Jalros

Kalem Lightsworn's page

111 posts. Alias of Grumbaki.


Classes/Levels

[CAMPAIGN COMPLETE]

Alignment

CG

Deity

Chaldira Zuzaristan

Languages

Common, Infernal, Celestial, Elven

Strength 24
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 10
Charisma 16

About Kalem Lightsworn

AC40 (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)
Damage: 2d4+28+1d6 (Fire) +28 (+10 str + 12 PA, +3 Enchantment, +3 Arcane Strike)

[dice=Hit]1d20+28[/dice]
[dice=Damage]2d4+28[/dice]
[dice=Fire Damage]1d6[/dice]

[dice=Hit]1d20+19[/dice]
[dice=Damage]2d4+28[/dice]
[dice=Fire Damage]1d6[/dice]

[dice=Hit]1d20+14[/dice]
[dice=Damage]2d4+28[/dice]
[dice=Fire Damage]1d6[/dice]

[dice=Hit]1d20+9[/dice]
[dice=Damage]2d4+28[/dice]
[dice=Fire Damage]1d6[/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)
Damage: 2d4+35+1d6 (Fire) +36 (+16 str + 12 PA, +5 Enchantment, +3 Arcane Strike)

[dice=Hit]1d20+35[/dice]
[dice=Damage]2d4+36[/dice]
[dice=Fire Damage]1d6[/dice]
[dice=Cold Damage]1d6[/dice]

[dice=Iterative 1]1d20+26[/dice]
[dice=Damage]2d4+36[/dice]
[dice=Fire Damage]1d6[/dice]
[dice=Cold Damage]1d6[/dice]

[dice=Iterative 2]1d20+21[/dice]
[dice=Damage]2d4+36[/dice]
[dice=Fire Damage]1d6[/dice]
[dice=Cold Damage]1d6[/dice]

[dice=Iterative 3]1d20+16[/dice]
[dice=Damage]2d4+36[/dice]
[dice=Fire Damage]1d6[/dice]
[dice=Cold Damage]1d6[/dice]

[dice=Cornugon Smash on first hit]1d20+38[/dice]

Defenses
* AC: 10 (Base) + 3 (Dex) + 4 (Beast Totem) +3 (Amulet) + 1 (Dodge) + 11 (Armor) + 3 (Ring) +4 (Shield) = 38

Race, Traits, Stats, Deck:

Elven Tiefling
+2 Dex, +2 Int, -2 Cha
* Beguiling Liar (+4 bluff)
* Fiendish Heritage (+2 Cha for bloodline)
* Alternate Spellike Effect: +2 Cha
* Darkvision (60ft)
* Infernal Resistance (Cold, Fire and Electricity Resistance 5)
* Pass for Elf: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as elven. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (elf) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages

Traits
* Family Honor (+1 bluff and class skill)
* Carefully Hidden (Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection. Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.)
* Second Chance (Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.)
* Unscathed

Stats
Str: 15 + 1 (Lvl 4) + 6 (Enchantment) +1 (lvl 16) + 1 (Tome) = 24
Dex: 13 + 1 2 (Dex) + (lvl 8) +2 (Enchantment) = 18
Con: 13 + 1 (lvl 12) +2 (Enchantment) = 16
Int: 12 +2 (Race) = 14
Wis: 10
Cha: 14 - 2 (Race) + 2 (Alternate SLA) + 2 (Enchantment) = 16

Stats without gear:
Str (18) Dex (16) Con (14) Int (14) Wis (10) Cha (14)

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.”

Uinuja Azata

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
Lvl 2 Spells: See Invisibility, Heroism, Spider Climb, Ablative Barrier, Resist Energy, Mirror Image, Glitterdust, Scorching Ray
Lvl 3 Spells: Infuse Self, Dispel Magic, Visions of Hell, Versatile Weapon, Suggestion, Haste
Lvl 4: Greater False Life, Boneshatter, Shocking Image, Holy Smite, Flash Forward

Bless (7th), resist energy (10th), heroism (13th), holy smite (16th).
Infuse Self Ganzi: 10min/lvl. +2 Str, +7 Acid/Sonic Resistance

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 18 Class: Combat Reflexes
Lvl 19: Toughness

Skills
* Bluff: 17 skill points (+31)
* Intimidate: 17 skill points (+32 / +35)
* Diplomacy: 17 skill points (+26)
* Sense Motive: 17 skill points (+20)
* Perception: 17 skill points (+20)
* Fly: 17 skill points (+22)

Equipment
* (Armor) +5 Glamered Comfort Nimble Breastplate
* (Chest) Snakeskin Tunic
* (Weapons)+3 Keen Furious Glamered Scythe , Cestus, Cold Iron Dagger
* (Wayfinder and Ioun Stones) Cracked pink and green ioun stone (+1 Bluff), Pink Rhomboid Ioun Stone (+2 Con), Wayfinder with cracked dusty rose prism ioun stone (+1 Initiative, +2 Cha)
* (Cloak) Cloak of resistance +5
* (Rings) Ring of Protection +4, Ring of Sustenance
* (Neck) Amulet of Natural Armor +3
* (Belt) Belt of Str +6
* (Gloves) Demonic Smith’s Gauntlets
* (Feet) Boots of Striding and Springing
* (Head) Circlet of Persuasion
* (Headband) Headband of Fortune’s Favor
* (Wrist) Sleeves of Many Garments
* (Body) Vest of Endure Elements
* (Unslotted) Drake Mark (If worn openly, the medal provides a +2 circumstance bonus on Diplomacy checks with citizens of Korvosa), Fighter's Kit
* 5415.60 gold