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Cryndo

Explorer
Aaldar Taluven

Here's what I have so far, but I have a few questions and a bit more to finish.

First, I'm not real familiar with BoED and the book is at my friend's house who is out of town until at least Monday. That said, can I be an exalted wizard? If so, can I cast santified spells? What do I need to do to become exalted?

Second, I'm going to be a follower of Delos. Is there a library, temple, or shrine I could have studied at during my youth? I need some info on this to complete my background.

Finally, in addition to the free spells I scribe into my spellbook with each level, can I buy scrolls with my money and scribe them in my spellbook if my spellcraft while taking ten allows for automatic success? My spellbook is gonna be pretty weak if I can't put a few more spells in from second and third levels.

Enough of that, here's what's completed so far:

Aaldar Taluven
Conjuror 6th level 15,000 xp
Alignment: Neutral Good
Height: 5'11"
Weight: 224
Hair: Dirty Blonde, uncombed bed-head look
Eyes: Hazel.
Age: 29
Patron Deity: Karn, Lord of Nature and Protection
Land of Origin: Kythraen

Str: 8 (-1) [0 points]
Dex: 12 (+1) [4 points]
Con: 14 (+2) [6 points]
Int: 19 (+4) [16 points] [+1 4th level]
Wis: 10 (0) [2 points]
Cha: 8 (-1) [0 points]

Class and Racial Abilities:
Bonus Feat and skillpoints (Human), Proficient with club, dagger, heavy crossbow, light crossbow, and quarterstaff, Arcane Spellcasting, Summoned Weasal familiar (see below), Scribe Scroll as bonus feat, bonus item creation feat at 5th level, conjuration specialization grants one extra conjuration spell per level, but prohibited from casting necromancy and enchantment spells.

Hit Dice: 6d4+12
HP: 26
AC: 11 [+1 Dex.]
AC with Luminous Armor: 16 [+1 Dex., +5 Luminous Armor]
Flat Footed: 10 (15 with Luminous Armor)
Touch: 11
Initiative: +5 [+1 Dex] [+4 Improved Initiative]
Speed: 30'
Armor Check Penalty: 0
Arcane Spell Failure: 0

Saves:
Fortitude: +4 [+2 Base] [+2 Con.]
Reflex: +3 [+2 Base] [+1 Dex.]
Will: +5 [+5 Base] (+4 on compulsion based saves due to Vow of Obedience)

BAB: +3

Melee Attack: +2

Quarterstaff +2 1d6-1/1d6-1 x2
Club +2 1d6-1 x2
Dagger +2 1d4-1 19-20 x2

Ranged Attack: +4
Light Crossbow +4 1d8 19-20 x2 80'
Club +4 1d6-1 x2 10'
Dagger +4 1d4-1 19-20 x2 10'

Feats (as of now):
1st Scribe Scroll [Wizard bonus]
1st Spell Focus (Conjuration) [Human]
1st Sacred Vow
3rd Vow of Obedience
5th Craft Wondrous Item [Wizard Bonus]
6th Improved Initiative

Skills:

Wizard 2x4(1st level)+2x5(2nd-6th level)+9(Human)+36(Int.)=63

Appraise cc +4 [0 ranks, +4 Int.]
Balance cc +1 [0 ranks, +1 Dex.]
Climb cc -1 [0 ranks, -1 Str.]
Concentration +11 [9 ranks, +2 Con.]
Craft (Alchemy) +8 [4 ranks, +4 Int.]
Craft (Cooking) +7 [3 ranks, +4 Int.]
Decipher Script +6 [2 ranks, +4 Int.]
Diplomacy cc +1 [0 ranks, -1 Cha., +2 Sacred Vow perfection bonus]
Escape Artist cc +1 [0 ranks, +1 Dex.]
Forgery cc +4 [0 ranks, +4 Int.]
Hide cc +1 [0 ranks, +1 Dex.]
Jump cc -1 [0 ranks, -1 Str.]
Knowledge (Arcana) +13 [9 ranks, +4 Int.]
Knowledge (History) +13 [9 ranks, +4 Int.]
Knowledge (Nature) +13 [9 ranks, +4 Int.]
Knowledge (The Planes) +13 [9 ranks, +4 Int.]
Listen cc +0(+2) [0 ranks, 0 Wis., +2 Alertness Feat if Chippy is within 5']
Move Silently cc +1 [0 ranks, +1 Dex.]
Ride cc +1 [0 ranks, +1 Dex.]
Search cc +4 [0 ranks, +4 Int.]
Spellcraft +15 [9 ranks, +4 Int., +2 Synergy bonus from Know (Arcana)]
Spot cc +0(+2) [0 ranks, 0 Wis., +2 Alertness feat if Chippy is within 5')
Survival cc +0(+2) [0 ranks, 0 Wis., +2 Synergy bonus due to Know (Nature)
and Know (The Planes)]
Swim cc -1 [0 ranks, -1 Str]
Tumble cc +1 [0 ranks, +1 Dex.]
Use Rope cc +1 [0 ranks, +1 Dex.]

Languages:
Common, Celestial, Draconic, Terran, Auran

Equipment:
2 Monk's outfits (5 gp) [1 worn and 1 in saddlebags, 0 lbs. on body and 2 lbs. in saddlebags], Silver Holy Symbol (25 gp) [Neck, 1 lb.], Backpack (2 gp) [back, 3 lbs.], Bandolier (50 gp) [Chest, 1 lb.], Spellbook (free) [backpack, 3 lbs.], Blank Spellbook (15 gp) [saddlebags, 3 lbs.], 3 Spell Component Pouches (15 gp) [1 on belt and 2 in saddlebags, 2lbs. on person and 4 lbs in saddlebags], Bedroll (1 sp) [saddlebags, 5 lbs.], Winter Blanket (5 sp) [saddlebags, 3 lbs.], 5 candles (5 cp) [saddlebags, 0 lbs.], 5 Scroll Cases (5 gp) [saddlebags, 2.5 lbs.], 2 oz. of Ink (16 gp) [backpack, 0 lbs.], 2 inkpens (2 sp) [backpack, 0 lbs.], 20 Sheets of Paper (8 gp) [backpack, 1 lb.], Remains of The Protector's of Karn (free) [pocket, 0 lbs.], 10 Rations (5 gp) [saddlebags, 10 lbs.], Waterskin (1 gp) [saddlebags, 4 lbs.], Iron Pot (5 sp) [saddlebags, 10 lbs.], 50' of Silk Rope (10 gp) [saddlebags, 5lbs.], Light Crossbow (35 gp) [Left Shoulder, 4 lbs.], 20 Crossbow Bolts (2 gp) [Left Shoulder, 2 lbs.], Club (free) [saddlebags, 3 lbs.], Quarterstaff (free) [Right Hand (walking stick), 4 lbs.], Dagger (2 gp) [belt, 1 lb.], Everburning Hooded Lantern (110 gp) [Left Hand, 2 lbs.], Wand of Protection from Evil (375 gp) [Bandolier, 0 lbs.], Wand of Detect Magic (375 gp) [Pocket, 0 lbs.], Wand of Silent Image (750 gp) [Bandolier, 0 lbs.], Wand of Web (4500 gp) [Bandolier, 0 lbs.], Wand of Invisibility (4500 gp) [Bandolier, 0 lbs.], Scroll of Tongues (375 gp) [Pocket, .5 lbs.]

86 gp, 1 sp, 5 cp [6 gp, 1 sp, 5 cp in pocket; 80 gp in saddlebags]

Total weight on person: 24.5 lbs.
Light Load: 26.5 lbs or less

Spellbook:
0 Level Spells (16 pages):

Resistance, Acid Splash (Conj), Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Menging, Message, Open/Close, Arcane Mark, Prestidigitation.

1st Level Spells (9 pages):

Grease (Conj), Obscuring Mist (Conj), Monster Summoning I (Conj), Magic Missile, Protection from Evil, Enlarge Person, Identify, Comprehend Languages, Disguise Self.

2nd Level Spells (14 pages):

Web (Conj), Summon Monster II (Conj), Ayailla's Radiant Burst, Luminous Armor, Shatter, Rope Trick, Scorching Ray.

3rd Level Spells (21 pages):

Stinking Cloud (Conj), Summon Monster III (Conj), Fireball, Haste, Celestial Aspect, Dispel Magic, Path of the Exalted.


Spells per day:
0 Level: 4+1 Conjuration
1st Level: 4+1 Conjuration
2nd Level: 4+1 Conjuration
3rd Level: 3+1 Conjuration

Normal Memorized Spells:
0 Level: Read Magic, Message, Dancing Lights, Ghost Sound, and Acid Splash (Conj).
1st Level: Obscuring Mist, Comprehend Languages, Magic Missile, Enlarge Person, and Grease (Conj).
2nd Level: Luminous Armor, Ayailla's Radiant Burst, Shatter, Rope Trick, and Summon Monster II (Conj).
3rd Level: Fireball, Haste, Dispel Magic, and Stinking Cloud (Conj).

Appearance:
Aaldar is an odd looking man. He is of average height, but is a bit overweight. Most of Aaldar's weight resides in his large belly, which makes his spindly legs and skinny arms look even more lean. Upon seeing Aaldar it is immediatley apparent he does not worry about his appearance. His hair is dirty blonde (most likely literally) and his hair always looks as if he just rolled out of bed. He usually wears his hair quite long until his hair starts to get in the way of his studies at which point he cuts all of his hair off. Aaldar can't remember the last time he shaved and has a long, scraggly beard and unkempt moustache. Aaldar enjoys chewing tobacco which has not been very good for his teeth. He is missing several teeth and his remaining teeth are very yellow. Aaldar wears very simple clothes that are more utilitarian than fashionable. He does wear a holy symbol of Delos at all times.
Aaldar appears much older than his 29 years as his skin is weather beaten and wrinkled.

Personality:
Aaldar is viewed by many as aloof and unfriendly, but this is a misperception on the part of others. Aaldar's mind constantly wanders from his current task as he ponders ways to expand his knowledge. When his mind wanders, he can sometimes be difficult to bring to the present, hence his label as aloof and unfriendly. Aaldar is actually quite friendly and makes friends quickly (friends can be a great source of knowledge). He is quite adept and maintaining his concentration when he's performing a mental exercise of some sort. Aaldar's main hobby outside of mental enlightenment is cooking. He is known to make great meals and always prepares generous portions. In addition to finishing all his meals, Aaldar also "tests" the food as he's preparing it which helps explain his rotund stomach. Aaldar does not drink as he finds it alters his thinking, but he does enjoy chewing tobacco every waking hour of every day. He is not very socially adept and has a difficult time understanding humor as he takes what is said very literally.

Background:
Aaldar was the third and final son born to Thev and Isha Taluven. The Taluvens farmed a small plot of land about a mile outside of the town of Kismae. The grew enough to feed their family and had just enough surplus to barter for most of their other needs. The Taluvens were not wealthy, but were able to set aside a few coins each month.
Thev and his two eldest sons, Faldief and Veitsat, worked the garden, took care of their pigs and livestock, and went to town to trade from sun up until sundown. Aaldar, on the other hand, being a younger child, wasn't expected to toil and labor to the degree of the other men in the home. He did help in the fields and enjoyed the work, although he wasn't very adept in the fields. He enjoyed the silence and the time to think. Thinking and learning was something Aaldar enjoyed. He also enjoyed helping his mother prepare lunch and dinner after his morning chores were finished. Isha, who favored Aaldar, helped him become a fine cook and spoiled him with an extra morsel or two during preparation of meals. Between lunch and dinner, Aaldar would read. He was a voracious reader, but the Taluvens owned only three books - The History of The Seven Realms , The Protector's of Karn , and Basics of Magick . Each of these books were heavily used, read, and reread by Aaldar. He was especially fond of the book of Karn and dreamt as a youth of being a Sentinel of Karn, helping to protect nature and what is good. His history text started him on his lifelong passion for history and the magickal tome led to his first forays into arcane lore. From this book, her first learned how to create light out of nothing.
This first magick spell, learned at age 12, ledThev and Isha to seek more specialized schooling for Aaldar. They spent the vast majority of their savings to send him to the Boumere Academy in Bissek. Aaldar excelled at his studies, quickly becoming one of the top in his class in History, Language Arts, Magical Studies, and Studies of the Seven Realms of Existence. He also dabbled in alchemy, but lacked the natural talent to excel, still he was an above average student. His only real troubles were math, and fitting in. It was obvious Aaldar was different than the other students. In addition to getting his spell book earlier than the others, he was also filling it more quickly with useful spells. But intelligence wasn't the only thing that set him apart - Aaldar was also teased for being a "soil boy". Even his masters would tease him about his chewing tobacco. He was also kidded about being plump. One warm summer night after being bullied all day, he packed his possessions and headed back to his parent's little home.
The journey home took five days, but thankfully was uneventful, at least until he arrived at the farm. When he arrived home, he saw ashes where his home had been and saw the charred remains of what had been his mother, father, and Faldief, but could not find the remains of Vietsak. Aaldar sobbed for he's not quite sure how long. After grieving, he laid his family's remains to rest and headed to Kismae. Catching his eye, while walking through the ashes that were once his home, he noticed part of the leather cover of The Protector's of Karn was intact. He picked up this last remaining link to his past and decided he would head to Karn's Hollow and devote his life to protecting the good and nature. He continued to Kismae hoping to find out what had happened to his family and possibly reunite with his brother, but there was only confusion in Kismae. No one knew what happened and Vietsak hadn't been seen.
Aaldar's journey to Karn's Hollow was long, but relatively uneventful. He enjoyed the solitude and often lost himself in thought. He thought again about his childhood dreams of becoming a Sentinel of Karn. Upon reaching Karn's Hollow, Aaldar met with the Sentinels of Karn and told them his story, he impressed the Sentinels with his knowledge of Karn and his use of magick. He immediately took a Sacred Vow to work with the Sentinels as an understudy. As he was nearing his the middle of his apprenticeship with the Sentinels, he swore a Vow of Obedience to his master, Ewiel Oahane. Ewiel took Aaldar under his wing and has led him to the brink of completing his apprenticeship and joining the Sentinels of Karn. Aaldar's final task was to deliver some books for Ewiel to his Druid friend Thad Tanier that lived in a grove just to the west of Elam's Cleft.

Heavy Horse (Aefie)
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 50' (10 squares)
Armor Class: 13 (-1 Size, +1 Dex., +3 Natural) Touch 10, Flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof -1 melee (1d6+1)
Full Attack: 2 hooves -1 melee (1d6+1)
Space/Reach: 10 ft./5ft.
Special Attacks: -
Special Qualities: Low-light vision, Scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str. 16, Dex. 13, Con. 15, Int. 2, Wis. 12, Cha. 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate Plains
Organization: Domesticated
Challenge Rating: 1
Advancement: -
Level Adjustment: -
The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A heavy horse can drag 3,000 pounds.

Mule (Eist)
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.
Combat
A mule’s powerful kick can be dangerous.
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Familiar:
Weasel (Chippy)
Tiny Animal
Hit Dice: 6 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+2 size, +2 Dex, +3 Nat. Armor), touch 14, flat-footed 15
Base Attack/Grapple: +5/–9
Attack: Bite +7 melee (1d3–4)
Full Attack: Bite +7 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
 
Last edited:

Orvallon

First Post
wizardneedsfood said:
So, do you just want us to make our introductory posts in the game thread now or do we still need to wait for anything?

By all means introduce yourselves!

The storm is roaring, the adventure is waiting!
 

Orvallon

First Post
Cryndo said:
Here's what I have so far, but I have a few questions and a bit more to finish.

First, I'm not real familiar with BoED and the book is at my friend's house who is out of town until at least Monday. That said, can I be an exalted wizard? If so, can I cast santified spells? What do I need to do to become exalted?

Yes to all of that, basically what you need to do depends on what path you want to take. If you want to just cast some of the good spells out of the Exalted Deeds book, all you have to do is add them to your spell book.

If you want to, for example, take the Celestial Mystic prestige class later, then there are specific feats you'll need to take. Servant of the Heavens, Sacred Vow, and Vow of Abstinence.

Cryndo said:
Second, I'm going to be a follower of Delos. Is there a library, temple, or shrine I could have studied at during my youth? I need some info on this to complete my background.

Oddly enough, the god of knowledge has many temples and shrines, and libraries. The most celebrated of these are the Great Library of Araes, in Araestos, and the Vale of Delos, in northern Mordwyr, fairly near that nation's border with Shadowen.

Cryndo said:
Finally, in addition to the free spells I scribe into my spellbook with each level, can I buy scrolls with my money and scribe them in my spellbook if my spellcraft while taking ten allows for automatic success? My spellbook is gonna be pretty weak if I can't put a few more spells in from second and third levels.

Fear not, to put additional spells in your spellbook, just pay the cost of scribing them in. Once the character is in the game, of course,the normal process applies. Since you don't have the book for the exalted stuff available, I'd suggest just leaving yourself a few "empty" slots in your book, which you can fill once the book is in hand.
 

Steve Gorak

Adventurer
Hey Orvallon,

Here's a preliminary version of my character.
I desided to go with an Aasimar ranger 2/paladin3. he'll keep going as a paladin. I still need to work on the equipment. I should have a working character by tomorrow, and I'll make an introductory post.

Could you amend your 1st post to show the game thread, the rogue's gallery, and all other campaign relevant info. This way, we won't need to spend time searching the posts for info: it'll all be on the 1st post.

Also, please comment my character.
Cheers,

SG

Kaltesis Sunray
Male Aasimar
Ranger 2 / Paladin 3 / Aasimar ECL 1 15,000 exp.
Alignment: Lawful Good
Height: 5’10”
Weight: 170 lbs
Hair: Sholder lenght blond (almost gold)
Eyes: Silver gray
Age: 22
Patron Deity: Aeos
Land of Origin: Araestos

Str: 14 (+2) [6 points]
Dex: 12 (+1) [4 points]
Con: 12 (+2) [4 points]
Int: 10 (+0) [2 points]
Wis: 16 (+3) [6 points, +2 racial]
Cha: 17 (+3) [6 points, +2 racial, +1 level 4]

Class and Racial Abilities:
Aasimar
Acid Cold Electricity resistance 5
Light once per day cast as sorceror of character’s level
+2 racial bonus on listen and spot checks
Darkvision 60ft

Ranger abilities
1st favored enemy : undead,
Track,
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Paladin
Proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Hit Dice: 5d10 +5
HP: 45
AC: 18 (10 base, +1 dex,, +7 elven chain mail +2)
Flat Footed: 17
Touch: 11
Init: +0
Speed: 30ft base
Armor Check Penalty: -2
Arcane Spell Failure: 20%

Saves:
Fortitude +9 [+5 base, +1 Con, +3 Divine Grace]
Reflex +7 [+3 base, +1 Dex, +3 Divine Grace]
Will +7[+1 base, +3 Wis., +3 Divine Grace]

BAB: +5

Melee Attack:
+1 Greatsword : +7 to hit, 2d6+4 damage 19–20/x2 Slashing
[to hit : +4 base +2 stenght, +1 enhancement ; damage 2d6 base, +3 strenght (2 handed), +1 enhancement]

Ranged Attack: +6
Longbow, composite +2 strenght : +8 to hit


Longbow, composite +2 strenght 100 gp 1d8 x3 110 ft. 3 lb. Piercing
Arrows (20) 1 gp — — — 3 lb. —


Feats:
Celestial bloodline : can use protection from evil 3x/day and bless 1x/day as a spell like ability using the caracter’s level as caster level (1sr level)
Light to dailight : can cast daylight or light 3x/day
Track (ranger 1)
2 weapon fighting

Skills:
Ranger 6x4(rabger 1st level)+6 (ranger level 2) +2*3 (paladin levels 1-3) = 36

Diplomacy –Paladin (Cha) : +8 [5 ranks +3 cha]
Handle Animal –Paladin, ranger (Cha) : +11 [8 ranks +3 cha]
Heal –Paladin, ranger (Wis) : +4 [1ranks +3 wis]
Knowledge -ranger (nature) (Int) : +5 [5 ranks]
Knowledge-Paladin (religion) (Int) : +1 [1 rank]
Knowledge (dongeoneering) (Int) : +1 [1 rank]
Listen -ranger (Wis) : +10 [+5 ranks, +3 wis, +2 racial]
Ride –Paladin, ranger (Dex) : +0 [1 ranks, +1 dex, -2 armor]
Sense Motive –Paladin (Wis) : +4 [1 rank, +3 wis]
Spot - ranger (Wis) +10 [+5 ranks +3 wis, +2 racial]
Survival - ranger (Wis) : +8 [5 ranks +3 wis]

Languages
Common, Celestial

Equipment:
+1 greatsword 8 lb, 2350 gp
+2 elven chainmail, 20 pounds, 8150 gp
ring pf feather faling, 2200gp

History :
Kaltesis was an orphan. As a child, he was left on the doorstep of an old couple in [insert appropriate region] that raised him. They thought him the way of the forest, and he learned to become a ranger.

However, he knew that this was not his calling, and after his two adoptive parents were killed by [insert appropriate undead], he set out to find his path. Afer some adventuring involving destroying undead, he found himself almost dying, roming the wilderness, and had a vision of Aeos, Lord of the Sun. He found a church of Aos, and trained to become a holy warrior of the Lightbringer.

Personality :
Kaltesis hates undead and wished to rid the world of them.
 
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Orvallon

First Post
Steve Gorak said:
Hey Orvallon,

Here's a preliminary version of my character.
I desided to go with an Aasimar ranger 2/paladin3. he'll keep going as a paladin. I still need to work on the equipment. I should have a working character by tomorrow, and I'll make an introductory post.

Could you amend your 1st post to show the game thread, the rogue's gallery, and all other campaign relevant info. This way, we won't need to spend time searching the posts for info: it'll all be on the 1st post.

Also, please comment my character.
Cheers,

SG

One thing that needs to be clear is that you don't have a "level" of outsider. I don't use the savage species method, never have. So there is no first 1d8 hit die, any more then a human being gets a hit die for being human.

Also, where did the celestial bloodline feat come from? It's not in any of the books being used for the campaign, so far as I can tell. The only bloodline rules I've seen for 3.5 are in Unearthed Arcana, a book I tend to avoid unless I'm trying to run a specialist campaign, but that feat doesn't appear there.

Also there should likely be a third d10 for hit dice.
 
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Orvallon

First Post
I've changed my signature to reflect the information relevant to the game. I'll be putting some of the general background material and setting info into the Rogue's Gallery as well, though it'll be posted here first.
 

Steve Gorak

Adventurer
Orvallon said:
One thing that needs to be clear is that you don't have a "level" of outsider. I don't use the savage species method, never have. So there is no first 1d8 hit die, any more then a human being gets a hit die for being human.

Also, where did the celestial bloodline feat come from? It's not in any of the books being used for the campaign, so far as I can tell. The only bloodline rules I've seen for 3.5 are in Unearthed Arcana, a book I tend to avoid unless I'm trying to run a specialist campaign, but that feat doesn't appear there.

Also there should likely be a third d10 for hit dice.

Sorry by bad for the d8, that came from an earlier build.
I used the Races of Faerun book for specific Aasimar feats. I'm fine with changing them, if you don't want me to use that book. The feats aren't overpowered though, and I felt they werein-line with the caracter.

I have no problem with changing them though.

Cheers,

SG
 

Orvallon

First Post
Steve Gorak said:
Sorry by bad for the d8, that came from an earlier build.
I used the Races of Faerun book for specific Aasimar feats. I'm fine with changing them, if you don't want me to use that book. The feats aren't overpowered though, and I felt they werein-line with the caracter.

I have no problem with changing them though.

Cheers,

SG

go ahead and switch out those RoF feats, for something in one of the books we're using. I added complete Divine to the list, as well, so there might be something of use to you there. Of course my take on all the Faerun stuff is that it's generally poorly balanced, or not atall. Probably why I avoid the Forgotten Realms like the plague. Of course, other folks love em, so there's no accounting for taste!
 
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