Cale the Calistrian

Camris's page

Goblin Squad Member. Organized Play Member. 593 posts (22,533 including aliases). No reviews. No lists. 1 wishlist. 3 Organized Play characters. 87 aliases.


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*Looks left. Looks right...*

"... Go on."


Can I create a goblin ninja?


PF2 would be my selection.


Interest!


Definite interest...


Looks like Dhampirs are forbidden. Back to elf.


No, Dhampir Investigator.


Toying with Elven Swashbuckler build.


Interest!


Interest!


Interest!


Interest!

The Imperial Academy -
Dungeon Crawl, Classic -
Games in SPAAAACE! -


Interest!


Interest...


Thinking of a Human Ranger.


Sir Rhaym de Wymund L6:

Human paladin (warrior of the holy light) 6 (Pathfinder RPG Advanced Player's Guide 118)
LG Medium humanoid (human)
Init +2; Senses Perception -1
Aura courage (10 ft.), power of faith
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +1 natural, +3 shield)
hp 55 (6d10+18)
Fort +10, Ref +7, Will +7
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 bastard sword +11/+6 (1d10+5/19-20) or
. . gauntlet (from armor) +10/+5 (1d3+4) or
. . handaxe +10/+5 (1d6+4/×3) or
. . heavy shield bash +10/+5 (1d4+4) or
. . unarmed strike +10/+5 (1d3+4 nonlethal)
Ranged mwk light crossbow +9 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+3 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 15, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +10; CMD 22
Feats Exotic Weapon Proficiency (bastard sword), Improved Shield Bash, Power Attack, Two-weapon Fighting
Traits armor expert, sacred touch
Skills Acrobatics -2 (-6 to jump), Climb +0, Diplomacy +9, Handle Animal +7, Heal +3, Intimidate +5, Knowledge (nobility) +5, Knowledge (religion) +6, Ride +2, Sense Motive +3, Swim +0
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 7/day (3d6), mercies (shaken, sickened)
Combat Gear potion of enlarge person (3), potion of lesser restoration (CL 3rd), potion of lesser restoration (CL 3rd), potion of lesser restoration (CL 3rd), potion of resist acid 10, potion of resist electricity 10, potion of resist fire 10, wand of cure light wounds; Other Gear +1 full plate, +1 heavy steel shield, +1 bastard sword, barbed bolt (20), bolas bolts (10), crossbow bolts (10), handaxe, incendiary bolt (10), mwk light crossbow, amulet of natural armor +1, belt of giant strength +2, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Psalms of Mitra)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Mitra, 1,208 gp
--------------------
Tracked Resources
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Barbed bolt - 0/20
Bolas bolts - 0/10
Crossbow bolts - 0/10
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) - 0/1
Incendiary bolt - 0/10
Lay on Hands (3d6 hit points, 7/day) (Su) - 0/7
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) - 0/3
Potion of enlarge person - 0/3
Potion of lesser restoration (CL 3rd) - 0/1
Potion of lesser restoration (CL 3rd) - 0/1
Potion of lesser restoration (CL 3rd) - 0/1
Potion of resist acid 10 - 0/1
Potion of resist electricity 10 - 0/1
Potion of resist fire 10 - 0/1
Smite Evil (2/day) (Su) - 0/2
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.

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I have a definite maybe Paladin...
hp rolls: 5d10 ⇒ (4, 5, 6, 10, 2) = 27


Male Human

Sorry guys, I gotta withdraw. Too many distractions to do a decent job.


Male Human

Character Creation:

Attributes:

Character attributes are rolled -- you roll 3d6 and keep 2 and add 6. This gives an 8 to 18 range with an average of 13. However, if after rolling you do not average 13 or higher you may opt to discard that set of rolls and try again but you cannot go back to a previous roll.
3d6 ⇒ (6, 4, 5) = 15 keep (6, 5)+6=17
3d6 ⇒ (5, 6, 2) = 13 keep (5, 6)+6=17
3d6 ⇒ (5, 5, 1) = 11 keep (5, 5)+6=16
3d6 ⇒ (3, 5, 4) = 12 keep (5, 4)+6=15
3d6 ⇒ (4, 2, 3) = 9 keep (4. 3)+6=13
3d6 ⇒ (1, 1, 2) = 4 keep (1, 2)+6=9
Assigned—
STR 9
DEX 17
CON 16
INT 17
WIS 13
CHA 15

Race--Human::

Attributes:
_Attribute of Choice +2 (CON)
_and +1 to 2 other different (STR and WIS)
Size: Medium
Speed: 30 ft
Senses: Normal
Human Versatility:
_Gain an Extra Feat (total of 2 at 1st level)
Multi-Talented:
_They can choose two Favored Classes at 1st-level and gain a +1 HP and +1 Skill Point whenever they take level in either class.
Skilled:
_Gain an 1 Additional Skill Point per Level and the Skill Focus Feat
Languages:
_Begin with Keolan (local human) and either Elven, Dwarven, Gnome, or Hin (Elven)
Potential Additional Languages: Any modern non-secret language

Stats are now:
STR 10
DEX 17
CON 18
INT 17
WIS 14
CHA 15

Class—Kinteticist (Aether)(Telekineticist):

Archetype—Kinetic Chirurgeon
_L1 HP (8) +4+1+1 BAB +0 SAVEs F+2, R+2, W+0
General Feat + Human Feat +4 skill points +INT bonus skill points +1hp +2 skill points
Telekinetic Blast (Kinetic Healer, Kinetic Cover), Basic Telekinesis, Burn 1/round, Gather Power, Kinetic Chirurgery
_L2 HP (1d4 ⇒ 3+4) +4+1+1 BAB +1 SAVEs F+3, R+3, W+0
Force Ward +4 skill points +INT bonus skill points +1hp +2 skill points
_L3 HP (1d4 ⇒ 3+4) +4+1+1 BAB +2 SAVEs F+3, R+3, W+1
General Feat +4 skill points +INT bonus skill points +1hp +2 skill points
Elemental Overflow +1

Feats—3:

Point Blank Shot
Precise Shot
Toughness

Traits-- 2 or 3 if you take a negative Trait:

Poverty-Stricken (Social)(APG)
Sacred Touch (Faith)(APG)
Outcast Intuition (Magic)(UC)
Drawback--
_Hedonistic (UC)

Skills::

3 Acrobatics +9
3 Bluff +5
0 Climb +0
2 Diplomacy +4
2 Disable Device +7
0 Disguise +2
2 Escape Artist +5
3 Heal +8
0 Intimidate +2
2 Know:Local +5
2 Know:Nature +5
2 Perception +7
3 Sense Motive +9
2 Stealth +8
2 Survival +8
1 Swim +1
1 Use Magic Device +6

Background Skills
1 Appraise +4
1 Linguistics +4
1 Perform (Oratory) +3
1 Profession (Herbalist) +6
2 Sleight of Hand +8


Character attributes are rolled -- you roll 3d6 and keep 2 and add 6. This gives an 8 to 18 range with an average of 13. However, if after rolling you do not average 13 or higher you may opt to discard that set of rolls and try again but you cannot go back to a previous roll.

3d6 ⇒ (6, 4, 5) = 15 keep (6, 5)+6=17
3d6 ⇒ (5, 6, 2) = 13 keep (5, 6)+6=17
3d6 ⇒ (5, 5, 1) = 11 keep (5, 5)+6=16
3d6 ⇒ (3, 5, 4) = 12 keep (5, 4)+6=15
3d6 ⇒ (4, 2, 3) = 9 keep (4. 3)+6=13
3d6 ⇒ (1, 1, 2) = 4 keep (1, 2)+6=9


OK, you got me thinking now. I gotta take a crack at this with a Telekinteticist.


Interest!


I played a Kineticist (Healing Telekineticist) in an experimental low level campaign, and it was pretty good. Decent offense, Decent healing, a little delicate on the defense though.
I'd never take him in a high power game, but he could do well in a low powered one.


Would you allow any of the Occult classes? Some GMs think they're great, some thing they're *spit*.


Interest!


Interest!


Interest!


1 person marked this as a favorite.

Interest!


Interest.


Interest!


Working up an elven Ranger


Interest...


Interest!


Interest!

You know, I think I might have the very first edition of this, buried in my boxes of old D&D stuff.


Hey I'm in!


With a cleric, a fighter and a paladin already in play, it looks like Martial and Divine are covered.

So, either Skill or Arcane.

I've got an Unchained Rogue Swashbuckler to throw into the hat, so that's going to be my submission.


1 person marked this as a favorite.

Any one would be great.


D&D, 1977. Some guy brought the pamphlets to Astronomy camp.


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I am considering a Purple Dragon Knight. What do you think?


Interest!


Looking at a LG Elf Swashbuckler.


Interest...


Interest!


Working on a Fem half-elf Cleric of Sune'.


Interest!


Interest!


Male Human

So the new guys start with one hero point?


Should we be creating characters here now, or wait to see if we're selected first?


Male Human

Navy (Line/Crew) for me.
Name of Lincoln "Linc" Forgrave.


Male Human

Camris checking in!

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