Thug

Calib Anumari's page

32 posts. Alias of Ravn.


Race

Human

Classes/Levels

Bard 6

Gender

M

Size

M

Alignment

CN

Languages

Common, Osirion, Ancient Osirion, Abyssal, Celestial, Infernal, Gnoll

Strength 18
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 8
Charisma 18

About Calib Anumari

HP 45/45

Bardic performance 18/18

Lvl 1 spells 5/5
Lvl 2 spells 4/4

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Defence

Spoiler:

AC 18 , Touch 11, Flat-Footed 17
HP 8+25+6 favored class + 6 con = 45
Fort +4, Ref +7, Will +5

Attack

Spoiler:

Speed 30 ft
Initiative +3
Base Attack +4
CMB +8 (+10 trip)
CMD 19

Mw whip +9 1d4+4 non lethal
Power attack +7 1d4+8 non lethal

Mw longspear +9 1d8+6
Power attack +7 1d8+12

Longsword +8 1d8+4 or 1d8+6 if wielded two-handed
Power attack +6 1d8+8 or 1d8+12 if wielded two-handed

javelin +5 1d6+4

Net +1 ranged touch Entangled (10 ft range increcement)

Skills

Spoiler:

Appraise 9 4 rank + 3 class +2 int
Knowledge arcana 10 2 rank + 3 class +2 int + 3 bardic knowledge
Knowledge history 10 2 rank + 3 class +2 int + 3 bardic knowledge
Knowledge local 10 2 rank + 3 class +2 int + 3 bardic knowledge
Knowledge nobility 10 2 rank + 3 class +2 int + 3 bardic knowledge
Knowledge religion 10 2 rank + 3 class +2 int + 3 bardic knowledge
Linguistics 11 6 rank + 3 class +2 int
Perception 8 6 rank + 3 class -1 wis
Perform act 13 6 rank + 3 class +4 cha
Perform dance 11 4 rank + 3 class +4 cha
Perform oratory 13 6 rank + 3 class +4 cha
Spellcraft 11 6 rank + 3 class +2 int
use magic device 13 6 rank + 3 class +4 cha

= 54 skill ranks

Feats and class feats

Spoiler:

Feats:
(race) power attack,
Arcane strike
combat expertise,
improved trip

Classfeats:
bardic knowledge (+3)
bardic performance: Countersong, distraction, fascinate, inspire courage +2, competence +2
versatile performance: Oratory (Diplomacy, sense motive), Act (bluff, disguise)
Well versed
lore master 1/day
Suggestion

Traits:
Lightning Lasher
You have worked with a whip for most of your life and wielding it is second nature. When you need it most, it just seems to find your hand. You may draw a whip as a free action or pick-up a loose whip in your square or in an adjacent square as a swift ac­tion. You also receive a +2 trait bonus to your attack roll when you use your whip to snare a beam, post or other terrain item so that you may use your whip as a fulcrum to swing across its length.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Equipment

Spoiler:

Magic
+1 Chain shirt
+1 Buckler
Cloak of resistance +1
headband of alluring charisma +2
belt of giant strength +2
Efficient quiver (5 javelins, mw longspear, longsword, rope)

Wands
Cure light wounds (cl 1)
Silent image (cl 1)
Detect undead (cl 1)*

Scrolls
Comprehend language

*=UMD must be used

Mundane
Mw whip
Longsword
Mw longspear
whip
5 javelin

Rope
Grappling hook
Backpack
Waterskin
Bedroll
Candle
Flint and steel
Lamp, common
Oil (1-pint flask)
Sewing needle
Sunrod

Gold: 310

Magic

Spoiler:

LEVEL 0 – At will
Detect magic, ghost sound, dancing lights, mage hand, Read magic, prestidigitation,

LEVEL 1 – DC 15 | 5/day
Charm person, Cure light wounds, Grease, Expeditious Retreat

LEVEL 2 – DC 16 | 4/day
Silence, Mirror image, Heroism, Glitterdust

Background

Spoiler:

As a teenager Calib was sent to military academy to study. He quickly started favoring the whip, and with his quick wits he was able to out smart and distract most of his classmates. At his second year he started to discover his talent in acting and storytelling and he began to develop these skills. As the year went he discovered ways to pull magical energies out of his reenactments of the past. This magical talent quickly elevated him through the ranks at the academy.

Despite his succes, fighting was never his real interest. What he really wanted to do was to adventure and delve into the secret and forgotten lore of Osirion.
He dropped out of the academy, much to his fathers regret, and took off to Sothis to research.

One day when he was browsing the Malhitu Bazaar he found an old allmost crumbled piece of parchament wich he bargained down to a favorable price. Studying the writings he quickly discovered that they were directions to a hidden tomb. Using his last gold he raised an expedition to the tomb. Here they were met by the tombs guardian; an ancient mummy. It was a tough fight but in the end they prevailed and was able to loot the tomb, gaining a massive profit.

Several weeks later members of the expedition started to hallucinate and get paranoia. One by one they were driven to suicide by their madness. But death didn't give them any respite. Three days after their deaths they would rise again as zombies and seek out any living member of the expedition.

Calib is not affected by the curse yet, and he has devoted his time to find a way to stop it. All his research indicates that the solution is burrowed somewhere in the dessert.

Afraid that the curse will get him before he can stop it, he has started to collect luck charms, and spends huge sums to buy them. This is not something he openly admits, but several strange amulets adorn his vest.

Future feats

Spoiler:

Greater improved trip
Arcane strike
Spell focus (necromancy)
-Threnodic spell (Osirion companion)