Help me build a gestalt fighter / wizard who specializes in transmutation.


Advice


Our dm is starting up a new gestalt campaign which is cool, I’ve always wanted to try and make a fighter/wizard who focuses in on transmutation, transforming into stuff all the time and stuff- but in total honesty I’m not suuuuper sure how to build that? We’re starting at level 8 and I got a ton of feats I can get (I’m even getting a bonus one from taking a flaw) but I’m not sure if it’s just due to not being great at the game and I don’t know any better or if this is a legit problem but- I literally have no idea what types of feats or spells to get. Plus I feel like ac is gonna be a problem no? Sure I could go hard into Dex and stuff but I’d rather be focused on my strength and intelligence more then anything- if that’s possible.

I guess I want to know what sorts of feats would even be good for this? I’m probably not using a single weapon- I imagine it’s a lot of natural attacks right? But then what do you do with that? I have a wealth of feats I can get but no idea which ones would actually be beneficial- not to mention the fact that even if I had all the right feats I’m not super sure how good I’d actually be? Like I’m not even sure where that leaves me in terms of a party role?

Spells are an issue on their own, my dm said I’m good to go for this but I wouldn’t transform into stuff I wouldn’t of seen before- so no dinosaurs- so I’m set with creatures that I have reasonably seen or at least would know about- I had the idea of picking up the blood money spell to get past the requirements to have a part of the creature you’re trying to transform into for spells like monstrous physique but then I started thinking “well how much is this component worth?” Am I to assume that is an material component worth 1 gold or less? How much is part of a monster worth? Am I taking the strength damage to use this? Do I even want to be trying to turn into monsters in the first place? I got no clue.

I’m just generally confused and could use any and all help I could get, if not a specific walkthrough on what I should be doing any tips or info would be a massive help. Thanks in advance for any help or info you can give me


There's a couple of guides which may be relevant - Polymorphamory, and Tarondor's guide to the Transmuter Wizard. You should be able to find both of those on Zenith's Guide to the Guides.

Some knowledge skills should help with justifying knowledge of weird things, and generally a background which says you've travelled a bit.

Your role is mainly going to be doing damage via lots of attacks and you're likely to be good at it. It's possible to get into tripping or grappling for a little control. You can climb/fly/swim/burrow which is useful out of combat, and being a wizard you may have other tricks.

Anyway, feats. Polymorphing into something and then lashing out with power attack and far too many tentacles is pretty effective without anything more than that. If you can spare some charisma then eldritch heritage (shapechanger bloodline) makes your polymorphs last a decent length of time. Certain style feat lines are natural attack-friendly without requiring a specific natural weapon selected by weapon focus - e.g. brute style, demonic style, wolf style - or there's the various grappling styles if you want to make use of the fact that many forms you might polymorph into have grab.

Note that since you're not using wild shape and natural spell can't help, turning into a giant octopus or whatever turns off your spellcasting ability. Either stick to monstrous physique or undead anatomy, or accept this loss. The emergency attunement feat may help a little.

Do you want one specific build as an example?


avr wrote:


Do you want one specific build as an example?

Yeah go for it, I wanna get all the info and help I can possibly get.


OK.

aquatic elf fighter // wizard (transmuter) 8:

(if 20 point buy) Str 16+2 level=18, Dex 14+2 race=16, Con 14-2 race=12, Int 14+2 race=16, Wis 10, Cha 7
(a +2 enhancement bonus from transmutation school & a cheap belt and headband make for) Str 20, Dex 16, Con 14, Int 18, Wis 10, Cha 7

Feats
1: power attack
Fighter 1: improved unarmed strike
Wizard 1: scribe scroll
Fighter 2: blood frenzy style
3: improved grapple
Fighter 4: blood frenzy strike
5: bushwhack
Wizard 5: brisk spell
Fighter 6: bloody assault
7: emergency attunement
Fighter 8: blood frenzy assault

Mainly this is about throwing lots of attacks around with blood frenzy (this aquatic elf probably has a little sahuagin ancestry). Kill your enemies fast enough they don't do a lot of damage to you. Blood frenzy looks like rage but doesn't stop you casting spells BTW. You can also grapple people if you feel like it, especially if you sneak up while invisible.


And because I kind of like making up characters, here's a different one.
half-elf fighter // wizard (transmuter) 8:

(if 20 point buy) Str 15+2 race+1 level=18, Dex 16, Con 12, Int 15+1 level=16, Wis 9, Cha 7
(a +2 enhancement bonus from transmutation school & a cheap belt and headband make for) Str 20, Dex 18, Con 12, Int 18, Wis 9, Cha 7

Feats
1: combat expertise
Half-elf: skill focus (stealth)
Fighter 1: improved trip
Wizard 1: scribe scroll
Fighter 2: owl style
3: owl swoop
Fighter 4: power attack
5: combat reflexes
Wizard 5: alchemical affinity
Fighter 6: greater trip
7: fury's fall
Fighter 8: owl dive

You trip people a lot; it's an important part of your defence. Remember that you can substitute a trip attempt for any attack in a full attack, and you can use natural weapons for that. Also the owl style line ensures that you have a bunch of mobility skills and an extra use for each.


I’m sure you will be fine, but i do want to note that Fighter/Wizard is pretty suboptimal for Gestalt, and more so if you are looking at Str-based transmutationing. They share worst skill points/level and bad reflex save, and there’s not really synergy between fighters armor proficiencies and reduced heavy armor penalties and wizards ‘never wear armor’ effective requirement.

The main reason to look at Fighter is because you have a feat intensive build in mind, but generally Str based natural attack builds don’t take many feats to be offensively effective. Where I’m not sure what the plan will be to get AC up, as the main routes are through Armor, Dex, Wis, Cha, or certain class features that aren’t available to Wizards or Fighters. I’d propose, just as one option, some levels of Weretouched Shifter followed by whatever. But if you have a Feat intense character vision, then its always possible Fighter/Wizard is the right direction for you. Just don’t want you to fall into a “good melee class + good caster class = good gestalt character” trap, because that’s usually not the case.


The Child of War Fighter archetype, or whatever its more official name is, may be of use for its enhanced armor training that can reduce ASF chance with a swift action. Due to the swift action being required to cast in armor, I have always that it went better with summoning. The extra spell slots may be of use to you, either way.

There is also the Eldritch Guardian Fighter archetype that gets a Familiar... if you chose a Wizard archetype that gives up or severely modofies their Arcane Bond, then this Fighter archetype may be of some use. Probably shouldn't be tempted into bringing your Familiar into battle with you on a regular basis no matter how many feats it shares with you... but overall, this archetype could also be helpful.

Sadly, Child of War and Eldritch Guardian do not stack, so you have to choose.


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Tbh, I'd go Slayer Wizard for this, not fighter. Slayer gives Fort/Refl as good saves, and Wizard has Will for a good save, so now that's All Good Saves <--- which is very important for Gestalt. You still have 4/4BAB and d10 HP and now you gain SnA for your Invis/Stealth shenanigans. I would go Human, or a race that is one-off from Human (such as Half-elf, Half-orc, etc), so you can qualify for 1/6 Slayer Talent Human FCB. I wouldn't worry about using the Wizard FCB for +1 spell known per level, you don't need it. Just head down to Ye Olde Mage's Guild in any city with 2,000gp-4,000gp in your pocket and a couple of empty spellbooks, and you'll walk out like Christmas came early.

I would go Transmutation School, but with the Enhancement Sub-school; Enhancement sub-school has all the neato tricks that a Fighty-type wants without eating up your action economy too bad.

As far as a weapon, you'll most likely want to go with a Two-hander, so that way you can still cast spells that require somatic components by holding the weapon in one hand while you cast. TWF + casting is doable, but it requires the Quick Draw feat, a 3rd arm, or getting fancy with Unseen Servant. You can get a 3rd arm in a couple different ways, 1 dip in Witch for Prehensile Hair, or 2 lvl dip in Alchemist for Vestigial Arm, or you can also get creative with the Unseen Servant to hand it one of your weapons whenever you cast, and then have the servant hand the weapon back when you're done casting-- the servant can pick up 20lbs, so your weapon can't weigh more than that.

As a Transmutation Wizard, you'll be able to have a free Transmutation spell every day, this should almost always be Haste or Slow (probably Haste) for your 3rd level slot, because it gives you an additional attack and +30ft move speed-- so you should memorize more than one Haste per day. Alternatively, you can get Boots of Speed for on-demand Haste as a free action, so you can free up your 3rd lvl spell slots for Slow, Fireball, Fly, Displacement, etc.

If this sounds interesting, I could come up with a build for you if you'd like?


NihilsticBanana wrote:
I’ve always wanted to try and make a fighter/wizard who focuses in on transmutation, transforming into stuff all the time and stuff

First thigns first: Is Fighter an important part of your cocnept, or is it merely something you thought would be best for it?

What you have to realize is that Fighter is a terrible choice for a natural attack centric build (which is the normal and most efficient approach for a polymorph-based character). Not only is the palystyle one of the least feat intensive ones, it's actually very hard to support with feats. Natural attack builds are almost always based on having multiple, individually weaker attacks. Such character usually have a bunch of different natural weapon types (claws, bite, gore, etc.), and many feats that improve attacks, like the Fighter exclusive Weapon Specialization, only affect some of the attacks, which makes those feats be weaker on such a build than on others.

It is certainly doable, and the Wizard side can carry pretty much every build. There just isn't much synergy (although some archetypes change that, most notably Viking).

NihilsticBanana wrote:
Like I’m not even sure where that leaves me in terms of a party role?

There's no such thing as a party role. "Role" implies that you have one character who does that and for whom that's the defining characteristic. In Pathfinder, you don't have distinct roles in a party that you fulfill with one character - you have multiple jobs that you want handled, but those can be split up between and doubled on by different party members. In Gestalt there should be a lot of overlap, and most characters should be able to do a ton of different things.

NihilsticBanana wrote:
I wouldn’t transform into stuff I wouldn’t of seen before- so no dinosaurs- so I’m set with creatures that I have reasonably seen or at least would know about

Is this a limitation from the GM? If it is, ask him what's wrong with him to allow Blood Money (the most abuseable and therefor banned spell in the game) but put an artificial limitation on polymorphing. If it's from you, you should really reconsider this, as it puts a huge damper on you. And I do mean huge. There're two rare (and high CR) monstrous humanoids that make for easily the best polymorph forms. And check out how awesome this thing looks!

Oh, and by the way: If the campaign takes place on Golarion, Dinosaurs aren't actually that rare.

NihilsticBanana wrote:
I had the idea of picking up the blood money spell to get past the requirements to have a part of the creature you’re trying to transform into for spells like monstrous physique but then I started thinking “well how much is this component worth?” Am I to assume that is an material component worth 1 gold or less? How much is part of a monster worth? Am I taking the strength damage to use this?

RAW, the material component of polymorph spells gets handled with the ordinary spell component pouch, as the stuff has no value. Note that there are much easier ways to not need the material component, Eschew Materials and False Focus.

VoodistMonk wrote:
The Child of War Fighter archetype, or whatever its more official name is, may be of use for its enhanced armor training that can reduce ASF chance with a swift action.

Child of Acavna and Amaznen. It replaces Weapon Training, though, which is pretty much the only selling point of Fighter in this gestalt.


I don't necessarily like the Child of War archetype, just thought it might be somewhat helpful. I am not especially well-versed in natural attack builds, and don't immediately know the value Weapon Training would bring versus being able to cast in armor.

I don't even think Fighter is right for this, but wanted to at least try help the original concept before offering alternative options. I know I hate when I ask A or B and everyone says C...


Maybe I'm thinking of something from 3.5, which different groups will or won't allow, but as many have pointed out, a natural attack style build isn't too feat intensive. That means that if you choose to stay Fighter/Wizard, those extra fighter feats can go towards shoring up your weaknesses. Specifically, I'm thinking of the Arcane Armor Training line. If you're starting at level 8, then three feats gets you back into Heavy armor with little to no penalty for your casting.

Second thought, is that if you're sticking with Fighter, even just vanilla no archetype, Natural Weapons are one of the weapon groups that Fighters may choose for their weapon training class feature. I concede there are almost certainly better natural attack builds, but fighter can decently support almost any fighting style.

As to spell components, unless your GM is using an extremely nit-picky accounting style set of house rules, what I think Derklord mentioned above is true; Eschew Materials is an easy feat to ignore the issue all together, but a basic spell component pouch is presumed to have bits of all the beasties you may need for your spells. Only spells with a specifically designated component WITH a monetary value attached need you to have/track the components. The rest is all just flavor and some subtle (or not) old gamer puns.


Ryze Kuja wrote:
If this sounds interesting, I could come up with a build for you if you'd like?

Yeah please do! Everybody is really giving me a lot of much needed help here and I’m learning things I didn’t even consider or realize, so every but of help is really well- helpful.


Derklord wrote:
First thigns first: Is Fighter an important part of your cocnept, or is it merely something you thought would be best for it?

To be honest I’m realizing that now based on what people are saying here I never realized that it was a bad pair, I just was kinda like “well fighter had a lot of stuff that wizard doesn’t have going for it- that’ll probably make things well rounded if I pair them together.” clearly that’s not the case though. So I’m not against changing the class around here at all. I just saw the higher hit points and all the bonus feats and thought “more is better” lol.

Derklord wrote:
Is this a limitation from the GM? If it is, ask him what's wrong with him to allow Blood Money (the most abuseable and therefor banned spell in the game) but put an artificial limitation on polymorphing. If it's from you, you should really reconsider this, as it puts a huge damper on you. And I do mean huge. There're two rare (and high CR) monstrous humanoids that make for easily the best polymorph forms. And check out how awesome this thing looks!

It actually is a limitation set by the GM but I wasn’t aware that this was a super abused spell so I didn’t bring it up- I’m sure it probably would be banned if I brought it up to them. I just saw it and didn’t think of the feats I could take to handle the problem and was like “oh cool that solves that.” And didn’t think further on it. I definitely could talk to them more about it- I just think they were worried about me being able to abuse this somehow or something? Idk. I didn’t really ask enough questions because I was going into this kinda playstyle blind and unsure of what I was doing or needed to do. I’ll try and have a talk with them when I have the chance.


Well, I think I found a couple of ways of using the fighter's feats effectively and weapon training (natural weapons) w/gloves of dueling works pretty well. The weapon/armor proficiencies are obviously a bit wasted though on a shapeshifting fighter // wizard. If the idea is fighting shapeshifter! with no actual class required then there may be better ways though.

Specifically the duration of polymorph spells is a pain. You'll need to recast a polymorph most fights. Ways to get around this include the sorcerer shapechanger bloodline (extends it to 10 min/level 1/day, becomes 1 hour/level at class level 9), or druid wild shape (1 hour/level), metamorph alchemist (also 1 hour/level), or making polymorphing faster so you don't need to spend a standard action - via magus spell combat or a shifter with shifter's rush work at this level.

If you want to pile on the armor then fighter // metamorph alchemist should work well. If you want the maximum range of shapeshifting possible then scaled fist unchained monk // shapechanger sorcerer could work wonders. If you want something which isn't obviously overpowered then druid // monk doesn't need to use anything outside core (some people believe the core rules are more balanced).


NihilsticBanana wrote:
To be honest I’m realizing that now based on what people are saying here I never realized that it was a bad pair, I just was kinda like “well fighter had a lot of stuff that wizard doesn’t have going for it- that’ll probably make things well rounded if I pair them together.” clearly that’s not the case though. So I’m not against changing the class around here at all. I just saw the higher hit points and all the bonus feats and thought “more is better” lol.

Well, combining it with a full BAB class isn't a bad idea, it's just that Fighter is probably not the best one.

There's a bunch of classes that would work, depending your preferences and the GM's limitations, and not all of them full BAB. BAB is worth significantly less for a natural attack build, as it doesn't gain iterative attacks anyway, and there're usually no good feats for them with high BAB requirements. d10 HD would be nice, but D8 HD plus Toughness grants the same HP.

NihilsticBanana wrote:
It actually is a limitation set by the GM

Urgh, that's gonna be an issue. Would not requiring the material component actually get around that? If not, ask the GM about what exactly you can turn into, and about how you could learn about certain creatures in order to polymorph into them. I mean, this is gestalt, it's supposed to be super high powered. Alternatively, what about Shifter's aspects? Are those limited, too? That would be a dick move, in my opinion.

It's impossible to give a good recommendation without knowing what forms you can actually take. The differences in power between the various spells and the various forms is extremely big.

Oh, and one more question: Can you multiclass?

NihilsticBanana wrote:
I wasn’t aware that this was a super abused spell

It's problematic because you can pretty much generate money with it. Costly components are the only downside some very powerful spells have, and Blood Money can remove that.

­

VoodistMonk wrote:
I don't necessarily like the Child of War archetype, just thought it might be somewhat helpful. I am not especially well-versed in natural attack builds, and don't immediately know the value Weapon Training would bring versus being able to cast in armor.

It's an investment vs. reward question. Removing the SFC is ultimate nothing but an AC boost, and there are feats that do that. Meanwhile, natural attack builds are based on making many attacks, and as a consequence effects that increase the damage with all attacks are good because they affect more attacks than intended for. Of course, effects that affect fewer attacks than assumed are obviously worse. Attack roll bonuses that affect all attacks are also rather valuable, as an AoMF is usually a +1 behind a weapon (due to the higher cost), and there is no +1 to all attack rolls feat, like what Weapon Focus does for a weapon build.


I recommend taking Rhino Charge if you transform into something with pounce. Then you can use Contingent Action to ready another full-attack.
Combat Rhythm for some accuracy increase, Friendly Switch because you'll most likely be large+ for all fights, and that you choose a Protector familiar to boost your HP.

Weapon Specialist and Martial Versatility (Feral Combat Training) would help in applying feats to all of your natural attacks.


I don't have a build idea in mind, i think Ryze's Kuja idea of going Slayer is a good one.

I have, however, an idea to deal with some of the polymorph constraint; Use summon monster to get a few form in your repertory. After all, if you summon them, i sure hope it count as seeing them.

For beast shape at 8th level you can get some good forms:
Lion (For Pounce)
Grizzly (For Grapple)
Rhinoceros (For the powerful charge ability)

You can get all your basic elemental body form at the same level you can summon them.

It's gonna be harder for undead anatomy and monstruous physique, but those aren't usually that rare as far as ennemies goes.

It's not an easy limitation for a polymorpher, BUT it does comes with the bonus point of making your DM regret using powerful monster each time you shapeshift into them in future encounters! >:)


How about something like this? This is a Dirty Tricks TWF Slayer who focuses on using Mirror Image and Displacement while also using the Arcane Discovery Multimorph for your Polymorph spells. Rather than going for a large/huge Monstrous Physique build, this is going to be focusing on becoming Tiny and Diminutive for maxing out Dexterity and having Stealth Check DC's in the 80's. You can still go large/huge if you want, there's nothing stopping you. This combination of Offensive and Defensive prowess is going to make you hard to hit, and with 3 good saves and d10 HP, you're going to be insanely tough. Even if an enemy does manage to get the drop on you, then you can Stealth as a Move action and if he can't pass the Perc Check, then he can't target you with anything. If that fails for w/e reason, then use Time Stutter and Dimension Door outta there.

Half-Elf Slayer / Wizard

25pt buy
10str
20dex (18+2Transmutation)
12con
20int (16+2racial+2level)
10wis
7cha

Traits: Heirloom Weapon (Kukri) +2 Dirty Tricks

Arcane Bond: Ring of Invisibility

Transmutation wrote:


Physical Enhancement (Su)

You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp)

As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp)

At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

Level1:

Feat: Dirty Fighting
Wizard Bonus Feat: Arcane Discovery (Knowledge is Power) Use Int rather than Str for Dirty Tricks.
Half-Elf Skill Focus: Stealth

Level2:
Slayer Talent: Ranger Combat Style (Two-Weapon Combat): Two-Weapon Fighting

Level3:
Feat: Spell Specialization (Mirror Image)

Level4:
Slayer Talent: Rogue Talent: Finesse Rogue (Weapon Finesse)

Level5:
Feat: Piranha Strike
Wizard Bonus Feat: Arcane Discovery (Multimorph)

Level6:
Slayer Talent: Underhanded Trick (Improved Dirty Trick)
Bonus Slayer Talent (1/6FCB): Improved Two-Weapon Fighting

Level7:
Feat: Quick Dirty Trick

Level8:
Slayer Talent: Combat Trick: Greater Dirty Trick

Game Start: With Haste, you should be attacking 5x per round already, and your first attack should be a Quick Dirty Trick to Blind (once the target is Blinded, all your subsequent attacks deal SnA damage); with Greater Dirty Trick already online, your Dirty Tricks conditions require a Standard Action to clear them. Paragon Surge can give you another feat for 1min/level. While your AC is respectable, you'll want to shore up your survivability with Mirror Image and Displacement, and casting Slow on groups of enemies if they're clumped up. You'll also want to get Agile enchanted on both of your Kukris, and your Unseen Servant should last 8 hours per day.

Level9:
Feat: Hellcat Stealth

Now you can perform stealth checks as a Move Action even while being actively viewed, albeit with a -10 penalty, which will be hardly noticeable. Your Stealth DC's should be in the 50-60 range even while actively viewed.

Level10:
Advanced Slayer Talent: Greater Two-Weapon Fighting
Wizard Bonus Feat: Arcane Discovery (Time Stutter)

Time Stutter can be used both offensively and defensively, as it's a get out of jail free card 1/day or if you really need to pile on the hurty hurt (you can't directly damage someone while Time is Stopped like this, but you can cast other things that last 1round/lvl that will hurt them when the Time Stop ends, alternatively you can buff yourself during this time too)

Level11:
Feat: Dirty Tricks Master

Dirty Tricks is done and you're also attacking 7x a round with Haste up, and now you can sicken-->nauseate with Dirty Tricks, so while nauseated your opponents can only take move actions and your nauseated condition can only be removed with Standards. So since this is fully fleshed out, you can go back to focus more on the Wizard side of things. Meanwhile, you're incredibly hard to hit. Your opponent must clear your Dirty Tricks every round, and if they don't, then the following round you nauseate them and the fight is over. Meanwhile, you're also a Wizard with Mirror Image, Dimension Door, and Displacement.

Level12:
Advanced Slayer Talent: Feat: Persistent Spell
Bonus Slayer Talent (1/6FCB): Feat: Spell Focus (Transmutation)

Level13:
Feat: Empower Spell

Level14:
Slayer Talent: Feat: Heighten Spell

Level15:
Feat: Greater Spell Focus (Transmutation)
Wizard Bonus Feat: Spell Perfection (Disintegrate or Flesh to Stone) Persistent Disintegrate/Flesh to Stone as a 6th slot, or Empowered Persistent Disintegrate as an 8th slot

Level16:
Slayer Talent: Feat: Spell Penetration

=========================================================================== ===============

At level 10, your Stealth should be:

3ClassSkill + 10Ranks + 6SkillFocus(Stealth) + 5Dex + 3MonstrousPhysiqueDexBonus + 12DiminutiveSizeBonus + 20-40GreaterInvis = 1d20 +59 while moving, +79 while not moving. And then add 1/10DC for every 1ft you are away from the target trying to use Perception vs. your Stealth. Subtract -10 from these if you're being actively viewed.

You can pump this even higher with a Ring of Chameleon Power for +10 Stealth, Greater Heroism for +4, Child of the Moon Trait will give you an additional +1, +2, or +4 depending on the moon cycles.


6 + Int skills is nothing to sneeze at too. If you don't like Time Stutter at lvl 10, consider getting Quicken Spell instead.

Also, you'll probably want to switch Spell Specialization to Disintegrate lvl 12ish.

Silver Crusade

for fighter/wizard, you will likely have a decent set up for being a polymorph specialist.

You can go about it in two ways, focus on natural weapons, or focus on big two-handed weapons.

Note- until higher levels, you'll simply be a wizard with a big stick, but once you get access to form of the dragon spell line (who doesn't know about dragons?) you become quite the threat. A full arcane casters, with decent melee potential is pretty neat.

starting at level 8 is pretty great for casters, even better for gestalt casters. Here is a (very) quick and dirty sample build I would likely use as a base for something like this-

20pt buy-
human, dual talented alternate racial
Str: 18 +2 (human) +1 at 4
Dex: 14
Con: 14(16) +2 from transmutation school ability
Int: 18 +2 (human) +1 at 8
Wis: 12
Cha: 07

Feats-
1st- Improved Initiative, Step up(?), scribe scroll
2nd- Power attack
3rd- Dodge
4th- free
5th- Spell focus, Craft feat or metamagic feat, free
6th- free
7th- free
8th- free

You can fill in the free feats with combat options to raise your defenses (such as saves, hp, or the like) or to improve your spells, or even to grab arcane discoveries. You would also likely want a fighter archetype that trades out armor training.

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