User:Askewnotion/PCs/Gestalt
File:Eric gestalt.jpg |
Nukumu
Favored Soul of Bahamut/Dragon Shaman 8 (ECL 8ish)
Race: Human
Alignment: LN | Size: M
Patron Deity: Bahamut
Abilities
Str 14 +2 |
Dex 14 +2 |
Con 14[16] +3 |
Int 12 +1 |
Wis 8 -1 |
Cha 16[18] +4
Defense
AC: 24 / Touch: 13, Flatfooted: 22
(+6 Armor, +4 Shield, +1 Deflection, +1 Natural, +2 Dex)
HP: 75 (Bloodied 37) / HD: 10d8+24+1
Initiative: +2+1d4 / Speed: 30'
Fort: 9 / Reflex: 8 / Will: 5
- Resistance 10 fire
- Immune to sleep and paralysis
Attacks
- +1 Heavy Pick +10/+5 / 1d6+3 / 20x4 / p
- Touch +8 Ranged Touch +8
Space/Reach: 5 ft./5 ft. Base Attack: +6/+1
Feats
- Hum Dragontouched (DrM, 18)
You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level. - 1st Dragon Wings (RotD, 100)
You have wings that aid your jumps, granting a +10 racial bonus on Jump checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. - DS2 SF: Disguise (PHB, 100)
You get a +3 bonus on all checks involving that skill. - FS3 WF: Heavy Pick (PHB, 102)
You gain a +1 bonus on all attack rolls you make using the selected weapon. - 3rd Entangling Exhalation (RotD, 101)
When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds. - 6th Augment Healing (CD, 102)
Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. - DS8 SF: Swim (PHB, 100)
You get a +3 bonus on all checks involving that skill.
Skills
ACP = -1/-2
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Special Abilities
Weapon and Armor Proficiencies
Proficient with simple weapons, the heavy pick, with light and medium armor, and with shields (except tower shields).
Dragon Shaman
- Draconic Aura (Su): You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit.
Projecting an aura is a swift action (see page 4), and you can only project one draconic aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.
Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
- Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 4 points of electrical damage.
- Power: +2 bonus on melee damage rolls.
- Resistance: Resistance 10 electricity.
- Senses: +2 bonus on Listen and Spot checks, as well as on initiative checks.
- Toughness: DR 2/magic
- Vigor: Fast healing 2, but only affects characters at or below one-half their full normal hit points.
- Totem Dragon: Bronze.
- Draconic Adaptation (Ex): Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
- Breath Weapon (Su): 30' line of electricity dealing 4d6 damage. A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman level + your Con modifier [17]. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again.
- Draconic Resolve (Ex): At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.
- Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level × your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead. [64]
- Natural Armor (Ex): At 7th level, your skin thickens, developing faint scales. Your natural armor bonus improves by 1.
Favored Soul
- Energy Resistance (Ex): Resistance 10 fire.