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Palaveen

Caladius Rend's page

645 posts. Alias of John Hathaway.


Race

tiefling urban ranger/sage sorcerer

Classes/Levels

Baseline Stats:
Max HP: 51 | AC 20 (13 T / 18 FF) | CMD 20 | F+5 R+6 W+3 (+2 vs fear, +2 vs cold, elec, fire) | Ini +2 (+4) | Disable: +10 // Perc: +8 (+10) // Stealth: +9 (+11)

Gender

male

About Caladius Rend

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Caladius Rend
CG Tiefling Spell-less Ranger (urban) 4 / Sorcerer (sage) 1
Archetypes: Urban Ranger, Sage Sorcerer
Favored Class: Ranger (+1 hp)
Languages: Common, Abyssal, Infernal
Vision: darkvision (60ft)
HP: 51 (10+1+1)+(6+1+1)+12+7+12

Str: 18 (+4)
Dex: 14 (+2)
Con: 12 (+1)
Int: 12 (+1)
Wis: 11 (+0)
Cha: 7 (-2)

20 pt buy:

Str 18 (17pts)
Dex 11 (1pt) +2 racial
Con 12 (2pts)
Int 10 (0pts) +2 racial
Wis 11 (1pt)
Cha 9 (-1pt) -2 racial

Offense/Defense
AC: 20 (Tch 13 // FF 18) (+1 breastplate [7], dex[2], deflection[1])
Fortitude: +5 (4 base + 1 con)
Reflex: +6 (4 base + 2 dex)
Will: +3 (+2 vs fear) (3 base)
(+2 on all saves vs cold, electricity, & fire)

BAB: +4
CMB: +8
CMD: 20
Initiative: +2
Speed: 30ft

Adamantine Greatsword: +9 (2d6+6) 19-20/x2
Kukri: +8 (1d4+4) 18-20/x2
Cold Iron Heavy Flail: +8 (1d10+6) 19-20/x2
Masterwork Composite Longbow: +7 (1d8+4) x3

Traits
Infernal Bastard (campaign): light at will, +2 to elemental saves
Courageous (combat): +2 to will saves vs fear

Feats
Lvl 1: Power Attack
Lvl 2: Rapid Shot
Lvl 3: Quickdraw
Lvl 4: Eschew Materials
Lvl 5: Precise Shot (from Ranger Talent)
Lvl 5: Deadly Aim

Detailed Feats:

Power Attack Prereqs: Str 13, BAB +1
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Rapid Shot: Prereqs: Dex 13, Point-Blank Shot
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Quick Draw: Prereqs: BAB +1
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Eschew Materials: Prereqs: none
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Precise Shot: Prereqs: waived by combat style
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Deadly Aim (-2/+4): Prereqs: Dex 13, BAB +1
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Detailed Skills:

Skill Points/level: 7 = 6(class) +1(int) -or- 3 = 2(class) +1(int)
class skill // Armor Check Penalty = -3

Acrobatics: -1 = +0(ranks) +2(dex) -3(acp)
Appraise: +1 = +0(ranks) +1(int)
Bluff: +5 = +2(ranks) +3(trained) -2(cha) +2(racial)
Climb: +1 = +0(ranks) +4(str) -3(acp)
Craft: +1 = +0(ranks) +1(int)
Diplomacy: -2 = +0(ranks) -2(cha)
Disable Device: +10 = +5(ranks) +3(trained) +2(dex)
Disguise: -2 = +0(ranks) -2(cha)
Escape Artist: -1 = +0(ranks) +2(dex) -3(acp)
Fly: -1 = +0(ranks) +2(dex) -3(acp)
Handle Animal: +0 = +0(ranks) +0(wis)
Heal: +4 = +1(ranks) +3(trained) +0(wis)
Intimidate: +4 = +3(ranks) +3(trained) -2(cha)
Knowledge (Arcana): +7 = +1(ranks) +3(trained) +1(int) +2(class)
Knowledge (Dungeoneering): +1 = +0(ranks) +1(int)
Knowledge (Engineering): +1 = +0(ranks) +1(int)
Knowledge (Geography): +1 = +0(ranks) +1(int)
Knowledge (History): +1 = +0(ranks) +1(int)
Knowledge (Local): +7 = +3(ranks) +3(trained) +1(int)
Knowledge (Nature): +1 = +0(ranks) +1(int)
Knowledge (Nobility): +1 = +0(ranks) +1(int)
Knowledge (Planes): +1 = +0(ranks) +1(int)
Knowledge (Religion): +1 = +0(ranks) +1(int)
Linguistics: +1 = +0(ranks) +1(int)
Perception: +8 = +5(ranks) +3(trained) +0(wis)
Perform: -2 = +0(ranks) -2(cha)
Profession: +0 = +0(ranks) +0(wis)
Ride: -1 = +0(ranks) +2(dex) -3(acp)
Sense Motive: +0 = +0(ranks) +0(wis)
Spellcraft: +8 = +2(ranks) +3(trained) +1(int) +2(class)
Stealth: +9 = +5(ranks) +3(trained) +2(dex) +2(racial) -3(acp)
Survival: +6 = +3(ranks) +3(trained) +0(wis)
Swim: +1 = +0(ranks) +4(str) -3(acp)
Use Magic Device: -2 = +0(ranks) -2(cha)

Ranger Class Abilities
Favored Enemy (undead [+2])
Track (+2 to follow tracks)
Wild Empathy (net +1)
Combat Style (Archery)
Favored Community (Westcrown [+2]) (modifies initiative, knowledge (local), perception, stealth, & survival; does not leave a trail)
Trapfinding
Hunter's Bond (Companions)

Sorcerer Class Abilities
Bloodline Arcana (use Int instead of Cha for all class abilities, +2 to know (arcana) and spellcraft checks)
Arcane Bolt (30ft ranged touch attack, 1d4 force damage, 3+Int mod times/day)
Spells - Cantrips Known (4): detect magic, detect poison, mending, read magic
Level 1 Known (2): gravity bow, magic weapon

Equipment
Coins: 1185gp
+1 Breastplate
+1 Ring of Protection
Adamantine Greatsword
Kukri
Cold Iron Heavy Flail
Masterwork Composite Longbow (+4)
70 arrows
24 cold iron arrows
19 alchemical silver arrows
4 masterwork arrows
dust of tracelessness
backpack
belt
pouch
bedroll
hooded lantern
50ft hemp rope
potion of cure light wounds (2)
potion of cure moderate wounds (2)
potion of lesser restoration (2)

courtier's outfit w/ jewelry

starting gear:

Starting Gold: 1000gp
Masterwork Breastplate (350gp)
Greatsword (50gp)
Kukri (8gp)
Cold Iron Heavy Flail (30gp)
Composite Longbow (+4) (500gp)
100 arrows (5gp)
backpack (2gp)
belt pouch (1gp)
bedroll (1sp)
hooded lantern (7gp)
50ft hemp rope (1gp)

Background
Unsure of what he did to deserve his lot in life, Caladius Rend nevertheless tries his best to keep his cloven chin up. His features betray the fact that one of his forebears consorted with dark denizens of the lower planes, and most Wiscrani are quick to remind him of it. He's spent most of his life trying to stay quiet and out of the way, hoping to avoid notice and thereby conflict, but some people just like to go looking for trouble. Unfortunately for Caladius, such folk have an uncanny way of finding him.

Caladius looks back on his youth and the constant abuse he suffered with a sardonic grin. Having years past come into full maturity, Caladius is all too aware of the fact that the cruel treatment he suffered as a child helped shape him in into the broad and towering man he is today. Such treatment is also responsible for honing his senses to trouble, teaching him to stick to the shadows, and for the large sword he carries over one shoulder for when troublesome folk find him.

Caladius has been a loner for as much of his life as he can remember. The nearest thing he could call a friend, another cast-off, down-trodden boy named Amburian offered to share some of his stale heel of bread with Caladius when the two were just children shivering in the street. The two stuck together for several weeks after that until they were set upon one night by several zombies. Caladius wasn't able to save Amburian as one of the undead monstrosities tore the lad apart, and Caladius would have surely died as well if a Hellknight hadn't arrived and slaughtered the monsters. Caladius fled before the Hellknight could question him, but he still remembers Amburian's lifeless eyes in his sleep. He has hated undead ever since.

Personality/Mannerisms
Caladius is a quiet, stern, matter-of-fact kind of guy. He learned a long time ago that to be noticed was to be beaten. He keeps to himself, as he hasn't really known friends before, but he recognizes injustice when he sees it and isn't afraid to stand up if someone else doesn't. He's quiet, calculating, and shrewd, but not aloof or cold. Despite all he's been through, deep down he still has a good heart.

UPDATE: Caladius' experiences and successes with the Torchbearers have strengthened his self-confidence and emboldened him. His eagerness to act and his trust in his companions sometimes lead to him taking rather large risks.

Appearance
Caladius measures in at an impressive 6'4" tall, with broad shoulders and a wide stance. He wears a scratched, dinged, yet well crafted breastplate beneath a heavy, ratted wool cloak. His rust colored skin immediately betrays his heritage and the curving horns sprouting from his brow only further confirm it. Additionally, his middle and ring fingers are fused together on each hand, leaving him with rather unique handprints and great difficulty finding gloves that fit properly. Of the pair of worn leather gloves he currently wears, the middle and ring fingers have been removed. He keeps his long raven hair pulled back out of his face and a short but unkempt goatee obscures his cloven chin.

A broad sword hangs comfortably from his right shoulder, and a massive bow hangs slung over his left. At the small of his back, he keeps a well-balanced kukri in a plain black sheath.

UPDATE: After defeating the Bastards of Erebus and meeting their secretive leader, Palaveen, Caladius discovered a strikingly odd, even uncanny, resemblence between himself and the defeated tiefling. After Palaveen's execution by the other Torchbearers, Caladius traded in his old, dinged breastplate for Palaveen's well-kept magical set. Unnervingly, the armor fit as if it had been sized for Caladius all along.

UPDATE: After breaching the Asmodean Knot, the strange magics of the pocket dimension twisted Caladius' form. The pair of horns atop his head each split in half, with a narrower set now running parallel above the larger two.

Progression
Level 4: Sorcerer [sage] 1 (Eschew Materials) (+1 Dex)
Level 5: Spell-less Ranger 4 (Precise Shot, Deadly Aim)
Level 6: Spell-less Ranger 5
Level 7: Spell-less Ranger 6 (Vital Strike, Improved Precise Shot)
Level 8-onward: Arcane Archer (Furious Focus)

Macros:

[spoiler=Round X]
[ooc]HP: 51/51
AC: 20 (13 T / 18 FF)[/ooc]
[ooc]Arcane Bolt Used: 0/4[/ooc]
[ooc]Spells Used[/ooc]
[ooc]Level 1: 0/4[/ooc]

[ooc]Ongoing Effects: [i]favored community[/i][/ooc]
[/spoiler]

[dice=Arcane Spell Failure (1-25=fail)]1d100[/dice]
[dice=Adamantine Greatsword]1d20+9[/dice][dice=for]2d6+6[/dice]
[dice=Adamantine Greatsword (power attack)]1d20+7[/dice][dice=for]2d6+12[/dice]
[dice=Heavy Flail (cold iron)]1d20+8[/dice][dice=for]1d10+6[/dice]
[dice=Heavy Flail (cold iron, power attack)]1d20+6[/dice][dice=for]1d10+12[/dice]
[dice=Kukri]1d20+8[/dice][dice=for]1d4+4[/dice]

[dice=Mwk Comp Longbow]1d20+7[/dice][dice=for]1d8+4[/dice]
[dice=Mwk Comp Longbow (deadly aim)]1d20+7-2[/dice][dice=for]1d8+8[/dice]
[dice=Mwk Comp Longbow (rapid shot)]1d20+5[/dice][dice=for]1d8+4[/dice]
[dice=Mwk Comp Longbow (rapid shot, deadly aim)]1d20+3[/dice][dice=for]1d8+8[/dice]

Torchbearer Inventory Log

Wishlist:

Weapons
Masterwork Greatsword: 350gp
  • Adamantine Greatsword: 3,050gp
  • add +1 enhancement: +2,000gp
  • increase enhancement to +2: +6,000
  • add bane: +8,000gp

Masterwork Composite (+4 Str bonus) Longbow/Shortbow

  • add +1 enhancement: +2,000gp
  • add seeking: +6,000gp
  • increase enhancement to +2: +8,000gp

Cold iron arrows (50): 2gp
Alchemical Silver arrows (50): 3gp
Adamantine arrows: 61gp (per arrow)
Slaying arrow: 2,282gp (per arrow)
Greater Slaying arrow: 4,057gp (per arrow)

Armor
Add +1 enhancement bonus: 2,000gp

  • exchange for +1 mithral breastplate: 5,200gp
  • -OR- exchange for +1 adamantine breastplate: 11,200gp
  • increase enhancement to +2: +3,000gp
  • add shadow: +3,750

Other Equipment
belt of incredible dexterity (+2): 4,000gp

  • increase enhancement to +4: +12,000gp

dust of tracelessness: 250gp per pouch

efficient quiver: 1,800gp

cloak of elvenkind: 2,500gp

  • exchange for cloak of resistance +2: 4,000gp
  • increase bonus to +3: +5,000gp
  • add displacement, minor: +29,500gp

boots of striding and springing: 5,500gp

  • add speed: +14,750gp

ring of protection (+1): 2,000gp

  • increase bonus to +2: +6,000gp
  • increase bonus to +3: +10,000gp

Spell-less Ranger:

Lvl BAB Fort Ref Will Special

1st +1 +2 +2 +0 1st favored enemy, track, wild empathy
2nd +2 +3 +3 +0 Combat style feat, stealth attack* 1d6
3rd +3 +3 +3 +1 1st favored terrain, endurance
4th +4 +4 +4 +1 Hunter’s bond, ranger talent
5th +5 +4 +4 +1 2nd favored enemy, fast movement +10 ft.
6th +6 +5 +5 +2 Combat style feat, stealth attack* 2d6

*Stealth Attack dropped for Bonus Feat to be gained at Character Level 8

Hunter’s Bond (Ex): At 4th level, you form a bond with your hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The second option is to form a close bond with an animal companion. A spell-less ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse,
pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, you may choose a shark instead. This animal is a loyal companion that accompanies you on your adventures as appropriate for its kind. Your animal companion shares your favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (part of the nature bond class feature).
Your effective druid level is equal to your full spell-less ranger level.

Ranger Talent: Will select Ranger Feat: Instead of a talent, you may choose a feat for which you qualify from your chosen combat style.

Fast Movement (Ex): When in a favored terrain/community, your base speed increases by +10 ft. at 5th level.


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