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HM's Dragonlance game converted to Pathfinder - recruiting
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<blockquote data-quote="HolyMan" data-source="post: 5668991" data-attributes="member: 84167"><p>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. </p><p></p><p>[sblock=Caramon Majere]</p><p>[sblock=Game Info]</p><p>Race: Human</p><p>Class: Fighter</p><p>Level: 6</p><p>Hero Points:</p><p>Alignment: Chaotic Good</p><p>Languages: Common</p><p>Deity: [/sblock]</p><p>[sblock=Abilities]</p><p>STR: 19</p><p>DEX: 12</p><p>CON: 16</p><p>INT: 10</p><p>WIS: 13</p><p>CHA: 10[/sblock]</p><p>[sblock=Combat]</p><p>HP: 00 = [0d00=] + 0 (CON) +0 (FC)</p><p>AC: 00 = 10 + 0 (armor) + 0 (shield) + 1 (DEX)</p><p>AC Touch: 00 = 10 + 0 (DEX)</p><p>AC Flatfooted: 00 = 00 + 0 (armor) + 0 (shield)</p><p>INIT: +0 = +2 (DEX)</p><p>BAB: +6 = +6 (Fighter)</p><p>CMB: +10 = +4 (STR) + 6 (BAB)</p><p>CMD: 22 = 10 +4 (STR) +2 (DEX) +6 (BAB)</p><p>Fort: +8 = +5 (Fighter) +3 (CON)</p><p>Ref: +4 = +2 (Fighter) +2 (DEX)</p><p>Will: +3 = +2 (Fighter) +1 (WIS)</p><p>Speed: 30 ft. (20 ft.)</p><p>Damage Reduction:</p><p>Spell Resistance: [/sblock]</p><p>[sblock=Weapon Stats]</p><p>Weapon Name Here(type): +0 = +0 (BAB) +0 (STAT)/DMG = 0d0(type), Crit 00-00/x0[/sblock]</p><p>[sblock=Racial Traits]</p><p><strong>+2 to One Ability Score:</strong> Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p>Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.</p><p></p><p><strong>Normal Speed:</strong> Humans have a base speed of 30 feet.</p><p><strong></strong></p><p><strong>Bonus Feat: </strong>Humans select one extra feat at 1st level.</p><p></p><p><strong>Skilled:</strong> Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.</p><p></p><p><strong>Languages:</strong> Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]</p><p>[sblock=Class Features]</p><p><strong>Weapon and Armor Proficiency:</strong> A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).</p><p></p><p><strong>Bonus Feats:</strong> 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</p><p>“fighter bonus feats.”</p><p><strong></strong></p><p><strong>Bravery</strong> <em>(Ex)</em>: 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.</p><p></p><p><strong>Armor Training</strong> <em>(Ex)</em>: 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.</p><p><strong></strong></p><p><strong>Weapon Training</strong> <em>(Ex)</em>: 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.</p><p></p><p>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.</p><p></p><p>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.[/sblock]</p><p>[sblock=Feats and Traits]</p><p><u>FEATS</u>:</p><p><strong>Power Attack</strong> <em>(Combat)</em>: 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.</p><p></p><p><strong>Cleave</strong> <em>(Combat)</em>: 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.</p><p></p><p><strong>Weapon Focus</strong> <em>(Combat)</em>: You gain a +1 bonus on all attack rolls you make using the selected weapon.</p><p></p><p><strong>Great Cleave</strong> <em>(Combat)</em>: 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.</p><p></p><p><strong>Weapon Specialization</strong> <em>(Combat)</em>: You gain a +2 bonus on all damage rolls you make using the selected weapon.</p><p><strong></strong></p><p><strong>Vital Strike </strong><em>(Combat)</em>: 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.</p><p></p><p><u>TRAITS</u>:</p><p><strong>Defender of the Society</strong>: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.</p><p></p><p><strong>Militia Veteran: </strong>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.[/sblock]</p><p>[sblock=Skills]...[/sblock]</p><p>[sblock=Equipment]</p><p>Treasure: 00gp, 00sp, 00cp Gems: None</p><p>Total Weight Carried: 00lbs.</p><p>Maximum Weight Possible:[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 25</p><p>Height: 6'-00"</p><p>Weight: 200lbs</p><p>Hair Color: brown</p><p>Eye Color: brown</p><p>Skin Color: light to tan</p><p>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.</p><p></p><p>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.</p><p></p><p>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".</p><p></p><p>He is content to follow Tanis lead, and deeply respects Sturm, though he wishes both of them would loosen up a bit. [/sblock]</p><p>[sblock=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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.[/sblock][/sblock]</p><p></p><p><strong>Suggestion:</strong> </p><p></p><p>- Perhaps take Heart of the Wilderness over Skilled as a racial trait.</p><p>- Missing 2 feats.</p><p>- select a weapon group and list which skill gets the trait bonus (could just highlight the selection)</p><p></p><p>I added some details and copy/pasted his background/personaitly from the original RG.</p><p></p><p></p><p>HM</p><p></p><p><strong>Current Character Builds Finder:</strong></p><p><a href="http://www.enworld.org/forum/5668807-post52.html" target="_blank">Gilthanas</a> played by Gondsman</p><p><a href="http://www.enworld.org/forum/5668900-post61.html" target="_blank">Caramon</a> played by Blood and Honor</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5668991, member: 84167"] 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. [sblock=Caramon Majere] [sblock=Game Info] Race: Human Class: Fighter Level: 6 Hero Points: Alignment: Chaotic Good Languages: Common Deity: [/sblock] [sblock=Abilities] STR: 19 DEX: 12 CON: 16 INT: 10 WIS: 13 CHA: 10[/sblock] [sblock=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: [/sblock] [sblock=Weapon Stats] Weapon Name Here(type): +0 = +0 (BAB) +0 (STAT)/DMG = 0d0(type), Crit 00-00/x0[/sblock] [sblock=Racial Traits] [B]+2 to One Ability Score:[/B] 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. [B]Normal Speed:[/B] Humans have a base speed of 30 feet. [B] Bonus Feat: [/B]Humans select one extra feat at 1st level. [B]Skilled:[/B] Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. [B]Languages:[/B] Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock] [sblock=Class Features] [B]Weapon and Armor Proficiency:[/B] A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). [B]Bonus Feats:[/B] 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.” [B] Bravery[/B] [I](Ex)[/I]: 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. [B]Armor Training[/B] [I](Ex)[/I]: 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. [B] Weapon Training[/B] [I](Ex)[/I]: 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.[/sblock] [sblock=Feats and Traits] [U]FEATS[/U]: [B]Power Attack[/B] [I](Combat)[/I]: 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. [B]Cleave[/B] [I](Combat)[/I]: 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. [B]Weapon Focus[/B] [I](Combat)[/I]: You gain a +1 bonus on all attack rolls you make using the selected weapon. [B]Great Cleave[/B] [I](Combat)[/I]: 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. [B]Weapon Specialization[/B] [I](Combat)[/I]: You gain a +2 bonus on all damage rolls you make using the selected weapon. [B] Vital Strike [/B][I](Combat)[/I]: 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. [U]TRAITS[/U]: [B]Defender of the Society[/B]: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. [B]Militia Veteran: [/B]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.[/sblock] [sblock=Skills]...[/sblock] [sblock=Equipment] Treasure: 00gp, 00sp, 00cp Gems: None Total Weight Carried: 00lbs. Maximum Weight Possible:[/sblock] [sblock=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. [/sblock] [sblock=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.[/sblock][/sblock] [B]Suggestion:[/B] - 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 [B]Current Character Builds Finder:[/B] [URL="http://www.enworld.org/forum/5668807-post52.html"]Gilthanas[/URL] played by Gondsman [URL="http://www.enworld.org/forum/5668900-post61.html"]Caramon[/URL] played by Blood and Honor [/QUOTE]
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