Gestalt Rules (Example Character)

For our example, we are going to make a fairly simple Rogue//Magus. We will, step by step, go through and set it up by level.

## Base Class

### Rogue Class Table:

**Alignment**: Any

**Hit Die**: d8

**Starting Wealth**: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills**

The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

**Skill Ranks per Level**: 8 + Int modifier.

**Weapon and Armor Proficiency**

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

### Magus Class Table:

**Alignment**: Any.

**Hit Die**: d8.

**Starting Wealth**: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class skills**

The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

**Skill Ranks per Level**: 2 + Int modifier.

**Weapon and Armor Proficiency**

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

## Creating our character:

So, starting at level 1, we must combine the 2 classes into a single gestalt character, obviously. To do so, we will compare each section of each class.

#### Step 1 (Alignment)

Obviously, some classes have alignment restrictions. Paladins must be lawful good. Anti-Paladin must be chaotic evil. Most however are like the Rogue and Magus and can be of any alignment. We must ensure that our chosen classes do not have opposed alignment restrictions. Both Rogue and Magus have alignment: any, so we're good!

#### Step 2 (Starting Gold)

Here in Fenar, we use a custom set amount of starting gold, based on wealth by level. However in a normal gestalt game, you would compare your chosen classes starting gold (both Magus and Rogue have 4d6 × 10 gp (average 140 gp.) ) and take the higher amount. Some games will allow you to combine them, which would net you 8d6x10.

#### Step 3 (Hit Die)

Very simple. You compare the provided hit die of each class and take the larger hit die. So for a Rogue//Magus that would get you a D8 hit die, since both have that as theirs.

#### Step 4 (Weapon and Armor Proficiency)

You gain all of the proficiencies of each class. Rogue//Magus will give you proficiency with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. You also get the ability to cast arcane spells in light armor without being subject yo arcane spell failure chance.

#### Step 5 (Skill ranks)

This one, like hit die, grants you the higher number of skill points. So the Magus only gains 2+Int per level, but the Rogue gains a whopping 8+Int per level. You get 8+Int per level.

#### Step 6 (Class skills)

For class skills, you combine both lists. If there is overlap, then you only get it once. The Magus//Rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

The following abilities appear on both skill lists: Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Profession (Wis), Swim (Str), and Use Magic Device (Cha). You gain no bonus or replacement skill for things that appear on both, you simply lose out. The only exception on these lists is Craft (Int), as you can choose a different craft skill for each instance of craft. For example Craft (Bowyer) and Craft (Leather). The other exceptions to this are Knowledge (any) (Int) and Profession (Wis), for the same reason, though neither appears twice (or at all in the case of Knowledge (any)) on these skill lists.

#### Step 7 (Base Attack Bonus)

Fairly straightforward. Both classes gain +0 BaB at first level, so they get....+0!

#### Step 8 (Saves)

Saves work just like BaB and HD. You compare the Rogues +0, +2, +0 to the Magus with +2, +0, +2 and combine them into a +2, +2, +2.

#### Step 9 (Class Abilities)

For class abilities, you gain everything from both character classes. So for Rogue, you would get sneak attack 1d6 and trapfinding, then you would gain arcane pool, cantrips and spell combat from the Magus.

#### Step 10 (Casting)

You gain all spellcasting abilities from both classes, though they would NOT combine. Each spell list and spell slots are treated as separate entities. Luckily for you, as a Rogue//Magus you only have to worry about the Magus spell list and spell slots.

## Combined Rogue//Magus

**Alignment**: Any.

**Hit Die**: d8.

**Starting Wealth**: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class skills**

Magus//Rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

**Skill Ranks per Level**: 8 + Int modifier.

**Weapon and Armor Proficiency**

The Rogue//Magus is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.