Half-Gestalt Rules

Half-Gestalt Rules
In the Empyrean setting, there are a rare few people who seem to have a little something 'extra'; they learn a bit faster than their compatriots, they seem to possess uncanny abilities. The only known use of magic comes from these touched souls, and some of the greatest warriors come from their ranks as well. These chosen few are represented in-game by the Half-Gestalt rules.

There are some additional caveats. This is a low-magic campaign, so caster classes with full progression (Cleric, Druid, Sorceror, Wizard) are barred as primary classes. No one in this game setting (PC of NPC) will have the ability to cast magic as their primary class level, and only characters who have a secondary class will be given the option to pursue a half-caster build. This means magic is extremely rare and much more subtle.

Attack and Save Progressions
The following chart illustrates the attack and save progression for a half-gestalt character.

Special Abilities
On every odd level, starting at first, characters gain special abilities according to their primary class. On every even level, however, the character gains all of the special abilities of their primary class and their secondary class. In addition, if the hit die or skill point bonuses of the scondary class exceed that of the primary class, then the player may add those instead. For instance, at level 2, a character with primary class of Monk and secondary class of Barbarian would gain the Barbarian's superior hit die, but would still gain the Monk's skill points.