doghead
thotd
DrZombie said:Hey doghead, what's this gestalt thinghy? Can I just take an inkyo monk or a regular one?
The gestalt system basically involves ... oh hell. Give me a minute, I'll just pop over and copy Creamsteaks description ...
Creamsteak said:As Gestalt is an OGL concept, I present it to you:
Gestalt Characters
In this high-powered campaign variant, characters essentially take two classes at every level, choosing the best aspects of each. The process is similar to multiclassing, except that characters gain the full benefits of each class at each level. If the two classes have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The gestalt character retains all apsects that don't overlap.
The gestalt character variant is particularly effective if you have three or fewer players in your D&D group, or if your players enjoy multiclassing and want characters with truly prodigious powers. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options.
Building a Gestalt Character
To make a 1st-level gestalt character, choose two standard D&D classes. (You can also choose any of the variant classes in this book, though you can't combine two versions of the same class.) Build your character according to the followign guidelines.
Hit Dice: Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.
Base Attack Bonus: Choose the better progression from the two classes.
Base Saving Throw Bonuses: For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2--taking the good Fortitude save from the fighter class and the good Will save from the wizard class.
Class Skills: Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times thsi amoutn at 1st level), and can purchase skills from both the barbariand and bard lists as class skills.
Class Features: A gestalt character gains the class features of both classes. A 1st-level gestalt rogue/cleric, for example, gets sneak attack +1d6, trapfinding, 1st-level cleric spells, and the ability to turn or rebuke undead. Class-and ability-based restrictions (such as arcane spell failure chance and a druid's prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.
A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gaisn a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.
* Class features that two classes share (such as uncanny dodge) accrue at the rate fo the faster class.
* Gestalt characters with more than one spellcasting class keep track of their spells per day seperately.
* A gestalt character can't combine two prestige-classes at any level, although it's okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations--such as the arcane trickster, mystic theurge, and eldritch knight-- should be prohibited if you're using gestalt classes, because they unduly complicate the game balance of what's already a high-powered variant. Because it's possible for gestalt characters to qualify for prestige classes earlier than normal, the DM is entirely justified in toughening the prerequisites of a prestige class so it's available only after 5th level, even for gestalt characters.
Basically I was looking for a simple way of creating a Samurai. The basic fighter provided a suitable base but lacked the depth of skills to refect the education and learning of a Samurai. Combining the Fighter with an Expert of Aristocrat seem to provide this without unduely altering the class balance. Combining a Rogue with an Adept seemed to generate a nice Ninja analogue.
While the monk has a fairly good skills set and point allocation (4+Int mod), combining the Monk with an Expert 10 skills of your choice and (6 +Int mod) will allow you to better reflect their life of learning, or whatever.
I'm not familier with the inkyo monk. I'd prefer to stick with the SRD Monk for a couple of reasons. Its available to everyone (including me). And I am interested to see how well the basic classes can be used to create a the setting without having to resort to significant rewriting.
the head of the dog.