About Captain Castellus Cale
Captain Castellus Cale's early years are steeped in mystery. The information that is known about him is information leaked from the good captain himself, so it can be considered misinformation at best. He was captain of the Fury's Gambit for several years - with rumor suggesting that the ship itself was a former pride of the Chelish navy that Cale liberated from the Chelaxians. As far as the rumor goes, it is more believable to assume that at one point Cale was a privateer for the Empire. His reasons for leaving this position to become a Free Captain are uncertain, but given the good captain's personality, one would not be remiss to assume that fame and fortune were far more tempting than glory and honor.
Some details have been pieced together during interrogations with captured pirates meant for the gallows. It is believed that these men once belonged to Captain Cale's crew or were at least aware of the tales. At some point in his tenure as captain of the Fury's Gambit, he was set upon by his own crew for unknown reasons, and was sentenced
Somehow, the good captain survived and became as a haunt to Balthier Kreiss, Cale's mutinous first mate, and the rest of his traitorous crew. Rescued by unknown forces and brought to the isle of Ilizmagorti, Cale immediately hatched a scheme to reclaim his ship. He sought out the assistance of the Red Mantis Assassins, promising entire ships' worth of loot in exchange for their assistance. Hesistant to believe a Free Captain, the assassins sent one of their apprentices along for the ride - a Mwangi woman who'd yet earned her mask. It would have to do.
Securing passage aboard a merchant vessel known as the Jenivere, the pirate and assassin kept to themselves and followed the last known trail of the Fury's Gambit towards Sargava until a storm hit that would see the Jenivere run aground. Managing to escape the ship with minimal energy, Captain Cale and his assassin cohort took to the island in search of a way off of it. Encountering other castaways marooned on the island, Cale's plan to rebuild his crew seemed to be seeing fruition. The motley folk encountered tropical diseases, torrential downpour and nightly attacks from the island's indigenous predators. Rumors brought back to the mainland even describe an assault on the base camp of a tribe of cannibals led by Captain Cale with the tale describing the captain astride an elephant-of-war with a large cannon lashed to its back. It was this assault that led to the burning of a building as a signal fire that led to the party's escape from the Shiv. Cale, however, chose to stay and his allied assassin, Kalisama, alongside him.
It was this decision, however, that allowed an attack on the two from a red-eyed beast that took them by surprise two nights later. During the attack, the two fought valiantly as they attempted retreat, but it was in vain. The beast took flight with the assassin in it's claws. The captain did not see her again, but the distraction of the red-eyed beast was enough to allow more cannibals to capture him for their assumed-to-be ill intentions.
Yet again, though, Besmara would not be denied.
HeroLab Generated Statblock:
Captain Castellus Cale
Male Human (Chelaxian) Gunslinger (Buccaneer/Pistolero) 1/Ranger (Freebooter, Skirmisher) 3
CN Medium Humanoid (human)
Init +4; Senses Perception +5
Aura freebooter's bane +1
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 37 (4d10+3)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +3
Speed 30 ft.
Melee Axe, boarding +8 (1d6/x3) and
. . Cutlass +9 (1d6/18-20/x2) and
. . Knife, brass +8 (1d4/19-20/x2)
Ranged Geraldine +9 (1d8/x4)
Str 10, Dex 18, Con 10, Int 10, Wis 13, Cha 16
Base Atk +4; CMB +4; CMD 18
Feats Endurance, Gunsmithing, Point Blank Shot, Sea Legs, Two-weapon Fighting, Weapon Finesse, Weapon Focus (Double-barreled pistol)
Traits Boarded in the Shackles (Will Save), Cheat Death (1/day)
Skills Acrobatics +10, Bluff +7, Climb +7, Craft (alchemy) +5, Craft (firearms) +5, Diplomacy +7, Intimidate +7, Knowledge (nature) +5, Perception +5 (+7 while in water terrain), Profession (sailor) +7, Sleight of Hand +8, Stealth +8 (+10 while in water terrain), Survival +7 (+9 while in water terrain, +8 to track, +9 to avoid becoming lost when using this), Swim +7 (+11 to resist nonlethal damage from exhaustion)
SQ combat styles (archery), deed: deadeye, deed: gunslinger's dodge (+2 ac), deed: seadog's gait, favored terrain (water +2), grit, track, wild empathy
Other Gear Mithral Armored coat, Axe, boarding, Cutlass, Geraldine (Double-Barreled Pistol), Knife, brass, Backpack (3 @ 14.5 lbs), Belt pouch (Bullets x18), Compass, Flag, small (personal signal), Grappling hook, Hat, Hip flask, Rope, Waterproof bag (1 @ 0 lbs), 24 GP
Cheat Death (1/day) Even Besmara's most faithful worshipers usually call upon her only in times of greatest need. Sometimes Besmara intervenes on behalf of her faithful; other times, she turns her face away as they sink beneath the waves. Once per day, when you would be reduced to 0 or fewer hit points as a result of a failed ability check, skill check, or saving throw on your part, you may invoke this ability in order to reroll the failed check. You must take the result of the second roll, even if it is worse than the original.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deed: Up Close and Deadly (Ex) Use 1 grit to deal 1d6 precision damage
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Seadog's Gait (Ex) Spend 1 grit point to ignore difficult terrain until end of turn.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Water +2) (Ex) +2 to rolls vs Favored Terrain (Water).
Freebooter's Bane +1 (Ex) +1 to hit & damage versus chosen target.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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