| NikoroKumitsero |
Dipping my toes into a pathfinder 1e game for the first time. We're doing a gestalt game with race creation (race requirements mostly lifted due to the custom race with 25RP to build with)
Part of me wants to do Arcanist cause it'd be my first full caster of sorts and from what I hear it has best of both worlds when it comes to Sorcerer and Wizard and in some ways feels akin to how casters are handled in 5e.
The quandary I have is what to gestalt with? I like the idea of being a blaster but I also really, really like the idea of this counter build by eeveerulz255.
https://docs.google.com/document/d/1XqcFr980WIYJSmk7n68ZV1mVL50vCgrJy4ZDdRP WaIU/
I understand there's some caveats to this and its not as great as a properly built caster but I'm still really tempted to try but then that leaves me with what to gestalt to compliment it. Doubling up as a caster for backup and lack rounding out defenses, go rogue to gain skills aplenty and round out some defenses, monk, etc? Or do I just lean heavy into blasting and pick something to compliment that?
Obviously the race I build would compliment this but the main thing is figuring out what I want to 'be' before I dabble in the minutia.
Thanks for your time.
| Lelomenia |
There’s an argument Cha casters gestalt better than Int classes, because there are a few martials that get big benefits from Cha (Paladin, Dragonscale Monk, possibly etc.).
For Arcanist, the ‘Class Feature Synergy’ second class path might be through Magus, at least up to Broad Study (can go full BAB after that if you want and are allowed). For a ‘Generic Stat Synergy’ build, Ranger and Slayer will give you a lot more hitpoints, all good saves, lots of skill points, full BAB, and a lot of other nicenice.
| MrCharisma |
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Kensai Magus is the classic for Spell Combat with higher level spells.
I like Investigators. You'll get ridiculous bonuses on skills, the ability to augment saving throws and attack rolls. I like the LAMPLIGHTER for the bonuses to Initiative. I'm also a big fan of Half Elf Investigators for their favoured class bonus (+1/4 to Inspiration rolls), but that would obviously be competing with the FCB options for Arcanist, so it depends how good those are.
Another good option is the OCCULTIST. It gives you some pseudo-divine casting and some Focus powere will keep up with your spells. The big draw though is the Resonant powers - and you even get access to Medium Spirits through the Haunt Collector archetype if you run out of good resonant powers.
| Melkiador |
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It really does depend an awful lot on what you want to do with the arcanist. I should note that it's really easy to build an arcanist that doesn't utilize charisma. You could dump charisma and barely ever miss it
Blaster: It's hard to beat the bonus damage that sorcerer can have. In this case, you'd have the arcanist spells for utility and backup blasting, while sorcerer is almost exclusively blasting spells. You won't have great bab or skills or saves, but that's what everyone else is there for. You exist to bring the never ending fireballs.
Spell Blade: Combine Blade Adept arcanist with most flavors of slayer. Great BAB, skills and saves. Blade adept gives you spell strike, which isn't quite as good as having spell combat, but still pretty good combined with everything else you have
Furry: Combine Brown Fur Transmuter with ranger or slayer. Again great BAB, skills and saves, all while gaining the forms of increasingly more dangerous monsters.
Inspired Spell Blade: Combine Blade Adept arcanist with Inspired Blade Swashbuckler. Decent BAB, skills and saves, but a lot of synergy as a lightly armed warrior. Both classes can benefit from your intelligence and charisma.
| VoodistMonk |
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Kensai is great because you get your Intelligence modifier to both your AC and Initiative... and number of AoO you can make, if I remember right. The Magus Arcana can be used for metamagic feats that are not restricted to just Magus spellcasting.
Brown-Fur Transmuter goes fabulously with Beastmorph-Vivisectionist Alchemist for all the Monstrous Physique goodness you can ask for.
Blade Adept with Slayer is an awesome full BAB, all good saves, full 9/9 spellcasting combination.
I hadn't thought about Blade Adept/Inspired Blade, but that makes sense. I like that, and am going to steal it for an enemy NPC.
| Melkiador |
| Ryze Kuja |
I'll pile on the earlier suggestions for Arcanist + Slayer. 3 Strong Saves, d10 HP, 6d6 Sneak Attack progression, 9/9 casting, 4/4 BAB, 6Skills +Int per level, what's not to love here. This is frankly a badass pairing for Gestalt.
Go Halfling for +1/4 Dodge bonus to AC vs. Studied Target and take the Defensive Study (3pp) Slayer Talent, and at level 20, you could be rocking a +5 Dodge Bonus to AC from FCB with an additional +5 Dodge Bonus to AC from Defensive Study (+10 Dodge bonus total) to up to 5 different Studied Targets. At level 12, you'd be at +3 Dodge and another +3 Dodge for a total of +6 Dodge to up to 3 targets. Throw up Mirror Image and Displacement and you could be nigh-unhittable.
Human or Half-orc also work well if you're going to be making a feat-intensive build because they can get that juicy FCB 1/6 Slayer Talent.
Gestalt games are pretty brutal and can get rocket-taggy as early as level 1, but by levels 8-12 it's not uncommon to get 2 or 3 shotted by enemies, so you really want to crank up your AC and Saves to ridiculous levels. Mediocre AC is the same as Bad AC, so put your AC in the clouds or don't bother; figure out a different way to mitigate physical damage. Most of the monsters that you fight will be between CR= APL+3 to APL+8 (Average Party Level), or they will be CR= APL+0 to APL+3 custom-created Gestalt NPC monstrosities hand-crafted by your DM. I DM'ed a 2 year Gestalt campaign a few years ago, and I seriously could not challenge my players with APL=CR monsters in the slightest, and it wasn't even close. Gestalt PC's are absolute monsters and it's simply because of their action economy; the class abilities that they get from two classes give you a LOT of options for your Swift/Immediate, Move, and Standard actions.
If you want, I could help come up with a Slayer Arcanist build for you? I can also help create a custom race too.
| Melkiador |
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Gestalt games are pretty brutal and can get rocket-taggy as early as level 1, but by levels 8-12 it's not uncommon to get 2 or 3 shotted by enemies
That can be true, but it isn't necessarily true. I've seen gestalt games where no one in the party had much system mastery and no one was really much stronger than a regular optimized character.
It's really up to the thread starter to discover the expectations of their GM. If it's a death blender then we may need to start breaking out the heavy optimization. But if it's just a fun romp with extra abilities then an over optimized character might unbalance the table, which can lead to its own problems.
| Ryze Kuja |
Ryze Kuja wrote:Gestalt games are pretty brutal and can get rocket-taggy as early as level 1, but by levels 8-12 it's not uncommon to get 2 or 3 shotted by enemiesThat can be true, but it isn't necessarily true. I've seen gestalt games where no one in the party had much system mastery and no one was really much stronger than a regular optimized character.
It's really up to the thread starter to discover the expectations of their GM. If it's a death blender then we may need to start breaking out the heavy optimization. But if it's just a fun romp with extra abilities then an over optimized character might unbalance the table, which can lead to its own problems.
I'd say lets build him a monster anyway, and if he feels like he's dominating the table then he can pull back on the reins :P
Senko
|
I think the first thing you have to ask yourself is do you want to boost your strengths or shore up your weaknesses. For strengths the sorcerer suggestion above is good as you can select combat spells for the sorcerer, double up with arcanist if you want or spread out the arcanist on utility. To shore up weaknesses go with the slayer get better saves, better hit die, better attack all giving you more survivability.
| NikoroKumitsero |
I think the first thing you have to ask yourself is do you want to boost your strengths or shore up your weaknesses. For strengths the sorcerer suggestion above is good as you can select combat spells for the sorcerer, double up with arcanist if you want or spread out the arcanist on utility. To shore up weaknesses go with the slayer get better saves, better hit die, better attack all giving you more survivability.
First, apologies about the link. I was looking for a method to 'link' it rather than type it out but I'm new to these forums. Thanks to Melkiador for fixing that for me.
I think the reason I was debating about another caster to compliment the arcanist was due to the fact that going the route of a counterspell build I was worried I wouldn't be able to load up spells offensively if the idea doesn't pan out. I have been seeing alot of suggestions of slayer between this and reddit, though a few of the other ideas have been interesting as well.
| Melkiador |
Slayer is recommended for two reasons. First, is covering the weaknesses (skills, hit points, saves and attack bonus). Second, is that the bonuses of slayer are nice and generic, so they work with most things. Studied target is good for combat or social stuff. Sneak attacks can apply to many of your touch and ranged touch spells. You don't even have to be a "spell blade". You could just play as a regular arcanist who also happens to be really tough and skillful.
But there are other picks that could fit a flavor of what you want to do more. Like brawler or unchained monk if you want to be a king fu wizard.
| Ryze Kuja |
Slayer is recommended for two reasons. First, is covering the weaknesses (skills, hit points, saves and attack bonus). Second, is that the bonuses of slayer are nice and generic, so they work with most things. Studied target is good for combat or social stuff. Sneak attacks can apply to many of your touch and ranged touch spells. You don't even have to be a "spell blade". You could just play as a regular arcanist who also happens to be really tough and skillful.
But there are other picks that could fit a flavor of what you want to do more. Like brawler or unchained monk if you want to be a king fu wizard.
Tbh, I was thinking of going School Savant archetype in Admixture Evocation, Preferred Spell (Fireball), Quickened Spell, Spell Perfection (Fireball), and Disruptive Spell, and getting the Exploits Counterspell, Greater Counterspell, and Counter Drain, and then top this all off with Arcane Discovery Creative Destruction so he can have a steady supply of Temporary HP whenever he casts Evocation spells. And for his Slayer side, I was going to do Sniper Archetype for 30ft+ SnA's and go into a Bow build with Improved Precise Shot to negate cover/concealment, as well as Overwatch Style/Tactician/Vortex.
With Overwatch Vortex, he can do 4 Readied Actions as 1 Standard Action to "shoot anyone who starts casting a spell", and force big Conc checks. If any of them actually pass that Conc check, then he can Immediate Action Greater Counterspell it. And if he's simply unsure, he can huck a Disruptive Fireball that forces anyone who fails the save to make Conc checks if they attempt to cast, and once he's level 15, he can huck a Disruptive Quickened Fireball as a Swift Action from a 4th level spell slot. And with Preferred/Perfected Fireball, he never has to prepare Fireball and he can change the damage type with Admixture, so he can blast when he needs to. Once he gets Firesnake, he can change the damage type on that too.
It would be absolutely insane to try to cast a spell near this guy, and he won't be a slouch in the damage department either. The Sniper Archetype would allow him to start encounters with a nice SnA from further than 30ft as well.
| Temperans |
So if the focus is on being good at dispelling, why not go for Lore Warden Fighter? That way you can grab disruptive, cut from the air, smash from the air, and spellcut. This would allow you to not only dispel magic aimed at you, but also regular attacks. While giving you a really good bonus to damage and skills. It can also make use of Arcane Strike/Spell Cartridge and Dispelling critical fairly well.
Yeah its no Slayer, but it is a lot more consistent and considerably less taxing on what you can and can't do in a round.
| VoodistMonk |
If counterspelling is your game, then I highly recommend you at least consider Magician Bard... half-level bonus to Knowledge (arcana), Spellcraft, and Use Magic Device checks... Improved Counterspell for "free"... has the ability to counter spells as an immediate action with this Performance;
Spell Suppression (Su): A 8th level, a magician can use performance to counter the spells of his foes. Once the bard begins using this performance, he tracks the number of rounds it has been in use. While performing, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell’s level is equal or less than the total number of rounds he has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the bard’s level as the caster level. If successful, the bardic performance immediately ends. This ability requires audible components. This performance replaces dirge of doom."... gets a "free" spell every two levels... gets an Arcane Bond [item] as a Wizard... can use your Charisma to set the DC's of wands you use, and your caster level in place of the wands' caster level...
Charisma is already an Arcanists' second favorite stat, so it won't be hard to carry the Bard half to full potential.
You can make a Ring of Spell Knowledge (IV) for half-price, as your bonded item, and could add the effects of a minor Ring of Spell Storing to it. Great addition for the Bard's 6/9 casting half.
Fun gestalt trick... Half-Elf's Multitalented allows them to choose two favored classes at first level... and you can take Elf or Human FCB for both classes, every level.
| zza ni |
wow gestalt AND race builder?
well since a lot of folks already gave ample advice for the gestalt, lemme drop a bit for the race builder. more specific the spell like abilities.
at will spell like abilities cost x2 the spell level and the spell must be one that doesn't attack or force a save (which limit it a bit. no cure spells for example since they can be used for attacking undead).
but at will infernal heling will cost 2 rp (while fast healing with the build rules cost a lot more).
And you can get over the no attacking spell if you work around it around it.
Such as like getting daylight spell at will and building a race based on aasimars so you can later at level 5 shoot searing light with said daylight at will. (or one of the other 4 options in the feat, you can even pick them all if you take it 5 times)
you can also pick instant enemy as sla and later get the dedicated adversary feat (or a favored enemy from a class) this will let you use the favored enemy on every creature you will face.
| Ryze Kuja |
Something like this:
1 Human 25 pt buy
Str 7
Dex 16
Con 10
Int 20
Wis 10
Cha 12
Slayer: Sniper Archetype
Arcanist: School Savant (Evocation)
Human Alt Racial: Focused Study: Free Skill Focus at levels 1, 8, and 16
Pick 2 of these Traits, or take a Drawback and choose all 3.
Trait (regional): Spell Duel Prodigy (+2 Dispel checks)
Trait (combat): Reactionary (+2 Initiative)
Trait (magic): Desperate Resolve (+1 to all Conc checks, +4 Conc checks while grappled, pinned, violent weather, or entangled)
1 Feat: Point Blank Shot
Skill Focus (Stealth)
2 Slayer Talent: Precise Shot
3 Feat: Rapid Shot
4 Slayer Talent: Deadly Range
5 Feat: Overwatch Style
Exploit: Counterspell
6 Slayer Talent: Combat Trick (Overwatch Tactician)
6/6 Slayer Talent: Improved Precise Shot
7 Feat: Heighten Spell
8 Slayer Talent: Fast Stealth,
Skill Focus (Spellcraft)
9 Feat: Preferred Spell (Fireball),
Exploit: Quick Study
10 Slayer Talent: Feat (Quicken Spell)
11 Feat: Overwatch Vortex,
Exploit: Greater Counterspell
12 Slayer Talent: Feat (Disruptive Spell),
6/6 Slayer Talent: Feat (Extra Arcane Exploit: Arcane Discovery(Creative Destruction))
13 Feat: Deadly Aim,
Exploit: Counter Drain
14 Slayer Talent: Feat (Spell Focus- Evocation)
15 Feat: Spell Perfection (Fireball),
Exploit: Potent Magic
16 Slayer Talent: Feat (Spell Penetration),
Skill Focus (Knowledge Arcana)
17 Feat: Dispel Focus,
Exploit: Dimensional Slide
18 Slayer Talent: Feat (Greater Dispel Focus),
19 Feat: Greater Spell Focus (Evocation),
Exploit: Metamixing
20 Slayer Talent: Feat (Greater Spell Penetration)
| NikoroKumitsero |
Something like this:
1 Human 25 pt buy
Str 7
Dex 16
Con 10
Int 20
Wis 10
Cha 12Slayer: Sniper Archetype
Arcanist: School Savant (Evocation)Human Alt Racial: Focused Study: Free Skill Focus at levels 1, 8, and 16
Pick 2 of these Traits, or take a Drawback and choose all 3.
Trait (regional): Spell Duel Prodigy (+2 Dispel checks)
Trait (combat): Reactionary (+2 Initiative)
Trait (magic): Desperate Resolve (+1 to all Conc checks, +4 Conc checks while grappled, pinned, violent weather, or entangled)1 Feat: Point Blank Shot
Skill Focus (Stealth)2 Slayer Talent: Precise Shot
3 Feat: Rapid Shot
4 Slayer Talent: Deadly Range
5 Feat: Overwatch Style
Exploit: Counterspell6 Slayer Talent: Combat Trick (Overwatch Tactician)
6/6 Slayer Talent: Improved Precise Shot7 Feat: Heighten Spell
8 Slayer Talent: Fast Stealth,
Skill Focus (Spellcraft)9 Feat: Preferred Spell (Fireball),
Exploit: Quick Study10 Slayer Talent: Feat (Quicken Spell)
11 Feat: Overwatch Vortex,
Exploit: Greater Counterspell12 Slayer Talent: Feat (Disruptive Spell),
6/6 Slayer Talent: Feat (Extra Arcane Exploit: Arcane Discovery(Creative Destruction))13 Feat: Deadly Aim,
Exploit: Counter Drain14 Slayer Talent: Feat (Spell Focus- Evocation)
15 Feat: Spell Perfection (Fireball),
Exploit: Potent Magic16 Slayer Talent: Feat (Spell Penetration),
Skill Focus (Knowledge Arcana)17 Feat: Dispel Focus,
Exploit: Dimensional Slide18 Slayer Talent: Feat (Greater Dispel Focus),
19 Feat: Greater Spell Focus (Evocation),
Exploit: Metamixing20 Slayer Talent: Feat (Greater Spell Penetration)
Couple of questions would be, would it have to be human? Human I take it is mostly for the extra feat? Are the skill focuses just to add more skill buildup?
Secondly what ranged weapon is being used cause I see point blank modifies weapons up to 30ft.
| Ryze Kuja |
Also apparently overwatch requires a weapon focus, which is a feat no? I don't see that in the build unless I'm missing something.
Good catch, it does require Weapon Focus. I've changed the build below to include Weapon Focus at level 4 instead of Deadly Range.
=========================================================================== =====================
Human 25 pt buy
Str 7
Dex 16
Con 10
Int 20
Wis 10
Cha 12
Slayer: Sniper Archetype
Arcanist: School Savant (Evocation)
Human Alt Racial: Focused Study: Free Skill Focus at levels 1, 8, and 16
Pick 2 of these Traits, or take a Drawback and choose all 3.
Trait (regional): Spell Duel Prodigy (+2 Dispel checks)
Trait (combat): Reactionary (+2 Initiative)
Trait (magic): Desperate Resolve (+1 to all Conc checks, +4 Conc checks while grappled, pinned, violent weather, or entangled)
1 Feat: Point Blank Shot
Skill Focus (Stealth)
2 Slayer Talent: Precise Shot
3 Feat: Rapid Shot
4 Slayer Talent: Rogue Talent (Weapon Training: Weapon Focus (Longbow)
5 Feat: Overwatch Style
Exploit: Counterspell
6 Slayer Talent: Combat Trick (Overwatch Tactician)
6/6 Slayer Talent: Improved Precise Shot
7 Feat: Heighten Spell
8 Slayer Talent: Fast Stealth,
Skill Focus (Spellcraft)
9 Feat: Preferred Spell (Fireball),
Exploit: Quick Study
10 Slayer Talent: Feat (Quicken Spell)
11 Feat: Overwatch Vortex,
Exploit: Greater Counterspell
12 Slayer Talent: Feat (Disruptive Spell),
6/6 Slayer Talent: Feat (Extra Arcane Exploit: Arcane Discovery(Creative Destruction))
13 Feat: Deadly Aim,
Exploit: Counter Drain
14 Slayer Talent: Feat (Spell Focus- Evocation)
15 Feat: Spell Perfection (Fireball),
Exploit: Potent Magic
16 Slayer Talent: Feat (Spell Penetration),
Skill Focus (Knowledge Arcana)
17 Feat: Dispel Focus,
Exploit: Dimensional Slide
18 Slayer Talent: Feat (Greater Dispel Focus),
19 Feat: Greater Spell Focus (Evocation),
Exploit: Metamixing
20 Slayer Talent: Feat (Greater Spell Penetration)
=========================================================================== =====================
Couple of questions would be, would it have to be human? Human I take it is mostly for the extra feat? Are the skill focuses just to add more skill buildup?
Secondly what ranged weapon is being used cause I see point blank modifies weapons up to 30ft.
No you wouldn't have to take human for this, you can swap the race for a custom race, but you wouldn't have the Skill Focus feats at levels 1, 8, and 16, nor would you have the 6/6 FCB Slayer Talent, so we'd have to mix some things around to get everything you need. Frankly, these Skill Focuses are not critical for this build, so the race doesn't matter. But if you DID go human, I'd recommend taking these instead of getting the free feat at level 1.
Oh meant to also add is fireball the preferred magic to modify or is it just more commonly the used one?
Preferred Spell is an extremely attractive option for a blasting caster because now you don't need to increase your casting time for pumping Metamagic Feats into your Preferred Spell. Normally, if you cast a Disruptive Fireball or an Empowered Fireball, then your cast time would increase from a Standard Action to a Full Round Action, so this makes your action economy better-- now all your Metamagic-ed Fireballs are Standard Actions. Action Economy is the most valuable resource in the game, so anything you can do to make your Action Economy better, then take it. In this respect, Metamixing is a great Arcane Exploit, and you do end up getting that at level 15 with this build, but your Metamixing costs you points from your Arcane Reservoir. With Preferred Spell, you can do it for free, all day erry day.
Additionally, you are a Prepared Caster as an Arcanist, so you have to prepare your spells at the beginning of every day. With Preferred Spell, you'll never have to prepare Fireball, you can load up your spell slots with Fly, Displacement, Haste and whatever else you want. You can simply cast it whenever you want, and then consume the spell slot you casted it from your daily spell slots.
If you don't want to take Preferred Spell at level 9, you can take a Feat: Extra Arcane Exploit and get Metamixing, but you'll have to manage your Arcane Reservoir with a little more scrutiny, and you'll have to prepare Fireball. But, you'd gain an additional Arcane Exploit choice at level 15.
| Melkiador |
My preference for Fireball is how much support it has. Most notably, there is a Magic Trick feat option for Fireball that can allow you to do multiple powerful and useful options with a fireball without having to even apply metamagic. And of course, metamagic can still make it even better.
The downside of fireball is that fire resistance and immunity are common, but in that case the Elemental Spell feat exists so you can switch the damage to another element when necessary, typically acid.
Keep in mind that adding metamagic on the fly is super useful and powerful. Also keep in mind that with metamagic, the action goes to a full round action, which still happens on your turn. Basically, it just uses up your standard and move action. The spell does not become a 1 round casting, like Summon Monster has, and wait until the following round to take effect.
| Ryze Kuja |
The downside of fireball is that fire resistance and immunity are common, but in that case the Elemental Spell feat exists so you can switch the damage to another element when necessary, typically acid.
Yeah, but that's why this guy is going School Savant in Admixture school, now he can change the damage type to cold, acid, or electricity when he encounters a monster that is immune to fire.
| NikoroKumitsero |
Melkiador wrote:Yeah, but that's why this guy is going School Savant in Admixture school, now he can change the damage type to cold, acid, or electricity when he encounters a monster that is immune to fire.The downside of fireball is that fire resistance and immunity are common, but in that case the Elemental Spell feat exists so you can switch the damage to another element when necessary, typically acid.
If you had 25 RP to build a custom race based on the GM race builder, what would you build to compliment this? What about skills? I'm having a hard time knowing how many ranks to weigh into everything. There is also a free feat to start. Kinda going high power fantasy it appears, haha.