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Callix Ingritdottir's page

800 posts. Alias of Tilnar.


Full Name

Callix Ingritdottir

Race

Human (Ulfen)

Classes/Levels

Warpriest 8 / Evangelist 2

Vitals:
(HP: 83/83 AC: 21[23]/15/16[18]; Percep: +16; Init: +4; Fort +9 (+4 v. Poison), Ref: +7, Will: +10; CMD: 23; CMB +8; Speed: 30;Resist Cold: 2)

Gender

Skills:
(Acro +18; Climb +5; Diplo: +1; Heal: +15; Know(Religion) +6; Sense Motive: +8; Spellcraft +11; Survival: +8)
Female

About Callix Ingritdottir

Callix Ingritdottir
Female Human (Ulfen) Warpriest 8 / Evangelist 2
CG Medium Humanoid (Human)
Init: +4, Senses: Perception +16
Languages: Common, Skald, Minkaian.
Deity: Cayden Cailean Blessings: Travel, Good.
Age: 22
Birthday: 7 Desnus
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DESCRIPTION/BACKGROUND
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Callix stands two inches shy of six feet, but her slender frame and long limbs make her appear to be taller. Her long hair is so blonde as to almost be silver in colour, and so fine as to refuse to hold in place, with small random wisps making her always appear unkempt... something that her demeanour and style only reinforce. Her clothes, while of fair quality, hang awkwardly from her thin frame, and the bright colours seem almost to have been selected just to contrast with her pale complexion... which only makes the paleness that much more pronounced. Her small nose and high cheeks are flecked with the faintest hints of freckles, barely a half-shade darker than her skin that seems to have never been touched by the sun. Ever her eyes and lips are pale, her lips a cool pink, and her slightly shaded eyes the cold, blue-grey of a cloudy sky or a frozen ocean. Her angular, lanky build causes her movements to seem somewhat awkward, an impression not helped by the smell of spirits on her, despite her grace and agility.

History:

Callix Ingritdottir is the daughter of Ingrit Astridottir, a former Blackraven -- which is to say, an Ulfen witch-hunter from the Lands of the Linnorm Kings.

As a Blackraven, Ingrit was a member of a small raiding warband dedicated less to guarding the Irrisen border and more with raiding into the Verge to take back what the witches and trolls had stolen -- especially Ulfen children. Ingrit's warband was largely successful in their missions, rescuing a few score children and killing a few dozen giants and even a handful of the cursed witches... ...until it wasn't. They had no idea what was to come -- it was just another raid, rescuing children before they could be turned into those horrible hut-things, when they ran into not just a witch, but one who claimed to be a Daughter of Baba Yaga herself. The fight was brutal, the witch's magic more than a match for the steel and prayers to Torag. Ingrit managed to injure the witch, who spat out a curse at her before retreating to heal... but not before her fellows were destroyed.

The curse followed Ingrit back to Trollheim, with dozens of those porcelain dolls chasing after her, coming in waves each night until finally, having no choice, she was sent away - for everyone's safety. First by magic, then by sea, far to the south where the curse could not reach her. Ingrit knew she could never return to avenge her companions to break the curse... but when her daughter was born seven moons later, Ingrit knew she had another weapon to turn against the witches.

Callix was born in Oppara, the daughter of a foreigner and one of the unbearded -- although, thanks to coin from the North and her mother's skill at arms, her childhood was somewhat more privileged than most. Her mother, true to her intent, spent years grooming her daughter to take up the fight - to avenge the fallen and break the curse, filling the girl's head with stories of the brave, noble warriors and the beauty of the Lands of the Linnorm Kings. Callix was educated, and trained to fight with axe, shield, hammer and blade... until, finally, when she was fourteen, the weight of her mother's expectations, the repeated litany about her "destiny" and her "mission" grew to be too much, and Callix began to rebel -- cutting her hair and dressing in the Southern style, setting aside the training with weapons, and abandoning the ideals of Torag and Gorum -- embracing, instead, the lifestyle that a large city could offer a fair maiden with a coinpouch.

To say that her mother disapproved would be an understatement, and Ingrit tried to press the girl harder... only succeeding in driving her daughter further away, until Callix left home at seventeen, taking up with a dashing young rogue named Nolus. Nolus was the son of a Knight, with just enough rank to be allowed to grow a short goatee, just enough coin to spend five or six nights a week at a taphouse raising tankards in the name of Cayden Cailean, and just enough skill with his rapier to back up his extreme confidence and arrogance, especially when he was into his cups. Callix loved the freedom of Nolus' lifestyle, where there was no constant talk of mission and destiny, where choices were her own, and the farthest she needed to plan ahead was figuring out how to get back to Nolus' loft when the lot of them could barely walk a straight line. During the day, Nolus would teach her the finer points of dueling with a light blade, or she would spend time at the taphouse, listening to bards or speaking to the owners - who were actually the faithful of the Accidental God. She truly began to find herself there, somehow, in those days, as the mixture of the training she chose for herself, the tales of the bards in the taphouses, the longer, more serious talks with the owners during the day all seemed to awaken something in her - giving her a sense, finally, of who she might actually be.

Unfortunately, that sense also made her have to face the reality of who Nolus was, the petty cruelties he embraced as due to his rank, station and skill with the blade. These began to grate on Callix, somehow worse than the pressures her mother had placed on her, until, one day, when Nolus pushed an unbearded for not getting out of his way, Callix pushed back. Nolus was not prepared for this, especially not from the tart he'd been keeping, but his ego would not allow him to back down, certainly not in front of others. When Callix wouldn't back down or apologize, he drew steel, and she met it, drawing first blood. Nolus' shouts in defeat were cruel, comparing her to the others that had come before her and were happening behind her back -- but Callix just dropped her weapons and walked away, returning to the flat one last time and leaving everything he'd ever bought her: clothing, jewels, even weapons. She left with the garish clothes and the Ulfen weapons she'd arrived with, and felt a strange peace within herself for having done so... and more, a sense of acceptance, even approval, for her actions.

It was that sense of approval that really resonated in Callix, as she realized that such a sense had truly been missing all her life - never having gotten it from her mother, her tutors, and certainly not from Nolus.

Having no other place to go -- certainly not returning to her mother's home -- Callix headed to the taphouse where she'd spent so many days speaking to the owners. They agreed to take her in, giving her a job as a serving girl to pay for her room, board and to keep her in her cups, while also helping her to recognize that she'd been called by the Drunken Hero -- and that it was his approval she'd felt that night. Callix stayed with them for a full season before deciding that it was time to embrace the call, and then spent another two learning not only how to draw upon the gifts that Cayden Cailean had given her, but how to fuse Nolus' dueling style with the weapons of her childhood. Finally, a year after heading to the taphouse, Callix knew that it was time to leave - to head out on her own, to finding her own path, maybe living the sort of adventures that the bards write songs about, the sort of stories that would make her god proud of her.

Unsurprisingly, there was little room for a lone adventurer with a set of axes in Oppara, and so Callix decided to take work as a caravan guard to keep both her belly and her aleskin full. On her fourth long trip, she befriended one one of her charges, a Dwarf named Maral, who traded as much in tales and gossip as he did in spices. When Maral offered her a job as his personal guard at the end of the caravan's route, she accepted - liking the dwarf's tales, company, and spiced ale -- and somehow, also, feeling that it was the "right" decision, in a way she didn't quite understand. She followed Maral back to his home in Zimar, in Taldor's south, and after a few weeks, the two began to travel to some of the smaller towns and villages in the area.... which is how she came to find herself stuck in Heldren, drinking at the Silver Stoat, while waiting for Maral's neglected wagon to have two wheels replaced.

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DEFENSE
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AC 21, Touch 15, Flat-footed 16, CMD 23
(+4 armour; +1 shield; +4 dex; +1 natural; +1 dodge)
HP 83 (10HD) [13,7,7,8,8,8,8,8,8,8]
Fort: +9 (+4 v. poison), Ref: +7, Will: +10
Resistances: Cold: 2
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:
-+1 Throwing Axe (melee) +14/+9 (1d8+9/x3) {Slashing}
-Masterwork Cold Iron Throwing Axe (melee) +14/+9 (1d8+8/x3) { Slashing }
-Throwing Axe (melee) +13/+9 (1d8+8/x3) { Slashing }
-Rapier +11/+6 (1d8+1/18-20) { Piercing }
-Dagger +11/+6 (1d4+1/19-20) { Slashing/Piercing }

Ranged:
-Masterwork Throwing Axe +14 (1d8+8/x3), 10' increment { Slashing }
-Throwing Axe +13 (1d8+8/x3), 10' increment { Slashing }
-Composite Longbow (+1 Str) +11/+6 (1d8+2/x3), 110' increment { Piercing }
-Dagger (thrown) +11 (1d4+1/19-20), 10' increment { Slashing/Piercing }

Special: Weapon Versatility - can use axe to do bludgeon or piercing damage.

Abilities: Sacred Weapons +2 (9 rounds/day); Sacred Armour (9 minutes/day).

Base Atk: +7/+2, CMB: +8
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STATISTICS
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Str 13, Dex 16 [18], Con 14, Int 10, Wis 16, Cha 12
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TRAITS
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Northern Ancestry (Campaign)
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Reckless (Combat)
You have a tendency for rash behaviour, 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.

Fate's Favoured (Faith)
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Weapon Training (Racial: Human, Ulfen)
As soon as you were old enough to hold it, you were trained to defend yourself with traditional Ulfen weapons. You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.
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FEATS
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Armour Proficiencies: Light, Medium + Shields (no tower).
Weapon Proficiencies: Simple, Martial.

Selected Feats: Weapon Finesse, Slashing Grace (Throwing Axe), Additional Traits, Toughness, Martial Focus (Throwing Axe), Deific Obedience.
Bonus Feats: Weapon Focus (Throwing Axe), Weapon Versatility, Weapon Specialization (Throwing Axe), Greater Weapon Focus (Throwing Axe).
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SKILLS (Warpriest: 3/level | Evangelist: 7/level) [skilled]
> 3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/7
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+18] = 10.0 + 4 + 3 + 1 (Reckless)
Appraise [+0] = 0.0 + 0 + 0
Bluff [+1] = 0.0 + 1 + 0
Climb* [+5] = 1.0 + 1 + 3
Diplomacy [+1] = 0.0 + 1 + 0
Disguise [+1] = 0.0 + 1 + 0
Escape Artist [+4] = 0.0 + 4 + 0
Heal* [+15] = 9.0 + 3 + 3
Intimidate [+1] = 0.0 + 1 + 0
Linguistics* [+4] = 1.0 + 0 + 0 {Minkaian}
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Knowledge (Religion)* [+6] = 3.0 + 0 + 3
Perception* [+16] = 10.0 + 3 + 3
Ride [+4] = 0.0 + 4 + 0
Sense Motive* [+8] = 2.0 + 3 + 3
Spellcraft* [+11] = 8.0 + 0 + 3
Stealth [+4] = 0.0 + 4 + 0
Survival* [+8] = 2.0 + 3 + 3
Swim* [+1] = 0.0 + 1 + 0
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Class Skills:
Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (religion, engineering); Profession, Ride, Sense Motive, Spellcraft, Survival, Swim

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MAGIC (Concentration: +12, CL 9)
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Prepared Spells (5 -- 5+1/4+1/3+1/-/-/-)
Level 0: (DC 13) Detect Magic, Guidance, Light, Resistance, Spark.
Level 1: (DC 14) Bless, Divine Favour (x3), Endure Elements, Shield of Faith.
Level 2: (DC 15) Ironskin, Resist Energy, Silence, Spiritual Weapon, Weapon of Awe.
Level 3: (DC 16) Delay Poison (Communal), Invisibility Purge, Magic Vestment, Prayer.
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SPECIAL ABILITIES
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Aura of Chaos (Ex) You project a strong chaotic aura.

Aura of Good (Ex) You project a strong good aura.

Blessings (Su) (Good; Travel) [ooooo oo]
You can call upon the power of your blessings 7 times per day (3 + 1/2 level). The DC for these blessings is 17 (10 + wis + 1/2 level).
--Travel: Minor -- Agile Feet (Su) As a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
--Good: Minor -- Holy Strike (Su) You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Channel Energy (Su) (DC: 17)
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Fervor (Su) (7/day ooooo oo -- 3d6)
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier [7].

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Orisons (Sp)
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Resistance to Cold (Ex)
You may ignore 2 points of Cold damage each time you take cold damage.

Sacred Armor (Su) (ooooo oooo)
At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Sacred Weapon (Su) [Rapier; Throwing Axe] - 1d8 (ooooo oooo) [+2]
Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage-this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, a chaotic good warpriest can add anarchic, ghost touch, holy, and vicious.

The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round).

Spontaneous Casting (Ex)
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

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Obedience (Ex)
In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity (see the deity's page for more information).

Skilled (Perception, Linguistics)
Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.

Aligned Class (Ex)
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

Protective Grace (Su)
The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

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EQUIPMENT
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Carried/Equipped
+1 Throwing Axe; Masterwork Cold Iron Throwing Axe; Cold Iron Throwing Axe; Throwing Axe; Rapier; Amulet of Natural Armour +1; Belt of Incredible Dexterity +2; Mithral Chain Shirt; Masterwork Buckler; Outfit (Cold Weather); Dagger; Composite Longbow (+1 Str); Arrows (20); Holy Symbol (Iron); Spell Component Pouch.

Backpack, Masterwork [ Bedroll, Mess Kit, Silk Rope (50'), Aleskin, 5 Days Trail Rations; Waterskin (empty); Outfit (Traveler's) ];
Belt Pouch: [ Wooden Holy Symbol; Flint and Steel; Hip Flask ]

Carried somewhere: 20 blocks of Blackfire Clay (can take 1 myself)

Coinpurse: [203gp; 15sp; 10 cp]

Current Weight: 44.5 lbs (Light)
Limits: 58 (Light), 116(Medium), 175 (Heavy).