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View Full Version : Pathfinder What should I gestalt, with a Doomblade (Spheres of Power)



Ualaa
2017-11-08, 03:23 PM
Our next campaign is a ways off... but I'm floating ideas for characters.
One of our players has Asperger's, and I usually help him build characters.


We can use Paizo Pathfinder content.
Dreamscarred Press -- for Path of War (and Expanded) plus Ultimate Psionics.
Drop Dead Studios -- for Spheres of Power, Expanded Options & Spheres of Might, plus related splat books.
As far as casters go, if there is a (Sphere) archetype, we have to take it... and if the caster lacks a sphere archetype, it is barred.

We're starting at 5th level, with Gestalt characters (fractional BAB, fractional Saves, Best Progression for things like Sneak Attacks).

With every even level, we gain a Mythic Tier (Mythic Adventures & Mythic Hero's Handbook, allowed).
At 4th level, we would have become Mythic Tier 2.

We get a 25 point buy.
Any race that is 1 HD is valid.

I was thinking of a Drow Noble, for the race.
Some fixed spell-like abilities, and a decent set of racial stats.

The Doomblade is fairly simple, in that it will want to full attack and is hitting touch AC.
Going (Sphere) Magus (to at least 2nd) on the other side, will allow an extra attack (the Spellstrike) on a full attack.
Down the road a Quicken Spell (using the Energy Blade blast shape) will also add an extra attack.
And then Haste, from the Time Sphere.

Potentially/Eventually 7 attacks, for 10d6 each, against Touch AC... with Precision (from mythic) every attack would be at the highest/same bonus (with the -2 for spellstrike to each).
One attack number, no need for varying attacks on iteratives... and one damage dice set per attack.

I'm looking for something that adds more options than being straight martial...
But that doesn't add a lot of options, since he takes a long time learning new things (but once he learns them, he knows them forever).

The Doomblade is an archetype for the Mageknight.
A Mageknight has:
- d10 HD, Full BAB, Strong Fort/Will, 2+INT skills
- I figured go INT as the casting stat, and give him a bunch of knowledge skills.

Mechanically speaking, a class with strong Reflex and more skills would help his chassis.

My initial thought is a Symbiat (3/4 caster Sphere's Caster).
- d8 HD, 3/4 BAB, Strong Ref/Will, 4+INT skills
- Unarmored, but adds INT to AC (along with Dex)
- bonus to Dodge, gets Evasion/Uncanny Dodge, can share skills/feats with the group
- As a 3/4 caster, has more options but can stagger that into mostly passives or improving existing actions, and only gradually add a new action over time.

My build idea is:

Side One:
01 (Unchained) Monk
02-20 (Doomblade) Mageknight

Side Two:
01 Symbiat
02-03 (Sphere) Magus
04-20 Symbiat



Does anyone have suggestions on a class, for the second side... preferably with good Reflex, that adds options to a predominantly martial character, but that doesn't add a lot of complexity to the overall build?

The DM for the campaign (usually one of my players) has asked us to make the most sick characters we can... but I want to balance that against not being too complex for my friend to play.

legomaster00156
2017-11-08, 11:15 PM
I would double-check with your DM that a drow noble is actually legal. Normal drow need to take feats to get the abilities of a drow noble over time, so having all of that from level 1 is more than a little unbalancing.

stack
2017-11-09, 10:45 AM
Charisma as a casting stat and picking up paladin 2 then sphere sorcerer would give amazing saves and then buff your spell points. Grab protection and divination, focusing on hour/level buffs so you can write them down and not think about them. Incanter would have less SP but more talents, depends on how much complexity you are willing to have.

Straight elementalist nets all good saves and buffs damage if you focus on one blast type, plus has nice things like dodge bonus, extra feats, and gives movement mode options. Having a full-power energy wall or explosive orb can be handy before wading into melee. Specialist incanter can also buff blast damage.

Kaouse
2017-11-10, 11:23 PM
Doomblade Mageknight goes really well with Unchained Rogue, actually. Full Bab, perfect saves, Stalwart + Evasion, almost every class skill in the game if you find a way to get knowledge (all) through your race or some such.

Plus, Rogue has the Eldritch Scion archetype, i.e. the spellcasting Rogue. It's pretty easy to convert it to Spheres of Power if you want (just make it a Mid caster with INT as it's casting stat). Plus, if Path of War is allowed, it stacks with Hidden Blade, making it one of the only ways to get both spellcasting and initiating in the same class.

Rogue also works really well if you build towards making people flat-footed (Shatter Defenses feat, or Prescient Attack Arcana from Magus VMC). With that and Doomblade, all of your enemies effectively have an AC of 10 as you hit them with Flat-footed touch attacks. Considering your high BAB, even Monk-types have little chance of actually avoiding your blows.

Speaking of Monks, Rogue's have access to the Rogue Talent, Prescient Dodger, that gives them a Monk-like AC bonus for any mental stat they choose. Actually, a lot of their Spheres of Power Rogue Talents are pretty good, check them out!

If you take the Martial Mageknight from the Champions of the Spheres, you could have a Gestalt that uses 4 different systems! Vancian Spellcasting + Path of War Initiating + Spheres of Power + Spheres of Might! Complex to make, but very very satisfying to play! You end up being both incredibly versatile and incredibly effective. What more could you want out of a Gestalt?

Domar
2017-11-11, 12:23 AM
I second Kaouse's advice.

If you pick up initiating Aura of Shared Misery is probably your best stance. It's a per damage die damage boost.
Two of your most importants spells will be Warp for pseudo pounce and Curse (ghost strike) to apply the curse status while still full attacking.
Spellcrafting a haste plus teleport spell would let you activate Destructive Blade, move into position and full attack plus one in the first round.
Focus on boosts, counters and multi hit strikes. Take the Practiced Initiator (Combat) and Gift for Magic (Magic) traits.
As a double sphere caster gestalt you could reach over 100 spell points and Destructive Blade needs only a handful. Your actions are limited. Abandon efficiency and go for maximum impact. The Time Shift Mystic Combat will let you burn points faster.