lunar2
2011-12-08, 03:50 PM
HD:D8
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at first level: 6 + Int x4
skill Points: 6 + Int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|
2nd|+2|+3|+0|+3|Summon Familiar
3rd|+3|+3|+1|+3|
4th|+4|+4|+1|+4|
5th|+5|+4|+1|+4|
6th|+6/+1|+5|+2|+5|
7th|+7/+2|+5|+2|+5|
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|
10th|+10/+5|+7|+3|+7|
11th|+11/+6/+1|+7|+3|+7|
12th|+12/+7/+2|+8|+4|+8|
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|
[/table]
{table=head]Spells Known/Per-Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5
1st | 3 | 1 | - | - | - | -
2nd | 3 | 1 | - | - | - | -
3rd | 3 | 2 | - | - | - | -
4th | 3 | 2 | 0 | - | - | -
5th | 3 | 2 | 1 | - | - | -
6th | 3 | 2 | 1 | - | - | -
7th | 3 | 3 | 2 | - | - | -
8th | 3 | 3 | 2 | 0 | - | -
9th | 3 | 3 | 2 | 1 | - | -
10th | 3 | 3 | 2 | 1 | - | -
11th | 3 | 3 | 3 | 2 | - | -
12th | 3 | 3 | 3 | 2 | 0 | -
13th | 3 | 3 | 3 | 2 | 1 | -
14th | 3 | 3 | 3 | 2 | 1 | -
15th | 3 | 3 | 3 | 3 | 2 | -
16th | 3 | 3 | 3 | 3 | 2 | 0
17th | 3 | 3 | 3 | 3 | 2 | 1
18th | 3 | 3 | 3 | 3 | 2 | 1
19th | 3 | 3 | 3 | 3 | 3 | 2
20th | 3 | 3 | 3 | 3 | 3 | 2
[/table][/table]
Class Features
All of the following are class features of the Gestalt NPC class.
Weapon and Armor Proficiency: Gestalt NPCs are skilled with all simple and martial weapons. Adepts are proficient with any type of armor and with shields, but not tower shields.
Spells: A Gestalt NPC casts divine spells which are drawn from the Gestalt NPC spell list (see below). Like a cleric, a Gestalt NPC must choose and prepare her spells in advance. Unlike a cleric, a Gestalt NPC cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, a Gestalt NPC must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Gestalt NPC’s spell is 10 + the spell level + the Gestalt NPC’s Wisdom modifier.
Gestalt NPCs, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each Gestalt NPC must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a Gestalt NPC can prepare spells.
Like other spellcasters, a Gestalt NPC can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Gestalt NPC. In addition, she receives bonus spells per day if she has a high Wisdom score.
When Table: The Gestalt NPC indicates that the Gestalt NPC gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each Gestalt NPC has a particular holy symbol (as a divine focus) depending on the Gestalt NPC’s magical tradition.
Summon Familiar: At 2nd level, an Gestalt NPC can call a familiar, just as a sorcerer or wizard can.
Gestalt NPC Spell List
Gestalt NPCs choose their spells from the following list.
0 Level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.
3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
4th Level: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.
5th Level: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
I didn't include the expert's 10 class skills because it already has way more than ten, (I don't think there's 10 skills left, anyway), but maybe UMD should be added in to account for those skills.
so, what tier is this ungodly mess at?
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at first level: 6 + Int x4
skill Points: 6 + Int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|
2nd|+2|+3|+0|+3|Summon Familiar
3rd|+3|+3|+1|+3|
4th|+4|+4|+1|+4|
5th|+5|+4|+1|+4|
6th|+6/+1|+5|+2|+5|
7th|+7/+2|+5|+2|+5|
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|
10th|+10/+5|+7|+3|+7|
11th|+11/+6/+1|+7|+3|+7|
12th|+12/+7/+2|+8|+4|+8|
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|
[/table]
{table=head]Spells Known/Per-Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5
1st | 3 | 1 | - | - | - | -
2nd | 3 | 1 | - | - | - | -
3rd | 3 | 2 | - | - | - | -
4th | 3 | 2 | 0 | - | - | -
5th | 3 | 2 | 1 | - | - | -
6th | 3 | 2 | 1 | - | - | -
7th | 3 | 3 | 2 | - | - | -
8th | 3 | 3 | 2 | 0 | - | -
9th | 3 | 3 | 2 | 1 | - | -
10th | 3 | 3 | 2 | 1 | - | -
11th | 3 | 3 | 3 | 2 | - | -
12th | 3 | 3 | 3 | 2 | 0 | -
13th | 3 | 3 | 3 | 2 | 1 | -
14th | 3 | 3 | 3 | 2 | 1 | -
15th | 3 | 3 | 3 | 3 | 2 | -
16th | 3 | 3 | 3 | 3 | 2 | 0
17th | 3 | 3 | 3 | 3 | 2 | 1
18th | 3 | 3 | 3 | 3 | 2 | 1
19th | 3 | 3 | 3 | 3 | 3 | 2
20th | 3 | 3 | 3 | 3 | 3 | 2
[/table][/table]
Class Features
All of the following are class features of the Gestalt NPC class.
Weapon and Armor Proficiency: Gestalt NPCs are skilled with all simple and martial weapons. Adepts are proficient with any type of armor and with shields, but not tower shields.
Spells: A Gestalt NPC casts divine spells which are drawn from the Gestalt NPC spell list (see below). Like a cleric, a Gestalt NPC must choose and prepare her spells in advance. Unlike a cleric, a Gestalt NPC cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, a Gestalt NPC must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Gestalt NPC’s spell is 10 + the spell level + the Gestalt NPC’s Wisdom modifier.
Gestalt NPCs, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each Gestalt NPC must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a Gestalt NPC can prepare spells.
Like other spellcasters, a Gestalt NPC can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Gestalt NPC. In addition, she receives bonus spells per day if she has a high Wisdom score.
When Table: The Gestalt NPC indicates that the Gestalt NPC gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each Gestalt NPC has a particular holy symbol (as a divine focus) depending on the Gestalt NPC’s magical tradition.
Summon Familiar: At 2nd level, an Gestalt NPC can call a familiar, just as a sorcerer or wizard can.
Gestalt NPC Spell List
Gestalt NPCs choose their spells from the following list.
0 Level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.
3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
4th Level: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.
5th Level: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
I didn't include the expert's 10 class skills because it already has way more than ten, (I don't think there's 10 skills left, anyway), but maybe UMD should be added in to account for those skills.
so, what tier is this ungodly mess at?