Baron Galdur Vendikon

Rodolpho Santiwale's page

373 posts. Alias of Gerald.


Race

Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 |

Classes/Levels

F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

About Rodolpho Santiwale

Rodolpho (Dolph) Santiwale
Male Human
Incanter 2
NG Medium Humanoid
Languages: Common
Init. +2; Perception +1
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Defense
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AC 12 (+ 2 Dex) 12 touch, 10 flat footed
HP: 16/16 (2d6 + 4 Con. +2 Favored Class)
Fort: +4 (+ 2 Con + 1 Base + 1 Trait)
Ref: + 3 (+ 2 Dex + 1 Base),
Will + 4 (+1 Wis + 3 Base)
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Offense
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Speed 30'

Melee: 0 Dagger, 1d4-1

Ranged: +3 Destructive Blast, RTA, 2d6+1 bludgeoning damage. Close range.

Traits:

Spoiler:
. Resilient-+1 to Fort save,
Focused Mind: +2 to Concentration checks.

Statistics
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STR 8
DEX 14
CON 14
INT 18
WIS 12
CHA 10

BAB: +1; CMB 0; CMD 12; Base Caster Level 3.

Feats:

Spoiler:
1. Extra Talent, H. Extra Talent, 3. Extra Talent

Skills:

Spoiler:
(2/level, + 1/level Human, + 4 Int)= 21 total skill ranks.

Appraise +8 (1 rank + 4 Int + 3 Class)
Know. (Arcana)+10 (3 ranks + 4 Int + 3 Class)
Know. (Geography) +10 (3 ranks + 4 Int + 3 Class)
Know. (Local) +10 (3 ranks + 4 Int + 3 Class)
Know. (Nature): +10 (3 ranks, + 4 Int, + 3 Class)
Know. (Planes) +9 (2 rank + 4 Int + 3 Class)
Know. (Religion): + 10 (3 ranks, + 4 Int, + 3 Class)
Spellcraft: +10 (3 ranks + 4 Int +3 Class)

Spheres:

Spoiler:

Destruction:
*Destructive blast: 2d6, close
*Extended Range: Destructive blast works at medium distance now.
*Guided Strike: can spend one spell point to add +20 to attack roll.
Life:
*Invigorate: can grant temporary HP equal to level for an hour (cannot raise HP over max)
*Cure: spend a spell point to touch target and heal it d8+ caster level. Can damage undead.
*Restore: spend a spell point to do all of the following with a standard action touch. Heal 1d4 to an ability score, remove fatigued, sickened, shaken, staggered, and dazzled conditions. Lessens exhausted to fatigued, lessens frightened to shaken, lessens panicked to frightened.
*Restore Soul: Cure ability restores an extra 1d8 hit points. When restoring a target, the target is cured of all ability drain and all temporary negative levels.
Time:
*Alter time (haste/slow): close. Haste grants another attack at highest BAB on full attack. Slow causes target to become staggered, allowing only a move or standard action on its turn, but not both. Will save negates.
*Improved Haste: 30' bonus to speed, +1 to attack, +1 to AC and Reflex saves.
Warp:
*Teleport: standard action to teleport you and heavy load anywhere within close range. A touched willing creature may be teleported instead of yourself. Spending spell point increases range to medium. Need line of sit to destination.
Incanter Specializations A. Sphere specialization: (Destruction):
Intense Magic: add 1/2 level on damage done by Destructive Blast.
Movement Burst: as a swift action, may project a burst of energy, using it to propel yourself forward in a 20' line in any movement provokes AoOs as normal. Increase by5' per two incanter levels. Ability can be used 3+casting modifier per day.
incanter Specialization B. Channel Energy. Channel as a cleric of your level 3 + casting modifier times per day.
Spell Points 7/7 [/b]

Money: 181 gold.

Gear:

Spoiler:

Dagger, 2 gp

Hedmaster's Gaze: amulet grants access to basic talent of Divine sphere three times per day. Also allows Silion to scary on Dolph. May spend a spell point to Divine as a standard action.
Potion of Cure Light Wounds (x2),
Wand of CLW (x12)
Scroll of See Invisibility
Scroll of burning Hands
Flask of acid (x2), 20 gold
Explorer's Outfit--free
Backpack containing:
Waterskin, 1 gp
5 day's rations, 2 gp & 5 sp
Oil flask, 1 sp
5 tindertwigs -, 5 gp
Bedroll, 1 sp
Ink vial-, 8 gp
Parchment (x5) blank sheets-, 1 gp
Ink Pen-, 1 sp
Fish hook -, 1 sp
Scroll case, 1gp
Empty Sack, 1 sp
Belt Pouch .5 lbs., 1 gp

Appearance:

Spoiler:
Dolph is a striking human male in his late 30's. He is of slightly bigger than average height, standing 6' 2" tall. He dresses in fine clothes and has an ever present red cloak tied around his neck. His eyes glimmer with a color of the deepest blue.

Backstory:

Spoiler:
Dolph pictures himself somewhat of a war Mage. His family, much like everyone else's family from Erien were farmers. Dolph knew from an early age that farming life wasn't meant for him. He was meant for something better, more glorious.

He was never a strong child, devoting himself to learning and reading whatever books the small village had at any given town. There were no other wizards in town, so whatever magics he can perform now, were self taught. He considers himself doubly blessed as he has both the powers to heal and to harm.

He kept his abilities quiet, never daring to demonstrate them until a goblin raid threatened his family. He used his blasts to drive the beasts off, and his curative powers to save everyone who had been injured by them. After that he became a bit of a celebrity in the town. He's become accustomed to being feted and revered by his fellows.