About Rollo QantasBackground:
The familiar sounds of the constant dripping, dripping, dripping of the run-off echoes in the background. The strong scent of the sewage assaults the nostrils. Each and every step may cause one to slip and fall into the slow moving sludge that meanders throughout the underground tunnels.
Rollo smiles at this memory. He is at home in the great city of Katapesh. The oppressively heavy heat presses down from above, causing the underground environment to act like a sauna. Not a great smell. The dhampir views his younger self huddled in an empty alcove. He is eating his first meal. His initial taste of raw, warm, ecstatic blood from a living creature! The large rat squirms and shrieks when the young dhampir engages in his birthright.
He remembers the fear, the self-loathing, the embarrassment of the days preceding that moment. His mentor was cruel. He was unforgiving. He was tossing the baby bird from the nest to learn to fly! Rollo smiles again at his own foolishness and naivete. He breaks from his reverie, watching the dream unfold before him; knowing what will happen next. The younger dhampir messily drains the giant rodent of its life blood. He stops just before the final beating of the heart. He absently drops the corpse into the flowing river of sewage. His blue eyes glossed over. His head swimming. He stands. The strange call of a thumping echo reaches his sensitive ears from somewhere close by. As if in a trance, the young and hungry dhampir moves silently toward the memorizing call. Traveling as if by instinct, Rollo traverses the narrow ledges of the slime-covered pathways throughout the sewage system. His step steady. The enticing sound is all encompassing. His concentration only focused on finding the source. Rounding a bend, his blue eyes find his prey! Huddled alone and not yet aware of the predator invading his safe hide-a-way, there sits a human boy. He is obviously a run-a-way from the unforgiving streets from above. Dirty, wearing only a tossed off sack, and greedily eating a stolen morsel, the boy turns suddenly. His glazed and frightened gaze finds Rollo; standing not 10' from him, edging closer and closer. Before the boy can speak, scream, run; the hungry and blood crazed dhampir latches onto him! Rollo remembers the guilt, shame, disgust after that initial feeding.
He watches as his former self picks off a crude amulet from the boy. It's the same one he wears to this day: lapis-lazuli.... Rollo Qantas calmly walks along the downtown streets of Katapesh. The late evening air crisp, but pleasantly revigorating, brushes the soft folds of his sand-colored robes. The dark skies above are a comfortable blanket laid over the city. The numerous stars dot high into the darkness, alighting the dhampir's steps.
Rollo Daily Buff Spells:
Mage Armor (14 Hours)
Crunch:
Rollo Qantas
Male Dhampir Arcanist (White Mage) 14 NG Medium humanoid (dhampir) Init +3; Senses LLV, Darkvision 60' Perception +13 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 16 (+4 armor, +0 shield, +0 size, +2 deflection, +3 Dex, +0 natural, +0 dodge) hp 112(14d6+56) Fort +12, Ref +12, Will +14 +2 racial bonus on saving throws against disease and mind-affecting effects. immunity to detect thoughts -------------------- Offense -------------------- Speed 30 ft./ Fly 40' (Overland Flight) Melee: Ranged Special Attacks: Special Abilities:
Arcanist Exploits:(4)
Cantrips
The Arcanist's class skills are Appraise (Int)+13(1), Craft (Int), Fly (Dex)+8(2), Knowledge (arcana) (Int)+26(14), Knowledge Dungeoneering (Int)+19(7), Knowledge Engineering (Int)+13(1), Knowledge Geography (Int)+13(1), Knowledge History (Int)+13(1), Knowledge Local (Int)+19(7), Knowledge Nature (Int)+19(7), Knowledge Nobility (Int)+13(1), Knowledge Planes (Int)+26(14), Knowledge Religion (Int)+26(14), Linguistics (Int)+26(14bg), Profession (Wis), Spellcraft (Int)+31(14), and Use Magic Device (Cha)+20(14). Perception (Wis)+13(14), Sense Motive+13(14), Diplomacy(Cha)+21(14), Bluff(Cha)+23(14) Skill Points at each Level: 2 + Int modifier. Trait: Minor technological knowledge, Eye for the Wondrous, Trust Worthy
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Soul Shield: Gives 18/10 points of power that can be used for either adding to will-saves (after-the-fact) or adding to spellcraft rolls (beforehand).
Wealth gp 185, 000gp / spent 163,000
Spells:
CL 14 Concentration +28 (+4 vs SR) DC 19+Spell level
Cantrips 1. Detect Magic 2. Detect Poison 3. Read Magic 4. Grasp 5. Open/close 6. Message 7. Prestidigitation 8. Spark 9. Mage Hand 1st 6/5
2nd 6/5
3rd 6/5
4th 6/4
5th 6/5
6th. 6/3
7th 4/3
Spellbook:
(Blessed Books x2 includes every Core Wizard Spell)
1st 1. Mage Armor 2. Heightened Awareness 3. Magic Missile 4. True Strike 5. Shield 6. Bestow Planar Infusion I 7. Burning Hands 8. Anthaul 9. Mount 2nd
3rd
4th
5th
6th.
7th
Gifts from Organization:
She hands out three potions of lesser restore, a wand of lesser restore 50/50 and two containers of illusionary dust 2/2 ; one charge has the effect of hallucinatory terrain and the other charge has the effect of Veil. Two charges only, requires an arcane caster to use. Five potion of resist energy and five potions of protection from energy (at maximum effect each). Racial:
Dhampir Racial Traits
Vetala-Born (Ajibachana) Source Inner Sea Races pg. 241, Blood of the Night pg. 21 These dhampirs are more often the result of magical experiments than mating. Alternate Ability Modifiers: +2 Dexterity, +2 Intelligence, –2 Wisdom. Alternate Skill Modifiers: Escape Artist, Use Magic Device. Alternate Spell-Like Ability: Comprehend languages. Alternate Weakness: Ajibachanas take a –1 penalty to their caster levels when they're in an area affected by consecrate, hallow, or a similar spell that makes an area holy. Dhampir: Dhampirs are humanoids with the dhampir subtype.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Traits:
Minor technological knowledge; Can use knowledge engineering to determine the principles powering a given technological device. If you are trained in knowledge history, you can use it determine the sort of society which would produce such a device. You may make a Wisdom check to determine how to activate a given device (this does not imbue the character with any skills in the use of the device. It doesn’t teach to use firearms or welding machines, etc).
Eye for the Wondrous Source Adventurer's Armory 2 pg. 3 Requirement(s) Katapesh Your experience with magic items clues you in to their properties more quickly than others. You can identify the properties of a magic item using detect magic in 1 round. Trustworthy
Equipment:
Gloves of Elvenkind Source Advanced Race Guide pg. 29 Aura moderate transmutation; CL 8th Slot hands; Price 7,500 gp; Weight — Description These plain gray leather gloves grant a +5 competence bonus on Spellcraft checks and concentration checks made to cast a spell defensively. Both gloves must be worn for the magic to be effective. Construction Requirements Combat Casting, Craft Wondrous Item, creator must be an elf; Cost 3,500 gp |