Gestalt Vs the Worldwound


Advice


So, I'm about to play a one man army going against Wrath of the Righteous.
Which means I have a few questions, before I solidify the build.

A: Being that the path is (as noted in the player guide) somewhat of a problem for paladins due to having to make questionable alliances, and working with some abyssal tainted settlements, which god would be more flexible about "Deceiving the enemy" and "Doing what is necessary". Iomedae, or Ragathiel?

B: Can a kineticist sneak attack with a blast? Relevant for Possibly going to "Crimson Templar". {Yes, I want to purify the fallen with flames}.

C: Am I making a mistake by abandoning Paladin in favor of a fighter Thunderstriker to go into "Crimson Templar" (it won't advance Paladin so why even start that way}. Or should I just go full "Faithful Wanderer".

D: Thoughts on Solar oracle if any?


one person party?


Yes, one person party. It's going to be a wild endeavor.


I'd probably do something like paladin with oracle/sorc or some other 9th level cha caster.


just normal 2 class gestalt or is the gm letting you have a 4 class gestalt also whats the stat generation


4 class gestalt. Army of one. Stat gen will be 4d6-low. As yet to roll, as the gm and I skype across the continent.


see if you can ask for a 35-40 point buy or a 24 die pool re roll 1s drop 6 lowest instead 4d6-lowest or you likely wont have the stats to pull it off as you will need some charisma for social stuff and you int will need to not be negative for the skill points


Good point.

I was thinking along the lines of (Paladin or Fighter)/Solar Oracle/Kineticist (massive utility)/(rogue scout (if going for crimson Templar)) or Summoner - Anti Summoner (Keep demons from gating in allies).


paladin, unchained rogue, kineticist and summoner and dip 1 level into unchained monk for the scaled fist archetype, go for a dex based build for that sweet unchained rogue 1.5x dex to damage with a 2h and you will get cha to ac and saves by level 2 or 3 go aether kenetisist 1st then air 2nd for permanent invisibility and flying as well as a few other utility and defensive abilities and you should be all set you can train your edolon in some of the skills you can't cover


Nice. Aether was always in the cards, no way I was going to pass up such a versatile element. Why blast the bad guys when you can pull down the cliff above them?

The unchained may be an issue. Not one of the Gm's favored books.

But one can work around that even with standard rogue. I like the scout because it allows you to do sneak damage on a charge, even without stealth. So that first blow is going to count a great deal.


Mayura wrote:

Nice. Aether was always in the cards, no way I was going to pass up such a versatile element. Why blast the bad guys when you can pull down the cliff above them?

The unchained may be an issue. Not one of the Gm's favored books.

But one can work around that even with standard rogue. I like the scout because it allows you to do sneak damage on a charge, even without stealth. So that first blow is going to count a great deal.

if unchained rogue wont be allowed swap to slayer or ranger core rogue is garbage(unchained is slightly better but helps alleviate many of the issues the core rogue had)


Mayura wrote:

Nice. Aether was always in the cards, no way I was going to pass up such a versatile element. Why blast the bad guys when you can pull down the cliff above them?

The unchained may be an issue. Not one of the Gm's favored books.

But one can work around that even with standard rogue. I like the scout because it allows you to do sneak damage on a charge, even without stealth. So that first blow is going to count a great deal.

you should probably keep uncanny dodge and improved uncanny dodge especially cuz you will be alone and if your relying on a single attack a round you should look at the sniping rules they allow you to maintain stealth even after an attack


Slayer Sniper is a favorite (sneak at insane range + assassinate).
But that's why i wonder about sneak with a blast. If I could use kineticist to launch a bolt or railgun a dagger, does it count?


Mayura wrote:

Slayer Sniper is a favorite (sneak at insane range + assassinate).

But that's why i wonder about sneak with a blast. If I could use kineticist to launch a bolt or railgun a dagger, does it count?

everything can take advantage of sneak attack so long as the target is either denied their dex to ac or you are flanking them


That makes life so much easier. One all purpose demonslayer who can actually shoot down the flying ones or take out a difficult target coming up. Slayer is the only class I know of other than the assassin prc that gets that instant kill power with a sneak at 10th. Sniper means it works all the way out to the first range increment. That kinetic extreme range of 480ft is a lot scarier now.


build recomendation would be monk scaled fist achetype(or unchained monk) 1/paladin 19, kinetisist 20, summoner 20 slayer5->shadow dancer 10->slayer 10 if unchained rogue is not allowed this will net you not as much sneak attack but alot more utility as well as hide in plain sight, uncanny dodge/improved, evasion/improved

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If you're really committed to the stealth approach, go for it... I'm concerned you could be setting yourself up for trouble later on though... higher level demons usually have true seeing, and a lot of them can teleport iirc- it's going to be hard for you to snipe them and they can close distances quickly. They all have fire resistance too, so your purifying flames might be underwhelming.

The biggest problem you're going to have, really, is action economy- each round you'll get a swift action, a move action, and a standard action, but your enemies will potentially get like 6 of each (one for each creature). To offset that imbalance I'd suggest two things:

  • First, make sure you're going to have something useful to do with each action every round. Paladins get great use of swift actions with lay hands but what will you use it for when your not self-healing?
  • Second, get more bodies on the board. When your main character is really powerful things like animal companions might seem like a waste but remember the baddies didn't get more powerful and more bodies equals more actions!

If it were me, I'd probably think about something like paladin/bard/summoner/oracle. You get full BAB, amazing saves, 6+ skill points, a good range of arcane spells you can cast in armor, full divine casting, SAD for all you spells (plus a bunch of other stuff)... plus, you'll have an eidolon, you can grab a familiar with a pally or bard archetype, and you can get an animal companion (either from your revelation, or later from divine bond). The familiar should be using wands each round asap, and the eidolon and animal companion will fight with you (and all of you will be benefiting from bardic music and your buff spells). At 7th level pick up the leadership feat and your 1-man party will have like 5 things in it.

If that doesn't float your boat, you could try to work with the improved action economy of the magus (or warpriest). Being able to cast and attack in one round is very handy, and you still have options for getting more bodies on the board... a slayer/magus/wizard would be pretty potent, especially after 6th (when broad study comes online), and getting a familiar is simple enough... an animal companion would be trickier, but you could replace it with some summoning magic. The biggest draw back would be the lack of divine magic, but taking living grimoire inquisitor (which does Int based divine casting) for your last class would help with that.

Hope there's something helpful in there for you.


I second the Paladin/Oracle/Bard/Summoner idea.


nate lange wrote:

If you're really committed to the stealth approach, go for it... I'm concerned you could be setting yourself up for trouble later on though... higher level demons usually have true seeing, and a lot of them can teleport iirc- it's going to be hard for you to snipe them and they can close distances quickly. They all have fire resistance too, so your purifying flames might be underwhelming.

The biggest problem you're going to have, really, is action economy- each round you'll get a swift action, a move action, and a standard action, but your enemies will potentially get like 6 of each (one for each creature). To offset that imbalance I'd suggest two things:

  • First, make sure you're going to have something useful to do with each action every round. Paladins get great use of swift actions with lay hands but what will you use it for when your not self-healing?
  • Second, get more bodies on the board. When your main character is really powerful things like animal companions might seem like a waste but remember the baddies didn't get more powerful and more bodies equals more actions!

If it were me, I'd probably think about something like paladin/bard/summoner/oracle. You get full BAB, amazing saves, 6+ skill points, a good range of arcane spells you can cast in armor, full divine casting, SAD for all you spells (plus a bunch of other stuff)... plus, you'll have an eidolon, you can grab a familiar with a pally or bard archetype, and you can get an animal companion (either from your revelation, or later from divine bond). The familiar should be using wands each round asap, and the eidolon and animal companion will fight with you (and all of you will be benefiting from bardic music and your buff spells). At 7th level pick up the leadership feat and your 1-man party will have like 5 things in it.

If that doesn't float your boat, you could try to work with the improved action economy of the magus (or warpriest). Being able to cast and attack in one round is very handy, and you still have options...

with high enough stealth true sight wont be an issue as they will be sniping from 400+ feet away so they will have a difficult time pinning down their location


Thank you for all the ideas.
Some more questions if I may.

This is roughly the build I'm looking at:
Oracle (solar/Kineticist/Psychic Investigator/Summoner (anti-Summoner)/Fighter or Faithful Wanderer Paladin.

The option of the Fighter or Paladin is because of the worry of needing to "Do the necessary" as a solo in the worldwound. It depends on how much latitude a Faithful wanderer gets in dealing with things (Code of Iomedae).

What I'm wondering about is if I am reading Investigator's studied strike correctly, as I don't see any range limitation in the text?


Mayura wrote:

Thank you for all the ideas.

Some more questions if I may.

This is roughly the build I'm looking at:
Oracle (solar/Kineticist/Psychic Investigator/Summoner (anti-Summoner)/Fighter or Faithful Wanderer Paladin.

The option of the Fighter or Paladin is because of the worry of needing to "Do the necessary" as a solo in the worldwound. It depends on how much latitude a Faithful wanderer gets in dealing with things (Code of Iomedae).

What I'm wondering about is if I am reading Investigator's studied strike correctly, as I don't see any range limitation in the text?

paladin, you will need the self heals the save boost and the ability to remove status conditions from yourself

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