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Callie

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Harper Callie is a cheerful but vicious[1] Harper at Last Light Inn during Act Two. She reports directly to JaheiraJaheira, relaying information from Quartermaster TalliQuartermaster Talli to her.
Pretty as you are, this is no time for a natter. Head on in to Last Light.
Callie

Involvement[edit | edit source]

Act Two[edit | edit source]

Last Light Inn[edit | edit source]

Callie can be first encountered at the Last Light Inn, where she guards the entrance to the inn proper and watches over the main plaza from behind a barricade, next to the main door. Occasionally, she steps away from her post to talk to JaheiraJaheira[2] about absolutist patrols, or talks with Quartermaster TalliQuartermaster Talli about supplies.[3]

If the party is rescued by MarcusMarcus but exposes him as a True Soul, Callie joins the fight against his summoned Crawling ClawCrawling Claws if she is close enough. Depending on proximity, she may be StunnedStunned or SurprisedSurprised.

Resolve the Abduction[edit | edit source]

When Marcus attacks the inn and attempts to kidnap IsobelIsobel during Resolve the AbductionResolve the Abduction, Callie more often than not fails the saving throw and bis ImpaledImpaled for the remainder of the battle. If Isobel is not saved, Callie and everyone in Last Light Inn turn into a Shadow-Cursed UndeadShadow-Cursed Undead, save for Jaheira.

Assault Moonrise Towers[edit | edit source]

If Isobel is saved at the Last Light Inn, and once the NightsongNightsong has been freed from her cage and heads for Moonrise, Callie follows Jaheira to Moonrise Towers. However, Callie is killed during the fight against Absolute forces before the party can arrive. Her corpse is on the bridge leading to Moonrise Towers, implying she was amongst the first to fall in battle.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Concussive SmashConcussive Smash (Action)   –  Greatclub
Damage: 5~12
1d8 + 4BludgeoningBludgeoning

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Disarming Attack (Melee)Disarming Attack (Melee) (Action + Superiority Die)   –  Greatclub
Damage: 5~12 + modifiers

Focus your attack on your foe's hands and possibly force them to drop the weapons they are holding.

STR SaveSTR Save
Main Hand AttackMain Hand Attack (Action)   –  Greatclub
Damage: 5~12
1d8 + 4BludgeoningBludgeoning

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Menacing Attack (Melee)Menacing Attack (Melee) (Action + Superiority Die)   –  Greatclub
Damage: 5~12 + modifiers

Possibly Frighten Frighten your target. They'll have Disadvantage Icon.png Disadvantage on ability checks and Attack rolls and be unable to move.

WIS SaveWIS Save
Range: Normal weapon range Range: Normal weapon range
TenacityTenacity (Reaction)   –  Greatclub
Damage: 4

When you miss an attack, deal BludgeoningBludgeoning damage equal to your Strength modifier anyway (minimum of 1).

Loot[edit | edit source]

Related quests[edit | edit source]

Notes[edit | edit source]

References[edit | edit source]

  1. Devnotes:
    Callie is a Harper and a dwarf. Small but vicious, she is a cheerful person who doesn't hesitate to get her hands dirty. She believes ketheric should die for his crimes.
  2. "Dialogue with JaheiraJaheira:
    "Patrols report more activity among the cultists, ma'am." - Callie
    "Preparing to march, I wager." - Jaheira
    "Seems that way."
  3. "Dialogue with TalliTalli:
    "Jaheira wants to know about supplies. Will we make it home?" - Callie
    "Burning through our oil, but it should just about do." - Talli
    "Just about?"
    "Just about."