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About Rholf KastigarrTall 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
DEFENSE:
AC: 17, touch 12, FF 15 (Chain shirt, light steel shield) HP: 45 Dmg: 0 CMD: 17 SAVES
OFFENSE:
Base Attack: +4, CMB: +5 (BAB: 4 + Str +1) Melee: Scimitar, +5 (1d6+1, 18-20/x2)
STATS, FEATS, & SKILLS:
Str: 12 (+1), Dex: 14 (+2), Con: 13 (+1), Int: 13 (+1), Wis: 18 (+4), Cha: 14 (+2) Feats:
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:
Languages: Common
GEAR:
Backpack
Traveler's Outfit
Combat gear
Encumbrance: 63.5 Light load: 43
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: 4
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: 29554 (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... 3200 Troll Tower 300 On the killing floor... 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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