sengmeng
2011-11-28, 08:21 PM
I have no fluff currently and am not really sure how, in basic concept, this idea is different from a Factotum, but I hope that it is different enough in mechanism to rate existing. I'm also not crazy about the name. I want him to be able to do literally anything the PHB base classes can (with proper build) but not be the best at it. I don't want to nerf it at all; if it seems unbalanced I'd rather hit it with more crippling prerequisites than change a single thing on the table. However, if there is a glaring chance for rabid abuse that I didn't see, I'd like to know.
I swear I'm not insane.
Gestalt Adventurer
Prerequisites:
Able to cast 1st level arcane spells, able to cast 1st level divine spells, sneak attack ability, base attack +6, Evasion Ability
Feats: Improved Unarmed Strike
Weapons and Armor: The gestalt adventurer gains no weapon and armor proficiencies.
HD: d10
Skills: 6 + intelligence modifier per level. Skill list: All
{table] Level |Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +2 | +2 | Sneak attack +1d6, +1 level of arcane spells,Trap Sense +2
2nd | +2 | +3 | +3 | +3 | Smite 1/day, +1 level of divine spells, Turn Undead
3rd | +3 | +3 | +3 | +3 | Improved unarmed damage, +1 level of arcane spells, +1 level of divine spells
4th | +4 | +4 | +4 | +4 | Trap Sense +4, +1 level of divine spells, Bonus Feat
5th | +5 | +4 | +4 | +4 | Sneak attack +2d6, Smite 2/day,+1 level of arcane spells
6th | +6/+1 | +5 | +5 |+5 | Uncanny Dodge, +1 level of arcane spells, +1 level of divine spells
7th | +7/+2 | +5 | +5 | +5 | Fast Movement + 10ft, Sneak Attack +3d6, +1 level of arcane spells
8th | +8/+3 | +6 | +6 | +6 | Smite 3/day, Flurry, +1 level of divine spells
9th | +9/+4 | +6 | +6 | +6 | Improved Evasion, +1 level of arcane spells,+1 level of divine spells
10th | +10/+5 | +7 | +7 | +7 | Sneak attack +4d6, +1 level of arcane spells, +1 level of divine spells
[/table]
Sneak Attack: As the rogue ability. Sneak attack from multiple sources stacks.
Trap Sense: The Gestalt Adventurer gains Trap Sense as the Barbarian ability. If he has Trap Sense from another source, the bonus stacks. This bonus increases by another +2 at 4th level.
Turn Undead: The Gestalt Adventurer can Turn Undead as a cleric of half his Gestalt Adventurer level plus any cleric levels he may have.
Smite: Usable once per day, the Gestalt Adventurer adds his Charisma modifier to his attack roll and his character level plus 2x his strength bonus to his damage roll, to a single attack. The extra damage stacks with whatever strength bonus he would normally add to the attack. At 5th and 8th level, he gains another use per day.
Improved Unarmed Damage: The Gestalt Adventurer's unarmed attack damage increases to 1d6, unless it is 1d6 or higher already, in which case it increases by one dice size, if he is medium size. If they are small, then their unarmed attack damage increases to 1d4, unless it is 1d4 or higher already, in which case it increases by one dice size.
Bonus Feat: The Gestalt Adventurer may choose any feat he meets the prerequisites for.
Uncanny Dodge: The Gestalt Adventurer gains Uncanny Dodge, unless they already have it, which case, they gain Improved Uncanny Dodge.
Fast Movement: The Gestalt Adventurer’s base movement increases by 10ft per round. This stacks with a barbarian’s Fast Movement ability and only functions in light or no armor.
Flurry: The Gestalt Adventurer may treat any one melee weapon as if it had the Speed property, gaining an extra attack per round at their highest base attack bonus when making a full attack. The Flurry ability does not stack with any other ability, effect, or weapon property that grants another attack, such as Haste. This ability has no effect on a weapon with the speed property.
I swear I'm not insane.
Gestalt Adventurer
Prerequisites:
Able to cast 1st level arcane spells, able to cast 1st level divine spells, sneak attack ability, base attack +6, Evasion Ability
Feats: Improved Unarmed Strike
Weapons and Armor: The gestalt adventurer gains no weapon and armor proficiencies.
HD: d10
Skills: 6 + intelligence modifier per level. Skill list: All
{table] Level |Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +2 | +2 | Sneak attack +1d6, +1 level of arcane spells,Trap Sense +2
2nd | +2 | +3 | +3 | +3 | Smite 1/day, +1 level of divine spells, Turn Undead
3rd | +3 | +3 | +3 | +3 | Improved unarmed damage, +1 level of arcane spells, +1 level of divine spells
4th | +4 | +4 | +4 | +4 | Trap Sense +4, +1 level of divine spells, Bonus Feat
5th | +5 | +4 | +4 | +4 | Sneak attack +2d6, Smite 2/day,+1 level of arcane spells
6th | +6/+1 | +5 | +5 |+5 | Uncanny Dodge, +1 level of arcane spells, +1 level of divine spells
7th | +7/+2 | +5 | +5 | +5 | Fast Movement + 10ft, Sneak Attack +3d6, +1 level of arcane spells
8th | +8/+3 | +6 | +6 | +6 | Smite 3/day, Flurry, +1 level of divine spells
9th | +9/+4 | +6 | +6 | +6 | Improved Evasion, +1 level of arcane spells,+1 level of divine spells
10th | +10/+5 | +7 | +7 | +7 | Sneak attack +4d6, +1 level of arcane spells, +1 level of divine spells
[/table]
Sneak Attack: As the rogue ability. Sneak attack from multiple sources stacks.
Trap Sense: The Gestalt Adventurer gains Trap Sense as the Barbarian ability. If he has Trap Sense from another source, the bonus stacks. This bonus increases by another +2 at 4th level.
Turn Undead: The Gestalt Adventurer can Turn Undead as a cleric of half his Gestalt Adventurer level plus any cleric levels he may have.
Smite: Usable once per day, the Gestalt Adventurer adds his Charisma modifier to his attack roll and his character level plus 2x his strength bonus to his damage roll, to a single attack. The extra damage stacks with whatever strength bonus he would normally add to the attack. At 5th and 8th level, he gains another use per day.
Improved Unarmed Damage: The Gestalt Adventurer's unarmed attack damage increases to 1d6, unless it is 1d6 or higher already, in which case it increases by one dice size, if he is medium size. If they are small, then their unarmed attack damage increases to 1d4, unless it is 1d4 or higher already, in which case it increases by one dice size.
Bonus Feat: The Gestalt Adventurer may choose any feat he meets the prerequisites for.
Uncanny Dodge: The Gestalt Adventurer gains Uncanny Dodge, unless they already have it, which case, they gain Improved Uncanny Dodge.
Fast Movement: The Gestalt Adventurer’s base movement increases by 10ft per round. This stacks with a barbarian’s Fast Movement ability and only functions in light or no armor.
Flurry: The Gestalt Adventurer may treat any one melee weapon as if it had the Speed property, gaining an extra attack per round at their highest base attack bonus when making a full attack. The Flurry ability does not stack with any other ability, effect, or weapon property that grants another attack, such as Haste. This ability has no effect on a weapon with the speed property.