Natya Vestetin

Cαlαmity's page

75 posts. Alias of The Lobster.


Full Name

Calamity Burrows

Race

Halfling

Classes/Levels

Hedge Witch (Cartomancer) 7| HP: 44/44| AC: 14 (14 T, 10 F)| CMB: +5, CMD: 14| F: +2, R: +6, W: +6| Init: +6|

Gender

Female

Size

Small

Age

29

Alignment

TN

Languages

Common, Halfling

Strength 7
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 12
Charisma 9

About Cαlαmity

Backstory:
Calamity Burrows was bad luck. At the age of 10, her formerly cheerful, jovial family (now hopelessly dour and ill-humored) left her behind at a farm stand. The next day, the farm and the stand burned down. It was only the mercy of a traveling band of Varisian nomads that would see her survive through the week.

As Calamity traveled with the nomads, they developed a strange plague. Fits of coughs, boils and pustules, intense fever, delirium. The crowd was quick to turn on the newcomer, untouched as she was by the disease. Just as they had cornered her, an older woman, Lady Anamarinda as Calamity came to know her, called for a return to order. The child was just a child. She was no ill omen, and not the source of the disease. Moreover, said Lady Anamarinda, the cards said all would be well within the week.

She was right in one account. Calamity had nothing to do with the plague.

It took a full month for the sickness to subside, and in that time, Calamity stuck close to her rescuer. Reminded strongly of her own wayward daughter, Lady Anamarinda herself grew attached to the young girl and decided she would train and teach her, gifting her the family Harrow deck and instructing her in the ways of the craft.

That was a mistake. Ten years later, the caravan, once numbering over a hundred souls, consisted of just thirteen. Many left, some disappeared, others fell victim to beasts, disease, or violent acts. And this time, Anamarinda's protection meant nothing. Thirteen was an unlucky number, and someone had to go.

It was time to deal with their bad luck once and for all.

They, like her first family before them, abandoned her at the side of the road and left her for dead.

She lived among the woods for nearly a decade more, solitary and alone, wary of the bad luck she brought others. She foraged and hunted, growing lithe and lean, using what she learned in her years with the Varisians to survive, staying out of trouble with the help of her cards. It was there that she was introduced to the Society.

One afternoon, an attractive halfling Society member named Felicity Proudfoot stumbled across Calamity's campsite. Stunned to meet anyone, much less a pretty lady like Felicity, Calamity acted without thinking and invited her for a meal. And unlike every other event in her life, the meal (and the night they shared) went swimmingly.

When Calamity explained her unnatural bad luck, Felicity grew excited. That was just the kind of action the Pathfinder Society needed, said Felicity. This type of jinx, was a quirk of some halflings. And if she could learn to control it as other halflings had- and yes, said Felicity, it could be directed -, why she'd make an amazing addition to the Society.

Calamity packed up her camp and followed Felicity without another word, to Magnimar, home of Varisia’s first Pathfinder Lodge, but before Felicity could introduce Calamity to the Society, she disappeared. Despondent and too doubtful of her own worth to join with no recommendation, she found work on the docks running letters, wanting to be anywhere but where she was now.

One drunken evening she nearly got her wish. Nearly. She was pressganged into service aboard the Caterina, a Chelaxian merchant vessel, where she was cruelly abused by the boatswain, a man named Apollus. He took particular delight in punishing her, bringing her under the lash no less than 20 times on their short voyage.

Upon arrival in Cheliax, she was put up for auction as a slave and bought by Apollus, who proved a terrible master, punishing her with no rhyme or reason, in increasingly violent ways for increasingly inane reasons. After a year of suffering at his hand, she escaped, stowing away on a supply ship for the Bountiful Venture Company, where she was shortly discovered by the Captain. The captain took pity on her, and agreed to take her on the ship’s doctor.

The job was good for her. She became quite good at swimming and halfway decent as a sailor, and although she made more bad impressions than outright friendships, no one on board showed her the same animosity she had grown so used to. And it paid.

It was on shore leave in Magnimar that she finally confronted her demons. Felicity had promised to take her to the Pathfinder Lodge, after all, sponsor her. But she didn't need no one. Drunk and overconfident, she marched herself up and into the Pathfinder Lodge and demanded to be made a member.

Her journeys with the Society brought her to Andoren, where she of an effort to colonize strange lands across the sea. If anything was going to bring her a second shot at life, this was it, and after thrice applying, she was finally accepted.

She was going to Ancorato.

Appearance:
Calamity is nothing special to look at. Her eyes are a little glassy and too large, and her skin is a little too smooth but other than that, she is unremarkable. A pale woman with frumpy brown hair, face and clothes never quite clean. At 3’2”, she’s quite tall for a halfling woman.

Personality:
Dour, grim and overly apologetic, Calamity has difficulty ingratiating herself to new people. She’s positively wracked with abandonment issues and though she clings to those who show her the scarcest bit of positive reinforcement, she never lets herself get too invested- you never know when the people you love will up and leave you. She begins everyday with a lengthy read from the Harrow, often citing the knowledge and wisdom of the cards.

Calamity has a problem with moderation, and drinks to cope; she's bubbly, happy, and hopeful when drunk, much more of what one expects from a halfling. She's aware of her issues and trying to cut down, but she's been saying that same line for a whole year now.

Sheet:

Init +6; Perception +1
-----------------
DEFENSE
-----------------
AC 14, touch 14, flatfooted 10
HP 44 (7d6+7)
Fort +2, Ref +6, Will +6
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OFFENSE
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Speed 25ft.
+1 Harrow Card (Without/With Arcane Strike) d20+9, d3+0/+4
Mithril Dagger d20-1, d3-1
-----------------
STATISTICS
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Str 7, Dex 18, Con 10, Int 18, Wis 12, Cha 9
BAB +3; CMB +5; CMD 14
Racial Traits Creepy Doll (no size penalty to Intimidate, can use Stealth in plain sight; replaces Keen Senses, Surefooted), Fey Thoughts (Stealth, Swim class skills; replaces Fearless), Halfling Jinx (replaces Halfling Luck), Weapon Familiarity
Feats Point Blank Shot, Deadly Dealer, Arcane Strike (only with Harrow Cards), Precise Shot, Malicious Eye, Far Shot.
Traits Bruising Intellect (Social; Intimidate uses INT), Intrepid Volunteer (Racial; Swim uses DEX), Pathfinder Recruit.
Drawback Stigmatized (-3 to Dip).
FCB 7 HP
Class Features Hexes (Cackle, Evil Eye), Healing Patron, Spell Deck, Deliver Touch Spells, Spontaneous Healing
Skills (6/Witch) Intimidate +16 (7 ranks, 4 INT, 3 class skill, 2 competence), Fly +8 (1 ranks, 4 DEX, 3 class skill), Heal +16 (7 ranks, 1 WIS, 3 class skill, 5 competence) Spellcraft +12 (5 ranks, 4 INT, 3 class skill) Stealth +19 (7 ranks, 4 DEX, 4 size, 3 class skill, 1 competence), Survival +2 (1 rank, 1 WIS) Swim +14 (7 ranks, 4 DEX, 3 class skill), UMD +9 (7 ranks, -1 CHA, 3 class skill)
Background Skills Sleight of Hand +11 (7 ranks, 4 DEX), Profession: Fortune Teller +11 (5 Ranks, 1 WIS, 3 class skill, 2 circumstance masterwork tools?), Profession Sailor +6 (2 Ranks, 1 WIS, 3 class skill)
Languages Common, Halfling, Varisian, Gnome, Elven, Goblin

Gear:

Deck of Slivering Fate (13000 gp)
Cackling Hag’s Blouse (6000 gp)
Small Mithril Dagger (251 gp)
Witch Kit (21 gp)
Wayfinder (free)
Cracked Dusty Rose Prism Ioun Stone (500 gp)
Cracked Pale Ruby Trillian Ioun Stone (200 gp)
Healer’s Gloves (2500 gp)
428 gp

Prepared Spells:

0
Arcane Mark
Dancing Lights
Detect Magic
Touch of Fatigue
1
Air Bubble
Obscuring Mist
Reduce Person
Shadow Trap
Touch of Blindness
2
Lesser Restoration
Stricken Heart
Touch of Bloodletting
Unnatural Lust
3
Fly
Harrowing
Vampiric Touch
4
Inflict Serious Wounds
Touch of Slime