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OGDojo
2019-09-22, 04:21 AM
Optimizer challenge!!

Rules:
1. no homebrew. if it doesn't exist in a book or in a dragon magazine it doesn't exist
2. Pathfinder, 3.0 and 3.5 books only
3. no character creation spellcasting (no using spells during character creation to create tenten...)a
4. You are allowed to create your own 30 racial point, race.
5. Have fun, please try to stay on topic and please try to not stifle anyones creativity. constructive criticism is fine but if they wont change it, let it drop please.
6. you are allowed a level adjustment of up to 5 but not any higher,
7. you can have any number of prestige classes, just make sure you meet the prerequisites
8. level 20 characters
9. stat rolls are as follows
a. 18
b. 16
c. 16
d. 13
e. 12
f. 10
10. post them below and i will add them to the list in the 2nd post.
11. please put your user name in the link to your character so that we know who built it.
12. you can use any type of character sheet that fits your needs.
13. please use the Myth-Weavers (https://www.myth-weavers.com/user/login) character sheets and set them to public so that they can be viewed.
this rule is not required, you can post in whatever format you want but i would prefer myth-weavers as its easier to see a sheet than a bunch of text. google.sheets doc would work too.
14. Yes Gestalt is allowed.

Please note that this is to help people who are "Stuck" in one class and new players to gain inspiration and ideas from the builds you create. everyone has been there, i was stuck on shadowcasters, factotums, and Archivists for a while and before that i was stuck on Ranger, Scout, and Rogue. and no one has ever started the game knowing everything or how best to build everything, so come help give inspiration to the some people.

OGDojo
2019-09-22, 04:23 AM
Optimized Characters Built by Users


This list of characters were built by local users, please use them for inspiration for your next character idea.

Ex. OGDojo's Factotum/Lurk Gestalt build (https://www.myth-weavers.com/sheet.html#id=1115739)


Type (0): Humanoid (Elf)
Size (0): Medium
Speed (-1): Slow
Attributes (4): Advanced (+2/+2/+2/+4/+0/-2)
Language (1): Linguist

Advanced Intelligence 1 (4)

Elven Immunities (2)

Flexible Bonus Feat (4)
Focused Study (4)
Skilled (4)
Static Bonus Feat: Faerie Mysteries Initiate (2)
Quick Reactions (2)

Elven Magic (3)

Low-Light Vision (1)

Race: Highest Elf
Class: PF Wizard (Elven Generalist 1+3)//PF Unchained Rogue (Phantom Thief)
FCB: HP 2, 18 Wizard (as human)
Familiar: Rat (Fort +4)
Capstones: Well-Prepared//Masterful Talent

HP 20d8+302 (392 HP)
BAB +15/+10/+5
Fort +20
Ref +24
Will +23

AC 29 (Base 10+Vest 8+Dex 7+Ring 5-Vulnerable 1)
Touch AC 21
FF AC 22
Init +13

Stats (lvl 1, pre-adjust): 13/16/12/18/16/10
Stats (lvl 1, adjusted): 15/18/14/24/16/8
Stats (lvl 20, pre-items): 15/18/14/29/16/8
Stats (lvl 20, post-items): 15/24/20/40/22/8

PF Traits:

Clever Wordplay (Perform: Oratory)
Reactionary


3.5 Flaws:

Noncombatant
Vulnerable


Skills (8 class, 15 int, 1 race, 2 background=26 per level):

Acrobatics: 20 (+31)
Appraise: 20 (+39)
Bluff: 20 (+23)
Diplomacy: 20 (+23)
Disable Device: 20 (+31)
Escape Artist: 20 (+31)
Fly: 20 (+46)
]Intimidate: 20 (+23)
Knowledge (Arcana): 20 (+70)
Knowledge (Dungeoneering): 20 (+62)
Knowledge (Engineering): 20 (+52)
Knowledge (Geography): 20 (+52)
Knowledge (History): 20 (+52)
Knowledge (Local): 20 (+62)
Knowledge (Nature): 20 (+62)
Knowledge (Nobility): 20 (+52)
Knowledge (Planes): 20 (+62)
Knowledge (Religion): 20 (+62)
Linguistics: 20 (+39)
Perception: 20 (+40)
Perform (Oratory): 20 (+55)
Sense Motive: 20 (+40)
Spellcraft: 20 (+45)
Stealth: 20 (+31)
Swim: 20 (+26)
Use Magic Device: 20 (+23)


Rogue Talents:

UR 2: Certainty
UR 4: Certainty
UR 6: Certainty
UR 8: Certainty
UR 10: Certainty
UR 12: Certainty
UR 14: Cutting Edge (Diplomacy/Intimidate)
UR 16: Feat
UR 18: Skill Mastery
UR 20: Skill Mastery


Refined Education/Cutting Edge:

DiplomacyCE
Fly
IntimidateCE
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Local)
Knowledge (Nature)
Knowledge (Planes)
Knowledge (Religion)
Perception
Perform (Oratory)
Sense Motive


Feats:

HD 1: Breadth Of Experience
Race 1: Master Of Knowledge
Race 1: Skill Focus (Knowledge: Arcana)
Race 1: Faerie Mysteries Initiate (Passions)
Race 1: Improved Initiative
Wizard 1: Scribe Scroll
Flaw: Collegiate Wizard
Flaw: Greyhawk Method
HD 3: Knowledge Devotion
HD 5: Spell Mastery
Wizard 5: Uncanny Forethought
HD 7: Alacritous Cogitation
Race 8: Skill Focus (Perform: Oratory)
HD 9: Spell Penetration
Wizard 10: Spontaneous Divination ACF
HD 11: Sacred Geometry
HD 13: Sacred Geometry
HD 15: Greater Spell Penetration
Wizard 15: Sacred Geometry
Race 16: Skill Focus (Spellcraft)
Rogue 16: Sacred Geometry
HD 17: Sacred Geometry
HD 19: Sacred Geometry
Wizard 20: Sacred Geometry





Save DC: 25+spell level
CL: 20 (+8 vs SR)



Level
Learned
Slots


0th
all
6


1st
29
14


2nd
24
14


3rd
24
12


4th
24
11


5th
24
9


6th
24
8


7th
24
7


8th
24
6


9th
24
7


Your Choice
24





Belt (90000): Belt Of Physical Might +6 (Dex/Con)
Chest (200000): 3.5 Vest Of The Archmagi
Head (17000): Mask Of A Thousand Tomes + 3.5 Raptor's Mask
Headband (90000): Headband Of Mental Prowess +6 (Int/Wis)
Ring (40000): Ring Of Freedom Of Movement
Ring (50000): Ring Of Protection +5
Shoulders (54000): Wings Of Flying
Some Other Slot (2000): Item Of Continuous "Undersong" (from Champions Of Ruin)

Okay starting out: this build is intended as a generic wizard from which you can pick up 14 metamagics and 245 spells as you desire. It's built around being a generalist and a know-it-all, with the knowledge benefits kicking in super-early (I think you're looking at +19 Arcana and +13 other knowledges at level 1, and it just gets worse from there). Here is the stuff worth mentioning in specific:

Knowledge Devotion and Unchained Knowledge skills will give you a lot of little bonuses every time you make a monster knowledge check, which is 1) easy for you, and 2) a free action. Hitting DC 35 for Devotion becomes trivially easy early on, and you get Unchained Knowledge benefits 50% faster than anybody else. The six monster knowledge skills should be your first six Refined Educations by the way, although what order you take them in is up to you if you're playing this from first level. If you have a lenient DM, or if you're very good at arguing for creative interpretations, you can maybe convince your DM that the "bonus ranks" from Refined Education should also count for determining the bonuses you get from Unchained Knowledge skills, which can net you essentially an extra +2 on top of normal bonuses for your whole career of having those bonuses at all. Even if you don't get that approved, then between these two mechanics you're looking at Attack +8, Damage +8, Opposed Ability/Skill/CL checks +3, and Saves +3 against basically everyone forever. That and unchained sense motive should give you pretty solid initiative most of the time.

Speaking of Refined Education, your 7th should be Perform (Oratory). When you originally gain this skill, and the accompanying trait, it's purely to tie in with the "master of magical knowledge" thing you've got going on. But once you pick up the Undersong item, now Perform is your Concentration check, and skill bonuses are more common in PF than concentration bonuses. Additionally, you can use your Int-based perform in place of either Diplomacy or Intimidate starting at level 14, which is also the level you get those two unlocked via Cutting Edge. I recommend Intimidate because hitting the highest Diplomacy's is easy, but hitting the Unchained Intimidate DCs can be difficult, and using your Perform bonus instead will be much better.

Get Raptor's Mask and Mask Of A Thousand Tomes built into a single item. Yes, it's slightly more expensive than getting one or the other, but getting them both is essentially "+10 to all knowledge skills with no downsides for 17k", which is a 900k value if you weren't essentially stealing it.

This build has three methods of spontaneously casting: first, you can set aside [Int mod] spell slots for either casting Spell Mastery spells spontaneously or casting any spell in your spellbook spontaneously as a full round action. Additionally, if you leave one more slot blank somewhere, you can once per day spend a full round action to cast any spell in your spellbook (via Alacritous Cogitation). Finally, at the end of any day after 10th level, you can convert unused spell slots into divination spells. On an unrelated note, once you get that super-sweet Vest, you essentially have three extra slots of whatever level you want.

Finally, that bit about 14 metamagics? Yeah this build abuses Sacred Geometry. You don't have to, you could change those to 7 metamagics and play fair. But if you go for power, and abuse SG, then past level 14 your spells will start getting absolutely ridiculous.

Type (0): Humanoid (Human)
Size (0): Medium
Speed (0): Normal
Attributes (4): ? (+2/+2/+2/+4/+0/-2)
Language (0): Standard

Advanced Intelligence 2 (9)

Flexible Bonus Feat (4)
Skilled (4)
Static Bonus Feat: Darkstalker (2)
Quick Reactions (2)

Fleet-Footed (3)
Fast (1)

Hold Breath (1)

Race: Batman
Class: Generic Warrior 20//Factotum 20

HD: 20d10
BAB: +20/+15/+10/+5
Base Fort: +6
Base Ref: +12
Base Will: +12

Feats:
Race: Darkstalker, Run, Font Of Inspiration 1
Flaws: Font Of Inspiration 2
Generic Warrior: Font Of Inspiration 11
HD: Knowledge Devotion, Font Of Inspiration 9

Skills: Whatever you want really, but I recommend at least 1 rank in every skill.

Items are up to you. Skills are up to you. But the idea of this build is baked into the feats: at level 20, you are essentially a Factotum with d10 HD, full BAB, a good Will save, HiPS, Knowledge Devotion...and a total of 286 inspiration per encounter. Subtlety is for chumps. Throw dozens of points a round at fueling attack rolls, damage rolls, sneak attack, and skills.





Type (0): Humanoid (Gnome)
Size (0): Small
Speed (0): Normal
Attributes (1): Specialized (-2/+0/+0/+2/+2/+0)
Languages (0): Standard

Advanced Intelligence 1 (4)
Advanced Wisdom 1 (4)

Flexible Bonus Feat (4)
Static Bonus Feat: Spell Focus (Illusion) (2)

Deep Magic (3)
Gnome Magic (2)
Shadow Caster (2)
Shadow Magic (2)
Svirfneblin Magic (2)

See In Darkness (4)

Race: Ghost Gnome
Classes: Generic Spellcaster 10/Shadowcraft Mage 5/Archmage 5//Wizard 6 (Gnome Illusionist 1+5)/Master Specialist 4/Incantatrix 10

Traits:
Magical Lineage (Silent Image)
Metamagic Master (Silent Image)

Feats:
HD 1: Heighten Spell
Race: Spell Focus (Illusion)
Race: Ability Focus (Silent Image)
Wizard 1: Scribe Scroll
Generic Spellcaster 1: Easy Metamagic (Heighten Spell)
Flaw: Earth Sense
Flaw: Earth Spell
HD 3: Arcane Disciple (Luck)
HD 5: Spell Mastery
Generic Spellcaster 5: Arcane Mastery
HD 7: Signature Spell (Silent Image)
HD 9: Arcane Thesis (Silent Image)
Master Specialist 3: Greater Spell Focus (Illusion)
Generic Spellcaster 10: Sacred Geometry
HD 11: Enhanced Shadow Reality
Incantatrix 1: Sacred Geometry
HD 13: Spell Focus (Transmutation)
Incantatrix 4: Sacred Geometry
HD 15: Spell Perfection (Silent Image)
HD 17: Sacred Geometry
Incantatrix 7: Sacred Geometry
HD 19: Sacred Geometry
Incantatrix 10: Sacred Geometry


Skills and items are kinda up in the air, but provided at least one of your SGs is giving you Solid Shadows, you're essentially looking at casting two 180% real Miracles from cantrips slots each round that have +35 vs SR, and Save DCs of 36+Int mod.[/QUOTE]

AvatarVecna
2019-09-22, 02:46 PM
Oh, gestalt is allowed? Hmm...

ben-zayb
2019-09-22, 03:58 PM
What's a "30 racial point race"? Is that a PF thing?

So basically we could post any 20-level character that could catch the interest of new players?

AvatarVecna
2019-09-22, 04:06 PM
What's a "30 racial point race"? Is that a PF thing?

So basically we could post any 20-level character that could catch the interest of new players?

In a word, yes. (https://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races/)

Drezius
2019-09-22, 05:09 PM
"2. Pathfinder, 3.0 and 3.5 books only"
"You are allowed to create your own 30 racial point, race."
"1. no homebrew"
Gestalt.

For sure this will work as intended.

AvatarVecna
2019-09-22, 10:07 PM
1) It's harder to direct attention to notes on why things were done on a MW sheet.

2) You can link to posts just as easily.

3) My choices are clogging up my MW sheet list with characters I don't even have a game to play them in, or create them and eventually delete them, ruining the whole point of making them in the first place.

4) I put a lot of work into making this a post instead of a sheet before I saw that requirement, so I'm...just ignoring it.

Type (0): Humanoid (Elf)
Size (0): Medium
Speed (-1): Slow
Attributes (4): Advanced (+2/+2/+2/+4/+0/-2)
Language (1): Linguist

Advanced Intelligence 1 (4)

Elven Immunities (2)

Flexible Bonus Feat (4)
Focused Study (4)
Skilled (4)
Static Bonus Feat: Faerie Mysteries Initiate (2)
Quick Reactions (2)

Elven Magic (3)

Low-Light Vision (1)

Race: Highest Elf
Class: PF Wizard (Elven Generalist 1+3)//PF Unchained Rogue (Phantom Thief)
FCB: HP 2, 18 Wizard (as human)
Familiar: Rat (Fort +4)
Capstones: Well-Prepared//Masterful Talent

HP 20d8+302 (392 HP)
BAB +15/+10/+5
Fort +20
Ref +24
Will +23

AC 29 (Base 10+Vest 8+Dex 7+Ring 5-Vulnerable 1)
Touch AC 21
FF AC 22
Init +13

Stats (lvl 1, pre-adjust): 13/16/12/18/16/10
Stats (lvl 1, adjusted): 15/18/14/24/16/8
Stats (lvl 20, pre-items): 15/18/14/29/16/8
Stats (lvl 20, post-items): 15/24/20/40/22/8

PF Traits:

Clever Wordplay (Perform: Oratory)
Reactionary


3.5 Flaws:

Noncombatant
Vulnerable


Skills (8 class, 15 int, 1 race, 2 background=26 per level):

Acrobatics: 20 (+31)
Appraise: 20 (+39)
Bluff: 20 (+23)
Diplomacy: 20 (+23)
Disable Device: 20 (+31)
Escape Artist: 20 (+31)
Fly: 20 (+46)
]Intimidate: 20 (+23)
Knowledge (Arcana): 20 (+70)
Knowledge (Dungeoneering): 20 (+62)
Knowledge (Engineering): 20 (+52)
Knowledge (Geography): 20 (+52)
Knowledge (History): 20 (+52)
Knowledge (Local): 20 (+62)
Knowledge (Nature): 20 (+62)
Knowledge (Nobility): 20 (+52)
Knowledge (Planes): 20 (+62)
Knowledge (Religion): 20 (+62)
Linguistics: 20 (+39)
Perception: 20 (+40)
Perform (Oratory): 20 (+55)
Sense Motive: 20 (+40)
Spellcraft: 20 (+45)
Stealth: 20 (+31)
Swim: 20 (+26)
Use Magic Device: 20 (+23)


Rogue Talents:

UR 2: Certainty
UR 4: Certainty
UR 6: Certainty
UR 8: Certainty
UR 10: Certainty
UR 12: Certainty
UR 14: Cutting Edge (Diplomacy/Intimidate)
UR 16: Feat
UR 18: Skill Mastery
UR 20: Skill Mastery


Refined Education/Cutting Edge:

DiplomacyCE
Fly
IntimidateCE
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Local)
Knowledge (Nature)
Knowledge (Planes)
Knowledge (Religion)
Perception
Perform (Oratory)
Sense Motive


Feats:

HD 1: Breadth Of Experience
Race 1: Master Of Knowledge
Race 1: Skill Focus (Knowledge: Arcana)
Race 1: Faerie Mysteries Initiate (Passions)
Race 1: Improved Initiative
Wizard 1: Scribe Scroll
Flaw: Collegiate Wizard
Flaw: Greyhawk Method
HD 3: Knowledge Devotion
HD 5: Spell Mastery
Wizard 5: Uncanny Forethought
HD 7: Alacritous Cogitation
Race 8: Skill Focus (Perform: Oratory)
HD 9: Spell Penetration
Wizard 10: Spontaneous Divination ACF
HD 11: Sacred Geometry
HD 13: Sacred Geometry
HD 15: Greater Spell Penetration
Wizard 15: Sacred Geometry
Race 16: Skill Focus (Spellcraft)
Rogue 16: Sacred Geometry
HD 17: Sacred Geometry
HD 19: Sacred Geometry
Wizard 20: Sacred Geometry





Save DC: 25+spell level
CL: 20 (+8 vs SR)



Level
Learned
Slots


0th
all
6


1st
29
14


2nd
24
14


3rd
24
12


4th
24
11


5th
24
9


6th
24
8


7th
24
7


8th
24
6


9th
24
7


Your Choice
24





Belt (90000): Belt Of Physical Might +6 (Dex/Con)
Chest (200000): 3.5 Vest Of The Archmagi
Head (17000): Mask Of A Thousand Tomes + 3.5 Raptor's Mask
Headband (90000): Headband Of Mental Prowess +6 (Int/Wis)
Ring (40000): Ring Of Freedom Of Movement
Ring (50000): Ring Of Protection +5
Shoulders (54000): Wings Of Flying
Some Other Slot (2000): Item Of Continuous "Undersong" (from Champions Of Ruin)

Okay starting out: this build is intended as a generic wizard from which you can pick up 14 metamagics and 245 spells as you desire. It's built around being a generalist and a know-it-all, with the knowledge benefits kicking in super-early (I think you're looking at +19 Arcana and +13 other knowledges at level 1, and it just gets worse from there). Here is the stuff worth mentioning in specific:

Knowledge Devotion and Unchained Knowledge skills will give you a lot of little bonuses every time you make a monster knowledge check, which is 1) easy for you, and 2) a free action. Hitting DC 35 for Devotion becomes trivially easy early on, and you get Unchained Knowledge benefits 50% faster than anybody else. The six monster knowledge skills should be your first six Refined Educations by the way, although what order you take them in is up to you if you're playing this from first level. If you have a lenient DM, or if you're very good at arguing for creative interpretations, you can maybe convince your DM that the "bonus ranks" from Refined Education should also count for determining the bonuses you get from Unchained Knowledge skills, which can net you essentially an extra +2 on top of normal bonuses for your whole career of having those bonuses at all. Even if you don't get that approved, then between these two mechanics you're looking at Attack +8, Damage +8, Opposed Ability/Skill/CL checks +3, and Saves +3 against basically everyone forever. That and unchained sense motive should give you pretty solid initiative most of the time.

Speaking of Refined Education, your 7th should be Perform (Oratory). When you originally gain this skill, and the accompanying trait, it's purely to tie in with the "master of magical knowledge" thing you've got going on. But once you pick up the Undersong item, now Perform is your Concentration check, and skill bonuses are more common in PF than concentration bonuses. Additionally, you can use your Int-based perform in place of either Diplomacy or Intimidate starting at level 14, which is also the level you get those two unlocked via Cutting Edge. I recommend Intimidate because hitting the highest Diplomacy's is easy, but hitting the Unchained Intimidate DCs can be difficult, and using your Perform bonus instead will be much better.

Get Raptor's Mask and Mask Of A Thousand Tomes built into a single item. Yes, it's slightly more expensive than getting one or the other, but getting them both is essentially "+10 to all knowledge skills with no downsides for 17k", which is a 900k value if you weren't essentially stealing it.

This build has three methods of spontaneously casting: first, you can set aside [Int mod] spell slots for either casting Spell Mastery spells spontaneously or casting any spell in your spellbook spontaneously as a full round action. Additionally, if you leave one more slot blank somewhere, you can once per day spend a full round action to cast any spell in your spellbook (via Alacritous Cogitation). Finally, at the end of any day after 10th level, you can convert unused spell slots into divination spells. On an unrelated note, once you get that super-sweet Vest, you essentially have three extra slots of whatever level you want.

Finally, that bit about 14 metamagics? Yeah this build abuses Sacred Geometry. You don't have to, you could change those to 7 metamagics and play fair. But if you go for power, and abuse SG, then past level 14 your spells will start getting absolutely ridiculous.

Type (0): Humanoid (Human)
Size (0): Medium
Speed (0): Normal
Attributes (4): ? (+2/+2/+2/+4/+0/-2)
Language (0): Standard

Advanced Intelligence 2 (9)

Flexible Bonus Feat (4)
Skilled (4)
Static Bonus Feat: Darkstalker (2)
Quick Reactions (2)

Fleet-Footed (3)
Fast (1)

Hold Breath (1)

Race: Batman
Class: Generic Warrior 20//Factotum 20

HD: 20d10
BAB: +20/+15/+10/+5
Base Fort: +6
Base Ref: +12
Base Will: +12

Feats:
Race: Darkstalker, Run, Font Of Inspiration 1
Flaws: Font Of Inspiration 2
Generic Warrior: Font Of Inspiration 11
HD: Knowledge Devotion, Font Of Inspiration 9

Skills: Whatever you want really, but I recommend at least 1 rank in every skill.

Items are up to you. Skills are up to you. But the idea of this build is baked into the feats: at level 20, you are essentially a Factotum with d10 HD, full BAB, a good Will save, HiPS, Knowledge Devotion...and a total of 286 inspiration per encounter. Subtlety is for chumps. Throw dozens of points a round at fueling attack rolls, damage rolls, sneak attack, and skills.





Type (0): Humanoid (Gnome)
Size (0): Small
Speed (0): Normal
Attributes (1): Specialized (-2/+0/+0/+2/+2/+0)
Languages (0): Standard

Advanced Intelligence 1 (4)
Advanced Wisdom 1 (4)

Flexible Bonus Feat (4)
Static Bonus Feat: Spell Focus (Illusion) (2)

Deep Magic (3)
Gnome Magic (2)
Shadow Caster (2)
Shadow Magic (2)
Svirfneblin Magic (2)

See In Darkness (4)

Race: Ghost Gnome
Classes: Generic Spellcaster 10/Shadowcraft Mage 5/Archmage 5//Wizard 6 (Gnome Illusionist 1+5)/Master Specialist 4/Incantatrix 10

Traits:
Magical Lineage (Silent Image)
Metamagic Master (Silent Image)

Feats:
HD 1: Heighten Spell
Race: Spell Focus (Illusion)
Race: Ability Focus (Silent Image)
Wizard 1: Scribe Scroll
Generic Spellcaster 1: Easy Metamagic (Heighten Spell)
Flaw: Earth Sense
Flaw: Earth Spell
HD 3: Arcane Disciple (Luck)
HD 5: Spell Mastery
Generic Spellcaster 5: Arcane Mastery
HD 7: Signature Spell (Silent Image)
HD 9: Arcane Thesis (Silent Image)
Master Specialist 3: Greater Spell Focus (Illusion)
Generic Spellcaster 10: Sacred Geometry
HD 11: Enhanced Shadow Reality
Incantatrix 1: Sacred Geometry
HD 13: Spell Focus (Transmutation)
Incantatrix 4: Sacred Geometry
HD 15: Spell Perfection (Silent Image)
HD 17: Sacred Geometry
Incantatrix 7: Sacred Geometry
HD 19: Sacred Geometry
Incantatrix 10: Sacred Geometry


Skills and items are kinda up in the air, but provided at least one of your SGs is giving you Solid Shadows, you're essentially looking at casting two 180% real Miracles from cantrips slots each round that have +35 vs SR, and Save DCs of 36+Int mod.

OGDojo
2019-09-25, 02:50 AM
Updated the rules to include Gestalt, meaning Yes you are allowed to use gestalt. and edited it so you can post in whatever format you want. but it is preferred that you use myth-weavers