, possibly Rahadoumi.
For full martials, I think vexing dodger could make some fun stuff, but seems like even gestalt still needs a dip.
Like a piranha fox, patterned after the songbird of doom, using the new racial alt for fox shape, and the dex/int option to help the Dodger's nauseate save dc. Level 1 mouser/unMonk, then vexing dodger / bloodrager (arcane, urban) at least for 8, maybe do slayer or ranger 2 after that for prereq-free power attack, retraining pirhana strike after that. The arcane bloodline gives spider climb when raging for the necessary +8 racial bonus, the monk and feral combat training gives the good flurry of bites. I'm liking snake style - fang with that, chew through anything that makes the mistake of trying to swat you off their throat.. will save's weak for gestalt, iron will and will save trait are not optional..

Zabraxis |
I like Metamorph Alchemist for gestalt w/ a IdRager Bloodrager. You're a literal monster with lots of Str, a self charging HP battery, and a 50% chance to negate crit/sneak attacks that has a pseudo lay on hands light.
- +2 atk & weapon size increase vs anyone who attacks you, hit or miss
- bonus Iron Will while raging
- bonus save feat (grab Iron Will for outside combat)
- Defending Aura for 10ft +2 to ac, CMD, Saves; deflection though so the AC is kinda meh
- Free Skill Focus: Diplomacy or Sense Motive (both at 12th)
- Throw in Steelblood for heavy armor prof if you want to since armor resizes to fit
- ignore Int (no Extracts or anything that keys off int)
- Mutagen w/ no worries about -int for the Str version (see above)
- Protector Tumor Familiar w/ fast heal 5 and constant shield other (Hedgehog for the will save)
- Spontaneous Healing/Healing Touch discoveries for free action fast healing 5 for 5xlvl HP/day and no worries of dying when dropped while raging
- 4-armed Gargoyle form for 6 natural attacks
- Monstrous Physique + Mutagen + Rage makes for a silly strength score

Chromantic Durgon <3 |

I feel like inquisitor fighter or inquisitor barb would probably be produce some insanely massive numbers
To hit
Heroism +2
Judgement +5
Divine power +6
Bane +2
Weapon training +4
To damage
Judgment +6
Divine power +6
Bane +2
Bane 4D6
Weapon training +4
So before weapon enhancements or even weapon dice or ability scores their attack sequence would be
39/39/34/29/24
4D6+18
Give em like +5 great sword, fates favoured, slayer on destruction judgement, a pale green prism ion stone, saye maybe a +8 to strength
54/54/49/44/39
6D6+38
With PA
48/48/43/38/33
6D6+56
And + all the bonus fighter feats which is the main thing inquisitors are missing and I'm sure you can do more stuff with fighters. I know basically nothing about them.
Or imagine a barbarian with spirited charge doing the pouncing build
15D6+176 on the first attack ... jeez.
So yeah
They seem like they're doing pretty well for big numbers.

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1) Sohoi/EWM archer & temple sword flurrier with Gloves of Dueling. Zen archers cry seeing his numbers.
2) barbarian[urban](dip)/Fighter[Unarmed](dip)/Samurai[Order of the Warrior] ...min/maxed for DEX duel-wielding Agile wakizashis. (Holy Christ, could he dish it out vs. Challenge opponents. Insane numeric bonuses to damage, all doubled on frequent confirmed threats. Wore a cestus on one hand for a 1.5x damage Dragon Style IUS punch once/round. Could do no-penalties piercing, slashing, bludgeoning, and ranged full-attacks without needing move actions to change gear.) Access to multiple rerolls per day without equipment, and unhittable touch-AC.
Oh yeah, he had a dope mount, too. (Both of 'em.)

Grumbaki |

I feel like inquisitor fighter or inquisitor barb would probably be produce some insanely massive numbers
To hit
Heroism +2
Judgement +5
Divine power +6
Bane +2
Weapon training +4To damage
Judgment +6
Divine power +6
Bane +2
Bane 4D6
Weapon training +4So before weapon enhancements or even weapon dice or ability scores their attack sequence would be
39/39/34/29/24
4D6+18
Give em like +5 great sword, fates favoured, slayer on destruction judgement, a pale green prism ion stone, saye maybe a +8 to strength
54/54/49/44/39
6D6+38With PA
48/48/43/38/336D6+56
And + all the bonus fighter feats which is the main thing inquisitors are missing and I'm sure you can do more stuff with fighters. I know basically nothing about them.
Or imagine a barbarian with spirited charge doing the pouncing build
15D6+176 on the first attack ... jeez.
So yeah
They seem like they're doing pretty well for big numbers.
Inquisitors are great for martial gestalts. Getting Bane is *huge*. Conversion inquisition lets you dump Cha and still be the party face. 6 skill points per level gives you more than enough to play with. And you get to be a caster.
My favorite though would have to be:
Perfect Scholar Unchained Monk of the Mantis / Sanctified Slayer
* 1d10 HP
* Full BaB with Unchained Monk Flurry of Blows
* All good saves
* 2 classes that give sneak attack damage
* 6 skill points per level
* Lore (+1/2 level for knowledge skills, can make untrained)
* Ki
* Buffs
* Wisdom to AC, Diplomacy, Bluff, Intimidate
* Fast Movement
If you can grab an agile amulet of mighty blows, you can have 3 main stats: Dex, Con, Wis. That translates to amazing saves.
Can get some truly crazy numbers with that. You will be the party face and the party's knowledge monkey.
Going with a 20 point buy as a dwarf at lvl7
Str (12) Dex (16) Con (16) Int (10) Wis (18) Cha (5)
Dwarf
* Darkvision
* Stoic Negotiator (+2 bluff, +2 diplomacy)
* Hardy (+2 saves vs spells and spell like abilities)
Traits
* Fate's Favored (for divine favor buffing)
* Glory of Old (+1 saves vs spells and spell like abilities)
Abilities
Lvl 1 Feat: Steel Soul (+2 saves vs spells and spell like abilities)
Lvl 1 Monk: Dodge
Lvl 2 Monk: +1d6 sneak attack
Lvl 3 Feat: Weapon Finesse
Lvl 4: +1 Wisdom (18)
Lvl 4 Inquisitor: +1d6 sneak attack
Lvl 5 Inquisitor: Bane
Lvl 5 Feat: Divine Obedience Irori
Lvl 6 Monk: +1d6 sneak attack
Lvl 7 Inquisitor: +1d6 sneak attack
Lvl 7 Feat: Weapon Focus
Turn 1
* Standard Action: Divine Favor (+3 hit +3 damage)
* Move Action: Studied Target (+2 hit +2 damage)
* Swift Action: Bane (+2 hit, +4d6 damage)
* 5ft step closer to enemy. Have him come towards you, or better yet, a comrade so you can flank.
Turn 2
* Full Round Action: Flying Kick (20ft move to target and make flurry)
* Swift Action: 1 ki point for +1 attack
Unleash 4 attacks against the enemy. Each one does...
1d8 (Fist) + 4 (Dex with belt) + 4d6 (sneak attack) + 4d6 (bane)
3 of the attacks are at full BaB with no negative modifiers. That's an average of 29 damage per hit. I'm playing a normal unchained monk right now, and he is hitting 3 attacks on average. So with this build, that's about 87 damage per turn.
Then out of combat...
Intimidate +18
Bluff, Diplomacy +17
Perception +15
All Knowledge Skills: +11
Still have room for other skills. Such as stealth, sense motive, survival, etc.

Chromantic Durgon <3 |

Bane isn't a 4D6 till level 12 when its Greater Bane.
I don't like sanctified slayer particularly I prefer to have the judgements but I can see the value of it.
I imagine a sanctified slayer is probably the best user of the Cornugon smash, hurtful, shatter defense combo. Tak on a full bab class to flavor for flavor.

Gyrwynt |

So, I thought of this top-tier Gestalt build. So, On the first half you are a Fighter 10/Sanguine Angel 10. Regardless of what race you were previously, you are now an lawful evil outsider. You exude an evil and lawful aura, should anybody detect Evil (Or Law.)
However, the important part of this build is your actual alignment is Lawful Neutral.
The second half of this build is just straight out 20 levels of vigilante... With the Zealot archetype, worshipping a good deity. Your alignment has to be within one step of your deities... Only when you are in vigilante mode.
Lawful Neutral Social form, Lawful Good Vigilante form. Additionally, When your in your vigilante form, you radiate a good aura, as a cleric or a paladin.
The crux of this build is to radiate aura's of Law, good and evil at the same time. Is it mechanically useful? No. Is it really funny to roleplay? Depends on how your GM reacts to shenanigans of this manner.
(That being said, a 20th level gestalt game probably has you fighting tarrasques with class levels or something. hmmm....)