Sir Torlgrith

Sol Calondor's page

611 posts. Alias of therealthom.


Race

Percept 6+, Sense Motive, +4, Init +2

Classes/Levels

HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Gender

Male Human

About Sol Calondor

Sol Calondor

N Male, Archaeologist Bard 4

Stunted is a word that sums up many people's first impression of Sol. He is short and stocky. Barely 5' tall, 160 pounds. His straw-colored hair is shockingly straight. His clothes are plain, raw wool breaches and leather shirt topped by with a drab, leather cloak, much-stained. His gear is humble and perhaps even a bit shabby. Young is a quick second impression; he's in his mid-teens. When he speaks, his voice is deep and mellow, like a warm cup of sweetened coffee.

Ability Scores:
20 pt buy. Str 13 (3) +2 Dex 15 (7) Con 14 (5) Int 12 (2) Wis 10 (0) Ch 13 (+3) +2 racial +1 4thLevel

HP rolls:
Second level + Con + 1 Favored Class
Third level + Con +1 Favored class
4th level + Con +1 fav class

HP+4/mythic tier

Strength 13
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

Initiative +3, Speed 30'
HP 37 See header for current HP
Defense:
AC 18 (17), touch 13, flat-footed 14(13) (+4 MW Chain shirt,+1 Light Steel Shield +2 Dex, +1 Dodge)
Saves- Fort +2 (+1+2Con) Reflex +6(+4+2dex) Will +4(+4+0wis)

Attacks:(BAB +2 , CMB +3 CMD 15 )
Dagger : +4, 1d4+2, 19-20 x2, 10'
Sap +4, 1d6+1, ×2 2 lbs. B nonlethal

Shortbow (+1 Str) : +6 1d6 +1 , x3, 60' (quiver 1: 15 regular arrows, quiver 2: 15 cold iron arrows, 5 +1 evil outsider bane arrows )
Dagger, thrown : +5, 1d4+2, 19-20 x2, 10'
(Point Blank Shot +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)

(Daggers available in regular, cold iron, and silver.)

Archaeologist's Luck: 6 of 6 rounds remaining (+1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls)

Spells Remaining :

    Cantrips: Dancing Lights, Detect Magic, Mage Hand, Message, Read Magic, Resistance (no limit)
  • 1st Level: Cause Fear, Expeditious Retreat, Grease, Silent Image (4 of 4 remaining)
  • 2nd level: Invisibility, Cat's Grace (2 of 2 remaining)

5th level -- Eagles Splendour and Minor Image/retrain silent image?

Skills :

Skill Ranks per Level: 4*(6 + Int. Mod + Human) (32)

Acrobatics _______ 8 = 4 +2 D +3 class- 1 Armor
Appraise _________ 5 = 1 +1 I +3 class
Bluff ___________ 7 = 2 +3 Ch +3 Class
Climb ____________ 5 = 2 +1 S +3 Class - 1 Armor
Diplomacy ________ 8 = 3 +3 Ch +3 Class
Disable Device ___ 6 = 3 +2 D +0 Class - 1 Armor + 2 (1/2 arch level)
Escape Artist_____ 5 = 1 +2 D +3 Class - 1 Armor
Know (Local)______ 5 = 1 +1 I +3 Class
Know (Engineering) 5 = 1 +1 I +3 Class
Know (any)________ 3 = 0 +2 bardic knowledge +1 I
Perception________ 8 = 3 + 0 W +3 class + 2 (1/2 arch level)
Perform (Sing) ___ 7 = 1 +3 Ch +3 Class - 1 Armor
Sense Motive _____ 4 = 1 + 0 W +3 class
Spellcraft _______ 6 = 2 +1 I +3 Class
Stealth___________ 8 = 4 +2 D +3 Class - 1 Armor
Swim______________ 5 = 1 +1 S +4 ClassTrait - 1 armor
Use Magic Device _ 8 = 2 +3 Ch +3 Class

The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Untrained:
Acrobatics 0 +4 D - Armor -- skilled
Appraise 0 +0 I
Bluff 0 +0 ch
Climb S -- skilled
Craft 0 +0 I
Diplomacy 0 +0 ch
Disguise 0 +0 ch
Escape Artist 0 +4 D - 0 Armor -- skilled
Forgery 0 +0 I
Heal 0 +1 w
Intimidate 0 +0 Ch
Perception 0 +1 w -- skilled
Ride 0 +4 D -- skilled
Sense Motive 0+1 w -- skilled
Spellcraft 0 +0 I
Stealth skilled D - 0 Armor -- skilled
Survival 0 +1 W - 0 Armor -- skilled
Swim -- skilled S -- skilled

Languages- Common (Taldane) and Draconic

Feats and Traits and Rogue Talents:

Traits:Campaign: Chance Encounter
RiverRat +1 dagger damage, swim +1 and class skill
Feats:
Human Dodge
1st Point Blank Shot
3rd Precise Shot

Keep on archer type feats.

Rogue Talents:
4th Weapon Training (Weapon focus) (shortbow)

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
Archaeologist, 3:
Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level. {+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. ... Trap sense bonuses gained from multiple classes stack.}

Magic Equipment:

Terendelev's Scales

Minor Artifact
SLOT none CL 19th WEIGHT —
AURA strong (varies)

These palm-sized silver dragon scales are unique items—essentially minor artifacts resulting from Terendelev’s death on the Storm King’s blade. Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

- 1 scroll of Comprehend Languages
- 1 masterwork chain shirt
- a dose of antitoxin
- a tanglefoot bag
- 1 alchemists fire
- a small key
- Hosilla's letter (on the female cultist leader's body)

+1 Str Shortbow, cold iron arrows, cold iron dagger and silver dagger

1 potion of Cure Serious Wounds
5 +1 evil outsider bane arrows

Wand of CMW (2d8+3)from broken tower, 2 charges just before going to third floor.

Knight of Mendev brooch: Brooch bearing the enamelled coat of arms of Mendev, twin sword-and-sun motifs of Iomedae on a shield of blue and red diamonds. -- The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities , and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion’s power fades away entirely and it becomes a simple piece of silver jewelry.

Equipment:

Current Load: { 50 Light lbs. or less 100 Medium lbs. 150 Heavy lbs.}

Combat weight 36 ; Total Load 89.5

Arms:
Studded Leather Armor 1 (stashed at nice mongrelfolk camp)
MW Chain shirt 100 gp +4 +4 –1 20% 30 ft. 20 ft. 25 lbs.
Medium

Light Steel Shield 1

Shortbow +1 Str 1
Quiver of 16 Arrows 1
Quiver of 20 arrows, cold iron
Dagger 1
Dagger, Cold Iron
Dagger, Silvered

Rogue's kit 1
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.

Bedroll 1
Oil, pint 6

Mirror, small steel 1
Sewing, Needle 2
Whetstone 1
Tindertwig, 3

Journal 1
ink 1
pen 1
instrument, flute 1

- 74 gp

Mythic:

Mythic Power (Su): A wellspring of power. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Mythic Surge: 1d6 added to any d20 roll after the roll is made. Cost 1 MP.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain mythic feats at tier 1,3,5,7,9.

Trickster:

Mythic Feat: Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Mythic Abilitity: Clown (Su): As a standard action, you can expend one use of mythic power to make one creature laugh uncontrollably, as the hideous laughter spell. The saving throw against this effect is equal to 10 + your tier + your Charisma modifier. If you aren't in combat when you use this ability, it can affect any number of creatures in a burst with a radius of 10 feet per tier.

Background:

Sol is a local boy in Kenabres. His family were small land holders on the eastern rim of the Worldwound. The farm was lost during a demon advance in the area. While the family fled the farm, Sol was separated from them. A kind woman found him and led him back to a glade where crusaders found him a few moments after she disappeared. Sol is convinced the woman was an angel of Desna and has a thankful regard for the Lady of Luck.

Sol's parents brought them to the outskirts of Kenabres where they worked as a day laborers. Sol always regretted losing the farm. Those were happy days and the family was always together. His father served a hitch in the Crusader rank and file. A few weeks later, he returned with a ruined right arm and hardened heart. His father did what he could, but there are few opportunities for an uneducated one-armed man. His father spent disappointed evenings, nursing a single beer and telling anyone who would listen that the crusaders needed more support, needed to be more aggressive, and bemoaning the lot of the common soldier who he said was likely to be placed like horses' fodder into the manger of war. Sol's mother became the family's primary financial support.

This led Sol to try to earn money while quite young. His first means were gleaning the outlying fields around Kenabres. Then he tried scavenging from the city waste pits, until some rough encounters with older, larger scavengers dissuaded him from that pursuit. He found less competition scavenging in the waters under the city docks, but the water was too cold except in highest summer and early fall. He was lucky to land a job with a vegetable merchant that didn't pay well, but he was allowed to take home as much non-saleable produce as he wanted.

He learned he had a small talent for magic and once old enough, moved into a tenement closer to the heart of the city in hopes of finding a teacher. He was able to get a position with a locksmith to earn bread, and took jobs as a freelance scribe on the side. Within a few months he decided that locks were interesting, making them was not, scribing could keep him fed and boarded, and no one was going to take him on as a student. But he had a new plan. While continuing to freelance as a scribe, he worked as a page at Blackwing, snatching time to research in little bits while ostensibly running errands for the patrons.

In recent months, Sol's father has taken a turn for the worse. Sol has tried unsuccessfully to get himself attached to various groups of crusaders. Taking a lesson from his father, he doesn't want to enlist as a common soldier. What he wants is to get into a scout unit or headquarters unit.

Immediately before the adventure starts, Sol is packed to leave Kenabres. His resolved to try his luck in one of the other crusader cities. Spotting Anevia in the square, he decides to speak with her one more time ....

Father & Mother -- Avero and Violetta Calondor

Other details:

16 years old

Go with Fool Mythic Trickster subtype.

Human Racial Traits:

Archaeologist Bard Class Features:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Archaeologist's Luck (Ex): As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.

Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents: At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue's rogue talent ability.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Evasion (Ex): At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Advanced Talent: At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.

Bard Base Class
Archaeologist Archetype

Mythic Trickster -- Go Fool

Experience= 1383 xp after the floating rock ferry

Notes:

Horgus -- grumpy useless merchant (left at his mansion)
Aravashniel -- blind wizard
Anevia -- adventurer, romantic with Tirabeth
Irabeth Tirablade -- crusader commander
Wirra -- crazy troll-dwelling dollie loving aberrant gnome (dead)

Elinda (mother from Sol's neighborhood) and her kids Kally, Benj

Kaygan Veer -- Mothman's wizard
Rohk -- Vatnisse's cleric

Neathhome Molefolk (mongrelmen)
Crel a curious amalgam of orc and bird, with a tusked face but feathers instead of hair and beard. Trapped by stones, first contact
Lann The elf-goat-lizard man, First contact. Speaker and guide.
Dyra a dumpy female with lumpen features covered in strange tumorous growths, first contact
Chief Sull. His flesh hangs in flabby folds and his face, which is both rodenty and lizard-like, is wrinkled. His grey hair is a sparse tangle while his deep-set eyes are watery, one of them milky with a cataract. But his smile is friendly enough.
Booam swordsman who came to garrison
Wendaug bow-woman who came to garrison

Bad Molefolk and Hosilla:
Hosilla renegade crusader boss of bad molefolk The letter
The last Molefolk.

Jan 20 2017 page 59. Letter:
Faxon,

You did well to report your superior’s mishandling of funds, and I trust that you will continue to serve as loyally in the weeks to come. You need not command the Kenabres Templars for long, for the city is about to die — I only wish I could be there to take part in its murder, for I have fond memories of my Red Morning Massacre. No matter, I suppose, for your mortal kin will all fall soon enough — as I said, Kenabres’s days are short. Vorlesh has already left to meet with our Lord’s daughter in the Abyss to secure a Nahyndrian crystal of the proper purity, and once she has what she needs, she’ ll arrive in Kenabres to finish the job and turn the wardstones fully to our use. You will know when she succeeds, I suspect! Praise Lord Baphomet!
Minagho.

Last big fight in book 1.
Iomedae dream.
Queen Galfrey -- of Mendev

Captain Krimmos -- Commander of heavy cavalry. a grim-faced crusader in heavy, scratched plate mail, his hair and beard shaved to a short stubble, a livid scar running horizontally across his face from his broken nose to his left ear. Refused to eulogize.
Captain Orwem -- Cheif Scout. tall, slender half-even woman, blonde hair cropped and her bare arms covered in tattoos under her silvery chain shirt.

Ventavio -- dead soldier on morning after first day's march with the army.