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Description Section:
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Character Name: Calypso
Race: Human [formerly a mermaid]
Alignment: Chaotic-neutral
Deity: Eadro
Size : M
Age: around 80 [she is has little care for numbers], but she looks very young
Gender: Female
Height: 5’ 4”
Weight: 125 lbs
Eyes: Deep blue
Hair: Mid-back length, blue-green color
Skin: Pale white; there are a few patches of what look to be scales on her legs
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Biography
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Personality.
Playful. Merry. Daring. Melancholy, longs for the sea.
History.
Calypso was originally born a mermaid. She is the youngest of three daughters, and also the most beautiful, with bright green and blue colors. The shoal was south of the Kingdom of Siveriel in warm, shallow waters and was known for its members’ beauty, having colorful, long tails and fins. Her mother, Melusina, was proclaimed to be the best jewelry maker in the shoal, possibly in the sea, and she tried to pass on her skills to her three daughters. But Calypso was more interested in the magic of the clerics. Her father, Phorcys, had hopes for Calypso to marry the Captain of the Guard’s son. A courtship began betwixt the two, but before the relationship could go anywhere, Calypso’s fate was forever changed.
On a journey to a coral reef to gather items for her mother’s jewelry making, Calypso dared to swim closer to the shore: where the best coral was. There, she spied a rather large group of men in armor, with horses and a carriage, with a woman in grand dress stepping out. The woman complained of aching feet and stepped up to the shoreline to put her feet in the water. Calypso, wanting to have some fun, dared to splash the woman with her tail, pretending to be a wave. Though, waves do not giggle, and the queen, for she was a queen, spotted Calypso, and cursed her, warning her never to insult Her Majesty again. Calypso’s tail disappeared and in its stead were two legs. She tried to swim back home, but she found she could not breathe underwater.
Defeated and exhausted, Calypso swam back to shore and wept for hours. Every time she would try to walk, she would stumble and fall—legs were so vastly different. Every step felt like knives cutting into her feet. It was here that the aquatic elves found her and took her to their village. She lived with the elves for a few months, learning their language and their healing ways. The pain from legs and walking eventually went away, but the awkward feeling never seemed to subside. Calypso longs to return to her family and her home and her water, but she imagines the only way to do so is to find the evil queen who turned her.
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Languages Section
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- Common
- Aquan
- Elven
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Class and Level Section
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Main Class and Level: Cleric Lvl. 1
Secondary Class and Level:
Tertiary Class and level:
EXP: 0
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Ability Scores Section
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Strength: 14 // +2
Dexterity: 16 // +3
Constitution: 14 // +2
Intelligence: 13 // +1
Wisdom: 18 // +4
Charisma: 18 // +4
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Stats Section
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HP: 10
AC: 16 = 3 [Armor] + 3 [Dex]
Damage Reduction: N/A
Speed: 30 ft.
Touch Armor Class: 13
Flat-Footed Armor Class: 13
Initiative: +3
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Saving Throws Section
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Fortitude: 4 = 2 [Base] + 2 [Mod]
Reflex: 3 = 0 [Base] + 3 [Mod]
Will: 6 = 2 [Base] + 4 [Mod]
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Feats Section
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- Alertness
- Martial Weapon Prof.
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Special Abilities Section
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- Turn Undead
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Spells Section
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Spell Save:
Domain/Specialty School: Healing and Water domains
Healing: Caster healing spells at +1 caster level
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max
+25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental
conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8
damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max
+40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.
Water: Turn or destroy fire creatures as a good cleric
turns undead. Rebuke, command, or bolster water creatures as an
evil cleric rebukes undead. Use these abilities a total number of
times per day equal to 3 + your Charisma modifier. This granted
power is a supernatural ability.
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a water spell only.
Level 0:
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.
Level 1:
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Undead: Undead can’t perceive one subject/level.
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves,
counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Summon Monster I: Calls extraplanar creature to fight for you.
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Spells Per Day Section
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Level 0: N/A || DC14 || 3 || --
Level 1: N/A || DC15 || 1+1 || 1
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
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Skills Section
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O Appraise (Int): 1 = _ + 1 + _
O Balance (Dex): 2 = _ + 3 - 1
O Bluff (Cha): 4 = _ + 4 + _
O Climb (Str): 1 = _ + 2 - 1
● Concentration (Con): 2 = _ + 2 + _
● Craft (Jewelry making) (Int): 3 = 2 + 1 + _
O Decipher Script (Int): _ = _ + 1 + _
● Diplomacy (Cha): 5 = 1 + 4 + _
O Disable Device (Int): _ = _ + 1 + _
O Disguise (Cha): 4 = _ 4 + _
O Escape Artist (Dex): 2 = _ + 3 - 1
O Forgery (Int): 1 = _ + 1 + _
O Gather Information (Cha): 4 = _ + 4 + _
● Handle Animal (Cha): _ = _ + 4 + _
O Heal (Wis): 5 = 1 + 4 + _
O Hide (Dex): 2 = _ + 3 - 1
O Intimidate (Cha): 4 = _ + 4 + _
O Jump (Str): 1 = _ + 2 - 1
● Knowledge (Arcana) (Int): 1 = _ + 1 + _
● Knowledge (History) (Int): 3 = 2 + 1 + _
● Knowledge (The Planes) (Int): 1 = _ + 1 + _
● Knowledge (Religion) (Int): 2 = 1 + 1 + _
O Listen (Wis): 6 = _ + 4 + 2
O Move Silently (Dex): 2 = _ + 3 - 1
O Open Lock (Dex: _ = _ + 3 + _
O Perform (Wind Instrument) (Cha): 5 = 2/1 + 4 + _
O Perform (Sing) (Cha): 5 = 2/1 + 4 + _
● Profession (Herbalist) (Wis): 5 = 1 + 4 + _
O Ride (Dex): 3 = _ + 3 + _
O Search (Int): 1 = _ + 1 + _
O Sense Motive (Wis): 4 = _ + 4 + _
O Sleight of Hand (Dex): _ = _ + 3 - 1
● Spellcraft (Int): 1 = _ + 1 + _
O Spot (Wis): 6 = _ + 4 + 2
O Survival (Wis): 4 = _ + 4 + _
O Swim (Str): 1 = _ + 2 - 1
O Tumble (Dex): _ = _ + 3 - 1
O Use Magic Device (Cha): _ = _ + 4 + _
O Use Rope (Dex): 3 = _ + 3 + _
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Combat/Weapons Section
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Base Attack Bonus: +0
Grapple: 2 = 0 [Base Att] + 2 [Str mod]
Weapon (Slot 1): Longbow
-Attack Bonus: +3
-Damage: 1d8+3
-Critical: x3
-Range: 100ft
-Type: Piercing
-Weight: 3lbs.
-Other Notes: Arrows x20
Weapon (Slot 2): Short sword
-Attack Bonus: +2
-Damage: 1d6+2
-Critical: 19-20/x2
-Range: N/A
-Type: Piercing
-Weight: 2 lbs
-Other Notes
Ammunition (Type 1): Arrows x20
Ammunition (Type 2):
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Defense/Armor Section
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Spell Resistance: 0
Arcane Spell Failure Total: 15%
Armor/Protective Item: Studded Leather
-Type: Light
-AC Bonus: +3
-Max Dex: +5
-Check Penalty: -1
-Spell Failure: 15%
-Speed: 30ft
Weight: 20lbs.
-Special Properties
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Possessions Section
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Possessions:
- Longbow [3lbs]
- Short sword [2lbs]
- Studded Leather [20lbs]
- Holy Symbol, made of seashells and coral
- Backpack [2lbs]
- Waterskin [4lbs]
- Bedroll [5lbs]
- Whale bone flute [3lbs]
- Spell-component pouch [2lbs]
- Artisan's Tools [5lbs]
- Bag of seashells and coral [4lbs]
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Current Load: 48lbs.
Light Load: <58lbs
Medium Load: 59-116lbs
Heavy Load: 117-175lbs
Lifts Over Head (Equals Max Load): 175lbs
Lift off Ground (2x Max Load): 350lbs
Push or Drag (3x Max Load): 525lbs
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Wealth Section
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CP:
SP: 9
GP: 49
PP:
Property owned:
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Mercenaries/Servants/Workers Hired:
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