About Gaston NadrojssonMale Elemental Destined bloodrager(Primalist & Crossblooded) 7, Jotun Paragon 7. Gestalt.
Melee
[spoiler=Special Abilities]
Bloodline: Crossblooded Elemental Cold and Destined Destined Strike (Su) At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day. Fated Bloodrager (Su) At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level). Bloodrage (Su)
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Fast Movement (Ex)
Uncanny Dodge and Improved Uncanny dodge (Ex) Blood Sanctuary (Ex)
Blood Casting (Su) At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state. Damage Reduction (Ex)
Size Increase (Ex) You continue to grow in height and weight as you gain power at 3rd level you become size Large, at 10th you become size Huge, at 16th you become size Gargantuan, and at 20th level you become size Colossal. No ability score modifications arise as a result of the growth, though you do gain all the other associated penalties and benefits for the size change listed in the table below, the table lists the total bonus or penalty they are not cumulative. Your equipment also resizes to fit your new size as long as you are attending it at the time you gain the appropriate level. You can as a full-round action reduce your size one category, it also takes a standard action to increase your size back up one category. Rock Catching (Ex) You can catch rocks you could throw. Once per round, if you would normally be hit by a rock you can make a Reflex save to catch it as a free action. The DC is 15 for a rock of a size or smaller that you can throw, DC 20 for a rock one size larger than you can throw, and 25 for a rock two size categories larger than you can throw. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your size; for example, a Large jotun paragon can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. You can hurl the rock up to five range increments. The size of the range increment is 10 ft. per jotun paragon class level. Damage from a thrown rock is generally double your slam damage plus 1-1/2 its Strength bonus. Improved Rock Catching (Ex) You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching. Elemental Power Elemental Burst (Su): Upon a successful critical hit your attacks explode with energy. The energy does not harm the wielder. You deal an extra 1d10 points of energy damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of energy damage instead, and if the multiplier is ×4, add an extra 3d10 points of energy damage. This energy is the same type as you chose for your elemental power. Energy Resistance/Immunity (Ex): You gain resistance to the energy type you chose for your elemental power. The value of this resistance is equal to your class level. At 10th level you gain immunity; you also gain a vulnerability to the opposing element (and energy type). Your mastery of your elemental power allows you to resist an attack form involving your specified energy type. Storytelling (Su): Once per day, you can tell a mythical and mystical story, it takes a minimum of 10 minutes to tell such a story, It affects one person (including yourself) per jotun level you possess who is within the sound of your voice and grants it grants all of the following benefits. -For 12 hours the persons affected recovers hit points or ability score points lost to ability damage at twice the normal rate. -For 12 hours the persons affected increase their overland movement rate by 50% -If you are 11th level or higher, for 12 hours the persons affected gain the benefits of a heroes' feast. Rage powers (Ex): |