
Ryze Kuja |

I'm currently doing an Evil Gestalt campaign, and we have 5 PC's who are level 14. They've entered a hellish domain somewhere out in the Astral Plane to retrieve a very powerful artifact mcguffin, and an Ancient White Wyrm has sent an “anti-party” of five lvl 15 Gestalt NPCs to steal it from them as soon as they exit the hellish domain. This will be a challenge encounter for the party of five PC’s. The party will be level 15 before they exit the hellish domain, so it'll be a fair fight.
Anywho, I asked for help with this a while ago on the forums, and based on all your input I've built a squad of absolute monsters, but I'd like your input on these "mostly-done" characters to finalize them before the fight occurs. 25pt buy, with Automatic Bonus Progression. All 3pp content available. Presently, this "Anti-party" will look something like this:
1) Human Titan Fighter 15 / Goliath Druid 15
Str 27 (18 +2 race, +3 level progression, +4 ABP)
Dex 16 (14 +2 ABP)
Con 14
Int 10
Wis 18 (12 +6 ABP)
Cha 9 (7 +2 ABP)
The idea behind this guy is to become a Huge Giant with Wild Shape from Goliath Druid and wield a Gargantuan-sized Greatsword enchanted with Impact so it deals damage as if Colossal-sized. Huge sized + 15ft reach Whirlwinds is what I'm going for; I want this guy to be an absolute nightmare of 30ft whirlwinds. Before combat, he casts Animal Growth on the Paladin's flying mount. With Juggernaut Pauldrons he can gain Ferocity, allowing him to stay active even under 0 HP, although he'd be staggered. Once under 0 HP, he shifts into a Huge Quetzalcoatlus and heals himself, then starts raining hell with spells and summon nature's ally from Natural Spell. Animal Companion is a Huge-sized Spinosaurus (w/ Large + Enlarge Person) that charges with him.
Traits:
Reactionary (+2 Initiative)
Desperate Resolve (+1 Conc Checks, +4 Conc Check while pinned, grappled, entangled, or violent weather)
Feats:
Lvl1 (TFighter1/GDruid1): Feat: Power Attack, Human Bonus Feat: Spell Focus (Necromancy)
Lvl2 (TFighter2/GDruid2): Bonus Combat Feat: Weapon Focus (Greatsword)
Lvl3 (TFighter3/GDruid3): Feat: Empower Spell
Lvl4 (TFighter4/GDruid4): Bonus Combat Feat: Weapon Specialization (Greatsword)
Lvl5 (TFighter5/GDruid5): Feat: Natural Spell
Lvl6 (TFighter6/GDruid6): Bonus Combat Feat: Dodge
Lvl7 (TFighter7/GDruid7): Feat: Dazing Spell
Lvl8 (TFighter8/GDruid8): Bonus Combat Feat: Mobility
Lvl9 (TFighter9/GDruid9): Feat: Quicken Spell
Lvl10 (TFighter10/GDruid10): Bonus Combat Feat: Spring Attack
Lvl11 (TFighter11/GDruid11): Feat: Selective Spell
Lvl12 (TFighter12/GDruid12): Bonus Combat Feat: Greater Weapon Specialization (Greatsword)
Lvl13 (TFighter13/GDruid13): Feat: Dreamed Secrets (can choose 2 spells from Wizard spell list per day)
Lvl14 (TFighter14/GDruid14): Bonus Combat Feat: Whirlwind Attack
Lvl15 (TFighter15/GDruid15): Feat: Spell Perfection (Explosion of Rot)
Prepared Druid Spells:
0-level(4+2): Detect Magic (3), Read Magic, Create Water, Guidance (Used)
1st-level(4+2): Liberating Command (2), Charm Animal DC:15, Detect Animals or Plants, Endure Elements, Frostbite
2nd-level(4+2): Whip of Spiders, Frigid Touch (2), Detect Magic(Greater), Barkskin (2)
3rd-level(4+2): Bleed for your Master (2), Magic Fang(Greater), Shifting Sand DC:17, Air Geyser DC:17, Mad Monkeys
4th-level(4+2): Dazing Explosion of Rot DC:19, Dispel Magic, Quickened Explosion of Rot (3) DC:19, Freedom of Movement (Used)
5th-level(4+1): Cure Critical Wounds, Animal Growth, Dazing Sickening Entanglement DC:19, Quickened Burning Disarm DC:19, Quickened Faerie Fire
6th-level(3+1): Dazing/Emp Explosion of Rot DC:21, Greater Dispel Magic, Disintegrate(Wizard) DC:20, Dazing Selective Sickening Entanglement DC: 20
7th-level(2+1): True Seeing (Used), Dazing Ball Lightning DC:21, Spell Turning(Wizard) (Used)
8th-level(1+1): Stormbolts DC:22, Whirlwind DC:22
Active Contingency (Wizard): If reduced to 0 HP or lower, cast Dimension Door (Wizard) (12 days remaining).
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2) Elan Psion (Metacreativity) 15 / Witch (Jinx Patron) 15
Str 7
Dex 18 (14 +4 ABP)
Con 18 (14 +4 ABP)
Int 29 (18 +2 race, +3 level progression, +6 ABP)
Wis 14 (12 +2 ABP)
Cha 10
I want this guy to spend a lot of power points buffing the group prior to combat, and then spend a significant amount of PP summoning Astral Constructs (Metacreativity), and then once combat begins, start going crazy with the Witch debuffing. He'll use Solicit Psicrystal+Telekinetic Maneuver on one of the party's casters to force Conc Checks while Grappling+Pinning.
Traits:
Psigifted: Vigor (+1ML while manifesting Vigor)
Magical Lineage: Touch of Idiocy
Feats:
Lvl1 (Psion1/Witch1): Feat: Psicrystal Affinity, Psion Bonus Feat: Empower Power, Hex: Evil Eye
Lvl2 (Psion2/Witch2): Hex: Cackle
Lvl3 (Psion3/Witch3): Feat: Empower Spell
Lvl4 (Psion4/Witch4): Hex: Misfortune
Lvl5 (Psion5/Witch5): Feat: Maximize Spell, Psion Bonus Feat: Psionic Meditation
Lvl6 (Psion6/Witch6): Hex: Prehensile Hair
Lvl7 (Psion7/Witch7): Feat: Maximize Power
Lvl8 (Psion8/Witch8): Hex: Flight
Lvl9 (Psion9/Witch9): Feat: Quicken Spell
Lvl10 (Psion10/Witch10): Major Hex: Ice Tomb, Psion Bonus Feat: Psicrystal Containment
Lvl11 (Psion11/Witch11): Feat: Spell Hex: Beguiling Gift
Lvl12 (Psion12/Witch12): Major Hex: Major Ameliorating (Suppress Blind/Curse)
Lvl13 (Psion13/Witch13): Feat: Split Hex
Lvl14 (Psion14/Witch14): Major Hex: Agony
Lvl15 (Psion15/Witch15): Feat: Spell Perfection (Enervation), Psion Bonus Feat: Expanded Knowledge (Energy Missile)
Hex DC: 26
Prepared Witch Spells:
0-level(4+2): Detect Magic (2), Guidance, Putrefy Food and Drink, Arcane Mark, Read Magic
1st-level(4+2): Comprehend Languages, Charm Person DC: 20, Beguiling Gift DC:20, Enlarge Person, Frostbite (2)
2nd-level(4+2): Glitterdust (2) DC:21, Web (2), Summon Swarm, Touch of Idiocy
3rd-level(4+2): Empowered Touch of Idiocy, Dispel Magic (2), Tongues, Bestow Curse DC:22, Ray of Exhaustion
4th-level(4+2): Quickened Enervation (2), Maximized Enervation, Greater Aggressive Thundercloud DC:23, Confusion DC:23, Summon Monster IV
5th-level(4+1): Quickened Burning Hands DC:24, Quickened Beguiling Gift DC:24, Quickened Bungle DC:24, Baleful Polymorph DC:24, Hold Monster DC:24
6th-level(3+1): Max/Emp Enervation (2), Quickened Empowered Enervation, Dust Form
7th-level(2+1): Quickened Maximized Enervation, Spell Turning, Chain Lightning DC:26
8th-level(1+1): Horrid Wilting DC:27
Psion Powers: 195 + 67 = 262pp
0-level(4): Detect Psionics (free), Crystal Light, Far Hand, Psionic Repair
1st-level(5): Vigor, Force Screen, Astral Construct, Defensive Precognition, Inertial Armor
2nd-level(4+1): Energy Missile, Share Pain, Psionic Lock, Detect Hostile Intent, Psychic Bodyguard
3rd-level(4): Body Adjustment, Body Purification, Solicit Psicrystal, Dispel Psionics
4th-level(4): Telekinetic Maneuver, Mind Wipe, Fold Space, Wither
5th-level(4): Hail of Crystals, Pierce the Veils, Power Resistance, Incarnate
6th-level(3): Crystallize, Retrieve, Temporal Acceleration
7th-level(3): Ectoplasmic Cocoon(Mass), Bend Reality, Energy Wave
8th-level(1): Greater Psychoport
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3) Half-Orc Paladin 15 / Battle Oracle 15
Str 18 (14 +4 ABP)
Dex 12
Con 18 (14 +4 ABP)
Int 12 (10 +2 ABP)
Wis 7
Cha 29 (18 +2 race, +3 level progression, +6 ABP)
I want this guy to put Aura of Justice on everyone towards one of the PC's, Bestow Grace on the Goliath Druid for +Paladin’s Cha to Saves, and then he takes flight on his winged steed (Sky Steed spell). He'll start by casting Holy Smites, Disintegrates, and Reverse Gravity from range, and then flying charge with a Lance at whomever comes at his party first. Once in melee combat, he puts the lance away and pulls out the Greataxe and starts swinging for the bleachers. His damage won't be lacking because has a 9 Cha modifier and he can Smite Evil 5/day, plus most of his spells benefit his melee damage.
Curse: Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
Traits:
Bred for War (+1 Intimidate & CMB)And ?
Feats:
Lvl1 (Paladin1/Oracle1): Feat: Power Attack, Revelation: Weapon Mastery (Weapon Focus, Imp Critical (lvl8), Gr Weapon Focus (lvl12)
Lvl2 (Paladin2/Oracle2):
Lvl3 (Paladin3/Oracle3): Feat: Heighten Spell , Revelation: Surprising Charge, Mercy: Fatigued
Lvl4 (Paladin4/Oracle4):
Lvl5 (Paladin5/Oracle5): Feat: Persistent Spell
Lvl6 (Paladin6/Oracle6): Mercy: Targeted
Lvl7 (Paladin7/Oracle7): Feat: Cornugon Smash, Revelation: Combat Healer
Lvl8 (Paladin8/Oracle8):
Lvl9 (Paladin9/Oracle9): Feat: Quicken Spell, Mercy: Poisoned
Lvl10 (Paladin10/Oracle10):
Lvl11 (Paladin11/Oracle11): Feat: Shatter Defenses, Revelation: War Sight
Lvl12 (Paladin12/Oracle12): Mercy: Ensorcelled
Lvl13 (Paladin13/Oracle13): Feat: Dreamed Secrets (can choose 2 spells from Wizard spell list per day)
Lvl14 (Paladin14/Oracle14):
Lvl15 (Paladin15/Oracle15): Feat: Spell Perfection: Holy Smite , Revelation: Battle Cry, Mercy: Petrified
Lay On Hands: 16/day, 7d6 dmg/heal
Divine Bond: Mount
Weapon: +4 Cruel Brilliant Energy Greataxe
Prepared Paladin Spells:
1st-level(3+3): Liberating Command (2), Endure Elements, Linebreaker, Divine Favor (2)
2nd-level(2+2): Bestow Grace, Shield Other, Paladin's Sacrifice, Litany of Righteousness
3rd-level(2+2): Sanctify Armor, Sky Steed, Heal Mount, Magic Circle against Evil
4th-level(1+2): Break Enchantment, Greater Angelic Aspect, Holy Sword
Oracle Spells Known:
0-level(9): Create Water, Guidance, Light, Detect Magic, Purify Food and Drink, Stabilize, Read Magic, Spark, Resistance (6 Per day)
1st-level(5): Enlarge Person (mystery), Stunning Barrier, Summon Monster I, Sanctuary DC:20, Remove Sickness, Murderous Command DC:20 (6 Per day)
2nd-level(5): Minor Image (Haunted curse)(free) DC:21, Levitate (Haunted curse)(free), Fog Cloud (mystery), Lesser Restoration, Savage Maw, Greater Detect Magic, Hold Person DC:21, Grace, Tears to Wine (6 Per day)
3rd-level(4): Magic Vestment (mystery), Remove Curse, Remove Disease, Dispel Magic, Channel Vigor (6 Per day)
4th-level(4): Wall of Fire (mystery) DC:23, Communal Protection against Energy, Holy Smite DC:23, Divine Power, Forceful Strike (6 Per day)
5th-level(4): Telekinesis (Haunted Curse)(free), Righteous Might (mystery), Spell Resistance, Break Enchantment, Plane Shift, Hallow (6 Per day)
6th-level(3): Disintegrate (Wizard)(free) DC:25, Mass Bull's Strength (mystery), Greater Dispel Magic, Hellfire Ray, Word of Recall (6 Per day)
7th-level(2): Reverse Gravity (Haunted curse)(free) DC:26, Control Weather (mystery), Resurrection, Holy Word DC:26 (4 Per day)
Active Contingency (Wizard): If reduced to 0 HP or lower, cast Heal on myself. (14 days remaining).
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4) Human Arcanist 15 / Admixture Evocation Wizard 15
Str 7
Dex 18 (14 +4 ABP)
Con 16 (12 +4 ABP)
Int 29 (18 +2 race, +3 level progression, +6 ABP)
Wis 10
Cha 16 (14 +2 ABP)
I want this guy to be a "utility blaster" by preparing mostly utility spells and trashing them for multiple-MM'ed Fireballs of any energy type using Preferred Spell and Magic Trick (Fireball) for Cluster Bomb and Concentrated Fire while adding Potent Magic. Daedalus turned me on to this Magic Trick Fireball build but he was doing it with a Crossblooded Sorc/Bloodrager for max dmg output, however, firstly, the damage was so high that I thought it was just plain cruel, and secondly, the party of PC's have decent energy resistances (one PC is even immune to fire). So being able to change energy types to bypass resistances would be better suited, and this will still deal plenty of respectable damage despite the amazing +3 per dmg die from Crossblooded Sorc/Bloodrager, and still retain the utility of a wizard.
School: Evocation (Admixture)
Opp Schools: Enchantment, Necromancy
Traits:
Wayang Spellhunter: Fireball
Magical Lineage: Fireball
Feats:
Lvl1 (Arcanist1/ExplWizard1): Feat: Spell Focus (Evocation), Exploit: Potent Magic, Wizard Bonus Feat: Greater Spell Focus (Evocation), Human Bonus Feat: Spell Specialization (retrained to Fireball at level6)
Lvl2 (Arcanist2/ExplWizard2):
Lvl3 (Arcanist3/ExplWizard3): Feat: Empower Spell, Exploit: Metamagic Knowledge: Intensify Spell
Lvl4 (Arcanist4/ExplWizard4):
Lvl5 (Arcanist5/ExplWizard5): Feat: Heighten Spell, Exploit: Dimensional Slide, Wizard Arcane Discovery: Creative Destruction
Lvl6 (Arcanist6/ExplWizard6):
Lvl7 (Arcanist7/ExplWizard7): Feat: Preferred Spell: Fireball, Exploit: Metamixing
Lvl8 (Arcanist8/ExplWizard8):
Lvl9 (Arcanist9/ExplWizard9): Feat: Widen Spell, Exploit: Spell Resistance
Lvl10 (Arcanist10/ExplWizard10): Wizard Bonus Feat: Varisian Tattoo (Evocation)
Lvl11 (Arcanist11/ExplWizard11): Feat: Magic Trick: Fireball (Concentrated Fire), Greater Exploit: Greater Spell Resistance
Lvl12 (Arcanist12/ExplWizard12):
Lvl13 (Arcanist13/ExplWizard13): Feat: Magic Trick: Fireball (Clusterbomb), Greater Exploit: Greater Metamagic Knowledge: Maximize Spell
Lvl14 (Arcanist14/ExplWizard14):
Lvl15 (Arcanist15/ExplWizard15): Feat: Spell Perfection(Fireball), Greater Exploit: Resistance Drain, Bonus Wizard Feat: Quicken Spell
Prepared Arcanist Spells:
0-level(9): Prestidigitation, Mage Hand, Ghost Sound, Read Magic, Detect Magic, Drench, Spark, Breeze, Light (4 per day)
1st-level(5): Hold Portal, Grease, Burning Hands (DC: 22), Magic Missile, Identify (7 per day)
2nd-level(5): Mirror Image, Glitterdust, See Invisibility, Scorching Ray DC: 23, Invisibility (6 per day)
3rd-level(4): Tongues, Lightning Bolt DC: 24, Displacement, Fly (6 per day)
4th-level(4): Dimension Door, Scrying, Black Tentacles DC: 23, Rainbow Pattern DC: 23 (6 per day)
5th-level(4): Break Enchantment, Summon Monster V, Firesnake DC: 26, Telekinesis DC: 24 (6 per day)
6th-level(3): Anti-Magic Field, Chain Lightning DC: 27, Disintegrate DC: 25 (5 per day)
7th-level(2): Limited Wish DC: 26, Spell Turning (4 per day)
Prepared Wizard Spells:
0-level(4): Arcane Mark, Scoop, Detect Poison, Resistance
1st-level(4+3): Comprehend Languages, Unseen Servant, True Strike, Alarm, Feather Fall, Vanish, Touch of Gracelessness, Reduce Person
2nd-level(4+2): Fog Cloud, Arcane Lock, Knock, Rope Trick, Whispering Wind, Communal Ant Haul
3rd-level(4+2): Magic Circle against Evil, Stinking Cloud DC: 22, Wind Wall, Slow DC: 22, Haste, Arcane Sight
4th-level(4+2): Dimensional Anchor DC:23, Communal Nondetection, Ball Lightning DC: 25, Detect Scrying, Summon Monster IV, Wall of Fire DC: 25
5th-level(4+2): Cloudkill DC: 24, Teleport, Secret Chest, Permanency, Baleful Polymorph DC: 24, Mirage Arcana DC: 24
6th-level(3+1): Summon Monster VI, True Seeing, Flesh to Stone, Globe of Invulnerability
7th-level(2+1): Forcecage DC: 28, Form of the Dragon II, Greater Teleport
8th-level(1+1): Stormbolts DC: 29, Discern Location
Active Contingency: If any entity attempts to cast a spell, attack, or otherwise attempt to harm me in any way, cast Forcecage on that entity. (7 days remaining)
I might need help with the math here, as I've never used the Magic Trick (Fireball) in any build so far. I'd like some help from rules lawyers on this to make sure it's kosher, and if it's not, then let me know what I need to do to fix it. I'm going to give it a shot though:
With an Orange Prism ioun stone, we're looking at a CL of 15 from level + 6 (spell perfection w/ spell specialization & varisian tattoo) + 1 IounStone = 22CL. With 1 free MM from Spell Perfection, that's always going to be Widen or Quicken, but let's consider Widen first. So we're looking at 11 tiny 10ft-wide 2d6 Fireballs, which are Widened to 11 20ft-wide 2d6 Fireballs, and then Clusterbombed down to 5ft-wide 11 seperate 5d6 Fireballs, so 55d6 damage. That's still just a 3rd level spell slot, and we can use the Metamixing exploit to Maximize it. So still 3rd level spell slot + 1 Arcane Point = Maximized 55d6 Fireball. With Wayang Spellhunter and Magical Lineage, we can Empower it for free, so now we're talking Maximized 55d6 (+50%) for a 3rd level spell slot and 1 Arcane Point. That's 495 damage total, and as Admixture that can be any fire, cold, acid, or electricity. With Preferred Spell, we can pump any other MM feats we want into this whenever we trash a Utility spell, like Heighten or Quicken, and for an additional 1 Arcane Point, we can raise the DC by 2 or the CL by 2, making it a total of 12 fireballs instead of 11 (The DC would be 10 + 3spelllevel + 9Int +4 SF/GSF = 26 or 10 + 3spelllevel + 9Int +4 SF/GSF +2 Potent Magic = 28, so that's 11 fireballs for 495 dmg with a DC of 28 at a 3rd lvl spell slot, or with 12 fireballs, that's 60d6 +50% = 540dmg with a DC of 26, and of course we can Heighten this for an additional +1DC to +5DC depending on adjusted spell level). Would Intensified Spell do anything to this? I think it would, but I'm not exactly sure how that would work?
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4) Elven Slayer 15 / Rogue 15
Str 12
Dex 27 (18 +2 Race +4 ABP +3 level progession)
Con 14 (12 -2 Race +4 ABP)
Int 20 (12 +2 Race +6 ABP)
Wis 11
Cha 13 (11 +2 ABP)
This is the tracker of the Anti-party and he's focusing on Stealthing and landing 13d6 Sneak Attacks for big hits.
Traits:
The Vessel Between: You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.
Dangerously Curious: UMD as class skill
Feats:
Lvl1 (Slayer1/Rogue1): Feat: Point Blank Shot
Lvl2 (Slayer2/Rogue2): Slayer Talent: Ranger Combat Style: Archery (Precise Shot), Rogue Talent: Combat Trick (Rapid Shot)
Lvl3 (Slayer3/Rogue3): Feat: Skill Focus: Stealth
Lvl4 (Slayer4/Rogue4): Slayer Talent: Combat Trick (Far Shot), Rogue Talent: Dampen Presence
Lvl5 (Slayer5/Rogue5): Feat: Weapon Focus (Longbow, Composite)
Lvl6 (Slayer6/Rogue6): Slayer Talent: RCS: Manyshot, Rogue Talent: Powerful Sneak (All rolled 1's on 1d6 for SnA are 2's)
Lvl7 (Slayer7/Rogue7): Feat: Hellcat Stealth
Lvl8 (Slayer8/Rogue8): Slayer Talent: Deadly Range (SnA becomes 40ft), Rogue Talent: Underhanded (max SnA dmg in Surprise Round)
Lvl9 (Slayer9/Rogue9): Feat: Deadly Aim
Lvl10 (Slayer10/Rogue10): Slayer AdvTalent: RCS: Shot on the Run, Rogue AdvTalent: Opportunist
Lvl11 (Slayer11/Rogue11): Feat: Improved Critical (Longbow, Composite crit: 19-20/x3)
Lvl12 (Slayer12/Rogue12): Slayer AdvTalent: Feat: Fast Stealth, Rogue AdvTalent: Deadly Sneak (All rolled 1's and 2's on 1d6 for SnA are 3's)
Lvl13 (Slayer13/Rogue13): Feat: Expert Sniper
Lvl14 (Slayer14/Rogue14): Slayer AdvTalent: Twist the Knife (Critical Multiplier on Composite Longbow becomes 19/20 x4), Rogue AdvTalent: Feat: Clustered Shots
Lvl15 (Slayer15/Rogue15): Feat: Master Sniper
With an Composite Longbow with an Improved Sniping Enchant + Expert/Master Sniper, he's going to be able to Snipe with two attacks and then re-enter stealth with -0 penalty, and if for some reason he does get found, he can Hellcat Stealth as a move action while being actively viewed.
He’ll have Scrolls and Wands of:
Greater Invisibility, Zone of Silence, Haste, Pass without Trace, Jump, FeatherFall, Lighten Object, Shrink Item, Instant Fake (Steal the McGuffin and leave a fake, if need be), MonkeyFish, Air Bubble, Water Breathing, Reduce Person, Gaseous Form, Fly, Wizened/Youthful Appearance, Alter Self, Arcane Lock, Knock, Open and Shut, Web, Adjustable Disguise, Disguise Other, Detect Magic, Identify, Detect Thoughts, Detect Desires, Daylight/Deeper Darkness, Comprehend Languages, Read Magic, Tongues, Blood Scent, Arcane Sight, Aura Sight, Wall of Force, Telekinesis, Dimensional Anchor, Dimensional Lock, Break Enchantment

Dragonchess Player |

Personally, I'd go with:
Arcanist (blade adept) 15//swashbuckler (inspired blade) 1/investigator (psychic detective) 14; Fencing Grace at 1st, rapier black blade, Spell Strike at 5th, Magus Arcana (Close Range) at 7th; use Phrenic Dabbler to take the Force Field psi-tech discovery as your "phrenic amplification" and use your investigator talent at investigator 11 to take the psi-tech discovery Laser Blast as your second "phrenic amplification" (Weapon Focus (Ray) and Ranged Study optional)
Samasaran (Mystic Past Life (Ranger) to add hunter's howl, lead blades, and 2-3 other ranger spells to the druid spell list) druid (goliath druid, Plant/Growth domain) 15//fighter (titan fighter) 15; the Plant/Growth domain gives a swift action enlarge domain power and righteous might as a 5th-level domain spell; Large nodachi instead of greatsword, but otherwise similar to #1 in OP
Magus (eldritch archer) 12/arcane archer 3//witch 15 for debuffing and ranged support; Broad Study as the magus arcana at 6th, Reach Spellstrike as the magus arcana at 9th, and Distant Spellstrike as the magus arcana at 12th
Half-elf (Ancestral Arms (Falcata)) occultist 15//wizard (sword binder) 15; take the elf occultist FCB to increase mental focus points; Extra Mental Focus at 1st, Abjuration (buckler) and Transmutation (falcata) implement schools, Trappings of the Warrior panoply at 2nd, Divination (goggles or lenses) implement school at 6th (for the resonant power, mainly)
Samsaran (Mystic Past Life (Paladin) to add bless weapon, fire of entanglement, and 2-3 other paladin spells to the oracle list) oracle (warsighted/Dragon mystery) 15//paladin 3/bloodrager (primalist; Draconic bloodline) 8/dragon disciple 4; Skill Focus (Survival) at 1st, Eldritch Heritage (Orc bloodline) at 3rd, and Improved Eldritch Heritage (Strength of the Beast) at 11th; between dragon disciple and Improved Eldritch Heritage, that's +8 Str that stacks with enhancement bonuses

Ryze Kuja |

VoodistMonk wrote:You have the Arcanist/Wizard and the Slayer/Rogue listed as number 4...Obviously they tied for 4th place.
Is this thread to update us on the final party or should we be trying to maximize these guys?
Yeah this is mostly final, but I’m asking for a last look-through for final optimization. Also, I had questions about the Arcanist/Wizard and the Magic Trick Fireball feats and how they would work with Intensify Spell.

Dragonchess Player |

A more detailed breakdown of the arcanist 15//swashbuckler 1/investigator 14, filling the utility blaster role (order of exploits, feats, and talents is somewhat flexible; note that Extra Arcanist Exploit cannot be taken until 5th level):
Elf arcanist (blade adept) 15//swashbuckler (inspired blade) 1/investigator (psychic detective) 14
Arcane Focus as an alternative racial trait
10 Str, 22 Dex (16 +2 race +4 ABP), 12 Con (14 -2 race), 27 Int (16 +2 race +3 advancement +6 ABP), 10 Wis (8 +2 ABP), 16 Cha (12 +4 ABP)
Arc 1//Swb 1- Sword Bond (Rapier); Fencing Grace; +1 to Arcane Reservoir (elf FCB)
Arc 2//Inv 1- +1/3 inspiration point (elf FCB)
Arc 3//Inv 2- Sentient Sword (Rapier); Weapon Focus (Ray); +1/3 inspiration point
Arc 4//Inv 3- Phrenic Dabbler (Force Field); +1/3 inspiration point
Arc 5//Inv 4- Arcanist Exploit (Spell Strike); Extra Arcanist Exploit (School Understanding [Evocation/Admixture, Versatile Evocation]); +1 to Arcane Reservoir
Arc 6//Inv 5- Investigator Talent (Quick Study); +1/3 inspiration point
Arc 7//Inv 6- Arcanist Exploit (Close Range); Ranged Study; +1/3 inspiration point
Arc 8//Inv 7- Investigator Talent (Combat Inspiration); +1/3 inspiration point
Arc 9//Inv 8- Intensified Spell; +1 Arcane Reservoir
Arc 10//Inv 9- Investigator Talent (Sickening Offensive); +1/3 inspiration point
Arc 11/Inv 10- Arcanist Exploit (Arcane Weapon); Quicken Spell; +1/3 inspiration point
Arc 12//Inv 11- Investigator Talent (Extra Amplification [Laser Blast]); +1/3 inspiration point
Arc 13//Inv 12- Arcanist Exploit (Metamixing); Maximize Spell; +1 Arcane Reservoir
Arc 14//Inv 13- Investigator Talent (Inspired Alertness); +1 Arcane Reservoir
Arc 15//Inv 14- Arcanist Exploit (Magus Arcana [Hasted Assault]); Extra Arcanist Exploit (Dimensional Slide); +1 Arcane Reservoir
In addition to the utility blaster role (rays + Ranged Study, in addition to area effect spells with School Understanding to use Intense Spells), the character can make a decent light combat (Force Field for temporary hp [plus fast healing 2 by spending 3 points from the phrenic pool], Dex to damage with rapier, heroism + Arcane Weapon on the black blade + Studied Target + Combat Inspiration + Spell Strike) and skill monkey.

Temperans |
Magic Trick affects the spell as its cast, so it would be the last thing on the stack. That means you can get and extra 5 concentrated blast with Intensified Spell. Also you dont need to take Magic Trick multiple times, Trick feats give you all abilities for which you qualify, even if you only qualify after taking the feat.
Finally, you can theoretically get School Savant Arcanist (Evocation) and still be able to get Wizard levels with the Admixture subschool. But the penalties would also probably stack.
*************
Going for Force Field amplification sounds like a minor waste given that Arcanist can get:
Mending Flesh, cost 1 point, temp HP equal to 2d8+ charisma modifier for a number of hours equal to arcanist level. Can affect a target one per day.
Arcane Barrier, cost 1 point+ 1/recast, temp HP equal to Arcanist lv+ charisma modifier for a number of minutes equal Arcanist level. Targets self can recast.

Dragonchess Player |

There are a couple issues with OP gestalt #1: You can't take Whirlwind Attack without Combat Expertise (and neither goliath druid nor titan fighter have a class/archetype feature like Brawler's Cunning to allow taking the feat with less than 13 Int); a greatsword doesn't increase reach, because it's not a reach weapon (reach weapons also work differently in Pathfinder; they don't double natural reach, but only add a fixed amount); the number of spells is off for a druid without a domain and only 18 Wis (it should be 0-4, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-4, 6th-3, 7th-3, 8th-1).
A more detailed version of what I was thinking of (tweaked to focus more on Str/combat instead of Wis/casting):
Samsaran druid (goliath druid) 15//fighter (titan fighter) 15
Mystic Past Life (Ranger; add hunter's howl, lead blades, and bow spirit to druid list)
25 Str (16 +3 advancement +6 ABP), 16 Dex (14 +2 ABP), 16 Con (14 -2 race +4 ABP), 13 Int (11 +2 race), 20 Wis (14 +2 race +4 ABP), 9 Cha; +1 hp per level from FCB
Drd 1//Ftr 1- Primal Bond (Plant/Growth domain); Power Attack
Drd 2//Ftr 2- Dodge
Drd 3//Ftr 3- Mobility
Drd 4//Ftr 4- Spring Attack
Drd 5//Ftr 5- Natural Spell
Drd 6//Ftr 6- Combat Expertise
Drd 7//Ftr 7- Whirlwind Attack
Drd 8//Ftr 8- Improved Critical (Nodachi)
Drd 9//Ftr 9- Quicken Spell
Drd 10//Ftr 10- Martial Focus (Heavy Blades)
Drd 11//Ftr 11- Cut from the Air
Drd 12//Ftr 12- Combat Reflexes
Drd 13//Ftr 13- Lunge
Drd 14//Ftr 14- Smash from the Air
Drd 15//Ftr 15- Spellcut
Main weapon is a Large sharding nodachi (have the arcanist, oracle, or wizard cast greater magic weapon to give it a +3 bonus), which (along with a quiver of Large longbow arrows* for bow spirit) gives ranged attacks without needing to switch weapons. Using Lunge, the character has 20 ft reach in Huge giant form (33 Str) and does 4d8+19 (with an extra +12 when using Power Attack; 6d8 with lead blades)/15-20/x2.
*- remove the quiver before becoming a Huge giant and then pick up/carry after (gets around the pesky resizing issue)

Dragonchess Player |

Going for Force Field amplification sounds like a minor waste given that Arcanist can get:
Mending Flesh, cost 1 point, temp HP equal to 2d8+ charisma modifier for a number of hours equal to arcanist level. Can affect a target one per day.
Arcane Barrier, cost 1 point+ 1/recast, temp HP equal to Arcanist lv+ charisma modifier for a number of minutes equal Arcanist level. Targets self can recast.
Force Field 1) is activated using a different pool of points than the arcane reservoir, 2) gives slightly more temporary hp (unless the arcanist 15 has 20 Cha) than Arcane Barrier if spending 2 or 3 points from the phrenic pool (contains 7 points at psychic detective 14), 3) lasts 28 minutes if spending 3 points from the phrenic pool and provides fast healing 2 (not temporary hp) for the entire time it's active, and 4) does not require spending one of the limited arcanist exploit choices to gain. It's not something to activate at the start of every fight, but it's pretty useful.

Dragonchess Player |

A more detailed breakdown of the magus//witch, focusing mainly on curses/jinxes with some boosts to damage as well:
Tiefling (tengu heritage and/or avian appearance) magus (eldritch archer, hexcrafter) 12/arcane archer 3//witch (jinx witch) 15
Soul Seer and Vestigial Wings; either +1/4 arcane pool point per level or +1 resistance per level (for 5 cold, 5 fire, and 5 electricity at 15th level) to familiar from FCB
16 Str (12 +4 ABP), 24 Dex (16 +2 race +6 ABP), 14 Con, 25 Int (16 +2 race +3 advancements +4 ABP), 10 Wis (8 +2 ABP), 8 Cha (10 -2 race)
Mag 1//Wtc 1- Ranged Weapon Bond (Composite Longbow), Familiar (Raven, mainly for thematic reasons), Hex (Slumber), Patron (Vengeance); Weapon Focus (Longbow)
Mag 2//Wtc 2- no choices
Mag 3//Wth 3- Magus Arcana (Arcane Accuracy); Extra Arcana (Spell Blending [gravity bow])
Mag 4//Wtc 4- Hex Magus (Evil Eye), Hex (Cackle)
Mag 5//Wtc 5- Bonus Feat (Point Blank Shot); Extra Arcana (Accursed Strike; Ranged Spellstrike with curses)
Mag 6//Wtc 6- Magus Arcana (Broad Study)
Mag 7//Wtc 7- Precise Shot
Mag 8//Wtc 8- Hex (Beast of Ill-Omen)
Mag 9//Wtc 9- Magus Arcana (Reach Spellstrike; delaying AA entry one level to pick this up); Quicken Spell
AA 1//Wtc 10- no choices
AA 2//Wtc 11- Rapid Shot
AA 3//Wtc 12- Hex (Retribution)
Mag 10//Wtc 13- Fearsome Spell
Mag 11//Wtc 14- Bonus Feat (Clustered Shots), Hex (Ice Tomb)
Mag 12//Wtc 15- Magus Arcana (Distant Spellstrike); feat of choice (Improved Familiar, Manyshot, Split Hex, another metamagic feat, etc.)

Dragonchess Player |

A more detailed version of what I was thinking of (tweaked to focus more on Str/combat instead of Wis/casting):
...
Using Lunge, the character has 20 ft reach in Huge giant form (33 Str) and does 4d8+19 (with an extra +12 when using Power Attack; 6d8 with lead blades)/15-20/x2.
I forgot to also add the +1 to damage for Martial Focus: 4d8+20/15-20/x2 (6d8+20 with lead blades) with an extra +12 when using Power Attack; all of which is multiplied on a critical hit.

Dragonchess Player |

Man, there is a lot of variation in different Gestalt rules at different tables.
At my table, I don't allow multiclassing or VMC in combination with gestalt... two full classes STILL aren't enough?
Per the gestalt rules, multiclassing in a gestalt is not prohibited; even prestige classes (other than ones like arcane trickster, eldritch knight, and mystic theurge that are basically the same thing as gestalting two classes) are allowed, with limitations.
VMC in a gestalt is probably unnecessary and makes class combinations with multiple bonus feats too powerful. Besides, if you want a gestalt character to "break the game" (or at least action economy), then you don't need VMC: half-elf hunter (courtly hunter) 3/cavalier (any archetype that keeps the Expert Trainer class feature) 4/hunter +8//summoner 15 with the feats Eldritch Heritage (Arcane), Boon Companion (on the courtly companion), Horse Master, and Recruits. You get a full strength courtly companion, full strength eidolon, full strength mount, familiar at level -2, and a cohort (that can be "swapped out" whenever the character is in major town or city).

VoodistMonk |

Literally just posted this in the Weirdo gestalt thread, but it's just as relevant here I suppose...
You can be d@mn handy in literally any party, in literally any campaign by gestalting the Arcane Duelist Bard and the Urban Bloodrager (Arcane Bloodline), as a human with the Heart of the Fey or Imposter-Wary racial features.
Starting with Arcane Strike, Blooded Arcane Strike, and Mad Magic...
Inspire Courage.
Greater Gloves of Arcane Striking, Combat Reflexes, Bodyguard, Flagbearer, Banner of Ancient Kings...
Aid Another. You get the point.
Don't need no multiclassing or VMC...

Dragonchess Player |

After reviewing the Automatic Bonus Progression rules (I don't use them often enough to know them by heart), I made some errors with the ability scores on the characters above: at 15th level, a character using ABP should have physical prowess +4/+2 and mental prowess +6/+2 or +4/+4; physical prowess +6/+2 or +4/+4 isn't gained until 16th level.
Re-done ability scores below.
Arcanist 15//swashbuckler 1/investigator 14
10 Str, 22 Dex (16 +2 race +4 ABP), 14 Con (14 -2 race +2 ABP), 27 Int (16 +2 race +3 advancement +6 ABP), 8 Wis, 14 Cha (12 +2 ABP)
Druid 15//fighter 15
24 Str (17 +3 advancement +4 ABP), 14 Dex, 14 Con (14 -2 race +2 ABP), 15 Int (11 +2 race +2 ABP), 20 Wis (12 +2 race +6 ABP), 8 Cha
Magus 12/arcane archer 3//witch 15
14 Str (12 +2 ABP), 22 Dex (16 +2 race +4 ABP), 14 Con, 27 Int (16 +2 race +3 advancements +6 ABP), 10 Wis (8 +2 ABP), 8 Cha (10 -2 race)

Dragonchess Player |

A more detailed breakdown of the occultist//wizard (the order of Ring/Illusion plus Shadow Beast and Compass/Conjuration plus Side Step can be swapped):
Half-elf occultist 15//wizard (sword binder) 15
Ancestral Arms (Falcata); 16 (22*) Str, 18 Dex (14 +4 ABP), 16 Con (14 +2 ABP), 26 Int (15 +2 race +3 advancements +6 ABP), 12 Wis (10 +2 ABP), 8 Cha
Occ 1//Wiz 1- Focus Power (Aegis), Implements (Buckler/Abjuration, Falcata/Transmutation), Arcane Bond (Falcata); Extra Mental Focus
Occ 2//Wiz 2- Implement (Trappings of the Warrior)
Occ 3//Wiz 3- Focus Power (Size Alteration); Power Attack
Occ 4//Wiz 4- no choices
Occ 5//Wiz 5- Focus Power (Quickness), Bonus Feat (Fast Study arcane discovery); Extra Focus Power (Counterstrike)
Occ 6//Wiz 6- Implement (Goggles or Lenses/Divination)
Occ 7//Wiz 7- Focus Power (Mind Over Gravity); Furious Focus
Occ 8//Wiz 8- no choices
Occ 9//Wiz 9- Focus Power (Danger Sight); Quicken Spell
Occ 10//Wiz 10- Implement (Ring/Illusion)
Occ 11//Wiz 11- Focus Power (Shadow Beast); Improved Critical (Falcata)
Occ 12//Wiz 12- no choices
Occ 13//Wiz 13- Focus Power (Telekinetic Mastery); Dazing Spell
Occ 14//Wiz 14- Implement (Compass/Conjuration)
Occ 15//Wiz 15- Focus Power (Side Step), Bonus Feat (True Name arcane discovery); Dazing Assault
*- Mental Focus allocation of Buckler (3), Falcata (9; +6 temporary enhancement to Str from Transmutation resonant power and +3 BAB [+14 total] with falcata from Trappings of the Warrior resonant power), Goggles/Lenses (12; darkvision to 60 ft, see invisibility, and blindsense 60 ft from resonant power), Ring (4), Compass (4); alternately, Buckler (4), Falcata (12), Goggles/Lenses (9), Ring (4), Compass (3) for +15 total BAB with falcata and no blindsense

Dragonchess Player |

Finishing off the group, a more detailed breakdown of the oracle//paladin/bloodrager/dragon disciple (focusing on Intimidation and probably fighting with a katana or naginata):
Samsaran oracle (warsighted) 15//paladin 3/bloodrager 8/dragon disciple 4; probably worships Shizuru
Mystic Past Life (Paladin; add bless weapon, fire of entanglement, and holy sword to oracle list)
26 (30*) Str (16 Str +4 dragon disciple +4 inherent +4 ABP), 14 Dex, 16 (20*) Con (15 -2 race +1 advancement +2 ABP), 12 Int, 12 Wis (8 +2 race +2 ABP), 24 Cha (16 +2 advancements +6 ABP)
Ora 1//Pal 1- Mystery (Dragon); Skill Focus (Survival)
Ora 2//Pal 2- no choices
Ora 3//Pal 3- Revelation (Draconic Resistance), Mercy (Shaken); Intimidating Prowess
Ora 4//Bld 1- Bloodline (Draconic/[pick type])
Ora 5//Bld 2- Eldritch Heritage (Orc; Touch of Rage)
Ora 6//Bld 3- no choices
Ora 7//Bld 4- Eschew Materials, Primal Choices (Intimidating Glare, Moment of Clarity); Extra Revelation (Presence of Dragons)
Ora 8//DD 1- no choices
Ora 9//DD 2- Bloodline Feat (Power Attack); Furious Focus
Ora 10//DD 3- no choices
Ora 11//Bld 5- Primal Choices (No Escape, Renewed Vigor); Improved Eldritch Heritage (Strength of the Beast)
Ora 12//DD 4- no choices
Ora 13//Bld 6- Bloodline Feat (Improved Initiative); Quicken Spell
Ora 14//Bld 7- no choices
Ora 15//Bld 8- Primal Choices (Dragon Wings); Dreadful Carnage
*- when in a bloodrage