Wall
Your class's HD goes up one step (d6>d8>d10>d12). Your BAB stays where it was.
Built on a community minor-gestalt homebrew whose original author I can't verify anymore, so the credit goes to the lineage: the shape is theirs, the versions since are mine.
This system lets you poach class features from other classes instead of multiclassing or running full gestalt to get the character you actually want. You buy features with points, your GM decides how many points the table gets, and the tables below are the shop.
Version 3.0 adds boons for the classes 2.5 never covered (Kineticist, Medium, the smite and favored enemy family, and more), an optional module for tables running Bubble 2.6, and a writing pass over every description. Everything from 2.5 keeps its cost and mechanics unless the changelog says otherwise.
Boon points track how high powered your game is:
| Point Buy | Points |
|---|---|
| 15 PB | 6 |
| 20 PB | 8 |
| 25 PB | 10 |
| 30 PB | 12 |
| 35 PB | 14 |
| 40 PB | 16 |
| 45 PB | 18 |
| 50 PB | 20 |
| 55 PB | 22 |
| 60 PB | 24 |
| 65 PB | 26 |
| 70 PB | 28 |
| 75 PB | 30 |
| 80 PB | 32 |
If you don't use point buy, grant points off the same idea: more points, more well-rounded characters. 10 is the number I'd start at.
Low tier classes can use the help. Giving tier 5 and below classes an extra 4 points, and tier 4 classes an extra 2, has worked out well in play. Any Pathfinder class tier list works as the reference.
Options can't be taken more than once unless they give an incremental improvement — you can't take Trained Rogue twice for 2 talents every 2 levels. If an option needs a designated ability modifier, like spellcasting, pick any mental ability: gain Minor Caster and you can cast like a Ranger off Intelligence. This document assumes Unchained classes where they exist, no multiclassing, and no redundant picks. If your table breaks any of those assumptions, sort it with your GM first.
Feats like Extra Rogue Talent open up once the matching boon is unlocked, per the number in the last column. Where that column reads 1(4), the Magus version unlocks at 1 and the Eldritch Archer version at 4.
This system is loose. You can build concepts that were never viable before, and you can abuse it without trying hard, so GM and players work it out together.
These boost the chassis every class has. All of these may be taken more than once where they give an incremental improvement, per Ground rules.
Your class's HD goes up one step (d6>d8>d10>d12). Your BAB stays where it was.
Your class's BAB goes up one step (+1/2>+3/4>+1 per level).
+1 skill rank per level.
Your base class's primary mental ability score becomes any other mental ability score.
Gain proficiency with firearms and the Gunslinger's Gunsmith class feature.
Pick one spellcasting class. You can cast any of its 0-level spells at will as spell-like abilities.
Gain a pool of points equal to half your level + your chosen mental ability modifier, usable as both a Ki pool and a Spell Point pool. If you give up the Ki half, it holds your full level instead of half. The pool does nothing by itself; it only powers other boons.
Gain proficiency with all simple and martial weapons, or with two exotic weapons.
Gain proficiency with all armor, shields, and tower shields.
One of your bad saves becomes a good save.
Pick one Sphere from Spheres of Power as a bonus sphere, using your class level as its caster level. You must already be a sphere caster.
Gain Basic Magic Training and Advanced Magic Training.
Move your SoP talent progression up one step (low>mid>high), to a ceiling of your CL, or move your SoM progression up one step (Proficient>Adept>Expert).
Gain a power point pool equal to an Aegis of your level, and a Psionic Focus. Your casting stat grants no bonus power points. The pool does nothing by itself; it only powers other boons.
Move your Spheres of Power CL progression up one step (Low>Mid>High). Talents stay where they were.
Smaller features poached from other classes. None may be taken more than once.
Gain an Oracle's Curse.
Gain Resolve, with uses per day as a Samurai of your level.
Gain Versatile Performance as a bard, plus another performance every 4 levels. Perform becomes a class skill if it wasn't.
Gain Track, Woodland Stride, and Wild Empathy, plus Favored Terrain at the same levels a Ranger gets it.
Gain a familiar as a wizard of your level, and Improved Familiar once at level 3, 5, or 7 to upgrade it. If you keep a spellbook, you can store your spells in the familiar as a witch does instead.
Gain the Ninja's Ki Pool class feature, plus a Ninja Trick at level 2 and every 4 levels after. The pool itself isn't included — see Life Force.
Gain any Variant Multiclass without paying the bonus feats for it.
Gain any Unchained Rogue, Rogue, or Slayer talent, plus another every 4 levels.
Gain Favored Enemy as a Ranger of your level, including the extra enemies and bonus increases at 5th, 10th, 15th, and 20th.
Gain Studied Target as a Slayer of your level, including the action improvements and extra targets at 5th, 10th, 15th, and 20th.
Gain a Mesmerist Trick at level 1 and another every 4 levels, implanted and triggered per the Mesmerist rules, with tricks per day as a Mesmerist of your level.
Gain Animal Focus as a Hunter of your level, duration and second-focus improvements included. The animal companion isn't part of this.
Gain an Unchained Monk style strike at level 5 and another every 4 levels after, choosing which to apply when you attack, as the Monk does.
Gain the Unchained Rogue's Debilitating Injury. It needs sneak attack from some source to trigger.
Gain a Shifter Aspect (minor form only) at level 1 and another at 5th, 10th, and 15th.
Gain the spellcasting progression of the Paladin, Ranger, Bloodrager, or base Medium. Whichever you pick, your caster level is your full level, the way a Bloodrager's works.
Gain Evasion at level 2, Uncanny Dodge at 4th, and Improved Uncanny Dodge at 8th.
Gain the Vigilante's Dual Identity and Seamless Guise, plus a Vigilante Social Talent at 1st, 3rd, and every 4 levels after.
+10 base speed, and another +10 every 4 character levels.
Gain the Cavalier's Tactician ability, with a Teamwork Feat at level 1, 3, and every 3 levels after.
Gain the Fighter's Weapon Training 1-4 at the normal levels. You qualify for Advanced Weapon Training.
Gain the Fighter's Armor Training 1-4 at the normal levels. You qualify for Advanced Armor Training.
Gain the Unchained Monk's Unarmed Strike, Flurry of Blows, and Ki Pool features. The pool itself isn't included — see Life Force — but Ki Strike works even without one.
Gain Spellstrike as the Magus ability, or the Eldritch Archer version.
Gain Hypnotic Stare as a Mesmerist, with a Bold Stare at level 3 and every 4 levels after.
Gain the powers of one Warpriest Blessing. An alignment blessing needs your alignment to match.
Gain Channel Energy as a Cleric, positive or negative, your choice regardless of alignment, plus an extra use every 2 levels.
Gain the Inquisitor's Judgment, full progression, Second and Third Judgment included.
Gain a +1 dodge bonus to AC at level 2 and every 4 levels after.
Gain the AC bonus of a Monk of your level. Costs 3, or 2 if your base class has any armor proficiency, or 1 in games where Spheres of Power is allowed.
Gain Smite Evil as a Paladin of your level, uses per day included, or Smite Good as an Antipaladin.
Gain the Inquisitor's Bane, with rounds per day equal to your level, and Greater Bane at 12th.
Gain Fervor as a Warpriest of your level, uses and dice both. Casting a spell on yourself through Fervor works only for spells you can cast.
Gain the powers of one Domain or Inquisition. An alignment domain needs your alignment to match.
Gain Lay on Hands as a Paladin, plus a Mercy every 3 levels, or take the Antipaladin's Touch of Corruption and Cruelties instead. Neither version channels energy.
Gain Spell Combat as the Magus ability, or the Eldritch Archer version.
Gain one Occultist Implement with its resonant power and base focus power, a bonus focus power at level 5, and one more at any level you choose. Your Mental Focus equals your level (minimum 2). Spells aren't part of this.
Gain a Cavalier Order and the ability to challenge as a Cavalier of your level. Banned: Order of the Star.
Gain an Animal Companion per the Druid feature, using your character level as your druid level, plus a teamwork feat every 3rd level that your companion shares.
Gain a Grit/Panache pool, plus one Gunslinger or Swashbuckler deed at level 1 and another every 2 levels, drawing from either class or the Bolt Ace. Swashbuckler deeds need a light or one-handed weapon.
Your spells ignore arcane spell failure in any armor or shield you're proficient with.
Gain the Fighter's bonus feat progression, and count as a Fighter of your level for all feats.
Gain the Unchained Rogue's Sneak Attack at its full progression.
Gain any Unchained Rogue, Rogue, or Slayer talent at level 2 and every 2 levels after.
Gain 4 Tricks of the Trade at level 1, and every 3 levels either 2 more tricks or 1 Hench Talent.
Gain the Blacksmith's Maintenance class feature.
If you channel positive energy, gain Blessings as a Soul Weaver. If you channel negative, gain Blights.
Gain the Armorist's Summon Equipment class feature. For a spell point pool, see Life Force.
Gain the Proficient Spheres of Might progression, martial tradition included.
Become a Spheres of Power Low Caster, with the usual talent at every CL gain and 2 bonus talents at level 1.
Gain one SoP sphere, with a talent at level 1 and every 2 levels after. You count as a sphere caster in every way, CL equal to your level, for that sphere alone. Doesn't stack with any other boon, and sphere casting classes can't take it. For a spell point pool, see Life Force.
Gain a Bestial Trait from the SoP Shifter at level 2 and every 4 levels after. They keep working while you're shapeshifted, whatever the method.
Gain the Striker's Tension and Tension Techniques, usable with any melee weapon.
Gain a sphere specialization as a Conscript of your level.
Gain the Henshin Hero's Transformation and Motif, plus a Hero Power at level 2 and every 4 levels after.
Gain the Technician's Gadget class feature, plus an insight every even level, gadget insights only. Insights like Electric Insight grant just the gadget half (Shocker and Taser).
Gain the Armiger's Customized Weapon and Quick Change, whole.
Gain the Eliciter's Emotions class feature.
Gain the Marksman's psionic casting progression, choosing your power list from one class: Marksman, Gifted Blade, Psion, or Vitalist.
Gain a veil from any list at level 1, 4, and every 4 levels after, plus an essence pool of half your level (minimum 1). You can bind chakras as a Guru, one at a time.
Gain all of a Spellburst Savant's Fundamentals, treated as always charged with a 1st level spell. At level 5, take one fundamental upgrade from the Class Feature Substitutions section. You can charge them with your own spells, capped at what a Spellburst Savant of your level could hold.
Gain the Phantom Thief's Panache and Thief's Acumen, plus a Trick every even level.
Gain the Adept Spheres of Might progression, martial tradition included.
Gain Sequence and Integrated Techniques as a Prodigy of your level.
Gain a Sage's Chi Gong at full progression. Its damage never applies to natural attacks or unarmed strikes.
Class-defining features poached whole. None may be taken more than once.
Gain Divine Grace: your Charisma bonus applies to all saving throws.
Gain the Investigator's Studied Combat and Studied Strike, keyed to Intelligence, as an Investigator of your level.
Gain Wild Shape at the Druid's progression.
Gain an Unchained Monk Ki Power at level 4 and every 2 levels after. For the pool, see Life Force.
Gain a Mutagen, plus an Alchemist Discovery every 4 levels.
Gain a Witch Hex at level 1, 2, and every 4 levels after, qualifying for Major and Grand Hexes at the Witch's levels. Slumber counts as a Major Hex.
Gain a Sorcerer Bloodline's powers at levels 1, 3, 9, 15, and 20, Bloodline Arcana included. Bloodline feats and bonus spells aren't part of this.
Gain a Psychic Discipline, a phrenic pool of 2 + half your level, and one phrenic amplification. Spells aren't part of this.
Gain an Oracle Revelation from one chosen Mystery at level 1, 3, and every 4 levels after.
Gain the powers of a Wizard's Arcane School. Banned: Divination.
Gain an Arcane Pool as a Magus, plus a Magus Arcana every 3 levels.
Upgrade a vancian caster one bracket: a 4th-level caster becomes a 6th-level caster, or a 6th becomes a 9th. Your casting style stays what it was (spontaneous or prepared, divine, arcane, or psychic — see Halfcast), and your spell list merges with an appropriate class's list. A spell on both lists uses the new list's spell level. Pairings below.
Gain the Brawler's Martial Flexibility at its full progression.
Gain the Medium's Spirit class feature: channel one of the six legendary spirits through a seance for its spirit bonus, seance boon, and lesser power, with the intermediate power at 6th, greater at 11th, and supreme at 17th. Influence and taboos apply per the Medium rules. Spells aren't part of this.
Gain the Shaman's Spirit and Hex class features, with a hex at level 2, 4, 8, 10, 12, 16, 18, and 20. Spirit Magic spells aren't part of this, but if you have a familiar, it gains the spirit's Spirit Animal ability.
Gain Bombs as an Alchemist, Precise Bombs at level 2, and a discovery at levels 2, 4, 6, and every 4 levels after.
Gain the Investigator's Inspiration, plus an Investigator Talent at level 3 and every 2 levels after.
Gain a Vigilante Talent every even level, without counting as having a specialization.
Gain Unchained Rage at its full progression, effect and rounds per day both, plus a Rage Power every 2nd level. Vanilla Rage with Rage Powers works too, your pick.
Gain Bloodrage and a Bloodrager Bloodline of your level, Bloodline Powers included.
Gain the Skald's Raging Song performances, always a standard action to start, plus a rage power at level 3 and every 6 levels after.
Gain Bardic Performance as a bard of your level, every performance included, always a standard action to start.
Gain the Alchemist's extract progression, plus the Infusion discovery.
Gain Bardic Knowledge at level 1, Lore Master at 5th with an extra use every 6 levels, and Spell Kenning at 7th with an extra daily use every 6 levels.
Gain a Kineticist element with its kinetic blast and elemental defense, an infusion at 1st, 3rd, and every 4 levels after, and a utility wild talent at 2nd and every 4 levels after. Burn, gather power, and composite blasts run per the Kineticist rules, with your character level as your kineticist level. Metakinesis isn't part of this.
Gain the spontaneous casting progression of the Bard/Inquisitor, or the prepared progression of the Magus/Warpriest. Choose a spell list from one class: Wizard, Cleric, Druid, Psychic, Witch, Bard, Inquisitor, or Magus. Warpriest-style casting has to use a divine list (Cleric, Druid, or Inquisitor).
Gain an Arcanist Exploit at level 1, 3, and every 4 levels after, with an Arcane Reservoir of 3 + half your level.
Gain an Unchained Eidolon or a Spiritualist's Phantom, plus Bond Senses at level 2 and Maker's Call (Eidolon) or Phantom Recall (Phantom).
Gain the Warleader sphere, plus an Enhanced Tactic, Warleader talent, or Squadron Feat every even level.
Gain the Guardian sphere's Challenge package with the Sentinel's improved challenge, plus a Guardian talent every even level.
Gain Inventions as a Technician, plus an insight every even level, invention insights only. You maintain one invention at a time; your improvement cap scales as normal. With Gadgeteer, any insight is fair game and this costs 4. Insights from the two boons don't stack.
Gain a Scholar's Knack every even level. Arcane Studies and Studied Technique once each.
Gain a Mageknight Mystic Combat at level 2 and every 4 levels after. For a spell point pool, see Life Force.
Gain a Psychic Warrior's Path with Expanded Path, Path Skill, and Martial Power. For a power point pool, see Psionic Force.
Gain a Psion Discipline, its two chosen Discipline Talents as bonus powers known. On a non-psionic class they run at full strength with Psionic Force.
Gain the Expert Spheres of Might progression, martial tradition included.
Become a Spheres of Power Mid Caster, with the usual talent at every CL gain and 2 bonus talents at level 1.
Gain a bonus sphere talent every odd level, from Spheres of Power or Spheres of Might. Magic talents need you to be a sphere caster; might talents don't care what class you are.
Gain an Incanter sphere specialization, CL bonus and bonus talent included.
Gain the Magical Girl's Transformation, Finishing Move, Motif, and Tension, plus a Magical Girl Power every 4 levels.
Gain any Hedgewitch Tradition, a secret at level 2 and every 4 levels after, and Grand Secret eligibility at level 10. Banned: Spiritualism.
Gain the Psychic Warrior's psionic casting progression, choosing your power list from one class: Psychic Warrior, Cryptic, Dread, Psion, or Vitalist.
Gain the Aegis's Form Astral Suit with 2 customization points, +1 per level after 1st. Reconfigure everything once per level, and 1 point per day.
Gain the Path of War archetype maneuver progression across any 4 disciplines. Recover one maneuver as a standard action, or your initiator modifier's worth as a full-round action.
Gain a Guru's count of veils, essence pool, and chakra binds, drawing veils from any list.
Become a Spheres of Power Full Caster, with a talent every level and 2 bonus talents at level 1.
These cost 0 points. No hard cap on how many you take, but each only once.
Gain two more class skills. Knowledge and Background Skills count as half a class skill each, so you can take up to four of those.
You count as a Fighter of your level for feat prerequisites.
Gain +1 to find and disarm traps, and disable magical traps as a Rogue.
These have prerequisites your base class has to meet.
Pick a boon whose every feature your base class already has. You lose everything the boon grants and gain points equal to its cost.
Prerequisite: Paladin. Gain the Warpriest's casting progression, adding the Cleric or Inquisitor list to your own; a spell on both lists uses the new list's level. You can also burn one use of Lay on Hands to cast a spell on yourself as a swift action, the way Fervor works.
Prerequisite: Bloodrager. Gain the Bard's casting progression, adding the Sorcerer or Magus list to your own; a spell on both lists uses the new list's level. You also gain the Spellstrike boon, usable without a free hand.
Prerequisite: Ranger. Gain the Hunter's spellcasting. Instant Enemy becomes a 2nd level spell.
Prerequisite: Practitioner class. Gain a bonus SoM talent every odd level.
Prerequisite: full BAB. Gain the Expert Martial boon.
Prerequisite: sphere casting class. Gain a bonus SoP talent every odd level.
For tables running Bubble 2.6; skip this whole section anywhere else. Every number here is a suggested default and the GM sets the real one.
Buy boon points with Experience at 1,500 Experience per point, up to 4 points bought this way per character. Points bought with Experience follow every rule above.
While you carry an active advancement drawback ([Atonement], [Pride], [Hatred], [Defiance], or another your GM approves), you have 2 extra boon points. If you lose the drawback, you keep the 2 points and any boons they paid for until your next level; replace it with another your GM approves by then, or lose both.
In Tier-driven games the GM may re-key the Unlocks at column: divide the listed number by two, round up, and read it as a Tier requirement instead of a level requirement.
If a background package bought with Experience grants a feature a boon of yours also grants, the boon stops doing anything: apply Dropout to it at your next level, refunding its points.
Higher Magic needs a class to grow into: something with the same casting style one bracket up, whose spell list makes sense next to yours. These are the pairings I'd use.
The Bard and Inquisitor actually know more spells than a full caster until about level 6, and full casters have their own sources of extra spells known and slots. So at each class level, use whichever chart gives the better spells known and spells per day for each spell level. An upgraded Inquisitor at level 8, for example, knows 8 / 5 / 4 / 3 / 1 spells from 0th to 4th.
Psionics can probably ride the same bracket structure. Untested, so it's a table call.
| You are | Upgrade to | Spell list |
|---|---|---|
| Ranger | Hunter casting | Hunter |
| Paladin | Warpriest casting | Cleric or Inquisitor |
| Bloodrager | Bard casting | Sorcerer or Magus |
| Medium | Spiritualist casting | Spiritualist or Psychic |
| Bard or Skald | Sorcerer casting | Sorcerer or Witch |
| Inquisitor | Oracle casting | Cleric |
| Warpriest | Cleric casting | Cleric |
| Hunter | Druid casting | Druid |
| Magus | Wizard casting | Wizard |
| Summoner | Wizard casting | Wizard |
| Spiritualist or Mesmerist | Psychic casting | Psychic |
| Occultist | Witch casting | Witch |
The boon plays fine with casting traditions: take one for extra spell points from a drawback, or extra talents from a sphere-specific drawback. The restrictions on it live in its table row.