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<blockquote data-quote="Steve Gorak" data-source="post: 1661085" data-attributes="member: 15132"><p>Wow! I like those feats! Too bad I don't have the book of exalted deeds.</p><p>ok, I'm swapping my character to a human, so I get 2 extra feats. I'll basically take all four feats you recommended! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Here's my character:</p><p></p><p>Kaltesis Ghoulbane</p><p>Male Human</p><p>Ranger 2 / Paladin 3 / Cleric 1 15,000 exp. </p><p>Alignment: Lawful Good</p><p>Height: 5’10”</p><p>Weight: 170 lbs</p><p>Hair: Shoulder lenght black</p><p>Eyes: gray</p><p>Age: 22</p><p>Patron Deity: Aeos </p><p>Land of Origin: Araestos</p><p></p><p>Str: 14 (+2) [6 points] </p><p>Dex: 12 (+1) [4 points]</p><p>Con: 12 (+2) [4 points] </p><p>Int: 10 (+0) [2 points] </p><p>Wis: 14 (+2) [6 points]</p><p>Cha: 15 (+2) [6 points, +1 level 4] </p><p></p><p>Class and Racial Abilities:</p><p>Ranger abilities</p><p>1st favored enemy : undead</p><p>Track, </p><p>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.</p><p>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.</p><p>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.</p><p>Paladin</p><p>Proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).</p><p>Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.</p><p>Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.</p><p>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.</p><p>Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.</p><p>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.</p><p>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.</p><p>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.</p><p>This ability functions while the paladin is conscious, but not if she is unconscious or dead.</p><p>Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.</p><p>Cleric</p><p>Turn undead, spells</p><p></p><p></p><p>Hit Dice: 2d8 + 3d10 +1d8 +6</p><p>HP: 48</p><p>AC: 18 (10 base, +1 dex, +7 elven chain mail +2)</p><p>Flat Footed: 17 </p><p>Touch: 11</p><p>Init: +0 </p><p>Speed: 30ft base </p><p>Armor Check Penalty: -2</p><p>Arcane Spell Failure: 20%</p><p></p><p>Saves:</p><p>Fortitude +8 [+5 base, +1 Con, +2 Divine Grace]</p><p>Reflex +6 [+3 base, +1 Dex, +2 Divine Grace]</p><p>Will +5 [+1 base, +2 Wis., +2 Divine Grace]</p><p></p><p>BAB: +5 or +3/+3 (2 handed, with offhand weapon smaller)</p><p></p><p>Melee Attack: </p><p>(usually right hand: longsword, left: handaxe)</p><p></p><p>Right hand (main hand)</p><p>Longsword +5 to hit, 1d8+2 damage 19–20/x2 — 4 lb. Slashing </p><p>Flail +5 to hit, 1d8+2 damage x2 — 5 lb. Bludgeoning (Spare weapon)</p><p>Sword short +5 to hit, 1d6+2 damage 19–20/x2 — 2 lb. Piercing (Spare weapon)</p><p>Axe, throwing +5 to hit, 1d6+2 damage x2 10 ft. 2 lb. Slashing (Spare weapon)</p><p></p><p>Left hand (offhand)</p><p>Handaxe +5 to hit 1d6+1 damage x3 — 3 lb. Slashing</p><p>Hammer, light +5 to hit 1d4+1 damage x2 20 ft. 2 lb. Bludgeoning (Spare weapon)</p><p>Sword short +5 to hit 1d6+1 damage 19–20/x2 — 2 lb. Piercing (Spare weapon)</p><p>Axe, throwing +5 to hit 1d6+1 damage x2 10 ft. 2 lb. Slashing (Spare weapon)</p><p></p><p>[to hit : +5 base (or +3 if 2 weapon fighting ) +2 strenght (+1 offhand); damage base, +2 strenght (+1 offhand)]</p><p></p><p>Ranged Attack:</p><p>Longbow, composite +2 strenght: +8 to hit 1d8+2 damage x3 110 ft. Piercing</p><p>2 throwing axes +8 to hit, 1d6+2 damage x2 10 ft. Slashing</p><p></p><p></p><p>Feats: </p><p>Nemesis (BoED) (human feat): 1d6 to all attack damage against your favored enemy, and can detect them in a 60' radius without error</p><p>Nimbus of Light (BoED) (level 1 feat) +2 to all diplomacy and sense motive checks against good people</p><p>Holy Radiance (BoED) (level 3 feat) every round, undead within 10' of you take 1d4 damage.</p><p>Exalted Turning (BoED) (level 6 feat) everything you turn also takes 3d6 damage</p><p></p><p>Track (ranger 1)</p><p>2 weapon fighting (ranger level 2)</p><p></p><p>Skills:</p><p>Ranger 6x4(ranger 1st level)+6 (ranger level 2) +2*3 (paladin levels 1-3) +2 cleric +9 (human)= 36 </p><p></p><p>Diplomacy –Paladin (Cha) : +7 [5 ranks +2 cha]</p><p>Handle Animal –Paladin, ranger (Cha) : +10 [8 ranks +2 cha]</p><p>Heal –Paladin, ranger (Wis) : +3 [1ranks +2 wis] </p><p>Knowledge -ranger (nature) (Int) : +5 [5 ranks]</p><p>Knowledge-Paladin (religion) (Int) : +1 [1 rank]</p><p>Knowledge (dongeoneering) (Int) : +1 [1 rank]</p><p>Listen -ranger (Wis) : +7 [+5 ranks, +2 wis]</p><p>Ride –Paladin, ranger (Dex) : +0 [1 ranks, +1 dex, -2 armor]</p><p>Sense Motive –Paladin (Wis) : +3 [1 rank, +2 wis]</p><p>Spot - ranger (Wis) +7 [+5 ranks +2 wis]</p><p>Survival - ranger (Wis) : +7 [5 ranks +2 wis]</p><p></p><p>Languages</p><p>Common, Celestial</p><p></p><p>Equipment:</p><p></p><p>+2 elven chainmail, 20 pounds, 8150 gp</p><p></p><p>Hammer, light 1 gp 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning (Spare weapon)</p><p>Handaxe 6 gp 1d4 1d6 x3 — 3 lb. Slashing (Spare weapon)</p><p>Sword short 10 gp 1d4 1d6 19–20/x2 — 2 lb. Piercing (Spare weapon)</p><p>Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon)</p><p>Longsword 15 gp 1d6 1d8 19–20/x2 — 4 lb. Slashing </p><p>Flail 8 gp 1d6 1d8 x2 — 5 lb. Bludgeoning (Spare weapon)</p><p>Sword short 10 gp 1d4 1d6 19–20/x2 — 2 lb. Piercing (Spare weapon)</p><p>Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon)</p><p>Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon)</p><p>Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon)</p><p></p><p>History :</p><p>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.</p><p></p><p>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.</p><p></p><p>Personality :</p><p>Kaltesis hates undead and wished to rid the world of them.</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 1661085, member: 15132"] Wow! I like those feats! Too bad I don't have the book of exalted deeds. ok, I'm swapping my character to a human, so I get 2 extra feats. I'll basically take all four feats you recommended! ;) Here's my character: Kaltesis Ghoulbane Male Human Ranger 2 / Paladin 3 / Cleric 1 15,000 exp. Alignment: Lawful Good Height: 5’10” Weight: 170 lbs Hair: Shoulder lenght black Eyes: 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: 14 (+2) [6 points] Cha: 15 (+2) [6 points, +1 level 4] Class and Racial Abilities: 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. Cleric Turn undead, spells Hit Dice: 2d8 + 3d10 +1d8 +6 HP: 48 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 +8 [+5 base, +1 Con, +2 Divine Grace] Reflex +6 [+3 base, +1 Dex, +2 Divine Grace] Will +5 [+1 base, +2 Wis., +2 Divine Grace] BAB: +5 or +3/+3 (2 handed, with offhand weapon smaller) Melee Attack: (usually right hand: longsword, left: handaxe) Right hand (main hand) Longsword +5 to hit, 1d8+2 damage 19–20/x2 — 4 lb. Slashing Flail +5 to hit, 1d8+2 damage x2 — 5 lb. Bludgeoning (Spare weapon) Sword short +5 to hit, 1d6+2 damage 19–20/x2 — 2 lb. Piercing (Spare weapon) Axe, throwing +5 to hit, 1d6+2 damage x2 10 ft. 2 lb. Slashing (Spare weapon) Left hand (offhand) Handaxe +5 to hit 1d6+1 damage x3 — 3 lb. Slashing Hammer, light +5 to hit 1d4+1 damage x2 20 ft. 2 lb. Bludgeoning (Spare weapon) Sword short +5 to hit 1d6+1 damage 19–20/x2 — 2 lb. Piercing (Spare weapon) Axe, throwing +5 to hit 1d6+1 damage x2 10 ft. 2 lb. Slashing (Spare weapon) [to hit : +5 base (or +3 if 2 weapon fighting ) +2 strenght (+1 offhand); damage base, +2 strenght (+1 offhand)] Ranged Attack: Longbow, composite +2 strenght: +8 to hit 1d8+2 damage x3 110 ft. Piercing 2 throwing axes +8 to hit, 1d6+2 damage x2 10 ft. Slashing Feats: Nemesis (BoED) (human feat): 1d6 to all attack damage against your favored enemy, and can detect them in a 60' radius without error Nimbus of Light (BoED) (level 1 feat) +2 to all diplomacy and sense motive checks against good people Holy Radiance (BoED) (level 3 feat) every round, undead within 10' of you take 1d4 damage. Exalted Turning (BoED) (level 6 feat) everything you turn also takes 3d6 damage Track (ranger 1) 2 weapon fighting (ranger level 2) Skills: Ranger 6x4(ranger 1st level)+6 (ranger level 2) +2*3 (paladin levels 1-3) +2 cleric +9 (human)= 36 Diplomacy –Paladin (Cha) : +7 [5 ranks +2 cha] Handle Animal –Paladin, ranger (Cha) : +10 [8 ranks +2 cha] Heal –Paladin, ranger (Wis) : +3 [1ranks +2 wis] Knowledge -ranger (nature) (Int) : +5 [5 ranks] Knowledge-Paladin (religion) (Int) : +1 [1 rank] Knowledge (dongeoneering) (Int) : +1 [1 rank] Listen -ranger (Wis) : +7 [+5 ranks, +2 wis] Ride –Paladin, ranger (Dex) : +0 [1 ranks, +1 dex, -2 armor] Sense Motive –Paladin (Wis) : +3 [1 rank, +2 wis] Spot - ranger (Wis) +7 [+5 ranks +2 wis] Survival - ranger (Wis) : +7 [5 ranks +2 wis] Languages Common, Celestial Equipment: +2 elven chainmail, 20 pounds, 8150 gp Hammer, light 1 gp 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning (Spare weapon) Handaxe 6 gp 1d4 1d6 x3 — 3 lb. Slashing (Spare weapon) Sword short 10 gp 1d4 1d6 19–20/x2 — 2 lb. Piercing (Spare weapon) Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon) Longsword 15 gp 1d6 1d8 19–20/x2 — 4 lb. Slashing Flail 8 gp 1d6 1d8 x2 — 5 lb. Bludgeoning (Spare weapon) Sword short 10 gp 1d4 1d6 19–20/x2 — 2 lb. Piercing (Spare weapon) Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon) Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon) Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon) 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. [/QUOTE]
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