Forwell Hog

Savien Calla's page

221 posts. Alias of Lazyclownfish.


Full Name

Savien Calla

Race

| HP: 13/13 | AC 17 (T12, FF 15) | CMB: +5 CMD: 17 | F:+4 R:+5 W:+4 | Init +2 | Perception +5, Sense Motive +5, Intimidate +5

Classes/Levels

| Speed 20 ft. | Chakram 5/5

Gender

Male Human Slayer 1

Age

22

Alignment

LN

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

About Savien Calla

Statistics:
Male Human (Taldan) Slayer 1
LN Medium Humanoid (Human)
Init +2; Senses Low-Light Vision, Perception +5
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DEFENSE
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AC 15, touch 12, flat-footed 15 (+5 armor, +2 dex)
hp 13
Fort +4, Ref +5, Will +4
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OFFENSE
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Speed 20 ft. (20 ft. while wearing Scale Mail or carrying backpack)

Melee Lucerne Hammer +5 (1d12+6)
Longsword +5 (1d8+4)
Dagger(Cold Iron) +5 (1d4+4)
Sap +5 (1d6+4)
Ranged Chakram +3 (1d8+4)
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STATISTICS
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Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 17
Traits Armor Expert, Bruising Intellect
Feats Iron Will, Combat Reflexes
Skills (9 points; 6 class, 1 Int, 2 background)
ACP 0 (-3 when wearing Scale Mail or carrying backpack)
(1) Acrobatics* +3
(1) Disable Device* +0
(1) Intimidate +5
(1) Perception +5
(1) Sense Motive +5
(1) Stealth* +3
(1) Survival +5
(1) Profession: Soldier +5
(1) Knowledge: Nobility +2
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Survival while tracking
Languages Common, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Bonus Feat: Humans select one extra feat at 1st level.

Heart of the Fey: (Source Legacy of the First World pg. 5) Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 55 lb. (128.5 lb. with backpack)

Money 7 GP 0 SP 0 CP
Scale Mail 50g (30lb) (Carried in backpack with Slayer's Kit)
Studded Leather 25g (20lb)
Lucerne Hammer 15g (12lb)
Heavy Wooden Shield 7g (10lb)
Longsword 15g (4lb)
5 Chakram 5g (5lb)
Cold Iron Dagger 2g (1lb)
Sap 1g (2lb)
Trap Disarming Tools (Thieves' Tools) 30g (1lb)
Slayer's Kit 22g (43.5lb) This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, manacles, a mess kit, rope, torches (9), trail rations (4 days), and a waterskin.

Background:

The lone child of a trapper, Savien learned to fend for himself at a young age. Olento, his father wasn't around much, and when he was, he had a habit of beating the boy senseless. So, Savien learned to make himself scarce. It wasn't hard to assume that Olento blamed the boy for his mother's death. He wasn't technically wrong; she did die birthing him. Savien is still pretty sure that's why his father left in the end. For a long time, the boy hoped his father had died in the woods, wherever he had gone. Now, well it doesn't really matter now, does it?

Orphaned at 14, Savien needed something more than the village he grew up in could offer. Oakhurst wasn't that bad, really. There were just a lot of bad memories there. It was time to move on. So, the young boy hitched a ride with a caravan to the wondrous Oppara, with big dreams and the type of optimism that seems exclusive to young boys excited to make their way in the world as men.

It didn't take long for him to learn that being an orphan in the big city was far, far worse than being an orphan in the country. At least back home, there were folk that would put him to work. Savien learned a lot of hard lessons on the streets of Oppara. But somehow a tiny shred of that optimism won through. The city was so Grand. If only he could dig himself up somehow, his life would be better.

And so he strove and pushed and by the time he was 16, Savien landed himself a real job as a guard. He didn't notice it himself, but Savien had grown quite a bit in two years, and a man his size, even young, had value in a dangerous world.

Finally, with a steady income, Savien began to put his life together. He sought better and better guard positions, and he was good at the job. Eventually he landed a house guard position with a minor member of the Morilla family and everything... was... great. He couldn't believe how much money he made. He was a far cry from the homeless orphan he started out as and Savien lead a very comfortable life.

That is until he met young Adula Morilla. He'd never seen a woman so beautiful. And he, a strong young man in his prime. Their whirlwind romance was a dream come true for Savien. But dreams never last.

The noble houses caught wind of the romance and Savien's whole life came to a screeching halt. The political game that followed chewed up and spit out Savien like he couldn't believe and barely past 19, he was forced to flee the city.

And where else could he go but... home?

Savien spent the next few years, picking up the occasional job as a caravan guard, as long as it didn't go anywhere near Oppara anyway. Between jobs, he spent his days at the Oakhurst inn, drinking away his last sliver of optimism, resigned to a life of mediocrity after all.

These days, he sits and reminisces on his failures, wondering quietly to himself about what could have been. There has to be more to life than this. Something worth living for. But until something changes, he drinks. At least he still has Oakhurst. It's not so bad, really.

Appearance and Personality:

Savien is a tall, road-weary young man with stringy brown hair and a perpetual frown. Suited up in his battered armor and strapped down with various weapons, he looks like someone who has lost a lot in his young life but doesn't intend to lose more.

Although his optimistic impulses still lie under the surface, Savien covers them up with his searing sarcasm and deliberate cynicism. Despite his outword negativity, Savien finds himself pitching in with the locals when there's a need, unwilling to fully disconnect from his childhood community. And though you'd think the townsfolk would tire of his continual complaints, instead they just look at him with a kind of knowing sadness. He's a good kid at heart. He just needs some time to heal, they think. Or, his father left, but we're still here. Someday he'll learn that family isn't only about blood.

I'm looking to dig him out of his pessimistic rut during the course of the story through rewarding actions that matter. I'm open to developing connections with specific townsfolk as well if that makes sense to do.

Party Loot:
35 silver and 6 gold pieces (small humanoids in the pit trap outside the citadel)
15 silver and 10 gold (skeleton room)