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Female Fighter

Rholf Kastigarr's page

769 posts. Alias of Angry Jawa.


Full Name

Rholf Kastigarr

Race

Human

Classes/Levels

Cleric / 6

Gender

M

Age

29

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Common, Giant

About Rholf Kastigarr

Tall and lean, Rholf is not an imposing figure. He is very mundane in looks and dress with a single glaring exception. His wavy, sandy blonde hair has a continual flame effect on it from a magical mishap years ago. It has proven resistant to any removal attempts, which is fine with Rholf. His eyes are blue, his visage youthful despite his weathered skin, and his smile is quick and friendly.

History:
Faithful cleric of Sarenrae, Rholf had unlikely beginnings for one of the faith. A farmer's son, Rholf followed in his father's footsteps, inheriting the family farmstead once his sire passed away. Rholf married, and had two children, all of whom were kidnapped while he was working his fields, and subsequently sacrificed by followers of Norgorber. By the time Rholf found his home pillaged and his family gone, it was already too late to save them.

He left his farm that day, bent on vengeance for the family he so cherished. Tracking the cult down was not an easy task for a simple farmer such as Rholf, one which he never accomplished. In the throes of despair, Rholf was about to take his own life one night when a cleric of Sarenrae happened upon him. This cleric, a man named Delberius, begged Rholf to hold off on killing himself for three days, during which time Delberius promised that he could take Rholf's pain away. Unsure as to why he even wanted to, Rholf agreed. Rholf has never told another soul what the two men talked about over the next three days, but Rholf emerged a changed, yet still broken man.

He converted to being a follower of Sarenrae immediately, and began the long journey back into the light of life.










Init: +2
Speed: 20'
Senses: Perception

DEFENSE:

AC: 17, touch 12, FF 15 (Chain shirt, light steel shield)
HP: 45 Dmg: 15
CMD: 17

SAVES
Fort: +6 (base: 5, ability: 1)
Ref: +4 (base: 2, ability: 2)
Will: +9 (base 5, ability: 4)

OFFENSE:

Base Attack: +4, CMB: +5 (BAB: 4 + Str +1)

Melee: Scimitar, +5 (1d6+1, 18-20/x2)
Melee: Heavy Mace, +5 (1d8+1, x2)
Melee: Dagger, +5 (1d4+1, 19-20/x2)
Melee: +1 Warhammer, +6 (1d8+2, x3)

STATS, FEATS, & SKILLS:

Str: 12 (+1), Dex: 14 (+2), Con: 13 (+1), Int: 13 (+1), Wis: 18 (+4), Cha: 14 (+2)

Feats:
Armor Proficiency, light & medium

Extra Channel: You can channel energy two additional times per day.

Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Improved Channel: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Quick Draw: You can draw a weapon as a free action instead of a move action.

Simple Weapon Proficiency

Skills:
Appraise: +1 (Int 1)
Bluff: +2 (Cha 2)
Climb: -2
Diplomacy: +9 (Cha 2 + 4 Rank + 3 Class Skill)
Disguise: +2 (Cha 2)
Heal: +13 (Wis 4 + 5 Rank + 3 Class Skill + 1 Caretaker trait)
Intimidate: +2 (cha 2)
Knowledge (Religion) +6 (Int 1 + 2 Rank + 3 Class Skill)
Knowledge (Religion/ID monster) +6 (Int 1 + 2 Ranks + 3 Class Skill)
Knowledge (History) +5 (Int 1 + 1 Rank + 3 Class Skill)
Knowledge (Local) +4 (Int 1 + 3 Rank)
Linguistics: +6 (Int 1 + 2 Ranks + 3 Class Skill)
Perception: +6 (Wis 4 + 2 Ranks)
Ride: +4 (Dex 2 + 1 Rank +1 Misc)
Sense Motive: +11 (Wis 4 + 4 Ranks + 3 Class Skill)
Stealth: -1
Survival: +6 (Wis 4 + 2 Rank)
Swim: -2

Languages: Common

GEAR:

Backpack

  • Winter Blanket [1]
  • Trail Rations [10]
  • Waterskin [1]
  • Sun rod [0]
  • Flask of holy water [3]
  • Potion of cure light wounds [8]
  • Potion of cure moderate wounds [1]
  • Potion of lesser restoration [1]
  • Healer's Kit
  • Antitoxin [7]
  • Smelling Salts
  • Soothe Syrup [1]

Traveler's Outfit
Belt & Belt Pouch (contains 150 pp 13 gp, 5 sp)

Combat gear
Scimitar
Heavy Mace
Dagger
+1 WarHammer
Chain Shirt

Encumbrance: 63.5

Light load: 43
Medium load: 86
Heavy load: 130

CLASS ABILITIES:

Aura of Good (Ex):

Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it of 1d4+2 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 7 times per day. USED: 0

Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Touch of Good (Sp): You can touch a creature as a standard action, granting giving it a +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day. USED: 0

Channel Positive Energy (Su): You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 16 Will save to halve the damage. You can use this ability 7 times per day.

Channeling Expended: 3

TRAITS:

Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to he sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Savanna Child: You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Domains: Good, Healing

0 lvl Spells X4 (DC 14 Save):

Bleed
Create Water (PREPARED)
Detect Magic (PREPARED)
Detect Poison
Guidance
Light
Mending
Purify Food and Drink (PREPARED)
Read Magic
Resistance
Spark
Stabilize (PREPARED)
Virtue

1 lvl Spells X4+1 (DC 15 Save):

Ant Haul
Bane
Bless
Bless Water (PREPARED)
Cause Fear (PREPARED)
Command (PREPARED)
Comprehend Languages
Cure Light Wounds
Dancing Lanterns
Deathwatch
Detect Chaos
Detect Evil (PREPARED)
Detect Good
Detect Law
Detect Undead
Divine Favor
Doom
Endure Elements
Entropic Shield
Hide from Undead
Inflict Light Wounds
Magic Stone
Magic Weapon (PREPARED)
Obscuring Mist
Protection from Evil
Protection from Law
Remove Fear
Sanctuary
Shield of Faith
Summon Monster I

2 lvl spells X4+1 (DC 16 Save):

Aid
Align Weapon
Augury
Bear's Endurance
Bull's Strength (PREPARED)
Calm Emotions
Consecrate
Cure Moderate Wounds
Darkness
Death Knell
Delay Poison
Desecrate
Eagle's Splendor
Enthrall
Find Traps
Gentle Repose
Hold Person (PREPARED)
Inflict Moderate Wounds
Make Whole
Owl's Wisdom
Remove Paralysis
Resist Energy
Lesser Restoration (PREPARED)
Shatter
Shield Other
Silence (PREPARED)
Sound Burst
Spiritual Weapon (PREPARED)
Status
Summon Monster II
Undetectable Alignment
Zone of Truth

3 lvl Spells X3+1 (DC 17 save):

Bestow Curse (PREPARED)
Blindness/Deafness
Blood Biography
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight (PREPARED)
Deeper Darkness
Dispel Magic
Elemental Speech
Enter Image
Gentle Repose
Glyph of Warding
Guiding Star
Helping Hand
Inflict Serious Wounds
Invisibility Purge
Locate Object (PREPARED)
Magic Circle Against Evil
Magic Circle Against Law
Magic Vestment
Meld Into Stone
Nap Stack
Obscure Object
Prayer
Protection From Energy
Remove Blindness/Deafness
Remove Curse (PREPARED)
Remove Disease
Sacred Bond
Searing Light
Severed Fate
Speak With Dead
Stone Shape
Summon Monster III
Unravel Destiny
Water Breathing
Water Walk
Wind Wall
Wrathful Mantle

REWARDS:

Experience Points: 26054 (5th lvl)
225 Tussle at the graveyard
100 Research at the mansion
050 More research
190 Zombie Smackdown!
200 Mausoleum Centipedes
650 George's army
100 Library research
050 Larissa's research at the Temple
050 Rohlf's research at the Temple
500 DM's catch-up gift
050 Castiel's Graveyard Negotiations
600 Battle of Screeching Tower
050 Channeling in the prison
300 Ghostly hallway
100 Stubborn Cold Haunt
400 Fire and skulls!
780 Lopper's ambush
150 Poltergeist and a buncha rolled 1s
500 Spidery Chapel
120 Branding Irons
350 Laundry Day
1,140 Paying the Piper... Back
320 Father Charlatan
800 Ghoul(squ)ash!
500 Lopper LOPPED
350 Iron Maiden!!! Not the band...
1,000 Splattered Mossy basement
500 Story award
400 On Phase Spider Pond
720 Bugbear bog!
850 Manticore & Gator
650 Joining the Grave Dancer's Union
900 The Ghastly underhills...
500 Worg-weary travelers...
600 Golem-Dog
800 The Stomping Dead
600 Wally Axe-man and the triple homunculi
325 The Rholf-proof troll
250 Upstairs Undeath
700 Rholf is a dish best served cold
320 Edwin's thoughts and man-masked owls...
1200 Who snuffed the dogs out?
1200 One heck of a rat problem!
1100 Is that burning vampire I smell?
2514 Permission to come aboard? And burn your vessel...
1400 Just another Oktoberfest...
800 Edwin's jailhouse performance.
1500 Weirdest jail break EVER...

ADVENTURE NOTES:

"The big six" prisoners: Father Charlatan, The Lopper, The Mosswater Marauder, The Piper of Illmarsh (Played his last tune), The Spatterman, and Orcish Bob. All have been annihilated.

Lyvar Hawkran - A name (our dearly deceased prison warden?) occurring several times among the writing along the base of the abandoned prison.


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