SSG Ghost Rider
2012-07-18, 12:07 PM
Hey guys and girls,
My friends and I have recently started playing a gestalt campaign that is pathfinder rules with the addition of Faerun (which is the setting) feats and PrC's added in. Right now we are only level 3 but I have my build worked out until 20 and think that it is pretty good. Maybe not the best, maybe a lot worse than I think. That's why I wanted to post it on here to get honest opinions on how good/bad it is, what you would do different if anything, and why. The stat block given is going to assume that I am combat ready (i.e. raging and mutagen on) and I will not include any items other than what we already have. Since this is a campaign there is no way to know really how wealth will go as compared to what we SHOULD have at any given level. That being said, here we go.
The Build:
Half-Orc-Gate Crasher, Chain Fighter Varients
Side 1- Scarred Barbarian 12, Master Chymist 8
Side 2- Vivisectionist Internal Alchemist 20
Str-38
Dex-18
Con-24
Int-14
Wis-10
Cha-10
AC 28 (Thats with Heavy Shield and Chain Shirt that I already have) Could be quite a bit higher with magic items as could the stat line.
CMB-22(28 for sunder) (Lage size burly)
CMD-40 (Large size burly and nimble)
Half-Orc Abilities-
-Intimidating
-Darkvision
-Gate Crasher
-Chain Fighter (3.5 Spiked chain has been approved)
Barbarian Abilities-
-Rage 41 Rounds/day (Overkill? I think not)
-Rage Powers-Intimidating Glare, Gaurded Life, Improved Gaurded Life, Terrifying Howl, (Either Clear Mind or Flesh wound?), Come and Get me
-DR 2/-
-Terrifying Visage +6 (Helping with intimidation and adding to the Howl DC)
-Scarification 3
-Tolerance (Fatigue, Exhaustion, Sickened, Nauseated, Shaken, Frightened, Stunned, Dazed)
Alchemist Abilities-
-Discoveries-Feral Mutagen, Spontaneous Healing, Lingering Spirit, Preserve Organs(Three times at 8, 14, 18), Mummification(Amung other immunities no nonlethal, see gaurded life and flesh wound rage powers), Greater Mutagen, Elixer of Life, Vestigal Arms (Two times allowing shield and two handed weapons and a extract/wand), Fast Healing(Grand Discovery)
-Breath Mastery
-Immunity-Disease/Poison
-Uncanny Dodge
-Sneak Attack +10d6
-Torturous Transformation
-Alchemy
-Brew Potion
-Poison Use
-Persistant Mutagen
-Instant Alchemy
Master Chymist Abilities
-Mutate 4/day (28 Hours per)
-Brutality +4
-Advanced Mutagen Powers
-Burly
-Nimble
-Grand Mutagen
-Growth Mutagen
Feats-
-Intimidating Prowess
-Power Attack
-Combat Reflexes
-Improved Sunder
-Greater Sunder
-Craven
-Antagonize
-?
-?
-?
Skills-
I wont take the time to figure up each skill. The important one to note is intimidate which while combat ready stands at +48
Everything else is a random smattering of skills from each list.
Items-
The only one I will list for it all to make sense is the adamantium spiked chain. Which is following 3.5 rules. Everything else is either not here yet or not crucial to the build itself.
I won't take the time to figure up saves or list even possible extract or poison I would use. This would also be a bit better with magic items but I am letting that come organically. But if there are any must have items that this build needs feel free to add them in. Most folks would know what these class abilities do and to save space I won't write out every single one. The SRD is just a click away. But the basic point is to dish out the damage while being immune or resistant to as many things as possible. I think the classes meshed together pretty well. But I leave it up for review to see everyone else's opinion on the matter. So there it is everyone. Let's hear it.
-Ghost
My friends and I have recently started playing a gestalt campaign that is pathfinder rules with the addition of Faerun (which is the setting) feats and PrC's added in. Right now we are only level 3 but I have my build worked out until 20 and think that it is pretty good. Maybe not the best, maybe a lot worse than I think. That's why I wanted to post it on here to get honest opinions on how good/bad it is, what you would do different if anything, and why. The stat block given is going to assume that I am combat ready (i.e. raging and mutagen on) and I will not include any items other than what we already have. Since this is a campaign there is no way to know really how wealth will go as compared to what we SHOULD have at any given level. That being said, here we go.
The Build:
Half-Orc-Gate Crasher, Chain Fighter Varients
Side 1- Scarred Barbarian 12, Master Chymist 8
Side 2- Vivisectionist Internal Alchemist 20
Str-38
Dex-18
Con-24
Int-14
Wis-10
Cha-10
AC 28 (Thats with Heavy Shield and Chain Shirt that I already have) Could be quite a bit higher with magic items as could the stat line.
CMB-22(28 for sunder) (Lage size burly)
CMD-40 (Large size burly and nimble)
Half-Orc Abilities-
-Intimidating
-Darkvision
-Gate Crasher
-Chain Fighter (3.5 Spiked chain has been approved)
Barbarian Abilities-
-Rage 41 Rounds/day (Overkill? I think not)
-Rage Powers-Intimidating Glare, Gaurded Life, Improved Gaurded Life, Terrifying Howl, (Either Clear Mind or Flesh wound?), Come and Get me
-DR 2/-
-Terrifying Visage +6 (Helping with intimidation and adding to the Howl DC)
-Scarification 3
-Tolerance (Fatigue, Exhaustion, Sickened, Nauseated, Shaken, Frightened, Stunned, Dazed)
Alchemist Abilities-
-Discoveries-Feral Mutagen, Spontaneous Healing, Lingering Spirit, Preserve Organs(Three times at 8, 14, 18), Mummification(Amung other immunities no nonlethal, see gaurded life and flesh wound rage powers), Greater Mutagen, Elixer of Life, Vestigal Arms (Two times allowing shield and two handed weapons and a extract/wand), Fast Healing(Grand Discovery)
-Breath Mastery
-Immunity-Disease/Poison
-Uncanny Dodge
-Sneak Attack +10d6
-Torturous Transformation
-Alchemy
-Brew Potion
-Poison Use
-Persistant Mutagen
-Instant Alchemy
Master Chymist Abilities
-Mutate 4/day (28 Hours per)
-Brutality +4
-Advanced Mutagen Powers
-Burly
-Nimble
-Grand Mutagen
-Growth Mutagen
Feats-
-Intimidating Prowess
-Power Attack
-Combat Reflexes
-Improved Sunder
-Greater Sunder
-Craven
-Antagonize
-?
-?
-?
Skills-
I wont take the time to figure up each skill. The important one to note is intimidate which while combat ready stands at +48
Everything else is a random smattering of skills from each list.
Items-
The only one I will list for it all to make sense is the adamantium spiked chain. Which is following 3.5 rules. Everything else is either not here yet or not crucial to the build itself.
I won't take the time to figure up saves or list even possible extract or poison I would use. This would also be a bit better with magic items but I am letting that come organically. But if there are any must have items that this build needs feel free to add them in. Most folks would know what these class abilities do and to save space I won't write out every single one. The SRD is just a click away. But the basic point is to dish out the damage while being immune or resistant to as many things as possible. I think the classes meshed together pretty well. But I leave it up for review to see everyone else's opinion on the matter. So there it is everyone. Let's hear it.
-Ghost