Kyra

Calla Voni's page

1,290 posts. Alias of Walter das Sombras.


Full Name

Calla Voni

Race

Loot | Arcanist 10 / Archmage 3

Classes/Levels

| 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Languages

Common, Osiriani, Sphinx, Kelish, Draconic, Elven, Ancient Osiriani, Necril, Dwarven

Strength 7
Dexterity 14
Constitution 16
Intelligence 28
Wisdom 12
Charisma 12

About Calla Voni

*DISABLE CONSTRUCT has a freaking ROLL Calla!!!

STATUS
To the hell with necromancy! I wanna be a unicorn, b*!~$!
Active Long-term spells: False Life Greater; Mage Armor;

CRAFTING QUEUE

CALLA VONI
Female Human Arcanist 10 / Archmage 3 - N medium humanoid (human)
Init +9; Senses Perception +14
Languages Common, Osiriani, Sphinx, Kelish, Draconic, Elven, Ancient Osiriani, Necril, Dwarven

-----------------DEFENSE-----------------
AC 12, touch 12, flat-footed 10 (+2 dex)
HP91 (10d6+30con+10fc+9myt) Half+1 each level (4)
Fort +8, Ref +7, Will +10
Fire Resistance 10

-----------------OFFENSE-----------------
Speed 30 ft. (6 squares)
Ranged Rays +7 to hit
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +3; CMD 15
Prepared Arcanist Spells (CL 10th - 9/5/4/3/2/1):
5th (4/day) - Feeblemind (DC 24);
4th (6/day) - Boneshatter (DC 24) (CL 12th); Confusion (DC 23);
3rd (6/day) - Fireball (DC 23) (CL 13th); Accursed Glare (DC 23); Dispel Magic;
2nd (6/day) - Burning Arc (DC 22) (CL 13th); Mirror Image; Limp Lash (DC 22); Invisibility;
1st (9/day) - Snowball; Mage Armor, Magic Missile; Liberating Command; Feather Fall;
0th (at will) - Dancing lights, Detect magic, Detect Poison, Disrupt Undead, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic;

-----------------SPELLBOOK-----------------
1st (Burning Hands+; Charm Person; Color Spray; Detect Secret Doors; Ear-Piercing Scream+; Endure Elements; Feather Fall; Floating Disk; Grease+; Liberating Command; Mage Armor; Magic Missile+; Silent Image; Ray of Enfeeblement; Shield; Snowball+; Swift Girding)
2nd (Acid Arrow+; Bear's Endurance; Burning Arc+; Command Undead; False Life; Flaming Sphere+; Fox's Cunning; Glitterdust+; Invisibility; Levitate; Limp Lash+; Mirror Image; Warding Weapon)
3rd (Accursed Glare+; Communal Resist Energy; Daylight; Dispel Magic; Fireball+; Fly; Halt Undead; Haste; Ray of Exhaustion; Slow; Stinking Cloud)
4th (Bestow Curse+; Ball Lightning; Boneshatter+; Charm Monster; Confusion; Enervation+; Obsidian Flow; Wall of Fire+)
5th (Cone of Cold+; Feeblemind; Overland Flight; Suffocation+; Teleport+;)

-----------------STATISTICS-----------------
Abilities Str 7, Dex 14, Con 16(+2belt), Int 28(+4head), Wis 12, Cha 12
Special Qualities Cantrips,
Feats: Spell Focus (Evocation) [Human]; Fast Learner [Bonus]; Spell Specialization (Fireball) [1st]; Spell Focus (Conjuration) [3rd]; Craft Wondrous Item [exploit - 3rd]; Extra Mythic Power [Tier1]; Intensified Spell [5th]; Improved Initiative [7th]; Disruptive Spell [exploit - 9th]; Spell Focus (Necromancy) [9th]; Extra Path Ability [Tier3].
Favored Class Choice: 10 Skill Point; 10 Hit Point;

Skills:
Points: (2class+7int+1human)x10 + 10 FC = 110 points
+5 Acrobatics DEX (2+3+0)
+21 Appraise INT (9+7+3+2) CS
+3 Bluff CHA (1+2+0)
-2 Climb STR (-2+0+0)
+13 Craft (Alchemy) INT (9+1+3) CS
+3 Diplomacy CHA (1+2+0)
+1 Disguise CHA (1+0+0)
+2 Escape Artist DEX (2+0+0)
+1 Heal WIS (1+0+0)
+1 Intimidate CHA (1+0+0)
+22 Knowledge(Arcana) INT (9+10+3) CS
+17 Knowledge(Dungeoneering) INT (9+5+3) CS
+18 Knowledge(Engineering) INT (9+6+3) CS
+18 Knowledge(Geography) INT (9+6+3) CS
+22 Knowledge(History) INT (9+10+3) CS
+22 Knowledge(Local) INT (9+10+3) CS
+14 Knowledge(Nature) INT (9+2+3) CS
+14 Knowledge(Nobility) INT (9+2+3) CS
+22 Knowledge(Planes) INT (9+10+3) CS
+22 Knowledge(Religion) INT (9+10+3) CS
+14 Linguistics INT (9+2+3) CS
+14 Perception WIS (1+10+3) CS
+5 Profession (Merchant) WIS (1+1+3) CS
+2 Ride DEX (2+0+0)
+11 Sense Motive WIS (1+[10]+0)
+22 Spellcraft INT (9+10+3) CS
+3 Stealth DEX (2+1+0)
+1 Survival WIS (1+0+0)
-2 Swim STR (-2+0+0)
+14 Use Magic Device CHA (1+[10]+3) CS

Possessions Sheet

-----------------RACIAL FEATURES-----------------
Languages:: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skills:: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

-----------------CLASS ABILITIES-----------------
Weapon and Armor Proficiencies: Arcanists are proficient with all simple weapons.
Spells:
To prepare: 0th (9/day); 1st (5/day); 2nd (4/day); 3rd (3/day); 4th (2/day); 5th (1/day);
To cast: 1st(7+2/day); 2nd(6/day); 3rd (6/day); 4th (6/day); 5th (4/day)
DC: 19 + spell level
Method: 2 hours of uninterrupted rest + 1 hour preparing
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Cantrips: You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Arcanist Exploit: By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every two levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
1st - Potent Magic (Su): Whenever the arcanist expends one use of her arcane reservoir to increase the caster level of a spell, the caster level is increased by 2 instead of 1. Whenever she expends one point from her arcane reservoir to increase the DC of a spell, the DC is increased by 2 instead of 1.
3rd - Item Crafting (Su): The arcanist can select one item creation feat as a bonus feat. She must meet the prerequisites of
this feat - Craft Wondrous Item.
5th - School Understanding: School Understanding: The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level.
7th - Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
9th - Metamagic Knowledge: The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat (Disruptive Spell).
Consume Spells (Su): The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

-----------------MYTHIC ABILITIES-----------------
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below o hit points, you still lose hit points for taking actions, as specified in that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon
a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can exp end an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the res ult. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Archmage Arcana - Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Path abilities:
1st - Eldritch Breach (Su): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
2nd - Elemental Bond (Su)(fire): You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane-electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.
3rd - Arcane Metamastery (Su): As a swift action, you can expend one use of mythic power and pick any one metamagic feat you know that increases the slot level of the spell by 0 or 1 levels. For the next 10 rounds, you can apply this metamagic feat to any arcane spell you cast without increasing the spell slot used or casting time.
You can also use this ability on an arcane spell you cast from a scroll, staff, or wand. You can't have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends (though this doesn't affect spells already cast). You can select this ability more than once. Each time you select this ability, the maximum spell slot level increase of the metamagic feat you can choose goes up by 1, to a maximum of 4.
3rd (feat) - Component Freedom (Ex): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1.
Ability Increase: 2nd Tier: +2 Int;

-----------------CAMPAIGN FEATURES-----------------
Traits:
Foreign Opportunist (campaign): You’re not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion—and “liberate” the treasures they hold—is too good to pass up. Whether or not you’re interested in the history of this land, you’re def initely interested in the wealth that’s lain hidden in dusty crypts for millennia — such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and that skill is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion. [Player's Guide]
Seeker (social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. [Ultimate Campaign]

Appearance:
Calla is a short, dark-skinned woman with beautiful light brown eyes. She wears desert clothes, hiding pretty well her slender body, but the face do not draws too much attention. It seems her nose is too big for the face, although her long black hair is well cared for. She does not have weapons, and carries only a few items like a backpack, a waterskin and a few belt pouches.

Background:
”No, but thank you” – says the dark-skinned woman to a merchant who intercepts her in the streets. He is trying to sell a beautifully made rapier to her, but he’s not very good at the job, because she is just not the kind to buy a weapon. If he had looked properly, he would see no weapons in her slender figurine. Not that she’s a pacifist nor anything like that but yeah, she’s never used weapons much. Calla tried a crossbow, once, but no real weapons like they did in Aspenthar, and after all she never saw much use in them. She believes everything can be countered with knowledge, and although the counter measures often needed some strength, it was better to leave that with more robust folks.

I mean, that was the main reason she left Aspenthar. It was mandatory that every citizen knew how to properly use martial weapons, and she did not want that, but rather the opposite. The world of words was her place, and knowledge was her weapon, which she sharpened every day since she realized strength only takes you so far down any road. Like in her home-city. Although the military power was great, the quality of life they had was decadent. In the middle of the desert, life was harder, and the fight for survival happened every day. People starving or dying with dehydration, and although they were rich enough, they could not improve beyond a certain point. Whether was it for it’s greedy commander, Prince Zinlo, or for some other unknown reason, she could not tell. Nor did Calla wanted to know, mind you.

Before she come of age for the weapon training she left town, helping a merchant with his caravan, which eventually brought her to Osirion, although by then she had learned quite a deal about business. Her family was left behind, and good-byes were properly given, but it was for the best, or so she thinks. Osirion was so similar, but at the same time so different from what she knew, that the young woman focused on studying more and getting to know different places, traveling with Lizard’s caravan. Eventually they came up through some difficulties, and Calla realized there was something preventing her from facing stressful situations. It was fear of weapons, she concluded. She couldn’t even wield a dagger, or be confronted by one. But a weapon was needed, because there were forces in this world which you can’t just simply argue with, like the scalding desert. She sought magic, and figured that it was not that hard to understand the concept of it and start twisting the fabric of the universe in your favor. ”The universe favors me” – she often told herself. By pure determination (and a huge small aid from travelers) she learned how to do it, and started building a spellbook for herself, with basic stuff. But then her progress stopped, and idleness took a hold of her, since there were so much potential at her mind, but the travelers that followed the caravan had limited knowledge.

Then Calla heard about the Ruby Prince opening the tombs to explorers, and immediately wanted to join. But that would be unwise, as she was just an ambitious girl with no real strength. There were countless numbers of adventurers trying to explore the burial sites, so how could she be picked? She needed partners, but the only people she knew were from the caravan, and they certainly wanted to remain away from the places. They believed this gossip that there things wandering around those damned places, although the burials were consecrated. It was ridiculous, she believed, but rumors usually exist for a reason. Deciding to give some credit to it, she studied more of what she could find there, amplifying her knowledge about religion, undeads, ghosts, and whatever else it was possible. Once you knew something, you stopped fearing it. And of course, you would know if you could run or should hide. She stumbled upon the lost knowledge of the sphinx, and the imprint was instantaneous. The riddles, charades, challenges, all that materialized her beliefs of how knowledge could be used as a real weapon, but sadness got a hold of her because she knew those were things of a forgotten past. Anyway, now she was ready, to study, to watch and to learn, but something deep inside told her it would be wise to know how to run. And to hide.


Hakotep:
-While the Outer Stacks and Great Chamber of Knowledge contain general information on Osirion’s most famous royal dynasties, information relating to less wellknown dynasties and older families is contained in the Upper Stacks.
-A papyrus scroll dating from Osirion’s Second Age over 6,000 years ago references a “lost” pharaoh named Hakotep. The scroll ascribes the epithet of “Sky Pharaoh” to the forgotten ruler, and recounts his ability to “ride the stars by night.” The scroll even contains a crude illustration of the Sky Pharaoh, a figure standing upon a dais surrounded by glass and crystal. It's easy enough for the group to notice that the dais and crystals are floating, seemingly part of a vast temple that somehow sits in the night sky.
The group discovers an obscure index compiled by a previous curator of the library that lists the scroll referencing Hakotep as one of many that were copied from the personal library of the Sky Pharaoh. This collection of scrolls is held in a part of the Great Library’s Inner Sanctum called the Spiral Archive, described as a chamber resembling a vertical scroll tube crossed by a latticework of papyrus bridges.

Shory:
- An ancient empire of central Garund known for its arcane engineering and flying cities. They pre-date Hakotep by several thousand years so even less is known about them.

Djedihepet:
Djedihepet was the High Priest of Nethys in Wati back in the day. He was sent there by Djederet to oversee The Sanctum of the Erudite Eye, but a lesser known fact that you are able to dig up is that he was part of a secret organization known as the Sacrosanct Order of the Blue Feather.

Djederet II:
Pharoah Djederet II was Hakotep's successor, but nothing else major was found out.