Kalevi Talunen

One-eighth orc clockwork craftsman



* +2 to One Ability Score (Intelligence): Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Half-orcs have a base speed of 30 feet.
* Darkvision: Half-orcs can see in the dark up to 60 feet.
* Rock Climber: Half-orcs from mountainous regions gain a +1 bonus on Acrobatics and Climb checks to reflect their skill as excellent climbers.
* Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
* Sacred Tattoo: Half-orcs that take pride in bearing special tattoos or other markings gain a +1 luck bonus on all saving throws.
* Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
* Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Archivist 9

Strength 16 +3
Dexterity 18 +4
Constitution 12 +1
Intelligence 20 +5
Wisdom 14 +2
Charisma 16 +3
Fortitude 5 (+3)
Reflex 11 (+6)
Will 9 (+6)
Armor Class 22
Touch 14
Flat-Footed 18
Other Definers
Maximum Hit Points 81
Speed 30 ft.
Initiative +8
Known Languages Common, Orc, Abyssal, Draconic, Giant, Gnoll, Goblin, Gnome, Dwarven, Boggard, Aquan, Undercommon, Mechanica, Ignan, Elven
Age 22
Birthday Ishadi 17
Skills Total Bonus Ability Modifier Ranks
Acrobatics 20 4 7
Appraise 12 5 4
Craft (clockwork) 19 5 9
Diplomacy 13 3 7
Disable Device 18 4 7
Knowledge (arcana) 18 5 6
Knowledge (dungeoneering) 18 5 6
Knowledge (engineering) 13 5 1
Knowledge (geography) 13 5 1
Knowledge (history) 13 5 1
Knowledge (local) 13 5 1
Knowledge (nature) 19 5 7
Knowledge (nobility) 13 5 1
Knowledge (planes) 18 5 6
Knowledge (religion) 18 5 6
Linguistics 16 5 8
Perception 16 2 6
Perform (oratory) 7 3 1
Sense Motive 10 2 5
Spellcraft 12 5 4
Use Magic Device 11 3 5
Feats Acquired
Toughness 1st Level
Improved Initiative 3rd Level
Master Craftsman [Craft (clockwork), Craft Wondrous Item] 5th level
Master Craftsman [Craft (clockwork), Craft Construct] 7th level
Leadership Granted by GM
Arcane Strike 9th level
Special Abilities Acquired
Bardic knowledge Archivist 1
Bardic performance Archivist 1
Cantrips Archivist 1
Fascinate Archivist 1
Naturalist +2 Archivist 5
Lore master Archivist 2
Magic lore Archivist 2
Inspire competence +2 Archivist 3
Jack of all trades (use any skill) Archivist 5
Lamentable belabourment Archivist 6
Dirge of doom Archivist 8
Inspire greatness Archivist 9
Spells Level
Detect Magic Cantrip
Ghost Sound Cantrip
Mage Hand Cantrip
Mending Cantrip
Read Magic Cantrip
Spark Cantrip
Grease 1st
Silent Image 1st
Solid Note 1st
Unseen Servant 1st
Vanish 1st
Blur 2nd
Mirror Image 2nd
Invisibility 2nd
Summon Monster II 2nd
Haste 3rd
Phantom Steed 3rd
Thundering Drums 3rd
Slow 3rd

Equipment and possessions

Money on hand: 210 gp, 0 sp, 0 cp

Item Cost Weight What does it do? Extra description Location
+3 holy icy burst whip 98,301 gp 2 lb. one-handed, slashing, 1d3+6 nonlethal damage, x2 crit glows red On person
4 daggers 8 gp 4 lb. light, slashing or piercing, 1d4+3 damage, 19-20/x2 crit On person
Dagger, masterwork 302 gp 1 lb. light, slashing or piercing, 1d4+3 damage, 19-20/x2 crit On person in wrist sheath
Darkwood masterwork composite shortbow (+3 Str) 695 gp 1 lb. ranged, piercing, 1d6+3 damage, x3 crit On person
20 arrows 1 gp 3 lb. ammunition for shortbow On person
Masterwork cestus 305 gp 1 lb. light, bludgeoning or piercing, 1d4+3 damage, 19-20/x2 crit -2 to precision skills when worn Worn
+2 Mithral shirt 5100 gp 10 lb. 6 AC, 6 MD, 0 ACP, 10% ASF Worn
Giantskin amulet 8000 gp +2 natural armor to AC Worn
Boots of elvenkind 2500 gp 1 lb. +5 to Acrobatics checks Worn
Goggles of near and far 6250 gp +5 to Disable Device and Perception checks Worn
Ring of feather fall 2200 gp Reactionary feather fall when falling Worn
Homunculus 2050 gp Construct “familiar” Attempt #1 at making the Kyth In haversack
Masterwork artisan’s tools 55 gp 5 lb. +2 to Craft checks In haversack
Masterwork thieves’ tools 100 gp 2 lb. +2 to Disable Device checks In haversack
Abacus 2 gp 2 lb. …It’s an abacus. Home
Artisan’s outfit 1 gp 4 lb. Clothing Worn
Handy haversack 2000 gp 5 lb. Magic container Holds up to 120 lb. On person
Belt pouch 1 gp 0.5 lb. Container Holds silver and copper coins On person
Waterskin 1 gp 4 lb. Container In haversack
Bedroll 0.1 gp 5 lb. Resting cushion In haversack
Flint and steel 1 gp Create fire In haversack
Case, scroll 1 gp 0.5 lb. Container Holds leyline map of region In haversack
Crowbar 2 gp 5 lb. When lockpicks aren’t enough In haversack
Tobacco Smoking Gained from druids during Eidos festival In haversack
Potion of Protection from Law 50 gp Magic consumable In haversack
Potion of Cure Moderate Wounds 300 gp Magic consumable In haversack
2 citrine 100 gp Bauble Home
Wrist sheath, spring loaded 5 gp 1 lb. Equipment Worn
Pocket watch 250 gp 1 lb. Time piece Personally made In pocket
2 acid 20 gp 2 lb. Alchemical ammunition On person
1 alchemical solvent 20 gp 0.5 lb. Alchemical ammunition On person
1 alchemist’s fire 20 gp 1 lb. Alchemical ammunition On person
1 itching powder 60 gp 2 lb. Alchemical ammunition On person
3 flash powder 150 gp Alchemical ammunition On person
1 fuse grenade 100 gp 1 lb. Alchemical ammunition On person
3 liquid ice 120 gp 6 lb. Alchemical ammunition On person
1 sneezing powder 60 gp 2 lb. Alchemical ammunition On person
1 thunderstone 30 gp 1 lb. Alchemical ammunition On person
3 tree feather tokens 600 gp Magic consumable On person
Wand of burning hands 135 gp Magic consumable 9 charges On person
Wand of cure light wounds 120 gp Magic consumable 8 charges On person
Iron bands of binding 26000 gp 1 lb. On person

Kalevi is a cunning female descendant of human and orc lineage born on the seventeenth of Ishadi. The orc in the family was the mighty barbarian Sharjish who managed to woo Kalevi’s great-grandfather through acts of strength and loyalty. While Kalevi maintains some of her orc traits, it is apparent in her that the human traits are becoming dominant. She stands at a measly four feet nine inches, her facial features softer with less prominent tusks and more rounded ears. Her skin holds just a tint of green, and while her hair is still jet black, her irises are blue.

Kalevi learned her trade in her hometown, and while she was a bit of a prodigy at it, she realized she would have to travel to hone her skills though apprenticeship and experience. Her greatest desire is to create and promote a center of clockwork knowledge and skill in a city. She took her great-grandmother’s falchion to protect herself during the journey, an heirloom that had passed down to her. During her travels, she ran into Galienne, Bryn, and Eumelia on separate occasions. Realizing that they all had big dreams of success, she gathered them all together and convinced them to go to Dullunar.

She earned the title of Rat Slayer in the integrated trade city and eventually earned the right to answer bills regarding an expedition to the west. Kalevi convinced them to work together and pool resources and eventually found herself a month’s travel away from Dullunar. After aiding Tarnak’s fort and ridding the wilds of the bandit forces, refugees from Dullunar, including her employers, appeared at Tarnak’s. There had been a bloody coup that forced all non-human citizens out by either death or exile. Nowhere to go and lacking support, they pledged allegiance to Kalevi and her friends. She had become a markis of the fledgling nation Triptych, working hard to establish a thriving city on the ruins of the old dwarven city and bandit fort.

During these travels, she has started to ponder her short existence. She is reminded by Galienne’s devotion to Shekastra and Eumelia’s long lifespan that her orc blood has shortened her life significantly. It pains her to realize that she will most likely pass away before Eumelia even reaches old age. She would be the first of her friends to go. This realization has led her to ponder the extent of her trade, now desiring to create a clockwork race that can continue living long after she has passed on. Her personal goal now is to create children that would not suffer a short lifespan like her.

After a long stint of staying within the city and managing development, Kalevi made a breakthrough with her research. She was able to generate clockwork devices that drew ambient magical power from the ley lines rather than imbuing her creations with magical power directly. These initial creations do not show consistency, though, as the technology and approach are still in an unrefined period. This development marks her first advancement towards her final goal.

The first two years of tending the city have acted as a catalyst for Kalevi. She had learned the art of diplomacy after a disappointing run-in with a Dullunar spy trying to cause unhappiness in the citizens. She also learned to augment her combat abilities with one-use magical items she crafted to throw into combat and activate with a command word as well as studying her potential opponents for their weak spots and alerting the rest of the group. She’s picked up the understanding of magic, although she still prefers her mundane craft. During this time, she also got a large tattoo on her back, a visual representation of her interests scribed with infused ink to bolster her defenses.

Kalevi Talunen

Cerulean Era Jikuu