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About Rolrut Grot Backstory:
On the wooden floor of a small doctor's office was a short and thin tiefling child. He sat hunched over with his feet tucked under his body. A tipped over waste bin trailed loose bandages, haggard from prior use. Some were stained with gauze. He wore a threadbare blue stunic, and his skin was a gentle almond color that darkened around the joints to a richer brown. His little body was racked with sobs, and his chestnut brown hair fell about his eyes. Despite this, he worked at winding some of the second hand bandage around his arm. His skin was unblemished and healthy, but he continued bandaging regardless. His sobbing briefly stopped as he heard the handle of the door begin to turn, and as the doctor returned she looked down into almond colored eyes that were wide with fear and surprise. She was a human woman, her age hard to judge from the thick wrinkles and white hair, and she stooped over as she stood. Her hand instictively went to her belt, where a small dagger was kept. She started to draw it, expecting a thief, and the sight of a wasp was briefly visible etched into the steel just above the guard. As she took in the situation the dagger was quickly abandoned back to it's small sheath. The tension draining from her form, though when she spoke there was agitation in her voice. "Why are you messing up my office little one?" she clucked out smartly at the child, "You think it's okay to to play doctor here?" Her response were his strained and reddened eyes welling up in a fresh batch of tears and the woman sighed. "It hurts." he managed in his defense, "You use bandages when it... h-hurts." Despite his ragged appearance and unkempt nature the little urchin didn't seem to sport a single injury that the woman could see. "Mama always put the bandages on when it hurt." he continued, "Why does it still hurt?" He sobbed again, seeming to lose hope. His work stopped, the bandages hanging down off his arm as it hung out slack in grief. "Where's your mother then child?" the old doctor reasoned, "She leave you here and go to work?" She'd have to give the woman an earful that the Calistrian doctor was not a babysitter for the courtesans. His sobbing turned to plaintive bawling, the child pulling into himself and slumping to the floor. "Where's your mother now?" she insisted, and then she saw a few droplets of blood on the floor. Coming not from the child, but from a small locket he now clutched hard to his chest. Rolrot learned of bandages from his mother. She died when a corrupt city official tired of her. He was taken in by the Calistrian church, and he grew fond of helping the old doctor Bedia practice medicine. The faith was outlawed in Kintargo and the young teen evicted. He found no shortage of work in the Devil's Cradle, and then many of his patients started to go missing. Finally, when he sought out the protests that had occured a short while back he had been detained, beaten, and dumped back out in the slums when he was deemed to not be worth the trouble. Despite all this, the man only wanted to help others. It had been all he had ever wanted, to take away the ails of others. Now, he had caught wind of the silver ravens. A group that seemed to be making it their business to help others as well. Sorcerer Class Features:
Cantrips Eschew Materials Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely. Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Hit Points & Defenses:
HP: 26/26 Fortitude: 3 (Base 1, Mod 2, Other 0) Reflex: 4 (Base 1, Mod 3, Other 0) Will: 8 (Base 4, Mod 4, Other 0) Save Notes: Resistance 5 to cold, electricity, fire, and acid.
Skills:
Heal[Wis]= 17 (4 ranks, 3 CS, 4 mod, 3 feat, 1 trait, 2 misc.) Knowledge (Arcana)[Int]= 7 (4 ranks, 3 CS, 0 mod, 0 feat, 0 misc.) Knowledge (Planes)[Int]= 8 (4 ranks, 3 CS, 0 mod, 0 feat, 1 trait, 0 misc.) Perception[Wis]= 7 (4 ranks, 0 CS, 4 mod, 0 feat, 0 trait, 0 misc.) Feats:
Eschew Materials (Class): You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Healer's Hands (1st Level): You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). Skill Focus (3rd Level): You get a +3 bonus on all checks involving the chosen (Heal) skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Traits:
Caretaker: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. Urban Sleuth: Much of Kintargo’s history is lost or hidden. You know because you’ve made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you—who knows what amazing truths about Kintargo’s past have been lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city’s most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil’s Bells of the Temple of Asmodeus seem to ring at random
More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result. Devil’s Bells: Knowledge (arcana) or Knowledge (planes).
Spells:
Spells per day: 6+1 First Level and 3+1 Second Level. Spells Known: 1st (3)- Bless (Bloodline), Mage Armor, Magic Missiles, Thunderstomp 2nd (1)- Burst of Radiance
Spell like abilities::
Pyrotechnics: As spell of the same name, 1/day, with caster level equal to character level. Items:
Traveler's Any Tool 2 lbs, 250 GP Kit, Chirurgeon’s 4 lbs., 500 GP Silk Bandages & Gauze, 10 sq. yards 100 GP Tools, Surgeon's 5 lbs., 20 GP Outfit, Explorer's Worn, Free Pouch, Belt x2 Worn 1 lbs., 2 GP Cloak of Resistance +1 Worn, 1,000 GP Garnet Ring Worn, 100 GP Eyeglasses Worn, 5 GP 80 PP, 100 GP, 20 SP, 20 CP |