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About Callie CobaltCALLIE COBALT
==DEFENSE==
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AC 21, touch 13, flat-footed 19 (+6 armor, +1 deflection, +2 Dex, +2 shield); CMD 22 hp 57 (9d8+9) Fort +7 (base 3 + 1 Con + trait 1 + cloak 2), Ref +10 (base 6 + Dex 2 +cloak 2), Will +8 (base 6 + Wis 0 + cloak 2) ==OFFENSE==
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Spd 40 ft/x4 BAB +6/+1, CMB +9 Melee +1 longsword +11/+6 (1d8+4/19-20) Melee mwk dagger +10/+5 (1d4+3/19-20) Ranged mwk dagger(thrown) +9/+4 (1d4+3/19-20) (Range inc. 10 ft.) Bardic Performance (25 rounds/day, activate as move action, maintain as free):
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Rallying Cry (Su) (audible, mind-affecting): Each round, make an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Does not work on effects that don't allow saves. (Replaces countersong) Distraction (Su) (visual): Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Does not work on effects that don't allow saves. Fascinate (Su) (4 creatures) (bard and targets must see each other and targets also hear bard; enchantment [compulsion], mind-affecting, audible and visual components): Each creature to be fascinated must be within 90 feet and capable of paying attention to bard. The distraction of a nearby combat or other dangers prevents this ability from working. (Target 1 creature +1/ 3 levels) Each creature within range receives a Will save (DC 17) (10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Inspire Courage (Su) (mind affecting) (targets must perceive bard's performance; must be audible or visual [Callie's is usually audible unless I say otherwise]) (+2): An affected ally (and the bard) receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. (goes up by 1 at 5th level and every six levels afterward, to +4 at 17th level). Inspire Competence (Su) (+3): An ally within 30 feet and be able to hear the bard gets a +1 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in herself. Inspire competence relies on audible components. Bladethirst (Su) (+2): Use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. (Replaces suggestion.) Dirge of Doom (Su): Use performance to foster a sense of growing dread in enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. Inspire Greatness (Su): Inspire greatness in self or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Bard Spells (Caster Level 9 (Concentration +14/Defensive +18))
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Cantrips (at will) (6 known + 3 from favored class) (DC 15) Detect Magic: VS, 60 ft., concentration up to 1 min/lvl. Detects spells and magic items within 60 ft. Ghost Sound: VSM, close, 1 rd/lvl. Will disbelief DC 13. Figment sounds. Light: VM, object touched, 10 min/lvl. Makes object glow like torch (20 ft rad normal light, further 20 ft dim). Mending: Time 10 min, VS, 10 ft., object of 1 lb./lvl. Makes minor repairs on an object. Message: VSF, Medium, 1 creature/lvl, 10 min/lvl. Whisper conversation at a distance. Prestidigitation: VS, 10 ft, 1 hr. Performs minor tricks. Read Magic: VSF, personal, 10 min/lvl. Read scrolls and spellbooks, and ID magical glyphs and symbols with successful Spellcraft check. Sift: VS, 30 ft. range, affects 10 ft. cube. Search objects and features at range as if up close/touching, using -5 Perception check. Spark: V or S, close. Ignites one unattended, Fine flammable object. 1st Level Spells (7 per day [5 + 2 from casting stat]) (5 known + 3 from favored class) (DC 16)
2nd Level Spells (5 per day [4 + 1 from casting stat]) (4 known +3 from favored class) (DC 17)
3rd Level Spells (4 per day [3 + 1 from casting stat]) (4 known) (DC 18)
Spellcasting Related Abilities
==STATISTICS==
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Str 16, Dex 14, Con 10 (12 with belt), Int 14, Wis 10, Cha 20 (18 with headband) (25 point buy, +2 to Cha human, 4th lv +1 to Str, 8th lv +1 to Str) BAB +6/+1, CMB +9, CMD 22 FEATS
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Arcane Strike (AD Bonus lv 1): As swift action, add +1 +1/every 5 caster levels to all weapon damage, considered magic. (+2) Quick Draw (Human lv1 Bonus): Draw weapon as free action and concealed weapon as move action. Can throw weapons at full ROF. Cannot quick draw potions, flasks, scrolls, wands. Eschew Materials (Lvl 1): Cast without components costing 1 GP or less. Combat Casting (AD Bonus lv 2): +4 to casting defensively Weapon Focus (Lvl 3): +1 to attacks with longswords. Dazzling Display (Lvl5): When wielding Weapon Focus weapon (longsword), as full-round action can demoralize foes within 30 feet who can see display. Disruptive (AD Bonus lv 6): The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply. Step Up (Lvl 7, retrained): Follow an adjacent opponent 5 feet when it makes a 5 foot step as an immediate action. Vital Strike (Lvl 9): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. TRAITS
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Drug Addict—personal addiction (Campaign): Gain +1 to Fort Saves. Reactionary (Combat): Gain +2 to initiative. SKILLS AND SKILL-RELATED ABILITIES
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((6 bard + 2 Int + 1 human x9 = 81 ranks))
Acrobatics +19 (9 ranks + 2 Dex + 3 class + 5 boots) Bluff +10 (2 ranks + 5 Cha + 3 class) Diplomacy +9 (1 rank + 5 Cha + 3 class) Disguise +9 (1 rank + 5 Cha + 3 class) Intimidate +17 (9 ranks + 5 Cha + 3 class) Knowledge (arcana) +10 (5 ranks +2 Int +3 class) Knowledge (history) +7 (2 ranks +2 Int +3 class) Knowledge (local) +8 (3 ranks + 2 Int + 3 class) Knowledge (nobility) +8 (3 ranks + 2 Int + 3 class) Perception +8 (5 ranks + 0 Wis + 3 class) Perform (oratory) +12 (4 ranks + 5 Cha + 3 class) Sense Motive +8 (5 ranks + 0 Wis + 3 class) Sleight of Hand +14 (9 ranks + 2 Dex + 3 class) Spellcraft +14 (9 ranks + 2 Int + 3 class) Stealth +10 (5 ranks +2 Dex +3 class) Use Magic Device +17 (9 ranks + 5 Cha + 3 class) Languages Common, Varisian, Chelish ==GEAR==
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=Primary weapon/gear equipped= - +1 mithral longsword (4015 gp, 2 lbs) (bonded item) - +1 buckler (1155 gp, 5 lbs; +1 AC (+1), ACP 0; can use bow or crossbow without penalty; if attack with melee weapon in same hand, -1 to attack and lose AC bonus for that round, if cast spell with somatic component in same hand, lose AC bonus for that round) =Worn/Carried=
=On, sheathed, or tucked into belt
=Sheathed in boots=
=Handy Haversack=
===in Small Compartment 1 (20 lbs or 2 cubic ft of material)
===In Small Compartment 2 (20 lbs or 2 cubic ft of material)
=In Belt Pouch=
=distributed throughout person=
((total spent: 45720.78)) Weight Carried: 31.5 lbs (haversack effects included; coin not included)
==BACKGROUND==
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Fools who hear her history might say Callie has fallen far, but Callie looks upon her life and only sees how far she’s come. She was born Calindra Carminos, only child of a noble family dwelling in the East Shore of Korvosa. Her father Marcus was scion of a family whose military ties went back generations; her mother Carla was connected to wealthy merchant lords, whose own wealth shored up the Carminoses’ failing coffers. Calindra’s early years were spent primarily with her governess Eltana, who trained her in both academics and the bardic arts, and her father’s right hand and personal guard Nicolas, who trained her in mastery of the sword. She dreamed of becoming a great fencer, perhaps even starting a school of her own that might even one day rival the Orsini academy. Her father, however, was more interested in using his daughter as a bargaining chip in business deals. Although she had the right to inherit his title and property from him, he cared less for having her as an heir than hoping her training and grooming made her a worthy bride—and the business arrangements that might promise him. Calindra, a dreamer and far more interested in forging her own future, balked at the plans her father had for her, and she argued with him about it every chance she got—arguments that got her activities and privileges further restricted. At the age of 16, she was told she was to marry an odious young man distantly related to the Arkonas in one week. Seeing no other way out, Callie ran away. Korvosa was a large enough city such that Callie felt she could melt into the crowd easily enough, and certainly survive long enough for her wedding to be forgotten. She knew by disappearing, she might hurt her family greatly by essentially forcing them to back out of an agreement—but then, it was her own father’s damn fault for agreeing to something that sealed her fate without giving her a choice. She could figure out how to make it up to them if and when she decided it was safe to return home. She fled into Old Korvosa, the last place her family would look for her. But that was a dangerous idea. Callie was a smart and resourceful girl, but she had lived a sheltered lifestyle, and trying to survive on her own in the city was harder than she first imagined, especially since the last thing she could do was rely upon her family name to buy her way through anything. She had enough smarts and talents to earn her way as a performer, telling stories and performing amusing feats of legerdemain, but competition was tough—and the streets even tougher. Her funds quickly dwindled, and one night just a few months after she had run away, she was attacked by a gang of thugs who beat her brutally and took all of her valuables. She knew she was lucky to have gotten away with that. Although Callie’s spirits were normally indefatigable, she was injured and suddenly impoverished, and she found it difficult to try to do what she needed to in order to get back on her feet—it was hard enough to find respectable work with torn, bloody clothes and not a cent to her name, and she was too embarrassed to ask what friends she had for help. A few nights later, wallowing in self-pity in a shady corner of the docks, a gentleman offered her something “to ease the pain” of her predicament. Making the worst mistake of her life, she accepted, not quite realizing what she was being offered. The shiver gave her an escape she could find in no other way. She tried to convince herself she could do without it, but the dreams and painlessness it offered were too tempting, too fascinating, even, revealing to her stories she had never imagined before. She imagined, even it could be a valuable source of inspiration for her and her performances. Gaedren Lamm, who supplied her, was all too happy to encourage her to keep taking it, but of course, for a price. If she couldn’t find a legitimate means of earning funds, she turned to using her skills that she once used to entertain to pick pockets instead. In a moment of clarity, she realized how desperate she was becoming for the drug, and knew that if she continued, she would only debase herself further—or get herself arrested, killed, or any or all of the above. The moment of clarity was followed by a moment of sheer despair, then, for she knew no way around it, and she knew Gaedren had his hands about her neck one way or the other. She took all the remaining shiver she had, planning to go into a dream from which she would not waken. A few days later, she found herself in the bed of a friend, a fellow bard whose name was Marta, with whom she had engaged in friendly competition from time to time in various inns. Marta had some underworld contacts who found Callie and brought her to her. Marta nursed her to health. Terrified and ashamed, Callie told Marta the whole story. Marta gently listened, held her, and then gave Callie a loving verbal thrashing about how she should have come to her friends for help in the first place. “This whole ‘I can do it by myself’ thing is going to kill you. It almost did. Promise me you won’t let that happen again.” Callie promised. With a loan of money and clothing from Marta, Callie recovered and pulled herself back together, seeking out work again, with renewed fervor to live a good life. She soon enough was performing again—busking on the streets and, on lucky nights, performing within taverns, and moving from Old Korvosa into the market districts. She remembered one sad-eyed soul, Alistair, at the Inn of the Three Stars, who always tipped her well for tales of heroines who saved the downtrodden. Callie also began practicing her swordsmanship, ready to defend against any further thugs who might try to bring her down again. She in fact one evening, saw the thugs who attacked her—talking to her old friend Gaedren, clearly laughing and sharing a good joke between them, doubtless about some other young man or woman they were about to drive down a path of madness. A cold pit grew as she realized her old supplier had set her up to begin with. Callie realized Gaedren had to be stopped—not just to avenge what happened to her (for she felt that was as much her own fault as his), but to protect others from his predation. He was too good at flying below the radar for her to get the constabulary to track him down—so she would have to find another way. She remembered her promise to Marta however—she would get help. But then, he would be brought to justice, one way or the other. However, apparently Lamm had earned more than just her ire, and by the time she tracked him down, he had been killed by other enemies. She had little time to ponder his fate, as the king died and chaos erupted in the streets. She decided to turn her thoughts to doing some good, making up for lost time and misdeeds, helping the town guard manage through riots and plague. She hopes also that her work in town might help her find the folks who killed Lamm – disgruntled though she might be for not being able to take her own revenge, she still owes them her thanks nonetheless for dispatching the bastard. Of late, she has been using her skills at her disposal to find ways to smuggle food—and hope—into her onetime, now quarantined, home of Old Korvosa. ((This is adjustable as needed for wherever the adventure will start.))
==DESCRIPTION==
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Callie is a short, wiry human woman in her mid-twenties with pale skin, dark brown hair, and blue eyes. Freckles lightly sprinkle her nose. Nicknamed “Cobalt” for the vibrant blue cloak she always wears (a prize from a storytelling competition), she dresses well for the lower class performer she presents herself to be: simple fabrics, but well-tailored and neatly maintained. She usually speaks in a vague city-dweller accent, sprinkling her language with cant she picked up from her time as a pickpocket. When dealing with fences and lower class folk, she effortly slides into an even more street-borne accent, and when engaging the nobility she can resume the posh speech of her youth—always finding a way to fit in wherever she might be if she needs to, and always knowing how to stand out when the situation demands. Callie always has her sword at her hip, but is much more ready to fight with words before she unsheathes her weapon. Some, perhaps, would prefer it the other way around, as being injured by her sword is often the gentler proposition. |