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Profile
About Calib AnumariHP 45/45 Bardic performance 18/18 Lvl 1 spells 5/5
------------------------ Defence
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AC 18 , Touch 11, Flat-Footed 17 HP 8+25+6 favored class + 6 con = 45 Fort +4, Ref +7, Will +5 Attack
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Speed 30 ft Initiative +3 Base Attack +4 CMB +8 (+10 trip) CMD 19 Mw whip +9 1d4+4 non lethal
Mw longspear +9 1d8+6
Longsword +8 1d8+4 or 1d8+6 if wielded two-handed
javelin +5 1d6+4 Net +1 ranged touch Entangled (10 ft range increcement)
Skills
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Appraise 9 Knowledge arcana 10 Knowledge history 10 Knowledge local 10 Knowledge nobility 10 Knowledge religion 10 Linguistics 11 Perception 8 Perform act 13 Perform dance 11 Perform oratory 13 Spellcraft 11 use magic device 13 = 54 skill ranks
Feats and class feats
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Feats: (race) power attack, Arcane strike combat expertise, improved trip Classfeats:
Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Equipment
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Magic +1 Chain shirt +1 Buckler Cloak of resistance +1 headband of alluring charisma +2 belt of giant strength +2 Efficient quiver (5 javelins, mw longspear, longsword, rope) Wands
Scrolls
*=UMD must be used Mundane
Rope
Gold: 310
Magic
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LEVEL 0 – At will Detect magic, ghost sound, dancing lights, mage hand, Read magic, prestidigitation, LEVEL 1 – DC 15 | 5/day
LEVEL 2 – DC 16 | 4/day
Background
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As a teenager Calib was sent to military academy to study. He quickly started favoring the whip, and with his quick wits he was able to out smart and distract most of his classmates. At his second year he started to discover his talent in acting and storytelling and he began to develop these skills. As the year went he discovered ways to pull magical energies out of his reenactments of the past. This magical talent quickly elevated him through the ranks at the academy. Despite his succes, fighting was never his real interest. What he really wanted to do was to adventure and delve into the secret and forgotten lore of Osirion.
One day when he was browsing the Malhitu Bazaar he found an old allmost crumbled piece of parchament wich he bargained down to a favorable price. Studying the writings he quickly discovered that they were directions to a hidden tomb. Using his last gold he raised an expedition to the tomb. Here they were met by the tombs guardian; an ancient mummy. It was a tough fight but in the end they prevailed and was able to loot the tomb, gaining a massive profit. Several weeks later members of the expedition started to hallucinate and get paranoia. One by one they were driven to suicide by their madness. But death didn't give them any respite. Three days after their deaths they would rise again as zombies and seek out any living member of the expedition. Calib is not affected by the curse yet, and he has devoted his time to find a way to stop it. All his research indicates that the solution is burrowed somewhere in the dessert. Afraid that the curse will get him before he can stop it, he has started to collect luck charms, and spends huge sums to buy them. This is not something he openly admits, but several strange amulets adorn his vest.
Future feats
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Greater improved trip Arcane strike Spell focus (necromancy) -Threnodic spell (Osirion companion) |
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