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D&D 4E 4e Gestalt - Elite Heroes

Aazenius

First Post
A year ago, I found myself with 2 players and a desire to play 4e. I had a couple of options. I could run a few DM characters to fill out the rest of the party, they could run 2 or 3 characters each or we could try something different. I had played 3.5 Gestalt rules and they worked well for my 3 man party. So I decided to create some 4e Gestalt rules. These rules have seen many revisions and changes. They have been tested, refined, and tested again. I hope that if you use them, you find them to be enjoyable, my players do.

Elite Heroes
These rules were written for those DM’s with 2 or 3 players, modeled after the Gestalt rules found in the 3.5e Unearthed Arcana, but retrofitted to work with 4e. DM caution is advised when trying to use these rules for 4 or more characters. While designing these rules, balance was key.

Elite Heroes are more than just the combining of two character classes. These characters have other advantages as well that help them survive in situations where losing one ally could mean losing everything. These rules have been play tested (and still are being used). I have not tested every single combo - and in certain circumstances DM's might need to alter these rules to prevent their characters from becoming unstoppable.

These rules work best in a world where true heroes are rare and villains and monsters are plentiful. These rules turn ordinary characters into something super-heroic. If the idea of a two or three super-heroic or even legendary heroes (like Hercules) going from village to village saving the people from their problems excites you, then these rules work well with that.

ELITE HEROES 4e (version 1.89) last updated April 3, 2010

1) Choose Race and 1 Racial Feat (this feat is free and does not count toward your Feat total) Character must meet the prerequisites for the feat.
NOTE: Humans allow you to choose a third At-Will power. You may choose this third At-Will from either class. Humans also gain a bonus Skill, this may also be chosen from either class.
2) Choose Two Classes Primary and Secondary
3) Attributes: 18, 18, 16, 16, 14, 12 Those uncomfortable with these high scores can use the standard array found in the players handbook. However I strongly recommend keeping these ones, especially if you only have 2 or 3 heroes. Your heroes are above the norm, and this should be represented in their ability scores. Another reason for the high scores is, since there will be far fewer characters on the field that means less chances for getting a flanking bonus on attacks, and more chances of getting hit with attacks. At level 4, 8, 14, 18, 24, and 28 you gain +1 to three attributes. At level 11 and 21 you gain +1 to all attributes.
4) Choose Skills.Primary class chooses skills as normal. Your hero may also select 2 additional skills from the Secondary Class. If both classes begin play with the same trained skill, that skill automatically gains the skill focus feat. For example, Clerics and Paladins both begin play with the Religion skill, an elite hero that is a cleric/paladin would apply the Skill Focus feat to the Religion skill.
5) Select Feats. You begin play with 2 Feats at first level, plus whatever bonus feats you may get from your race and classes. Characters gain feats as normal, plus they gain an additional bonus feat at level 5, 10, 15, 20, 25 and 30
6) Choose Powers. Choose 2 At-Wills, 1 Encounter and 1 Daily for your Primary Class, repeat that step for your Secondary Class. You should begin play with 4 At-Wills, 2 Encounters and 2 Daily powers. Each level gained you gain powers for both classes as normal.
7) Choose Equipment. Your character has 150g to spend on gear.

Class Features
You gain all the class features from both your Primary and Secondary class
  • If both classes offer a bonus to AC for not wearing Heavy Armor you apply the highest value. They do not stack.
    [*]If both classes offer the Ritual Caster Feat you may choose rituals for both classes equal to the total starting known rituals for both classes.
    [*]If both classes have the Channel Divinity feature, you may use each classes feature once per encounter, treating each class as a seperate character. Example: A paladin/cleric would be able to use two Channel Divinity powers per enouncter, one for each class.
Armor Proficiencies
You gain all the Armor Proficiencies for both classes.

Weapon Proficiencies
You gain all the Weapon Proficiencies for both classes.

Defenses
You gain the Defense bonus from your Primary and Secondary class. Defense bonuses do not stack. If both classes offer a bonus to the same defense choose whichever one is highest.

Hit Points
Figure out your total hit points gained at 1st levelf or your Primary class, then repeat that step for your Secondary class. Add them together. That is your beginning hit points. For example if you were playing a Paladin/Sorcerer, with a Constitution 16, you would begin play with 59 hit points. (Paladin 15 + 16 Con) + (Sorcerer 12 + 16 Con) = 59. Each time you gain a level, you gain hit points from both classes. So this character would gain 11 hit points each level (Paladin 6, Sorcerer 5).

Temporary Hit Points
If a power gives temporay hit points to multiple friendly targets, then each Elite Hero would gain double temporary hit points from that power. If the power only gives one ally (or the character who uses the power) temporary hit points then they only gain normal temporary hit points. Battleragers gain temporary hit points as normal, and do not gain double temp hit points when they use their powers, unless it also allows all allies to gain temporary hit points.

Healing Surges
You begin play with either 8 + Con Mod healing surges or Primary class, whichever is higher.

Saving Throws
Elite Heroes gain a +2 bonus to their saving throws. (Elite Heroes are tougher than average heroes and are able to shake off nasty effects quicker) Another reason for this rule is, if you only have 2 characters and one becomes immobilize or worse dominated, that pretty much screws the other character. This rule helps things move along and tries to prevent smaller games from dying out.

Actions Per Round
Elite Heroes can use 1 minor action, 1 move action and 2 standard actions each round. (Elite Heroes are essentially 2 characters rolled into 1 - it makes sense to give them 1 extra standard action)
Optional Rule: Double Initiative - Have your Elite Heroes roll initiative twice. On each initiative count they may take a full set of actions. (minor, move and standard). This approach is recommended.


Rituals
If you only have 2 players I recommend lowering the DC by 5 for each of the DC's.


Hunters Quarry, Sneak Attack, Warlocks Curse, etc.
These abilities may only be used with powers from the class that uses that power. You cannot use Sneak Attack with Ranger powers, or Warlocks curse with Fighter powers, etc. These powers never stack. You cannot use Sneak Attack and Hunters Quarry on one attack. These class features can only be used once per round, regardless of how many turns you can take in one round. (see Optional Rule: Double Initiative for Actions above) If you are using that Optional Rule, you are allowed to use Sneak Attack on one turn, and Hunters Quarry on your second turn (or vice versa) provided you are using those features with the correct class power.

Feat Changes
  • Toughness Feat: This Feat can be taken twice, it's bonuses do stack. For example if taken twice the character would gain +10 hit points at the Heroic Tier, +20 at the Paragon Tier and +30 at the Epic Tier

Action Points
It is recommended that Elite Heroes gain 1 action point after each encounter.
Optional Rule: If using the Optional Rule: Double Initiative (see above) then allow the character to use 2 Action Points in one round, one on each turn. Elite Heroes are limited to using only 2 Action Points per encounter.


Multi-Class Feats
DM caution is advised here. By default these rules are not allowed with Elite Heroes, as your character is already "multi-classed". However this is ultimately up to the DM.

Hybrid Rules PH3
These rules are now allowed with Elite Heroes. An Elite Hero character is essentially a Hybrid already, having 2 classes combined.

PARAGON PATHS
When a gestalt character reaches level 11 they may choose two paragon paths, a Primary Paragon Path and a Secondary Paragon Path. They gain the Features and Powers of both. They must meet the prerequisites for the Paragon paths as normal.
NOTE: If a character spends an Action Point, they do not gain the benefit from both Paragon Paths, they must choose which benefit they are gaining. If using the Optional Rule: Double Initiative, and the character spends a second Action Point on their second turn, and they gain a benefit from spending an Action Point. then the new path feature replaces the old one.


EPIC DESTINY
When a gestalt character reaches level 21 they may choose ONE Epic Destiny. (After play testing, allowing a character to gain two epic destinies is too powerful). A Gestalt Character also gains the following when they choose their Epic Destiny:
  • Epic Greatness: Choose two ability scores and increase them both by +2 (this stacks with the Demigod Epic Destiny)
  • Power Reborn Once per day when you spend an action point, instead of gaining an extra standard action you can choose to regain a daily power that was extended.
  • Nine Lives Once per day if an attack drops you below 0 hit points you may as an immediate reaction spend a healing surge and regain your surge value in hit points back.

Monsters and Traps
I have left monsters and Traps as they are. My two Elite Hero characters are challenged just fine with encounters designed for their level. When creating encounters, create encounters as if you had 4 characters (if you 2 Gestalt characters) or 6 characters (if you have 3 Gestalt characters). One thing I would recommend is having the characters encounter more elite monsters as apposed to lots of minions.

Gaining Experience
In order to keep leveling to a normal level I total up the experience for each encounter and cut it in half. This new total is then split among the characters.

Gaining Treasure
I am not sure if I will alter this or not. It all depends on if the characters become too powerful. For now I am going to leave it as it is in the pre-print modules that I am running.
 
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Could you elaborate a little on the idea of Gestalt Heros, I dont normally buy pre-created adventures but I do usually have only a couple players...
 

Could you elaborate a little on the idea of Gestalt Heros, I dont normally buy pre-created adventures but I do usually have only a couple players...

A Gestalt Hero is basically the equivalent to 2 normal characters. So why would someone want to play one? Well most adventures are designed for 4 to 6 players. 2 Gestalt characters are about equal to 4 normal characters. This allows you to run adventures designed for 4-5 characters with only 2. If you are making your own adventures I'd make them as if you had 4 normal characters in the group if you plan on using Gestalt rules.

I ran 2 characters through the Adventure in the back of the DM's Guide following the Gestalt rules above. The last 2 encounters were pretty tough but they made it. The last fight with the dragon was an interesting fight, both characters were bloodied a few times in the fight, and that was with the Dragon rolling pretty bad.

The two characters I am DMing for are a Longtooth Shifter Shaman/Warden and a Razorclaw Druid/Ranger.

You don't have to buy pre-created adventures, I just used the one in the back ot the DM's guide as a test.

After 5 encounters they had both used about half of their healing surges, and 1 of their dailies. However I have discovered some things that are broken and I have fixed them above.
 
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I like how you did this. I think i'll draw up a few gestalts and see how they spot test for power. I'll get back on the results.
 


Well, with the doubling of temporary hit points, battlerage vigor fighters will be even harder to hurt than they already are...
 

Well, with the doubling of temporary hit points, battlerage vigor fighters will be even harder to hurt than they already are...

This may be the one of the broken combos that I have not tested. I quickly created a monster of a gestalt character that looks broken to me on paper - but I won't know for certain unless I test it.

I made a level 8 Goliath Battlerager/Earth Warden. At level 8 this character had a 21 Constitution. He has 161 Hit Points. Now assuming he gets hit at least 2 times each round, and he himself makes 1 Invigorating attack each round he is gaining 30 Temp Hit points each round. If this fight were to last 8 rounds that is 240 Temp Hit points. Granted he would be taking damage and it would be removed from his temp hit points (as well as his normal hit points).

On top of all this once per round when using Second Wind he would gain +7 to his AC (+2 from SW and +5 from Con from his Earth Warden class feature) Giving this character a 33 AC for 1 round. Plus he can use his racial and ignore 5 points of damage from all attacks for 1 round. This brute does not need any extra help.

For those wondering how I achieved an AC 33.
AC = 10 + 4 (1/2 level) +2 (Heavy Shield) +5 (+2 Hide) +5 Con (Earth Warden class feature) + 7 (+2 Second Wind + 5 Constitution when using Second Wind - Earth Warden class feature) It is probably possible to make this higher with other feats and class abilities and better magic armor.

I just looked at a level 12 Solo Green Dragon and it looks as if my level 8 Character using my Current Gestalt rules would rarely take damage and would accrue a ton of temporary hit points.

So in light of this new development I think it would be wise to remove the double temporary hit point rule. I will be removing it from the rules above.

Thank you for pointing this out Alex319!
 
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It seems you're going out of your way not just to make characters more versatile, but significantly more powerful as well.

Mechanically speaking, the following is probably easier:

1) Give everyone an extra level or two.
2) Give everyone the full suite of multiclass feats as bonus feats, removing the level requirement.
 

Don't feel bad about the Battlerager, Aazenius; the consensus on the Rules forum is that the Battlerager is much more powerful than a normal fighter, period.

It seems you're going out of your way not just to make characters more versatile, but significantly more powerful as well.
That's pretty much the point of Gestalt, period. Worked that way in 3e, too. You basically take all the class features (or the better of both, such as high vs. low HP, BAB, etc).
 
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Don't feel bad about the Battlerager, Aazenius; the consensus on the Rules forum is that the Battlerager is much more powerful than a normal fighter, period.


That's pretty much the point of Gestalt, period. Worked that way in 3e, too. You basically take all the class features (or the better of both, such as high vs. low HP, BAB, etc).
agreed. The characters are supposed to be more powerful; about 1.5 times better to account for missing an extra PC. I'm building some obvious gestalts to see how they work out.

Tiefling Feylock/chaos sorcerer
Dragonborn Paladin/Warlord
Half-orc Rogue/Ranger
 

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