Edena_of_Neith
First Post
*** WARNING - IF YOU ARE A PLAYER WHO BELIEVES IN ANYTHING REMOTELY RELATED TO GAME BALANCE, DO NOT READ FURTHER. (This is to a Balanced Game, what the 1st Edition S1 Tomb of Horrors module was to Character Life Expectancy, assuming a Killer DM) ***
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Ok, this is for the player who is seriously interested in high powered, low level characters. Nearly all would refer to this as munchkin or over-the-top, but for those who desire their 1st level character (or low level character) really be competent, here is one answer.
In roleplaying terms, this concept assumes the character is truly special, or had very special, intensive training (or, magical aid in training.) That is because this character is to the standard character, what the standard character is to the generic class characters in the DMG ... much better trained.
Also, for the purposes of this concept, the Point of Diminishing Returns is considered to be much further away. One can train and learn to an extraordinary degree, untapped potential of the mind and body can be unleashed, and a person is capable of truly extraordinary things.
The result? The Gestalt Double Character.
A normal Gestalt character is like a multiclass character in 1st or 2nd edition (or OD&D, really), gaining the benefits of two classes while paying for only one.
In THIS case, however, the character takes two classes, in the SAME class.
And also, in THIS case, EVERYTHING stacks.
Gestalt Double Characters also gain additional benefits.
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Here are examples of Gestalt Double Characters:
The Double Fighter
Level / BAB / Fort Save / Ref Save / Will Save
1 / +2 BAB / +4 / +0 / +0
2 / +4 BAB / +6 / +0 / +0
3 / +6/+2 BAB / +6 / +2 / +2
4 / +8/+4 BAB / +8 / +2 / +2
5 / +10/+6/+2 BAB / +8 / +2 / +2
6 / +12/+8/+4 BAB / +10 / +4 / +4
7 / +14/+10/+6/+2 BAB / +10 / +4 / +4
8 / +16/+12/+8/+4 BAB / +12 / +4 / +4
9 / +18/+14/+10/+6/+2 BAB / +12 / +6 / +6
10 / +20/+16/+12/+8/+4 BAB / +14 / +6 / +6
11 / +22/+18/+14/+10/+6/+2 BAB / +14 / +6 / +6 ( * Considered an Epic Character, may take Epic Feats * )
12 / +24/+20/+16/+12/+8/+4 BAB / +16 / +8 / +8
13 / +26/+22/+18/+14/+10/+6/+2 BAB / +16 / +8 / +8
14 / +28/+24/+20/+16/+12/+8/+4 BAB / +18 / +8 / +8
15 / +30/+26/+22/+18/+14/+10/+6/+2 BAB / +18 / +10 / +10
16 / +32/+28/+24/+20/+16/+12/+8/+4 BAB / +20 / +10 / +10
17 / +34/+30/+26/+22/+18/+14/+10/+6 BAB / +20 / +10 / +10
18 / +36/+32/+28/+24/+20/+16/+12/+8 BAB / +22 / +12 / +12
19 / +38/+34/+30/+26/+22/+18/+14/+10 BAB / +22 / +12 / +12
20 / +40/+36/+32/+28/+24/+20/+16/+12 BAB / +24 / +12 / +12
21: Begin Epic Level Progression, double rate advancement within the Epic Rules
A Double Fighter may ultimately gain up to 8 attacks, at 20th level.
(as opposed to the absolute limit of 4 for a regular character.)
A Double Fighter begins the game with 14 feats (22 if human) of any type to choose from. If he takes Drawbacks from Unearthed Arcana, he gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Fighter gains 6 feats per level, every level, after 1st level:
Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.
A Double Fighter gains 16 skill points at 1st level, times his Intelligence modifier, then 16 skill points per level thereafter.
A Double Fighter may have a skill rank 6 ranks higher than his level (compared with the usual 3 ranks above his level.)
A Double Fighter must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal fighter.
A Double Fighter begins with double hit points plus his Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Fighter begins with double maximum (20 + double any Constitution modifiers, or as high as 28.)
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The Double Wizard
1 / +0 BAB / +0 / +0 / +4
2 / +2 BAB / +0 / +0 / +6
3 / +2 BAB / +2 / +2 / +6
4 / +4 BAB / +2 / +2 / +8
5 / +4 BAB / +2 / +2 / +8
6 / +6/+2 BAB / +4 / +4 / +10
7 / +6/+2 BAB / +4 / +4 / +10
8 / +8/+4 BAB / +4 / +4 / +12
9 / +8/+4 BAB / +6 / +6 / +12
10 / +10/+6/+2 BAB / +6 / +6 / +14
11 / +10/+6/+2 BAB / +6 / +6 / +14 ( * Considered an Epic Character, may take Epic Feats * )
12 / +12/+8/+4 BAB / +8 / +8 / +16
13 / +12/+8/+4 BAB / +8 / +8 / +16
14 / +14/+10/+6/+2 BAB / +8 / +8 / +18
15 / +14/+10/+6/+2 BAB / +10 / +10 / +18
16 / +16/+12/+8/+4 BAB / +10 / +10 / +20
17 / +16/+12/+8/+4 BAB / +10 / +10 / +20
18 / +18/+14/+10/+6/+2 BAB / +12 / +12 / +22
19 / +18/+14/+10/+6/+2 BAB / +12 / +12 / +22
20 / +20/+18/+12/+8/+4 BAB / +12 / +12 / +24
21: Begin Epic Level Progression, double rate advancement within the Epic Rules
A Double Wizard may ultimately gain up to 4 attacks, at 20th level.
A Double Wizard begins the game with 14 feats (22 if human) of any type to choose from. If she takes Drawbacks from Unearthed Arcana, she gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Wizard gains 6 feats per level, every level, after 1st level. She may pick any feats she pleases.
Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.
A Double Wizard gains 16 skill points at 1st level, times her Intelligence modifier, then 16 skill points per level thereafter.
A Double Wizard may have a skill rank 7 points higher than her level (compared with the usual 3 ranks above her level.)
A Double Wizard must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal wizard.
A Double Wizard begins with double hit points plus her Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Wizard begins with double maximum (8 + double any Constitution modifiers, or as high as 16.)
Level / Cantrips / 1st level spells / 2nd / 3rd / 4th / 5th / 6th / 7th / 8th / 9th / Above 9th Level Spell Slots Available
1 / ... 6 / 2, 2
2 / ... 8 / 4, 4, 2
3 / ... 8 / 4 / 4 / 4 / 2
4 / ... 8 / 6 / 4 / 4 / 4 / 2
5 / ... 8 / 6 / 6 / 4 / 4 / 4 / 2
6 / ... 8 / 8 / 6 / 4 / 4 / 4 / 4 / 2
7 / ... 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 / 2
8 / ... 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 2
9 / ... 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 4 / 2 (10th)
10 / ... 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 4 (10th) / 2 (11th)
11 / ... 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 / 4 (10th through 11th) 2 (12th)
12 / ... 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 (10th through 12th) / 2 (13th)
13 / ... 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 (10th through 13th) / 2 (14th)
14 / ... 8 / 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 (10th through 14th) / 2 (15th)
15 / ... 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 (10th through 15th) / 2 (16th)
16 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 (10th through 16th) / 2 (17th)
17 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 (10th through 17th) / 2 (18th)
18 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 (10th through 18th) / 2 (19th)
19 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 (10th) / 4 (10th through 19th) / 2 (20th)
20 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 (10th) / 6 (11th), 4 (12th through 20th) / 2 (21st)
Intelligence bonuses for all extra spell slots are doubled.
A Ring of Wizardry doubles all spell capacity, as appropriate to the Ring.
If two Rings of Wizardry are worn, and both double the same level (1st, 2nd, 3rd, etc.) of spells, the spell capacity of the wizard is quadrupled (not tripled.)
A Ring of Wizardry also doubles Intelligence bonuses. If two Rings of Wizardry are worn, Intelligence bonuses are quadrupled (not tripled.)
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The Double Monk
1 / +0 BAB / +4 / +4 / +4
2 / +2 BAB / +6 / +6 / +6
3 / +4 BAB / +6 / +6 / +6
4 / +6/+2 BAB / +8 / +8 / +8
5 / +6/+2 BAB / +8 / +8 / +8
6 / +8/+4 BAB / +10 / +10 / +10
7 / +10/+6/+2 BAB / +10 / +10 / +10
8 / +12/+8/+4 BAB / +12 / +12 / +12
9 / +12/+8/+4 BAB / +12 / +12 / +12
10 / +14/+10/+6/+2 BAB / +14 / +14 / +14
11 / +16/+12/+8/+4 BAB / +14 / +14 / +14 ( * Considered an Epic Character, may take Epic Feats * )
12 / +18/+14/+10/+6/+2 BAB / +16 / +16 / +16
13 / +18/+14/+10/+6/+2 BAB / +16 / +16 / +16
14 / +20/+16/+12/+8/+4 BAB / +18 / +18 / +18
15 / +22/+18/+14/+10/+6/+2 BAB / +18 / +18 / +18
16 / +24/+20/+16/+12/+8/+4 BAB / +20 / +20 / +20
17 / +24/+20/+16/+12/+8/+4 BAB / +20 / +20 / +20
18 / +26/+22/+18/+14/+10/+6/+2 BAB / +22 / +22 / +22
19 / +28/+24/+20/+16/+12/+8/+4 BAB / +22 / +22 / +22
20 / +30/+26/+22/+18/+14/+10/+6/+2 / +24 / +24 / +24
21: Begin Epic Level Progression, double rate advancement within the Epic Rules
A Double Monk may ultimately gain up to 8 attacks, at 20th level.
A Double Monk begins the game with 14 feats (22 if human) of any type to choose from. If he takes Drawbacks from Unearthed Arcana, he gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Monk gains 6 feats per level, every level, after 1st level. He may pick any feats she pleases.
Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.
A Double Monk gains 32 skill points at 1st level, times his Intelligence modifier, then 32 skill points per level thereafter.
A Double Monk may have a skill rank 7 points higher than his level (compared with the usual 3 ranks above his level.)
A Double Monk must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal monk.
A Double Monk begins with double hit points plus his Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Wizard begins with double maximum (16 + double any Constitution modifiers, or as high as 24.)
The Special Powers of the Monk are gained twice as quickly, as follows:
Level / Ability
1 / Unarmed Strike, Stunning Attack, Evasion, Deflect Arrows Feat
2 / Still Mind, Slow Fall (20 feet)
3 / Purity of Body, Slow Fall (30 feet), Improved Trip Feat
4 / Wholeness of Body, Leap of the Clouds, Slow Fall (50 feet)
5 / Improved Evasion / Ki Strike (+1)
6 / Diamond Body, Abundant Step
7 / Diamond Soul, Ki Strike (+2)
8 / Quivering Palm, Ki Strike (+3)
9 / Timeless Body, Tongue of the Sun and Moon, Slow Fall (Any Distance)
10 / Empty Body, Perfect Self
11: Begin gaining Epic Abilities
Level / Unarmed Damage / AC Bonus / Unarmored Speed
1 / 1d6 / +0 / 40 feet
2 / 1d8 / +1 / 40 feet
3 / 1d8 / +2 / 50 feet
4 / 1d10 / +2 / 60 feet
5 / 1d10 / +2 / 60 feet
6 / 1d12 / +2 / 70 feet
7 / 1d12 / +3 / 80 feet
8 / 1d20 / +3 / 90 feet
9 / 1d20 / +3 / 100 feet
10 / 1d20 / +4 / 110 feet
11 / 1d30 / +4 / 120 feet
12 / 1d30 / +5 / 130 feet
13 / 1d30 / +5 / 140 feet
14 / 1d30*1.5 / +6 / 150 feet
15 / 1d30*1.5 / +6 / 160 feet
16 / 1d30*1.5 / +7 / 170 feet
17 / 1d30*2 / +7 / 180 feet
18 / 1d30*2 / +8 / 190 feet
19 / 1d30*2 / +9 / 200 feet
20 / 1d30*3 / +10 / 210 feet
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A Double Character may not multiclass, in place of his or her Double Class.
So, a Double Fighter cannot choose to multiclass into, say, wizard, to become a Fighter 1 / Wizard 1, counting as 1 class and 1 Character Level (as per the standard Gestalt Rules.)
However ...
A Gestalt Double Character *may* take a second Gestalt Class, involving two other classes.
So, for example, a character could be a Double Fighter 10th / Priest 10th/Warrior 10th (he would count as a 20th level Character.)
It *is* possible for a character to be a Double/Double Character (such as a Double Fighter / Double Wizard) in which case each level counts as 2 Character Levels.
Such a character can take a Third Class, this employing two other classes and counting as another Character Level.
*Elves, dwarves, drow* and other long lived races are the best candidates for Double/Double characters, as they are long lived and have decades to train.
It is possible for a character to be a Double/Double/Double character (each level counting as 3 Character Levels.) Extremely long lived races, such as elves and drow, are candidates for such specialization.
A Quadruple Double (a Double/Double/Double/Double) Character is possible. He or she would be the True Jack of All Trades character.
A Quintuple Double is theoretically possible. Such a character would basically be an Epic Character at the start, having a truly awesome repetoire of knowledge and skills to draw upon from the beginning.
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Ok, this is for the player who is seriously interested in high powered, low level characters. Nearly all would refer to this as munchkin or over-the-top, but for those who desire their 1st level character (or low level character) really be competent, here is one answer.
In roleplaying terms, this concept assumes the character is truly special, or had very special, intensive training (or, magical aid in training.) That is because this character is to the standard character, what the standard character is to the generic class characters in the DMG ... much better trained.
Also, for the purposes of this concept, the Point of Diminishing Returns is considered to be much further away. One can train and learn to an extraordinary degree, untapped potential of the mind and body can be unleashed, and a person is capable of truly extraordinary things.
The result? The Gestalt Double Character.
A normal Gestalt character is like a multiclass character in 1st or 2nd edition (or OD&D, really), gaining the benefits of two classes while paying for only one.
In THIS case, however, the character takes two classes, in the SAME class.
And also, in THIS case, EVERYTHING stacks.
Gestalt Double Characters also gain additional benefits.
-
Here are examples of Gestalt Double Characters:
The Double Fighter
Level / BAB / Fort Save / Ref Save / Will Save
1 / +2 BAB / +4 / +0 / +0
2 / +4 BAB / +6 / +0 / +0
3 / +6/+2 BAB / +6 / +2 / +2
4 / +8/+4 BAB / +8 / +2 / +2
5 / +10/+6/+2 BAB / +8 / +2 / +2
6 / +12/+8/+4 BAB / +10 / +4 / +4
7 / +14/+10/+6/+2 BAB / +10 / +4 / +4
8 / +16/+12/+8/+4 BAB / +12 / +4 / +4
9 / +18/+14/+10/+6/+2 BAB / +12 / +6 / +6
10 / +20/+16/+12/+8/+4 BAB / +14 / +6 / +6
11 / +22/+18/+14/+10/+6/+2 BAB / +14 / +6 / +6 ( * Considered an Epic Character, may take Epic Feats * )
12 / +24/+20/+16/+12/+8/+4 BAB / +16 / +8 / +8
13 / +26/+22/+18/+14/+10/+6/+2 BAB / +16 / +8 / +8
14 / +28/+24/+20/+16/+12/+8/+4 BAB / +18 / +8 / +8
15 / +30/+26/+22/+18/+14/+10/+6/+2 BAB / +18 / +10 / +10
16 / +32/+28/+24/+20/+16/+12/+8/+4 BAB / +20 / +10 / +10
17 / +34/+30/+26/+22/+18/+14/+10/+6 BAB / +20 / +10 / +10
18 / +36/+32/+28/+24/+20/+16/+12/+8 BAB / +22 / +12 / +12
19 / +38/+34/+30/+26/+22/+18/+14/+10 BAB / +22 / +12 / +12
20 / +40/+36/+32/+28/+24/+20/+16/+12 BAB / +24 / +12 / +12
21: Begin Epic Level Progression, double rate advancement within the Epic Rules
A Double Fighter may ultimately gain up to 8 attacks, at 20th level.
(as opposed to the absolute limit of 4 for a regular character.)
A Double Fighter begins the game with 14 feats (22 if human) of any type to choose from. If he takes Drawbacks from Unearthed Arcana, he gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Fighter gains 6 feats per level, every level, after 1st level:
Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.
A Double Fighter gains 16 skill points at 1st level, times his Intelligence modifier, then 16 skill points per level thereafter.
A Double Fighter may have a skill rank 6 ranks higher than his level (compared with the usual 3 ranks above his level.)
A Double Fighter must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal fighter.
A Double Fighter begins with double hit points plus his Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Fighter begins with double maximum (20 + double any Constitution modifiers, or as high as 28.)
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The Double Wizard
1 / +0 BAB / +0 / +0 / +4
2 / +2 BAB / +0 / +0 / +6
3 / +2 BAB / +2 / +2 / +6
4 / +4 BAB / +2 / +2 / +8
5 / +4 BAB / +2 / +2 / +8
6 / +6/+2 BAB / +4 / +4 / +10
7 / +6/+2 BAB / +4 / +4 / +10
8 / +8/+4 BAB / +4 / +4 / +12
9 / +8/+4 BAB / +6 / +6 / +12
10 / +10/+6/+2 BAB / +6 / +6 / +14
11 / +10/+6/+2 BAB / +6 / +6 / +14 ( * Considered an Epic Character, may take Epic Feats * )
12 / +12/+8/+4 BAB / +8 / +8 / +16
13 / +12/+8/+4 BAB / +8 / +8 / +16
14 / +14/+10/+6/+2 BAB / +8 / +8 / +18
15 / +14/+10/+6/+2 BAB / +10 / +10 / +18
16 / +16/+12/+8/+4 BAB / +10 / +10 / +20
17 / +16/+12/+8/+4 BAB / +10 / +10 / +20
18 / +18/+14/+10/+6/+2 BAB / +12 / +12 / +22
19 / +18/+14/+10/+6/+2 BAB / +12 / +12 / +22
20 / +20/+18/+12/+8/+4 BAB / +12 / +12 / +24
21: Begin Epic Level Progression, double rate advancement within the Epic Rules
A Double Wizard may ultimately gain up to 4 attacks, at 20th level.
A Double Wizard begins the game with 14 feats (22 if human) of any type to choose from. If she takes Drawbacks from Unearthed Arcana, she gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Wizard gains 6 feats per level, every level, after 1st level. She may pick any feats she pleases.
Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.
A Double Wizard gains 16 skill points at 1st level, times her Intelligence modifier, then 16 skill points per level thereafter.
A Double Wizard may have a skill rank 7 points higher than her level (compared with the usual 3 ranks above her level.)
A Double Wizard must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal wizard.
A Double Wizard begins with double hit points plus her Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Wizard begins with double maximum (8 + double any Constitution modifiers, or as high as 16.)
Level / Cantrips / 1st level spells / 2nd / 3rd / 4th / 5th / 6th / 7th / 8th / 9th / Above 9th Level Spell Slots Available
1 / ... 6 / 2, 2
2 / ... 8 / 4, 4, 2
3 / ... 8 / 4 / 4 / 4 / 2
4 / ... 8 / 6 / 4 / 4 / 4 / 2
5 / ... 8 / 6 / 6 / 4 / 4 / 4 / 2
6 / ... 8 / 8 / 6 / 4 / 4 / 4 / 4 / 2
7 / ... 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 / 2
8 / ... 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 2
9 / ... 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 4 / 2 (10th)
10 / ... 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 / 4 (10th) / 2 (11th)
11 / ... 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 / 4 (10th through 11th) 2 (12th)
12 / ... 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 / 4 (10th through 12th) / 2 (13th)
13 / ... 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 / 4 (10th through 13th) / 2 (14th)
14 / ... 8 / 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 / 4 (10th through 14th) / 2 (15th)
15 / ... 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 / 4 (10th through 15th) / 2 (16th)
16 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 4 / 4 / 4 (10th through 16th) / 2 (17th)
17 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 / 4 (10th through 17th) / 2 (18th)
18 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 / 6 / 4 (10th through 18th) / 2 (19th)
19 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 6 (10th) / 4 (10th through 19th) / 2 (20th)
20 / ... 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 / 8 (10th) / 6 (11th), 4 (12th through 20th) / 2 (21st)
Intelligence bonuses for all extra spell slots are doubled.
A Ring of Wizardry doubles all spell capacity, as appropriate to the Ring.
If two Rings of Wizardry are worn, and both double the same level (1st, 2nd, 3rd, etc.) of spells, the spell capacity of the wizard is quadrupled (not tripled.)
A Ring of Wizardry also doubles Intelligence bonuses. If two Rings of Wizardry are worn, Intelligence bonuses are quadrupled (not tripled.)
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The Double Monk
1 / +0 BAB / +4 / +4 / +4
2 / +2 BAB / +6 / +6 / +6
3 / +4 BAB / +6 / +6 / +6
4 / +6/+2 BAB / +8 / +8 / +8
5 / +6/+2 BAB / +8 / +8 / +8
6 / +8/+4 BAB / +10 / +10 / +10
7 / +10/+6/+2 BAB / +10 / +10 / +10
8 / +12/+8/+4 BAB / +12 / +12 / +12
9 / +12/+8/+4 BAB / +12 / +12 / +12
10 / +14/+10/+6/+2 BAB / +14 / +14 / +14
11 / +16/+12/+8/+4 BAB / +14 / +14 / +14 ( * Considered an Epic Character, may take Epic Feats * )
12 / +18/+14/+10/+6/+2 BAB / +16 / +16 / +16
13 / +18/+14/+10/+6/+2 BAB / +16 / +16 / +16
14 / +20/+16/+12/+8/+4 BAB / +18 / +18 / +18
15 / +22/+18/+14/+10/+6/+2 BAB / +18 / +18 / +18
16 / +24/+20/+16/+12/+8/+4 BAB / +20 / +20 / +20
17 / +24/+20/+16/+12/+8/+4 BAB / +20 / +20 / +20
18 / +26/+22/+18/+14/+10/+6/+2 BAB / +22 / +22 / +22
19 / +28/+24/+20/+16/+12/+8/+4 BAB / +22 / +22 / +22
20 / +30/+26/+22/+18/+14/+10/+6/+2 / +24 / +24 / +24
21: Begin Epic Level Progression, double rate advancement within the Epic Rules
A Double Monk may ultimately gain up to 8 attacks, at 20th level.
A Double Monk begins the game with 14 feats (22 if human) of any type to choose from. If he takes Drawbacks from Unearthed Arcana, he gains 6 feats for each Drawback taken (maximum of 2 Drawbacks for 12 feats.)
A Double Monk gains 6 feats per level, every level, after 1st level. He may pick any feats she pleases.
Feats requiring a certain level, period, before the character can take it, have their required level halved (round down.)
Feats requiring a certain BAB, may be taken when the character attains that BAB.
Feats requiring other feats be taken first, feats requiring a certain rank in Skill Points, and feats requiring class abilities or special abilities first, still cannot be taken until those prerequisites are met.
A Double Monk gains 32 skill points at 1st level, times his Intelligence modifier, then 32 skill points per level thereafter.
A Double Monk may have a skill rank 7 points higher than his level (compared with the usual 3 ranks above his level.)
A Double Monk must still spend points in Skill Ranks as usual, and has the same skill point costs as a normal monk.
A Double Monk begins with double hit points plus his Constitution bonus doubled. If the game begins with maximum hit points for 1st level, the Double Wizard begins with double maximum (16 + double any Constitution modifiers, or as high as 24.)
The Special Powers of the Monk are gained twice as quickly, as follows:
Level / Ability
1 / Unarmed Strike, Stunning Attack, Evasion, Deflect Arrows Feat
2 / Still Mind, Slow Fall (20 feet)
3 / Purity of Body, Slow Fall (30 feet), Improved Trip Feat
4 / Wholeness of Body, Leap of the Clouds, Slow Fall (50 feet)
5 / Improved Evasion / Ki Strike (+1)
6 / Diamond Body, Abundant Step
7 / Diamond Soul, Ki Strike (+2)
8 / Quivering Palm, Ki Strike (+3)
9 / Timeless Body, Tongue of the Sun and Moon, Slow Fall (Any Distance)
10 / Empty Body, Perfect Self
11: Begin gaining Epic Abilities
Level / Unarmed Damage / AC Bonus / Unarmored Speed
1 / 1d6 / +0 / 40 feet
2 / 1d8 / +1 / 40 feet
3 / 1d8 / +2 / 50 feet
4 / 1d10 / +2 / 60 feet
5 / 1d10 / +2 / 60 feet
6 / 1d12 / +2 / 70 feet
7 / 1d12 / +3 / 80 feet
8 / 1d20 / +3 / 90 feet
9 / 1d20 / +3 / 100 feet
10 / 1d20 / +4 / 110 feet
11 / 1d30 / +4 / 120 feet
12 / 1d30 / +5 / 130 feet
13 / 1d30 / +5 / 140 feet
14 / 1d30*1.5 / +6 / 150 feet
15 / 1d30*1.5 / +6 / 160 feet
16 / 1d30*1.5 / +7 / 170 feet
17 / 1d30*2 / +7 / 180 feet
18 / 1d30*2 / +8 / 190 feet
19 / 1d30*2 / +9 / 200 feet
20 / 1d30*3 / +10 / 210 feet
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A Double Character may not multiclass, in place of his or her Double Class.
So, a Double Fighter cannot choose to multiclass into, say, wizard, to become a Fighter 1 / Wizard 1, counting as 1 class and 1 Character Level (as per the standard Gestalt Rules.)
However ...
A Gestalt Double Character *may* take a second Gestalt Class, involving two other classes.
So, for example, a character could be a Double Fighter 10th / Priest 10th/Warrior 10th (he would count as a 20th level Character.)
It *is* possible for a character to be a Double/Double Character (such as a Double Fighter / Double Wizard) in which case each level counts as 2 Character Levels.
Such a character can take a Third Class, this employing two other classes and counting as another Character Level.
*Elves, dwarves, drow* and other long lived races are the best candidates for Double/Double characters, as they are long lived and have decades to train.
It is possible for a character to be a Double/Double/Double character (each level counting as 3 Character Levels.) Extremely long lived races, such as elves and drow, are candidates for such specialization.
A Quadruple Double (a Double/Double/Double/Double) Character is possible. He or she would be the True Jack of All Trades character.
A Quintuple Double is theoretically possible. Such a character would basically be an Epic Character at the start, having a truly awesome repetoire of knowledge and skills to draw upon from the beginning.