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  1. #61
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    Caramon Majere

    Game Info

    Race: Human
    Class: Fighter
    Level: 6
    Alignment: Chaotic Good
    Languages: Common
    Deity:

    Abilities

    STR: 19
    DEX: 12
    CON: 16
    INT: 10
    WIS: 13
    CHA: 10

    Combat

    HP: 74 = [6d10=50] + 18 (CON) +6 (Feat) + [FC]
    AC: 20 = 10 + 5 (MW Scale Mail) + 2 (Heavy Steel Shield) + 1 (DEX) +1 (AoNA) +1 (DoTS)
    AC Touch: 11 = 10 + 1 (DEX)
    AC Flatfooted: 19 = 10 + 5 (MW Scale Mail) + 2 (Heavy Steel Shield) +1 (AoNA) +1 (DoTS)
    INIT: +2 = +2 (DEX)
    BAB: +6 = +6 (Fighter)
    CMB: +10 = +4 (STR) + 6 (BAB)
    CMD: 22 = 10 +4 (STR) +2 (DEX) +6 (BAB)
    Fort: +9 = +5 (Fighter) +3 (CON) +1 (Cloak os Resistance)
    Ref: +5 = +2 (Fighter) +2 (DEX) +1 (Cloak os Resistance)
    Will: +4 = +2 (Fighter) +1 (WIS) +1 (Cloak os Resistance)
    Speed: 30 ft. (20 ft.)
    Damage Reduction: None
    Spell Resistance: None

    Weapon Stats

    MW Longsword(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+6(S), Crit 19-20/x2, * Power Attack

    MW Longspear(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+8(S), Crit 19-20/x2, * Power Attack

    Dagger(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+6(S), Crit 19-20/x2, * Power Attack

    Racial Traits

    +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

    Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Humans have a base speed of 30 feet.

    Bonus Feat: Humans select one extra feat at 1st level.

    Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. they also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.

    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Class Features

    Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

    Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

    Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

    Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

    Weapon Training Heavy Blades (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

    Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

    A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

    Feats and Traits

    FEATS:
    Power Attack (Combat): 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 modif ier 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.

    Cleave (Combat): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

    Weapon Focus (Combat): You gain a +1 bonus on all attack rolls you make using the selected weapon.

    Great Cleave (Combat): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

    Weapon Specialization (Combat): You gain a +2 bonus on all damage rolls you make using the selected weapon.

    Vital Strike (Combat): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

    Furious Focus (Combat): When you are wielding a two-handed weapons or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

    Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hot points whenever you gain a Hit Die (such as when you gain a level).

    TRAITS:
    Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

    Militia Veteran: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

    Skills

    Skill Ranks: 18 = [12 (Fighter) + 00 (INT)] x 06 (LvL) + 06 (Fighter)
    Max Ranks: 06
    ACP: -4

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                      Stat   Rank  CS  Misc  ACP
    -03 =  Acrobatics          +01    +00   +0  +00   -4   DEX
    +00 =  Appraise            +00    +00   +0  +00        INT
    +00 =  Bluff               +00    +00   +0  +00        CHA
    +05 =()Climb               +04    +02   +3  +00   -4   STR
    +00 =()Craft:_____         +00    +00   +0  +00        INT
    +00 =  Diplomacy           +00    +00   +0  +00        CHA
    +na =  Disable Device^     +00    +00   +0  +00   -4   DEX
    +00 =  Disguise            +00    +00   +0  +00        CHA
    -03 =  Escape Artist       +01    +00   +0  +00   -4   DEX
    -03 =  Fly                 +01    +00   +0  +00   -4   DEX
    +00 =()Handle Animal^      +00    +00   +0  +00        CHA
    +01 =  Heal                +01    +00   +0  +00        WIS
    +05 =()Intimidate          +00    +02   +3  +00        CHA
    +na =  Know:Arcana^        +00    +00   +0  +00        INT
    +00 =()Know:Dungeoneering^ +00    +00   +0  +00        INT
    +00 =()Know:Engineering^   +00    +00   +0  +00        INT
    +na =  Know:Geography^     +00    +00   +0  +00        INT
    +na =  Know:History^       +00    +00   +0  +00        INT
    +na =  Know:Local^         +00    +00   +0  +00        INT
    +na =  Know:Nature^        +00    +00   +0  +00        INT
    +na =  Know:Nobility^      +00    +00   +0  +00        INT
    +na =  Know:Planes^        +00    +00   +0  +00        INT
    +na =  Know:Religion^      +00    +00   +0  +00        INT
    +na =  Linguistics^        +00    +00   +0  +00        INT
    +01 =  Perception          +01    +00   +0  +00        WIS
    +00 =  Perform:_____       +00    +00   +0  +00        CHA
    +06 =()Profession^:Solider +01    +02   +3  +00        WIS
    +04 =()Ride                +01    +02   +3  +02** -4   DEX
    +01 =  Sense Motive        +01    +00   +0  +00        WIS
    +na =  Sleight of Hand^    +00    +00   +0  +00   -4   DEX
    +na =  Spellcraft^         +00    +00   +0  +00        INT
    -03 =  Stealth             +01    +00   +0  +00   -4   DEX
    +09 =()Survival            +01    +02   +3  +03*       WIS
    +05 =()Swim                +04    +02   +3  +00   -4   STR
    +na =  Use Magic Device^   +00    +00   +0  +00        CHA
    *Heart of The Wilderness, **Militia Training

    Equipment

    Code:
    Item                          Cost    Weight
    MW Scale Mail Armor            200gp   30lb
    MW Heavy Steel Shield          170gp   15lb
    MW Longsword                   315gp    4lb
    MW Longspear                   305gp    9lb
    Dagger                         302gp    1lb
    Amulet of Natural Armor +1   2,000gp    ---
    Cloak of Resistance +1       1,000gp    ---
    MW Backpack                     50gp    4lb
    -Flint and Steel                 1gp    ---
    -Waterskins (3)                  3gp   12lb
    -Provisions (5 days)           2.5gp    5lb
    -Torch(2)                        2cp    2lb
    -Whetstone                       2cp    1lb
    -Iron Pot                       .8gp    4lb
    Rope 50'hemp                     1gp   10lb
    Bedrolls (2)                     1gp   10lb
    Traveler's outfit               free    ---
     
                    Total Weight Carried: 106lb
    Treasure: 7stl, 3sp, 0cp

    Details

    Size: Medium
    Gender: Male
    Age: 25
    Height: 6'
    Weight: 200lbs
    Hair Color: Brown
    Eye Color: Brown
    Skin Color: Tanned
    Personality: Caramon is easy-going, strong, and shy around women. He is trustworthy to a fault. He is not secretive (except about the Test) and has no inner doubts. His one obsession is polishing his sword. He is very protective of his little brother and very fond of him, but doesn't understand him in the slightest. He is often embarrassed by his brother's rudeness and apologizes for him. His motto is, "There is no problem that cannot be solved by strength." Money is nice, but not important.

    Caramon is occasionally impulsive, and doesn't always know his own strength. He is left-handed. His intelligence is not great- in contrast to his brother. What he appears to be on the surface is what he is in his soul. His only private depth lies in his love for his brother.

    Caramon is a skilled outdoorsman as well as a fighter. Because of his great strength, he carries enough weapons and armor to be virtually a "walking arsenal".

    He is content to follow Tanis' lead, and deeply respects Sturm, though he wishes both of them would loosen up a bit.

    Background
    Caramon, a giant of a warrior, is Raistlin's twin brother and Kitiara's half-brother, He could not be more unlike his siblings. He is honest and open where Raistlin is cynical and reserved, friendly and compassionate where Kitiara is wild and passionate.

    The twins were born when Kitiara was eight. One twin was strong and healthy, but the other nearly died at birth. Because their mother was frail, it fell to Kitiara to raise the two. Caramon, the first-born twin, showed himself to be a warrior born. As he grew, he outstripped other boys his age, always being the tallest and strongest around. He quickly acquired fighting skills, and was soon a champion swordsman.

    Although the twin brothers were nothing alike, Caramon loved his brother Raistlin dearly, and frequently protected him from bullies. When Raistlin discovered his natural aptitude for magic, no one was more pleased for him than Caramon, even though Raistlin's new studies made him a poor companion. Caramon, an outgoing and social person, had many friends, including young Sturm Brightblade. One day, he met Tasslehoff Burrfoot, a kender, and so the twins became involved with the companions.

    Caramon accompanied Tanis and Flint on trips in the Haven/Solace area, and grew into a powerful fighting man. At the age of twenty, he and Raistlin met with their companions in the Inn of the Last Home for what would be the last time in many long years. For Raistlin had been granted an opportunity to take the Test-an experience that would make him into a powerful mage . . . if he survived it. Caramon, ever faithful, accompanied Raistlin. He has never talked about what happened there, but the Test created a darker bond between the two brothers.
    Last edited by Blood and Honor; Tuesday, 6th September, 2011 at 03:28 PM.

 

  • #62
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    Quote Originally Posted by HolyMan View Post
    And if you want to craft wands or what not I will allow for it during the game. It will probably be during one of those "The group spends 3 weeks aboard ship sailing to Ergoth Isle. When they arrive..." So you could account for the crafting time during the voyage.

    I do have DL5 with more of Gil's background (while in Solace) and personailty. will type it up for you to add to your sheet. (darn need to link that to).

    Now to talk about stats - Seems the only change I would like for you to make is adding some points to CHA please. Here are Gil's 1e stats for comparison:

    STR: 12
    DEX: 16
    CON: 12
    INT: 14
    WIS: 10
    CHA: 13

    I think -

    STR: 14
    DEX: 16 (14 +2 for race)
    CON: 12 (14 -2 for race)
    INT: 16 (15 +1 for lvl adjustment)
    WIS: 10
    CHA: 13

    Look pretty good - Note I don't wish to tell you what you should have just wish to keep it close to character.


    HM
    please ignor my pm i just sent, i'm not in a great mood i'm a little delusional i think

    first of all, craft wands is a feat not a career

    One thing from my pm i still mean, is the Con score, Gil doesn't read as tough (he gets knocked out an awful lot)

    I could dump points in diplomacy, but he doesn't read as charismatic, at the same time, if we are to read that his magic aptitude is only moderate, says that somewhere, why not dump the points in a battle oriented attribute?

  • #63
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    Magsman (Lvl 14)

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    You thought I wanted you to have a 14 INT that's why the pm.

    Yes I do wish to keep the flavor of the characters - TO START - after they are in your hands and we adventure what happens in it may change things from the way they were.

    I say to start so everyone is on an even footing. And we don't get alot of but I didn't want that and ahd to take it why did he get... Which I don't see happening but lets just be sure.

    Sorry I was reading his personality at the time of my post and it says "... His diplomatic skills and elven nature make him a delightful companion."

    So that's what got me thinking of that. Will get all that to you as soon as I can.

    What else if you think the CON is 10 then that is fine, sounds right. And don't forget you will get some +# to INT or another stat magical item as you adventure. It's the nature of the game.


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    Last edited by HolyMan; Monday, 29th August, 2011 at 10:47 PM.
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  • #64
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    Magsman (Lvl 14)

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    Your sblock isn't working for me BH. Go ahead and put the character below into that spot, think it might be that funky font.

    Caramon Majere

    Game Info

    Race: Human
    Class: Fighter
    Level: 6
    Hero Points:
    Alignment: Chaotic Good
    Languages: Common
    Deity:

    Abilities

    STR: 19
    DEX: 12
    CON: 16
    INT: 10
    WIS: 13
    CHA: 10

    Combat

    HP: 00 = [0d00=] + 0 (CON) +0 (FC)
    AC: 00 = 10 + 0 (armor) + 0 (shield) + 1 (DEX)
    AC Touch: 00 = 10 + 0 (DEX)
    AC Flatfooted: 00 = 00 + 0 (armor) + 0 (shield)
    INIT: +0 = +2 (DEX)
    BAB: +6 = +6 (Fighter)
    CMB: +10 = +4 (STR) + 6 (BAB)
    CMD: 22 = 10 +4 (STR) +2 (DEX) +6 (BAB)
    Fort: +8 = +5 (Fighter) +3 (CON)
    Ref: +4 = +2 (Fighter) +2 (DEX)
    Will: +3 = +2 (Fighter) +1 (WIS)
    Speed: 30 ft. (20 ft.)
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    Weapon Name Here(type): +0 = +0 (BAB) +0 (STAT)/DMG = 0d0(type), Crit 00-00/x0

    Racial Traits

    +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Humans have a base speed of 30 feet.

    Bonus Feat:
    Humans select one extra feat at 1st level.

    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Class Features

    Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

    Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called
    “fighter bonus feats.”

    Bravery
    (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

    Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

    Weapon Training
    (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

    Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

    A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

    Feats and Traits

    FEATS:
    Power Attack (Combat): 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 modif ier 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.

    Cleave (Combat): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

    Weapon Focus (Combat): You gain a +1 bonus on all attack rolls you make using the selected weapon.

    Great Cleave (Combat): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

    Weapon Specialization (Combat): You gain a +2 bonus on all damage rolls you make using the selected weapon.

    Vital Strike
    (Combat): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

    TRAITS:
    Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

    Militia Veteran: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

    Skills
    ...

    Equipment

    Treasure: 00gp, 00sp, 00cp Gems: None
    Total Weight Carried: 00lbs.
    Maximum Weight Possible:

    Details

    Size: Medium
    Gender: Male
    Age: 25
    Height: 6'-00"
    Weight: 200lbs
    Hair Color: brown
    Eye Color: brown
    Skin Color: light to tan
    Personality:Caramon is easy-going, strong, and shy around women. He is trustworthy to a fault. He is not secretive (except about the Test) and has no inner doubts. His one obsession is polishing his sword. He is very protective of his little brother and very fond of him, but doesn't understand him in the slightest. He is often embarrassed by his brother's rudeness and apologizes for him. His motto is, "There is no problem that cannot be solved by strength." Money is nice, but not important.

    Caramon is occasionally impulsive, and doesn't always know his own strength. He is left-handed. His intelligence is not great- in contrast to his brother. What he appears to be on the surface is what he is in his soul. His only private depth lies in his love for his brother.

    Caramon is a skilled outdoorsman as well as a fighter. Because of his great strength, he carries enough weapons and armor to be virtually a "walking arsenal".

    He is content to follow Tanis lead, and deeply respects Sturm, though he wishes both of them would loosen up a bit.

    Background
    Caramon, a giant of a warrior, is Raistlin's twin brother and Kitiara's half-brother, He could not be more unlike his siblings. He is honest and open where Raistlin is cynical and reserved, friendly and compassionate where Kitiara is wild and passionate.

    The twins were born when Kitiara was eight. One twin was strong and healthy, but the other nearly died at birth. Because their mother was frail, it fell to Kitiara to raise the two. Caramon, the first-born twin, showed himself to be a warrior born. As he grew, he outstripped other boys his age, always being the tallest and strongest around. He quickly acquired fighting skills, and was soon a champion swordsman.

    Although the twin brothers were nothing alike, Caramon loved his brother Raistlin dearly, and frequently protected him from bullies. When Raistlin discovered his natural aptitude for magic, no one was more pleased for him than Caramon, even though Raistlin's new studies made him a poor companion. Caramon, an outgoing and social person, had many friends, including young Sturm Brightblade. One day, he met Tasslehoff Burrfoot, a kender, and so the twins became involved with the companions.

    Caramon accompanied Tanis and Flint on trips in the Haven/Solace area, and grew into a powerful fighting man. At the age of twenty, he and Raistlin met with their companions in the Inn of the Last Home for what would be the last time in many long years. For Raistlin had been granted an opportunity to take the Test-an experience that would make him into a powerful mage . . . if he survived it. Caramon, ever faithful, accompanied Raistlin. He has never talked about what happened there, but the Test created a darker bond between the two brothers.


    Suggestion:

    - Perhaps take Heart of the Wilderness over Skilled as a racial trait.
    - Missing 2 feats.
    - select a weapon group and list which skill gets the trait bonus (could just highlight the selection)

    I added some details and copy/pasted his background/personaitly from the original RG.


    HM

    Current Character Builds Finder:
    Gilthanas played by Gondsman
    Caramon played by Blood and Honor
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  • #65
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    I'll work on him in a few. I'm actually missing feats? Thats never happened to me before. Where are they coming from? I got 3 from levels, 4 from fighter class and 1 from human...what did I miss?

    DOH, ignore that. I'm a tard. I forgot 2 feats period.
    Last edited by Blood and Honor; Monday, 29th August, 2011 at 11:30 PM.

  • #66
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    Is there some place I can 'store' templates on the site so I don't have that issue again?

  • #67
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Not that I'm aware of. You can use any of my RG templates and before we start I will make a new one for this with that character sheet (add the cool skills section).

    Just make sure when you are copying things from an srd site to first paste them into notepad and then re-paste them in here to get rid of the funky font. That's what I did with your sheet above.

    FEATS:
    1st LVL: character, human bonus, fighter bonus
    2nd LvL: fighter bonus
    3rd LvL: character
    4th LvL: fighter bonus
    5th LvL: character
    6th LvL: fighter bonus

    Did see to many "non-combat" feats so I'm sure you got the four of those you should have.

    As you make changes please let me know, abd what weapon group so I can do you equipment.


    HM

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    Last edited by HolyMan; Tuesday, 30th August, 2011 at 01:38 AM.
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  • #68
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    Acolyte (Lvl 2)

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    I made the template in Open Office and when I pasted the template into the forum it wouldn't let me change the font. It worked just fine for me in DT's 3.5 game. This site gives me more trouble than any other website I've ever been apart of.

  • #69
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    It's funny quirks. It's why we love this site.

    EDIT: Your character spot is still not working btw.


    HM

    Current Character Builds Finder:
    Gilthanas played by Gondsman
    Caramon played by Blood and Honor
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  • #70
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    Acolyte (Lvl 2)

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    I haven't got around to fixing it yet. I'll get to in the morning proably since I'm more than a little tired of reading rulebooks and such.

    I'm going with Heavy Blades for my Weapons Training if you want to hand out equipment and such.

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