VoodistMonk |
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Personally, I freaking love gestalt in PF1... you can paint a picture with class features that tell their own story, like a living background biography for your character.
I probably have too many to list, and ultimately I am more interested with your favorite combinations than my own... but I will gladly share some of my favorites just to get this started.
Arcane Duelist Bard/Urban Bloodrager [Arcane Bloodline]... Blooded Arcane Strike, Bodyguard, Combat Reflexes, Flagbearer, Mad Magic... so much utility and buffing and an absolute menace to spellcasters.
Snakebite Striker Brawler/Eldritch Scrapper Sorcerer [Serpentine/Envenomed Bloodline]... Eldritch Scrapper gives the Snakebite Striker back Martial Flexibility... Feint and Charisma-based 9/9 spellcasting seems to be a surefire way to guarantee your shenanigans work.
Bolt Ace Gunslinger/Nature Fang Druid... it's a blugeoning crossbow with a 17-20/×4 crit range, Studied Target, Slayer Talents/RCS feats, and Grit that shares Wisdom with 9/9 Druid spells.
Beastmorph-Vivisectionist Alchemist/Brown-Fur Transmuter Arcanist... absolute beast mode...
Grenadier Alchemist/Eldritch Archer Magus... the Alchemist/Magus combination is almost always going to be amazing, but I particularly like this one. Play as Half-Orc with an Orc HornBow, and enjoy.
Toxicant-Vivisectionist Alchemist/Venom Siphoner Witch... it's hard to make poisons awesome, but gestalt comes through for us here in a big way. And any reason to play as a Grippli is worth it.
Like I said... too many to list. I do love me some gestalt. Special mention to any combination of race-specific archetypes from different classes, I consider that to be a great use of gestalt. Here are a few more good ones, each for various reasons:
Vangaurd Slayer/
Instructor Wizard
Siege Gunner Gunslinger/
Siege Mage Wizard
Lamplighter Investigator/
Staff Magus
Trench Fighter/
Sleuth-Steel Hound Investigator
Vexing Dodger UnRogue/
Mouser Swashbuckler
Vexing Dodger UnRogue/
Kobold Swarm Fighter
Divine Commander Warpriest/
Sohei Monk
Eldritch Guardian Fighter/
Carnivalist-Sylvan Trickster UnRogue
Mutagen Warrior-Opportunist Fighter/
Scout-Underground Chemist Rogue
They don't have to be overly powerful like Nagaji Mesmerist/Oracles with Awesome Display or that Half-Giant Psychic Warrior/Vitalist build, but please share those too... it is good to know what people may bring to the table. Speaking of tables, every table seems to play with different gestalt rules, so everything is fair game for this thread.
You can be as detailed as you like, or just list them. Whatever works.
zza ni |
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druid / summoner :
wild shape+ animal companion + eidolon? 3 beasts wrecking what ever they find and two spell lists with extra spells for buffing animals\summons? summoner spells work fine with nature spell feat too...
scaled fist monk (unchained preferred) / sorcerer (usually tattooed) :
max hand to hand and armorless fighting with 9/9 spellcasting and self buffing. i cast mage armor on me now!
druid / warpriest (calamity caller):
scouting as an innocent looking animal (mouse\bird etc) and making lethal accidents happen on your enemies. tailored to their weak saves if you can. you can also wade in at full plate and any marital weapon. or cast spells while wild formed. ether way what joy!
OmniMage |
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I'm a bit fond of the simple wizard/sorcerer combo. Great for casting a lot of spells. Pathfinder adds a few new options. The sorcerer with the arcane bloodline and the sage wildblood option uses intelligence for their casting stat. That means you can push your intelligence to maximum instead of trying to strike a balance between 2 ability scores. As for the wizard, I'm fond of the spell sage. They can spontaneously cast any spell on the bard, cleric, or druid spell list by sacrificing 2 spell slots (and increased casting time). In this combo the sorcerer has the wizard's back, giving the character far more spells than what they'll lose with spell study.
If you are using traits, you might want to pick up Pragmatic Activator in order to use intelligence instead of charisma on your Use Magic Device rolls.
zza ni |
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...
Another build is to use the Unchained Monk with Wizard, Sorcerer, or witch. The resulting build has all good saves, good attack bonus, and good hit points. Arcane spell casters can't wear armor, so its fortunate the monk's unarmed fighting style doesn't cause arcane spell failure. Unfortunately, intelligence and charisma don't do much for the monk.
which is why i proposed scaled fist monk (or unchained monk. the archtype is in both). it uses cha for it's monk class abilities and bonus feats like stunning fist.
OmniMage |
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OmniMage wrote:which is why i proposed scaled fist monk (or unchained monk. the archtype is in both). it uses cha for it's monk class abilities and bonus feats like stunning fist....
Another build is to use the Unchained Monk with Wizard, Sorcerer, or witch. The resulting build has all good saves, good attack bonus, and good hit points. Arcane spell casters can't wear armor, so its fortunate the monk's unarmed fighting style doesn't cause arcane spell failure. Unfortunately, intelligence and charisma don't do much for the monk.
Oh, sorry. I didn't notice you had already written it. I'll delete that part.
VoodistMonk |
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OmniMage wrote:which is why i proposed scaled fist monk (or unchained monk. the archtype is in both). it uses cha for it's monk class abilities and bonus feats like stunning fist....
Another build is to use the Unchained Monk with Wizard, Sorcerer, or witch. The resulting build has all good saves, good attack bonus, and good hit points. Arcane spell casters can't wear armor, so its fortunate the monk's unarmed fighting style doesn't cause arcane spell failure. Unfortunately, intelligence and charisma don't do much for the monk.
Scaled Fist UnMonk/Sorcerer is a good one... it's like if Dragon Disciple was a whole class of its own. I like Kensai Magus/Wizard, if one wants to be a Wizard with their casting stat contributing to their AC. Kensai/Wizard doesn't get you full BAB, or all good saves, though.
VoodistMonk |
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Inquisitor/Unchained Monk:
Full BAB, all good saves, 6th level casting, 6 skill points per level, and class features that synergize extremely well, make it hard to beat. Flurry of bane is insane.
Flurry of Bane is awesome... I had a Zen Archer Monk/Inquisitor in one of my campaigns... epic.
My favorite use of UnMonk in gestalt is probably the Ecclesitheurge Cleric... with the Birthmark or Holy Tattoo trait, your Bonded Holy Symbol is, well, just you. And following the rules for an Arcane Bond, you can upgrade yourself as appropriate for anything that fits the neck slot... like the overpriced Amulet of Mighty Fists. I don't know why I like that combination so much, but I really do. Lol.
VoodistMonk |
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Really cool combinations can be found combining hybrid classes that share a parent class... like:
Brawler/Warpriest being the ultimate Fighter, or
Investigator/Slayer being the ultimate Rogue, or
Bloodrager/Skald being the ultimate Barbarian...
Some combinations are more effective/potent than others, but I feel these mixtures do a good job of representing the spirit of the parent class you're after. You can do something similar combining classes with archetypes that copy a specific class feature... like Viking Fighter gestalt with Wild Stalker Ranger for two sources of Rage and Rage Powers... or Exemplar Brawler and Evangelist Cleric for two sources of Bardic Performance. They may overlap more than stack, but you definitely have a theme going with the combination.
TxSam88 |
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TxSam88 wrote:Ninja/Bladeound MagusI could see a Ninja/Eldritch Scion Magus being pretty legit, as well. All keyed off Charisma, and Ki Arcana makes your two resource pools work together... I'd probably go with Desna's Shooting Star just to further ride Charisma, but it's not necessary.
The Greater Invisibility as a SLA, which usually grants Sneak Attack, combined with the Black Blade custom properties (usually Keen and elemental), and the classic Intensified Shocking Grasp giving tons of D6 damage is what did it for me. There have been times I've delivered over 400 per round when everything is working well.
Dragonchess Player |
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[Elf (keep Weapon Familiarity) or half-elf (Ancestral Arms for proficiency in short bow or longbow)] oracle (Wood mystery, take the Wood Bond revelation)//sorcerer 8/arcane archer 2-3/sorcerer +9-10, leveraging the elf FCB for oracle on Wood Bond to gain an effective attack bonus with bows at almost full BAB (except for the last iterative), plus 9th-level spells in both arcane and divine spell lists and Imbue Arrow.
Half-Elf cavalier 4/courtly hunter 16//summoner with Boon Companion, Eldritch Heritage (Arcane bloodline), and Horse Lord. Full powered courtly companion, full powered eidolon, full powered mount, and nearly full powered familiar; you could possibly add Recruits to have a cohort that you can switch out between adventures if you really want. Who needs other PCs?
Half-elf (Ancestral Arms for proficiency in falcata) oracle (Trappings of the Warrior, buckler/falcata)//sword binder wizard. Half-Elf FCB to add extra Mental Focus points.
[Tiefling (Prehensile Tail) or vanara (keep Prehensile Tail)] gunslinger 5/grenadier alchemist 15//spellslinger wizard 1/inspired blade swashbuckler 1/[blade adept arcanist or bladebound kensai magus]* 18 with Fencing Grace. Dex to damage with pistol or rapier, plus lots of options with pistol (Arcane Gun, Explosive Missile, Mage Bullets, etc.) and Spellstrike with rapier. The Prehensile Tail holds the pistol to have a free hand for Fencing Grace; or it holds the rapier when using the pistol.
*- depending on whether Spell Combat or 9th-level spells are more important
VoodistMonk |
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Darigaaz the Igniter, Ninja/Paladin is good, clean fun with lots of options. I especially like Iroran Paladin gestalt with Ninja... you can wear light armor and still add your Charisma to your AC, which is neat... you get to expand what you can do with your Ninja's Ki Pool once the Paladin half gets theirs... Divine Bonded unarmed strikes, Sneak Attack, and Sap Master. Lol. Although, Virtuous Bravos make surprisingly good Ninjas, too.
And Mysterious Stranger, Bard/Paladin is an amazing combination... even without any archetypes. The blend of Arcane and Divine buffing is epic. Arcane Duelist stands out, though, because you could have an Arcane Bond and Divine Bond on the same weapon, or Arcane Bonded weapon and a Divine Bonded Mount... Arcane Duelist gets tons of neat bonus feats that are normally reserved for Fighters like Disruptive/Spellbreaker and Greater/Penetrating Strike. The Dawnflower Dervish Bard/Oath of the People's Council Paladin is fun, too.
VoodistMonk |
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Dragonchess Player and Bjorn Royrvik, I am intrigued by your builds... I, myself, do not allow multiclassing with gestalt at my tables. Like I said earlier, every table has different rules... but still interested in gestalt builds involving multiclass.
I suppose it could be a topic all its own, but I am also interested in other table rules involving gestalt. Not that it matters, but I will post my gestalt rules as an example.
Normal stuff like best of classes' BAB, best of their skills per level, combine their class skills [repeats do not equal free ranks], combine their proficiencies for weapons and armor, combine the best of each classes' saves [this can still leave weak saves if both classes share said weak saves]...
I do not allow a hybrid class to be combined with either of its parent classes. I do encourage combining hybrid classes that share a parent class, though.
I have a maximum of "10/9" spellcasting... you can mix a 4/9 and a 4/9 for "8/9"... or a 4/9 and a 6/9 for the full "10/9"... but no 6/9 and 6/9 (because that would be "12/9")... and no 9/9 casting class with any other spellcasting class. I do not consider Alchemy as spellcasting for this purpose, though, and allow 6/9 Alchemy to be combined with even 9/9 casting classes. I consider Alchemy more like a Ki/Panache/Grit/etc Pool, and highly encourage creative mixtures of such resources with spellcasting of all calibers.
I do not allow multiclassing or VMC... two complete classes are going to have to be enough. Lol. There is already so much going on and so much to track, literally nobody needs to add to the already huge number of available options [even "restricted" to "just" two classes].
Something fun I allow [just to see where it goes], is the Half-Elf's Multitalented racial feature to allow one to advance their FCB in both classes, rather than choosing one like the rest of the peasants. So far I haven't regretted it. Lol.
VoodistMonk |
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It's not just that: the extra martial proficiencies and full BAB can help with the Kinetic Blast, Blade and Whip.
For sure.
I do, however, think somthing like Slayer may be a better foundation to build a Kineticist on. Studied Target would apply to your Kinetic Blast, Blade and Whip... but I don't think Weapon Training would apply to any.
Speaking of gestalt Kineticist builds focused on Kinetic Blast, Blade and Whip... Mindblade Magus! Hear me out, you can manifest pretty much any non-reach weapon via psychic weapon... energy weapons, wicked cool. Anyways, you even get cool stuff for TWF energy weapons you manifest, as well as the ability to use two-handed weapons you manifest with SpellCombat as if you had a free hand. No reach weapons, though... this is where Kineticist kicks in with its Kinetic Blast, and Whip. With blasting somewhat covered by the Kineticist half, the Magus can focus their spells on, well, literally anything else.
Finding a creative way to combine a Kineticist with Rage seems like a natural boost to your DC's and potential Burn... assuming Kinetic Blast, Blade and Whip do not require concentration. Lol.
Bjørn Røyrvik |
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Dragonchess Player and Bjorn Royrvik, I am intrigued by your builds... I, myself, do not allow multiclassing with gestalt at my tables. Like I said earlier, every table has different rules... but still interested in gestalt builds involving multiclass.
No multiclassing as such, this will be a 1-12 (possibly higher) game with each level advancing each class.
See, back in the BECMI days one of the paths to becoming a god was reincarnating into each four different classes (or races that were class equivalents) and learning different things, then a final reincarnation where you have access to all your class abilities, leveling up as normal in each class. Multiclassing didn't exist in that edition and the word 'gestalt' was not used in gaming terms (to my knowledge). We're playing a Path to Immortality campaign now and he players have played the four initial lives and just have the gestalt life left.
I'll also allow them to have all feats and skills they've chosen throughout their lives even if this is technically more than normal gestalt rules allow - after all, the purpose is to allow them to have access to EVERYTHING they've learned in previous lives (racial abilities are still a tricky issue). Since these will also be a solo game they will get 12+con HP per level, and they will probably have +5 inherent bonuses to all ability scores on top of their impressive starting array thanks to one of the other party members making a Staff of Wishes.
glass |
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[repeats do not equal free ranks]
Is there any reason to think that they would?
I do not allow a hybrid class to be combined with either of its parent classes. I do encourage combining hybrid classes that share a parent class, though.
Are there particular reasons for this restriction and the spell-casting one? Any story behind them?
No multiclassing as such, this will be a 1-12 (possibly higher) game with each level advancing each class.
I think the reason VoodistMonk thought you were talking about multi-classing was because you listed four classes and gestalt is normally two (gestalt with three classes is normally referred to as "tristalt", and four classes is too uncommon to need a specific name).
That said, I did once briefly play a 4-class character (for solo play). But it was really hard on the poor old-brain.
Although, we do allow normal multiclassing (and VMC) with gestalt.
_
glass.
Dragonchess Player |
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Dragonchess Player and Bjorn Royrvik, I am intrigued by your builds... I, myself, do not allow multiclassing with gestalt at my tables. Like I said earlier, every table has different rules... but still interested in gestalt builds involving multiclass.
I suppose it could be a topic all its own, but I am also interested in other table rules involving gestalt. Not that it matters, but I will post my gestalt rules as an example.
I follow the rules for Gestalt characters, tracking the "progression" on each side. This is already part of the baseline gestalt alternate rules ("Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics."); I just emphasize that the best of the two "progressions" are what are counted, not the specific level increases.*
I also check any PrCs to make sure they aren't essentially "pseudo-gestalt" patches to 3.x/PF1 to help recreate something like AD&D 1e/2e multiclassing (arcane trickster [rogue/sorcerer or rogue/wizard], battle herald [bard/cavalier], eldritch knight [fighter/sorcerer or fighter/wizard], mystic theurge [cleric/sorcerer, cleric/wizard, druid/sorcerer, or druid/wizard], rage prophet [barbarian/oracle], etc.). There were more of this type of PrC in 3.x than in PF1, as archetypes more elegantly filled the niche of allowing one class to gain certain abilities from a different class. Note that I look at the PrC as a whole, to include unique abilities, to decide the primary intent: arcane archer (especially the 3.x version that did not advance spellcasting) is primarily about shooting arrows with magic effects and is not in the same category as eldritch knight; dragon disciple is primarily about becoming more dragon-like, even though it has a +3/4 BAB and d12 HD (also increasing spellcasting in PF1); etc.
*- this prevents potential artifacts like a fighter 1/wizard 19//sorcerer 20 increasing BAB each level
VoodistMonk |
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VoodistMonk wrote:[repeats do not equal free ranks]Is there any reason to think that they would?
VoodistMonk wrote:I do not allow a hybrid class to be combined with either of its parent classes. I do encourage combining hybrid classes that share a parent class, though.Are there particular reasons for this restriction and the spell-casting one? Any story behind them?
Bjørn Røyrvik wrote:No multiclassing as such, this will be a 1-12 (possibly higher) game with each level advancing each class.I think the reason VoodistMonk thought you were talking about multi-classing was because you listed four classes and gestalt is normally two (gestalt with three classes is normally referred to as "tristalt", and four classes is too uncommon to need a specific name).
That said, I did once briefly play a 4-class character (for solo play). But it was really hard on the poor old-brain.
Although, we do allow normal multiclassing (and VMC) with gestalt.
_
glass.
No real story behind it... just rules I made for my first time running a gestalt campaign to kind of encourage well-rounded characters instead of murderhobos. Lol.
Bjørn Røyrvik |
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gestalt with three classes is normally referred to as "tristalt", and four classes is too uncommon to need a specific name).
I refuse to acknowledge such a horrible portmanteau.
That said, I did once briefly play a 4-class character (for solo play). But it was really hard on the poor old-brain.
That is probably going to be an issue here as well, especially since these are going to be solo campaigns. To alleviate this a bit, and to make it a bit less of a pure spectator sport for the other players, all players will be able to chip in with advice, knowledge, suggestions, reminders of abilities, etc. The main player will obviously make all the decisions, but they will be playing characters who were 20th level plus with four lifetimes of experience and memories, and this can be a challenge to roleplay for us mere mortals .
Mysterious Stranger |
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Ranger/Shaman looks like it would actually be fairly decent. You could have both a familiar and an animal companion. The ranger combat style would allow you to pick up the feats you really need for combat without having to worry about the prerequisites, allowing you to use more of your normal feats for other things. Most people using gestalt tend to focus their feats on combat, but building an effective spell caster also requires feats.
This combination gives you full BAB, all good saves, 6 skill points per level, full 9th level casting and 4th level casting. Both classes have the same casting stat, but you also need some CHA. You get a lot of class features from both classes so have a ton of things you can do.
JiCi |
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I keep thinking that any Psychic spellcasting class would work well with any heavy-armored ones, since Psychic spells don't require somatic components... thus aren't afect by the arcane spell failure ;)
The issue is that a Fighter/Psychic... isn't as badass as it may sound, since Psychics don't have as many flashy offensive spells as a sorcerer or wizard ^^;
Reksew_Trebla |
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Jistkan Artificer//
Constructed Pugilist
I will admit I don't remember how well the two arms would stack as a single arm, but there is no real need for that, as you can simply have both of your arms be replaced, one for each class.
Bonus Points: Play a Kasatha, replace your remaining two arms and your two legs with Clockwork Prosthesis, and get yourself 4 Plasma Blades. You are now General Grievious.
glass |
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My group rules that you can multiclass but you have to keep each class to a single side of the gestalt. For example, I can go Wizard/Fighter for level one, then Wizard/Brawler at level 2. But I would not be allowed to then go Fighter/Brawler at level 3.
To re-iterate my earlier question to VoodistMonk - is there a particular story behind this? Some problem that cropped up requiring its formulation?
No real story behind it... just rules I made for my first time running a gestalt campaign to kind of encourage well-rounded characters instead of murderhobos. Lol.
Fair enough. Although I would argue that you can murder-hobo (or not) with any combination of class features.
That is probably going to be an issue here as well, especially since these are going to be solo campaigns. To alleviate this a bit, and to make it a bit less of a pure spectator sport for the other players, all players will be able to chip in with advice, knowledge, suggestions, reminders of abilities, etc.
Is there a "not" missing somewhere? Surely if it is solo play, there are no other players?
_
glass.
glass |
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Just realised, I did not answer the original question.
I am currently playing a Warblade//Psion in a two-player campaign, and that seems to be working pretty well so far - fun and effective. He is a replacement character for a Paladin//Wizard who did not survive past 2nd level - he had nice flavour, but was too MAD to be really effective at that level (even with 35 point point buy).
The above-mentioned 4-class character was a Magus//Wizard//Cleric//Dragonrider. He was a lot of fun, but keeping all his abilities in mind was tricky, and he literally took a week to build. I probably did not help that he was created at 14th-level. He was instrumental in our changing our solo-play rules from four classes to three (while giving other bennies to compensate).
A couple of weeks ago, I played a Devoted//Hunter - Devoted is a homebrew "wide" class that takes up both sides of a gestalt progression, so this class would been three classes if not for that. I cannot really give a good report on that one, since I only played him for one fairly short session, but he seemed OK.
And that is about it for combinations I have personally played; I have been the GM in gestalt games more often than a player. Some combos that looked fun from across the screen included Druid//Barbarian (with a couple of levels of Swordsage), Cleric//uMonk, and Ninja//Sorcerer.
Combos that I have never played or seen, but like the idea of include Paladin//Summoner and Paladin//Bard (although the latter would work better in a largish group and gestalt is more commonly used in smaller groups). EDIT: I am actually playing a Paladin/Bard as a conventional multiclass at the moment.
_
glass.
Andostre |
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The issue is that a Fighter/Psychic... isn't as badass as it may sound, since Psychics don't have as many flashy offensive spells as a sorcerer or wizard ^^;
But isn't it true that the more straightforward offensive spells aren't what makes a wizard or sorcerer so powerful? Where many classes can bring single-target damage, it's a strong caster that can bring things like summoning, teleportation, battlefield control, buffs/debuffs, various protections, etc.
Granted, I'm not that familiar with the psychic's spell list, but it seems to me that if this character's fighter class can bring some decent damage, their psychic side can bring a lot of other things to the table.
Bjørn Røyrvik |
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Bjørn Røyrvik wrote:That is probably going to be an issue here as well, especially since these are going to be solo campaigns. To alleviate this a bit, and to make it a bit less of a pure spectator sport for the other players, all players will be able to chip in with advice, knowledge, suggestions, reminders of abilities, etc.Is there a "not" missing somewhere? Surely if it is solo play, there are no other players?
_
glass.
Not necessarily. All the previous lives were done with a full group of four players, but the final reincarnation is supposed to be a solo campaign for the PC, which obviously doesn't leave much for three players to do. We have been running this whole mega-campaign for ten years, we are all rather invested in the success of the rest of the group, and these campaigns will by necessity be done on our normal gaming night since not all of us can find an extra night a week to game.
So we have basically two choices: either three players are basically thrown aside for however long the solo campaigns last, or they can have limited input in a game and hopefully show up regularly and keep our important social event alive.VoodistMonk |
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Constructed PugilistI will admit I don't remember how well the two arms would stack as a single arm, but there is no real need for that, as you can simply have both of your arms be replaced, one for each class.
Bonus Points: Play a Kasatha, replace your remaining two arms and your two legs with Clockwork Prosthesis, and get yourself 4 Plasma Blades. You are now General Grievious.
I have a Constructed Pugilist Brawler/Golemfist Magus already built. Lol. As well as a Living Weapon Brawler/Mindblade Magus. And a Constructed Pugilist-Living Weapon Brawler/Crossblooded Sorcerer Lich. All are Androids... part of my "51th robot regiment". There's also an Android Gunchemist/Eldritch Archer in there, too.
Reksew_Trebla |
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I have a Constructed Pugilist Brawler/Golemfist Magus already built. Lol. As well as a Living Weapon Brawler/Mindblade Magus. And a Constructed Pugilist-Living Weapon Brawler/Crossblooded Sorcerer Lich. All are Androids... part of my "51th robot regiment". There's also an Android Gunchemist/Eldritch Archer in there, too.
Try this:
Bladebound Magus//Phantom Blade Spiritualist.
You basically get a Black Blade twice, but one of them replaces the Phantom of the Spiritualist, and thus functions a little differently to keep with the theme of the Phantom.
VoodistMonk |
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VoodistMonk wrote:I have a Constructed Pugilist Brawler/Golemfist Magus already built. Lol. As well as a Living Weapon Brawler/Mindblade Magus. And a Constructed Pugilist-Living Weapon Brawler/Crossblooded Sorcerer Lich. All are Androids... part of my "51th robot regiment". There's also an Android Gunchemist/Eldritch Archer in there, too.Try this:
Bladebound Magus//Phantom Blade Spiritualist.
You basically get a Black Blade twice, but one of them replaces the Phantom of the Spiritualist, and thus functions a little differently to keep with the theme of the Phantom.
Interesting combination.
I have the Arcanist version [Blade Adept] gestalt with a Slayer, as one of my full BAB, all good saves, 9/9 spellcasting combinations.
But your Phantom Blade Spiritualist could also work really well with a Steelbound Fighter... two sentient weapons, or one weapon with two personalities. Lol. Psychic spellcasting and Armor Training points towards heavy armor... maybe one of your sentient "weapons" in a shield? Or a Klar... Thunder and Fang!
Heather 540 |
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I've mentioned my Magus/Paladin. I'm also playing a Feral Champion Warpriest gestalted with Hunter. And have a Herald Caller Cleric gestalted with a Leshy Warden Druid. The themes worked well together and having the same casting stat was very nice. I just have to be very careful about keeping track of spells. My other gestalts are both Bard/Fighter combos. They need a lot of feats.
VoodistMonk |
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I've mentioned my Magus/Paladin. I'm also playing a Feral Champion Warpriest gestalted with Hunter. I also have a Herald Caller Cleric gestalted with a Leshy Warden Druid. The themes worked well together and having the same casting stat was very nice. I just have to be very careful about keeping track of spells. My other gestalts are both Bard/Fighter combos. They need a lot of feats.
That Hunter/Warpriest sounds fun. If you make it to level 17, Expanded Studies is the feat for you. Lol. Said feat allows Hunters and Warpriests to use spell completion items with 7th-level spells from their respective parent spell lists without a UMD check... this feat would work double on your character. Maybe not an issue for your character, but neat nonetheless.
I have a Vine Leshy Herbalist Alchemist gestalt with Leshy Warden Druid. I can see how Herald Caller could be a good mix with Leshy Warden. You have a neat combination. Lots to keep track of.
Bard/Fighter is [or can be] pretty decent. Tons of fun options. Fabulous opportunity to use the Improved/Inspiring/Social Bravery feats... As long as you are conscious and not stunned, dazed, or confused, allies within 30 feet who can see and hear you gain your bravery bonus on saving throws against fear. If you have Improved Bravery, they gain your bravery bonus on saving throws against all mind-affecting effects. If you have Social Bravery, your bravery bonus is added to the DC of checks to demoralize them, feint against them, change their attitude, or convince them to perform a request... that's no joke just to have active all the time you're freaking awake and alive. Combined with Flagbearer and the Banner of Ancient King's +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects, as well as a +2 resistance bonus on all saving throws against mind-affecting effects... just for being awake/alive and holding your longspear. Haven't even casted a spell or used a performance, yet.
Heather 540 |
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I really need to make a little spellbook for my cleric/druid so it's easier for me to keep track of everything. I'm just glad I don't have to actually prepare any summoning spells.
I will certainly keep those buffs in mind for my Arrowsong Minstrel Bard. My Archaeologist Bard loses Performance so it might not be as effective. (And honestly, she's a whip user so needs the feats even more than the Arrowsong.)
Dragon78 |
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Kineticist(Aether)/Unchained Rogue
Unchained Monk(Scaled Fist)/Sorcerer
Unchained Monk(Scaled Fist)/Oracle
Sorcerer/Oracle
Unchained Monk/Kineticist
Brawler/Kineticist(Earth)
Druid/Kineticist(Wood)
Kineticist(Void)/Wizard(Necromancer)
Shifter/Monk
Oracle(Life)/Kineticist(Wood)
Shifter/Druid
Shifter/Kineticist
Dragonchess Player |
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Slight necro.
I've been a bit bored the past couple weeks and have been playing around with some gestalt concepts. A few are more developed than others.
Alchemist (clone master) 14/master chymist 6//bloodrager (primalist) 16/dragon disciple 4 - stacking Str and a dragon theme, plus "I'll be back..."
Alc 1//Bld 1- Bloodline (Draconic/[any]); Power Attack; FCB +1 round bloodrage
Alc 2//Bld 2- Discovery (Feral Mutagen); FCB +1 round bloodrage
Alc 3//Bld 3- Eldritch Heritage (Abyssal); FCB +1 round bloodrage
Alc 4//Bld 4- Discovery (? [probably bomb-related]); FCB +1 formula
Alc 5//Bld 5- Martial Focus (? [probably Heavy Blades]); FCB +1 formula
Alc 6//DD 1- Discovery (Wings); FCB +1 formula
Alc 7//DD 2- Bloodline Feat (Toughness); Cut from the Air; FCB +1 formula
Alc 8//DD 3- Discovery (Alchemical Simulacrum); FCB +1 formula
Alc 9//DD 4- Extra Discovery (Fast Bombs); FCB +1 formula
Alc 10//Bld 6- Discovery (Doppelganger Simulacrum), Bloodline Feat (Skill Focus [Fly]); FCB +1 formula
MC 1//Bld 7- Improved Eldritch Heritage (Strength of the Abyss); FCB +1 round bloodrage
MC 2//Bld 8- Advanced Mutagen (Greater Mutagen), Primal Choices (? [possibly Energy Resistance and Lesser Elemental Rage or Intimidating Glare and Terrifying Howl]); FCB +1 round bloodrage
Alc 11//Bld 9- Bloodline Feat (Cleave); Furious Focus; FCB +1 formula
Alc 12//Bld 10- Discovery (?); FCB +1 formula
MC 3//Bld 11- Smash from the Air; FCB +1 round bloodrage
MC 4//Bld 12- Advanced Mutagen (Draconic Mutagen), Bloodline Feat (Improved Initiative), Primal Choices (?); FCB +1 round bloodrage
MC 5//Bld 13- Dreadful Carnage; FCB +1 round bloodrage
MC 6//Bld 14- Advanced Mutagen (Growth Mutagen); FCB +1 round bloodrage
Alc 13//Bld 15- Bloodline Feat (Blind-Fight); Combat Reflexes; +1 formula
Alc 14//Bld 16- Discovery (?); +1 formula
Druid (feyspeaker; Animal/Feather domain) 20//summoner (fey caller) 20 - animal companion + eidolon + wild shape, all casting is Cha-based; half-elf (Dual Minded, Multitalented [Druid, Summoner]) for the +1/4 to evolution pool FCB; Boon Companion at 5th and Natural Spell at 7th
Magus (eldritch archer) 17/arcane archer 3//oracle (Wood mystery) 20 - really good "magical archer," with Wood Bond to boost attack bonus, although a bit MAD (Dex, Int, and Cha)
Mag 1//Ora 1- Ranged Weapon Bond (composite longbow), Oracle's Curse (Tongues), Revelation (Wood Bond); Point Blank Shot; FCB +1/2 effective level with Wood Bond
Mag 2//Ora 2- n/a; FCB +1/2 effective level with Wood Bond
Mag 3//Ora 3- Arcana (Arcane Accuracy), Revelation (?); Precise Shot; FCB +1/2 effective level with Wood Bond
Mag 4//Ora 4- n/a; FCB +1/2 effective level with Wood Bond
Mag 5//Ora 5- Bonus Feat (Far Shot); Rapid Shot; FCB +1/2 effective level with Wood Bond
Mag 6//Ora 6- Arcana (Broad Study); FCB +1/2 effective level with Wood Bond
Mag 7//Ora 7- Revelation (?); Intensified Spell; FCB +1/2 effective level with Wood Bond
Mag 8//Ora 8- n/a; FCB +1/2 effective level with Wood Bond
Mag 9//Ora 9- Arcana (Reach Spellstrike); Weapon Focus (Longbow); FCB +1/2 effective level with Wood Bond
AA 1//Ora 10- n/a; FCB +1/2 effective level with Wood Bond
AA 2//Ora 11- Revelation (? [probably Lignification]); Quicken Spell; FCB +1/2 effective level with Wood Bond
AA 3//Ora 12- n/a; FCB +1/2 effective level with Wood Bond
Mag 10//Ora 13- Fast Learner; +1 hp and +1 skill rank
Mag 11//Ora 14- Bonus Feat (Manyshot); +1 hp and +1 skill rank
Mag 12//Ora 15- Arcana (Distant Spellstrike), Revelation (?); Persistent Spell; +1 hp and +1 skill rank
Mag 13//Ora 16- n/a; +1 hp and +1 skill rank
Mag 14//Ora 17- Maximize Spell; +1 hp and +1 skill rank
Mag 15//Ora 18- Arcana (?); +1 hp and +1 skill rank
Mag 16//Ora 19- Revelation (?); feat (?); +1 hp and +1 skill rank
Mag 17//Ora 20- n/a;; +1 hp and +1 skill rank
Occultist (Trappings of the Warrior panoply) 20//wizard (sword binder) 20 - since the sword binder archetype grants proficiency with Arcane Bond, elf with Arcane Focus and Favored Class (Occultist) looks better than half-elf for the +1/2 mental focus FCB; Implements (Abjuration/buckler and Transmutation/falcata), Arcane Bond (falcata), and Extra Mental Focus at 1st; Implement (Trappings of the Warrior panoply) at 2nd; Arcane Armor Training (retrain to Quicken Spell at 10th+ level) at 3rd; implements will probably be Divination at 6th and Conjuration, Evocation, and Illusion in some order
Swashbuckler (picaroon) 3/magus (myrmidarch) 17//wizard (spellslinger) 1/arcanist (blade adept) 19 - sword and gun mage (works better than the concept I had in June)
Swb 1//Wiz 1- Arcane Gun (one); Gunsmithing (bonus), Rapid Reload
Swb 2//Arc 1- Two-Weapon Finesse, Sword Bond (Rapier)
Mag 1//Arc 2- feat (? [Arcane Armor Training if the Magical Knack/Arcanist is selected, retrain to Quicken Spell at arcanist 10th+]); +1/4 arcane pool point
Mag 2//Arc 3- n/a; +1/4 arcane pool point
Mag 3//Arc 4- Arcana (Close Range); feat (? [Arcane Armor Training if the Magical Knack/Arcanist is not selected, retrain to Quicken Spell at arcanist 10th+]); +1/4 arcane pool point
Mag 4//Arc 5- Exploit (School Understanding [Evocation/Admixture]); +1/4 arcane pool point
Swb 3//Arc 6- Intensified Spell
Mag 5//Arc 7- Bonus Feat (Weapon Focus [Rapier]), Exploit (Metamagic Knowledge [Reach Spell]); +1/4 arcane pool point
Mag 6//Arc 8- Weapon Training (Light Blades); Extra Magus Arcana (Broad Study [Arcanist]); +1/4 arcane pool point
Mag 7//Arc 9- n/a; +1/4 arcane pool point
Mag 8//Arc 10- Advanced Weapon Training (Focused Weapon [Rapier]); +1/4 arcane pool point
Mag 9//Arc 11- Arcana (Reach Spellstrike), Exploit (Metamixing); +1/4 arcane pool point
Mag 10//Arc 12- feat (? [probably a metamagic feat]); +1/4 arcane pool point
Mag 11//Arc 13- Bonus Feat (Weapon Focus [Double-Barreled Pistol]), Exploit (Greater Metamagical Knowledge); +1/4 arcane pool point
Mag 12//Arc 14- Weapon Training (Firearms); feat (?); +1/4 arcane pool point
Mag 13//Arc 15- Exploit (?); +1/4 arcane pool point
Mag 14//Arc 16- Advanced Weapon Training (Focused Weapon [Double-Barreled Pistol]); +1/4 arcane pool point
Mag 15//Arc 17- Arcana (?), Exploit (?); +1/4 arcane pool point
Mag 16//Arc 18- feat (?); +1/4 arcane pool point
Mag 17//Arc 19- Bonus Feat (?), Exploit (?); +1 skill rank
Cavalier (ghost rider; Order of the Beast) 20//shaman (spirit warden) 20
Monk (qinggong zen archer) 20//spiritualist (phantom blade) 20 - flurry with arrows or Spell Combat/Spellstrike with phantom weapon
Swashbuckler (inspired blade) 1/investigator (psychic detective) 19//witch (beast-bonded) 20 - can cast psychic spells in familiar form
Fighter (gloomblade) 20//inquisitor (umbral stalker) - "Who knows what evil lurks in the hearts of men?"
Bard (archaeologist) 20//gunslinger (pistolero) 14//alchemist (grenadier) 6
Kineticist (Fire element) 20//ranger (flamewarden) 20
Barbarian (invulnerable rager) 20//hunter (divine hunter) 20
Brawler (shield champion) 20//warpriest (champion of the faith) 20
Paladin (banishing warden) 20//skald (spell warrior) 20
Rogue (eldritch scoundrel) 20//shifter (elementalist shifter) 20
Medium (relic channeler) 20//vigilante (avenging beast) 20 - the Animal Mask is probably also a relic
Cleric (crusader) 20//psychic (psychic duelist; Lore discipline) 20
Monk (sohei) 4/mesmerist (vexing daredevil) 16//sorcerer (wildblooded; Celestial/Empyreal bloodline) 20
Shikaku Kyouryuu |
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Kensai Magus 20/ Inspired Blade Swashbuckler 5, Empiricist Investigator 10, Mindchemist Alchemist 5
Arcanist (white mage?) 20/ Oracle (Time?) 10, Mystic Theurge 10
I also had a really hilarious build that had levels of Kensai Magus, Zen Archer Monk, Paladin, Warlord Fighter, and Mysterious Stranger Gunslinger that used a composite longbow to add Str, Dex, Int, Wis, and Cha to damage with the bow (and added a lot of scores to AC as well)
Dragonchess Player |
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Arcanist (white mage?) 20/ Oracle (Time?) 10, Mystic Theurge 10
Mystic theurge is one of the prestige classes that specifically should be prohibited in the gestalt variant rules.
Mysterious Stranger |
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Shikaku Kyouryuu wrote:Arcanist (white mage?) 20/ Oracle (Time?) 10, Mystic Theurge 10Mystic theurge is one of the prestige classes that specifically should be prohibited in the gestalt variant rules.
In this case it would actually be weaker. The gestalt rules state you take only gain the better of the two class features. Since both Arcanist and Mystic Theurge advance the caster level you still end up with a caster level of 20 for the Arcanist side, and not a caster level of 30. But you lose out of 10 levels of class features on the oracle side. You would be much better off taking Arcanist 20/ Oracle 20 instead.