Fighter

Cain Haldt's page

3 posts. Alias of NarcoticSqurl.


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Wondering how you all got AC into the 60s. I'm sitting on a 32Ac with a suit of +5 Full Plate. Interesting to say the least. Also my stats are only as follows:
STR: 36 
DEX: 24 
CON: - 
INT: 26 
WIS: 30 
CHA: 30

@GM, I took a ring of 3 wishes in character creation. Would you prefer I trade in those wishes for stats or abilities to avoid gameplay shenanigans. I originally took it because we had so much gold, and at only 120k I figure lol why not. But the more I look at it, the harder time I have justifying that the character wouldn't just wish his curse away. So I'm curious if you let me use the wishes, what kind of room do I have to use to trade them in?


Sol Xue De Ron Ole wrote:
core of background in place, I'm working on an expanded

I have to get my backstory up, but I cant figure out how to submit it to the specific alias. I'm on vacation right now, but if I can figure it out I'll have it up tomorrow night when I get home, or Friday.


NarcoticSqurl checking in with my finalized submission. Cain Haldt. Cleric of divine justice cursed with undeath, seeking to cleanse his soul of this blight, and rain a fury the likes of which the high heavens and deepest layers of the abyss have never seen, upon whosoever chose him to become a mockery of the cosmic order. A cleric serving the powers of good, thrust upon the black stench of the necromantic domain. (warning, spoiler contains a ridiculous amount of crunch).

Cain:

Human Graveknight
Cleric 5/Oracle 5

STR: 36
DEX: 24
CON: -
INT: 26
WIS: 30
CHA: 30

HP: 150
Init: +11
CMB: +16
CMD: 33

AC: 32 (36 against AoO)
Touch: 11 (15 against AoO)
FF: 28
BAB: +3
Fort: +21
Ref: +15
Will: +21

Defensive Abilities:
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

-Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.

-Not subject to nonlethal damage, ability drain, or energy drain.

-Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

-Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.

-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

-Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

-Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.

-Undead do not breathe, eat, or sleep.

Graveknight Abilities

-Darkvision 60 feet.

-Spell Resistance 13

-Chanel Resistance +4

-DR 10/magic

-Immunity to cold, electricity, fire

-Rejuvination: One day after the graveknight is destroyed, the armor starts rebuilding him. It takes 1d10 days.

-Sacrilegious Aura: A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC 22.

-Channel Destruction: Any weapon a graveknight wields seethes with energy, and deals an additional 1d6/4HD the graveknight has of the energy type (fire) determined by ruinous revivification quality. DC 22.

-Devastating Blast: 3/day the Graveknight can unleash a 30 foot cone of energy (fire). Blast deals 2d6/3HD the Graveknight has. Reflex save for half. DC 22.

-Undead Mastery: As a standard action, can attempt to bend undead to my will. Can control 5HD/HD I have. Unintelligent undead can not save, intelligent undead get to attempt save once every 24 hours. If the save succeeds, they can not be controlled by my undead mastery for another 24 hours.

-Phantom Mount: Once per hour, a graveknight can summon a skeletal horse similar to phantom steed. It can carry 1 additional rider, and has powers based on the graveknights total HD. The mount looks distinctive and always appears the same. If it is destroyed, it can be summoned again with full hitpoints 1 hour later.

-Ruinous Revivification: At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities.

Cleric 5/Oracle 5
Loyalties: Good, Protection, Vengeance
Domains: Destruction, Glory
Languages: Common, Celestial, Abyssal, Infernal, Draconic

Cleric Abilities:
Channel 15/day (Negative)
Channel Positive Energy 3d6
Channel Negetive Energy 2d6

Spontaneous Casting: Harm spells

Destructive Smite: Single Melee attack, bonus damage equal to 1/2 cleric levels+4. 13/day

Touch of Glory: You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Cleric Spells (Wis):
0th(4): Create Water, Detect Poison, Light, Resistance
1st(5+1): Shield of Faith, Sanctuary, Bless, Deathwatch, Burning Disarm, Cure Light Wounds (1d8+5)
2nd(4+1): Bless Weapon, Cure Moderate Wounds (2d8+5)x2, Zone of Truth, Life Channel
3rd(3+1): Searing Light, Water Walk, Cure Serious Wounds (3d8+5), Bestow Curse

Oracle Abilities:
Wasting Curse (-4 Cha skill checks except intimidate, +4 against disease saves, immune to sickened condition)
Bones Mystery
Armor of Bones (+4AC, 1hr/lvl spent in 1hr increments)
Soul Siphon (1/day Ranged touch attack gives 1 negative level, heal 1hp/oracle level)
Bleeding Wounds
Death's Touch
Near Death
Raise the Dead

Oracle Spells Known: 0th-6, 1st-4+1, 2nd-2+1
Oracle Spells/day (Cha):
0th(6): Bleed, Detect Magic, Guidance, Mending, Read Magic, Stabilize
1st(8+1)/DC 19: Cause Fear, Inflict Light Wounds (1d8+5), Murderous Command (Save DC Will negates), Command, Comprehend Language
2nd(6+1)/DC 20: False Life, Inflict Moderate Wounds (2d10+5), Lesser Animate Dead

Skills (4+Int): Appraise (Int) +12, Bluff (Cha) +14, Craft (Int) 0, Disguise (Cha) +21, Diplomacy (Cha) +23, Heal (Wis) +21, Intimidate (Cha) +31, Knowledge (arcana) (Int) +19, Knowledge (history) +21, Knowledge (nobility) (Int) +19, Knowledge (planes) (Int) +19, Knowledge (religion) (Int) +21, Linguistics (Int) +12, Perception (Wis) +29, Profession (Wis) 0, Ride (Dex) +9, Sense Motive (Wis) +20, Stealth(Dex) +4, and Spellcraft (Int) +23

Feats (45 then 12):
Improved Channel (+2 to Channel DC)
Versatile Channeler (Channel Negative energy at -2 levels)
Selective Channeling (Choose who to affect for channel energy)
Siphon Channel (Temp HP=1/2 damage +1 per creature effected)
Channel Smite (swift action, add channel damage to attack roll)
Channel Surge (2 uses of channel, increase damage by 50%, FRA)
Quick Channel (Channel energy as a move action by spending 2 daily uses)
Endurance (+4 bonus on checks to avoid nonlethal damage)
Diehard (Automatically stabilize and remain concious below 0 HP)
Fleet (base speed increases 5 feet)
Extra Channel (2 extra channel uses per day)
Blazing Channel (half channel damage fire, half holy not reduced)
Combat Casting (+4 bonus on concentration checks to cast defensively)
Combat Reflexes (Aditional AoO per round equal to dex modifier (+7))
Bodyguard (When adjacent ally is attacked, may use an AoO to attempt the aid another action to improve your ally’s AC)
Magical Aptitude (+2 bonus on spellcraft and Use magic device checks)
Knowledge (+2 to 2 Knowledge skills (religion and history))
Alertness (+2 perception and sense motive)
Quick Draw (Draw weapon as free action)
Heavy Armor Proficiency (Proficient with heavy armor, no spellcasting penalty)
Extra Revalation
Extra Revalation
Extra Revalation
Extra Revalation
Iron Will (+2 to Will Saves)
Improved Iron Will (may reroll 1 will save per day)
Great Fortitude (+2 to Fortitude saves)
Improved Great Fortitude (may reroll 1 fort save per day)
Lightning Reflexes (+2 to reflex saves)
Improved Lightning Reflexes (may reroll 1 reflex save per day)
Martial Weapon Proficiency (Greatsword) (Proficient with greatsword)
Weapon Focus (Greatsword) (gain +1 on attack rolls with weapons)
Power Attack (-1 to attack roll for +2 to damage roll (+3 with two handed), must be declared before attack roll)
Furious Focus (no -1 penalty on first power attack per round, any other attacks including AoO suffer penalty)
Cleave (If first attack hits enemy, may make another on adjacent enemy within reach, -2 to AC until next round)
Dodge (+1 dodge bonus to AC)
Persuasive (+2 bonus on diplomacy and intimidate skills)
Nimble Moves (May make a 5 foot step/round through difficult terrain as if it were normal terrain)
Acrobatic Step (May move 15 feet/round through difficult terrain as if it were normal terrain)
Mobility (+4 dodge bonus to AC against AoO when moving into or out of threatened space)
Run (When running, move 4x normal speed in heavy armor, 5x elsewise)
Step Up (5ft step as immediate action)
Skill Focus (Disguise) (All spell focus give +3 to their skill, then +6 at 10 ranks in said skill)
Skill Focus (Diplomacy)
Skill Focus (Intimidate)
Skill Focus (Perception)
Skill Focus (Heal)
Skill Focus Knowledge Arcana
Skill Focus Knowledge Nobility
Skill Focus Knowledge Religion
Skill Focus Knowledge Planes
Skill Focus Knowledge History
Skill Focus (Sense Motive)
Skill Focus (Spellcraft)
Oracular Intuition (+2 to Sense motive and Spellcraft checks)

Bonus Feats:
Improved Initiative
Mounted Combat
Ride-By Attack
Toughness

Items:
Headband of Mental Superiority +6(144k)
(Ride +HD, Spellcraft +HD, Perception +HD)
Belt of Physical Perfection +6 (144k)
Boots of Speed (12k)
Vampiric Gloves (18k)
Cloak of Resistance +5(25k)
Bracers of the Avenging Knight (11.5k)
(Destructive Smite = 4 levels higher)
Pale Blue Rhomboid Ioun Stone (8k)
Incandescent Blue Sphere Ioun Stone (8k)
Pink and Green Sphere Ioun Stone (8k)
Ring of Three Wishes (120k)
Ring of Invisibility (20k)
Greater Hat of Disguise (12k)

Armor:
+5 Unrighteous Full Plate (129k) 1/day righteous might spell for 10 rounds

Weapon:
+4 Greatsword of the Severed Soul (200k)
+20 attack roll (Damage 2d6+23+1d6 fire)
+21 to attack with Grayflame active
Damage with Destructive Smite (2d6+27+1d6 fire)
With Negative Channel Smite (2d6+23+2d6+1d6 fire)
With Positive Channel Smite (2d6+23+3d6+1d6 fire)
Grayflame with negative energy (2d6+24+3d6+1d6 fire)
Grayflame with positive energy (2d6+24+4d6+1d6 fire)
If Holy Applies (+2d6)
If Unholy Applies (+2d6)

Called +1 Bonus (can call weapon to hand within 100ft)

Grayflame +1 bonus (+1 bonus, and 1d6 damage, counts as good and silver when used with positive channel, and evil and cold iron with negative channel)

Holy +2 bonus (+2d6 damage against evil)

Unholy +2 Bonus (+2d6 damage against good)

Gold: 20,500/880,000 left