Ambrose

Caladral's page

33 posts. Alias of Krash4031.


Full Name

Caladral

Race

Human (Varisian)

Classes/Levels

Wizard (Admixture School) 1|HP 7/7|AC 12|T 12|FF 12|Fort +1|Ref +2|Will +3|Perc +1| Init +6|

Magics:
0 - Level: Daze, Light, Ray of Frost. 1 - Level: Mage Armor 1/1 Magic Missile 2/2. Special: Dancing Lights 3/3

Gender

Male

Size

Medium

Age

36

Alignment

CG

Deity

Nethys

Occupation

Cook

Strength 9
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 12
Charisma 8

About Caladral

Caladral
Male Human (Varisian)Wizard 1
CG Medium Humanoid
Init +6; Senses Perception +1

XP: 0

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DEFENSE
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AC 12 (+2 Dex), Touch 12, Flat-footed 10
CMD 11
HP 7 (1d6+1)
Fort +1 (+2 vs diseases and poison)
Ref +2
Will +3 (+1 vs charm/compulsion)
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OFFENSE
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Speed 30ft
Melee
Bladed Scarf (1d6-1; x2)
Ranged
Light Crossbow (1d8; 19-20x2)
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STATISTICS
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Abilities Str 9 (-1), Dex 14 (+2), Con 12 (+1), Int 20 (+1), Wis 12 (+1), Cha 8 (-1)
Base Attack +0
CMB -1
Languages
Common
Varisian
Thassilonian
Skald
Elven
Undercommon
Goblin
Dwarven

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SKILLS
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Acrobatics +2
Appraise +9
Bluff -1
Climb -1
Craft (Alchemy) +9
Diplomacy -1
Disguise -1
Escape Artist +2
Heal +1
Intimidate -1
Knowledge (Arcana) +9
Knowledge (History) +9
Knowledge (Religion) +9
All Other Knowledge +5 (untrained)
Perception +1
Perform -1
Profession (Cook) +5
Ride +2
Sense Motive +1
Spellcraft +9
Stealth +2
Survival +1
Swim -1

Admixture School:

Barred Schools: Necromancy and Diviniation
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Feats:

Scribe Scroll: You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information
Spell Focus (Conjuration: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Varisian Tattoo: You bear intricate tattoos that inspire and mpower your natural magic ability. These tattoos mark you as a worker of
the ancient traditions of Varisian magic. A Varisian tattoo typically consists of a long string of complex characters from the Thassilonian alphabet.
Prerequisite: Spell Focus.
Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spelllike ability gained (and its Varisian name) are as follows:
Abjuration (avidais): resistance
Conjuration (idolis): acid splash
Enchantment (carnasia): daze
Evocation (ragario): dancing lights
Illusion (vangloris): ghost sound
Necromancy (voratalo): touch of fatigue
Transmutation (avaria): mage hand

TRAITS:

Hagfish Hopeful: Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.
Varisian Tattoo: You bear the elaborate tattoos of your
people, marking you as a free son or daughter of the road.
You gain a +1 trait bonus on saving throws against charm
and compulsion effects. Additionally, you are proficient
with bladed scarves and starknives.

Equipment and Money:

SELF
Bladed Scarf 2 lbs
Bolts (20) 2 lbs
Light Crossbow 4 lbs
Spell Component Pouch 2 lbs
Spellbook 3 lbs
Artisan's Outfit 4 lbs
TOTAL 17 lbs

MULE
Bedroll 5 lbs
Blanket 3 lbs
Cooking Kit 16 lbs
Saddlebags 8 lbs
TOTAL 32 lbs

Carry Capacity
Light 30
Medium 60
Heavy 90
Over Head 90
Off Ground 180
Drag/Push 450

Money
Platinum 0
Gold 0
Silver 4
Copper 0

Clucky:

Dodo Familiar (chicken skin)
N Small Animal
Init +o; Senses low-light vision; Perception +3
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DEFENSE
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AC 12, touch 12, flat-footed 12 (+1 size, +1 natural armor)
HP 4
Fort +4, Ref +2, Will +1
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OFFENSE
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Speed 20 ft
Melee bite +1 1d3-2
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STATISTICS
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Str 3, Dex 11, Con 14, Int 6, Wis 9, Cha 6
Base Atk +0; CMB -3; CMD 7
Feats Weapon Finesse
Skills Perception +3

Store Spells: Starting at 1st level, a witch's familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch's familiar adds new bonus spells to the witch's spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the �toucher.� The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.
Alertness (Ex):[i] While a familiar is within arm's reach, the master gains the Alertness feat.
[i]Improved Evasion (Ex):[i] When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
[i]Empathic Link (Su):[i] The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Background:
As a child, Caladral traveled a lot, as pirates often do. At one point, he passed through Sandpoint, and ever since he has wanted to win the contest at the Hagfish tavern. Doing so gave him a tough gut (a handy attribute aboard some sailing vessels), and allowed him to take the win many years later. Now his name is carved above the bar for all to see.

Caladral's parents were pirates. His father was a ship's cook, his mother a wizard. They often took the young lad on their voyages, and all the sailors taught him everything he knows. His primary interests were cooking and magic. Caladral is known throughout Riddleport as one of the finest jack tar cooks.

On one voyage, Caladral developed a bond with a chicken in the cargo bay. This chicken became Caladral's familiar, and the old cluck has been his familiar ever since.

Now that Caladral is getting a little older, he has developed a desire to help people, rather than steal from them. Besides, his love of the sea was never as great as his parents, so why not travel Varisia a bit? Hearing of some troubles in Sandpoint, Caladral packed up his cooking pans and hit the road.

More Background:

Appearance
Describe yourself as someone meeting you for the first time would see you. Race: [i]Human (Varisian)
Gender Male Age 36 Size Average height, slightly overweight Coloration Dusky Skin Attractiveness Somewhat ugly, multiple tattoos, missing teeth, obvious alcoholic Dress Dirty chef's clothing, messy hair, missing teeth, obvious alcoholic, rum always in hand.
What other details would someone notice on a closer look? Numerous tattoos
Do you have a distinctive way of speaking? Caladral is usually at least buzzed, but somehow manages to stay intelligent. He speaks like someone with a lot of experience, who knows thier way around.
Birth & Family
Where and when were you born? Riddleport, Varisia 36 years ago Do you know your exact birthdate? Neth 11, 36 years ago[/i]
Who are your parents? Pirates Names? Artemis and Miriela Occupations? Both parents are pirates, father is ship's cook, mother ship's wizard Social class? middle Were they married? Yes Are they still alive? yes Do you know any members of your extended family (grandparents, aunts, uncles, cousins)? no
How did you get along with your family? Generally, pretty well.
Education & Work
How did you learn your trade, skills, etc.? From his fatherand mother
How important are letters, books, etc. to you? Only if about food or magic Do you carry any writings and/or writing materials with you on your adventures? Yes, spellbook and cookbook
Friends
Who were your friends as a child? other pirates How many of these people are still alive? Most What do you look for in a friend? Someone who likes to eat
Have you ever been in love? [i]no

Attitudes & Beliefs
What are your beliefs about religion and the afterlife? The teachings of Nethys
Likes & Dislikes
What do you love? Food and magic What do you hate? Undead and police