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About Kalem LightswornAC40 (31/18/28, +5 Beast Totem, +4 Shield) DR2/Silver, Infernal Resistance (Cold, Fire and Electricity Resistance 7) CMD (37/45) Rage (16/37) Lvl 1 (2/4) Lvl 2 (0/4) Lvl 3 (1/3) Lvl 4 (0/2) SC (1/1) Initiative (+8) Buffs (Ablative Barrier, Haste, Greater False Life, Infuse Self, Heroism, Shield) Urban Primalist Celestial Bloodrager (17) W (181/181) GFL (27) AB (50/50) Saves+2 (18/14/13, +3 vs mind affecting, +4 vs enchantment when raging, +2 vs divination) Offense Without Rage:
To Hit: +28/+19/+14/+9 (+17/+12/+7/+2 BaB + 8 str + 3 Enchantment, +1 WF, -0/4 Power Attack)
[dice=Hit]1d20+28[/dice]
[dice=Hit]1d20+19[/dice]
[dice=Hit]1d20+14[/dice]
[dice=Hit]1d20+9[/dice]
[dice=Cornugon Smash on first hit]1d20+32[/dice] Offense With Rage, Heroism, Infuse Self:
To Hit: +35/+27/+22/+17 (+17/+12/+7/+2 BaB + 10 str + 5 Enchantment, +1 WF, -0/4 Power Attack +2 Heroism)
[dice=Hit]1d20+35[/dice]
[dice=Iterative 1]1d20+26[/dice]
[dice=Iterative 2]1d20+21[/dice]
[dice=Iterative 3]1d20+16[/dice]
[dice=Cornugon Smash on first hit]1d20+38[/dice] Defenses
Race, Traits, Stats, Deck:
Elven Tiefling
Traits
Stats
Stats without gear:
Deck of Many The Trumpet: “ The Trumpet: This card grants the character the ability to summon an outsider of his alignment once per day. This outsider must be of a CR equal to or less than the character’s level and serves for a number of rounds equal to the character’s level.” The Fiend: “ The Fiend: A powerful evil outsider takes notice of the character and sets plans in motion to destroy him.” The Big Sky: “ The Big Sky: Once per day, the character can add +10 to his CMB or CMD for 1 round. When he does so, a piece of metal in close proximity shatters.” The Winged Serpent: “ The Winged Serpent: The character is granted a single wish. This wish functions similarly to the spell wish when it comes to affecting rules and statistics, but can also change reality in ways outside the bounds of the spell’s effects—such as rerouting a river or ending a war. The GM decides what the wish can and cannot accomplish.” -> Changed race to Elven Tiefling and Infernal to Celestial Bloodrager:
Class Primalist Urban Bloodrager with Celestial Bloodline +10ft movement * Greater Urban Bloodrage (4+con+2/lvl rounds per day, gain +6 to str, Dex or con. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.) * Angelic Attacks (At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.) * Uncanny Dodge (At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.) * Improved Uncanny Dodge (At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.) * Restrained Magic (At 3rd level, an urban bloodrager can attune his spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures he is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area.) * Lesser Beast Totem (2x 1d6 Claw attacks when raging ) * Lesser Elemental Rage (As a swift action, the barbarian can cause his melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. Special: This power can only be used once per rage.) * Elemental Rage (+1d6 Elemental damage when raging) * Beast Totem (While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.) * Wings of Heaven (At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.) * Greater Beast Totem (Pounce) * Mighty Swing: 1/rage automatically confirm critical hit * Clear Mind: 1/rage re-roll failed will save * Tireless Rage: no longer fatigued after rage Bloodrager Spells Lvl 1 Spells: Shield, Celestial Healing, Stone Shield, Windy Escape, Bless, Shadow Trap, Mount, Endure Elements, Bless
Bless (7th), resist energy (10th), heroism (13th), holy smite (16th).
Feats, Skills, Equipment:
Feats Lvl 1: Fiendish Heritage (DR2/silver) Lvl 3: Power Attack Lvl 5: Furious Focus Lvl 6 Class: Iron Will Lvl 7: Intimidating Prowess Lvl 9 Class: Improved Initiative Lvl 9: Extra Traits Lvl 11: Arcane Strike Lvl 12 Class: Weapon Focus Scythe Lvl 13: Steadfast Personality Lvl 15: Cornugon Smash Lvl 15 Class: Dodge Lvl 17: Extra rage power - clear mind Lvl 19: Toughness Skills
Equipment
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