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Darth Stabber
2010-07-07, 11:42 AM
Unearthed Arcana mentions the Idea of homebrewing super awesome prcs for gestalt, that have the downside of counting as both sides.

Has anyone brewed one, or found one somewhere. I am kicking around a few ideas, and I would like to know what is out there, and what the conventions (balance, requirements, ect) for doing so are.

Current thoughts
True Theurge - mystic thurge on steroids and meth
Dragonarian - theurge dragon shaman and DFA together with some dragon disciple features thrown in, maybe find a way to include sorc.
Necromancer extrodinare - Necrocarnum + Necromancy = Hordes of undead leading fun.
Wild Born Berzerker - bringing together Barbarian and Totemist, probably include a slightly watered down wildshape. Basically duct tape Totem rager and bear warrior together. Maybe have illiteracy be a requirement.
Wizened Mentalist - cerebramancer with better features, namely pp for metamagic (namely highten spell), and/or expend slots for free augmentation. allow cross-over of metamagic on powers and vice versa.

Iferus
2010-07-07, 12:03 PM
What would such a PrC mean? Is it a PrC that takes both class slots? Or is it an even more powerful PrC that a gestalt character can take next to some base class?

Darth Stabber
2010-07-07, 02:34 PM
No you only get to take that class, no other side when you level in it.

Simple one

Smackdownomancer


Smackdownomancers are wizards that enjoy the visceral feeling of beating the everloving crap out of individuals. They learn to channel their spells into their attacks, and get even better at hitting people when they aren't looking. They are considered jerks and cheap shot artists by other wizard types, but lets face it, other wizardly types are pansies. They'll shut up when you smack'em upside the back of the head with a greatsword.

Prerequisites
BAB: +5

Skills: Hide - 6 ranks

Feat: Power Attack, Weapon focus (any two handed)

Other:
Ability to cast 2nd level prepared arcane spells,
1d6 of sneak attack, sudden strike or skirmish

Smackdownomancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Magical Stuff
1st|
+1|
+2|
+2|
+2|Spell bash|+1 arcane caster level
2nd|
+2|
+3|
+3|
+3|Sneak Attack 1d6|+1 arcane caster level
3rd|
+3|
+3|
+3|
+3|Bonus feat|+1 arcane caster level
4th|
+4|
+4|
+4|
+4|Sneak Attack 2d6|+1 arcane caster level
5th|
+5|
+4|
+4|
+4|Evasion|+1 arcane caster level
6th|
+6/+1|
+5|
+5|
+5|Sneak Attack 3d6|+1 arcane caster level
7th|
+7/+2|
+5|
+5|
+5|Bonus feat|+1 arcane caster level
8th|
+8/+3|
+6|
+6|
+6|Sneak Attack 4d6|+1 arcane caster level
9th|
+9/+4|
+6|
+6|
+6|Greater Spell Bash|+1 arcane caster level
10th|
+10/+5|
+7|
+7|
+7|Sneak Attack 5d6, Mettle|+1 arcane caster level[/table]

Hit die: d10
Skillpoints: 4 + Int modifier.
Class Skills: as rogue and wizard
Proficiencies: An Smackdownomancer gains no additional proficiencies.

Sneak attack - as the rogue ability

Spell Bash - You may voluntarily expend a prepared spell, before you make an attack against a single target. If you do you may add your casting stat mod to hit, and add xd6 to damage where x is the level of the spent spell. you may use this ability 1/round, and you may use it on opportunity attacks

Bonus feat - from the fighter list

Greater Spell Bash - When you utilize spell bash, your attack gains a special quality based on the school of the spell expended


1 -Abjuration - gain an insight bonus to ac equal to the spell level vs. the target of the attack until the beginning of your next turn.
2 - Conjuration - regain HP equal to the spell level expended.
3 - Divination - Your next attack against the target recieves a bonus equalt to the level of the expended spell (does not stack with spell bash).
4 - Enchantment - target must suceed at a will save DC = 10+str+expended Spell's level or be slowed for 1 turn.
5 - Evocation - Use d10s for spell bash damage instead of d6s.
6 - Illusion - Gain 5*expended spell level miss chance until end of next turn
7 - Necromancy - Gain 2 temp hp per level of the spell expended, these last until end of encounter, they do not stack, they only replace last set if higher.
8 - Transmutation - Roll a d8 and gain the effect of that school, if you roll an 8, reroll until you don't
That would be a very strong PRC in a normal game, but if it uses both sides of your gestalt it is perfectly reasonable (maybe).

NecroticPunch
2010-07-07, 03:45 PM
That seems... absurd! Or rather: Very cool! The only thing I don't like is the d10 HD. That seems too much for a rogue-wizard hybrid. Wait... d4+d6 is not d10. It is d9+1.

Milskidasith
2010-07-07, 03:51 PM
It's not just a rogue/wizard, it's got full BAB.

Anyway, that PrC really isn't worth two class slots (no unique abilities, no real synergy, etc.), but the idea is workable.

Darth Stabber
2010-07-07, 04:13 PM
The power of this example class is immaterial(and I will probably add something fightery to it later anyway, since I wanted a 3way hybrid).

I just wanted to see if anyone has done anything with the call to homebrew that UA made in the gestalt chapter.

Darth Stabber
2010-07-07, 04:48 PM
Okay posting the example class in it's own thread, with improvements