Aldern Foxglove

Cedric Calzir's page

32 posts. Alias of rorek55.


Age

23

About Cedric Calzir

Statistics:
Male half-elf occultist 1
N Medium Humanoid (Human)
FCB: ½ focus a level
Init +3; Senses Perception +7
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DEFENSE
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AC: 16(17), touch 13, flat-footed 14(+3armor, +3 dex, +1 shield,+0 NA,+0 Magic)
hp: 10 {+1d8,+1Con}
Fort: +4, {+2Base,+1Con+1}
Ref: +4, {+0Base,+3Dex+1}
Will: +4,{+2Base,+1Wis+1}
CMD: 14
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OFFENSE
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Speed: 30 ft.
CMB +0
Base Atk: +0
Melee:+3{+1Base,+3Str}
Ranged:+3{+0Base,+3Dex}

--Melee:+3
Eleven curved Blade: +3
Damage: 1d10+2 18-20x2

--Ranged:+3
Longbow: +3
Damage: 1d8+1
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STATISTICS
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Str: 12 , Dex: 15(17), Con: 12, Int: 18, Wis: 12, Cha: 08

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Traits: Subject of study(undead),
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Drawbacks:
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Race Traits:
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Feats: weapon finesse
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Skills (0 points; 4 class, 4 INT)
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Acrobatics: 1 +
Perception: 1
Diplomacy: 1
Know. Arcana: 1
Know. History: 1
Know. Local: 1
Sense Motive: 1
Sleight of Hand: 1
Spell craft: 1
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elven, dwarven, orc, celestial, Infernal, abyssal

Special Abilities:

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SPECIAL/CLASS ABILITIES
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Implements: Elven curved Blade (transmutation)-3, Grandmothers brooch (abjuration)-2

Focus Powers:

Warding Talisman (Su):

The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Grandmother's Ward (Su):

As a standard action, you can expend 3 points of psychic focus to create a 5-foot-radius ward centered on you for 1 round per occultist level. This ward burns undead creatures, dealing an amount of damage equal to 1d4 + 1d4 per 2 occultist levels you have when the undead enter the ward and each round they begin their turns within this area of effect. The warded area moves with you and can be used only defensively. Any attempt to force the ward against an undead creature immediately ends the effect.

Physical Enhancement (Su):

The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Base Focus Power: All occultists who learn to use transmutation implements gain the following focus power.

Legacy Weapon (Su):

As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.

You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Spells:

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Spells
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0th (at will)
Mage Hand
Resistance
1st (3/day)
Magic Weapon
Shield

Gear/Possessions:

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GEAR/POSSESSIONS
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Arms and Armor: Elven Curved blade, Composite longbow, 20 arrows, 20 blunt arrows, studded leather armor, buckler

Misc: Backpack, belt pouch, Brooch, 100ft of rope, waterskin (2), rations (20), sunrod (3), Grappling Hook, Chalk (10),

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

Background:

Every Item in this world carries with it history. Every item has its own stories, holds its own memories. Some, greater than others, but it is this stored knowledge, this memory. That grant all items, mundane or magical, a great power. To those that can learn to listen, to read the stories of these items, great knowledge, and power, are opened to them.

Yes, I remember the first time I discovered just how powerful a seemingly ordinary item can be. I was 14, out in the woods playing as I often did. However that day I stayed out far later than usual as I had discovered an intriguing stream that lead to the mouth of a small cave. Well, as everyone knows, the forests aren't the safest places after dark, especially for those in Ustalav. And I'm sure you've heard the saying curiosity killed the cat? Well, it's not a saying for nothing. Just as the sun was setting, and I, young child as I was, let my curiosity get the better of me. Instead of going home as I should have, I decided to explore the cave. Well, that lead to the most horrifying experience of my life.

Now, I'd heard tales of the walking dead, of skeletal corpses walking among the living. But I never believed them, not until that night in the cave. Not 30 paces in was I before I heard a shambling. From the edge of the shadows cast by the sunlight came 3, horrid, decaying corpses. They lunged at me, lucky for me they were slow and clumsy. I managed to dodge their claw like fingers, and I even managed to knock one down with the stick I had been carrying. But when I turned to leave, the entrance had been blocked by another two. Slowly, they herded me into a corner. I had no escape. I began to cry as they encircled me, I could smell their fetid breath(if they even breath), I thought of my Grandma. She would be waiting for me at the house, likely worried sick, give me a firm talking to probably and then a slice of fresh pie... Sorry, I thought to her, I'd be disappointing you tonight. That's when suddenly A bright amber light filled the cave, emanating from the amulet my gran had given me two years ago, and circled around me. It stunned the zombies, and I watched with shock, and relief, as when they pressed in on me, they all fell to the ground, once again lifeless. I sat their for a bit longer, crying, believing then, and still today, that my gran's love and worry for me had saved me. Soon I fled back to my town, and told my family the story. They called a man named Lorrimar down to investigate. He asked me a multitude of questions, I explained, in rather meager terms, what happened and he shook his head, confused. After that, my father, a half-elf like me, deemed it time to teach me how to use a blade. I even got some special training from the Professor fellow, he seemed like a nice ole chap,well, is... was.... well, either way, turns out, that that amulet gran had given me had been given to her by her gran, her gran by her gran before that. That's when I was convinced that objects, even seemingly mundane ones could hold great power, the trick was learning how to best locate that power, and release it. So, that's why and how I became an archaeologist, well I'm sure Old Lorrimar had some sway with that too. I love finding items of long lost times and deciphering their stories, learning their experiences and knowledge. Well, its still sorta hard to most of the time, but I'm getting better at it. Lorrimar said my talent was special, interesting even. I always told him he could do it to, if he ever tried. That the items would speak to anyone. Well, maybe that's not quite true. Honestly, there is a lot I don't know about what I can do, but one thing I do know is this. That the more important an item is to you, the more power it can lend, just like how I loved my gran, and, through her item, her love for me saved me. Well, it may be a bit cheesy, but that's the truth of it. Just like how the blade my father gave me when I turned 18, after 4 years of training holds so many memories for me. It lends me strength when I wield it, strength I don't have when I wield other blades. Others believe it all false, that it is merely comfort, well I say poppycock to them I do. Perhaps items can only grant you aid if you are close to them, I don't know, but that doesn't mean I don't want to listen to the stories of others. Well, I do have to admit, It's done well for me, my family was always well off, but sometimes those tombs I explored had treasure, well, I wasted most of it on, how do you say... um, "gentry" clothing? I must admit, I do like to keep a, how to say... "dapper" appearance.

Appearance and Personality:

Appearance

Cedric is, mostly, a kind hearted soul who lets emotions run most of his life. Highly intelligent and, while quite logical he doesn't necessarily follow that logic as often as he might should. Even after his experience when he was young he still enjoys the thrill of adventure, and often will run into danger, even if he knows of that danger, in order to find or discover something. Much time was spent with Lorrimar so Cedric's value of knowledge is much higher than most others, and, he is quite more open minded than most of his fellow countrymen. One of his quirks that the Prof. poked at most was Cedric's over indulgent clothing style. Cedric doesn't go out of his way to risk his life for others, but, often times he would jump into a fire to save someone without thinking much. That is, until he got out and started to complain about the smoke and ash ruining his outfit