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Gestalt (WIP)


The gestalt is an amalgamation of skills and abilities, usually representing a wanderer or eclectic adventurer who picks up a variety of skills, abilities, and talents. Some gestalts may train for a while in one profession, only to abandon it to take on another, then another, and so on, never really dedicating to one path. Others may be talented in one area, but forsaking the methods which it is traditionally taught in favor of piecing together their own way.

Role: Every gestalt is different, so a gestalt can fill literally any party role, depending on her own training.

Alignment: Any.

Hit Die: d6

Class Skills

The gestalt's class skills are Craft (Int) and Profession (Wis).

Skill Ranks per Level: 2 + Int modifier.

Table: Gestalt
LevelBase Attack BonusSaves
GoodAveragePoorGoodPoorSpecial
1st+1+0+0+2+0Gestalt Training, Bonus Feat
2nd+2+1+1+3+0Bonus Feat
3rd+3+2+1+3+1
4th+4+3+2+4+1 
5th+5+3+2+4+1Bonus Feat
6th+6/+14++3+5+2
7th+7/+2+5+3+5+2
8th+8/+3+6/+1+4+6+2Bonus Feat
9th+9/+4+6/+1+4+6+3
10th+10/+5+7/+2+5+7+3 
11th+11/+6/+1+8/+3+5+7+3Bonus Feat
12th+12/+7/+2+9/+4+6/+1+8+4
13th+13/+8/+3+9/+4+6/+1+8+4
14th+14/+9/+4+10/+5+7/+2+9+4Bonus Feat
15th+15/+10/+5+11/+6/+1+7/+2+9+5
16th+16/+11/+6/+1+12/+7/+2+8/+3+10+5 
17th+17/+12/+7/+2+12/+7/+2+8/+3+10+5Bonus Feat
18th+18/+13/+8/+3+13/+8/+3+9/+4+11+6
19th+19/+14/+9/+4+14/+9/+4+9/+4+11+6
20th+20/+15/+10/+5+15/+10/+5+10/+5+12+6Bonus Feat, Gestalt Mastery

Class Features

All of the following are class features of the gestalt.

Weapon and Armor Proficiency: Gestalts are proficient with all simple weapons. They are not proficient with any type of armor or shield. 

Spells

Gestalt Training

A gestalt may have trained and experienced a wide variety of skills before beginning her adventuring career, and that training allows her to continue to practice and learn while she travels. A 1st level gestalt begins with 20 class points that may be used to "buy" abilities that provide a level-dependent benefit and form the backbone of her class, such as base attack bonus and saving throw progression, spellcasting, skill points gained per level, and so on.

Without spending class points on gestalt training abilities, a gestalt begins play with the following:

  • Hit Die: d6
  • Class SkillsCraft (Int) and Profession (Wis)
  • Skill Ranks per Level2 + Int modifier
  • Base Attack Bonus: Poor progression (1/2 x lvl)
  • Saves: 1 Good Save (player's choice), 2 Poor Saves
  • Weapon and Armor Proficiency: All simple weapons, no armor
  • Spells: None
Some abilities have prerequisites which must be met before the ability may be chosen, some of which require other gestalt training abilities. Each ability overlaps (does not stack with) the defaults listed above; if more than one ability affects the same class feature, take the better of them (for example, the d8 Hit Die ability changes the gestalt's Hit Die from a d6 to a d8; if she also takes the d10 Hit Die ability, it overlaps the d8, making her Hit Die a d10 instead). Costs for multiple abilities are added together, even if one is made unused by taking a better ability (so a gestalt must spend 1 class point on d8 Hit Die and 3 class points on d10 Hit Die, for a total of 4 class points, in order to change her Hit Die to a d10). Note that some abilities' costs are adjusted by other factors (the Agility skill set, for example, normally costs 2 class points, but only costs 1 class point if the gestalt has designated her Reflex save as a Good save). Unless noted otherwise, each ability may only be taken once.

Hit Die

d8 Hit Die: Change the gestalt's Hit Die to a d8. Cost: 1 class point

d10 Hit Die: Change the gestalt's Hit Die to a d10. Requires d8 Hit Die. Cost: 3 class points


Class Skill Sets

Add the listed skills to your list of class skills. Multiple sets may be taken, but any overlap provides no extra benefit.

Agility: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex)Perception (Wis)Ride (Dex), Sleight of Hand (Dex), and Stealth (Dex)Cost: 2 class points, or 1 class point with a Good Reflex Save

Faith: Diplomacy (Cha)Heal (Wis)Knowledge (religion) (Int)Sense Motive (Wis), and Spellcraft (Int). Cost: 1 class point

Magic: Appraise (Int), Fly (Dex)Knowledge (arcana) (Int), Knowledge (planes) (Int), and Spellcraft (Int)Cost: 1 class point

Scholar: Appraise (Int)Diplomacy (Cha)Heal (Wis), Knowledge (all) (Int), and Linguistics (Int)Cost: 2 class points, or 1 class point with 4 + Int modifier skill ranks per level

Social: Bluff (Cha)Diplomacy (Cha), Disguise (Cha)Intimidate (Cha), Linguistics (Int)Perform (Cha), and Sense Motive (Wis)Cost: 1 class point

Strength: Climb (Str)Intimidate (Cha)Ride (Dex), Survival (Wis), and Swim (Str)Cost: 1 class point, or free with a Good Base Attack Bonus

Thief: Appraise (Int)Bluff (Cha), Disable Device (Dex)Escape Artist (Dex)Perception (Wis)Sleight of Hand (Dex), Stealth (Dex)and Use Magic Device (Cha)Cost: 2 class points

Wilderness: Climb (Str), Handle Animal (Cha)Heal (Wis)Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis)Ride (Dex)Stealth (Dex), Survival (Wis), and Swim (Str)Cost: 2 class points

Eclectic: Choose any 4 skills. This Class Skill Set may be chosen multiple times. Cost: 1 class point


Skill Ranks per Level

4 + Int modifier: Change Skill Ranks per Level to 4

 + In
t modifier. Cost: 1 class point

6 + Int modifier: Change Skill Ranks per Level to 6 + Int modifier. Requires 4 + Int modifier and any two skill sets. Cost: 3 class points

8 + Int modifier: Change Skill Ranks per Level to 8 + Int modifier. Requires 6 + Int modifier and any three skill sets. Cost: 6 class points


Base Attack Bonus progression

Average Base Attack Bonus: Use the Average Base Attack Bonus progression on Table: Gestalt. Requires one weapon or armor proficiency ability. Cost: 2 class points

Good Base Attack Bonus: Use the Good Base Attack Bonus progression on Table: Gestalt. Requires Average Base Attack Bonus, Martial Weapons proficiency, and Medium Armor proficiency. Cost: 4 class points


Saves

2 Good Saves: Choose a second saving throw (Fortitude, Reflex, or Will) to use the Good Save progression on Table: Gestalt. Cost: 2 class points

All Good Saves: All three of your saves use the Good Save progression on Table: Gestalt. Requires 2 Good Saves, Average Base Attack Bonus. Cost: 6 class points


Weapon and Armor Proficiency

Eclectic Weapon Set: Choose 4 weapons to gain proficiency in - at least 3 must be martial weapons, at least 1 must be a ranged weapon, and at least 1 must be a melee weapon. Requires proficiency with Simple Weapons. This Proficiency may be taken multiple times. Cost: 1 class point

Martial Weapons: Gain proficiency in all martial weapons. Requires Average Base Attack Bonus and proficiency with all simple weaponsCost: 3 class points, or 2 class points with Good Base Attack Bonus

Exotic Weapons: Choose 3 exotic weapons to gain proficiency in. Requires Average Base Attack Bonus. Cost: 3 class points, or 2 class points with Martial Weapons proficiency

Weapon Group: Gain proficiency in all weapons in one weapon group (from the list of weapon groups available to fighters with weapon training). Requires Average Base Attack Bonus. Cost: 3 class points, or 2 class points with Good Base Attack Bonus


Light Armor: Gain proficiency with light armor. Cost: 1 class point, or 2 class points with arcane spellcasting (to allow spellcasting while wearing light armor without incurring the normal arcane spell failure chance)

Medium Armor: Gain proficiency with medium armor. Requires light armor proficiency. Cost: 2 class points, or 3 class points with arcane spellcasting (to allow spellcasting while wearing medium armor without incurring the normal arcane spell failure chance)

Heavy Armor: Gain proficiency with heavy armor. Requires medium armor proficiency. Cost: 2 class points, or 4 class points with arcane spellcasting (to allow spellcasting while wearing heavy armor without incurring the normal arcane spell failure chance)

Shields: Gain proficiency with shields (except tower shields). Requires light armor proficiency. Cost: 1 class point, or 2 class points with arcane spellcasting (to allow spellcasting while using a shield without incurring the normal arcane spell failure chance)


Spellcasting

Table: Prepared Spells per Day - Medium
LevelSpells per Day
0th1st2nd3rd4th5th6th
1st31
2nd42
3rd43
4th431
5th442
6th543
7th5431
8th5442
9th5543
10th55431
11th55442
12th55543
13th555431
14th555442
15th555543
16th5555431
17th5555442
18th5555543
19th5555554
20th5555555
Table: Prepared Spells per Day - Minor
LevelSpells per Day
1st2nd3rd4th
1st
2nd
3rd
4th0
5th1
6th1
7th10
8th11
9th21
10th210
11th211
12th221
13th3210
14th3211
15th3221
16th3321
17th4321
18th4322
19th4332
20th4433
To gain spellcasting, first choose whether you are a prepared or spontaneous caster, and whether to cast arcane or divine spells. Then choose whether to have Minor, Medium, or Major Spellpower. Keep in mind that Medium Spellpower replaces (does not stack with) Minor Spellpower, and Major Spellpower likewise replaces Medium Spellpower. Finally, choose which spell list to draw spells known from (some are available only to certain kinds of spellcasters). Refer to the tables on the right for spells known and spells per day.
Prepared Spellcasting: Choose either arcane or divine. Gain the ability to prepare and cast arcane spells as a wizard or divine spells as a cleric. Gain Minor Prepared Spellcasting (below) for free. If arcane, add Knowledge (arcana) and Spellcraft to your list of class skills; if divine, add Knowledge (religion) and Spellcraft to your list of class skills. Divine spellcasting is not impeded by wearing armor or using shields. A gestalt that selects this ability cannot also choose Spontaneous SpellcastingRequires Int 11 for arcane, or Wis 11 for divine. Cost: 3 class points for arcane, or 6 class points for divine
  • Minor Prepared Spellcasting: 
    Beginning at 4th level, a gestalt gains the ability to cast a small number of spells. The gestalt gains a spellbook containing two 1st-level spells of her choice from her spell list. The gestalt also selects a number of additional 1st-level spells equal to her Intelligence modifier (if arcane) or Wisdom modifier (if divine) to add to the spellbook. At each new gestalt level, she gains one new spell of any spell level or levels that she can cast (based on her new gestalt level) for her spellbook. At any time, a gestalt can also add spells found in other similar (arcane or divine) spellcasters' spellbooks to her own (see Magic). A gestalt can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Prepared Spells per Day - Minor. In addition, she receives bonus spells per day if she has a high Intelligence score (if arcane) or Wisdom score (if divine) (see Table: Ability Modifiers and Bonus Spells). Requires Prepared Spellcasting. Cost: Free
  • Medium Prepared Spellcasting:
     The gestalt begins play at 1st level with a spellbook containing all 0-level spells and three 1st-level spells of her choice from her spell list. The gestalt also selects a number of additional 1st-level spells equal to her Intelligence modifier (if arcane) or Wisdom modifier (if divine) to add to the spellbook. At each new gestalt level, she gains two new spells of any spell level or levels that she can cast (based on her new gestalt level) for her spellbook. Her base daily allotment of spells per day is given on Table: Prepared Spells per Day - Medium. Requires Minor Prepared Spellcasting. Cost: 4 class points
  • Table: Prepared Spells per Day - Major
    LevelSpells per Day
    0th1st2nd3rd4th5th6th7th8th9th
    1st31
    2nd42
    3rd431
    4th432
    5th4421
    6th4432
    7th44321
    8th44332
    9th444321
    10th444332
    11th4444321
    12th4444332
    13th44444321
    14th44444332
    15th444444321
    16th444444332
    17th4444444321
    18th4444444332
    19th4444444433
    20th4444444444

    Major Prepared Spellcasting: 
    The gestalt begins play at 1st level with a spellbook containing all 0-level spells and three 1st-level spells of her choice from her spell list. The gestalt also selects a number of additional 1st-level spells equal to her Intelligence modifier (if arcane) or Wisdom modifier (if divine) to add to the spellbook. At each new gestalt level, she gains two new spells of any spell level or levels that she can cast (based on her new gestalt level) for her spellbook. Her base daily allotment of spells per day is given on Table: Prepared Spells per Day - Major. Requires Medium Prepared SpellcastingCost: 10 class points
Spontaneous Spellcasting: Choose either arcane or divine. Gain the ability to cast arcane spells as a sorcerer or divine spells as an oracle. Gain Minor Spontaneous Spellcasting (below) for free. If arcane, add Knowledge (arcana) and Spellcraft to your list of class skills; if divine, add Knowledge (religion) and Spellcraft to your list of class skills. Divine spellcasting is not impeded by wearing armor or using shields. A gestalt that selects this ability cannot also choose Prepared Spellcasting. Requires Cha 11. Cost3 class points for arcane, or 6 class points for divine
  • Minor Spontaneous Spellcasting: Beginning at 4th level, a gestalt gains the ability to cast a small number of spells. A gestalt can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spontaneous Spells per Day - MinorIn addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

    At 4th level, a gestalt learns one 1st-level spell of her choice from her spell list. At each new gestalt level, she gains one or more new spells, as indicated on Table: Spells Known - Minor. (Unlike spells per day, the number of spells a gestalt knows is not affected by her Charisma score; the numbers on Table: Spells Known - Minor are fixed.) These new spells can be common spells chosen from her spell list, or they can be unusual spells that the gestalt has gained some understanding of through study.

    Upon reaching 8th level, and at every third gestalt level after that (11th, 14th, and so on), a gestalt can choose to learn a new spell in place of one she already knows. In effect, the gestalt loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A gestalt may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
    Unlike a wizard or a cleric, a gestalt need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Requires Spontaneous Spellcasting. Cost: Free
  • Medium Spontaneous Spellcasting: A gestalt can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spontaneous Spells per Day - Medium.

    A gestalt begins play knowing four 0-level spells and two 1st-level spells of her choice from her spell list.

    At each new gestalt level, she gains one or more new spells, as indicated on Table: Spells Known - Medium.

    Upon reaching 5th level, and at every third gestalt level after that (8th, 11th, and so on), a gestalt can choose to learn a new spell in place of one she already knows. Requires Minor Spontaneous SpellcastingCost: 4 class points

    Table: Spells Known - Minor
    LevelSpells Known
    1st2nd3rd4th
    1st
    2nd
    3rd
    4th1
    5th2
    6th3
    7th31
    8th32
    9th43
    10th431
    11th432
    12th443
    13th5431
    14th5432
    15th5443
    16th5543
    17th5543
    18th5544
    19th5554
    20th5554

    Table: Spontaneous Spells per Day - Minor
    LevelSpells per Day
    1st2nd3rd4th
    1st
    2nd
    3rd
    4th0
    5th1
    6th1
    7th10
    8th11
    9th21
    10th210
    11th211
    12th221
    13th3210
    14th3211
    15th3221
    16th3321
    17th4321
    18th4322
    19th4332
    20th4433
  • Major Spontaneous Spellcasting: A gestalt can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spontaneous Spells per Day - Major.

    A gestalt begins play knowing four 0-level spells and two 1st-level spells of her choice from her spell list.

    At each new gestalt level, she gains one or more new spells, as indicated on Table: Spells Known - Major.

    Upon reaching 4th level, and at every even-numbered gestalt level after that (6th, 8th, and so on), a gestalt can choose to learn a new spell in place of one she already knows. Requires Medium Spontaneous SpellcastingCost: 10 class points

Spell Lists

A gestalt may choose only one spell list.

  • Antipaladin Spell ListYou select your known spells from the Antipaladin spell list. Must be evil, and requires divine spellcasting and either Minor Prepared Spellcasting or Minor Spontaneous SpellcastingCost: 1 class point
  • Bard Spell List: You select your known spells from the Bard spell list. Requires Minor Prepared Spellcasting or Minor Spontaneous Spellcasting. Cost: 2 class points
  • Cleric Spell List: You select your known spells from the Cleric spell list. Requires divine spellcasting and either Medium Prepared Spellcasting or Medium Spontaneous SpellcastingCost: 2 class points
  • Druid Spell ListYou select your known spells from the Druid spell list. Requires divine spellcasting and either Medium Prepared Spellcasting or Medium Spontaneous SpellcastingCost: 2 class points
  • Inquisitor Spell ListYou select your known spells from the Inquisitor spell list. Requires Minor Prepared Spellcasting or Minor Spontaneous SpellcastingCost:
     1 class point
  • Magus Spell ListYou select your known spells from the Magus spell list. Requires arcane spellcasting and either Minor Prepared Spellcasting or Minor Spontaneous SpellcastingCost: 2 class points
  • Paladin Spell ListYou select your known spells from the Paladin spell list. Must be good, and requires divine spellcasting and either Minor Prepared Spellcasting or Minor Spontaneous SpellcastingCost: 1 class point
  • Ranger Spell ListYou select your known spells from the Ranger spell list. Requires Minor Prepared Spellcasting or Minor Spontaneous SpellcastingCost: 1 class point
    Table: Spells Known - Medium
    LevelSpells Known
    0th1st2nd3rd4th5th6th
    1st42
    2nd53
    3rd64
    4th642
    5th643
    6th644
    7th6542
    8th6543
    9th6544
    10th65542
    11th66543
    12th66544
    13th665542
    14th666543
    15th666544
    16th6665542
    17th6666543
    18th6666544
    19th6666554
    20th6666655
    Table: Spontaneous Spells per Day - Medium
    LevelSpells per Day
    1st2nd3rd4th5th6th
    1st1
    2nd2
    3rd3
    4th31
    5th42
    6th43
    7th431
    8th442
    9th543
    10th5431
    11th5442
    12th5543
    13th55431
    14th55442
    15th55543
    16th555431
    17th555442
    18th555543
    19th555554
    20th555555

  • Summoner Spell ListYou select your known spells from the Summoner spell list. Requires Minor Prepared Spellcasting or Minor Spontaneous SpellcastingCost: 2 class points
  • Witch Spell ListYou select your known spells from the Witch spell list. Requires Medium Prepared Spellcasting or Medium Spontaneous SpellcastingCost: 2 class points
  • Wizard Spell ListYou select your known spells from the Wizard spell list. Requires arcane spellcasting and either Medium Prepared Spellcasting or Medium Spontaneous SpellcastingCost: 3 class points
  • Any Spell ListYou can select your known spells from all class' spell lists. Requires Minor Prepared Spellcasting or Minor Spontaneous SpellcastingCost: 12 class points
  • Restricted Spell ListChoose 8 0-level, 10 1st-level, 8 2nd-level, 7 3rd-level, 6 4th-level, 5 5th-level, and 4 6th-level spells, from any class' spell list, to be your gestalt spell list. No more than half of the spells chosen may be spells that deal damage. You can cast 1 fewer spell per day. If you are a spontaneous caster, you know 1 fewer spell per level (minimum 1). A gestalt cannot choose this spell list if she has Major Prepared Spellcasting or Major Spontaneous Spellcasting. Requires Minor Prepared Spellcasting or Minor Spontaneous SpellcastingCost: 1 class point, or free with Medium Prepared Spellcasting or Medium Spontaneous Spellcasting 


Special

Very Simple Weapons: Replace simple weapon proficiency with proficiency in club, dagger, quarterstaff, and two other simple weapons of your choice only. This ability cannot be chosen if the gestalt has any other weapon proficiency ability, medium armor proficiency, or shield proficiency. Cost: -1 class point (choosing this ability grants one additional class point)

Replacement Weapon Set: Replace simple weapon proficiency with either Druid or Monk weapon proficiency. Requires Average Base Attack Bonus. Cost: 1 class point for Druid weapons, or 2 class points for Monk weapons

Table: Spells Known - Major
LevelSpells Known
0th1st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333
Table: Spontaneous Spells per Day - Major
LevelSpells per Day
1st2nd3rd4th5th6th7th8th9th
1st3
2nd4
3rd5
4th63
5th64
6th653
7th664
8th6653
9th6664
10th66653
11th66664
12th666653
13th666664
14th6666653
15th6666664
16th66666653
17th66666664
18th666666653
19th666666664
20th666666666

Code of Conduct: You must uphold the ideals of a deity, a specific alignment, or some other specific code (subject GM approval); if you fail to uphold these ideals or break your code, you lose all spellcasting and class abilities until you can atone. Cost: -2 class points (choosing this grants two additional class points)

Divine Inspiration: You have access to all spells on your spell list when you prepare spells (you do not have a limited number of spells known) and do not require a spellbook to prepare them. Requires divine Prepared Spellcasting and one of the following spell lists: antipaladin, cleric, druid, paladin, ranger, or restricted. Cost: 2 class points, or 3 class points if you have Medium Prepared Spellcasting


Bonus Feat

At 1st level, 2nd level, and at every three levels thereafter (5th, 8th, and so on), a gestalt gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as gestalt feats. If the gestalt has Medium Prepared Spellcasting or Medium Spontaneous Spellcasting, she may also choose her bonus feats from those listed as metamagic feats, item creation feats, or Spell Mastery. If the gestalt has Good Base Attack Bonus or the Fighter Training feat, she may also choose her bonus feats from those listed as combat feats.

Each time the gestalt gains a new bonus feat, she can choose to learn a new bonus feat in place of the most recent bonus feat she has already learned. In effect, the gestalt loses the bonus feat in exchange for the new one. She can only change the most recent bonus feat gained (for example, upon reaching 5th level, the gestalt can replace the bonus feat gained at 2nd level). The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A gestalt can only change one feat at any given level and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level. Whenever she gains a new bonus feat, the previous bonus feat becomes set and cannot be changed again. 

Tricks of the Trade (Ex)

At _ level, the gestalt learns to squeeze every advantage out of her eclectic training.

Any trait (not limited to 1 per category)

Quick Learner applied to improvised weapons

Extra Spell: Learn 1 new spell that is one level lower than you can cast

Bonus Spell: Gain one additional spell per day for a spell level one lower than you can cast

Ability Use: Gain one generic use per day that can be used for any ability gained through a gestalt feat that has multiple uses per day

Ability Boost: Once per day treat your level as 2 higher for effects of abilities gained through gestalt feats

Skill Gestalt: Can use skills untrained

Skill Boost: Once per day treat a skill with 1 or more ranks as a class skill

Skillful: Gain 2 extra skill ranks

Instant Mastery: Immediately gain 4 ranks in a skill with no ranks

Combat Boost: Once per day gain +2 bonus to hit

Ability Inspiration: Once per day temporarily gain gestalt feat


Gestalt Mastery (Ex)

E


Other Class Features and Notes

The following bloodlines represent only some of the possible sources of power that a class name can draw upon. Unless otherwise noted, most class names are assumed to have the arcane bloodline.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have <classname> as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Race Bonus Source
Paizo



3rd Party Publishers
Publisher



Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

























Table: Sorcerer Archetypes / Alternate Class Features

Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Spells Cantrips Bloodline Power Eschew Materials Bloodline Bonus Spell Bloodline Bonus Class Skill Bloodline Bonus Feat Bloodline Arcana
1 3 9 15 20 3 5 7 9 11 13 15 17 19 7 13 19
Paizo
Crossblooded

C C (X) (X) (X) (X) (X)
(X) (X) (X) (X) (X) (X) (X) (X) (X) C C C C C
3rd Party Publishers
4 Winds Fantasy Gaming
Learned Sorcery



X X X X X
X X X X X X X X X
X X X X
X=replaced, (X)=optional replacement, C=changed

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