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Dmitri Tsagoi

PL 10 Superhero Gestalt, ECL +10 Racial


S
t
a
t
S
t
r

B
a
s
e
2
4

Modifier

+
7

F
or
tit
u
de
R
ef
le
x
W
ill

+19

Defense 34 (+5 Shield + 7


Dex + 6 Tumble +2
Dodge Focus + 4 Cover
Bonus),
Full Defense adds Level
to AC
252

D 2
e 4
x

+
7

C
o
n
I
n
t

2
4

+
7

1
9

+
4

A
C

W
i
s
C
h
a

1
8

+
4

H
P

3
6

+
13

In
iti
at
iv
e

+22

+15

+22

COMBAT:
Attack +24 [+5 Star Spangled Shield 3d6+18; Crit 17-20, x 3 ] at range or in melee
Attack +24 [Billy Club 3d6+13, 19-20, x3]
Attack +24 [Unarmed 2d10+13, 19-20, x3]
SKILLS:
Climb (+22), Diplomacy (+27), Drive (+18), Intimidate (+27), Knowledge [Tactics] (+23), Survival (+18), Stealth
(+22) Tumble (+25)*,
Bluff (+26), Knowledge [Streetwise](+18),Perception (+20)*, Profession [Lawyer] (+18), Sense Motive (+20),
Knowledge [Business] (+14),
Knowledge [Wine and Spirits]:+17, Knowledge [Mixology]:+14, Profession (Sailor): +14, Computer Use: +14,
Repair:+14

FEATS
Accurate Attack,
Acrobatic Bluff
All Out Attack
Assessment
Defensive Attack
Dodge Focus (2)
Eidetic Memory

You may take up to -5 to damage and add +5 to hit


You may use your Acrobatics skill to feint and bluff in combat, opposed by Sense Motive or Acrobatics, w
You may take up to -5 to your AC to gain +5 to your Attack bonus
As a move action, make Sense Motive vs Bluff. If you win, DM tells you relative attack and defense bonus
You may take up to -5 to Attack and add +5 to AC
+1 Dodge Bonus per rank in this feat
Perfect recall of anything youve ever experienced, +4 bonus to remember things and may make any Know

Elusive Target
Equipment
Evasion (2)
Fearless
Improved Block (2)
Improved Critical [Shield] (2)
Improved Disarm (2)
Improved Initiative (3)
Improved Trip
Inspire (5)
Instant Up
Jack-of-all- Trades
Leadership
Power Attack
Precise Shot (2)
Second Chance [Sense Motive]
Skill Mastery
[Acrobatics, Notice, Sense Motive, Stealth]
Startle
Stunning Attack
Takedown Attack
Teamwork (3)
Uncanny Dodge [Hearing]
Weapon Bind
Weapon Break
Alertness*
[Skill]Your ears are so sharp you probably wouldn't miss your
eyes.
Benefits: This is a skill feat that scales with your ranks in
Listen/Perception
*Lightning Reflexes
[Combat] You are fasty McFastFast. It helps keep you alive.
Benefits: This is a combat feat that scales with your Base Attack
Bonus.
Crit Fisher
[Combat]You have a tendency to unexpectedly stab people in their
important organs far more often and effectively than the average
fellow.
Benefits: This is a combat feat that scales with your Base Attack
Bonus.
Shieldbearer
[Combat]You are the ultimate master of sword-and-board. Or, if
you're feeling creative, you could try board-and-board instead.
Benefits: This is a combat feat that scales with your Base Attack
Bonus.

Shield Space
Subdued Smiting
[Combat]Gain a Smite Attack or just make your own better. Then
use it to knock people out instead of finishing them off.
Benefits: This is a combat feat that scales with your Base Attack
Bonus
*Strike of the Believer
*Holy Subdual
*Ranged Smite
*Exalted Smite
*Subduing Strike
Verbose Assault
[Combat]Make your opponents feel inferior to yourself in every
way.
Benefits: This is a combat feat that scales with your Base Attack
Bonus.

When fighting an opponent in melee, others targeting you with ranged attacks suffer a -8 penalty
5pts of equipment per rank
Improved Evasion
You are immune to fear effects of all sorts.
+2 to block melee attacks per rank
Improves your critical by 1 step per rank
+2 to disarm attempts and they cannot attempt to disarm you
+4 to Initiative per rank in this feat.
+4 to Trip attempts and they cannot react to trip you. If used ranged, the bonus is only +2
By taking a full round action, you may inspire 1 ally per pt of Cha mod, granting +1 per rank to attacks, sa
You may rise from prone as a free action.
You may use any skill untrained.
You can spend a hero point to remove negative conditions from an ally you interact with. You may not rem
You may take up to a -5 to Attack and add to Damage rolls
You may fire into melee without penalty, ignore cover bonuses and the miss chance for anything less than
This allows you to reroll a Sense Motive check.
You may take 10 on skills under duress

You may make an Intimidate check to feint in combat, resisting with Intimidate, Sense Motive, or their Wi
You may forego normal melee damage for DC 10+Damage Inflicted. Failure= dazed 1 round. Failure by +
If KO opponent, immediate extra attack against another opponent in range and within 5ft of previous, 1 pe
When using the Aid Another action, +1 to the benefits per rank (max +3)
Immune to loss of Dex bonus to surprise or being caught flatfooted.
If you successfully block an armed melee attempt, you get a free disarm attempt, carried out as normal.
If you successfully block an armed melee attempt, you get a free attack versus the weapon used.

0 ranks: You gain a +3 bonus to Listen checks.


4 ranks: You can make a Listen check once a round as a free action. You don't take penalties for distractions on yo
9 ranks: You gain blindsense to 60 feet. You don't take penalties for ambient noise, such as loud winds. Divide any d
14 ranks: You gain blindsight to 120 feet.
19 ranks: You can hear through magical silence and similar effects, but you take a -20 penalty on your check. Divid
+0: You gain a +3 bonus to your Reflex saves.
+1: You gain Evasion, if you already have Evasion, it stacks to Improved Evasion.
+6: You may make a Balance Check in place of your Reflex save.
+11: You gain a +3 bonus to your Initiative.
+16: When you take the Full Defense Action, add your level to your AC.
+0: You get a +3 bonus to critical confirmation rolls.
+1: Increase the critical threat range of your attacks by one. Apply this bonus after any multipliers to critical threat range.
+6: Increase the critical damage multiplier of your attacks by one.
+11: Your critical hits have a 50% chance to ignore Fortification and immunity to critical hits.
+16: When you get a critical hit against an opponent, you get a +2 morale bonus to attack and damage against that oppone

+0: You retain your shield bonus to AC when you make a shield bash attack against an opponent. You may also deal bludg
offensive enhancement bonus equal to the total value of the defensive enhancements placed on it (to a maximum flat enha
+1: You may add your shield bonus to your touch AC so long as you are not caught flat-footed. Once per round, you may
If your attack roll exceeds the roll of the attack against you, that attack is deflected.
+6: By spending an attack of opportunity, you may attempt to block an attack with your shield in the same manner entaile
next turn regardless of your respective Base Attack Bonuses.
+11: Any ranged touch attack that fails to hit you is automatically reflected back at its source so long as you have a shield
+16: As long as you have a shield equipped and are not flat-footed, you gain cover. Unlike normal cover, this cover does n
Class regardless of your opponent's position.
Dmitri has an extradimensional compartment to put his shield in when not needed.
+0: You gain the Subduing Strike BoED p.46 feat, modified as follows: Also applies to ranged attacks.
+1: If you do not already have a Smite Attack, you gain Strike of the Believer as a bonus feat. If you do have a Smite Atta
class ability, then you lose Strike of the Believer and gain Renewed Zealousness instead. If your Smite is already on a per
+6: You gain the Holy Subdual BoED p.44 feat, modified as follows: Remove alignment specifics and apply across all ali
+11: You gain the Ranged Smite Evil BoED p.45 feat, modified as follows: Apply to any Smite Attack, not just Smite Evi
+16: You gain the Exalted Smite BoED p.42 feat, modified as follows: Once again, change alignment descriptors to match

When inflicting nonlethal damage, you may transform any bonus damage from smite evil class ability, holy damage or sm
Your smite evil ability can be channeled through your missile weapon.
When using your weapon to smite, your weapon is considered good aligned for purposed of overcoming damage reductio
You may use any melee or ranged weapon to deal nonlethal damage with no penalties.
+0: You may use your Charisma modifier in place of your Strength modifier for melee attack rolls.
+1: Dashing Leader - When you successfully hit an opponent in melee, all allies, not including yourself, gain a Morale bo
ally uses Dashing Leader vs the same enemy, your use is overwritten and replaced by your ally's. This is a Mind-Affecting
+6: You may add your Charisma modifier to melee damage rolls in place of Strength.
+11: Emotional Trauma - On your first attack that lands, do an additional number d6s of damage equal to your Charisma m
Affecting Effect. This can only trigger once per enemy per round.
+16: Could Make a Rock Cry - Dashing Leader and Emotional Trauma are no longer considered Mind-Affecting Effects.

Weapon Mastery [Shield]


[Combat]You have given your all to the mastery of a single
weapon.
Benefits: This is a combat feat that scales with your Base Attack
Bonus.

Unarmed Combat
[Combat]'
Benefits: This is a combat feat that scales with your Base Attack
Bonus.

.+0: You gain a bonus of +1 to all attack and damage rolls made with your mastered weapon..
+1: Against melee attacks from one designated foe, you may treat your favored weapon as if it were a shield of similar ma
+1 for a one-handed weapon, or +2 for a two-handed or double weapon. This effect does not stack with other effects gran
is a swift action.
+6: You may use your mastered weapon's shield bonus against two designated foes at once, and the shield bonus now also
category larger for the purpose of damage rolls, as well as making and defending against bull rush, disarm, sunder and trip
+11: You may use your mastered weapon's shield bonus against three designated foes at once. Your mastered weapon can
with the weapon are treated as adamantine, even if the weapon is not made of it. The weapon is still susceptible to magica
+16: Your mastered weapon's shield bonus now applies against every foe, and even against rays and touch attacks (except
as an immediate action, you may expend an attack of opportunity in order to deflect a ranged attack or ray by making an o
Special: You may take this feat multiple times. Its effects don't stack. Every time you take it it applies to a single weapon.
.+0: You gain a natural slam attack. You gain the unarmed damage progression of a monk your level. You gain iterative at
+1: Whenever you make a full attack you may make an unarmed attack at no penalty. Your unarmed attacks can be either
equal to 1/3 your level.
+6: Whenever you make a standard attack or Attack of Opportunity you may make an additional unarmed attack at the sam
+11: Whenever you strike a opponent with a unarmed strike, they must make a fortitude save (DC 10+1/2 Level + strengt
unarmed and special attack purposes, including unarmed damage, from this point on. All special attacks you make in mele
+16: Any time you successively hit an opponent in combat with a melee weapon you may make a number of unarmed atta

POWERS:
Immunity to poison, electricity, disease and death from massive damage
Resistance Acid, Cold, Fire 10
Telepathy- Dmitri can speak telepathically out to 100ft with any creature that has a language.
Tongues- The incubus may speak with any creature that has a language. The caster level is equal to twice the incubus HD
Dmitri cannot change shapes, due to the power templates he has chosen.
Super SensesBlindsight [Radius, Accurate]- Dmitri can pinpoint peoples exact location with his blindsight.
Acute Touch- Dmitri can read print on a page with touch alone.
Scent- Dmitri can identify people by their scent alone.
Radio- Dmitri can sense radio frequencies, such as AM, FM, police band , cellular networks and etc.
Tremor Sense- Dmitri can feel anything in contact with whatever he is standing on and may be used like sonar in the water.
Ultra Hearing- He can hear ultrahigh and low frequencies, like dog whistles or ultrasonic noises.

Spell Like Powers (at will)


prestidigitate (0)
mending (1)
cure light wounds (1)
darkness (2)
whispering wind (2)
expeditious retreat (1)
mage hand (1)
endure elements (1)
Tensers Floating Disc (1)
arcane lock (2)
steal sleep (BOAS) (1)
quickread (BOAS) (1)
far strike (BOAS) (1)
mighty blow (BOAS) (2)
slipping the ranks (BOAS) (2)
dowsing (BOAS) (1)
trigger trap (BOAS) (3)
air envelope (BOAS) (3)
repair light damage (BOAS) (3)
soft landing (BOAS) (3)
invigor (BOAS)(4)

Numerous harmless but useful tricks.


Makes minor repairs to an object.
Cures 1d8+5
20ft globe of supernatural shadow
Sends a whispered message 1 mile/level.
Increases your movement by 30ft
5lb telekinesis.
Exist comfortably in hot or cold environments.
3 ft diameter floating disc holds 100lbs per level.
Magically locks a portal or chest
Steals sleep from another for the caster
Allows speed reading of one nonmagical book, 1 page per minute.
Multiplies range weapon increment by 5
Casters next melee attack does maximum damage.
Teleport 10ft instead of a 5ft step
Leads caster to water
Sets off any traps within its radius
Creates a 10ft radius protective envelope of breathable air
Target object or construct is repaired 1d8+1/level
Horizontal surface does no damage to falling creatures. 10ft square per level out to Medium range.
Restores energy to a tired target, both cancelling the fatigued condition and restoring 4d6 subdual, or restores target from exh

Gear
+5 Star Spangled Shield 3d6 base damage, may be thrown, 15ft range increments Ignores 10pts damage reduction
or hardness and is +8 to Deflect Ranged attacks.
Billy Club- 3d6 base damage
Alternate Powers: Super Movement (Swinging)- He may travel his normal ground speed via swinging.
DRAWBACKS: Disability [Blind- Uncommon Occurrence, Minor Intensity; 1pp], Weakness [Loud Noises / Sonic
Attacks Uncommon Occurrence, Moderate Intensity; 6pp]

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