About Calumny "Calla" Tas'vere[dice=Perception]1d20+23[/dice] [ spoiler=Status]
--- Favored Class: Inquisitor, Magus
Attacks:
BAB: +9/+4 Melee: +11/+6 Ranged: +14/+9 CMB: +11 +2 short sword:
Whip:
Dagger (2):
+1 adaptive composite longbow (rapid shot):
+1 adaptive composite longbow within 30 ft.:
Fully prepped complete attack (not point blank)
Fully prepped complete attack, justice judgment (not point blank)
Fully prepped complete attack, justice judgment, bane (not point blank)
Divine Retribution (Sp): 6/day [dice=Divine retribution (Reflex DC 19 for half)]1d6+6[/dice]
Defense:
AC: 26 or 29 with shield (+5 Dex, +8 armor, +3 deflection, +3 shield in melee) Touch: 16 Flat-footed: 21 or 24 with shield CMD: 28 (10 +9 BAB +2 Str +4 Dex +3 deflection) Armor: +1 mithril agile breastplate (Armor Bonus: +7; Max Dex: +5; Check Penalty: 0; Type: Light; Weight: 12.5 lbs.) Shield: +1 buckler (Armor Bonus: +2; Max Dex: -; Check Penalty: -; Weight: 15 lbs.) Fortitude save: [dice=Fortitude (with Shake It Off), stalwart]1d20+13+[/dice] (8 base, 3 Con, 2 cloak) +1/adjacent ally
Class abilities:
Weapon/armor proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). Domain: Vengeance inquisition
Final Vengeance (Su): At 8th level, once per day, you can make one melee attack against an opponent within reach in response to an attack that would reduce you to negative hit points. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that kill you or do not reduce you to negative hit points (such as ability damage or drain, negative levels, and disintegrate) do not trigger this ability. Judgment (Su): 5/day
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive. Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type. Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability. Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Spells:
Concentration check: [dice=Concentration check]1d20+12[/dice] Spells Known:
1st level (6/day): ear-piercing scream, forced quiet, lend judgment, protection from evil, true strike, wrath 2nd level (6/day): blistering invective, cure moderate wounds, ghostbane dirge, invisibility, weapon of awe 3rd level (5/day): dispel magic, greater magic weapon, heroism, contagious zeal 4th level (3/day): divine power, freedom of movement, sanctify armor, shared wrath 5th level (1/day): hunter's blessing, greater lend judgment
Feats:
Point-blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Skill focus (Stealth): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (Bonus race feat) Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Lookout: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.(Permanent Bonus teamwork feat) Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). (Bonus teamwork feat) Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Coordinated Shot: If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn't have this feat), this bonus increases to +2 Clustered Shots: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction. Empty Quiver Style: While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon. You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. Enfilading Fire: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat. Other feats to consider: favored judgment, judgment surge, extended bane, extra bane
Skills:
7 ranks/level (6 for inquisitor +1 for Int) Bluff (2 ranks, +3 class skill, +0 Cha)
Climb (1 rank, +3 class skill, +1 Str)
Diplomacy (2 ranks, +3 class skill, +0 Cha)
Disguise (1 rank, +3 class skill, +0 Cha)
Heal (1 rank, +3 class skill, +3 Wis)
Intimidate (3 ranks, +3 class skill, +6 stern gaze, +0 Cha)
Knowledge (arcana)* (5 ranks, +3 class skill, +1 Int)
Knowledge (dungeoneering)* (4 ranks, +3 class skill, +1 Int)
Knowledge (local)* (7 ranks, +1 Int)
Knowledge (nature)* (3 ranks, +3 class skill, +1 Int)
Knowledge (religion)* (3 ranks, +3 class skill, +1 Int)
Knowledge (planes)* (8 ranks, +3 class skill, +1 Int)
Linguistics (1 rank, +1 Int)
Perception (12 ranks, +3 class skill, +2 Keen Senses, +3 Wis, +3 competence)
Ride (1 rank, +3 class skill, +5 Dex)
Sense Motive (4 ranks, +3 class skill, +6 stern gaze, +3 Wis)
Spellcraft (10 ranks, +3 class skill, +1 Int)
Stealth (12 ranks, +3 class skill, +6 skill focus, +5 Dex)
Survival** (8 ranks, +3 class skill, +3 Wis)
Swim (1 rank, +3 class skill, +1 Str)
* Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. **Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Other class skills
Gear:
Combat Gear 4 potions of cure light wounds 1 antitoxin 3 elf bane arrows (240 gp) 4 human bane arrows (160 gp) 2 elemental gems Wand of cure moderate wounds (5th level, 13 charges} Wand of cure moderate wounds (5th level, 11 charges} Ring of Gravity Bow (3/day) (~1,200 gp?) Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. Other Gear
Backpack (2 gp, 2 lbs.)
3 Belt pouches (3 gp, 1.5 lbs.)
40 gp, 10 sp, 4 cp Traits:
Scouting for Fiends: Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders. Unshakeable: Your faith in yourself and your deity was all that kept you going during your father's darkest rages. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves.
Racial abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. 4th level attribute bonus: +1 to Con
Background:
Perhaps you've heard mah story. Mah father was in line to take over House Tas'Vere when I was deposited on his doorstep by a Calistrian priestess, who said he was mah daddy. That made Grandmother real angry, said it shamed our house, him consorting with some temple whore. He claimed Ah wasn't his, but she didn't believe him, and insisted Ah become part of the family if he wanted any chance to rule the House. Blood doesn't turn on blood, she said. "Well, he raised me and gave me every advantage House Tas'Vere had to offer; everything but real parents that is. Not hard to tell your daddy don't much like you when you're named Calumny. And when Grandmother died and daddy didn't get the title, well, no surprise, Ah was to blame. Ah escaped, with the temple's help, just ahead of the man he sent for mah head, and decided it was time to leave Egorian. And so here Ah am.
Story details:
Threats in the land of black blood The glyphs, and mission to the Darklands The mission to the Darklands
"What you have told me of the preparations and plans of the drow wizard Nolveniss greatly bothered me. As Kaerishiel and Shalelu were healed of their...maladies, they spoke of a great many things as well. It is disturbing to think that our ancient enemy, who is also our closest kin, may indeed be planning to bring about another age of cataclysm. We have also interrogated a number of prisoners, who speak of another name, one forgotten to all but the oldest of elves. Allevrah Azrinae." "She was once a proud member of good standing of the Elven Court who, through machinations and ill-intent of her own, turned into that which she once despised. A drow." Seeing your look of surprise, she added, "Oh yes. You see, the drow aren't a separate race of elves, or at least they didn't start out that way. The first drow came about when elves of the light turned to wickedness within their own hearts, and began practicing vile acts. Through that transformation, they lost the sight of the sun and stars, and took themselves to the Darklands, where the taint of evil breeds true to this day. Even now we lose a handful of elves, mostly the young, to the foul taint every decade. That is one of the purposes of the Skin'Rakorath. To track down news of these drow and eliminate them, lest the entire world know of our shame." At this last, Kaerishiel nodded with a slight smile on his lips. "Now, though, we have a potential solution to an age-old problem. You see, through various divinations and magical spells, we have unraveled the mystery of the two portals in the Academy. Of course, you know of the one that generated the Armageddon Echo. We believe that Nolveniss and his mistress took an existing portal, whose activation mechanism was destroyed in the Cataclysm, and used a piece of the Cyphergate from Riddleport to create the dimensional pocket you defeated the wizard in." "The other gate, though, once led to Kyonin a capital of the elven people. To bring forth her armies, Allevrah and Nolveniss corrupted the gate, so that it now leads to the drow city of Zirnakaynin, deep in the Darklands. And this is our opportunity." "You see, I do not doubt that Allevrah will be continuing her plans to destroy the surface of the world. Despite your separating her from her pet wizard, the prisoners tell us that a wealth of information was already sent back through the portal to the drow city, and she may have learned more than enough to continue to enact her plans. You saw what a relatively small stone did to Riddleport, and you know your own history. We cannot allow the drow to call up another Earthfall." "With Celwynvian reclaimed, and the portal due to recharge in the next day or so, we have the perfect opportunity to send forth agents into the city of Zirnakaynin to gather intelligence and to disrupt Allevrah's plans. And that brings us back around to you." "The five of you are uniquely suited to this task, as you are competent, resourceful, and above all, intelligent. Also, you are not elven. You see, proximity to the drow and their vicious evil appears to ... increase the chance of a surface elf to succumb to the twisting. As you are not elves, you would not be subject to this phenomena. Not even the half-elves among you. And finally, to be forthright, you are better than our best. Even Kaerishiel admits that none of his men could stand up to you in a fight, even if they outnumbered you two to one." "So, I must ask you again if you would be willing to render aid to me and my people, and to all the peoples of the world. Will you take disguise, go to the depths of the enemy's lair, and befoul her plans?" "I am a wild elf from the distant Mwangi Expanse. My tribe dates back to the dark times - when most elves and other fair folk left Golarion to the darkness that destroyed. We stayed, and survived, though the cost was bitter. But, when others arose to claim Golarion for the Light once more, and the other elves returned, we were here, waiting with open arms. My people's shamans and seers live under a shadow of fear that once more may Darkness claim this world. "Almost 9 years ago, one of our seers had a vision of a lone elf holding aloft a single light against a roiling darkness. That elf was me. The divinations showed that the darkness would begin in the North. I left home the following morning, and have been traveling the North, since, looking for signs of the Darkness." He pointed to the sky above, where the Blot hid the stars. "I don't think the signs get much clearer than that. "About 3 years ago, I ran into a group of elven mercenaries, the Lanternbearers - their motto is 'to be the light against the darkness. They sent me to Riddleport a few months back to gather intelligence on a renegade elf that might be stirring up trouble with some of the Crimelords here. I am to watch and report on any crimelord's that may have recently taken in a mysterious elven ally. "I am unsure around human settlements - the crowds, the smells, they all disturb me - but I have been watching from the shadows, and with Gameed's help. From my watchfulness, I think I have identified the crimelord harboring the renegade. Your employer, Saul Vancaskerin has come allied with a mysterious benefactor. He meets with him in dark places, hidden from others, and no one seems to know who this mysterious person is. I believe money is exchanging hands - how else could Vancaskerin have purchased the Gold Goblin outright, as he is rumored to have done, when he himself was nearly destitute? "So, I have been following Vancaskerin and, when you hired on, you as well. Last night I followed Saul to meet with Ziphras, a leader of the wererats, and overheard Ziphras talking a bit too loud about this ambush. So I came to help, and to enlist your aid in return. "It sounds as if you are to go back and confront this Saul Vacaskerin. If and when you do, please take me along that I may find out about this mysterious ally of his and return with the information I was tasked to collect. Drow journal
The final pages held the most immediate clues as to what was going on. "The human's usefulness is at an end," the journal stated. "Once he was put to flight, there was no more need of him. Ah well. The expedition is fully ready at this point. I imagine that we will be ready to activate the glyphs and pluck the star soon. Maybe even tomorrow night. Poor Saul, fed to the gricks beneath his very abode. Even a surface dweller should know better than to expect mercy from House Azrinae once they have failed." That last entry had yesterday's date. 1 week after Skyfall
Calla and Anklebiter peruse the journal every chance they get, learning more and more about the drow on Devil's Elbow, and coming up with a rough estimate on their numbers, a dozen or so at most. The one thing they don't learn is why the drow were interested in pulling the star from the sky to start with. It mentions the "weapon", and how it will be used to "crush the enemy", but no specifics. In fact, other than the rough estimate of drow on the island and corroboration that the drow were indeed responsible for Skyfall, the journal is mostly useless. Bruendor spent most of his free time talking to the locals about the island known as Devil's Elbow, and the abandoned town of Witchlight on its shores. The rumors abounded of the place. How it is cursed so that no man can spend a night on its shores without going mad. How a deadly siren inhabits cave systems under the island and seeks to lure all men to their dooms. How diseases run rampant in the forests there, that killed all the original settlers. It is hard to pull out any verifiable nuggets of truth, but Bruendor gets the feeling the island is fairly large, inhabited by dangerous animals, and might have a siren - or a siren's ghost, the stories are unclear - inhabiting it. He also learns of a number of expeditions planned for the island, greedy men in roughly patched boats trying to be the first to get the Skyfall treasure. The crew being the most open about it is a group of dwarves, led by one of the Gas Forge supervisors, Goldhammer. They left a couple of days back, and were supposedly financed by Overlord Cromarky. The resources that man had to hand made it easy to patch up the Mithral Wave and send it on its way before anyone else could get a healthy keel in the water. The next ship to leave was filled with Clegg Zincher's men. The crimelord apparently commandeered a privateer's vessel when it docked at one of the temporary landings for supplies. When the captain protested, Clegg tossed the man and his first mate overboard into the shark- and reefclaw-infested waters of the bay. Then he and his men conscripted the rest of the crew and sailed off. The cyphermages also apparently put together a team, with much bickering amongst themselves and not a few problems with "accidents" that were almost certainly attributable to sabotage. Bruendor found out about it when Samaritha Beldusk, former replacement manager of operations for the Goblin, let him and Anklebiter know that she had been accepted as a novice cyphermage, and was going to be joining the expedition. The goblin smiled sadly at her, wishing in his heart that it was he that was going with the cyphermages, but wished her luck nonetheless. Devil's Elbow
The most dramatic sight as the ship nears its destination is the immense crater on the island’s northeastern slopes. The crater itself is hundreds of feet wide and surrounded by an even larger swath of burnt trees that have been knocked flat in a burst pattern around the impact site. The region’s frequent rainstorms and damp conditions prevented the fire from consuming the entire island, yet in all nearly a quarter of the island’s forest was destroyed by the impact. [url=http://paizo.com/campaigns/DMBigrinsSecondDarkness/gameplay&page=78#3887]The drow's plans, per Eviana[/ooc]
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