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.
Level | Base Attack Bonus | Saves | ||||
---|---|---|---|---|---|---|
Good | Average | Poor | Good | Poor | Special | |
1st | +1 | +0 | +0 | +2 | +0 | Gestalt Training, Bonus Feat |
2nd | +2 | +1 | +1 | +3 | +0 | Bonus Feat |
3rd | +3 | +2 | +1 | +3 | +1 | |
4th | +4 | +3 | +2 | +4 | +1 | |
5th | +5 | +3 | +2 | +4 | +1 | Bonus Feat |
6th | +6/+1 | 4+ | +3 | +5 | +2 | |
7th | +7/+2 | +5 | +3 | +5 | +2 | |
8th | +8/+3 | +6/+1 | +4 | +6 | +2 | Bonus 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 | +3 | Bonus 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 | +4 | Bonus 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 | +5 | Bonus 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 | +6 | Bonus 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 Skills: Craft (Int) and Profession (Wis)
- Skill Ranks per Level: 2 + 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
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
+ Int 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 weapons. Cost: 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
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 Spellcasting. Requires 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
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 Spellcasting. Cost: 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. Cost: 3 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 - Minor. In 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: FreeMedium 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 Spellcasting. Cost: 4 class points
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 Spellcasting. Cost: 10 class points
Spell Lists
A gestalt may choose only one spell list.
- Antipaladin Spell List: You select your known spells from the Antipaladin spell list. Must be evil, and requires divine spellcasting and either Minor Prepared Spellcasting or Minor Spontaneous Spellcasting. Cost: 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 Spellcasting. Cost: 2 class points
- Druid Spell List: You select your known spells from the Druid spell list. Requires divine spellcasting and either Medium Prepared Spellcasting or Medium Spontaneous Spellcasting. Cost: 2 class points
- Inquisitor Spell List: You select your known spells from the Inquisitor spell list. Requires Minor Prepared Spellcasting or Minor Spontaneous Spellcasting. Cost:
1 class point- Magus Spell List: You select your known spells from the Magus spell list. Requires arcane spellcasting and either Minor Prepared Spellcasting or Minor Spontaneous Spellcasting. Cost: 2 class points
- Paladin Spell List: You select your known spells from the Paladin spell list. Must be good, and requires divine spellcasting and either Minor Prepared Spellcasting or Minor Spontaneous Spellcasting. Cost: 1 class point
- Ranger Spell List: You select your known spells from the Ranger spell list. Requires Minor Prepared Spellcasting or Minor Spontaneous Spellcasting. Cost: 1 class point
- Summoner Spell List: You select your known spells from the Summoner spell list. Requires Minor Prepared Spellcasting or Minor Spontaneous Spellcasting. Cost: 2 class points
- Witch Spell List: You select your known spells from the Witch spell list. Requires Medium Prepared Spellcasting or Medium Spontaneous Spellcasting. Cost: 2 class points
- Wizard Spell List: You select your known spells from the Wizard spell list. Requires arcane spellcasting and either Medium Prepared Spellcasting or Medium Spontaneous Spellcasting. Cost: 3 class points
- Any Spell List: You can select your known spells from all class' spell lists. Requires Minor Prepared Spellcasting or Minor Spontaneous Spellcasting. Cost: 12 class points
- Restricted Spell List: Choose 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 Spellcasting. Cost: 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
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 |