Cale the Calistrian

Finrod Venroris's page

5 posts. Alias of Camris.


Full Name

Caelholdt Lupheridern

Race

Eladrin

Classes/Levels

Swashbuckler (Musketeer) L1 | AC 17 | hp 11/11 | Saves: F1R5W0 | Percep +4 | Init +3

Gender

M

Size

M

Age

331

Special Abilities

As Swashbuckler (Musketeer), Martial Scientist

Alignment

CG

Deity

Calistria

Location

Risur city

Languages

Primordial, Common

Occupation

Royal Homeland Constabulary

Strength 12
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Finrod Venroris

Apperance:

Cael is tall, lanky and very good looking, with the peculiar grace common to Eladrin. His eyes are a pale violet and steady, growing sharper as he gives his attention or enters combat. His hair is so pale blonde as to be almost white and usually hangs down to shoulder length. On formal occasions he pulls it back into a loose queue.
He is something of a clotheshorse, taking great care to make his appearance, in uniform or out, as clean and stylish as inhumanly possible. When fouled, it takes willpower on his part to not immediately clean it off and/or change.
His sword is a swept hilt rapier, slung in a fastdraw rig, with a pistol or hand crossbow slung on the other side for balance.

Caelholdt L1
Male eladin swashbuckler (musketeer) 1 (Pathfinder RPG Advanced Class Guide 56, 126)
CG Medium fey
Init +3; Senses low-light vision; Perception +0

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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 14 (1d10+4)
Fort +1, Ref +5, Will +0; +2 vs. mind-affecting and poison
Defensive Abilities resistant; Immune blindness, dazzled

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee light blade scabbard +2 (1d6+1) or
. . dagger +2 (1d4+1/19-20) or
. . dagger +2 (1d4+1/19-20) or
. . heavy mace +2 (1d8+1) or
. . rapier +4 (1d6+1/18-20) or
. . unarmed strike +2 (1d3+1 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks deeds (derring-do, opportune parry and riposte, quick clear), panache (3)

Spell-Like Abilities (CL 1st; concentration +4)
. . At will—light

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Statistics
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Str 12, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 16

Feats
Combat Expertise,
Dodge,
Gunsmithing[UC],
Rapid Reload,
Toughness

Character Theme: Martial Scientist
Martial Studies (Theme Feat)
Benefit: At 1st level, every martial scientist starts with the experimental strike technique, detailed below. After resting for 8 hours, choose any one technique you know. You have access to that technique’s ability for the day.
Special: You can acquire only one theme feat.
Experimental Strike (Martial Scientist Technique)
Your old reliable attack technique has failed, so it’s time to try option B.
Benefit: Whenever you miss with all attacks during a full attack action, you may immediately make one additional attack at your highest base attack bonus. You must use this attack for some purpose other than directly attacking an enemy, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy.

Skills
Acrobatics +6 (+2 to jump),
Bluff +7,
Climb +2,
Diplomacy +7,
Knowledge (nobility) +5,
Profession (soldier) +4,
Stealth +1,
Swim +2
Languages Common, Eladrin, Risur

SQ
lightbringer[APG]

Other Gear
chain shirt,
parade armor[UE],
crossbow bolts (10),
dagger, dagger,
heavy mace,
light blade scabbard,
light crossbow,
rapier,
backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hat[UE], hemp rope (50 ft.), mess kit[UE], pot, reinforced scarf[UE], reversible cloak[UE], soap, soldier's uniform[UE], torch (10), trail rations (5), waterskin, wrist sheath[UE],
16 gp, 6 sp

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Tracked Resources
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Crossbow bolts - 0/10
Dagger - 0/1
Dagger - 0/1
Light (At will) - 0/0
Panache Pool (3/day) - 0/3
Torch - 0/10
Trail rations - 0/5

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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deeds
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Resistant (Ex) +2 to save vs. poison and mind-affecting effects.

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> RHC Benefits::

As members of the Royal Homeland Constabulary, all characters will have recieved training in nonlethal methods for detaining suspects and begin with the Bludgeoner feat.
In addition, you will be outfitted with the following equipment for free:
billy club (functions as heavy mace),
uniform (same stats as parade armor),
handcuffs,
and gold ring.
Note that RHC operatives are not required to wear their uniform during duties and characters may freely equip themselves with their personal equipment at the start of the adventure.

Eladrin.:

The eladrin race branched off from common elves in the ancient past, developing an empire that straddled the real world and the Dreaming. For over a thousand years they had their own rises, falls, and petty squabbles while generally not interacting with the human nations of Lanjyr. Then came the holy wars known as the Victories, which ended with the death of Srasama, the eladrin goddess who represented the three stages of womanhood. Nearly every eladrin woman died in an event known as the Great Malice, which shaped the course of history ever since.
Today most eladrin live in enclaves in the ruins of Elfaivar, hidden
in demi-planes that can only be accessed by those with their innate fey magic. These enclaves protect the precious few women left in their race, who are vastly outnumbered by the men even now, since eladrin live for centuries. But a few eladrin wander the world, either outcasts or adventurers who aren’t interested in dwelling on the tragedies of the past.
Physically similar to normal elves, the fey origin of the eladrin becomes clear whenever they use magic: their entire eyes glow faintly with the color of their irises. Every eladrin possesses the inherent power to step briefly into the Dreaming, allowing them to bypass enemies and difficult terrain before reappearing in the real world. As such, almost every town guard in the world carries a gold ring in case he needs to apprehend an eladrin and keep him from teleporting away.
+2 Dexterity, +2 Charisma, –2 Constitution: Eladrin are agile and
possess strong personalities, but tend to be physically frail.
Type: Eladrin have the fey type. This grants them low-light vision.
Medium: Eladrin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Eladrin have a base speed of 30 feet.
Bolstered Will: Eladrin gain a +2 racial bonus on Will saving throws
to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if an eladrin fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the eladrin has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Eladrin Lore: Eladrin gain a +2 racial bonus on Knowledge (history)
and Spellcraft checks.
Fey Step (Su): Once per day, an eladrin can teleport to a space he can see within 30 feet as a move action. This movement does not provoke an attack of opportunity. The eladrin must be able to see the space that it is moving into. The eladrin cannot take other creatures with it when it uses this ability (except for familiars).

Character Theme: Martial Scientist
Martial Studies (Theme Feat)
Benefit: At 1st level, every martial scientist starts with the experimental strike technique, detailed below. After resting for 8 hours, choose any one technique you know. You have access to that technique’s ability for the day.
Special: You can acquire only one theme feat.
Experimental Strike (Martial Scientist Technique)
Your old reliable attack technique has failed, so it’s time to try option B.
Benefit: Whenever you miss with all attacks during a full attack action, you may immediately make one additional attack at your highest base attack bonus. You must use this attack for some purpose other than directly attacking an enemy, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy.

Martial Scientist.:

In the war academies of Danor, students speak of combat like a science.
Their curriculum involves not merely practicing forms and maneuvers,
but writing theses about renowned warriors, or crafting and defending theorems regarding the mechanics of swordplay. The normally reserved Danorans honor the graduates of these battle colleges like other nations honor great poets and sculptors. As those warriors have proven the efficacy of their innovative techniques, the sentiment has spread throughout Lanjyr, and other nations have founded similar schools.
Any brute can hurl a spear or hack through a ribcage, but students of the war academies bring reason to the savagery of war. Often rising to high military ranks, these scholars of battle study anatomy and perform autopsies to learn vulnerabilities of the body, learn physical theorems that underlie the most effective angles of attack and defense, and take time to ponder the psychological and sociological considerations of mortal conflict—from the vast scope and human cost of an invasion, down to the emotional resonance and cultural significance of specific sword techniques through history.
Playing a Martial Scientist.
Danor has the greatest concentration of war colleges, but the Banhaman Academy in Risur’s capital Slate has a reputation for elite siege engineers and artillerists, and the Battalion outside of Flint trains the best wilderness forces in Lanjyr. Smaller local schools mostly serve to provide pensions for retired soldiers turned tutors, but even they have led to noteworthy theses, such as The Wounding Effectiveness of Stealthy Singular Rapier Contrasted with a Twin Strike of Dual Long Swords, which provoked a very spirited debate and even a few expulsions when things got heated.
In Drakr, emphasis is given to testing the physiological limits of endurance and surviving in battle with limited resources, as would be likely in a world-ending conflict. The Clergy in Crisillyir add a strong theological and monstrous anatomy component to the students in their military academies. The lone war college in Ber has a vast library of battle songs, which according to a disputed theory will inspire the courage and attack accuracy of soldiers, though most likely it is just meant to keep in check the often wild emotions of its bestial students.
You should work with your GM to determine what your graduate thesis
was, unless you left before finishing your education.
Martial Studies (Theme Feat)
Research is important for science and for combat. If you don’t know just the right fighting technique, you’re pretty sure someone else has published a thesis about it.
Benefit: At 1st level, every martial scientist starts with the experimental strike technique, detailed below. Throughout the campaign you will have the ability to learn new techniques from other martial scientists, either by reading their thesis
or witnessing their technique in action. After resting for 8 hours, choose any one technique you know. You have access to that technique’s ability for the day.
Special: You can acquire only one theme feat.
Experimental Strike (Martial Scientist Technique)
Scientific breakthroughs are born of both careful study and wild experimentation. Your old reliable attack technique has failed, so it’s time to try option B.
Benefit: Whenever you miss with all attacks during a full attack action, you may immediately make one additional attack at your highest base attack bonus. You must use this attack for some purpose other than directly attacking an enemy, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy.
More Information.
At higher level, you might take the Polyhistor prestige class (page 25), using your deep well of martial knowledge to craft unique fighting techniques in the heat of battle. The legendary Henri Jierre, who founded the Jierre Sciens d’Arms martial academy, is said to have never needed more than three sword strokes to defeat any foe.

Personality:

Cael is a level headed man, attentive and focused. He is courteous, observing the formalities of social and professional life, and is known to be honorable to friend and enemy alike.
His attention sharpens when observing fighting, as he looks to increase his knowledge and understanding of combat styles, especially with blade and pistol.
He takes care of his appearance, dressing in the best styles he can afford, both in and out of uniform.
He is friendlier to women than to men, perhaps because he grew up with so few around.
If there is anything less than professional noted of him by his companions, it is his hatred of kidnappers and sex slavers. And in fact he would dare a great deal more than dishonor to free an Eladrin woman from bondage.

Background:

Cael was born into one of the Eladrin enclaves of Elfavair that endured after the Great Malice ended their empire. The son of the local king and one of the few remaining Eladrin women, he was very young when his mother was kidnapped by humans with guns. The shock of his mother being taken and the guns used against her sword wielding guards made an impression that lasted to this day.
With his wife gone, Cael’s father lost influence and was exiled. For years afterward he and Cael walked the lands as free mercenaries and bodyguards in the intense internecine squabbling of the remaining Eladrin men. Their search for his mother turned up nothing and the trail has since gone cold.
Time and again, he was frustrated at the lack of understanding his people had for firearms, and he separated from his father over the issue. He travelled to the new nation of Risur as a mercenary, and discovered an academy of arms that taught the use of firearms that he craved. His thesis on graduating dwelt on using swords and pistols together.
Newly graduated, he has joined the RHC along with a few human friends he encountered at the academy. His goals are to increase his skill with pistol and blade in the normal course of police work here in the city. He still dreams of finding and freeing his mother; but the trail has long gone cold and he despairs of actually completing that quest.

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