Lantern Bearer

Caliban Tre'Athkar's page

754 posts. Alias of Torilgrey.

Full Name

Caliban Tre'Athkar




Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 21 FF 19 Touch 14, Hp 35/45 Fort: +7 Reflex +5 Will +6; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2







Special Abilities

Spell Combat, Arcane Pool (6)






Worldwound, Kenabres


Common, Elven, Abyssal, Slyvan, Draconic, Celestial, First Speech, Hallit, Ignan, Infernal


Wandering Mercenary, occasional scribe

Strength 16
Dexterity 16
Constitution 11
Intelligence 16
Wisdom 10
Charisma 10

About Caliban Tre'Athkar

Caliban was born in Kyonin, to parents with a mild talent for Wizardry. His father, Caridas, and mother, Mythia, hoped he would follow them in the orderly study of magic and join them in their role as ambassadorial hosts in the capital city. His childhood, to a point, followed the prescribed elven routine for children. He studied, learned how to read and write, hunted, fenced, star gazed, and participated in the studies of his people. All this went a little sideways when he was introduced to a group of hard-faced human Crusaders about to set out on the third Crusade.
These men were in the Elven capital to petition for arms, armor, and supplies to purge the Worldwound from the face of Golarion. These humans spent several weeks in Iadara, seeking approval for their requests for aid. The young elf was enthralled. The way that these men carried themselves, with a certainty that their actions would make a difference, was completely new to Caliban’s experience. That they, even though younger than Caliban, could change the world and defeat evil forever inspired him. Soon, they left, onward to carry on the Third Crusade. The young Caliban began to study, histories, myths, tales of humans, what they did, and how they tried so hard, in what amounted to the blink of his eye. He grew mildly obsessed, distracted from his studies, and lost focus on what was in front of him. It was during this time that he discovered the road of a Magus, a warrior who enhanced his blade skills with magic. Then, suddenly, his constructed fantasy of humans doing battle with great evils came crashing down. Word reached Iadara of the failure of the Third Crusade. Young Caliban realized that those men he met were dead, and couldn’t carry out that which they sought.
More and more he wrestled with the idea, finally coming to the realization that if he wanted to change the world he needed to act. Now, for whatever reason, Caliban didn’t get dissuaded from his course, mostly because he didn’t tell anyone what he was contemplating. So one night, he packed his meager possessions and headed off to Crusade. Unlike most teenage runaways, Caliban had a measure of self-reliance, and was able to navigate the roadways, hide when needed, and talk his way out of trouble. He also ran into an old human wanderer en route to the Worldwound.
Little did the elf know, but this was no ordinary human. See, Caliban hadn’t yet matured to the point where elves start to teach their children about deception, and he was about to get a lesson. Caliban definitely didn’t know that demons could take on mortal guise, and would do so to tempt foolhardy idealists into making bad decisions. So on and on the young elf and the not-so-human old man travelled. The Old man regaling Caliban with tales of a life lived to its fullest, and about secret magics to battle demons and demonic possession. The not-so-trained Magus listened raptly to the old man, and finally the old man revealed that he’d share what he knew with the young elf. Calbian rapidly agreed to assist the old man in his final task to strike a blow against the Worldwound. Learning Abyssal to help with the translation of the ritual. Finally they journeyed to the site where the ritual would take place. Caliban was nervous, and began to grow suspicious when certain words the old man used rang out to his half-trained ears. Seeing the human children brought into the ritual confirmed what had been a growing dread for young Caliban. He’d been duped! This was no old human, but a shapechanging demon of some kind!
Caliban reached for his sword, infusing it with his knowledge and expertise, and as the Old man drew forth the dagger plunged the now glowing blade into the old man’s neck, sweeping his head from his shoulders. The demon’s body spun, clawing at Caliban – leaving a stretch of ragged scars across the young elf’s face. Caliban slammed himself forward, using his not insignificant strength to push the flailing body into the magic, now spinning out of control. As the Demon’s body hit the ritual a blinding flash happened. Destroying the ritual, knocking out the child about to be sacrificed, and forever ruining the young elf’s trust in others.
Caliban gathered himself, and realized he was responsible for this young human’s predicament. He gathered the unconscious and bleeding human, and brought the child to a nearby farm. The old couple there took in the child, and offered Caliban a bed for the night, but he refused. Wandering away in anguish – his innate trust and innocence shattered. Lost, he wandered through the desolation of the Worldwound, practicing his swordplay, and trying to refine his magical skill even more. Eventually the wounds of his body healed, although the deeper wounds of his spirit were much, much deeper. Nightmares still plague the young elf, and his magic changed – taking on a more sinister feel to it. He’s wandered since that day, all through the Fourth Crusade- trying to right the wrongs he feels responsible for. Mercenary work is what he usually finds, enough to pay for a roof over his head, and not much else. He’s focused himself on the combative arts of the Magus, and without fully understanding what is different about what he does, knows that something is not as it was with him. He now finds himself in Kenabres, looking for employment as a mercenary, or barring that, as a scribe.

---- Notes: I went with Stolen Fury for a campaign write up trait, and riftwarden orphan (GM permission) for the value of the trait. I may dual path it when that becomes a thing.

[Caliban Tre'Athkar
Male elf magus (bladebound, hexcrafter) 6/Archmage 1 (Pathfinder RPG Ultimate Magic 9, 47, 48)
CG Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +7
AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +2 Dex; +2 deflection vs. evil)
hp 40 (6d8+7)
Fort +6, Ref +4, Will +5; +2 vs. enchantments; +2 resistance vs. evil
Defensive Abilities hard to kill; Immune sleep; Resist electricity 30
Speed 30 ft.
Melee black blade +5 (1d8+13/19-20) or
. . cold iron longsword +3 (1d8+6/19-20) or
. . dagger +3 (1d4+6/19-20) or
. . warhammer +3 (1d8+6/×3)
Special Attacks arcane pool (+2, 7 points), archmage arcana (wild arcana), champion's strike (fleet charge), eldritch breach[MA], hex arcana (slumber[APG]), mythic power (5/day, surge +1d6), spell combat, spellstrike, wild arcana[MA]
Magus Spell-Like Abilities (CL 6th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 6th; concentration +11)
. . 2nd—alter self, bladed dash, elemental touch[APG], frigid touch[UM]
. . 1st—chill touch (DC 14), corrosive touch[UM], hydraulic push[APG], shield, shocking grasp
. . 0 (at will)—arcane mark, detect magic, mage hand, ray of frost, read magic
Str 14, Dex 14, Con 11, Int 16, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 19
Feats Craft Wondrous Item, Dual Path[M], Extra Arcane Pool[UM], Extra Hex[APG], Power Attack
Traits forlorn, riftwarden orphan
Skills Climb +5, Craft (blacksmith) +6, Fly +8, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (planes) +11, Linguistics +9, Perception +7, Profession (scribe) +5, Sense Motive +2, Spellcraft +12 (+14 to identify magic item properties), Swim +5, Use Magic Device +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Elven, First Speech, Hallit, Ignan, Infernal, Sylvan
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, elven magic, hex arcana, hex magus, hexes (evil eye[APG], flight[APG])
Combat Gear potion of cure light wounds (2), scroll of dispel magic; Other Gear mithral breastplate, cold iron longsword, dagger, warhammer, ring of protection +1, terendelev's scales (resistance), bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], noble's outfit, pot, soap, spell component pouch, trail rations (5), waterskin, 201 gp, 1 sp
Special Abilities
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Evil Eye -2 (6 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slumber (6 rounds, DC 16) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

all starting
Corrosive Touch
Hydraulic Push
Long Arm
Ray of Enfeeblement
Shocking grasp
Color Spray
Flare Burst
Chill Touch
Alter Self
Bear's Endurance
Bladed Dash
Disfiguring Touch
Elemental Touch
Frigid Touch