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Pathfinder 1E Pathfinder Gestalt Characters

Ualaa

First Post
I'm currently planning my next campaign for my players. It's a ways off, as we're running through the last third or so of Fire Mountain Game's 'The Way of the Wicked'.

The plan is a slightly modified adventure based off of a combination of Rappan Athuk and The Slumbering Tsar. Due to the lethality of the adventure, I'm allowing my players stronger than average characters.

I have a mechanic in mind for replacing characters who are lost beyond recovery, or for a player who just wants a new character, while simultaneously removing that character's items/wealth. The new character would then enter, at average party level and wealth (likely with a maximum value of 20% of that total invested into a single item). Most of my players enjoy the progress of a character from 1st to 20th, but that's not saying they'll have the component on hand or even access to a Raise Dead type spell yet, when someone dies or their corpse is lost beyond recovery. One of my players tends to get bored with a character, and would likely switch to a new character if his existing character died (but would not suicide the current character just for a new one).

Ideally, I'd like to seriously push them but for them to have sufficiently tough characters that they stand a chance. My group can be impulsive at times, and just rush in to kill something rather than scout, investigate, or research what is ahead. That naturally drastically increases the difficulty of an already very hard adventure.

This post is kind of to investigate the potential power level of a character, given my build guidelines... which based on feedback here could be modified before the game begins.

We're playing with Paizo Pathfinder products that also exist as available data packages for Hero Labs. The only third party material is the revised (hardcover) Ultimate Psionics, by Dreamscarred Press. If the content is 3rd party or from 3.5 than it is not valid unless specifically allowed (the Gestalt Rules, are from Unearthed Arcana and will be specifically allowed for example).

We're using a number of house rules primarily based off of Trailblazer, by Badaxe Games... with a little bit from Iron Heroes as well. They're not necessarily exactly the Trailblazer/Iron Heroes versions, but I will try to summarize what we are using.
 

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Ualaa

First Post
House Rules in effect:


HPs & Skills
- Characters receive their 'At Creation' CON score (not Modifier) as a one-time hit point bonus
- Characters receive maximum hit points for their first two levels
- Thereafter, hit points are rolled with D4s (D6 classes roll 1D4+2 ... D12 classes roll 1D4+8)
- Every class has a minimum of 4+INT mod skill points per level

Weapons
- The absolute maximum threat range is 18-20, no combination ever allows critical threats/hits on 17 or lower; the maximum critical damage is x4, and does not apply to extra damage such as Flaming or Sneak Dice
- A x2 critical inflicts 1.0x Maximum Damage, a x3 critical inflicts 1.5x Maximum Damage, and a x4 critical inflicts 2.0x Maximum Damage
- The maximum weapon damage is 3D8, even if you're using Righteous Might with a Gargantuan sized Greatsword

Critical Hits & Sneak Attacks
- No creature/character is inherently immune, as a function of its type, but can become immune via an item or Prestige Class that grants protection from Critical Hits or Precision/Sneak damage.
- Fortification items impose a -2, -5 and -10 penalty to Critical Confirmation rolls.

Full-Attacks

- At BAB +6, instead of receiving a second attack at +6/+1 (and apply other modifiers), characters receive two attacks, both at +4/+4 (both attacks at -2).
- At BAB +11, this improves to two total attacks: +10/+10 (both at -1).
- At BAB +16, this improves to two total attacks: +16/+16 (no penalty).
- Abilities like Rapid Fire or Two-Weapon Fighting add additional attacks, and apply the normal penalty to all attacks that round.

Combat Reactions

- Characters have one Combat Reaction at BAB +0 (or higher) and gain an additional Combat Reaction for each +5 increase in BAB (2 at BAB +5, 3 at BAB +10, 4 at BAB +15 and 5 at BAB +20)
- These can be used at aid an allies attack roll (by +2 to hit), if you're adjacent to the ally's target.
- Taking an Attack of Opportunity costs a Combat Reaction, and with no Combat Reactions remaining you cannot take an AoO even if something provokes.
- With a Shield equipped, you can reduce your damage taken, via the Block Combat Reaction (reducing damage by an amount equal to 1/2 your BAB plus the bonus your shield grants to AC).
- You can Dodge, which increases your AC by 1/2 your BAB.

Attacks of Opportunity
- Engaging an enemy (moving towards it) does not provoke an AoO.
- Moving while adjacent to the enemy (say three squares to move into a Flank) does not provoke either.
- Moving away (Disengaging) from the enemy does provoke, as do Distracting Actions within a threatened square (as per normal).

Retraining
- At each level increase, one feat which is not a prerequisite for another feat may be retrained for another feat which your character qualifies for.
- If a minor feature (skill selection, Rogue Talent, etc) isn't working out as intended, that can be changed in the place of a feat.

Feats
- Brew Potion, Craft Wand and Scribe Scroll are permissible feats, but the crafting of more complex Magical Items has been lost (no Crafting of Armor, Weapons, Rods, Staves, etc)
- The Leadership feat, is not a valid choice.
- Most weapon specific feats (Weapon Focus/Specialization, Improved Critical, etc), apply to one of these categories: Bludgeoning Melee Weapons, Piercing Melee Weapons, Slashing Melee Weapons, or Ranged Weapons; Exotic Weapon Proficiency still only applies to a single new weapon.

Action Points
- Characters begin with 5 (plus 1/2 your level, rounded down) Action Points.
- At level up, any unspent Action Points are lost, and a new total is awarded; there are no other methods to gaining an Action Point.
- An Action Point can Confirm a Critical Hit automatically, Negate a Critical Hit that has been confirmed against you, or grant 2D6 exploding dice to most D20 rolls (these can modify success/failure, but cannot make a non-threat base roll threaten a critical hit).
- An Action Point can grant an additional Standard or Move Action on your turn.
- You can never spend more than one action point in a round.

Buff Slots
- Characters begins with two buff slots at 1st level.
- They gain an additional buff slot at 5th (their 3rd), 10th (their 4th), 15th (their 5th) and 20th (their 6th and final buff slot).
- A bonus granted from an item which occupies a Magical Item Slot does not consume a Buff Slot.
- Also several (or perhaps most) class abilities such as a Barbarian Raging or a Druid's Wildshape do not use a Buff Slot.
- Casting a spell, which gives an effect that lasts no longer than until your next turn also does not use a Buff Slot.
- A 4th level character (with two Buff Slots) could have any two of Mage Armor, Shield and Barkskin, but upon casting the third buff it either fails to take hold or cancels one of the existing buffs (player's choice).
- Effects like Invisibility, Mirror Image, Fly, Stoneskin, Polymorph/Shapechange spells, Bull's Strength or the like all take buff slots.
 
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Ualaa

First Post
GESTALT

Gestalt Builds - two classes at once merged into a single hybrid class.

01 Fighter 01 | Rogue 01 1D4+6 HD, 1.00 BAB, 030/12 Fort, 030/12 REF, 004/12 Will.
02 Fighter 02 | Rogue 02 1D4+6 HD, 2.00 BAB, 036/12 Fort, 036/12 Ref, 008/12 Will.
03 Fighter 03 | Barbarian 01 1D4+8 HD, 3.00 BAB, 042/12 Fort, 040/12 Ref, 012/12 Will.
04 Fighter 04 | Barbarian 01 1D4+8 HD, 4.00 BAB, 048/12 Fort, 046/12 Ref, 016/12 Will.
05 Fighter 05 | Rogue 03 1D4+6 HD, 5.00 BAB, 054/12 Fort, 052/12 Ref, 020/12 Will.

The character is not a Fighter 5, Rogue 3, Barbarian 2. The character has three levels in Fighter|Rogue and two levels in Fighter|Barbarian. There are a total of five character levels here.

We're using Fractional BAB, Fractional SAVES, and Fractional PROGRESSIONS.

At each level, a character either gains 1.00, 0.75, or 0.50 BAB, always considering the most favorable of their two classes. The Fighter's (1.00, meaning +20 BAB at level 20) is superior to the Rogue's (0.75, meaning +15 BAB at level 20). A Wizard/Sorcerer gains 0.50 BAB (meaning +10 BAB at level 20).

If you went with:
01 Wizard 01 | Fighter 01
02 Wizard 02 | Sorcerer 01
03 Wizard 03 | Sorcerer 02
20 Wizard 20 | Sorcerer 19
You would not have +20 BAB (by staggering when each class gained their +1 BAB increase (each at every other level)) as a Wizard 20|Fighter 01/Sorcerer 19.

Fractional Saves can be expressed by increments of 1/12th. If at character level one, a Saving Throw is good, the character begins with 30/12ths in that save (+2.50, rounded to +2 on the character sheet). If at level one, a Saving Throw is poor, the character begins with 4/12ths in that save (0.33, rounded to +0 on the character sheet).

After level 1, each save increases by either 6/12ths or 4/12ths.
In the above example, at 3rd level the Barbarian (and Fighter) both increase the character's FORT save by 6/12ths, despite a Barbarian having +2 FORT at Barbarian Level One.

Dual Advancement Classes are not valid in a Gestalt game. Meaning, you cannot take levels in Mystic Theurge, Cerebremancer, Eldritch Knight, Arcane Trickster or anything similar to those.

Prestige Classes are valid, on either side of the build, but only one prestige class at a time. You can go BASE CLASS | PRESTIGE CLASS, or BASE | BASE, but not PRESTIGE | PRESTIGE at the same time. However you want to express your build, you can have Prestige Classes on both the Left and/or Right sides of the build.

If you're good with merely +1 Hit Point or +1 Skill Point (choose at each level increase), you can pick 'Gestalt' as your Favored Class Bonus.
If you'd like options such as 'Extra Spell Known' for a Human Sorcerer, then you need to pick Sorcerer as your Favored Class Bonus (or one of your two favored classes, if you're a Half-Elf) instead of Gestalt.

Racial Classes (see this thread: http://paizo.com/threads/rzs2m6rz&page=1?Savage-Species-Rulebook-Conversion or specifically https://drive.google.com/file/d/0B6rJbTyPSm6CUWpsV0FrYlhKWlU/edit?pli=1 ) are allowed.
They occupy both sides of the build, until complete (meaning you cannot take four levels in Ghaele, then some Fighter | Cleric levels, before returning to your Ghaele race).
In case you're wondering, a Ghaele is 13 racial levels... meaning you could end up with: Ghaele - Cleric 7|Rogue 7.


RACES & STATS
Base Races (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling and Human) use a 25-point stat array.
Uncommon Races (Aasimar, Blue, Catfolk, Dhampir, Drow, Duegar, Elan, Fetchling, Forgeborn, Goblin, Half-Giant, Hobgoblin, Ifrit, Kobold, Maenad, Noral, Ophiduan, Orc, Oread, Ratfolk, Sylph, Tengu, Tiefling, Undine and Xeph) use a 20-point stat array.
Other races are all subject to approval, but use a net 0-point array.

A Drow Noble has: STR 10, DEX 14, CON 08, INT 12, WIS 12, CHA 12, not +4 DEX, +2 INT, +2 WIS, +2 CHA and -2 CON applied to a point array.
Being a 1HD race, its' first Gestalt Level will overwrite its' racial hit dice.

The Ghaele starts with STR 12, DEX 10, CON 12, INT 12, WIS 10, CHA 10... and over 13 racial levels progresses towards final stats appropriate for its race: STR 25, DEX 12, CON 20, INT 16, WIS 19, CHA 17.
It has 13D10 hit points (10 max plus 12 CON score = 22 level one hit points.... 10 max at level 2... and 1D4+6 for levels 3 through 13th), +13 BAB, +8 FORT (096/12), +4 REF (48/12), +8 WILL (096/12), and racially casts spells as a Cleric equal to its racial hit dice (so continuing with Cleric might an idea on one side of the build... if Cleric is not one of their two classes beyond 13th, the Ghaele has the casting of an equivalent cleric level but no domain access). Class levels (outside of Cleric) will not advance it's racial casting.
Is it stronger than a LV 13 Fighter 13|Cleric 13? It has the same HD, saves, attacks, spells (minus Domains), probably has better stats and can fly...

TRAITS
Characters begin with one trait. At character creation (and only then), they can take the Feat 'Extra Traits' for two additional traits, if desired.

WEALTH

Initial characters begin with 400 gp of mundane (no magic) gear; excess (unspent) wealth beyond 100 gp is lost.

MYTHIC
I'm not sure if this would add too much to an already powerful game... but one mythic rank at level 1, which likely will never increase.
That's 1 Path Ability and 1 Mythic Feat or possibly 2 Mythic Feats, if 'Extra Mythic Feat' is taken as your only 'Path Ability'.

DM-PC
If no one opts to fill the 'Primary Healer' role, the DM will build a heal-bot type character that will follow the party about providing strong healing but no other benefits. This heal-bot will be both very greedy and more than a little vindictive...
 

Ualaa

First Post
One I like is a Druid|Rogue.

The Druid takes enough WIS to be able to cast their spells.
Something like 14 or 15, initially.
They will eventually use a Mental Headband +2 and later +4.
14 WIS might need one stat up, say at 16th.
Stat focus is primarily STR, with some DEX/CON; or possibly DEX heavy (with Weapon Finesse), depending on your desired Wild Shape forms down the road (various Air Elementals come to mind).

Both the Druid and Rogue are 0.75 BAB classes.
The Druid has strong FORT & WILL saves.
The Rogue has strong REF saves.
Between the two, that's three good saves all the way up and Evasion on the Reflex Save.
D8 hit points, with +1 hit point per level (from favored class) is decent hit points for a striker type.

The Rogue abilities are generally passive.
8 skill points per level, the sneak attacks, the trap finding.

The Druid abilities are the active class.
Spellcasting is primarily buffing and/or healing; we don't need high save DCs as a support class.
Wildshape into something with a lot of attacks, use flank (or Summon Nature's Ally / Animal Companion) for combat advantage and potentially land a lot of sneak attacks.
If you're willing to be LN in alignment, consider mixing Monk and Rogue on that side of the build; WIS to AC, on a character with a moderate WIS modifier isn't a bad option.

Mythic Power Attack (if STR based) or Mythic Weapon Finesse (if DEX based) comes to mind.
With the PA, you're not penalized (to hit) while still gaining the +Damage.
With Finesse, you get DEX to both hit and damage, with any Finesse eligible attacks.
 
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Ualaa

First Post
Aasimar (Uncommon race, so using a 20-point buy).

Using the alternate racial feature +2 CHA, in the place of the power Daylight.
So racial abilities are: +2 WIS, +4 CHA, Darkvision to 60 ft., Celestial Resistance (5 resistance to Acid, Cold, and Electricity), and Skilled (+2 Diplomacy and Perception).

STR 10 = 10
DEX 10 = 10
CON 10 = 10
INT 13 = 13
WIS 16 = 18
CHA 15 = 19

All level based stat increases to Charisma.

Oracle (Life Mystery), Monk (Zen Archer), Ranger (Hooded Champion), and Warpriest (Sacred Fist).
LV CLASS A | CLASS B ....... BAB .. Fort Ref Will .. HD
01 Oracle 01 | Monk 01 ..... 00.75 +02 +02 +02 08
02 Oracle 02 | Warpriest 01 01.50 +03 +02 +03 08
03 Oracle 03 | Monk 02 ..... 02.25 +03 +03 +03 D4+4
04 Oracle 04 | Monk 03 ..... 03.00 +04 +03 +04 D4+4
05 Oracle 05 | Ranger 01 .. 04.00 +04 +04 +04 D4+6
06 Oracle 06 | Ranger 02 .. 05.00 +05 +04 +05 D4+6
07 Oracle 07 | Ranger 03 .. 06.00 +05 +05 +05 D4+6
08 Oracle 08 | Ranger 04 .. 07.00 +06 +05 +06 D4+6
09 Oracle 09 | Ranger 05 .. 08.00 +06 +06 +06 D4+6
10 Oracle 10 | Ranger 06 .. 09.00 +07 +06 +07 D4+6
11 Oracle 11 | Ranger 07 .. 10.00 +07 +07 +07 D4+6
12 Oracle 12 | Ranger 08 .. 11.00 +08 +07 +08 D4+6
13 Oracle 13 | Ranger 09 .. 12.00 +08 +08 +08 D4+6
14 Oracle 14 | Ranger 10 .. 13.00 +09 +08 +09 D4+6
15 Oracle 15 | Ranger 11 .. 14.00 +09 +09 +09 D4+6
16 Oracle 16 | Ranger 12 .. 15.00 +10 +09 +10 D4+6
17 Oracle 17 | Ranger 13 .. 16.00 +10 +10 +10 D4+6
18 Oracle 18 | Ranger 14 .. 17.00 +11 +10 +11 D4+6
19 Oracle 19 | Ranger 15 .. 18.00 +11 +11 +11 D4+6
20 Oracle 20 | Ranger 16 .. 19.00 +12 +11 +12 D4+6

+1 BAB short of +20 at LV 20; +1 REF save short of +12 at 20th.

Monk (Zen Archer) provides:
Improved Unarmed Strike, Point-Blank Shot and Rapid Shot.
Perfect Strike, Point Blank Master (Longbow) and Weapon Focus (Longbow) as bonus feats.
Fast Movement +10 ft.
WISDOM to AC.

Warpriest (Sacred Fist) provides:
Five extra LV 0 spells.
Healing Blessing - Powerful Healer (add Empower to any heal spell, as a Swift Action (does not stack with Empower)).
WISDOM to AC.

Ranger (Hooded Champion) provides:
Full BAB.
Strong FORT & REF (weak saves for an Oracle).
D10 HD (better than the Oracle's D8).
Archery feats, from the Archer Combat Style.
Hooded Champion adds some Panache and Deeds, at the cost of Endurance & Evasion... might want to drop this Archetype, as the Zen Archer also gives up Evasion.
6 skill points per level.

Oracle (Life Mystery) provides:
Channel Positive Energy (as a Cleric).
Enhanced Cures (Oracle LV is the cap for Cure spells... example at LV 15, Cure Light Wounds is 1D8+15).
Safe Curing (Healing doesn't provoke AoO).
Combat Healer 3/day (Quicken a 'Cure' spell, but it costs two spell slots instead of one).

LV 01, 14 AC.
LV 02, 18 AC.

WIS/CHA Headbands are an ideal item.

Feat at LV 05: Divine Protection (Advanced Class Guide) adds CHA modifier to Saving Throws.
 

Ualaa

First Post
Here is one, which one of my players is considering using:

Quicking (Rare Race, so net 0-point buy).
Low-Light Vision, 6+INT skills per LV, D6 HD.

Base Stats, LV 01:
STR 08, DEX 14, CON 12, INT 10, WIS 10, CHA 12.
Small Size (+1 AC, +1 Attack)
Base Speed 60 ft., Slow Susceptibility.
Racial Spells (1/Day: Dancing Lights, Flare)

Adjusted (Net 0-point buy) to:
STR 13, DEX 14, CON 12, INT 08, WIS 08, CHA 10.

LV 02:
STR 13, DEX 17, CON 12, INT 10, WIS 08, CHA 12.
DR 3/Cold Iron, Evasion, Bonus Feats: Dodge & Mobility
Base Speed 80 ft.
Racial Spells (1/Day: Ventriloquism)

LV 03:
STR 13, DEX 20, CON 12, INT 10, WIS 10, CHA 12.
+1 Natural Armor, Sneak Attack 1D6.
Base Speed 100 ft.
Natural Invisibility (While motionless; it loses Invisibility and remains visible for an additional round if it takes anything other than Free-Actions).
Racial Spells (1/Day: Levitate)

LV 04:
STR 13, DEX 24, CON 12, INT 12, WIS 12, CHA 12.
DR 5/Cold Iron, Poison Use, Uncanny Dodge, Bonus Feat: Spring Attack.
Base Speed 120 ft.
Supernatural Speed (Concealment (20% miss chance) while moving).
Racial Spells: (1/Day: Shatter).

LV...CLASS A... CLASS B......... BAB... FORT.. REF ... WILL ... HD
01.. Quickling | Quickling ...... 00.50 .. +00 .. +02 ... +02 .... 1D4+2 = 6
02.. Quickling | Quickling ...... 01.00 .. +00 .. +03 ... +03 .... 1D4+2 = 6
03.. Quickling | Quickling ...... 01.50 .. +01 .. +03 ... +03 .... 1D4+2
04.. Quickling | Quickling ...... 02.00 .. +01 .. +04 ... +04 .... 1D4+2
05.. Rogue 01 | Soulknife 01 . 03.00 .. +01 .. +04 ... +04 .... 1D4+6
06.. Rogue 02 | Soulknife 02 . 04.00 .. +02 .. +05 ... +05 .... 1D4+6
07.. Rogue 03 | Soulknife 03 . 05.00 .. +02 .. +05 ... +05 .... 1D4+6
08.. Rogue 04 | Soulknife 04 . 06.00 .. +02 .. +06 ... +06 .... 1D4+6
09.. Rogue 05 | Soulknife 05 . 07.00 .. +03 .. +06 ... +06 .... 1D4+6
10.. Rogue 06 | Soulknife 06 . 08.00 .. +03 .. +07 ... +07 .... 1D4+6
11.. Rogue 07 | Soulknife 07 . 09.00 .. +03 .. +07 ... +07 .... 1D4+6
12.. Rogue 08 | Soulknife 08 . 10.00 .. +04 .. +08 ... +08 .... 1D4+6
13.. Rogue 09 | Soulknife 09 . 11.00 .. +04 .. +08 ... +08 .... 1D4+6
14.. Rogue 10 | Soulknife 10 . 12.00 .. +04 .. +09 ... +09 .... 1D4+6
15.. Rogue 11 | Soulknife 11 . 13.00 .. +05 .. +09 ... +09 .... 1D4+6
16.. Rogue 12 | Soulknife 12 . 14.00 .. +05 .. +10 ... +10 .... 1D4+6
17.. Rogue 13 | Soulknife 13 . 15.00 .. +05 .. +10 ... +10 .... 1D4+6
18.. Rogue 14 | Soulknife 14 . 16.00 .. +06 .. +11 ... +11 .... 1D4+6
19.. Rogue 15 | Soulknife 15 . 17.00 .. +06 .. +11 ... +11 .... 1D4+6
20.. Rogue 16 | Soulknife 16 . 18.00 .. +06 .. +12 ... +12 .... 1D4+6

+2 BAB short of +20 at 20th.
Poor FORT saving throw.

But 120 ft. base movement (24 squares)... and Natural Invisibility for ambushes, with the Dodge/Mobility/Spring-Attack chain.

Mythic Feat: Weapon Finesse (DEX to Attack & Damage, with Finesse eligible weapons).
 

Ualaa

First Post
I'm also considering a Nymph > Druid based healer, instead of the Oracle (Life Mastery).

Nymph (Rare Race, so net 0-point buy)
Low-Light Vision
Speed 30 ft., Swim 20 ft.
Skills 6+INT
HD: D6
Casts spells (no other class features, as a Druid equal to one level below her Racial Hit Dice; Druid levels will combine with this).

LV 01 Base Stats:
STR 10, DEX 12, CON 12, INT 10, WIS 10, CHA 14
Unearthly Grace (CHA to Saves (Racial Bonus) and to AC (Deflection Bonus)).

LV 02:
STR 10, DEX 12, CON 12, INT 12, WIS 12, CHA 14
Wild Empathy (As a Druid)
Spellcasting (no other class features) as a Level 1 Druid.

LV 03:
STR 10, DEX 14, CON 14, INT 12, WIS 12, CHA 16
Stunning Glance (Standard Action, Fort Save, DC is CHA based)
Spellcasting (no other class features) as a Level 2 Druid.

LV 04:
STR 10, DEX 14, CON 14, INT 14, WIS 14, CHA 16
DR 5/Cold Iron
Spellcasting (no other class features) as a Level 3 Druid.

LV 05:
STR 10, DEX 16, CON 16, INT 14, WIS 14, CHA 16
Spellcasting (no other class features) as a Level 4 Druid.

LV 06:
STR 10, DEX 16, CON 16, INT 16, WIS 16, CHA 20
Inspiration (Can grant a boon to another... +4 WILL Saves/Perform Checks... more benefits to a BARD).
Spellcasting (no other class features) as a Level 5 Druid.

LV 07:
STR 10, DEX 18, CON 18, INT 16, WIS 16, CHA 20
Racial Spells (1/Day: Dimension Door)
Spellcasting (no other class features) as a Level 6 Druid.

LV 08:
STR 10, DEX 20, CON 18, INT 16, WIS 16, CHA 24
Blinding Beauty, DR 10/Cold Iron.
Spellcasting (no other class features) as a Level 7 Druid.


LV...CLASS A... CLASS B......... BAB... FORT.. REF ... WILL ... HD
01.... Nymph | Nymph 01 ...... 00.50 .. +00 .. +02 .. +02 .... 1D4+2 = 6
02.... Nymph | Nymph 02 ...... 01.00 .. +00 .. +03 .. +03 .... 1D4+2 = 6
03.... Nymph | Nymph 03 ...... 01.50 .. +01 .. +03 .. +03 .... 1D4+2
04.... Nymph | Nymph 04 ...... 02.00 .. +01 .. +04 .. +04 .... 1D4+2
05.... Nymph | Nymph 05 ...... 02.50 .. +01 .. +04 .. +04 .... 1D4+2
06.... Nymph | Nymph 06 ...... 03.00 .. +02 .. +05 .. +05 .... 1D4+2
07.... Nymph | Nymph 07 ...... 03.50 .. +02 .. +05 .. +05 .... 1D4+2
08.... Nymph | Nymph 08 ...... 04.00 .. +02 .. +06 .. +06 .... 1D4+2
09.. Druid 01 | Monk 01 ........ 04.75 .. +03 .. +06 .. +06 ..... 1D4+4
10.. Druid 02 | Monk 02 ........ 05.25 .. +03 .. +07 .. +07 ..... 1D4+4
11.. Druid 03 | Fighter 01 ...... 06.25 .. +04 .. +07 .. +07 ..... 1D4+6
12.. Druid 04 | Duelist 01 ...... 07.25 .. +04 .. +07 .. +08 ..... 1D4+6
13.. Druid 05 | Duelist 02 ...... 08.25 .. +05 .. +08 .. +08 ..... 1D4+6
14.. Druid 06 | Duelist 03 ...... 09.25 .. +05 .. +08 .. +09 ..... 1D4+6
15.. Druid 07 | Duelist 04 ...... 10.25 .. +06 .. +09 .. +09 ..... 1D4+6
16.. Druid 08 | Duelist 05 ...... 11.25 .. +06 .. +09 .. +10 ..... 1D4+6
17.. Druid 09 | Fighter 02 ...... 12.25 .. +07 .. +10 .. +10 ..... 1D4+6
18.. Druid 10 | Fighter 03 ...... 13.25 .. +07 .. +10 .. +11 ..... 1D4+6
19.. Druid 11 | Fighter 04 ...... 14.25 .. +08 .. +10 .. +11 ..... 1D4+6
20.. Druid 12 | Fighter 05 ...... 15.25 .. +08 .. +11 .. +12 ..... 1D4+6

Equivalent BAB to a Priest Class, at 20th.
Base Saves are comparable to base Druid Saves (12/06/12 = +30 total) and (08/11/12 = +31 total); Nymph adds at least +7 CHA modifier to each SAVE.
Stronger REFLEX save, with Evasion.

Spellcasting as a Level 19 Druid, but only has the class features of a Druid 12.



Monk adds:
WISDOM to AC, Evasion, Deflect Arrows/Improved Grapple (bonus feats).
Strong REFLEX saves.

Fighter adds:
Weapon Training (Light Blades), and three bonus combat feats.
Full BAB, D10 HD.

Duelist adds:
INTELLIGENCE to AC (Limited to the lesser of: Duelist Level & INT modifier).
Precise Strike (+1 Damage per Duelist Level)
Improved Reactions (+2 Initiative)
Grace (+2 REFLEX Saves)
Enhanced Mobility (+4 to the Mobility Feat, total +8)
Parry & Riposte



Survivability should be decent... with:
DEX, INT, WIS, and CHA to AC.
CON/CHA to FORT Saves, DEX/CHA to REF Saves (with Evasion), and WIS/CHA to WILL Saves.
The Duelist Parry & Riposte feature.

Wildshape into a mobile form (Air Elementals once available), for superior battlefield mobility including +8 to AC for AoO provoked by movement (from Mobility and Enhanced Mobility).

Healing is short of the Oracle, but Mythic Spellcasting (Cure Light Wounds) will allow the Nymph (Racial Casting, as a Druid) to match a non-Mythic Cleric at lower levels.
Not having 'Cure Moderate Wounds' (2D8 (+1/LV, max +10)) as a 2nd level spell sucks... but Mythic Cure Light Wounds heals for 2D8 +2/LV (max +10), and can be taken with 1st and 2nd level slots.
 

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