Jeggare Noble

Casimir's page

1,795 posts. Alias of Jacob Trier (RPG Superstar 2012 Top 16).


Full Name

Casimir Bodevski

Race

Human

Classes/Levels

Bard 6/Fighter 2

Gender

hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10

Size

Medium - 5 feet 9 inches - 165 pounds

Age

23 - Born on the 21st of Desnus 4689

Alignment

Neutral

Deity

Cayden Cailean

Location

Stolen Lands

Languages

Common, Gnome

Occupation

53,857 XP

Strength 13
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 8
Charisma 17

About Casimir

CASIMIR BODEVSKI (Brevoy)
Male human Bard (arcane duelist) 6/Fighter (weapon master) 2
N Medium humanoid
Init +5 ; Senses Perception +10; Concentration +11 (+15 when casting defensively or grappled)

==DEFENSE==
AC 26, touch 17, flat-footed 20 (+7 armor, +5 dex, +1 deflection, +2 natural) ACP -1 (+1 Mithril agile breastplate)
hp 66 (6d8+2d10+20) Current: 66 Wis dmg: 1
Fort +8, Ref +11, Will +7

==OFFENSE==
Spd 30 ft./x4
Melee Brightclaw, +1 Mithril Aldori Dueling Sword +14/+7 1d8+11 19-20/x2 (Two-handed pwr att w/Arcane Strike)
Melee Dagger, melee +9/+4 1d4+7 19-20/x2
Ranged Dagger, thrown +11/+6 1d4+4 19-20/x2
Ranged MW Darkwood Composite Longbow +12/+7 1d8+4 20/x3 - Ammo: 30 arrows. 9 Cold Iron blanched arrows. 3 Bane Arrow (Animal) - +13 1d8+2d6+7 vs animals. 2 Bane Arrow (Magical Beast) - +13 1d8+2d6+7 vs magical beasts
Special Attacks bardic performance: bladethirst +1, distraction, fascinate (DC 16), inspire competence +2, inspire courage +2, Rallying Cry
Bard (Arcane Duelist) Spells Known (CL 8th; concentration +11):
2nd (4/day - cast: 0)—mirror image, glitterdust (DC 15), bladed dash, gallant inspiration (DC 15)
1st (5/day - cast: 0)—vanish, unseen servant, expeditious retreat, grease (DC 14), cure light wounds, feather fall (DC 14)
0 (at will)—detect magic, read magic, prestidigitation (DC 13), ghost sound (DC 13), message, spark (DC 13)

Arcane bond used: No

Bardic Performance
Total rounds: 17
Remaining: 17

==STATISTICS==
Str 13, Dex 18/(20), Con 14, Int 12, Wis 8, Cha 15/(17)
Base Atk +6/+1, CMB +5 / +6 with Aldori Dueling Sword CMD 23 (24 vs Disarm/sunder with Aldori Dueling Sword)
Feats Arcane Strike, Armor Proficiency (Light, Medium, Heavy), Combat Casting, Disruptive, Exotic Weapon Proficiency (Aldori Dueling Sword), Furious Focus, Iron Will, Power Attack, Shield Proficiency, Step Up, Weapon Finesse, Weapon Focus (Aldori Dueling Sword)

Skills Acrobatics +20 (jump +21), Bluff +7, Climb +5, Diplomacy +7, Disable Device +7, Escape Artist +8, Fly +4, Intimidate +14, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +5, Perception +10, Perform (oratory) +7, Ride +8, Sense Motive +3, Spellcraft +12, Stealth +8, Survival +3, Swim +4, Use Magic Device +14

Skill ranks:

Acrobatics 8
Bluff 1
Climb 1
Disable Device 1
Diplomacy 1
Escape Artist 1
Intimidate 8
Knowledge (Arcana) 1
Knowledge (Dungeoneering) 1
Knowledge (local) 1
Knowledge (Nature) 1
Linguistics 1
Perception 8
Perform (oratory) 1
Ride 1
Spellcraft 8
Sense Motive 1
Survival 1
Stealth 1
Swim 1
Use Magic Device 8

Languages Common, Gnome, Giant
Combat Gear +1 Mithril Aldori Dueling Sword, Dagger (x2, one cold iron blanched), MW Darkwood Composite Longbow (+1 str), +1 Mithril Agile Breastplate, MW Buckler (not equipped)
Magical Items Amulet of Natural Armor +2, Belt of Incredible Dexterity +2, Boots of Elvenkind, Cloak of Resistance +1, Headband of Alluring Charisma +2, Ring of Protection +1, Wand of feather step (45 charges), Wand of see invisibility (19 charges)(wrist sheath), Wand of haste (CL 5) (3 charges)(wrist sheath)
Other Gear Adventurer's Sash, Backpack, Waterproof bag, Bedroll, Case, Scroll/map, Flint and steel, Ink (one vial), Inkpen, Parchment (5 sheets), Belt pouch, Trail rations (10), Sack (empty), Signal horn, Journal, Oil (5 vials), Whetstone, Waterskin, Traveler's Outfit, Riding horse, Military saddle, spring loaded wrist sheath x2, MW thieves tools

Potions/Alchemical/Scrolls Items:

  • Potion of Cure Light Wounds (0)
  • Antitoxin (1)
  • Antiplauge (2)
  • Potion of protection from evil (1)
  • Alchemist's fire (3)
  • Acid flask (3)
  • Fuse Grenade (1)
  • Thunderstone (1)
  • Smokestick (2)
  • Tanglefoot bag (2)
  • Liquid ice (1)
  • Alkali (2)
  • Smokestick (2)
  • Scroll of Share Language (Bard CL 1) (1)
  • Scroll of Comprehend Languages (Bard CL 1) (0)
  • Scroll of Disguise Self (Bard CL 1) (2)
  • Scroll of Alter self (Bard CL 2) (2)
  • Scroll of Magic Missile (Wiz/Sor CL 1) (1)

  • Wealth Gp: 3,860 Sp: 24 Cp: 80

    Class Abilities:
    • BARD CANTRIPS - The bard can cast known 0-level spells without limit. (PFCR 38).
    • BARD SPELLS - Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music). (PFCR 35).
    • BARD WEAPONS AND ARMOR - All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor or shield. (PFCR 35).
    • BARDIC PERFORMANCE - Use the Perform skill to create magical effects for 4 + his Charisma modifier + 2 x Bard Level rounds. Standard action to start (move action at 7th level, swift action at 13th), a free action each round to maintain. Only one performance at a time. The targets must be able to perceive the performance. A deaf bard fails audible performances 20% of the time, blindness causes visual performance failure 50% of the time. Failed checks count against round limit. (PFCR 35-38).
    • RALLYING CRY (Su) - At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. (APG 80)
    • DISTRACTION - Counters magical effects that depend on sight within 30 feet. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active. (PFCR 36-37).
    • FASCINATE - Up to 1 creature within 30 ft. able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save vs. DC 15. If a creature succeeds, it is immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to play and concentrate (up to bard’s level in rounds) and takes -4 on skill checks like Perception. (PFCR 37).
    • INSPIRE COURAGE - +1 morale bonus on saves vs. charm and fear and +1 morale bonus on attack and weapon damage rolls to allies who can hear. Mind-affecting. (PFCR 37). • FIGHTER BONUS FEATS - At 1st level, and at every even level, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55). Bard bonus feats: Arcane Strike (lvl 1)
    • FIGHTER WEAPONS AND ARMOR - A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).

    Traits • Magical Knack (Bard) (Magic) - Your Bard caster level gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
    • Sword Scion: You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons. (Kingmaker Players Guide)
    • Aldori Arcana Duelist: Blending swordplay with magic in the unique manner taught to you by uncle Stanislaw has taught you to enhance your own Aldori battle prowess. The bonus damage you deal from Arcane Strike increases by one point, and you may cast True Strike once per day as a standard action.

    Favored Class: Bard

    Spymaster agents:
    Exceptional Spy- Uncle Stanislaw (with Hat of Disguise, magical weapon and many other talents/tricks). Extremely capable.

    Superior Spy- Lucius (Brevic Spy who has now sworn oaths to Kardas as part of the Swordlord Council’s gratitude- with Hat of Disguise)

    Decent Spy- Mikmek (Fanatically loyal kobold who has been affiliated with the Guardians for many years. No particular talents except stealth and keen eyes, along with the occasional sneak attack)

    As Spymaster, Casimir’s three lieutenant’s reports all filter their way to him eventually; unusual sightings, rumours of note, growing unrest, foreign intelligence and political climates as well as potential problems within the economy. He has various agents placed internally within Kardas but currently has no spy networks built in any other nations.

    Shadow (horse):

    Shadow
    Male horse
    N Large animal
    Init +2 ; Senses low-light vision, scent; Perception +6

    ==DEFENSE==
    AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
    hp 15 (2d8+6) Current: 15
    Fort +6, Ref +5, Will +1

    ==OFFENSE==
    Spd 50 ft.
    Melee 2 hooves +3 (1d4+3)
    space 10 ft.; Reach 5 ft.

    ==STATISTICS==
    Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
    Base Atk +1, Cmb +5 Cmd +17 (21 vs. trip)
    Feats Endurance, Run
    Skills Perception +6
    SQ Combat Training
    Tricks attack, come, defend, down, guard, and heel

    Personality, motivation and aspirations:

    Casimir is both charming and witty. He often adopts an easy-going manner and usually enjoys the company of several friends and hang-arounds. He has a talent for getting his way, mostly through charm and grace, but also sometimes through subtle intimidation and manipulation. Leadership comes naturally to Casimir, and he often leads by example, being dedicated and hard-working about the tasks he undertakes. He is bright enough, but his overconfidence and sharp tongue has been know to get him into trouble from time to time.

    Casimir is driven by a desire to be among the best, both when it comes to swordplay and the dealings of diplomacy. He is happy that his birth as a younger son has granted him the freedom to pursue this path, while his older brother assists his father in running the family merchant business. Casimir idolizes his uncle, a well respected bard with a reputation as a skilled diplomat and spy.

    To Casimir, the call for adventures to explore and settle the Stolen Lands were a godsend. Having spent the previous couple of years training in a dueling school in Restov, the expedition is the perfect way for him to fulfill his desire for both adventure and intrigue. Casimir knows that once the wilderness has been tamed, a different kind of struggle will begin - one of political dealings and shifting alliances. He feels confident that he has the skills to rise high within the ruling class of the fledgling nation - or perhaps even rule himself.

    Family:

    I am a merchants son. My father has a well established trading house, and we did not want for anything growing up. He is not too pleased with me taking up the sword, but fortunatly, I have an older brother, Joseph, who shows much interest in running the family business. I suspect my father feels a bit annoyed that I always wanted to be like my uncle Stanislaw instead of him. You have heard me mention my uncle. He is my mother's brother, and is skilled with both blade and magic. He is a true bard, and is at the moment serving the Swordlords on a mission of his own. He may come to pay us a visit, if all goes well.

    The same goes for my brother Joseph, by the way. I must remember to write to him. I can imagine his eyes gleaming with the sight of the furs and other goods the hunters bring in to trade. He will be most interested in establishing more permanent trade routes, if we succeed in taming these lands.

    I also have two sisters, Melina and Brigitta, but they are still too young to be allowed out in the world. Melina has just passed her 14th summer and Brigitta is only 11. They stay at our family estate with my mother and the servants.

    Background fiction:
    Bodevski estate, Brevoy - early autumn 4700 AR

    Casimir watched from the shade with the rapt attention that only an 11-year old can muster as the two men circled in the courtyard. The larger of the two was armored in a breastplate and wielded a heavy shield and longsword. His opponent was a slender man in his mid-thirties, who wore a light chain shirt and brandished an Aldori dueling sword in one hand.

    The armored fighter was Gregor Orlev, captain of the Bodevski caravan guards and a hardened veteran of numerous fights with brigands, highwaymen and wandering monsters. The man with the Aldori blade was Stanislaw Dividov, renowned storyteller and singer, arbitrator of shady deals, adviser to dukes and barons and even agent of the new king Surtova of Brevoy from time to time. He was also Casimir's uncle.

    The two men had sparred for almost half an hour - and Stanislaw was losing. The heavily armored guard captain was slower that the lightly armored man, but his footing was sure and his guard held high. Even though Stanislaw could make the dueling sword strike faster than a snake, Gregor always caught the strike with his shield or sword, and often returned a sweeping counterstroke that sent Stanislaw jumping backward to avoid getting hit.

    When Gregor pushed the attack, Stanislaw was forced to retreat backwards in a semi-circle, parrying left and right as he went. He dodged under a high stroke, trying to catch the guard captain in the flank, but Gregor neatly sidestepped and raised his shield in anticipation of the next attack. Stanislaw eyed his opponent for a second, and then took a step backwards, out of the range of Gregor's blade. He reached into his pocket and rubbed something between the fingers of his left hand while he mumbled a few quick words in a language Casimir did not understand.

    Suddenly, the tight packed earth of the courtyard turned to a slippery sludge beneath the feet of the guard captain. His heavy boots slid outward, and his armored body hit the ground with a wet thud. Before he could collect himself, the tip of Stanislaws blade rested on his chin.

    Gregor let out an annoyed grunt between clenched teeth and took the outstretched hand Stanislaw offered him. "Cheater!" he muttered, as the bard hoisted him to his feet. "You are too good a swordsman for me to beat you in a fair fight, Gregor", Stanislaw laughed. "I have to cheat to stand a chance." The two clasped hands, and the guard captain turned to leave.

    As Stanislaw headed back toward the the mansion, Casimir caught up with him. "Uncle Stani?" he asked. "Yes Casi, what is it?", his uncle replied. "If you knew all along that Gregor could beat you in a swordfight, then why didn't you use your magic on him to begin with?", Casimir asked, clearly puzzled by the way the training match had ended. "Because the purpose of the match was for me to train all my skills, not just my magic. If you do what I do, you must master spell, sword and a sharp tongue equally well." Casimir pondered his uncle's reply a bit. "You certainly got a sharp tongue. Mama says you could talk a troll into sharing his lunch with you."

    Stanislaw grinned. "She said that, did she? Seems I'd better have a talk with my dear sister about what she is teaching her children about me."
    "Uncle Stani, could you teach me to fight and do magic?", Casimir asked. Stanislaw looked at his nephew. "Well, to learn to use an Aldori blade, you have to attend one of the dueling schools in Restov. Gregor can teach you the basics you need to get in, but to master the blade, you need formal training. As for the magic, that comes from within. I suppose I could teach you a few tricks, but you will have to find it for yourself. But swordfighting and magic won't be of much use to you if you are going to become a merchant like your father."

    Casimir made a face. "I don't want to be a merchant. Joseph can do that, he spends all his time with his abacus anyway."

    "No uncle Stani - when I grow up, I want to be just like you!"