Veeda Vidlak
2009-12-01, 03:55 PM
Base Class: Perfect Gestalt
The Perfect Gestalt is the result of centuries of detailed and intensive research done by Obsidian scholars that has been perfected in the Veeda era along with much of Obsidian’s technology. The Perfect Gestalt combines multiple fighting styles and maneuvers to create a deadly combatant far more powerful than any of the separate entities it draws its powers from. Holy warriors, battle-hardened veterans, powerful warlords, honorable knights, and quick and deadly assassins are all blended in this masterful fighter who knows few equals.
Abilities: A Perfect Gesalt has numerous styles of combat it can choose from. They can focus on one branch of melee combat or become a master of many types. Constitution is universally important because they are likely to be front line fighters. Several class abilities are based off charisma making that stat also a priority. Strength and dexterity are also critical abilities as well because they boost melee ability.
Races: Since this class is exclusive to the Obsidian Empire, the nation's extreme belief of human superiority keeps all nonhuman races out of the class with virtually no possibility for exception.
Alignment: Perfect Gestalts go through rigorous training from Obsidian instructors to be competent in all necessary fields of battle. As a result, the class has a strong leaning toward lawful evil (the alignment of Obsidian). Lawful neutral, true neutral, and neutral evil alignments are also seen. Chaotic alignments are unlikely due to Obsidian's abhorrence to chaos.
Adventures: Perfect Gestalts are wanted in absolutely every regiment of Obsidian troops without exception. Their skills and power in melee combat are the envy of the rank and file in Obsidian and experienced warriors value their dependability. Any small adventuring group from Obsidian often wants to secure a Perfect Gestalt as their melee fighter no matter what task they are trying to perform.
Requirements
Alignment: Any
Special: Must be a member of the Obsidian Empire
{table=head]Level |Base Attack Bonus| Fort Save| Ref Save| Will Save |Special
1st| +1| +2| +2| +0| Smite 1/day, sneak attack +1d6, chosen path
2nd| +2| +3| +3| +0| Evasion, grace +1
3rd| +3| +3| +3| +1| Battle fortitude +1
4th| +4| +4| +4| +1| Sneak attack +2d6, bonus feat
5th| +5| +4| +4| +1| Smite 2/day, dodge +1
6th| +6| +5| +5| +2| 1st favored enemy, staredown
7th| +7| +5| +5| +2| Sneak attack +3d6, absorb spell
8th| +8| +6| +6| +2| Uncanny dodge, grace +2
9th| +9| +6| +6| +3| Arcane resistance, bonus feat, improved evasion
10th| +10| +7| +7| +3| Smite 3/day, sneak attack +4d6, weapon specialization, dodge +2
11th| +11| +7| +7| +3| Mass staredown, battle fortitude +2, grace +2
12th| +12| +8| +8| +4| Improved uncanny dodge, 2nd favored enemy
13th| +13| +8| +8| +4| Sneak attack +5d6
14th| +14| +9| +9| +4| Improved staredown, grace +3, bonus feat
15th| +15| +9| +9| +5| Smite 4/day, dodge +3
16th| +16| +10| +10| +5| Sneak attack +6d6
17th| +17| +10| +10| +5| Impetuous endurance
18th| +18| +11| +11| +6| 3rd favored enemy
19th| +19| +11| +11| +6| Sneak attack +7d6, bonus feat, cunning brilliance
20th| +20| +12| +12| +6| Smite 5/day, dodge +4, battle fortitude +3, grace +4, immediate absorb spell [/table]
Abilities
Hit Die: d10
Skills: 4 points/level (balance, climb, craft, escape artist, hide, intimidate, jump, listen, move silently, tumble, sense motive, spot, survival, swim)
Weapon and Armor Proficiencies: A Perfect Gestalt is proficient with all simple and martial weapons, light and medium armor, and all shields except tower shields.
Chosen Path: At any point during a Perfect Gestalt’s advancement, he may choose a single prestige class without any spellcasting or spell-like abilities as his chosen prestige class. When he takes levels in this class all scaling class abilities of the Perfect Gestalt (such as smite and grace) continue to scale in the prestige class as long as the Perfect Gestalt has the first part of the scaling ability. Abilities that do not scale are not gained. Only arcane resistance, weapon specialization, impetuous endurance, and cunning brilliance are not scaling.
Smite (Ex): From the Paladin comes the smite power. At first level, as a free action once per round, a Perfect Gestalt may add his charisma modifier to his attack bonus on a single attack. If the attack hits it deals extra damage equal to his class level. A Perfect Gestalt gains an additional use of smite at level 5 and every five levels thereafter. Unlike the Paladin this attack is not supernatural and works on any alignment.
Sneak Attack (Ex): From the Rogue comes the deadly sneak attack. At 1st level a Perfect Gestalt deals an addition 1d6 of damage when he deals damage to a flanked enemy, or an enemy he catches flat-footed. This damage increases by another 1d6 at 4th level and every 3 levels thereafter.
Evasion (Ex): From the Monk comes evasion. At 2nd level a Perfect Gestalt that succeeds a reflex save against a spell or effect takes no damage from that source. This upgrades to improved evasion at 9th level.
Grace (Ex): The Perfect Gestalt gains the grace feature of the Swashbuckler. At 2nd level a Perfect Gestalt adds a +1 bonus to his reflex save. This bonus increases by an additional +1 at 6th, 14th, and 20th level.
Battle Fortitude (Ex): Battle fortitude is inherited from the Scout. At 3rd level and again at 11th and 20th level, a Perfect Gestalt gains a +1 bonus on fortitude saves and initiative checks.
Bonus Feat: At 4th level and again at 9th, 14th, and 19th level a Perfect Gestalt gains a bonus feat. He must meet all prerequisites for the feat.
Dodge (Ex): From the Ninja comes the dodge ability. At 5th, 10th, 15th, and 20th level a Perfect Gestalt adds a +1 dodge bonus to his AC. Unlike the Ninja this can be used in light or medium armor.
Favored Enemy (Ex): A Perfect Gestalt gains the trademark favored enemy of the ranger. Treat this ability just like the ranger’s. A Perfect Gestalt gains an additional favored enemy at 12th level and 18th level.
Staredown (Ex): A Perfect Gestalt takes the staredown feature of the Samurai. At 6th level A Perfect Gestalt gains a +4 bonus on intimidate checks. At 11th level he gains mass staredown and he gains improved staredown at 14th level. Both abilities are identical to those of the samurai.
Absorb Spell (Ex): This ability comes from the Spellthief. If the Perfect Gestalt succeeds his saving throw against a targeted spell, he may cast the spell at any target within range as a standard action. Unlike the spellthief the Perfect Gestalt does not have a spell pool and may only have one spell held at any time regardless of level. The spell dissipates after 1 minute. At 20th level a Perfect Gestalt may cast the absorbed spell as an immediate action.
Uncanny Dodge (Ex): At 8th level a Perfect Gestalt gains the uncanny dodge feature of the Barbarian and keeps his dexterity bonus to AC when caught flat-footed. At 12th level he gains improved uncanny dodge and cannot be flanked. He also cannot be sneak attacked while flanked unless the attacker is at least 4 levels higher than him.
Arcane Resistance (Ex): At 9th level a Perfect Gestalt becomes resistant to magic in the same way as a Hexblade. He adds his charisma modifier as a bonus to all saves against spells and spell-like abilities.
Weapon Specialization: At 10th level a Perfect Gestalt becomes specialized in a single weapon just like a fighter. He gains the weapon specialization feat with any weapon of his choice.
Impetuous Endurance (Ex): At 17th level, A Perfect Gestalt does not fail a saving throw on a natural 1 just like a Knight.
Cunning Brilliance (EX): Ironically, a Perfect Gestalt acquires the factotum’s ability to mimic other classes’ extraordinary abilities at 19th level. It works identically to a factotum’s although the Perfect Gestalt must have witnessed the ability used at least once.
Note: This class is from my own homebrewed campaign setting and is (at the moment) exclusive to the Big Bad's empire. It is meant to be stronger than the base classes it "borrows" from in pure combat, stuff like UMD abuse notwithstanding. I'm hoping for something around tier 3. Any and all constructive criticism is appreciated especially since the last class I posted on here barely got any critique.
The Perfect Gestalt is the result of centuries of detailed and intensive research done by Obsidian scholars that has been perfected in the Veeda era along with much of Obsidian’s technology. The Perfect Gestalt combines multiple fighting styles and maneuvers to create a deadly combatant far more powerful than any of the separate entities it draws its powers from. Holy warriors, battle-hardened veterans, powerful warlords, honorable knights, and quick and deadly assassins are all blended in this masterful fighter who knows few equals.
Abilities: A Perfect Gesalt has numerous styles of combat it can choose from. They can focus on one branch of melee combat or become a master of many types. Constitution is universally important because they are likely to be front line fighters. Several class abilities are based off charisma making that stat also a priority. Strength and dexterity are also critical abilities as well because they boost melee ability.
Races: Since this class is exclusive to the Obsidian Empire, the nation's extreme belief of human superiority keeps all nonhuman races out of the class with virtually no possibility for exception.
Alignment: Perfect Gestalts go through rigorous training from Obsidian instructors to be competent in all necessary fields of battle. As a result, the class has a strong leaning toward lawful evil (the alignment of Obsidian). Lawful neutral, true neutral, and neutral evil alignments are also seen. Chaotic alignments are unlikely due to Obsidian's abhorrence to chaos.
Adventures: Perfect Gestalts are wanted in absolutely every regiment of Obsidian troops without exception. Their skills and power in melee combat are the envy of the rank and file in Obsidian and experienced warriors value their dependability. Any small adventuring group from Obsidian often wants to secure a Perfect Gestalt as their melee fighter no matter what task they are trying to perform.
Requirements
Alignment: Any
Special: Must be a member of the Obsidian Empire
{table=head]Level |Base Attack Bonus| Fort Save| Ref Save| Will Save |Special
1st| +1| +2| +2| +0| Smite 1/day, sneak attack +1d6, chosen path
2nd| +2| +3| +3| +0| Evasion, grace +1
3rd| +3| +3| +3| +1| Battle fortitude +1
4th| +4| +4| +4| +1| Sneak attack +2d6, bonus feat
5th| +5| +4| +4| +1| Smite 2/day, dodge +1
6th| +6| +5| +5| +2| 1st favored enemy, staredown
7th| +7| +5| +5| +2| Sneak attack +3d6, absorb spell
8th| +8| +6| +6| +2| Uncanny dodge, grace +2
9th| +9| +6| +6| +3| Arcane resistance, bonus feat, improved evasion
10th| +10| +7| +7| +3| Smite 3/day, sneak attack +4d6, weapon specialization, dodge +2
11th| +11| +7| +7| +3| Mass staredown, battle fortitude +2, grace +2
12th| +12| +8| +8| +4| Improved uncanny dodge, 2nd favored enemy
13th| +13| +8| +8| +4| Sneak attack +5d6
14th| +14| +9| +9| +4| Improved staredown, grace +3, bonus feat
15th| +15| +9| +9| +5| Smite 4/day, dodge +3
16th| +16| +10| +10| +5| Sneak attack +6d6
17th| +17| +10| +10| +5| Impetuous endurance
18th| +18| +11| +11| +6| 3rd favored enemy
19th| +19| +11| +11| +6| Sneak attack +7d6, bonus feat, cunning brilliance
20th| +20| +12| +12| +6| Smite 5/day, dodge +4, battle fortitude +3, grace +4, immediate absorb spell [/table]
Abilities
Hit Die: d10
Skills: 4 points/level (balance, climb, craft, escape artist, hide, intimidate, jump, listen, move silently, tumble, sense motive, spot, survival, swim)
Weapon and Armor Proficiencies: A Perfect Gestalt is proficient with all simple and martial weapons, light and medium armor, and all shields except tower shields.
Chosen Path: At any point during a Perfect Gestalt’s advancement, he may choose a single prestige class without any spellcasting or spell-like abilities as his chosen prestige class. When he takes levels in this class all scaling class abilities of the Perfect Gestalt (such as smite and grace) continue to scale in the prestige class as long as the Perfect Gestalt has the first part of the scaling ability. Abilities that do not scale are not gained. Only arcane resistance, weapon specialization, impetuous endurance, and cunning brilliance are not scaling.
Smite (Ex): From the Paladin comes the smite power. At first level, as a free action once per round, a Perfect Gestalt may add his charisma modifier to his attack bonus on a single attack. If the attack hits it deals extra damage equal to his class level. A Perfect Gestalt gains an additional use of smite at level 5 and every five levels thereafter. Unlike the Paladin this attack is not supernatural and works on any alignment.
Sneak Attack (Ex): From the Rogue comes the deadly sneak attack. At 1st level a Perfect Gestalt deals an addition 1d6 of damage when he deals damage to a flanked enemy, or an enemy he catches flat-footed. This damage increases by another 1d6 at 4th level and every 3 levels thereafter.
Evasion (Ex): From the Monk comes evasion. At 2nd level a Perfect Gestalt that succeeds a reflex save against a spell or effect takes no damage from that source. This upgrades to improved evasion at 9th level.
Grace (Ex): The Perfect Gestalt gains the grace feature of the Swashbuckler. At 2nd level a Perfect Gestalt adds a +1 bonus to his reflex save. This bonus increases by an additional +1 at 6th, 14th, and 20th level.
Battle Fortitude (Ex): Battle fortitude is inherited from the Scout. At 3rd level and again at 11th and 20th level, a Perfect Gestalt gains a +1 bonus on fortitude saves and initiative checks.
Bonus Feat: At 4th level and again at 9th, 14th, and 19th level a Perfect Gestalt gains a bonus feat. He must meet all prerequisites for the feat.
Dodge (Ex): From the Ninja comes the dodge ability. At 5th, 10th, 15th, and 20th level a Perfect Gestalt adds a +1 dodge bonus to his AC. Unlike the Ninja this can be used in light or medium armor.
Favored Enemy (Ex): A Perfect Gestalt gains the trademark favored enemy of the ranger. Treat this ability just like the ranger’s. A Perfect Gestalt gains an additional favored enemy at 12th level and 18th level.
Staredown (Ex): A Perfect Gestalt takes the staredown feature of the Samurai. At 6th level A Perfect Gestalt gains a +4 bonus on intimidate checks. At 11th level he gains mass staredown and he gains improved staredown at 14th level. Both abilities are identical to those of the samurai.
Absorb Spell (Ex): This ability comes from the Spellthief. If the Perfect Gestalt succeeds his saving throw against a targeted spell, he may cast the spell at any target within range as a standard action. Unlike the spellthief the Perfect Gestalt does not have a spell pool and may only have one spell held at any time regardless of level. The spell dissipates after 1 minute. At 20th level a Perfect Gestalt may cast the absorbed spell as an immediate action.
Uncanny Dodge (Ex): At 8th level a Perfect Gestalt gains the uncanny dodge feature of the Barbarian and keeps his dexterity bonus to AC when caught flat-footed. At 12th level he gains improved uncanny dodge and cannot be flanked. He also cannot be sneak attacked while flanked unless the attacker is at least 4 levels higher than him.
Arcane Resistance (Ex): At 9th level a Perfect Gestalt becomes resistant to magic in the same way as a Hexblade. He adds his charisma modifier as a bonus to all saves against spells and spell-like abilities.
Weapon Specialization: At 10th level a Perfect Gestalt becomes specialized in a single weapon just like a fighter. He gains the weapon specialization feat with any weapon of his choice.
Impetuous Endurance (Ex): At 17th level, A Perfect Gestalt does not fail a saving throw on a natural 1 just like a Knight.
Cunning Brilliance (EX): Ironically, a Perfect Gestalt acquires the factotum’s ability to mimic other classes’ extraordinary abilities at 19th level. It works identically to a factotum’s although the Perfect Gestalt must have witnessed the ability used at least once.
Note: This class is from my own homebrewed campaign setting and is (at the moment) exclusive to the Big Bad's empire. It is meant to be stronger than the base classes it "borrows" from in pure combat, stuff like UMD abuse notwithstanding. I'm hoping for something around tier 3. Any and all constructive criticism is appreciated especially since the last class I posted on here barely got any critique.