Calisto Character in Verum | World Anvil

Calisto

Calisto

Calisto was raised in the mountain ranges of Krazax. Traveling from mountain pass to mountain pass, his family never stayed still and for the most part, avoiding the inns and taverns that lined them. This lifestyle led Calisto to have very little interaction with others outside his family and caused him to talk to plants and animals more than what was considered usual. But this allowed for him to truly connect with what nature was present in the mountains and gain his first inkling of Magic.

On one of the rare occasions that his family settled down for some time Calisto had an interesting dream. Visions of beautiful landscapes and majestic beasts that seemed to call out to Calisto and draw him to wander down from the mountain and adventure into the world. When he awoke, he was alone. Though sad, he took this as a sign to find his own path in life and as he traveled along the mountain trails, he started to regularly find other travelers. Some would need help finding the right paths or finding a place to rest which Calisto would always gladly help with. From them, he learned about the world below, and after a while, Calisto finally decided to travel down and become an adventurer.

Physical Description

General Physical Condition

Calisto is able-bodied and can carry his weight, even though he is somewhat clumsy. Stands 7 feet tall with a mostly evenly distributed weight.

Body Features

a Stone Grey skin tone.

Hair is generally messy, like bed head. It's also hazel brown color

Facial Features

He has a round face with a simple beard. There are bags under his eyes though they aren't a different color than the rest of his face.

Physical quirks

Looks tired constantly

Apparel & Accessories

Wears a wooden breastplate with simple leathers over it. Wears two necklaces: one a symbol of Oun, one a symbol to Wode

Mental characteristics

Gender Identity

Male

Sexuality

Bisexual

Education

Self-taught in most things, and has done the research to gain most of the knowledge he knows today.

Accomplishments & Achievements

Gave a Druidic Funeral to a Myconid Sovereign.

Helped reduce overhunting by assisting in the peace between a lizardfolk clan and a city.

Helped rid a great tree of spreading decay caused by a dwarf.

Met and conversed with a forest spirit.

Helped quiet the spirits of a lizardfolk tribe.

Helped open the gates to an ancient Lizardfolk City.

Helped remove a curse, and returned life to an area in the Majitalian desert.

Helped end a disease affecting many of Kalkatesh

Helped return Aello's Sight

Helped the Hkari defeat a demon and reclaim their arena.

Spoke with the Hanging tree, and survived

Failures & Embarrassments

Didn't save everyone in the castle in Badlands.

Didn't help Aello the first time.

Gave up on a Dream.

Morality & Philosophy

Adventuring has caused Calisto to lose his optimistic nature and instead view things passively with no attempt at telling how they will come out. He now takes a less proactive manner of interacting with people and things and does his best to follow the flow of events.

Taboos

Doesn't eat meat (eats fish if necessary.)

Personality Characteristics

Motivation

Return the Balance.

Savvies & Ineptitudes

Socially inept. Constantly tired and slow to talk. Not to good at fighting

Likes & Dislikes

Likes Naps, Cooking, Hiking, Nature, and the Brothers of The Dream

Social

Contacts & Relations

People Calisto considers True Friends:
  • Rhogar
  • Aello
  • Mordred Pendragon
  • Lanzu
  • Takar
  • Nemeia
  • Cevale
  • Leon
  • Religious Views

    Worship who you want there is no need to judge. Currently worships Oun, Wode and Inca

    Social Aptitude

    Quiet and Shy.

    Hobbies & Pets

    Coriander - the white Persian cat

    Basil - the Light brown Burmese cat

    Nonya- the least weasel

    Alignment
    nuetral
    Age
    39
    Date of Birth
    2nd of Prime, 1165
    Birthplace
    Mountains of Krazax
    Children
    Current Residence
    The Last Grove
    Gender
    Male
    Eyes
    green
    Hair
    brown bed head like hair
    Skin Tone/Pigmentation
    Stone grey
    Height
    7'
    Weight
    265
    Known Languages
    Common(stone), Druidic, Eleven(nomad), Giant(Lesser), Primordial(root)

    The Druids return.
    ????

    [Giant] "I've joined a Faction. The Last Grove means a return of the Druids and hopefully a return of the balance as well. Lanzu is our leader and I believe he has proven himself ready for the position through his actions and dedication. Though I do have an issue with one of the members, as long as they are fully invested in helping us return then I will ignore him, but he really needs to return to rest. As for the other members they are quite welcoming, and one has brought a trio of lions that are fun to play with. There is so much going on and so much to do still, I hope my rests will not hamper the others. Maybe I should return to the wilting grove and tend to it for a bit."

    What to do for a year?
    ????

    [Giant] "I've called off looking into the Wasting Road issue, but I've reported it to the Factions of interest and they've offered me some peace of mind. I think I need to rest for a while, probably watch the sapling I've planted, and make an attempt at the long rest. Hmm... on second thought maybe not, I'll just rest for a while. People to see, things to do, and a world to wander." ---Calisto, Druid of Dreams

    Travels on The Wasting Road
    ????

    [all written in Giant] "Traveling these roads have become more worrying every day. But today was by far the most troubling. As was returning from the grove, I noticed something strange. Something very similar to what I would consider a choir seemed to be performing out in the Badlands off the road. What they were saying was non-sensical, things like 'rest beyond rest' and 'Enlightenment'. At first, I thought nothing of it, but then I decided someone needed to look into it, so I went to the Hkari. My friend Rhogar was willing to hear me out and helped me get some support from the other members. Their willingness to assist me was unbelievable, and I will be forever grateful for them, though I hope my actions don't cost any of their lives. We leave to visit the Watch Wall for any further support into our investigation. May our journey be safe and the Dreaming Brothers allow us peace in the nights to come." ---- Calisto

    Secret Journal
    ????

    The life of Calisto is filled with nature, and happiness

    Time in the Scour
    ????

    [giant] "The sands are harsh and dry, yet I find what I've learned here has been worth my time. A rift was found in the Scour, where potential elementals might escape. I'll speak to the Hkari when I return, to see If they would like to seal it, Though I might also ask Members of the Grove to help as well as they've done it before. Cevale has mentioned Alahiem to me and I would like to extend a hand so he may find what he's been looking for, but my members must know and come to an agreement. Once the Efreeti is dispatched I'll take a nice nap in the grove." -Calisto, Harvester of The Last Grove   [druidic] "I need to look into that tree, once I learn what I need I can begin to connect with the Wilting Grove."

    Tired
    ????

    [Giant] The Complex under the sands has an interesting Elemental in it. They seem to be the cause of sandstorm and they have asked my party to provide warriors to fight. It is to my understanding that he wants a good fight and I believe we can provide this to him and in exchange, he said he would stop the storm and allow people to approach the Spires. After this fight, my party has discussed that we will be done with the mission. We are tired. I am tired.   My Birthday draws near and yet I can't feel anything but indifference. I have grown stronger over these 4 years and yet I feel as if what I began this journey for is not within reach. No closer to my goals or to seeing what I had dreamed of. I know that I am sad, but oddly I can't understand why. My hope in the coming years is that my actions will help the Grove. Nature. The Balance. Perhaps I will be able to find the Tree. I know of its ancient roots and its corrupted branch. Maybe if I return it my tiredness will fade.

    Calisto

    Firbolg Race
    Krazax/Rangeroamer Origin
    Druid (Circle of Dreams) 12 Class & Level
    nuetral Alignment
    Wode Deity
    Factionless Faction
    Druid Rank/Position
    Loyalty
    Company

    Strength 16
    +3
    Dexterity 11
    +0
    constitution 13
    +1
    intelligence 15
    +2
    wisdom 20
    +5
    charisma 10
    +0
    Total Hit Dice 12
    Hit Die
    1d8+1
    +4 proficiency bonus
    +3 Strength
    +0 Dexterity
    +5 Constitution
    +6 Intelligence
    +9 Wisdom
    +0 Charisma
    saving throws
    +0 Acrobatics
    +9 Animal Handling
    +2 Arcana
    +3 Athletics
    +0 Deception
    +6 History
    +5 Insight
    +0 Intimidation
    +2 Investigation
    +5 Martial
    +5 Medicine
    +6 Nature
    +9 Perception
    +0 Performance
    +1 Persuasion
    +6 Religion
    +0 Sleight of Hands
    +4 Stealth
    +9 Survival
    skills

     
    66
    MV
    3
    Prestige
    3
    Attunement Slots
    16
    Armor Class
    75
    Hit Points
    +0
    Initiative
    30
    Speed
    Attacks
    Light armor, medium armor, shields, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, Herbalism Kit, Cook supplies, Animal Handling, Stealth, survival, history, perception, religion, Carpenter's tools (expertise), Arcana, WIS save, CON save, INT save. Plate armor(academy).

    Languages: Common(stone), Giant(lesser), Elvish(Nomad), Druidic, Primordial(academy), Draconic(Academy)
    Proficiences
    dc:16, +8 spell attack modifier

    spells:
    Cantrip: Magic Stones, Guidance, Druidcraft, Shillelagh

    1st: Cure wounds, healing Word, Faerie Fire, Absorb Elements
    2nd: Lesser restoration, Pass without Trace, Flaming Sphere, Flame Blade
    3rd: Dispel Magic, Tidal Wave
    4th: Polymorph, Freedom of Movement, Confustion
    5th: Mass Cure Wounds, Greater Restoration
    6th: Wind Walk
    Spellcasting
    Holy symbol of Oun (amulet) - 1lbs
    Holy symbol of Wode (amulet) 1lbs
    Bag of Holding
    Bag of holding inventory:
    Club - 2lbs
    Wooden Staff (focus) x2 - 8lbs
    Backpack - 5lbs
    bedroll - 7lbs
    mess kit - 1lbs
    tinderbox - 1 lbs
    torches x4 - 4lbs
    rations x18 - 80lbs
    waterskin x2- 10lbs
    50' of hempen rope - 10lbs
    63 crafting tokens
    cooks utensils - 8lbs
    herbalism kit x1 - 3lbs
    Cane from Oie' yem
    scroll case - 1lbs
    a winter blanket- 1lbs
    A quilt with an image of a tree - 1lbs
    Carpenter's tools- 6lbs
    potion of Necrotic Resistance x3 - 6lbs
    Potion of force resistance x1 - 2lbs
    Potion of invulnerability x2 - 4lbs
    Potion of Heroism x2 - 4lbs
    Potion of Greater Healing x2 - 4lbs
    Potion of Acid damage resistance x4 - 8lbs
    Plat:200 gp:9366 sp:0 - 191.32lbs
    237.82/500lbs


    Conniver's Ring
    Conniver's Ring - Attunement, Arcadum item This ring grants proficiency in persuasion and deception skills. If you should already have proficiency in these skills, you gain a +1 to them instead.


    Druidic stones of Magic
    Druidic stones of magic x5 - These stones are smooth, white and shiny like a pearl. They glide through the air with surprising ease. When used in a ranged attack, the normal range of these bullets is increased to 90 feet and they ignore half and three-quarters cover provided by vegetation and natural terrain.


    Bandolier 1
    Bandolier 1: 1 Supreme healing potion, 2 superior healing potions (7lbs)


    Bandolier 2
    Bandolier 2: 3 scrolls of Lesser Restoration (4 lbs)


    Bandolier 3
    Bandolier 3: 1 Invulnerability potion, 1 heroism potion, 1 superior healing potion (7lbs)


    Shield of the Restless Druid - (Attuned)
    Shield of the Restless Druid: This wooden shield has a dark ashen tint to it with druidic runes, referencing the Circle of Dreams, carved in the pattern of the Mantle of Seasons. The shield itself seems to absorb light and cast a dark aura, and on the inside, there is druidic writing that says "Prepare for the nights to come".

    While attuned to this item, you cannot attune to any other item that would affect your Hearth of Moonlight and Shadow Druid Circle Feature.

    You gain resistance to fire damage.

    Heat of the Hearth: As an action, you can create a 10-foot-aura around yourself for 1 minute, granting yourself and any ally within the aura to gain advantage on Dexterity (Stealth) checks. You can use this ability twice, regaining all expended uses when you finish a long rest.

    Cool the Fire: When you use your Hearth of Moonlight and Shadow Druid Circle Feature, you can use your reaction to add your proficiency modifier to yourself and your allies' Dexterity (Stealth) Checks and Wisdom (Perception) checks.

    The Hearth Provides: You can use your reaction during Hearth of Moonlight and Shadow to can give an ally a +10 bonus to their Dexterity (Stealth) check and immunity to being detected by Life Sense. Once you use this ability , you can't use it again until you finish a long rest - 6lbs


    Breastplate of the Sleeping Druid- (attuned)
    Breastplate of the Sleeping Druid: This Wooden breastplate has druidic runes, referencing the Druid Circle of Dreams, filled with dark resin with flecks of golden sand in each. On the chest is a shining brass symbol of Oun made from a drake scale. Surrounding this Symbol is a carving of the Mantle of Seasons representing the Last Grove. The back of this armour has a carving of a surreal forest with druidic words in the center that read: "All things must rest both living and dead. May this balance be protected." Below this carving is a pristine feather preserved as to show balance.

    While wearing this armor your Wisdom score increases by 2, to a maximum equal to your ability score cap. Additionally, you gain the following benefits:

    You have resistance to necrotic damage.

    Haven: When you remove a condition affecting an ally using a hard casted spell, you can regain one die of Balm of the Summer Court. You can regain dice in this way up to half of your proficiency bonus rounded up, per long rest.

    Slumber Child: You gain a +2 bonus to Constitution saving throws made to maintain concentration. If you succeed on such a saving throw, the next time you restore hit points to a creature within 1 minute, roll a 1d6 and add it to the result. If you would restore hit points to more than one creature, add the 1d6 to the result for all creatures.

    Thoughtful Blanket: When you would use your Balm of the Summer Court feature, increase the die by one step (d6 to d8), and the temporary hit point per die spent from 1 to 2. You can do so up to your Wisdom Modifier per long rest.
    Additionally, when you would use your Balm of the Summer Court feature, you can use your reaction to target another creature within range of your class feature that you can see (including yourself). They both restore hit points and gain temporary hit points. You can use this ability twice, with both uses refreshing on a long rest.

    [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation (x1), Special Crafter] Exclusive attunement(Dream Druid) - 20 lbs


    Staff of the Dreaming Druid - (Attuned)
    Staff of the Dreaming Druid: This staff has Runic vines set into the length of it that look as if they had grown from the staff itself. Upon the top of the staff entangled in the vines is a palm-sized marble that radiates a minor calming aura. When you focus on the marble the pattern inside shifts and the vines seem to relax and adjust for better position as if dreaming. Where the vines do not rest, Druidic runes referencing the Circle of Dreams fill the rest of the length of the staff.

    This finely crafted staff is ornamental in nature and cannot be used normally as a weapon. Only a Druid of the Circle of Dreams would recognize the true potential held within. A druid can use this staff as a spellcasting focus and it counts as a quarterstaff when the cantrip shillelagh is cast upon it. While attuned to this item, you cannot attune to any weapons or another held spellcasting foci.

    Your Strength score is increased by 1, to a maximum equal to your ability score cap.
    Guided Paths. Whenever you teleport yourself, the range is increased by 20 feet, and by 10 feet when used on another willing creature.

    Confidant of the Dreamer. Once per long rest you can link your mind with another willing creature through the dream energy held within the staff. The link is broken at the end of your next long rest. While holding the staff and within 30 feet of the linked creature you gain access to the following abilities:
    • You have a telepathic bond to the linked creature and can speak telepathically to them as long as you both share a language.
    • You can use your Hidden Paths Druid Circle feature on the linked creature without the touch requirement an amount of times equal to half of your Wisdom Modifier.
    • Once per turn when you hit with an attack cantrip you can attempt to guide the creature linked to you. One damage roll of the attack deals an additional 1d6 Psychic Damage, and if the creature linked to you attacks the creature damaged by this Psychic Damage before your next turn, the first Attack roll is made with advantage.
    • You have advantage on Strength Saving Throws while within 5 feet of the linked creature.
    [Base Material, Enchantment, Enhancement] Exclusive attunement(Dream Druid) - 4lbs


    Blackrose Mail
    Blackrose Mail
    +2 Fullplate - Arcadum, Attunement

    While attuned to this suit of armor, you gain the following abilities and effects:
  • This armor no longer has a Strength requirement, it does not impose disadvantage on Stealth checks, and its weight is cut in half.
  • You gain advantage on saving throws made against necrotic damage, maximum hit point reduction, and death effects. - 32.5lbs


  • Eye's of the eagle - (equipped)
    Eyes of the Eagle (Major Rare) Wondrous Items (Goggles) – Major Rare (2900 GP) – Non-Attunement
    An ancient Elven visor from the 2nd age decorated with the symbology of eagles. This visor was used by elite sharpshooters and scouts in the armies of the Scarab Lords, to assist in raining death upon their foes.

    Eagle’s Scorn: Twice per day, you may empower your ranged weapon and spell attacks as an action to do an additional 1d4 Radiant damage for the next minute.

    Eagle’s Gaze: Three times per day, you may empower your senses as a bonus action. For the next hour, you gain a +2 to your next Perception check. Once this perception check has taken place, this bonus expires. This ability refreshes its uses at dawn.

    Eagle’s Grace: Twice per day, you may empower your movement as a bonus action, increasing your walking speed increases by 10 feet for the next minute. This ability refreshes its uses at dawn.


    22.5 gold worth of gems- .45lbs
  • Diamond dust- 300gp
  • masterwork Cook's utensils - 8lbs
    potion of Beast Mind Control x2 - 4lbs
    scroll of Dispel Magic x1 - 1lbs
    Scroll of Dominate beast x1 - 1lbs
    Scroll of Modify Memory x1 - 1lbs
    Potion of Mind Reading x1 - 2lbs
  • Rotted Acorn from Hanging Tree
  • Total weight: 101.95/480lbs
  • Blueprint: The symbol of Kalkatesh.
  • two handfuls of candy (assumed 15) from Laylat
    Equipment
    Factionless
    Faction
    mad man
    Stat Array
    Race Features
    ================
    Firbolg Magic
    Firbolg Magic--can cast detect magic and disguise self (can seem up to 3 ft. shorter) once per short rest. WIS is your spellcasting ability.


    Hidden Step
    Hidden Step--bonus action, turn invisible until the start of your next turn, you attack, deal damage, or force a saving throw once per short rest.


    Powerful Build
    Powerful Build--You count as Large to determine your carrying capacity and the weight you can push, drag, or lift.


    Speech of Beast and Leaf
    Speech of Beast and Leaf--can communicate with (though not understand) beasts and plants and have advantage on CHA checks to influence them.

    ================
    Class Features
    ================
    Balm of the Summer Court
    Balm of the Summer Court-- you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.


    Wild Shape
    Whild shape-- As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. [8th] Max CR 1. You can stay in beast shape for 4 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).


    Hearth of Moonlight and Shadow
    Hearth of Moonlight and Shadow-During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
    While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.

    The sphere vanishes at the end of the rest or when you leave the sphere.


    Hidden Paths
    Hidden Paths-you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    ================
    Other features
    ================
    Attuned to Staff of the Sleeping Druid: +1 Strength score

    Attuned to Breasplate of the Dreaming Druid +2 wisdom and resistance to necrotic

    Attuned to Shield of the Restless Druid: resistance to Fire damage.

    Rangeroamer--Whenever you use the help action, your ally receives an additional +2 to their total roll.

    Observant
    Observant - WIS +1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

    Rain Orb:Cloud
    Rain Orb: Cloud - Your Balm of the Summer Court ability grants an additional amount of temporary hit points equal to your Wisdom modifier (minimum of 1).
    Additionally, you can end one of the following conditions on the target of Balm of the Summer Court: poisoned, charmed, frightened, blinded, or deafened.

    Title: Veteran
    Title - Veteran
    This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

    resilient
    Resilient Con- Con +1. proficiency in Constitution saving throughs

    Dreaming Deep
    Dreaming Deep (Order empowered)

    Your balm of the summer court heals for d8s instead of d6’s. In addition, whenever you would cast a spell of 3rd level or higher, restore 1 use of balm of the summer court.

    Class/Racial Features & Traits

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