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View Full Version : The Amalgam (3.5 Experimental/Jokey class, PEACH)



Jormengand
2016-10-08, 12:16 PM
We're going to try something a little different today.

I'm a big advocate of solving mundane-caster disparity. Obviously, this can be solved by making people who want to be casters play truenamers and adepts, or by pretending that tome of battle classes aren't refluffed casters. There are reasons why either of these solutions don't appeal to people. There's also the answer of giving mundanes hyper-powerful abilities, such as my hypermundane classes with abilities like "Every hit you make is resolved as a coup de grace" and +20 to rolls all over the shop. This ends up encouraging a style of play with which not everyone is comfortable.

Maybe the answer lies, however, in classes that already exist? Let's find out...

Table: The Amalgam*

LevelBABFortRefWillSpecial
1st+1+2+2+2Quick to Act +1, Skirmish (+1d6, +0AC), Sneak Attack 1d6, Sudden Strike 1d6, 1st favoured enemy, Bonus Feat
2nd+2+3+3+3Battle Fortitude +1, Bonus Feat, Bonus Feat
3rd+3+3+3+3Trap Sense +2, Skirmish (+1d6, +1AC), Sneak Attack 3d6, Sudden Strike 2d6
4th+4+4+4+4Bonus Feat
5th+5+4+4+4Quick to Act +2, Skirmish (+2d6, +1AC), Sneak Attack 7d6, Sudden Strike 3d6, 2nd favoured enemy, Bonus Feat
6th+6/+1+5+5+5Acrobatics +2, Trap Sense +4, Bonus Feat
7th+7/+2+5+5+5Damage Reduction 1/-, Skirmish (+2d6, +2AC), Sneak Attack 9d6, Sudden Strike 4d6
8th+8/+3+6+6+6Bonus Feat, Bonus Feat
9th+9/+4+6+6+6Trap Sense +6, Skirmish (+3d6, +2AC), Sneak Attack 13d6, Sudden Strike 5d6
10th+10/+5+7+7+7Damage Reduction 2/-, Quick to Act +3, 3rd favoured enemy, Bonus Feat
11th+11/+6/+1+7+7+7Battle Fortitude +2, Skirmish (+3d6, +3AC), Sneak Attack 15d6, Sudden Strike 6d6, Bonus Feat
12th+12/+7/+2+8+8+8Acrobatics +4, Trap Sense +8, Bonus Feat
13th+13/+8/+3+8+8+8Damage Reduction 3/-, Skirmish (+4d6, +3AC), Sneak Attack 19d6, Sudden Strike 7d6
14th+14/+9/+4+9+9+9Bonus Feat, Bonus Feat
15th+15/+10/+5+9+9+9Trap Sense +10, Quick to Act +4, Skirmish (+4d6, +4AC), Sneak Attack 21d6, Sudden Strike 8d6, 4th favoured enemy
16th+16/+11/+6/+1+10+10+10Damage Reduction 4/-, Bonus Feat
17th+17/+12/+7/+2+10+10+10Skirmish (+5d6, +4AC), Sneak Attack 25d6, Sudden Strike 9d6, Bonus Feat
18th+18/+13/+8/+3+11+11+11Acrobatics +6, Trap Sense +12, Bonus Feat
19th+19/+14/+9/+4+11+11+11Damage Reduction 5/-, Skirmish (+5d6, +5AC), Sneak Attack 27d6, Sudden Strike 10d6
20th+20/+15/+10/+5+12+12+12Battle Fortitude +3, Quick to Act +5, 5th favoured enemy, Bonus Feat, Bonus Feat

*This table only includes class features which improve at levels which do not have their own separate entry, and which also appear in the special column of their original class. For example, rage does not appear because its improvements have their own separate entry, and unarmed strike does not appear because it is not given in the special column of Table: The Monk. If all features were listed on the table, it would be too crowded to be helpful!
Alignment: Any [Adept et al]
Hit Die: 1d12

Class Skills:
All. Amalgams have a huge repository of knowledge, allowing them to treat any skill as a class skill. [Factotum]

Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier [Rogue]

Weapon and Armour Proficiency
The amalgam is proficient with all simple and martial weapons and all types of armour and shields, including tower shields, [Fighter] as well as the whip, kama, nunchaku, sai, shuriken, siangham, [Monk] hand crossbow, [Rogue] and the bastard sword [Samurai]

[B]Fast Movement [Barbarian, Monk; Scout] (Ex)
An amalgam's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the amalgam's speed because of any load carried or armor worn. For example, a human amalgam has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling amalgam has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.

Additional +10 ft bonuses are given at 6th level, and every 3rd level thereafter as well as at 11th level, and a +20 ft bonus is given at 3rd level, but only while wearing no armour at all and not carrying a medium or heavy load.

Rage [Barbarian] (Ex)
An amalgam can fly into a screaming blood frenzy a certain number of times per day. In a rage, an amalgam gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a —2 penalty to Armor Class.

The increase in Constitution increases the amalgam's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, an amalgam cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. An amalgam may prematurely end his rage. At the end of the rage, the amalgam loses the rage modifiers and restrictions and becomes fatigued (—2 penalty to Strength, —2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level amalgam, at which point this limitation no longer applies; see below).

An amalgam can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but an amalgam can do it only during his action (see Initiative, page 136), not in response to someone else's action. An amalgam can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.

AC Bonus [Battle Dancer; Monk; Ninja; Swordsage] (Ex)
When unarmored and unencumbered, the amalgam adds triple her Wisdom bonus, pluss her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks. In addition, an amalgam gains a +3 dodge bonus to AC at 5th level. This bonus increases by 3 for every five amalgam levels thereafter (+6 at 10th, +9 at 15th, and +12 at 20th level). This bonus reflects the amalgam's intense training in unarmed and unarmored combat.

These bonuses to AC apply even against touch attacks or when the amalgam is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Steely Resolve [Crusader] (Ex)
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most amalgams opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.

Furious Counterstrike [Crusader] (Ex)
You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability's benefits last until the end of your turn.

Delayed Damage Pool PointsFurious Counterstrike Bonus
1-9+1
10-14+2
15-19+3
20-24+4
25-29+5
30++6

Bonus Feats [Fighter; Psychic Warrior; Scout]
At 1st level, an amalgam gets two bonus combat-oriented feats in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The amalgam gains an additional bonus feat at 2nd level and every two amalgam levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th), and another bonus feat at 2nd level and every 3 levels thereafter (5th, 8th, 11th, 14th, 17th and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. An amalgam must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), an amalgam gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat.

Favored Enemy [Ranger] (Ex)
At 1st level, an amalgam may select a type of creature from among those given on Table 3—14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the amalgam may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level amalgam has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.

If the amalgam chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the amalgam's bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.

Knight's Challenge [Knight] (Ex)
See the knight (http://archive.wizards.com/default.asp?x=dnd/ex/20060501a&page=2).

Auras [Marshal] (Ex)
See the marshal (http://archive.wizards.com/default.asp?x=dnd/ex/20030906b).

Skill Focus (Diplomacy) [Marshal]
Because an amalgam has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.

Flurry of Blows [Monk] (Ex)
When unarmored, an amalgam may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a —2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When an amalgam reaches 5th level, the penalty lessens to —1, and at 9th level it disappears. An amalgam must use a full attack action (see page 143) to strike with a flurry of blows.

When using flurry of blows, an amalgam may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, an amalgam applies her Strength bonus (not Str bonus *1-1/2 or *1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The amalgam can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, an amalgam may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. For example, an 8th-level amalgam could make two attacks with the quarterstaff (one with each end) at a +5 attack bonus and one with an unarmed strike at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike each at a +5 attack bonus, and with the other end of the quarterstaff at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike at a +5 attack bonus each, and with the other end of the quarterstaff at a +0 attack bonus. She cannot, however, wield any other weapon at the same time that she uses a quarterstaff.

When an amalgam reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike [Monk]
Amalgams are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, an amalgam gains Improved Unarmed Strike as a bonus feat. An amalgam's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an amalgam may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an amalgam striking unarmed. An amalgam may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually an amalgam's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. An amalgam's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). An amalgam also deals more damage with her unarmed strikes than a normal person would, as shown on Table 3—10: The Monk. A Small amalgam deals less damage than the amount given there with her unarmed attacks, while a Large amalgam deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat [Monk]
At 1st level, an amalgam may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. (See Chapter 5: Feats for descriptions.) An amalgam need not have any of the prerequisites normally required for these feats to select them.

Sudden Strike [Ninja] (Ex)
If an amalgam can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever an amalgam's target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the amalgam deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two amalgam levels thereafter. An amalgam can't use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. An amalgam can't make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

An amalgam can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

Track [Ranger]
An amalgam gains Track as a bonus feat.

Sneak Attack [Rogue; Savant; Spellthief] (Ex)
If an amalgam can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the amalgam's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the amalgam flanks her target. This extra damage is 1d6 at 1st level, and it increases by 2d6 every two amalgam levels thereafter and 1d6 every four amalgam levels thereafter. Should the amalgam score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. An amalgam can't strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, an amalgam can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual —4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.

An amalgam can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The amalgam must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An amalgam cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Skirmish [Scout] (Ex)
An amalgam relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the amalgam's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The amalgam must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Amalgams can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, an amalgam gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the amalgam has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

An amalgam loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding [Rogue]
Amalgams can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Amalgams can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

An amalgam who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Academic Lore [Savant]
The amalgam studies a wide variety of disciplines, from the physiology and lore of plants to the genealogy of ancient noble lines. The amalgam may make a special academic lore check with a bonus equal to his amalgam level + his Intelligence modifier to see whether he knows some relevant information about a particular situation, person, item, historical event, or other subject. If the amalgam fails this check, he must gain at least one level in this class before attempting to use this ability to answer the specific question again.

If the amalgam has ranks in a Knowledge skill relevant to the situation, he can use both this ability and his normal Knowledge check to answer the same question. A failure with one method has no effect on his attempt with the other. If both checks fail, he cannot attempt another Knowledge or academic lore check on that particular subject until he gains a level in amalgam or rank in the appropriate Knowledge skill.

Skill Assistance [Savant]
The amalgam's broad range of talents and insights into dozens of areas of knowledge grant him the ability to lend his knowledge to others. At 1st level and again at 4th level and every 4 levels thereafter (8th, 12th, and so on), the amalgam selects a skill from the following list in which he has at least 1 rank: Balance, Climb, Disguise, Hide, Listen, Move Silently, Ride, Spot, and Swim.

The amalgam can choose to replace an ally's skill attempt with his own efforts. Rather than make a skill check, the ally can use the result of a special check made with a bonus equal to the amalgam's skill ranks + the ally's ability score modifier, armor check penalty (if any), and other modifiers. In effect, the ally replaces her ranks in the particular skill with those of the amalgam and adds all other modifiers as normal. The amalgam makes the d20 roll on this check in secret (although the DM can ask to see it) and cannot take 10 or take 20.

The amalgam can replace the skill checks of a number of allies equal to his Intelligence modifier. The allies must be within 5 feet of the amalgam at 1st level. This range increases by 5 feet each time the amalgam chooses a new skill to gain the benefits of this ability (up to 30 feet at 20th level).

A target of this ability must choose whether to use the amalgam's result or make his own, and he must choose before he knows the amalgam's die roll. In any case, the targets of this ability never use their own ranks in addition to the amalgam's ranks. They must either make a check as normal or substitute the amalgam's ranks and die result for their own.

The amalgam cannot use this ability if his allies wish to make a skill check as part of an attempt to aid another's check.

Quick to Act [Swordsage] (Ex)
You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.

Tougher than Small [Wary Swordknight] (Ex)
When an amalgam is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), she is treated as one size larger if doing so is advantageous to her. An amalgam is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect her. The benefits of this class feature stack with effects that change her size category.

Battle Clarity [Warblade] (Ex)
You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your amalgam level) on your Reflex saves.

Uncanny Dodge [Barbarian et al] (Ex)
At 2nd level, an amalgam gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If an amalgam already has uncanny dodge from a different class (an amalgam with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.

Indomitable Soul [Crusader] (Ex)
Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower. You add your Charisma bonus (if any) as a bonus on Will saves. This bonus does not stack with that from a paladin's divine grace ability.

Evasion (Ex) [Monk et al]
An amalgam of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if an amalgam is wearing light armor or no armor. A helpless amalgam (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Combat Style [Ranger] (Ex)
At 2nd level, an amalgam must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the amalgam selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the amalgam selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Talent Lore [Savant]
The amalgam gains a bonus feat at 2nd level and every five levels thereafter. His intense studies and wide range of training grant him access to specialized abilities and talents.

Battle Fortitude [Scout] (Ex)
At 2nd level, an amalgam gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. An amalgam loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Knowledge Focus [Truenamer] (Ex)
As an amalgam, you spend a great deal of time studying the world around you in an effort to learn new truenames. At levels 2, 7, 10 and 14, you gain a permanent +3 bonus on a Knowledge skill of your choice. Each time you gain this ability, you can apply it to a different Knowledge skill, or to the same Knowledge skill, if you want to focus on a particular area of expertise.

Trap Sense [Barbarian; Rogue] (Ex)
Starting at 3rd level, an amalgam has an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. These bonuses rise by +2 every three amalgam levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Brains over Brawn [Factotum] (Ex)
At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

Fast Charge [Fangshields Barbarian] (Ex)
At 3rd level, an amalgam gains a 10-foot enhancement bonus to his speed when he charges. This applies to any type of movement the barbarian uses.

At any level where he gains a bonus to trap sense (6th, 9th, 12th, 15th, and 18th), an amalgam also increases the enhancement bonus to his charge speed by 10 feet.

Defend the Weak [Golden Cup Paladin] (Ex)
Starting at 3rd level, an amalgam can protect nearby allies in combat. If she uses Combat Expertise, fights defensively, or uses the total defense action, she can grant the dodge bonus to AC from these actions to any single creature standing adjacent to her in addition to herself.

Mettle [Hexblade] (Ex)
At 3rd level and higher, an amalgam can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Poison Use [Ninja] (Ex)
At 3rd level and higher, an amalgam never risks accidentally poisoning herself when applying poison to a weapon.

Endurance [Ranger]
An amalgam gains Endurance as a bonus feat at 3rd level.

Battle Ardor [Warblade] (Ex)
The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Bonus Speed [Battle Dancer] (Ex)
The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +10- foot bonus to speed at 4th level. She gains additional +10-foot bonuses at 10th level and 16th level.

Valiant Rescue [Berronar Valkyrie] (Ex)
Starting at 4th level, an amalgam gains a special ability to charge into harm's way to protect an ally. An amalgam can charge into melee with a creature that threatens one of her allies and still make a full attack with a single melee weapon rather than a single attack. During this charge she acts as if she had the Mobility feat; if she is mounted, this bonus also applies to her mount.

An amalgam can use this ability a number of times per day equal to 3 + her Charisma modifier.

Draconic Resolve [Dragon Shaman] (Ex)
At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.

Slow Fall [Monk] (Ex)
At 4th level or higher, an amalgam within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The amalgam's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her amalgam level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. See the Special column on Table 3—10 for details.

Improved Uncanny Dodge [Barbarian et al] (Ex)
At 5th level and higher, an amalgam can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the amalgam by flanking him, unless the attacker has at least four more rogue levels than the target has amalgam levels.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Awesome Charge [Fangshields barbarian] (Ex)
At 5th level, a charging amalgam in a rage can make an attack at the end of the charge as if he had the Awesome Blow feat (see page 303 of the Monster Manual), even if he does not have the normal prerequisites for that feat. (Normally, Awesome Blow requires a standard action; this is a specific exception to that rule.)

Acrobatics [Ninja] (Ex)
Starting at 6th level, an amalgam gains a +2 bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.

Improved Combat Style [Ranger] (Ex)
At 6th level, an amalgam's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the amalgam selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the amalgam's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Staredown [Samurai] (Ex)
At 6th level, an amalgam becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks.

Flawless Stride [Scout] (Ex)
Starting at 6th level, an amalgam can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

An amalgam loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Damage Reduction [Barbarian] (Ex)
At 7th level, an amalgam gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the amalgam takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three amalgam levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Speed Climb [Ninja] (Ex)
An amalgam of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.

An amalgam needs only one free hand to use this ability. This ability can be used only if an amalgam is wearing no armor and is carrying no more than a light load.

Battle Cunning [Warblade] (Ex)
Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Combat Dancing [Darksong Knight] (Ex)
At 8th level, an amalgam with at least 5 ranks in Perform (dance) gains a +2 dodge bonus against attacks of opportunity. If she uses Spring Attack, she gains a +2 circumstance bonus on the attack roll made as part of the maneuver.

Swift Tracker [Ranger] (Ex)
Beginning at 8th level, an amalgam can move at his normal speed while following tracks without taking the normal —5 penalty. He takes only a —10 penalty (instead of the normal —20) when moving at up to twice normal speed while tracking.

Camouflage [Ranger; Scout] (Ex)
An amalgam of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load, except that at 13th level she can use this class feature either way.

Improved Evasion [Monk] (Ex)
At 9th level, an amalgam's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless amalgam (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Improved Poison Use [Ninja] (Ex)
Starting at 9th level, an amalgam can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)

Die Hard [Crusader] (Ex)
At 10th level, you gain Diehard as a bonus feat.

Special Abilities [Rogue]
See the rogue (http://www.d20srd.org/srd/classes/rogue.htm).

Mass Staredown [Samurai] (Ex)
At 10th level, an amalgam has sufficient presence that he can cow multiple foes. Using an Intimidate check, the amalgam can demoralize all opponents within 30 feet with a single standard action.

Greater Rage [Barbarian] (Ex)
At 11th level, an amalgam's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at —2.

Combat Style Mastery [Ranger] (Ex)
At 11th level, an amalgam's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the amalgam selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the amalgam's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Battle Skill [Warblade] (Ex)
You anticipate your enemies' ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.

Indomitable Will [Barbarian] (Ex)
While in a rage, an amalgam of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Improved Staredown [Samurai] (Ex)
At 14th level, even a glance from the hard eyes of an amalgam is enough to give his foes pause. The amalgam can demoralize opponents within 30 feet as a move action, not a standard action.

Hide in Plain Sight [Ranger; Scout](Ex)
While in any sort of natural terrain, an amalgam of 14th level or higher can use the Hide skill even while being observed. An amalgam loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load, except from 17th level she can use it either way.

Battle Mastery [Warblade] (Ex)
You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.

Improved Cunning Defense [Factotum] (Ex)
At 16th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You do not gain this benefit when wearing medium or heavy armor.

Tireless Rage [Barbarian] (Ex)
At 17th level and higher, an amalgam no longer becomes fatigued at the end of his rage.

[B]Tongue of the Sun and Moon [Monk] (Ex)
An amalgam of 17th level or higher can speak with any living creature.

Free Movement [Scout] (Ex)
At 18th level and higher, an amalgam can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. An amalgam loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Mighty Rage [Barbarian] (Ex)
At 20th level, an amalgam's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at —2.

Frightful Presence [Samurai] (Ex)
A 20th-level amalgam's bravery, honor, and fighting prowess have become legendary. When the amalgam draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + amalgam's Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same amalgam's frightful presence for 24 hours.

Blindsight [Scout] (Ex)
A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.

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Weirdly, this comes off as oddly close to being a decent, playable class in a world of 3.5-style magical nonsense. What do you guys think? :smalltongue:

Grod_The_Giant
2016-10-08, 01:14 PM
The answer isn't numbers. The answer is never numbers. It's easy to make a class that can hit and kill things in a fight. The difficulty is options, and level-appropriate options that don't strike people as too goofy. This? This class is wildly overpowered, broad to the point of option paralysis, and isn't good enough at anything beyond throwing boatloads of damage at monsters to break campaigns. You're good enough at skills, I think, to make it into there, but this "class" is frankly unplayable. Mass gestalts have been done before, and the consensus is usually "broken T3."

So... I'm not really sure what you're trying to do here, but I would call it a failed experiment. Better experiments, I think, are to see how simple you can go and still get T3. Say...

The Simple Soldier

Good BAB and saves, d10 HD, 6+Int skill points/level
A couple bonus feats
Jack of All Trades (1/2 level to every skill)
Gains "expertise dice"-- say 1d6/level+2, and recovers all when sleeping, or (1/3 level+2) every hour or when rolling initiative. Whenever rolling dice, you can roll up to (1/3 level+2) expertise dice and add that to the total.
At 6th level, double expertise results when adding to skill checks or damage rolls. At 12th, triple them.

Very simple character, capable of contributing in every situation and doing an excellent job of it, with capabilities that scale smoothly up to the superhuman. And also yes, replaces all existing classes, as does yours; for mine, I'd nix most of the bonus feats, reduce the expertise die cap by 2, and offer a series of ACFs like so:

Rogue: Medium BAB, poor Fort save, gain Sneak Attack damage and Evasion; +1 to die cap for all checks
Fighter: Full BAB, poor Ref save, gain a few more bonus feats and a swift action attack; +2 to die cap for attack rolls, damage rolls, and <skills>
Barbarian: Full BAB, poor Ref save, gain Rage and damage reduction; +2 to die cap for damage rolls, Str checks, and <skills>

Jormengand
2016-10-08, 01:44 PM
True, the answer isn't numbers (except, perhaps, when it is (http://www.giantitp.com/forums/showsinglepost.php?p=20446484&postcount=14)) but I don't see that it just has numbers, or that it just has stuff to do in a fight. It has skills, it can hand its skills over to other people, it gets additional possible uses of its skills that other classes don't always get (obviously, some of them do, because that's where the abilities come from). The ability to jump off a cliff and survive isn't just a more-numbers combat ability either (the fact that it's a first-level spell notwithstanding).

Obviously, I'm not suggesting that this is my masterpiece (that would probably be the adventurer (http://www.giantitp.com/forums/showthread.php?471934-The-Adventurer-3-5-class-PEACH) or the inventor (http://www.giantitp.com/forums/showthread.php?461501-Inventions!-Magitech-Classes-Base-Class-Contest-30-winner-PEACH), depending on which aspect of masterpiece-ness we're talking about). But I did want to see what kind of result we'd get from all-mundane gestalt (the consensus for all-T4-and-below gestalt seemed to be more T1 than broken T3, but then, T1 sort-of is broken T3). So, this is the result. Is it playable? Surprisingly close. Is it as good as a wizard? Surprisingly close. Does it deal a ridiculous number of SA/SS/Skirmish dice? Yes, but at the same time a wizard can just switch off anyone who fails a save (or at higher levels, who doesn't).

I also love how it apparently both has too many options and also not enough.

EDIT: Also, I did do simple T3 (http://www.giantitp.com/forums/showthread.php?482918-Everyone-is-Tier-3-Class-changes-because-I-m-bored) before.

Grod_The_Giant
2016-10-08, 07:51 PM
True, the answer isn't numbers (except, perhaps, when it is (http://www.giantitp.com/forums/showsinglepost.php?p=20446484&postcount=14)) but I don't see that it just has numbers, or that it just has stuff to do in a fight. It has skills, it can hand its skills over to other people, it gets additional possible uses of its skills that other classes don't always get (obviously, some of them do, because that's where the abilities come from). The ability to jump off a cliff and survive isn't just a more-numbers combat ability either (the fact that it's a first-level spell notwithstanding).

Obviously, I'm not suggesting that this is my masterpiece (that would probably be the adventurer (http://www.giantitp.com/forums/showthread.php?471934-The-Adventurer-3-5-class-PEACH) or the inventor (http://www.giantitp.com/forums/showthread.php?461501-Inventions!-Magitech-Classes-Base-Class-Contest-30-winner-PEACH), depending on which aspect of masterpiece-ness we're talking about). But I did want to see what kind of result we'd get from all-mundane gestalt (the consensus for all-T4-and-below gestalt seemed to be more T1 than broken T3, but then, T1 sort-of is broken T3). So, this is the result. Is it playable? Surprisingly close. Is it as good as a wizard? Surprisingly close. Does it deal a ridiculous number of SA/SS/Skirmish dice? Yes, but at the same time a wizard can just switch off anyone who fails a save (or at higher levels, who doesn't).
Its combat versatility is good, thanks to boatloads of feats and combat-maneuver boosting options. Not amazing, you're still pretty much just doing basic attacks and the few special moves you invested feats in, and you're severely lacking in mobility (no flight, no tactical teleportation) and senses, but you can do a lot more than most.
Its combat power is too high, thanks to boatloads of d6's. If you get next to someone, they're going to be reduced to a thin red mist in a turn.
Its noncombat versatility is fine, thanks to all those skill-related abilities.
Its noncombat power is low. You can make skill checks well-- not amazingly, not to the point that you're doing superhuman feats, but well enough.

"T3 but broken" and "T1" are not, necessarily, the same thing. It's the same reason that a class who gets +1000 to-hit and damage isn't T1. You can win conventional fights. You can win all the fights against a foe you can see and hit. But... that's the only way you're overpowered. You can't circumvent entire quests with a standard action, can't change the campaign world with a few days of ritual work, can't roll up to any situation with a tactical nuclear hammer. There... really isn't anything in the game, short of spells, that does that sort of thing; you need to write entirely new abilities to approach T1/T2 capabilities at high levels.


I also love how it apparently both has too many options and also not enough.
As was inevitable with an experiment like this, has too many overlapping abilities, too many abilities that do the same thing (say, bonus damage) in slightly different ways, often with slightly different conditions.