Gadka Burtannon

Rogath Silvertarn's page

111 posts. Alias of Bobson.


Full Name

Rogath Silvertarn

Race

Dwarf (Deep Delver)

Classes/Levels

Cleric (Varsian Pilgrim) 2

Gender

Male

Size

Medium

Age

57

Alignment

CG

Deity

Desna

Languages

Common, Dwarven, Celestial, Terran

Occupation

Fortue teller

Strength 12
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 20
Charisma 12

About Rogath Silvertarn

Rogath Silvertarn
Male Dwarf (Deep Delver) Cleric (Varisian Pilgrim) 2
CG Medium Humanoid (dwarf)
Init +1; Senses darkvision 90 ft.; Perception +5 (+2 vs. stonework)
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 16 (2d8)
Fort +3, Ref +1, Will +8 (+1 vs. enchantment effects); +2 trait bonus vs. charm and compulson, -2 vs. [light] effects
Defensive Abilities deep warrior; SR 7
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Offense
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Speed 30 ft.
Melee Masterwork Starknife +3 (1d4+1/x3)
Ranged Masterwork Starknife +3 (1d4+1/x3)
Special Attacks caravan bond (7 companions), hatred
Spell-Like Abilities Bit of Luck (8/day)
Cleric (Varisian Pilgrim) Spells Prepared (CL 2):
1 (4/day) Divine Favor, Expeditious Retreat, Shield of Faith, Remove Fear, Endure Elements
0 (at will) Purify Food and Drink (DC 15), Mending, Read Magic, Create Water
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Statistics
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Str 12, Dex 12, Con 10, Int 14, Wis 20, Cha 12
Base Atk +1; CMB +2; CMD 13
Feats Battlefield Healer (story), Harrowed
Traits Birthmark, Starchild, Surface Stranger (Underground)
Skills Acrobatics -2, Climb -2, Escape Artist -2, Fly -2, Heal +10, Knowledge (history) +6 (+8 on checks that pertain to dwarves or their enemies), Knowledge (religion) +6, Linguistics +6, Perception +5 (+7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (fortune-teller) +10, Ride -2, Sense Motive +10, Spellcraft +6, Stealth -2, Survival +5 (+9 to avoid getting lost), Swim -2; Racial Modifiers lorekeeper, starchild
Languages Celestial, Common (Taldane), Dwarven, Terran, Varisian
SQ attached (harrow deck), aura, cleric channel positive energy 1d6 (4/day) (dc 12), domains (exploration, fate), door sight (8/day), minesight, mountaineer, slow and steady, spontaneous casting, stonecunning +2, variant channeling (luck variant channeling [±1 sacred])
Combat Gear Heatstone, Heatstone; Other Gear Chain shirt, Masterwork Starknife, Masterwork Starknife, Backpack (2 @ 6 lbs)*, Bear bag (empty), Bedroll*, Belt pouch (empty)*, Blanket, Candle (10)*, Cold weather outfit, Crowbar, Earplugs, Entertainer's outfit, Fishhook (10), Flint and steel*, Folding chair, Fortune-teller's deck, Fortune-teller's deck, Fortune-teller's deck (quality), Harrow deck, Hat, Holy symbol (wooden) (Desna)*, Holy text (Desna)*, Hot weather outfit, Journal, Mess kit*, Mug/tankard, Pot*, Rope*, Scroll box (empty), Shovel (folding), Soap*, Spell component pouch, String or twine (2), Torch (10)*, Trail rations (5)*, Waterproof bag (empty), Waterskin*, 14 GP, 7 SP, 3 CP
Items with * are from Cleric's Kit
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Special Abilities
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Attached (Harrow deck) If your attachment is threatened, -1 Will & -2 save vs. fear
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battlefield Healer Concentration checks from dam count 50% of the dam for the DC.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (7 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 7 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Exploration) Associated Domain: Travel
Cleric (Varisian Pilgrim) Domain (Fate) Associated Domain: Luck
Cleric Channel Positive Energy 1d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (90 feet) (Minesight) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Door Sight (8/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls
Minesight Dazzled in bright light and -2 to save vs light effects.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (7) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Surface Stranger (Underground) Decrease miss chance for concealment or total concealment by 10% in darkness. You are dazzled in bright light (1 round).

Background
Rogath was born far underground. Generations of his family had lived in the darkness, supporting the soldiers who protected the tunnels which the dwarves had come through during their Quest for Sky against the things that attempt to follow them. It was a traditional existance, although one that surface dwarves largely don't appriciate.

At his birth, an unusual mark was noted on the back of his right hand - a four-pointed star. For many years, this held no significance to Rogath or his family. However, Rogath was a wild child, always wanting to know what was around the next corner, what happened after the end of every story, and more generally, what would happen if X, Y, or Z happened.

Finally, as he progressed through his tweens, Rogath resolved to leave home to explore the surface. Despite all his family could do to dissuade him, he left home on his 36th birthday.

It took him over a year to make his way to the surface, between the length of the trek and his need to explore. When he finally reached the lower areas of the surface populations of dwarves, he lost more time plying them with questions, before they agreed to guide him on to the sufrace. When he at long last emerged, it was a clear, moonless night and the stars were especially bright.

Having completed his own personal Quest for Sky on such a night, he felt the stars were especially meaningful to him. When he discovered that Desna was the goddess of the stars and the night, and that the star on his hand matched her favored starknives, he knew his life's path had been set and he apprentinced himself to a travelling priest of Lady Luck.

That priest was a fortune teller, and presented Rogath with his first Harrow deck - showing the young dwarf how to use them to make predictions about the future, and some of the tricks of the fortune-teller's trade. Together, the two wandered through the area of the Five Kings and the neighboring lands. However, Rogath was still a deep dwarf, and was never comfortable under the sun. When the world began falling apart, he took his leave to return to the Sky Citadels.

Description
Standing under four feet tall, Rogath is short and pale for a dwarf. His beard is black and partially braided. Each braid has a number of clear and lightly-colored beads worked into it, creating a constantly-shifting pattern of dots-on-black. He also has a prominant star-shaped birthmark on the back of his right hand.

Personality
Rogath is not a loud dwarf, nor is he rambunctious. He is well aware of how easily one's luck can change in a moment, and that tends to have a sobering effect on him. Left to himself, he prefers the quiet of a deep cave, or the stillness of a clear, starry night. However, he is a very devout follower of Desna, and a firm believer in the power of the Harrow, and his moods are often influenced by the tenor of his most recent reading. Despite his natural tendencies, he does like socializing and meeting new people, although he tries to cultivates an aura of mystery rather than one of camaraderie.