gestalt Fighter(High Guardiant)/Sorcerer (crossblooded Sage/Orc); HP 44/44; AC 19 TAC 11 FF 16; FOR +7 REF +3 WIL +3; INIT +1 PER +9 | ongoing effects:
Classes/Levels
limited use:
1st 7, 2nd 4
Strength
16
Dexterity
12
Constitution
16
Intelligence
14
Wisdom
12
Charisma
8
About Nebuzaradan
Nebuzaradan - Dwarf - Male
Neutral Good gestalt Fighter (High Guardian)/Sorcerer (sage) 4
Background:
Raised by a soldier, Nebuzaradan trained to protect the clan from the earliest age. His natural magical abilities developed somewhat early in life and so this was treated as another skill to train in. As it is, he grew up learning combat techniques and how to combine them with his natural magical abilities.
Defense:
Initiative +1 (Dex 1)
AC 19, touch 11, Flat Footed 16 (+1 Dex, +6 Armor, +2 buckler)
HP 44 (28 + 12 Con + 4 FCB)
Fort +7(+8) Ref +3(+4) Will +3(+4)
+4 vs Fear; +2 vs spells, poisons, spell like abilities
Offense:
Speed 20ft (20ft in armor)
Melee
Cestus +7 (1d4+3/19 x2)
War axe +7 (1d10+3/x3)
Str 16 Dex 12 Con 16 Int 14 Wis 12 Cha 8
BAB +4, CMB +8, CMD 19
Stat Building
Race Str 16 Dex 12 Con 13 Int 14 Wis 10 Cha 10
Cost Str 10 Dex 2 Con 3 Int 5 Wis 0 Cha 0
Race Con +2 Wis +2 Cha -2
Level Con +1
Total Str 16 Dex 12 Con 16 Int 14 Wis 12 Cha 8
Feats:
1. Arcane Armor training: reduce armor spell failure by 10%
2HG. Defender’s reflexes: Combat Reflexes using STR
3. Shield focus (buckler)
4HG. Bodyguard
4HG. In Harm’s Way
Future
5. Unhindering shield
6F. WF: waraxe
7. Power attack
Crossblooded Arcane(Sage) - Orc blood
Class skills: Know (Dungeoneering), Survival
Bloodline Arcana Sage: use Int instead of Cha for spells
Bloodline Arcana Orc: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Bloodline power 1 Arcane bolt: Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your (see FAQ/Errata) Charisma modifier.
Bloodline power 3 Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Bloodline spell: Burning Hands
Obligation: At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation
Right Hand: At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn. Replaces 1st level bonus feat.
Defender’s reflexes: a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. Replaces 2nd level bonus feat.
Unassailable allegiance: a high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd. Replaces Bravery.
Royal protector: a high guardian gains Bodyguard and In Harm’s Way as bonus feats, though he can use them only to improve his obligation’s AC or intercept a successful attack against his obligation. Replaces the bonus feat at 4th level.
Dwarf Racial Traits:
Attributes: +2 STR +2 CHA
Size: Medium
Movement: Slow and steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Stability: dwarves gain a +4 racial bonus to their combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision 60 feet.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giantsubtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoidswith the giant subtype. This racial trait replaces the hatred racial trait.
Traits:
Eyes and ears of the city: Perception is a class skill and gain +1 trait bonus
Deft Dodger: +1 Ref save
Gear:
Pathfinder Kit* 12
Belt Pouch* (whetstone, flint and steel, chalk x5, signal whistle, loose change: gold and silver) 2.2#