Sable Company Elite Marine

Todric Callaster's page

272 posts. Organized Play character for Derek Weil.


Full Name

Lance-Corporal Todric Callaster

Race

Human

Classes/Levels

Fighter (Lore Warden) 5 | HP 49/49 | AC 21 T 14 FF 17 | Saves: F: +7 R: +5 W: +3 | CMD: 23 (25 vs. disarm) | Init: +3 Percep: +5 SM: +1

Gender

Male

Size

Medium

Age

31

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Kelish, Osiriani

Strength 14
Dexterity 17
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About Todric Callaster

Pathfinder Society #: 85794-7

XP: 14
FP: 28
PP: 24

Scenarios Completed:
#2-21: The Dalsine Affair (GM credit: 1 XP, 2 PP)
#3-18: The God's Market Gamble (GM credit: 1 XP, 2 PP)
#5: Mists of Mwangi (1 XP, 2 PP)

#37: The Beggar's Pearl (1 XP, 2 PP)
#51: City of Strangers Part I: The Shadow Gambit (GM credit: 1 XP, 2 PP)
#5-11: Library of the Lion (1 XP, 2 PP)

#35: Voice in the Void (zero credit replay)
#13: The Prince of Augustana (GM credit 1 XP, 2 PP)
#5-14: Day of the Demon (1 XP, 2 PP)
#5-19: The Horn of Aroden (1 XP, 2 PP)

#5-09: The Traitor's Lodge (GM credit 1 XP, 2 PP)
#3-11: The Quest for Perfection, Part II: On Hostile Waters (1 XP, 2 PP)
#3-07: Echoes of the Overwatched (GM credit 1 XP, 2 PP)

Way of the Kirin (1 XP, 2 PP)
The Haunting of Hinojai (1 XP, 2 PP)

Initiative: +3 (+3 Dex)
Perception: +5
Speed: 30/30

Defense
AC: 22 Touch: 15 FF: 18
(+3 Dex; +5 armor; +2 Shield; +1 Dodge; +1 Deflection)
HP: 49/49
(+1 favored class bonus here)
Fort: +7
Ref: +5
Will: +3
CMD: 23 (26 vs. disarm attempts v. rapier)

Offense
BAB: +5
CMB +9 (+12 to disarm w/ rapier)

Melee
+1 Adamantine Rapier +11 / 1d6+7 / 18-20 / x2 / P
Masterwork Cold Iron Rapier +11 / 1d6+6 / 18-20 / x2 / P
Alchemical Silver Light Mace +8 / 1d6+2 / x2 / B

Ranged
Masterwork Composite Longbow (+2 Str bonus) +9 / 1d8+2 / x3 / P

Abilities:
Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden's proficiency with with medium armor, heavy armor, and shields.

Expertise (Ex): At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.

Maneuver Mastery (Ex): At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level. This ability replaces armor training 1. (bonus added to stats above)

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Traits:
Dangerously Curious: +1 to Use Magic Device and it is a class skill
Indomitable Faith: +1 bonus to Will saves

Feats:
Weapon Finesse (1st)
Weapon Focus (Rapier) (1st - Fighter bonus)
Dodge (1st - Human bonus)
Improved Disarm (2nd)
Combat Expertise (2nd - Lore Warden bonus)
Power Attack (3rd)
Weapon Specialization (Light Blades) (4th)
Fencing Grace (5th)

Skills:
7 skill points/level = 2 class + 2 Int + 1 human + 2 Lore Warden
Class skills bold
-0 Armor Check penalty included

Acrobatics +6
Appraise +2
Bluff +0
Climb +6
Craft +2
Diplomacy +0
Disguise +0
Escape Artist +3
Fly +3
Heal +0
Intimidate +0
Know: Arcana +7
Know: Dungeoneering +6
Know: Engineering +6
Know:Geography +6
Know: History +6
Know: Local +6
Know: Nature +6
Know: Nobility +6
Know: Planes +9
Know: Religion +6
Linguistics +3
Perception +4
Perform: Oratory +3
Ride +3
Sense Motive +1
Stealth +3
Survival +0
Swim +6
Use Magic Device +7

Durable Magic Items:
Cloak of Resistance +1
Ring of Protection +1

Expendable Magic Items:
Wand of CLW 38/50 charges
Potion of Darkvision
Potion of CLW
Alchemists' Fire

Equipment:
+1 Mithral Chain Shirt 12.5 lbs.
Darkwood Shield 5.0 lbs.
+1 Adamantine Rapier
Masterwork Cold Iron Rapier 2.0 lbs.
Alchemical Silver Light Mace 4.0 lbs.
Masterwork Composite Longbow 3.0 lbs.

20 Cold Iron arrows 3.0 lbs.
Backpack 2 lbs.
Bedroll 5 lbs.
Waterskin 4 lbs.
Rope, silk 5 lbs.
Flint & Steel
Trail rations (5) 5 lbs.

4 GP 4 SP

Total weight: 53.5 lbs. (Light Load)

Background:
Todric was born and raised in the coastal city of Augustana in Andoran. His father was a clockmaker and he learned from an early age how to work with both wood and metal. He studied at the local academy, and was quite fond of both history and the arcane arts, though his talents did not lend themselves to casting spells.

After his studies, he worked in his father's shop for a while. During these years he met a young woman named Alysia. The two fell in love and began discussing plan to get married. Their wedding took place about a year after they met. Although they experienced some rough patches, this was a happy time for both.

Unfortunately, Alysia's life met with a tragic end. While traveling together through northern Andoran's wine country the couple was assaulted by brigands. The robbery turned sour, and Alysia was fatally wounded by one of the thieves. Todric was unable to stop them, and unable to get his wife to a healer in time to save her.

Months passed, and Tod struggled with his grief as he tried to regain a sense of normalcy in his life. He lost himself in his work for a while and crafted a few especially fine clocks during this time. Then, as it happened, Tod was out having a drink at a nearby inn one day when he struck up a conversation with an older man who was new to the neighborhood. The man talked about the adventures he'd had in his youth as a member of something called the "Pathfinder Society". Todric thought a series of foreign adventures would be just the thing to clear his mind and get himself back on track. He made arrangements with his father, then went to the Society lodge in Augustana, where his scholarly mind and nimble hands were welcomed right away.

Adventure Log:
*23 Arodus 4713 AR
I have recently completed my training at the Grand Lodge of the Pathfinder Society in Absalom. My first assignment has been to record the exploits of other Pathfinders and check their stories before they are published in the Pathfinder Chronicles. I first reviewed the work of a team assigned to suss out some trouble in the Taldan capital of Oppara. This team uncovered a plot by Chalfon Dalsine and the Shadow Lodge to pit the various Pathfinder factions against each other.

The second group investigated a recent series of thefts of valuable religious relics in the God's Market. Our agents found that a renegade Graycloak from Rahadoum named Parani Akar was behind the crimes. Thankfully, they captured her alive in order to stand trial.

*30 Arodus 4713 AR
I finally received my first field assignment! Of course, this one didn't even get me outside Absalom. I was sent with an interesting collection of adventurers to investigate some sort of disturbance at the Blakros Museum. We found quite a strange sight, let me tell you! Odd mists poured out of the building, and inside we faced not only undead creatures, but men gone wild like apes. The source of these problems was a Tik Taan idol. The brave warrior Ebon Kai slew a great ape protecting the idol, and we were able to rescue the museum's curator Nigel Aldain, from being used as a human sacrifice.

*29 Lamashan 4713 AR
For my second assignment I was sent farther afield than last time. I journeyed with many of the same companions who helped put a stop to the trouble at the museum. Mez, the friendliest holy man I've met in a long time, was absent. But in his place the Society sent a young tiefling woman named Calanthe. We journeyed into the mountains of western Andoran. What we uncovered there shook me to my core, and nearly caused the death of us all. We faced a cult of Lamashtu (fitting given the time of year). After conquering a few foes, we stood against the cult's leader, a wicked fey creature of some sort. As our group fled from her frightful presence, I found myself huddled in fear behind a corner. Calanthe was near, and for a moment we embraced. I can't describe what I felt in that moment. I'm not sure even now.

Soon after, we approached our foes better prepared. While Calanthe stood her ground to hex the foul priestess, Norine - our group's gnome priestess of Desna - blessed me with luck. With Desna's blessing, my arrow struck true. Ebon surged forward and struck the killing blow. I've never felt closer to a group of friends than I did after we overcame this trial together. But I seem to find my thoughts turning back to Calanthe time and again.