| DK1212 |
My group just decided to play this with Gestalt characters (GM will be changing some of the Enemies to Gestalt also), but we need some help with combos.
1st Character: Sea Witch/?
2nd: Sea Singer Bard/?
3rd: Master Summoner/?
4th: Sea Reaver Barbarian/?
5th: Gunslinger or Swashbuckler/?
6th: Ninja/?
or any other ideas for combos
| Cuup |
You’re doing gestalt with 6 PC’s? I don’t envy your GM haha
1st character: Occultist - Int-based caster, 3/4 bab, and the Occultist’s flavor of using objects to channel his psychic powers through synergies perfectly with the Witch’s ability to do the same thing with her arcane powers through her familiar.
2nd character: Bloodrager - Cha-based caster (eventually), full bab, and take the lingering performance feat to become a pretty cool switch-hitter; start out performing from a distance, attacking with a bow or spells, and drop the bow when the enemy closes in and enter a rage for melee.
3rd character: Cavalier - full bab; I had a hard time thinking of a good pair for this, since my go-to pairing with Summoner is Bard, but you already have one in your party. Instead, the Cavalier gets teamwork feats, which can all go out to your brood.
4th character: Rogue (Bandit archetype); few things are scarier than a Barbarian dealing sneak attack. Take Intimidating Prowess to be an intimidate machine. Instead, (or without taking Intimidating Prowess), stack Unchained Barb with Unchained Rogue and bump Dex instead of Str. Unchained Barb just adds damage instead of raising Str, so you’re adding your high Dex, plus your Rage bonus to damage. Plus, you’re a pretty beefy scout and skill monkey now.
5th character: Cleric, Inquisitor, or Warpriest; your party is looking at secondary healing at best with the Bard, Summoner, and Witch. Adding a divine class could help a lot. I don’t really have any cool tips for this combo (except a Gunslinger would only benefit from the added Wisdom reliance), but any of them would nonetheless be a strong combo.
6th character: Alchemist - Int-based “caster” means you’ll have all the skills, combined with a Ninja. I’m not really all that familiar with Ninjas, so I also don’t have any tips for this combo, but again, it’s a strong combo, and Ninjas DID dable in pyrotechniques and other flashy things, making it a thematically strong combo as well.
| DK1212 |
thanks just found out that 2 players dropped out (Summoner and Gunslinger, Now the Rest of the group is talking about an all non-lethal party. Any Ideas on that, anyone?
1. Torture Master (Inquisitor)/?
2. Buccaneer (Bard)/?
3. Brawler or Monk/?
4. Rogue or Ninja Sap Master/?
Not sure if there would be the best options.
| Cuup |
I know there's a sap build for Rogues/Ninja that adds bonus Sneak Attack dice, but I'm not very familiar with it.
Everyone in the party should at least consider the Bludgeoner feat. Any melee combatants interested in Intimidating would get a lot out of the Enforcer feat. Beyond that, I'm not super familiar with nonlethal tactics. I'd warn your party that S&S has it's fair share of Undead, who are immune to nonlethal damage altogether.