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PCs are gestalt characters. Pick a primary and secondary class from the lists below.

Primary Class List

Choose one of the new classes

or one of the following classes

as your primary class.

Secondary Class List

Choose one of the following classes as your secondary class.


Gestalt Rules

You may not pick two variants of the same class for your primary and secondary classes. First apply variant/alternate class features and then merge your primary and secondary classes.

Identical abilities do not stack between the primary and secondary classes. Only the more powerful version counts.

  • Similar, but different, abilities do stack (e.g. sneak attack and sudden strike).
  • Bonus feats stack.
  • Uncanny dodge does not stack.

Select up to (2) flaws and (2) traits

The canonical list of variant classes and alternate class features is found here.

Restrictions:

  • No Planar variants.
  • No flying mounts.
  • No cohorts (Wild Cohort allowed).
  • No spells or powers which require planes other than the Material, Shadow, and Spirit Worlds.
  • No summoning, calling, polymorph, wild shape, or similar spells and powers.
  • Special mounts and similar class features work as normal, but call creatures from either the Spirit World or the Shadow Realm.
  • No variants/alternate class features which grant access to spell or powers above 4th level (though a base class granting access is allowed, e.g. healer).

Religious Restrictions:
The following classes and features are restricted to members of their respective religions.

Ancestor Worshipper only:

  • Meldshaper
  • Paladin (Divine Spirit)
  • Soulborn

Animism only:

  • Barbarian (Totem and/or Spiritual Totem)
  • Monk (Shinto, Sidewinder)
  • Warden
  • Paladin (Incarnate)
  • Ranger (any with spell casting)
  • Dragonscale Husk alternate class feature

Faithful only:

  • Chanter
  • Monk (Broken One, Fighting Style [Francisan Friar], and/or Holy Monk)
  • Paladin (any with spellcasting; excluding Divine Spirit and Incarnate)

Additional Class Variants

Any class

Choose any variant class and/or alternate class features that conform to both the original text and additional religious restrictions.

All the various orders, deities, knighthoods, societies, racial requirements, etc., for various classes and feats shall be reskinned for this world. You may ignore them when selecting classes and feats. You may also ignore alignment restrictions.

In particular, you may select any combination of human, dwarf, elf, gnome, half-elf, and halfling variants of class features and feats. Variants from other races are allowed as long as the feature does not depend on the unique physical anatomy of the race.

Any class with spell-casting or psionic powers

May choose to abandon spellcasting in exchange for fighter bonus feats on the 4th, 8th, 11th, and 14th levels.

Fighter

Fighter variant classes can add any thematically appropriate fighter feats from non-core splat books to the corresponding fighter variant classes’ feat list.

Errata: In issue #310, “Specialist Fighters” includes the pugilist class that can take the “shake it off” ability. The description of this ability accidentally omitted a key phrase. It should read, “The pugilist develops fast healing 1 that applies only to nonlethal damage. This ability also reduces the duration of all stunning effects by 1 round. The pugilist can take this ability multiple times; its effects stack.” DM #313 pg 8

Hexblade

The semi-official updates can be applied as a variant.

Master

The master (craftman) Bonus Feat list has been expanded to include all Item Creation feats.

Sage Knacks:

Exploit Weakness: After 1 round of combat, the master sage can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The master sage uses a move action and makes a DC 15 Intelligence check with a bonus equal to half his class level. If the check succeeds, for the rest of the combat the master sage uses his Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls against that opponent as he finds ways to outthink them and notices weaknesses in their fighting style.

The master can change opponents or retire a failed check with a move action and a DC 15 Intelligence check.

Exploit Specific Weakness: By using his understanding of a creature’s recorded weaknesses, the master sage can gain an advantage in combat. Choose a knowledge skill to which this knack applies. When a master sage designates a creature covered by the selected knowledge skill as his target he may make Exploit Weakness checks as a swift action instead of a move action. Furthermore, if the check succeeds, for any attack which adds a Strength and/or Dexterity bonus to damage, the master sage may use his Intelligence bonus in place of the Strength and/or Dexterity bonus.

The specific Knowledge skill required depends on the creature type:

  • Knowledge (arcana) for dragons, constructs, and magical beasts;
  • Knowledge (dungeoneering) for aberrations and oozes;
  • Knowledge (the planes) for elementals and outsiders;
  • Knowledge (nature) for animals, fey, giants, monstrous humanoids, plants, and vermin;
  • Knowledge (religion) for undead; and
  • Knowledge (local) for humanoids and regional cultures

This knack may be taken more than once. Each time it applies to a different Knowledge skill. Each time it is selected it lower the Exploit Weakness DC by 1.

Prerequisites: Exploit Weakness, Knowledge (specific skill) 5 ranks

Soulknife

Additional Mind Blade Enhancements: Add weapon special abilities from the Magic Item Compendium that have a price of +1 bonus, +2 bonus, or +3 bonus to the lists of allowed weapon special abilites. The soulknife must meet all other requirements of those weapon special abilities.

Mind Bow

Prerequisite: Soulknife 2

You expand your ability to reshape your mind blade. As a move action, you can change your mind blade to replicate a composite shortbow or composite longbow. The mind bow replicates a composite bow matched to your strength bonus (if any). If you have multiple attacks, you can create multiple mind arrows as part of an attack. When making attacks with the mind bow, you forms arrows out of pure psychic energy. This is an automatic action that requires no effort. You cannot fire normal arrows using the mind bow, and weapon feats based on the mind blade, such as Weapon Focus or Improved Critical, also apply to the mind bow.

You may use your psychic strike with a ranged attack. However, the damage of the psychic strike is reduced by one die.

The mind bow can be enhanced with ranged weapon special abilities which are maintained separate from their mind blade weapon special abilities.

This substitution feature replaces the Throw mind blade bonus gained by the standard soulknife. Also the soulknife does not gain Bladewind at 9th level, Knife to the Soul at 13th level, nor do they gain Multiple Throw at 17th level.