House RulesGestalt RulesDual Progression Prestige Classes[spoiler]As mentioned in the gestalt rules, dual progression prestige classes are not allowed to be taken on a single side of a gestalt character. If the player desires such a class, he can take it, but it will be the only class he takes for any given level he takes it. For an example, see the
Example Character Builds section.
A tentative list of "Dual Progression" prestige classes will follow, but it will by no means be exhaustive. As a general rule, if a class provides any of the following, it is likely going to be considered a dual progression prestige class:
- More than 1/2 caster level advancement of a previous class's arcane casting and a BAB of +1 per level.
- More than 3/5 caster level advancement of a previous class's casting and more than 1d6 sneak attack/4 levels.
- Caster level advancement of more than one previous class's casting or invoking at any given level.
- More than 2/5 progression of major class features of two base classes, such as sneak attack, wild shape, animal companion, bonus fighter feats, rage, unarmed damage progression, invocations, or spellcasting.
- If a similar result to the abilities of a prestige class can be made by combinations of a simple gestalt of two base classes, expect it to be a dual progression class.
- In general, it is okay for a prestige class to increase a base class's BAB progression by one step. A class with +1d6 sneak attack/two levels and Full BAB, along with some other minor abilities, is fine. A full arcane casting class that has 3/4 BAB is fine. A full divine casting class that has Full BAB is fine.
Reasonable exceptions to these guidelines can exist, so feel free to ask about a class that isn't on the below list, though realize it may be ruled as a dual progression class.
Affirmed Dual Progression Prestige Classes
Abjurant Champion (Complete Mage)
Arcane Hierophant (Races of the Wild)
Arcane Trickster (DMG)
Cyran Avenger (Five Nations)
Daggerspell Mage (Complete Adventurer)
Daggerspell Shaper (Complete Adventurer)
Eldritch Disciple (Complete Mage)
Eldritch Knight (DMG)
Eldritch Theurge (Complete Mage)
Enlighted Fist (Complete Arcane)
Fochlucan Lyrist (Complete Adventurer)
Jade Phoenix Mage (ToB)
Knight Phantom (Five Nations)
Mystic Theurge (DMG)
Ruby Knight Vindicator (ToB)
Sacred Fist (Complete Divine)
Shadowbane Stalker (Complete Adventurer)
Spellwarp Sniper (Complete Scoundrel)
Ultimate Magus (Complete Mage)
Unseen Seer (Complete Mage)[/spoiler]
Example Character Builds[spoiler]Because the nature of my gestalt rules may be a little confusing at first, I thought I would make a few example progressions, so you can see how it all works together. The important things to remember are:
- If you use a dual progression class, it takes up both sides of your gestalt level.
- Once you take a character class on one side of the character, you cannot later swap some levels to the other side (this has to do with multiclassing interactions).
Ok, first I'll demonstrate how to use a 1/2 spellcasting progression class, such as Rage Mage or Spellsword, to make a character with full casting progression that doesn't waste any overlapped levels.
Class levels in red will show where the arcane caster level for any given level is coming from.
Human "Battle Mage"
. . Side A // Side B
1. Barbarian 1//
Wizard 1 - Scribe Scroll, Power Attack, Empty feat slot [Fast Movement, illiteracy, rage 1/day, summon familiar]
2. Barbarian 2//
Wizard 2 - [Uncanny dodge]
3. Barbarian 3//
Wizard 3 - Combat Casting [trap sense +1]
4. Barbarian 4//
Wizard 4 - [Rage 2/day]
5. Barbarian 5//
Wizard 5 - Bonus Wiz feat [Improved uncanny dodge]
6. Barbarian 6//
Wizard 6 - Empty feat slot [trap sense +2]
7. Rage Mage 1//
Wizard 7 - [Spell rage 1/day]
8.
Rage Mage 2//Rogue 1 - [Overcome spell failure, sneak attack +1d6, trapfinding]
9. Rage Mage 3//
Wizard 8 - Heavy Armor Proficiency [Rage 3/day]
10.
Rage Mage 4//Rogue 2 - [Evasion]
11.
Spellsword 1//Rogue 3 - [Ignore spell failure 10%, sneak attack +2d6, trap sense +1]
12. Spellsword 2//
Wizard 9 - Bonus Spellsword feat, Empty feat slot
13.
Spellsword 3//Rogue 4 - [Ignore spell failure 15%, uncanny dodge]
14. Spellsword 4//
Wizard 10 - Bonus Wiz feat [Channel spell 3/day]
15.
Spellsword 5//Rogue 5 - Empty feat slot [Ignore spell failure 20%, sneak attack +3d6]
16. Spellsword 6//
Wizard 11 - [Channel spell 4/day]
17.
Spellsword 7//Rogue 6 - [Ignore spell failure 25%, trap sense +2]
18. Spellsword 8//
Wizard 12 - Empty feat slot [Channel spell 5/day]
19.
Spellsword 9//Rogue 7 - [Ignore spell failure 30%, sneak attack +4d6]
20. Spellsword 10//
Wizard 13 - [Multiple channel spell]
That is a rather confusing character at first glance. Notice that the Rage Mage and Spellsword levels need to be opposite the wizard levels so that wizard levels may be taken at the same time as the PrC levels, to compensate for the levels the PrC's don't progress casting.
In total, this character has BAB +19 (Side A), BSB's of Fort +16 (Side A), Ref +9 (Side B), and Will +10 (Side B), and 6d12+14d8 HD.
Virtually any class or combination of base classes could have been taken in place of the Rogue levels; I just chose those because they are good filler levels, providing sneak attack, good skills, and a Reflex save boost. Depending how min/max one wanted to make their character, the rogue levels could have been taken as Rogue 3/Scout 3/Spelltheif 1, or some other combination that would offer some desired advantage. He also could have saved himself a feat by taking 1 level of fighter in place of one of his levels of barbarian.
Here is an example NG Hathran who dipped into Arcane Heirophant to add Familiar bonuses to her animal companion. Divine casting will be blue, and arcane casting in red. I'll leave the class features out of it this time...
NG Human Hathran
. . Side A // Side B
1.
Druid 1//
Sorcerer 1 - Ethran
2.
Druid 2//
Sorcerer 23.
Druid 3//
Sorcerer 3 - Spontaneous Summoner
4.
Druid 4//
Sorcerer 45.
Druid 5//
Sorcerer 56.
Druid 6//
Sorcerer 6 - Rashemi Elemental Summoning
7.
Druid 7//
Hathran 18.
Arcane Hierophant 19.
Druid 8//
Hathran 2 - Magic of the Land
10.
Druid 9//
Hathran 311.
Druid 10//
Hathran 412.
Druid 11//
Hathran 5 - Companion Spellbond
This Hathran has the spellcasting abilities of a 12th level Druid and a 12th level Sorcerer, has the wild shaping ability of a 12th level Druid, and the animal companion of an 12th level Druid that also has the benefits of being a 7th level familiar. She can also cast her arcane spells while wearing leather armor, and has 11d8+1d6 HD.[/spoiler]
Class Roles in Society