About Calie Choros
Female Human (Keleshite) Paladin 1
LG Medium Humanoid (Human)
Init +3 (+3 Dex); Senses Perception -1 (-1 Wis)
AC 17, Touch 13 (+3 Dex) Flat-Footed 14 (+4 Armor)
HP 12 (1d10+2)
Fort +3 (+1 Con, +2 Class), Ref +3 (+3 Dex), Will +1 (-1 Wis, +2 Class); +1 vs. spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters
Speed 30 Ft.
Melee Glaive +3 (1d10+1/x3)
Ranged Shortbow +4 (1d6/x3)
Special Attack Smite Evil (1/day, +2 Attack and AC, +1 Damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At Will—Detect Evil
Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 13 (+1), Wis 8 (-1), Cha 14 (+2)
Base Atk +1; CMB +2 (+1 BAB, +1 Str); CMD 15 (+1 BAB, +1 Str, +3 Dex)
Weapon Focus (Glaive) [Bonus Human Feat]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Reckless (Combat): You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Warded Against Witchery (Campaign): Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Naive (Drawback): Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
SKILLS (+2 Paladin, +1 Int, +1 Skilled, +2 Background = 6 Ranks)
ARMOR CHECK PENALTY -2
LANGUAGES Celestial, Common (Taldane), Kelish
COMBAT GEAR Acid, Potion of Cure Light Wounds (1) OTHER GEAR Lamellar Leather, Glaive, Shortbow, Common Arrows (19); Common Backpack, Bedroll, Belt Pouch, Cheap Holy Text, Cold-Weather Outfit, Explorer’s Outfit, Flint and Steel, Trail Rations (5 Days), Rope (50 Ft.), Waterskin, Wooden Holy Symbol, 5 GP / 4 SP / 9 CP
Favored Class Bonus: Paladin (+1 Hit Point)
Code of Conduct:
Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Paladin Code of Shelyn: The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their job is to prevent the weak and foolish from being seduced by false promises. Their tenets include:
-I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Starting Paladin Wealth + 50 GP: 225 GP 0 SP 0 CP
Acid: -10 GP
Lamellar Leather: -60 GP
Glaive: -8 GP
Shortbow: -30 GP
Common Arrows (20): -2 GP
Potion of Cure Light Wounds (2): -100 GP
Explorer's Outfit: Free Starting Outfit
Common Backpack: -2 GP
Bedroll: -1 SP
Belt Pouch: -1 GP
Cheap Holy Text (Melodies of Inner Beauty): -1 GP
Flint and Steel: -1 GP
Rope (Ft.): -1 GP
Trail Rations (5 Days): -25 SP
Waterskin: -1 GP
Wooden Holy Symbol: -1 GP
Cold-Weather Outfit: Free
Current Wealth: 4 GP / 4 SP / 0 CP
Calie would know her parents for a scant eight years before they were cruelly taken away from her by raiders who not only murdered them but also burned her village to the ground. Such was the fate of many poorly defended hamlets that had the misfortune of existing near the border that separated the feuding nations of Taldor and Qadira. Calie only survived the massacre because she had disobeyed her parents the day of the raider attack, having joined some of her friends in exploring the nearby Border Wood. By the time the children returned to their village it was already a deserted, smoking ruin.
Alone, afraid, and newly orphaned, Calie and the other survivors made the fateful decision to hide within the Border Wood out of fear that their parent’s murderers would return and kill them too if they stayed out in the open. It was only meant to be for a short while. A few days in the forest before they made their way to a more well-defended settlement. But a few days became a week and then a fortnight as they became hopelessly lost in the dense wilds of the Border Woods. When the supplies they were able to recover from their village began to dwindle, hunger and thirst started to set in and with it a whole new terror.
Calie tried to keep her friends' spirits up with jokes, songs, and cartwheels, but as time dragged on, even she started to fear that they’d never find their way out. Alas, starvation would not be the worst of it. Members of their group began to disappear. One night they’d be sleeping or keeping watching only to disappear from camp in the morning. Some of the children believed that they had abandoned the group, but Calie refused to accept that. “They wouldn’t just leave us,” she argued. “Someone must have taken them.” None of the others listened though, and soon they stopped bothering to even do a token search for those who disappeared.
Inevitability, it became Calie’s time to disappear as well. One night, as she kept watch over the camp, she heard a wonderous song emanating from the woods. Enchanted by the singing, Calie heedlessly walked into the forest and found its source, a beautiful woman with mesmerizing green eyes. Whispering kind words of succor in her ear, the mysterious woman lured Calie to her home, a well-kept cabin that looked entirely out of place in the foreboding woods around it. It was there that Calie learned the fate of all the other children that had disappeared.
The mystery woman was neither a rescuer nor beautiful, but a grotesque hag that sought to consume Calie’s and all the other children’s flesh. By the time the hag dropped her disguise and revealed her monstrous nature, it was already too late for Calie to escape. Bound and thrown into a filthy larder with the rest of the missing children, Calie was left with nothing but the knowledge that she and her friends were to be the main course for the hag’s nightmarish “feast.” But Calie refused to give in to despair. Every day and night she prayed for her and her friends’ salvation and encouraged them not give up hope. “We’ll be rescued. You’ll see. ” She didn’t pray to any particular deity, just that someone, anyone, would come to their aid. And as luck would it, someone did.
On the very night, they were meant to be sacrificed to satiate the hag’s hunger a Shelynite paladin by the name of Dame Valerya barged into the witch’s hut, having coincidentally been in the area after hearing reports of bandit attacks near the Border Woods. Seeing their chance,Calie inspired the others to use what strength they still had to break their bonds and try to escape the hut in the chaos. But Calie didn’t flee. She couldn’t. Not when someone was risking their life to save hers. Not knowing what to do, but determined to help however she could, Calie intervened in the battle, distracting the hag just long enough that Valerya could land the decisive blow.
Afterward, the paladin led the children out of the forest, taking them to fortress-city of Zimar, which is where her temple and martial order, the Order of the Chivalrous Heart, resided. With the aid of the Shelynites, all of the survivors found kindly families to adopt them. Calie, though, would take another path. Inspired by Valerya’s gallant heroics, the young girl enthusiastically asked to join the paladin order. Seeing that she wouldn’t be dissuaded, and impressed by her willingness to put herself in harm’s way, Valerya took Calie as her squire. And thus, began Calie training in the ways of the paladins of love and beauty. Taking to the training like a duck to water, Calie quickly found her artistic passion in dance, enjoying the liberating feeling that came with dancing as well as the surprising synergy it had with her martial training. Alongside Valerya, Calie traveled across Taldor visiting sister-temples, assisting the helpless, and combatting the wicked. In time, Calie earned the right to call herself a true paladin of her order and soon began to keep watch around the south of Taldor, just as her mentor once did. Currently, she’s in the small town of Heldren, trying to see what she can do about the strange winter that has suddenly erupted in the Border Woods.
Calie is a vibrant and cheerful young woman. Though tragedy has marked her past, she hasn’t let allowed it to define her. She’s an optimist through and through, steadfastly believing that beauty and love lies within all living things, and that you can see the good in almost everything and everyone if you look hard enough. This sanguine attitude makes her rather naïve at times, being unwilling to see evil in people until it becomes undeniable. As to be expected of a paladin of Shelyn, Calie is quite chivalrous, adhering to the virtues of her paladin code with a passion. She is courteous, diplomatic, and quite adverse to killing.
A devout Shelynite, Calie has spent considerable time cultivating her beauty and physique. Attractively statuesque, she possesses the lithe, well-toned build of a professional acrobat or dancer. Calie’s eyes are golden, and she has the same black hair and dusky skin that is commonly associated with Keleshites. Her lips are full and can make for a radiant smile and a sweet kiss. The adornments come and go, but the holy symbol of Shelyn, the songbird, is always painted somewhere on her armor. Currently, her favorite new accessory is a rainbow-colored shawl that she wears over her armor.
Height: 5'10" Weight: 140 lbs. Hair: Black Eyes: Golden
Minor Character Tidbits and Quirks:
- Chivalrous: Calie grew up hearing her parents' bedside tales of noble knights saving the innocent and her years of paladin training have only reinforced her beliefs in knightly honor and chivalry.