Rogue Elf

Calaster Beran's page

14 posts. Alias of Vaite Belleran.


Full Name

Calaster Beran

Race

Elf

Classes/Levels

Magus (Spelldancer) 1 8hp/8hp | AC 17, T 14, FF 13 | F +2, R +6, W +2;+2 enchantments | Init. +6 | Perception +0 |

Gender

Male

Size

6'3"

Age

136

Alignment

CN

Deity

none

Languages

Common, Elven, Celestial, Draconic, Giant, Undercommon

Occupation

Bounty Hunter/Mercenary/Guide

Strength 13
Dexterity 18
Constitution 10
Intelligence 17
Wisdom 13
Charisma 13

About Calaster Beran

Calaster Beran

Background:

Born to an elfish family in a thriving community, Calaster grew up in relative happiness and comfort. Agile and quick-witted since birth, he found little interest in others preferring to do as he pleased helping others as often as causing trouble. He spent the majority of his time exploring nature and honing his skills as well as escaping the clutches of authority after a prank or some other plan had gone wrong. His greatest wish was to become part of the town rangers so that he may be free to spend his days out in the wilds living life in the fast lane.

However, during his childhood he showed promise in the arcane arts and his family pressured him to begin studying with the other initiates and wizards of his community despite his desires. As the years passed he progressed along the standard guidelines of magical apprenticeship quickly but never stopped secretly training his martial skills and agility.

One day as he was going to train, Calaster was attacked by a small band of goblin bandits. He reacted swiftly, drawing upon both martial and arcane reserves to defend his life, and as the fight progressed he began to see a pattern appear in his attacks, the flowing of his movements and the speed of combat that resonated with the powerful magics that he unleashed. Battered and bloody from his encounter, he barely managed to return home before collapsing and falling into a deep slumber for many days.

Upon his awakening he had made a decision. He paid his respects and apologies to his parents for failing to become the wizard they had wished, bade farewell to his comrades and mentors and took off to discover the world. As he travelled in the guise of a human, he found joy in working as a mercenary, bounty hunter or even a guide for it left him the freedom that is his creed. He continued to refine his art, discovering new ways to apply his arcane powers to better utilize his speed rather then strength, all the while discovering more about the world, it’s races, languages and cultures in an endless thirst for the taste of freedom, adventure and discovery.

Upon hearing about the existence of a vast dragon's hoard, Calaster saw before him both a grand adventure and a wonderful opportunity. With the vast wealth that he would gain, he could seek to purchase a land and a title with which to create a city of learning wholly dedicated to the study, application and cooperation of both the arcane and martial arts that have for so long been enemies.


Magus Spelldancer 1
Init +6; low-light vision; Perception +0
DEFENSE
AC 17, Touch 14, flat footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +3; +2 against enchantments
OFFENSE
Speed 30 ft.
Rapier +3 (1d6+2/18-20x2)
Short Sword +3 (1d6+2/19-20x2)
Dagger +3 (1d4+2/19-20x2) range 10ft.
Longbow +3 (1d8/x3) range 100ft.
Space 5ft.; Reach 5 ft.
SPECIAL ATTACKS
Spell Combat
Spell Dance 1AP
STATISTICS
Str 13, Dex 18, Con 10, Int 17, Wis 13, Cha 10 [25 Point Buy]
Base Attack +0; CMB +2; CMD 15
FEATS
Run
1st Level: Weapon Finesse
SKILLS
Class Skills:

Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge (planes) (Int), Perform (dance) (Cha), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha)

Skill Points Total: 5 ( (2+ Int) x 1)
Acrobatics +8 (1 rank +4 dex +3)
Climb +5 (1 rank +1 Str +3)*
Knowledge (arcana) +7 (1 rank +3 int +3)
Perform [dance] +4 (1 rank +3)
Spellcraft +9 (1 rank +3 int +2 racial +3)
Swim +5 (1 rank +1 str +3)*
TRAITS
1st : Crowd Dodger
You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square
2nd:
LANGUAGES
Common, Elven, Celestial, Draconic, Giant, Undercommon
SPECIAL ABILITIES
Elven Magic: +2CL against spell resistance
GEAR
Combat Gear: rapier, short sword, wrist sheath (spring loaded), dagger, longbow, arrows (20), studded leather
Other Gear: backpack, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, mirror, pitons, torches (10) rope (50 ft.), compass, 23 gp
Survival Gear: bedroll, iron pot, mess kit, soap, trail rations (5 days), waterskin

Spells:

Spells Per Day
0 1st 2nd 3rd 4th 5th 6th
3 2

Spells Known
Cantrips: Acid Splash (1d3 acid), Arcane Mark (visible or invisible mark), Dancing Lights (torch or other light), Daze (4hd creature loses next action), Detect magic, Disrupt undead (1d6 to undead), Flare (-1 to attack rolls), Ghost sound, Light, Mage hand, Open/Close, Prestigitation, Ray of frost (1d3 cold), Read magic, Spark (ignite flammable objects)

1st: Chill Touch (1 touch/lvl, 1d6 +1 str, Fort save), Color Spray (unconscious, blind or stun, Will save), Grease (10 ft. square or object, Ref save), Shield (+4 to AC, blocks magic missiles), Shocking Grasp (touch 1d6/lvl electricity), True Strike (+20 to attack roll), Vanish (as invisibility 1 round/lvl)