The Mad Priest

Rahkeg Oathsworn's page

31 posts. Alias of Alexander Kilcoyne.


Full Name

Rahkeg Oathsworn

Race

Dwarf

Classes/Levels

Transmuter (Enhancer) /6

Gender

Male

Size

Medium

Age

102

Special Abilities

Many

Alignment

Lawful Neutral

Deity

General Dwarven Pantheon

Location

Five Kings Mountains

Languages

Common, Dwarven, Giant, Orc, Undercommon, Terran, Infernal, Abyssal, Celestial, Draconic, Sylvan

Occupation

Historian, Patriot and Transmuter

Strength 8
Dexterity 20
Constitution 16
Intelligence 20
Wisdom 9
Charisma 5

About Rahkeg Oathsworn

Vital Statistics:

Name: Rahkeg Oathsworn
Race: Dwarf
Gender: Male
Age: 101
Homeland: Five Kings Mountains
Height: 4"1
Base Weight: 186 lbs
Size: Medium
Hair: Neatly Trimmed Silver
Eyes: Green
Favoured Class: Transmuter
Levels: Transmuter (Enhancer) 6
XP-23,000
Alignment: Lawful Neutral
Deity: Dwarven Pantheon
Carrying Capacity: Light Load: 30bs or less, Medium Load: 31-60 lbs, Heavy Load: 61-90 lbs.
Languages: Common, Dwarven, Giant, Orc, Undercommon, Terran, Infernal, Abyssal, Celestial, Draconic, Sylvan

Ability Scores

Strength- 8
Dexterity- 20 (Transmuter +2 is generally applied here.)
Constitution- 16
Intelligence- 20 (stat point, headband)
Wisdom- 9
Charisma- 5


HP, Speed & Initiative:

Max HP: 56 (6,4,4,4,4,4 + Con + Favoured Class (6) + Toughness)

Conditional- Extended False Life cast every morning- 11HP gained on average roll of 5.

Current HP: 56 (10 Temporary HP)
Death Value: -16
Speed: 20 feet
Initiative: +11

Skills, Feats, Traits, Racial & Class Features:

Class skills: Appraise, Craft, Fly, Knowledge (All), Linguistics, Profession, Spellcraft

Armour Check Penalty:

Skill Modifiers:
Acrobatics= +11 (+6 Ranks, +5 Dexterity)
Appraise= +10 (+2 Ranks, +5 Intelligence, +3 Trained)
Bluff= -3
Climb= -1
Craft= +4
Diplomacy=-3
Disguise= -3
Escape Artist= +5
Fly= +14 (+6 Ranks, +5 Dexterity, +3 Trained)
Heal= -1
Intimidate= -3
Knowledge (Arcana)= +16 (+6 Ranks, +5 Intelligence, +3 Trained, +2 Feat)
Knowledge (History)= +16 (+4 Ranks, +5 Intelligence, +3 Trained, +2 Racial, +2 Feat)
Knowledge (Planes)= +16 (+6 Ranks, +5 Intelligence, +3 Trained, +2 Feat)
Knowledge Planes Granted by Headband.
Knowledge (All Others)= +7 (+5 Intelligence, +2 Feat)
Linguistics= +14 (+6 Ranks, +5 Intelligence, +3 Trained)
Perception= -1
Profession= N/A
Ride= +5
Sense Motive= -1
Sleight of Hand= N/A
Spellcraft= +14 (+6 Ranks, +5 Intelligence, +3 Trained)
Stealth= +5
Survival= -1
Swim= -1

Class Features:
Scribe Scroll
Bonus Feat (Craft Wondrous Item chosen at 5th Level)
Arcane Bond (Ring)
School Speciality- Transmutation
Prohibited Schools- Enchantment, Evocation

Physical Enhancement (Su)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Applied to Dexterity.

Augment (Sp)
As a standard action, touch a creature and grant it either a +2 enhancement bonus to one ability score or a +2 bonus to natural armour that stacks with any natural armour. This lasts 3 rounds (1/2 Wizard Level). 8/day.

Racial Features:

# Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

# Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

# Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.

# Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

# Lorekeeper: Dwarves keep extensive records about their history and the world around them and receive a +2 racial bonus on Knowledge (History). This trait replaces the greed racial trait.

# Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

# Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

# Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

# Stonesinger: Some Dwarves affinity with the earth grants them greater power. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor. This racial trait replaces stonecunning.

# Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Feats:
Scribe Scroll (Bonus)
Bouncing Spell (Metamagic)
You can direct a failed spell against a different target.

Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. A bouncing spell uses up a spell slot one level higher than the spell’s actual level.(Bonus)
Improved Initiative
Breadth of Experience (APG)
Toughness

Traits:
Reactionary (+2 Initiative)
Focused Mind (+2 on Concentration Checks)

Offence:

BAB- +3
CMB- +2
Melee Touch Attack- +2
Ranged Touch Attack- +8

Defence:

AC- 21 (+4 Extended Mage Armour, +5 Dexterity, +1 Deflection, +1 Natural Armour)
Touch- 16
Flat-Footed- 16
CMD- 18 (+3 BAB, -1 Strength, +5 Dexterity, +1 Deflection)
Conditional CMD Bonus- +4 when resisting trip or bull rush.
Fort- +6 (+2 Base, +3 Constitution, +1 Resistance)
Reflex- +8 (+2 Base, +5 Dexterity, +1 Resistance)
Will- +5 (+5 Base, -1 Wisdom, +1 Resistance)
Conditional Saving Throw Bonus- +2 vs spells, poison, spell-like abilities.

Equipment:

Ring of Protection +1 (Bonded Item)
Cloak of Resistance +2
Headband of Vast Intelligence +2
Metamagic, Extend, Lesser Rod
Amulet of Natural Armour +1
1st Level Pearl of Power
Spellbook
Scholars Robes
5 Days Trail Rations
Spell Component Pouch
Waterskin
Blanket
Bedroll
Backpack
Waterproof Scroll Case
10 sheets of parchment
Spare Spellbook
Ink and Quill
Three Scrolls of Invisibility
Three Scrolls of Knock

127 Platinum Pieces

Spells Known & Spells Prepared:

Spells Known-

0- All (bought and learnt the prohibited ones too).
1- Enlarge Person, Ray of Enfeeblement, Feather Fall, Detect Secret Doors, Mage Armour, Shield, Color Spray, Reduce Person, Cause Fear, Silent Image, Alarm, Endure Elements, Mount, Identify, Disguise Self, Jump

2- Mirror Image, Invisibility, Alter Self, Knock, Resist Energy, Protection from Arrows, Blur, Blindness/Deafness, False Life, Spectral Hand, Ghoul Touch, Glitterdust, Bulls Strength, Cats Grace, Make Whole, Rope Trick, Spider Climb, Whispering Wind

3- Haste, Slow, Invisibility Sphere, Keen Edge, Dispel Magic, Protection from Energy, Phantom Steed, Summon Monster 3, Displacement, Major Image, Halt Undead, Ray of Exhaustion, Blink, Water Breathing

Spells Prepared-

DC's= 15 + Spell Level
Level 0= Detect Magic, Spark, Mage Hand, Message

Level 1 (5+1)= Extended Mage Armour using Rod (cast), Enlarge Person (Transmuter Slot), Ray of Enfeeblement, Color Spray, Alarm, Shield

1 Pearl of Power.- Used to recall Enlarge Person.

Level 2 (4+1)= Extended False Life using Rod (cast), Bulls Strength (Transmuter Slot), Glitterdust, Cats Grace, Mirror Image

Level 3 (3+1)= Haste (Transmuter Slot)(Cast), Invisibility Sphere (Cast), Slow, Bouncing Blindness/Deafness

Arcane Bond- Used to cast Haste.

Background & Personality:

Rahkeg Oathsworn is a member of a prominent mercantile family in Highhelm, a learned Wizard and scholar approaching middle age. Rahkeg had a difficult childhood, struggling with the belittlement of his studies by his peers- and dealing with the difficulties of being a practitioner of arcane magic in a martially inclined Sky Citadel such as Highhelm. Now a little over a hundred years old, Rahkeg is as an expert on Transmutation magic and eagerly pursues his research.

Despite being bullied in his childhood, Rahkeg is a patriot, and has contributed in many battles and conflicts over the years- in such hard times, few Dwarves his age have not. While he yearns to be left alone to his research on how to enhance the soldiers of the kingdom, he understands the need for all to do their part, and he has inherited a strong sense of duty from his stern, disapproving father. His speciality on the battlefield is to improve the abilities of his fellow soldiers- something he has gained great respect for as the Dwarves are nearly always outnumbered by the Orc hordes. He has also gained renown as a lorekeeper and historian, and his written works are well received.

Rahkeg is awkward socially, only in his element on the battlefield (which he sees as a massive chess board, a problem for his mind to solve) or in his research and writings. He disdains the taste of strong ales and struggles to relate to his fellow Dwarves. Due to this, he has few friends despite his social standing. Rahkeg is extremely loyal to Bruagh and did his best to support the warriors rise through power. Rahkeg was dismayed when this show of loyalty earnt him a place on a suicide mission to find an old Dwarven artifact, but his steadfast loyalty refuses to let him complain.

Ultimately, his long term ambition is to seek a way to restore veteran and aging Dwarf warriors to the physical state of their youth- for who then could stand against his people, with the combination of hundreds of years of experience in the bodies of young Dwarves, eternally young unless killed in battle? The fervour with which he pursues this research is extremely intense, and he will often go days without sleep until he reaches a new milestone.

The source of this intensity is a secret and shameful fear of death- Rahkeg fears his own mortality but knows that there would be no place for him at Highhelm as a Lich. Thus he has always been drawn to Transmutation magic, and hopes to find another path to Immortality through it.


Appearance:

Rahkeg is usually dressed in simple scholars robes, although a Detect Magic would reveal Conjuration and Necromancy auras about him- signs of his daily ritual of casting Extended Mage Armour and Extended False Life.

Rahkeg has prematurely silver hair, and is of average height and build for a Dwarf. He frequently appears to be day-dreaming, and is often lost in his thoughts.

While obviously not particularily muscular, he moves with incredible speed when he chooses to, his reflexes whispering of transmutation magic. He wears a pair of reading glasses wherever he goes and disdains carrying any weapon other than a stout quarterstaff which doubles as a walking stick when he is weary.