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Iggwilv

Calumny "Calla" Tas'vere's page

892 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Calumny "Calla" Tas'vere

Race

HP 37/37, AC 17/12/16, F +7, R +4, W +9, Init +6, Per +12

Classes/Levels

Inquisitor 5

Gender

Half-Elf (Chelaxian) Female

Size

Medium (6' tall, 150 lbs.)

Age

26

Alignment

N

Deity

Calistria

Location

Riddleport, Varisia

Languages

Common, Elven, Infernal, Undercommon

Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Calumny "Calla" Tas'vere

[dice=Perception]1d20+13[/dice]

[ spoiler=Status]
AC 15/17, touch 12, flat-footed 13/16
Fort +7, Ref +4, Will +9
CMD 14
HP 37/37
Divine retribution (DC 13) 0/6; Judgments 0/2; Bane 0/5; Discern lies 0/5
Arrows: 0/13; cold iron arrows 0/20; bolts 0/20
Spells: 0/5 (first-level); 0/3 (second level)
Effects:
[/spoiler]

---

Favored Class: Inquisitor, Magus

Hit Points: 9
XP: 10,120/10,000 (fast track)
Initiative: +6
Speed: 30 feet

Attacks:

BAB: +3
Melee: +3
Ranged: +6
CMB: +3

Morningstar:
[dice=Morningstar]1d20+3[/dice]
[dice=Damage]1d8[/dice]
Critical: x2; Type: B/P
** +1 to hit evil outsiders

Whip:
[dice=Whip]1d20+3[/dice]
[dice=Damage]1d3[/dice]
Critical: x2; Type: S
disarm, nonlethal, reach, trip

Dagger (2):
[dice=Dagger]1d20+3/+6[/dice]
[dice=Damage]1d4[/dice]
Critical: 19-20/x2; Type: P/S

Longbow:
[dice=Longbow]1d20+6-2[/dice]
[dice=Damage]1d8[/dice]
[dice=Longbow (rapid shot)]1d20+6-2[/dice]
[dice=Damage]1d8[/dice]
Critical: x3; Range: 100'; Type: P
Arrows: 13; Cold iron arrows: 20
** +1 to hit evil outsiders

Longbow (within 30 feet):
[dice=Longbow (point blank range)]1d20+6+1-2[/dice]
[dice=Damage (point blank range)]1d8+1[/dice]
[dice=Longbow (point blank range, rapid shot)]1d20+6+1-2[/dice]
[dice=Damage (point blank range)]1d8+1[/dice]
Critical: x3; Range: 100'; Type: P
** +1 to hit evil outsiders

+1 Hand crossbow:
[dice=+1 hand crossbow]1d20+7[/dice]
[dice=Damage]1d4+1[/dice]
Critical: 19-20/x2; Range: 30'; Type: P
Bolts: 20
** +1 to hit evil outsiders

+1 Hand crossbow (within 30 feet):
[dice=+1 hand crossbow (point blank range)]1d20+7+1[/dice]
[dice=Damage(point blank range)]1d4+1+1[/dice]
Critical: 19-20/x2; Range: 30'; Type: P
** +1 to hit evil outsiders

Divine Retribution (Sp): 6/day [dice=Divine retribution (Reflex DC 13 for half)]1d6+2[/dice]

** +1 to hit evil outsiders

Defense:

AC: 15 or 18 with shield (+2 dex, +3 studded leather, +3 shield in melee)
Touch: 12
Flat-footed: 13 or 16 with shield
CMD: 14
Armor: Studded leather (Armor Bonus: +3; Max Dex: +5; Check Penalty: -1; Type: Light; Weight: 20 lbs.)
Shield: +1 buckler (Armor Bonus: +2; Max Dex: -; Check Penalty: -; Weight: 15 lbs.)

Fortitude save: [dice=Fortitude]1d20+7[/dice] (4 base, 2 Con)
Reflex save: [dice=Reflex]1d20+4[/dice] (1 base, 3 Dex)
Will save: [dice=Will]1d20+9[/dice] (4 base, +1 trait, 3 Wis)
Immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects

Class abilities:

Weapon/armor proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Domain: Vengeance inquisition
Divine Retribution (Sp): 6/day [dice=Divine retribution (Reflex DC 13 for half)]1d6+2[/dice]
As a standard action, you can point at one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks falling from the ceiling, or some other nonmagical misfortune; regardless of the cause, the mishap deals 1d6 points of damage + 1 point for every two inquisitor levels you possess (Reflex DC 13 half). The GM decides whether this damage is bludgeoning, piercing, or slashing damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Final Vengeance (Su): At 8th level, once per day, you can make one melee attack against an opponent within reach in response to an attack that would reduce you to negative hit points. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that kill you or do not reduce you to negative hit points (such as ability damage or drain, negative levels, and disintegrate) do not trigger this ability.

Judgment (Su): 2/day
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Spells:

Concentration check: [dice=Concentration check]1d20+7[/dice]

Spells Known:
Orisons: daze (DC 13), detect magic, detect poison, guidance, read magic, resistance

1st level (4/day): ear-piercing scream, protection from evil, true strike, wrath

2nd level (3/day): invisibility, cure moderate wounds, blistering invective

Others to consider: Forced quiet; lend judgment (swap out with wrath at 5th level?)

Feats:

Point-blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skill focus (Stealth): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (Bonus race feat)

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Lookout: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.(Bonus teamwork feat)

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Other feats to consider: weapon finesse, spell focus, spell penetration, judgment surge, extended bane, deadly aim

Skills:

8 ranks/level (6 for inquisitor +1 for Int +1 for favored class)

Bluff (1 rank, +3 class skill, +0 Cha)
[dice=Heal]1d20+4[/dice]

Climb (1 rank, +3 class skill, +0 Str, -1 armor)
[dice=Climb]1d20+3[/dice]

Heal (1 rank, +3 class skill, +3 Wis)
[dice=Heal]1d20+7[/dice]

Intimidate (2 ranks, +3 class skill, +2 stern gaze, +0 Cha)
[dice=Intimidate]1d20+7[/dice]

Knowledge (arcana)* (2 ranks, +3 class skill, +1 Int)
[dice=Knowledge (arcana)]1d20+6/9[/dice]

Knowledge (dungeoneering)* (2 ranks, +3 class skill, +1 Int)
[dice=Knowledge (dungeoneering)]1d20+6/9[/dice]

Knowledge (local)* (3 ranks, +1 Int)
[dice=Knowledge (local)]1d20+4/7[/dice]

Knowledge (nature)* (1 rank, +3 class skill, +1 Int)
[dice=Knowledge (nature)]1d20+5/8[/dice]

Knowledge (religion)* (2 ranks, +3 class skill, +1 Int)
[dice=Knowledge (religion)]1d20+6/9[/dice]

Knowledge (planes)* (1 rank, +3 class skill, +1 Int)
[dice=Knowledge (planes)]1d20+5/8[/dice]

Linguistics (1 rank, +1 Int)
[dice=Linguistics]1d20+2[/dice]

Perception (5 ranks, +3 class skill, +2 Keen Senses, +3 Wis)
[dice=Perception]1d20+13[/dice]

Sense Motive (2 ranks, +3 class skill, +2 stern gaze, +3 Wis)
[dice=Sense Motive]1d20+10[/dice]

Spellcraft (5 ranks, +3 class skill, +1 Int)
[dice=Spellcraft]1d20+9[/dice]

Stealth (4 ranks, +3 class skill, +3 skill focus, +3 Dex, -1 armor)
[dice=Stealth]1d20+12[/dice]

Survival** (5 ranks, +3 class skill, +3 Wis)
[dice=Survival]1d20+11[/dice]

Swim (1 rank, +3 class skill, +0 Str, -1 armor)
[dice=Swim]1d20+3[/dice]

* Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

**Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Other class skills
Craft (Int)
Diplomacy (Cha)
Disguise (Cha)
Ride (Dex)

Gear:

Backpack (2 gp, 2 lbs.)
-Bedroll (1 sp, 5 lbs.)
-Whetstone (2 cp, 1 lb.)
-Waterskin (1 gp, 4 lbs.)
-Daily clothes, traveler's outfit (1 gp, 5 lbs.)

3 Belt pouches (3 gp, 1.5 lbs.)
-Flint and steel (1 gp)
-5 Candles (5 cp)
-Sewing needle (5sp) and thread
-4 potions of cure light wounds
-2 sunrods
-*Wand of cure light wounds (50 charges)
-2 antitoxins

Holy symbol (Calistria), wooden (1gp)

Morningstar
Whip
2 daggers
Longbow
+1 hand crossbow
Studded leather armor
+1 buckler

662 gp, 10 sp, 4 cp

Party treasure

Traits:

Scouting for Fiends: Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

Unshakeable: Your faith in yourself and your deity was all that kept you going during your father's darkest rages. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves.

Racial abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

4th level attribute bonus: +1 to Con

Background:

Perhaps you've heard mah story. Mah father was in line to take over House Tas'Vere when I was deposited on his doorstep by a Calistrian priestess, who said he was mah daddy. That made Grandmother real angry, said it shamed our house, him consorting with some temple whore. He claimed Ah wasn't his, but she didn't believe him, and insisted Ah become part of the family if he wanted any chance to rule the House. Blood doesn't turn on blood, she said.

"Well, he raised me and gave me every advantage House Tas'Vere had to offer; everything but real parents that is. Not hard to tell your daddy don't much like you when you're named Calumny.

And when Grandmother died and daddy didn't get the title, well, no surprise, Ah was to blame. Ah escaped, with the temple's help, just ahead of the man he sent for mah head, and decided it was time to leave Egorian. And so here Ah am.

Story details:

Kwava's tale

"I am a wild elf from the distant Mwangi Expanse. My tribe dates back to the dark times - when most elves and other fair folk left Golarion to the darkness that destroyed. We stayed, and survived, though the cost was bitter. But, when others arose to claim Golarion for the Light once more, and the other elves returned, we were here, waiting with open arms. My people's shamans and seers live under a shadow of fear that once more may Darkness claim this world.

"Almost 9 years ago, one of our seers had a vision of a lone elf holding aloft a single light against a roiling darkness. That elf was me. The divinations showed that the darkness would begin in the North. I left home the following morning, and have been traveling the North, since, looking for signs of the Darkness."

He pointed to the sky above, where the Blot hid the stars. "I don't think the signs get much clearer than that.

"About 3 years ago, I ran into a group of elven mercenaries, the Lanternbearers - their motto is 'to be the light against the darkness. They sent me to Riddleport a few months back to gather intelligence on a renegade elf that might be stirring up trouble with some of the Crimelords here. I am to watch and report on any crimelord's that may have recently taken in a mysterious elven ally.

"I am unsure around human settlements - the crowds, the smells, they all disturb me - but I have been watching from the shadows, and with Gameed's help. From my watchfulness, I think I have identified the crimelord harboring the renegade. Your employer, Saul Vancaskerin has come allied with a mysterious benefactor. He meets with him in dark places, hidden from others, and no one seems to know who this mysterious person is. I believe money is exchanging hands - how else could Vancaskerin have purchased the Gold Goblin outright, as he is rumored to have done, when he himself was nearly destitute?

"So, I have been following Vancaskerin and, when you hired on, you as well. Last night I followed Saul to meet with Ziphras, a leader of the wererats, and overheard Ziphras talking a bit too loud about this ambush. So I came to help, and to enlist your aid in return.

"It sounds as if you are to go back and confront this Saul Vacaskerin. If and when you do, please take me along that I may find out about this mysterious ally of his and return with the information I was tasked to collect.

Drow journal
It turned out to be a journal of sorts, written in a form of Undercommon, belonging to a Depora Azrinae. It contained a great many bits fo information. It was far too full to be read in a few moments, but what Anklebiter found was certainly interesting. There were sections that appeared to be ledgers, monetary amounts flowing to, but mostly from, the Goblin. Some items that were obviously shipping manifests - alchemical supplies, food, and spell components - sent to a place called the Devil's Elbow. There were some notes on the eldritch effects of the Blot, along with notes discussing "the strange and eldritch side effects from the charging of the glyphs on Devil's Elbow."

The final pages held the most immediate clues as to what was going on. "The human's usefulness is at an end," the journal stated. "Once he was put to flight, there was no more need of him. Ah well. The expedition is fully ready at this point. I imagine that we will be ready to activate the glyphs and pluck the star soon. Maybe even tomorrow night. Poor Saul, fed to the gricks beneath his very abode. Even a surface dweller should know better than to expect mercy from House Azrinae once they have failed." That last entry had yesterday's date.

1 week after Skyfall
The people of Riddleport are eminently grateful for all that you have done during the rescue and recovery efforts, and it shows itself in many little ways. Goods are sold to you for less than you might expect, and bought from you for more. Fresh baked goods and meats are delivered to the Goblin daily, to help support those that are still recovering there. Fresh medical supplies are delivered to the Goblin as they become available, before all but the most influential of trade consortiums can purchase them. In all, the reputation of the Gold Goblin and its new owners rises dramatically in the week or so after Skyfall.

Calla and Anklebiter peruse the journal every chance they get, learning more and more about the drow on Devil's Elbow, and coming up with a rough estimate on their numbers, a dozen or so at most. The one thing they don't learn is why the drow were interested in pulling the star from the sky to start with. It mentions the "weapon", and how it will be used to "crush the enemy", but no specifics. In fact, other than the rough estimate of drow on the island and corroboration that the drow were indeed responsible for Skyfall, the journal is mostly useless.

Bruendor spent most of his free time talking to the locals about the island known as Devil's Elbow, and the abandoned town of Witchlight on its shores. The rumors abounded of the place. How it is cursed so that no man can spend a night on its shores without going mad. How a deadly siren inhabits cave systems under the island and seeks to lure all men to their dooms. How diseases run rampant in the forests there, that killed all the original settlers. It is hard to pull out any verifiable nuggets of truth, but Bruendor gets the feeling the island is fairly large, inhabited by dangerous animals, and might have a siren - or a siren's ghost, the stories are unclear - inhabiting it. He also learns of a number of expeditions planned for the island, greedy men in roughly patched boats trying to be the first to get the Skyfall treasure.

The crew being the most open about it is a group of dwarves, led by one of the Gas Forge supervisors, Goldhammer. They left a couple of days back, and were supposedly financed by Overlord Cromarky. The resources that man had to hand made it easy to patch up the Mithral Wave and send it on its way before anyone else could get a healthy keel in the water.

The next ship to leave was filled with Clegg Zincher's men. The crimelord apparently commandeered a privateer's vessel when it docked at one of the temporary landings for supplies. When the captain protested, Clegg tossed the man and his first mate overboard into the shark- and reefclaw-infested waters of the bay. Then he and his men conscripted the rest of the crew and sailed off.

The cyphermages also apparently put together a team, with much bickering amongst themselves and not a few problems with "accidents" that were almost certainly attributable to sabotage. Bruendor found out about it when Samaritha Beldusk, former replacement manager of operations for the Goblin, let him and Anklebiter know that she had been accepted as a novice cyphermage, and was going to be joining the expedition. The goblin smiled sadly at her, wishing in his heart that it was he that was going with the cyphermages, but wished her luck nonetheless.

Devil's Elbow
The forested island is quiet as the ship approaches; no signs of life are immediately apparent. A low ridge forms a spine along the length of the island, its slopes covered with dense forest and its shores affording very few safe places to land. Two stone towers rise above the level of the surrounding trees along the top of the island’s ridge, one to the east and one at the island’s center. A thin plume of smoke rises from a point about midway between those two towers at the height of the island’s ridge.

The most dramatic sight as the ship nears its destination is the immense crater on the island’s northeastern slopes. The crater itself is hundreds of feet wide and surrounded by an even larger swath of burnt trees that have been knocked flat in a burst pattern around the impact site. The region’s frequent rainstorms and damp conditions prevented the fire from consuming the entire island, yet in all nearly a quarter of the island’s forest was destroyed by the impact.


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