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Gestalt Points

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Not being able to use normal magic items prevents gestalt characters prevents from using "basic" magic items to obtain all kinds of bonuses — and leads to them having big heaps of cash lying around that they cannot spend on magic items and consumables.

In lieu of magic items, characters can use the fact that they are gestalt to gain bonuses that affect their being. The abstraction we used for this are Gestalt Points. Characters can their spend gestalt points to boost various stats in lieu of magic items.

The benefits gained from spending gestalt points are innate to that character — they follow the normal rules for bonus types, stacking, and any other effect, but they can never be reduced or counteracted by any effect save the will of the gods.

Gestalt points are per character, meaning that they are not transferable, and that cohorts have their own pools.

Acquiring Gestalt Points

Gestalt points are acquired as reward for quests, usually at the behest of, or in the interest of, the gods that bestowed the awakening on the character.

The amount of gestalt points a player can expect their characters to have at a certain character level is 0.75 of their expected character wealth. (This decision is documented in the Gestalt Points Notes).

Level Wealth¹ Δ Points Δ
1
2 1000 1
3 3000 2000 2 1
4 6000 3000 5 3
5 10500 4500 8 3
6 16000 5500 12 4
7 23500 7500 18 6
8 33000 9500 25 7
9 46000 13000 35 10
10 62000 16000 47 12
11 82000 20000 62 15
12 108000 26000 81 19
13 140000 32000 105 24
14 185000 45000 139 34
15 240000 55000 180 41
16 315000 75000 236 56
17 410000 95000 308 72
18 530000 120000 398 90
19 685000 155000 514 116
20 880000 195000 660 146

¹) Character Wealth by Level, Core p. 399.

Armour Enhancement

An enhancement bonus can be applied to an armour or an outfit. In this case, the Gestalt Point power is infused within the armour itself. It is effective only when the armour is worn and when the bonus of the armour applies - as such, it does not work against touch attacks, but does function when the wearer is caught flat-footed.

Boost Cost
+1 1 Gestalt Point
+2 4 Gestalt Point
+3 9 Gestalt Point
+4 16 Gestalt Point
+5 25 Gestalt Point
+6 36 Gestalt Points (( Applies only to clothing, as Bracers of Armour ))
+7 49 Gestalt Points (( Applies only to clothing, as Bracers of Armour ))
+8 64 Gestalt Points (( Applies only to clothing, as Bracers of Armour ))

Weapon Enhancement

An enhancement bonus can be applied to a weapon. In this case, the Gestalt Point power is infused within the weapon itself. It is effective only when the weapon is used, and is applied to both attack and damage. To apply this bonus to more than one weapon, or to more than one end of a double weapon, the bonus must be bought separately

Boost Cost
+1 2 Gestalt Point
+2 8 Gestalt Point
+3 18 Gestalt Point
+4 32 Gestalt Point
+5 50 Gestalt Point

Save Bonus

An resistance bonus can be applied to saves. The bonus is not related to an object, but applies at all times to all saves as an inherent property of the character.

Boost Cost
+1 1 Gestalt Point
+2 4 Gestalt Point
+3 9 Gestalt Point
+4 16 Gestalt Point
+5 25 Gestalt Point

Armour Class Bonus

A deflection bonus can be applied to armour class. The bonus is not related to an object, but applies at all times to all attacks as an inherent property of the character.

Boost Cost
+1 2 Gestalt Point
+2 8 Gestalt Point
+3 18 Gestalt Point
+4 32 Gestalt Point
+5 50 Gestalt Point

Physical Ability Bonus

An enhancement bonus is applied to physical abilities (Strength, Dexterity, Constitution). The bonus is not related to an object, but applies at all times to all uses of the ability as an inherent property of the character. You may have only one option from this list.

Boost Cost
+2 Strength 4 Gestalt Point
+2 Dexterity 4 Gestalt Point
+2 Constitution 4 Gestalt Point
+2 Strength, +2 Dexterity 10 Gestalt Point
+2 Strength, +2 Constitution 10 Gestalt Point
+2 Dexterity, +2 Constitution 10 Gestalt Point
+2 Strength, +2 Dexterity, +2 Constitution 16 Gestalt Point
+4 Strength 16 Gestalt Point
+4 Dexterity 16 Gestalt Point
+4 Constitution 16 Gestalt Point
+4 Strength, +4 Dexterity 40 Gestalt Point
+4 Strength, +4 Constitution 40 Gestalt Point
+4 Dexterity, +4 Constitution 40 Gestalt Point
+4 Strength, +4 Dexterity, +4 Constitution 64 Gestalt Point
+6 Strength 36 Gestalt Point
+6 Dexterity 36 Gestalt Point
+6 Constitution 36 Gestalt Point
+6 Strength, +6 Dexterity 90 Gestalt Point
+6 Strength, +6 Constitution 90 Gestalt Point
+6 Dexterity, +6 Constitution 90 Gestalt Point
+6 Strength, +6 Dexterity, +6 Constitution 144 Gestalt Point

Mental Ability Bonus

A enhancement bonus is applied to physical abilities (Intelligence, Wisdom, Charisma). The bonus is not related to an object, but applies at all times to all uses of the ability as an inherent property of the character. You may have only one option from this list.

Boost Cost
+2 Intelligence 4 Gestalt Point
+2 Wisdom 4 Gestalt Point
+2 Charisma 4 Gestalt Point
+2 Intelligence, +2 Wisdom 10 Gestalt Point
+2 Intelligence, +2 Charisma 10 Gestalt Point
+2 Wisdom, +2 Charisma 10 Gestalt Point
+2 Intelligence, +2 Wisdom, +2 Charisma 16 Gestalt Point
+4 Intelligence 16 Gestalt Point
+4 Wisdom 16 Gestalt Point
+4 Charisma 16 Gestalt Point
+4 Intelligence, +4 Wisdom 40 Gestalt Point
+4 Intelligence, +4 Charisma 40 Gestalt Point
+4 Wisdom, +4 Charisma 40 Gestalt Point
+4 Intelligence, +4 Wisdom, +4 Charisma 64 Gestalt Point
+6 Intelligence 36 Gestalt Point
+6 Wisdom 36 Gestalt Point
+6 Charisma 36 Gestalt Point
+6 Intelligence, +6 Wisdom 90 Gestalt Point
+6 Intelligence, +6 Charisma 90 Gestalt Point
+6 Wisdom, +6 Charisma 90 Gestalt Point
+6 Intelligence, +6 Wisdom, +6 Charisma 144 Gestalt Point

Any mental ability bonus related to intelligence grants one skill associated with it per +2 bonus of intelligence it grants. The mental ability boost grants a number of skill ranks in those skills equal to the characters total Hit Dice. These ranks do not stack with the ranks a creature already possesses. The character can choose the skills when selecting the ability.

See also Headband of Vast Intelligence, Core Rules p. 518

Gestalt Skill

There are some specific Gestalt Skills. Gestalt Skills function similar to regular skills, but always require training for each point gained. There may be other special requirements to take them.

For more information, see Gestalt Skills.

Special

Various special powers can be purchased using Gestalt Points. These powers are unique to a character and have no set cost or effect. Check with your DM for details.

For a list of special powers see FIXME.