Sam Kay and OneManHorde | |
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Date Created: | 23rd August 2009 |
Status: | Inconclusive |
Editing: | Please feel free to edit constructively! |
Gestalt Characters
In a small group, it can be difficult to cover all four roles, and have a party large enough to deal with normal sized encounters without resorting to playing multiple characters or having the DM play DMPCs or using smaller encounters. Neither of these solutions are desirable, as it can be difficult to play and DM at the same time (or play multiple characters), and smaller encounters are just boring.
These rules, based on the third edition gestalt rules from Unearthed Arcana, allow a character to take two classes of different roles, effectivly doubling the power of each character.
Gestalt characters are built with 'gestalt templates' that double the character's power, effectivly turning them into elite characters. Therefore, when building encounters fort gestalt characters, each gestalt character should be treated as two characters.
The gestalt character variant is especially effective if you have three or fewer players in your D&D group, or if your players enjoy multiclassing and want characters with truly prodigious powers. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options.
Building a Gestalt Character
To make a 1st level gestalt character, choose two classes. These two classes can be any class you wish, but you cannot select two classes of the same role, and you cannot select the same class twice. Build your character in the following order, rather than the order presented in the Player's Handbook:
1. Choose Race: Decide the race of your character. It is important to consider the fact that you will have two classes rather than one, so you should choose a race with a bonus to at least one of your classes' key abilities.
2. Choose Classes: Select two classes. These classes must be different, and be of different roles. Then you need to apply one of your two classes to your character, as normal. Compare the starting hit points and the number of healing surges of your classes and apply whichever class has the highest number of both. If one class has more hit points but less healing surges, apply that class (but use the higher number of healing surges from both classes).
3. Determine Ability Scores: Generate your ability scores as normal, though it is important to have a high key ability score for each class. You should calculate your hit points now.
4. Choose Skills: Choose skills as normal, as if you were just the class you have applied.
5. Apply Class Template: Apply the template of your second classs from the class templates section below, adding additional hit points, defense bonuses, trained skills and class features from the template. If you gain a class bonus to a defense or training in a skill that you already have a class bonus to or training in, apply only the highest bonus or the skill training from your first class. Any additional bonuses are lost. In the case of an overlapping bonus to one of your defenses, if the lowest bonus is a +2, you can apply a +1 bonus to your other two defenses (but not AC), but if the lowest bonus is a +1, you can apply a +1 bonus to a single defense of your choice (but not AC), so long as you don't already have a class defense bonus to that defense.
6. Select Feats: Select a single feat of your choice, as normal, except that you are assumed to be of both classes for the purposes of prerequisites and multiclass feats.
7. Choose Powers: Select three 1st level at-will attack powers, two 1st level encounter attack powers and two 1st level daily powers. You must choose at least one power from each class for each category, so a fighter/rogue would have to select one fighter at-will attack power, one rogue at-will attack power, one fighter encounter attack power, one rogue encounter attack power, one fighter daily attack power, one rogue daily attack power and one at-will attack power from either class. This rule does not apply to bonus powers gained from your race.
8. Choose Equipment: Choose your equipment, as normal. You can use an implement from either class for both of your classes' powers, so you only need one implement.
9. Fill in the Numbers: Calculate all remaining numbers to be calculated.
10. Roleplaying Character Details: Flesh out your character with details about your personality, appearence ane beliefs. Remember to include details about why you have training in two classes.
Gestalt Templates
Arachnomancer
Power Source: Arachane.
Arachnomancer | Gestalt Controller |
Defenses +2 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 4 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Dagger, Quaterstaff | |
Armor Proficiency Cloth | |
Trained Skills Arachana plus one other skill from the arachnomancer class list | |
Class Features Arachnomancer Tactics, Ritual Casting, Lesser Weaves | |
Implements Holy Symbols Orbs, Rods, Staffs, Wands |
Avenger
Power Source: Divine.
Avenger | Gestalt Striker |
Defenses +1 Fortitude, +1 Reflex, +1 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 7 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Melee, Simple Ranged | |
Armor Proficiency Cloth | |
Trained Skills Religion plus one other skill from the avenger class list | |
Class Features Armor of Faith, Avengers Censure, Channel Divinity, Oath of Emnity | |
Implements Holy Symbol |
Barbarian
Power Source: Primal.
Barbarian | Gestalt Striker |
Defenses +2 Fortitude | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 6 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Melee | |
Armor Proficiency Cloth | |
Trained Skills Two skills from the barbarian class list | |
Class Features Barbarian Agility, Feral Might, Rage Strike, Rampage | |
Bard
Power Source: Arcane.
Bard | Gestalt Leader |
Defenses +1 Reflex, +1 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Longsword, Scimitar, Short Sword, Simple Ranged | |
Armor Proficiency Cloth | |
Trained Skills Arcana plus one other skill from the bard class list | |
Class Features Bardic Training, Bardic Virtue, Majestic Word, Multiclass Versitality, Skill Versitality, Song of Rest, Words of Friendship. | |
Implements Wands |
Cleric
Power Source: Divine.
Cleric | Gestalt Leader |
Defenses +2 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Simple Ranged | |
Armor Proficiency Cloth, Leather, Hide, Chainmail | |
Trained Skills Religion plus one other skill from the cleric class list | |
Class Features Channel Divinity, Healer's Lore, Healing Word | |
Implements Holy Symbols |
Druid
Power Source: Divine.
Druid | Gestalt Controller |
Defenses +1 Reflex, +1 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Simple Ranged | |
Armor Proficiency Cloth, Leather, Hide | |
Trained Skills Nature plus one other skill from the druid class list | |
Class Features Balance of Nature1, Primal Aspect, Ritual Casting, Wild Shape | |
Implements Staffs, Totems |
1. This simply means that you gain an additional 1st-level at-will attack power, and that you you must have at least one 1st-level druid at-will attack power with the beast keyword, and at least one 1st-level druid at-will attack power without the beast keyword. Balance of Nature appliers in this way whether or not you apply the druid class as a template or not.
Fighter
Power Source: Martial.
Fighter | Gestalt Defender |
Defenses +2 Fortitude | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 6 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Melee, Simple Ranged, Military Ranged | |
Armor Proficiency Cloth, Leather, Hide, Chainmail, Scale, Light Shield, Heavy Shield | |
Trained Skills Two skills from the fighter class list | |
Class Features Combat Challenge, Combat Superiority, Weapon Talent | |
Invoker
Power Source: Divine.
Invoker | Gestalt Controller |
Defenses +1 Fortitude, +1 Reflex, +1 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 4 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Simple Ranged | |
Armor Proficiency Cloth, Leather, Hide, Chainmail | |
Trained Skills Religion plus one other skill from the cleric class list | |
Class Features Channel Divinity, Divine Covenant, Ritual Casting | |
Implements Rods, Staffs |
Paladin
Power Source: Divine.
Paladin | Gestalt Defender |
Defenses +1 Fortitude, +1 Reflex, +1 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 6 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Melee, Simple Ranged | |
Armor Proficiency Cloth, Leather, Hide, Chainmail, Scale, Plate, Light Shield, Heavy Shield | |
Trained Skills Religion plus one other skill from the paladin class list | |
Class Features Channel Divinity, Divine Challenge, Lay on Hands | |
Implements Holy Symbols |
Ranger
Power Source: Martial.
Ranger | Gestalt Striker |
Defenses +1 Fortitude, +1 Reflex | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Melee, Simple Ranged, Military Ranged | |
Armor Proficiency Cloth, Leather, Hide | |
Trained Skills Dungeoneering or Nature (your choice) plus one other skill from the Ranger class list | |
Class Features Fighting Style, Hunter's Quarry, Prime Shot | |
Rogue
Power Source: Martial.
Rogue | Gestalt Striker |
Defenses +2 Reflex | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Dagger, Hand Crossbow, Shuriken, Sling, Short Sword | |
Armor Proficiency Cloth, Leather | |
Trained Skills Stealth or Thievery (your choice) plus one other skill from the rogue class list | |
Class Features First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack | |
Shaman
Power Source: Primal.
Shaman | Gestalt Leader |
Defenses +1 Fortitude, +1 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Longspear | |
Armor Proficiency Cloth, Leather | |
Trained Skills Nature plus one other skill from the shaman class list | |
Class Features Companion Spirit, Healing Spirit, Speak with Spirits | |
Implements Totems |
Songweaver
Power Source: Arcane.
Songweaver | Gestalt Leader |
Defenses +2 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Melee, Simple Ranged | |
Armor Proficiency Cloth, Leather, Hide | |
Trained Skills Arcana plus one other skill from the songweaver class list | |
Class Features Arcane Healer, Arcane Instrument Mastery, Healing Melody, Lesser Spells, Ritual Casting | |
Implements Bells, Flutes, Harps, Lutes |
Sorcerer
Power Source: Arcane.
Sorcerer | Gestalt Striker |
Defenses +2 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Simple Ranged | |
Armor Proficiency Cloth | |
Trained Skills Arcana plus one other skill from the sorcerer class list | |
Class Features Spell Source | |
Implements Daggers, Staffs |
Spider Rider
Power Source: Arachane.
Spider Rider | Gestalt Striker |
Defenses +2 Reflex | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Lance, Longsword, Longbow, Shortbow | |
Armor Proficiency Cloth, Leather, Light Shield | |
Trained Skills Arachane plus one other skill from the spider rider class list | |
Class Features Fighting Style, Deadly Charge, Spider Empathy, Spider Mount | |
Swordmage
Power Source: Arcane.
Swordmage | Gestalt Defender |
Defenses +2 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 6 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Light Blades, Military Heavy Blades, Simple Ranged | |
Armor Proficiency Cloth, Leather | |
Trained Skills Arcana plus one other skill from the swordmage class list | |
Class Features Swordbond, Swordmage Aegis, Swordmage Warding | |
Implements Light and Heavy Blades1 |
1. Your blade adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable), when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your blade as an implement.
Warden
Power Source: Primal.
Warden | Gestalt Leader |
Defenses +2 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Melee, Simple Ranged | |
Armor Proficiency Cloth, Leather, Hide, Light Shield, Heavy Shield | |
Trained Skills Nature plus one other skill from the warden class list | |
Class Features Font of Life, Guardian Might, Nature's Wrath | |
Warlock
Power Source: Arcane.
Warlock | Gestalt Striker |
Defenses +2 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Simple Ranged | |
Armor Proficiency Cloth, Leather | |
Trained Skills Two skills from the cleric class list | |
Class Features Eldritch Blast1, Eldritch Pact1, Prime Shot, Warlock's Curse | |
Implements Rods, Wands |
1. You gain both eldritch blast and the power granted by your eldritch pact as 1st-level at-will attack powers. These powers count towards the three 1st-level at-will attack powers you select at 1st-level, so you can only select a single 1st-level at-will attack power from your other class.
Warlord
Power Source: Martial.
Warlord | Gestalt Leader |
Defenses +1 Fortitude, +1 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 5 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Simple Melee, Military Melee, Simple Ranged | |
Armor Proficiency Cloth, Leather, Hide, Chainmail, Light Shield | |
Trained Skills Two skills from the warlord class list | |
Class Features Combat Leader, Commanding Presence, Inspiring Word | |
Wizard
Power Source: Arcane.
Wizard | Gestalt Controller |
Defenses +2 Will | |
Saving Throws +2 | |
Action Point +1 | |
Hit Points + 4 per level + Constitution score | |
Healing Surges +2 | |
Weapon Proficiency Dagger, Quarterstaff | |
Armor Proficiency Cloth | |
Trained Skills Arcana plus one other skill from the wizard class list | |
Class Features Arcane Implement Mastery, Cantrips, Ritual Casting, Spellbook1 | |
Implements Orbs, Staffs, Tomes, Wands |
1. Your spellbook class feature only applies to wizard daily and utility powers, not to powers from your other class.
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