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Cala Thanstrom's page

1 post. Alias of Exocrat.


About Cala Thanstrom

CALA THANSTROM CR 2
Female Human (Chelaxian) Bard 2 Cavalier 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +3

DEFENSE:

AC 18, touch 12, flat-footed 16. . (+5 armor, +1 shield, +2 Dex)
hp 25 (1d10+2d8+6)
Fort +3, Ref +5, Will +2

OFFENSE:

Spd 30 ft.
Melee Light Shield Bash +5 (1d3+3/20/x2) and
. . Cold Iron Lance +5 (1d8+4/20/x3) and
. . Masterwork Scimitar +6 (1d6+3/18-20/x2) and
. . Silver Flail +5 (1d8+3/20/x2) and
. . Unarmed Strike +5 (1d3+3/20/x2)
Ranged Longbow, Comp. (Str +3) +4 (1d8+3/20/x3)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Courage +1, Dragon's Challenge +1/+1 (1/day)
Bard Spells Known (CL 2, +5 melee touch, +4 ranged touch):
1 (3/day) Grease (DC 13), Saving Finale (DC 13), Vanish (DC 13)
0 (at will) Read Magic (DC 12), Detect Magic, Prestidigitation (DC 12), Message, Sift

STATISTICS:

Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 14
Base Atk +2; CMB +5; CMD 17
Feats Bard Weapon Proficiencies, Lingering Performance, Power Attack -1/+2, Swap Places, Toughness +3
Traits Courageous, Focused Mind
Skills Acrobatics +5, Bluff +6, Climb +6, Diplomacy +8, Escape Artist +1, Fly +1, Handle Animal +6, Intimidate +7, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +3, Knowledge (Geography) +3, Knowledge (History) +3, Knowledge (Local) +7, Knowledge (Nature) +3, Knowledge (Nobility) +3, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +3, Perform (Oratory) +8, Profession (Soldier) +4, Ride +5, Sense Motive +8, Spellcraft +6, Stealth +5, Swim +6, Use Magic Device +8 Modifiers +1 Ride while riding your bonded mount., Dragon's Skills
Languages Common, Shoanti, Varisian
SQ Animal Companion Link (Ex), Bardic Knowledge +1 (Ex), Tactician (Swap Places) 3r (1/day) (Ex), Versatile Oratory +8 (Ex), Well Versed (Ex)
Combat Gear +1 Chain Shirt, Arrows (40), Cold Iron Lance, Darkwood Buckler, Longbow, Comp. (Str +3), Masterwork Scimitar, Silver Flail; Other Gear Acid Flask (2), Alchemist's Fire Flask (2), Backpack, Masterwork (14 @ 14.5 lbs), Case, map or scroll (3 @ 0 lbs), Chalk, 1 piece (10), Flint and steel, Ink (1 oz. vial, black), Inkpen, Lantern, hooded, Oil (1-pint flask) (5), Paper (sheet) (10), Potion of Restoration, Lesser, Pouch, belt (16 @ 2.5 lbs), Powder (5), Sack (1 @ 3.76 lbs), Sack (11 @ 0 lbs), Scroll: Comprehend Languages, Disguise Self, Scroll: Identify, Identify, Identify, Identify, Scroll: Protection from Evil, Communal, Vial, ink or potion, Wand of Cure Light Wounds

SPECIAL ABILITIES:

+1 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -1 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Courageous +2 save vs. fear.
Dragon's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Focused Mind +2 to Concentration checks
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Swap Places You can trade places with an ally with this feat during your movement.
Tactician (Swap Places) 3r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Versatile Oratory +8 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

ANIMAL COMPANION:
THORIS CR 2
Male Camel
NN Large Animal
Init +3; Senses Low-Light Vision, Scent; Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 13. . (+3 armor, +3 Dex, -1 size, +1 natural)
hp 16 (+7)
Fort +5, Ref +6, Will +0
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Camel) +4 (1d4+6/20/x2) and
. . Unarmed Strike +4 (1d4+4/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Spit (1/hour) (DC 13)
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 19 (23 vs. Trip)
Feats Toughness +3
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +2, Climb +3, Escape Artist +2, Fly +0, Perception +4, Ride +2, Stealth +2, Swim +3
Languages
SQ Combat Riding [Trick], Stay [Trick]
Combat Gear Studded Leather; Other Gear Bit and bridle, Rope, hempen (50 ft.), Saddle (Military), Saddle (Pack), Saddlebags (empty) (2)
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spit (1/hour) (DC 13) (Ex) Ranged touch attack vs foe in 10 ft sickens 1d4 rds (Fort neg).
Stay [Trick] The animal will stay where it is.

BACKSTORY:
Harton Thanstrom was as wealthy as any other merchant in Absalom and through the first part of his life enjoyed a greatly successful shipping business. Then his ambition got ahead of him. Through a series of merciless business decisions and social slights, he managed to ruin his chances of ever becoming significantly involved in Absalom’s politics. No house would have him. As his contacts dried up and suppliers began having mysterious “shortages,” the bitter trader turned his keen business mind to the black market and his political and social ambition to a desperate gambit.
He combed the streets of Absalom, searching for the perfect woman. Eventually he found her, a proud Shoanti woman making her way as a mercenary. Harton found her to be quick of mind, strong, and deft – a combination he prized highly. He took the woman to wife and hoped for a son. He got a daughter, but his ambition would not be swayed. As soon as he discovered the infant held promise, he sent the mother away.

Cala grew up as the focus of the man’s greed and arrogance. He thought he could redeem himself through her success, and pursued his gambit: if his daughter could pass the Test of the Starstone, surely he would be respected. Not to mention the usefulness of being the father of a god. He spent his dwindling fortune on tutors, charms, all manner of alchemical and magical enhancements, prayers, and everything else he thought would give her an edge. Not knowing what the test would entail, he had her learn everything.

Thus her girlhood was spent in an endless series of lessons, sparring sessions, late nights over moldy tomes, and early mornings in the gymnasium. But through it all she retained her spirit, and made friends wherever she could, ingratiating herself to her instructors, maids, and bodyguards alike. She never grew to resent her father, seeing him as the source of all the wonderful people who paraded through her life.

But then the fateful day came. His purse nearly dry, Harton needed his daughter to pass the test. He took her to the Starstone Cathedral and urged her to cross the pit. They’d been over it a thousand times. She could easily make the jump. But instead she just stood there, looking helpless. It was only then that Cala realized exactly what her father wanted from her. Her entire life had been building up to this moment, and she had never doubted it. But now, looking at it, she didn’t see how it would be possible. And she didn’t want to die for her father. Not like this.

Day after day they returned. Harton became angrier and angrier at his daughter’s refusal to cross. He tried everything. Make her feel guilty. Make her feel sad. Threaten her. Fire the staff. Stop eating until she did. Everything. Two months passed. Finally, Harton reached his wit’s end. Using the last of his resources, he acquired a potion. He marched his daughter to the Cathedral one last time.

By this time, their routine had become known, and a small crowd had gathered to see if she would actually do it. But Harton had other ideas. He turned to Cala and said “You should be ashamed of yourself. Because if even a fat old man like me can make the leap, so can you.” He drank the potion and ran in a lurching gait toward the pit. He meant to jump. He saved it for the last few feet before the precipice, trusting the magic of the potion to carry him across.

But all the crowd saw was the obese man’s legs go out from under him, then lead the rest of his frame right over the edge. And like that he was gone. Cala turned away, tears streaming, the essence of the grease spell still lingering on her fingertips.

Now she makes her living by her sword and her wits, serving as a house guard. She mourns her father still, because she knows he was dead long before she killed him. Though she was raised to revere the ascended gods, as she hoped to join them, she now finds her sympathies most often lie with Desna, and she attempts to impart a sense of hope and luck to her comrades in arms whenever she can. When she’s ready, Cala will use her hard-earned gold to begin wandering, as she has read of many of the beautiful things the world has had to offer, but has seen few.

The one wonder she has seen, the Cathedral of the Starstone, Cala has vowed to never look upon again.

PERSONALITY:
Cala is devoted to her friends and eager and curious about the world around her, though she is careful to not trust anyone completely. She was granted amazing potential through her unique childhood, but her desire to put it all behind her has made her believe that she is not exceptional, and that everyone is as capable as she.
As a result, she's likely to head into danger beyond what she and her group may be able to handle, and she'll seek out challenge wherever she can. Her first instinct is to always help her friends and to smooth over conflict if it can possibly be avoided. Failing that, Cala is a skilled combatant capable of focusing her ire on the toughest of foes.

APPEARANCE:
Cala is almost six feet tall and sturdily built. While not strictly pretty, her handsome features and boundless enthusiasm lend her a certain charm. Cala wears her light brown hair loosely cropped, walks with a purposeful gait and disciplined posture, and carries many weapons - the tools of her trade.

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