SPoD
2011-05-11, 12:10 AM
I had an idea for some feats that are specifically meant for gestalt games, and wanted to know what people thought. They're sort of powerful, but not compared to the craziness that is gestalt in the first place. Plus, they reward certain combinations that are currently disfavored, like gestalting two warrior classes or two skillmonkey classes.
Gestalt Knight [Gestalt]
You have invented your own style of battle that is a fusion of two techniques.
Prerequisite: Gestalt character.
Benefit: Whenever you gain a level where the classes on both sides of the gestalt have a Base Attack Bonus equal to your total Hit Dice (as fighter), you gain a permanent +1 competence bonus to your melee, ranged, and natural weapon damage rolls. All such competence bonuses gained from this feat stack up to a maximum of one-half your current Hit Dice. Epic levels do not increase this bonus, regardless of the Base Attack Bonuses of the classes selected.
Normal: You take the better Base Attack Bonus of the two classes being gestalted.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Heritage [Gestalt]
Your natural monstrous strengths and weaknesses compliment your class.
Prerequisite: Gestalt character, race with a Level Adjustment of +1 or more (or monster class with one or more levels that do not grant Hit Dice).
Benefit: Whenever you gain a level where you have a level adjustment on one side of the gestalt, you may instead gestalt your class with Hit Dice appropriate to your creature type. For example, a 10th level gestalt harpy rogue (normally 7 HD and +3 LA on one side of the gestalt) can gestalt as if it had a full 10 Hit Dice of Monstrous Humanoid.
Normal: Levels for which you have a level adjustment require you to take the Hit Dice, Base Attack Bonus, skill points, and saving throw bonuses of the class on the other side of the gestalt.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Learning [Gestalt]
Your insights into one type of knowledge have helped you make great strides in another.
Prerequisite: Gestalt character.
Benefit: At each level, you gain skill points equal to the amount gained by the class you are gestalting with the higher number of skill points per level, plus one-half the amount of the other class you are gestalting, plus your Intelligence modifier. If you have this feat at 1st level, this total number of skill points is multiplied by 4, as normal. For example, a rogue (8 skill points per level) gestalted with a ranger (6 skill points per level) would gain 11 skill points per level, plus their Int modifier, and 44 skill points at 1st level.
Normal: You take the better skill point total of the two classes being gestalted.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Piety [Gestalt]
You have learned to channel your divine energy through other paths.
Prerequisites: Gestalt character, ability to spontaneously convert prepared spells to cure, inflict, or summon nature's ally spells.
Benefit: When you spontaneously convert a prepared spell into a cure, inflict, or summon nature's ally spell of equal or lower level, you may choose to lose a prepared spell or spell slot from another spellcasting class instead. You must have at least one spell prepared that would be eligible to be converted spontaneously in order to use this feat.
Gestalt Prowess [Gestalt]
You have combined two different fighting styles into a combat technique that is greater than the sum of its parts.
Prerequisite: Gestalt character.
Benefit: Whenever you gain a level where the classes on both sides of the gestalt have a Base Attack Bonus equal to 3/4 of your total Hit Dice (as a rogue or cleric), you instead treat that level as if it granted a Base Attack Bonus equal to your total Hit Dice (as a fighter). Likewise, when you gain a level where the classes on both sides of the gestalt have a Base Attack Bonus equal to 1/2 of your total Hit Dice (as a wizard), you instead treat that level as if it granted a Base Attack Bonus equal to 3/4 of your total Hit Dice (as a rogue or cleric).
Normal: You take the better Base Attack Bonus of the two classes being gestalted.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Resilience [Gestalt]
The gaps in your defenses are covered by the strengths of those from another profession, and vice versa.
Prerequisite: Gestalt character.
Benefit: Choose one of the three types of saving throw (Fortitude, Reflex, or Will). Whenever you gain a level where the classes on both sides of your gestalt have a "poor" value for that type of saving throw bonus, you instead treat that level as if it granted a "good" saving throw bonus. For example, if you had chosen Will saving throws for this feat and then gained a level where you gestalted a figher and a barbarian (both of which have good Fortitude, poor Reflex, and poor Will), you would gain saving throw bonuses as if the level you gained had good Fortitude and good Will saves; your Reflex save would still be poor.
Normal: You take the better of the two saving throw bonuses.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Toughness [Gestalt]
Your special training has made your body more resistant to injury.
Prerequisite: Gestalt character.
Benefit: Whenever you gain a level and you roll your Hit Dice, roll the die for each of the two classes on either side of the gestalt. You gain hit points equal to the higher of the two rolls plus half of the lower of the two rolls, plus your Constitution bonus. If you are taking half of the maximum hit points for a level, add one-quarter of the maximum hit points from the class with the smaller Hit Dice to one-half of the maximum for the class with the larger Hit Dice. For example, a barbarian (d12 Hit Dice) gestalted with a ranger (d8 Hit Dice) would gain 8 hit points per level if he were taking one half the maximum, instead of just 6.
Normal: You take the better Hit Dice of the two classes being gestalted.
Special: This feat may not be taken as a bonus feat for any class.
Spell Versatility [Gestalt]
You have learned to mix and match your arcane and divine powers.
Prerequisites: Gestalt character, ability to cast 3rd-level arcane spells, ability to cast 3rd-level divine spells, Knowledge (arcana) 8 ranks, Knowledge (nature) 8 ranks.
Benefit: Choose one arcane spellcasting class and one divine spellcasting class. When casting a spell from either class, you may set the save DC using the ability score appropriate to the other class. The maximum spell level to which you can apply this feat is equal to two less than the maximum spell level you can cast in either class. For example, a 9th wizard//cleric may cast a 3rd-level or lower cleric spell using Intelligence to set their save DC, or a 3rd-level wizard spell using Wisdom. This feat does not affect the number of spells gained per day, the maximum level of spells cast, or any other spellcasting parameter other than saving throw DCs.
Special: You may gain this feat more than once. Every time you do, select another arcane or divine spellcasting class that you possess. You may now cast spells from that class using the ability scores from all others previously selected, or cast spells from previously selected classes using the ability score from the new class.
Special: You may not select this feat if the Geomancer class is permitted in your campaign.
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Epic Spell Versatility [Epic, Gestalt]
You have learned to mix and match your arcane and divine powers really well.
Prerequisites: Gestalt character, Spell Versatility, ability to cast 9th-level arcane spells, ability to cast 9th-level divine spells, Knowledge (arcana) 23 ranks, Knowledge (nature) 23 ranks.
Benefit: You may use your Spell Versatility feat on spells of any level you can cast, even those above 9th level.
Changelog:
5/11/11, 1:10 AM: Original post
5/11/11, 2:55 AM: Added Gestalt Heritage
5/13/11, 5:36 AM: Added Gestalt Knight, Gestalt Piety, Spell Versatility, and Epic Spell Versatility from later in the thread; reordered feats to alphabetical order.
Gestalt Knight [Gestalt]
You have invented your own style of battle that is a fusion of two techniques.
Prerequisite: Gestalt character.
Benefit: Whenever you gain a level where the classes on both sides of the gestalt have a Base Attack Bonus equal to your total Hit Dice (as fighter), you gain a permanent +1 competence bonus to your melee, ranged, and natural weapon damage rolls. All such competence bonuses gained from this feat stack up to a maximum of one-half your current Hit Dice. Epic levels do not increase this bonus, regardless of the Base Attack Bonuses of the classes selected.
Normal: You take the better Base Attack Bonus of the two classes being gestalted.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Heritage [Gestalt]
Your natural monstrous strengths and weaknesses compliment your class.
Prerequisite: Gestalt character, race with a Level Adjustment of +1 or more (or monster class with one or more levels that do not grant Hit Dice).
Benefit: Whenever you gain a level where you have a level adjustment on one side of the gestalt, you may instead gestalt your class with Hit Dice appropriate to your creature type. For example, a 10th level gestalt harpy rogue (normally 7 HD and +3 LA on one side of the gestalt) can gestalt as if it had a full 10 Hit Dice of Monstrous Humanoid.
Normal: Levels for which you have a level adjustment require you to take the Hit Dice, Base Attack Bonus, skill points, and saving throw bonuses of the class on the other side of the gestalt.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Learning [Gestalt]
Your insights into one type of knowledge have helped you make great strides in another.
Prerequisite: Gestalt character.
Benefit: At each level, you gain skill points equal to the amount gained by the class you are gestalting with the higher number of skill points per level, plus one-half the amount of the other class you are gestalting, plus your Intelligence modifier. If you have this feat at 1st level, this total number of skill points is multiplied by 4, as normal. For example, a rogue (8 skill points per level) gestalted with a ranger (6 skill points per level) would gain 11 skill points per level, plus their Int modifier, and 44 skill points at 1st level.
Normal: You take the better skill point total of the two classes being gestalted.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Piety [Gestalt]
You have learned to channel your divine energy through other paths.
Prerequisites: Gestalt character, ability to spontaneously convert prepared spells to cure, inflict, or summon nature's ally spells.
Benefit: When you spontaneously convert a prepared spell into a cure, inflict, or summon nature's ally spell of equal or lower level, you may choose to lose a prepared spell or spell slot from another spellcasting class instead. You must have at least one spell prepared that would be eligible to be converted spontaneously in order to use this feat.
Gestalt Prowess [Gestalt]
You have combined two different fighting styles into a combat technique that is greater than the sum of its parts.
Prerequisite: Gestalt character.
Benefit: Whenever you gain a level where the classes on both sides of the gestalt have a Base Attack Bonus equal to 3/4 of your total Hit Dice (as a rogue or cleric), you instead treat that level as if it granted a Base Attack Bonus equal to your total Hit Dice (as a fighter). Likewise, when you gain a level where the classes on both sides of the gestalt have a Base Attack Bonus equal to 1/2 of your total Hit Dice (as a wizard), you instead treat that level as if it granted a Base Attack Bonus equal to 3/4 of your total Hit Dice (as a rogue or cleric).
Normal: You take the better Base Attack Bonus of the two classes being gestalted.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Resilience [Gestalt]
The gaps in your defenses are covered by the strengths of those from another profession, and vice versa.
Prerequisite: Gestalt character.
Benefit: Choose one of the three types of saving throw (Fortitude, Reflex, or Will). Whenever you gain a level where the classes on both sides of your gestalt have a "poor" value for that type of saving throw bonus, you instead treat that level as if it granted a "good" saving throw bonus. For example, if you had chosen Will saving throws for this feat and then gained a level where you gestalted a figher and a barbarian (both of which have good Fortitude, poor Reflex, and poor Will), you would gain saving throw bonuses as if the level you gained had good Fortitude and good Will saves; your Reflex save would still be poor.
Normal: You take the better of the two saving throw bonuses.
Special: This feat may not be taken as a bonus feat for any class.
Gestalt Toughness [Gestalt]
Your special training has made your body more resistant to injury.
Prerequisite: Gestalt character.
Benefit: Whenever you gain a level and you roll your Hit Dice, roll the die for each of the two classes on either side of the gestalt. You gain hit points equal to the higher of the two rolls plus half of the lower of the two rolls, plus your Constitution bonus. If you are taking half of the maximum hit points for a level, add one-quarter of the maximum hit points from the class with the smaller Hit Dice to one-half of the maximum for the class with the larger Hit Dice. For example, a barbarian (d12 Hit Dice) gestalted with a ranger (d8 Hit Dice) would gain 8 hit points per level if he were taking one half the maximum, instead of just 6.
Normal: You take the better Hit Dice of the two classes being gestalted.
Special: This feat may not be taken as a bonus feat for any class.
Spell Versatility [Gestalt]
You have learned to mix and match your arcane and divine powers.
Prerequisites: Gestalt character, ability to cast 3rd-level arcane spells, ability to cast 3rd-level divine spells, Knowledge (arcana) 8 ranks, Knowledge (nature) 8 ranks.
Benefit: Choose one arcane spellcasting class and one divine spellcasting class. When casting a spell from either class, you may set the save DC using the ability score appropriate to the other class. The maximum spell level to which you can apply this feat is equal to two less than the maximum spell level you can cast in either class. For example, a 9th wizard//cleric may cast a 3rd-level or lower cleric spell using Intelligence to set their save DC, or a 3rd-level wizard spell using Wisdom. This feat does not affect the number of spells gained per day, the maximum level of spells cast, or any other spellcasting parameter other than saving throw DCs.
Special: You may gain this feat more than once. Every time you do, select another arcane or divine spellcasting class that you possess. You may now cast spells from that class using the ability scores from all others previously selected, or cast spells from previously selected classes using the ability score from the new class.
Special: You may not select this feat if the Geomancer class is permitted in your campaign.
-----------------------------------------
Epic Spell Versatility [Epic, Gestalt]
You have learned to mix and match your arcane and divine powers really well.
Prerequisites: Gestalt character, Spell Versatility, ability to cast 9th-level arcane spells, ability to cast 9th-level divine spells, Knowledge (arcana) 23 ranks, Knowledge (nature) 23 ranks.
Benefit: You may use your Spell Versatility feat on spells of any level you can cast, even those above 9th level.
Changelog:
5/11/11, 1:10 AM: Original post
5/11/11, 2:55 AM: Added Gestalt Heritage
5/13/11, 5:36 AM: Added Gestalt Knight, Gestalt Piety, Spell Versatility, and Epic Spell Versatility from later in the thread; reordered feats to alphabetical order.