Riftwarden

Rollo Qantas's page

821 posts. Alias of Dorian 'Grey'.


Full Name

Rollo Qantas

Race

Dhampir

Classes/Levels

Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

Gender

Male

Size

M

Age

124

Alignment

NG

Strength 10
Dexterity 16
Constitution 16
Intelligence 28
Wisdom 8
Charisma 16

About Rollo Qantas

Background:
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.
How ironic actually., muses the older Sage.

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.
We are all first timers at everything at one time in our lives. I did get better--and cleaner--at it!

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....

Katapesh

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 is a dhampir. He looks entirely Vudrani; although he was born in Katapesh, just to look at him. If one were to get close enough to notice his slightly elongated incisors, his slightly paler than what may seem comfortable white skin, his red irises (which actually look blue), then that one may not find himself making it to work tomorrow. Or he may; depending on Rollo's current mission.
Mission, you ask? Rollo Qantas works for a clandestine group tasked with saving the world! No; really, that is exactly what they do. Rollo was recruited roughly 100 years ago; mostly on the count of his being magically inclined. Rollo is also a sorcerer. He is able to cast spells. Yes, really, spells. Magic! Rollo Qantas is a dhampir Sorcerer that works for a secretive (no, you may not know the name: Secret!) organization that routinely saves the worlds. Worlds? Yes, there are multiple worlds, planes, dimensions; call them whatever; but, yes worlds. Please try to keep up.
Rollo Qantas smiles as his destination comes in sight. A simple-looking building. One story brick; one door and zero windows. It sits squeezed between two big and--certainly--noticeable bricked five story monstrosities. The noises of saws and other loud machinery screams from both buildings 24 hours a day. Needless to say; none comes around here; unless they are supposed to come around here.
Rollo approaches the lone door in the unobtrusive building. The door opens. He enters. It shuts behind him, as he walks down a short hallway to another lone door. It opens at his approach. He enters a lift. Shortly later the door opens again. Rollo steps out into a conference room. Seated at a oval-shaped table are a dozen masked individuals.
Rollo takes the only empty seat.
So, tell me about Ovium.

Rollo Daily Buff Spells:

Mage Armor (14 Hours)
Heightened Awareness, extended (280 minutes)
Investigative Mind, extended (280 minutes)
Heroism, extended (280 minutes)
Resist Energy, communal Fire (280 minutes)
Overland Flight (14 hours)
Consume Spells(Su) 7th level slot

Crunch:
Rollo Qantas
Male Dhampir Arcanist (White Mage) 14
NG Medium humanoid (dhampir)
Init +3; Senses LLV, Darkvision 60' Perception +13
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Defense
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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
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Offense
--------------------
Speed 30 ft./ Fly 40' (Overland Flight)
Melee:
Ranged

Special Attacks:

Special Abilities:
Undead Resistance:
Light Sensitivity:
Negative Energy Affinity
Resist Level Drain:
Arcane Reservoir (Su): 17/17

Arcanist Exploits:(4)
1. Dimensional Slide(SU)
2. Metamixing(SU)
3. Potent Magic(SU)
4. Quick Study(EX)

Cantrips
Consume Spells (Su)
Greater Exploits: (1)
1. Greater Metamagic Knowledge
Spontaneous Healing (Su)
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Statistics
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Str 10, Dex 14/16, Con 14/16, Int 22/28, Wis 8, Cha 14/16
Base Atk +7; CMB +7; CMD 22
Feats Spell Focus (Evocation), Spell Penetration, Greater Spell Penetration, Heightened Spell(b), Intensified Spell, Extend Spell, Quicken Spell

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
Drawback: ?
Languages common, draconic, undercommon, elven, dwarven, gnome, celestial, abyssal, infernal, sylvan, goblin, orc, necril, giant, vudrani, kellish, aklo, terran , shargranti, ?, ? , ?, ?
Favored Class: +1hp x14
SQ
Other Gear
Headband of Int +6 (36,000gp)
Cloak of resistance +5 (25,000gp)
Boots of Escape 1/1 (8000gp)
Ring of Protection +2 (8000gp)
Ring of Featherfalling (2200gp)
Gloves of Elvenkind (7500gp)
Belt of Dex/Con +2 (10,000gp)
Necklace of Adaptation (9000gp)
Hat of Disguise (1800gp)
Wayfinder (500gp)
Pink and Green (Cha +2) slotted (8000gp)
Eyes of the Liar (16,000gp)
Blessed Book x2 (25,000gp) carries every Core Wizard Spell

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Tracked Resources
Wand of Inflict Light Wounds 100/100
Wand of Cure Light Wounds 50/50
Wand of Expeditious Retreat 50/50
Wand of Endure Elements 50/50
Wand of arcane lock 50/50
Wand of 2nd Delay Poison 50/50
Wand of Remove Paralysis 50/50
(6000gp)

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).
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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
1. Mage Armor
2. Heightened Awareness
3. Magic Missile
4. True Strike
5. Shield

2nd 6/5
1. Investigative Mind
2. Gust of Wind
3. Glitterdust
4. Minor Image
5. Burst of Radiance

3rd 6/5
1. Heroism
2. Slow
3. Resist Energy, communal
4. Haste
5. Fireball

4th 6/4
1. Dimension Door
2. Ice Storm
3. Wall Of Ice
4. Charm Monster

5th 6/5
1. Mirage Arcana
2. Telekinesis
3. Overland Flight

6th. 6/3
1. Disintegrate
2. Chain Lightning

7th 4/3
1. Plane Shift

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
1. Investigative Mind
2. Gust of Wind
3. Glitterdust
4. Minor Image
5. Burst of Radiance
6. Stone Call

3rd
1. Heroism
2. Slow
3. Resist Energy, communal
4. Haste
5. Fireball
6. Enter Image

4th
1. Dimension Door
2. Ice Storm
3. Wall Of Ice
4. Charm Monster
5. Bestow Planar Infusion II
6.

5th
1. Mirage Arcana
2. Telekinesis
3. Overland Flight
4. Dismissal

6th.
1. Disintegrate
2. Chain Lightning
3. Age Resistance
4. Dispel Magic, greater

7th
1. Plane Shift
2. Bestow Planar Infusion III

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.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dhampirs have a base speed of 30 feet.
Senses: Dhampirs get low-light vision and darkvision with a range of 60 feet.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell. Dhampirs of specific heritages (see below) gain different weaknesses.
Negative Energy Affinity: Though they’re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.

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.
Languages: Dhampirs begin play speaking Common. Dhampirs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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
Source Ultimate Campaign pg. 61
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

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