Tuesday, 13 May 2008
Gestalt Characters Print E-mail
(1 vote)
Written by The Wizard   
Wednesday, 24 May 2006

Looking for some additional spice for your Dungeons and Dragons group? If you considered having each player run two characters but don't want to deal with the confusion, or just want to find a new way to enhance players' ability customization options, this article may be for you. About a year ago, I wanted to expand the gaming choices in my D&D group, so I picked up the Unearthed Arcana. Though there is a bevy of alternate rules choices presented, this article will focus on the one that has easily had the most influence on our group: gestalt characters.

Whereas most supplement books in the Dungeons and Dragons line offer new choices for the same categories (i.e. new feats, new base classes), the concept of gestalt characters can entirely change the way characters are designed. The simplest way to express this character option is to say it grants you the ability to level up as two classes simultaneously. Unlike multiclassing, which requires you to split levels between two or more classes, gestalt rules instead specify that you level up as two different classes as though they were merged into one class.

Here's an extended example. Let's say you like fighters and rogues both. Fighters get lots of feats to improve combat ability, have a variety of weapons and armors to choose from, and receive loads of hit points. Rogues, by contrast, earn many skill points, special evasive abilities, and sneak attack damage. A gestalt Fighter/Rogue would get all of these features. At level one, such a character would receive a feat for being a fighter, would get his first sneak attack d6, trapfinding, the fighter's d10 hit die, 8+ skill points, a point of base attack bonus, and two points each Fortitude and Reflex save bonuses. So, you get the best of both worlds.

Additionally, certain combinations in gestalt characters offer entirely new perspectives that would perhaps not have worked the same any other way. The Paladin/Monk is an example of this. Though the Paladin is typically viewed as the knight in shining armor, slaying his foes with a mighty sword, this is in obvious contrast with the Monk, most of whose abilities are useless in armor or wielding such a weapon. Instead, this combination basically bestows an otherwise Monk character with a new mission in life, a meatier base attack bonus, her Charisma bonus to all saves (and all other Paladin abilities), and the powerful Smite Evil.

In all cases where the same feature is offered in both classes, take the better progression of the two. This applies to save and attack bonuses, and to other abilities such as uncanny dodge for a Rogue/Barbarian combination (this character would receive uncanny dodge at 2nd level and improved uncanny dodge at 5th level, as would a barbarian, ignoring the rogue's progression). In cases where an ability or progression is only given for one class, you get it without question.

To continue the Fighter/Rogue example:
- At each level he would gain a point of base attack bonus, as a fighter.
- At each level he would gain 8 + Intelligence modifier skill points, as a rogue.
- His save bonuses would improve using the Fighter's Fortitude save bonus and the Rogue's Reflex save bonus (and the poor Will save bonus offered by either)
- At each even level he would receive his fighter bonus feat.
- At each odd level he would receive another die of sneak attack damage.
- He would gain all rogue abilities as normal.

This particular combination proves to be a potent formula. Exploring the combinations available to gestalt characters reveals some great pairs and others that wouldn't work so well, though even the better ones usually have a flaw. For instance, the Fighter/Rogue presented above would still have to contend with armor check penalty if he chose to wear heavy armor. A Fighter/Wizard combination must also consider armor because of Arcane Spell Failure; the upshot of this pairing would be improved hit points and potential melee ability for a wizard.

Keep in mind when designing gestalt characters that combinations in gestalt classes work differently from those in multiclassing. This includes such choices as the Paladin/Barbarian: though it would be possible to stop progressing in either of these classes to gain levels in the other as a multiclass character (due to alignment restrictions), it would hinder the abilities of the abandoned class. In gestalt rules, however, it is impossible to play this combination, as you would need to maintain both Lawful Good and Non-Lawful alignments simultaneously.

Though gestalt characters may seem overpowered compared to normal ones (and they are), there is one important consideration to keep in mind. The two classes chosen, when combined, may enhance one's abilities, merge some powers into strong combos, or provide a wider variety of choices in combat or otherwise. However, the most important element in the economy of power in Dungeons and Dragons combat is number of actions. A Fighter/Wizard can only choose to attack or cast in each action or round, so while he may have that choice, he can't actually do both at once.

If you think gestalt character rules might provide a boost to the creativity of your roleplaying group, present the option to your DM, especially if you have the Unearthed Arcana in print to present the full rules. Alternatively, if you are the DM, ask the members of your group if they would like to try it out. Perhaps start a small new campaign with new characters to try out the rules, and then once you've had a taste you can debate and decide whether it works for your group. Though it took some time for me personally to explain the concept to my group, once it sunk in it caught on. We've never looked back.

Thoughts from the Kender

Gestalt characters are great. Our group loved this idea. For awhile we had been playing two different characters to get the firepower that we needed and thirsted for. Gestalts let us have greater freedom with our characters, as well as advanced character concepts that before would never have been available to us. We make all our characters gestalt and we will never go back. Gestalt is great if you're getting bored with the old D&D and are looking for something newer and better.

-Kender

Comments
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Arakano IP:82.82.140.17 | 2008-01-01 14:51:11
Not so much a comment...

One question that I was never able to solve in regard to Gestalt rules: How do I combine it with LA-races?
Anonymous IP:24.116.75.124 | 2008-01-16 14:54:18
My current party treats gestalt as an LA +3, even though that's not specifically listed anywhere, it helps A) the gm create encounters and B) allows non-gestalt characters to play in the same game.
Otherwise, play LA races makes no difference.

I'm currently planning on playing an LA +2 gravetouched ghoul.
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Anonymous IP:90.202.54.21 | 2008-05-13 14:32:42
Hey i dunno whether you guys use this but i just count the creature levels as regular class levels...so say i wanted to play a vampire (LA +8 i think...) fighter, i could start in an 8th level party something like (level per level)

1) Vampire 1/Fighter 1
2) Vampire 2/Fighter 2
3) Vampire 3/Fighter 3

etc... (up to lvl 8, then pick a class to replce Vampire for 9th level)

i dunno...im abit unsure about the LA rules anyway so...?
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