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Marcos Farabellus

Rameth the Delver's page

238 posts. Alias of Vuvu.


Full Name

Rameth the Delver

Race

Human

Classes/Levels

HP 45/45 CMD +18, Fort +4, Ref +8, Will +7 (Archaeologists Luck adds +2 to all saves when active), AC: 21/13/19; Perception +13 Luck 16/17 Free Perception check w/in 10 ft of a trap. Roll made by DM

Gender

Male

Size

Medium 5ft 9 175lbs

Age

19

Special Abilities

Archaeologists Luck +2 17 rds per day; Evasion, Cantrips; Lore Master; Spell Casting; Bardic Knowledge+3, Clever Explorer, Uncanny Dodge, Trap Sense +2

Alignment

Neutral

Deity

Brigh

Location

Varisia

Languages

Common, Varisian, Ancient Osiriani, Osiriani, Thassolonian, Kelish, Dwarven

Occupation

Pathfinder

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 13
Charisma 16

About Rameth the Delver

Offense:
CMB +2;
Melee Longsword+8 1d8+3 or Dagger+6 1d4+2; OR Longsword +10 1d8+5 or Dagger +8 1d4+4 with Archaeologist's Luck active

Ranged Sling +6 1d4+2; OR Sling +8 1d4+4 with Archaeologist's Luck active

feats:
Lingering Performance; Scholar (+2 Dungeoneering, and History), Weapon Focus Longsword, Shield Focus

Traits:
Nimble Fingers, Keen Mind-+1 to Disable Device and it becomes a class skill, Historian-+1 to History and all Bardic Knowledge Checks

Rogue Talents:
Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Skills:
(Note Archaeologist's Luck adds 2 to all skills when active) (Class+Favored Class+Human Bonus+Int)x6
(6+1+1+1=9)x6=54

All are Class skills and gain the +3
1 Rank Acrobatics 4+2=6
2 Ranks Appraise 5+1=6
6 Ranks Bluff 9+3=12
1 Rank Climb 4+2=6
1 Rank Diplomacy 4+3=7
6 Ranks Disable Device 9+2+2 MW Tools+2Canny Explorer+1 Nimble Fingers=17
1 Rank Escape Artist 4+2=6
Intimidate +3;
6 Ranks Dungeoneering 9+1+2 Scholar+1 Historian=13
6 Ranks History 9+1+2 Scholar+1 Historian=13
2 Ranks Local 5+1+1 Historian+3 Bard Know=10
2 Ranks Religion 5+1+1Historian +3 Bard Know=10
All other Knowledges +1+3 Bard Know+1 Historian=5
4 Ranks Linguistics 7+1=8
6 Ranks Perception 9+1+3 Clever Explorer=13
4 Ranks Sense Motive 7+1=8
1 Rank Stealth 4+2=6
3 Ranks Spellcraft 6+1=7
2 Rank Use Magic Device 5+3=8

gear:
Wayfinder, MW Thieves's Tools, Handy Haversack, +1 Mithril Shirt, +1 Buckler, +1 Longsword, Sling, Bullets 10/10, 2 Spring Loaded Wrist Sheathes (Dagger and Wand), Cloak of Resistance +1, Belt of Mighty Constitution, Cure Light Wounds Wand 50/50, 2 Alchemist Fire, 2 Holy Water, 1 Acid Flasks, 8 Days Rations, Spell Component Pouch, Waterskin, Bedroll, Blanket, Potion of CLW, 2 Scrolls of Darkvision, 50 ft Rope, Grappling hook, Crowbar, Ring of Deflection +1, Hot Weather Outfit, Shaving Kit

Spells Known:

0 Detect Magic, Prestidigitate, Dancing Lights, Mage Hand, Sift, Mending
1 Cure Light Wounds 1d8+5, Detect Secret Doors, Comprehend Languages, Vanish
2 Cure Moderate Wounds 2d8+6, Glitterdust, Gallant Inspiration, Locate Object

Trackables:
Bardic Performance 17/17
Loremaster 1/1
Spells
0-DC13: 5/5
1-DC14: 4/4
2-DC 15 3/3

Creeping Glyph:

Aura moderate abjuration and evocation; CL 11th
Slot none; Price 7,750 gp; Weight --
-----------
Description
-----------
This glyph is a coruscating pattern of ancient Thassilonian runes stretching across a flat surface in a tight 5-foot-radius circle. It is also a mobile trap with a speed of 20 feet that responds to your commands. After it rests in place for a full round, it blends with the floor and becomes a creeping glyph trap.
------------
Construction
------------
Requirements Craft Wondrous Item, animate objects, glyph of warding; Cost 3,875 gp
Creeping Glyph Trap CR 2
Type[b] magic; [b]Perception DC 28; Disable Device DC 28
-------
Effects
------
Trigger[b] proximity (alarm); [b]Reset[b] automatic after 3 rounds
[b]Effect an explosion in a single 5-foot square that deals 4d4 points of nonlethal damage.

Backstory:
Rameth's interest in exploring ruins began at a very early age. At 8 he wandered away from his family's wagon and found himself in decrepit ruins. Being naive to the dangers of such places he began to explore.
He wandered down into, what he now knows, was a crypt and began to play. He had imaginary sword fights with the shadows cast from the stairway down, using the leg bone of a raided tomb as his sword. He played there until it was dark, when he slept.

He was awoken by his frantic parents the next morning. Their ire was averted when they found that Rameth had discovered a golden amulet that when sold would be able to feed them for several weeks.

As Rameth grew so did his interest in exploring these old ruins. Over the years he has found several treasures, encountered some dangerous undead, and had several run ins with other would be explorers, most often with a surly Half-orc by the name of Groznef. He grew to love the intricacy of many of the traps in old ruins, especially the mundane and mechanical traps. After managing to extract a particularly intricate trap and taking it back to the city to his locksmith of choice to examine, he learned that his friend the locksmith was actually a Cleric of Brigh by the name of Magor. Magor began to tutor Rameth on the ways of Brigh in addition to challenging him with various locks he created upon each visit. This friendship slowly led him to a worship of Brigh. Between Brigh, Magor, ruins and the Magical Monuments around Magnimar Rameth was a very happy young man.

However, during one of his run ins with other Groznef, that he first encountered the Pathfinders. He had been the first to open a secret passage in a tomb, when he was jumped by Groanef's cronies. This likely would have been the end of the line for Rameth had a group of Pathfinders not arrived on the scene, also with an eye on the secrets hidden within. They drove off the others and healed him. In return Rameth showed them the secrets of the tomb, and assisted them in combating the Zombies that rose when one of them opened the wrong passage.

Shortly thereafter he joined the pathfinders and has not regretted it since, as it has given him the opportunity to explore ruins far beyond his native Varisia

PersonalityAppearence:
Rameth is a well built man with a carefully shaved head and sharp beard. He tends to stand casually, with a hand resting on the hilt of his longsword, and his dark eyes scanning the room around him, always with an eye open for something out of the ordinary.

Rameth loves a good laugh, and is always quick with a quip. He enters almost every situation with a smile on his face, and twinkle in his eye. He loves a good trap almost as much as he loves a good sword fight, which is second only to the joy he takes in liberating a long lost relic from an obscure vault, guarded by some kind of monster. He has a penchant for getting very close to his comrades, and has been known to throw himself into danger to save one of them.

Party Role/Combat Style:
Rameth the Delver likes to be the first into a room, and the second into a fight. He has a good eye for Traps, and is masterful at taking them apart. He knows that he is on the verge of being able to successfully disable traps of the Magical type, but as of yet he has not managed it. More importantly he knows how to navigate a ruin and understands the history behind them.

Rameth knows his value in a fight. He has an innate luck when he begins to swing his Longsword, hitting when he has no business doing so and often managing to cut deeper than simple physics suggests he should. He knows others can hit harder, even if their luck is not as strong as his. Since he cannot share his luck, he does his best to move his way into position to give them the best chance to end a fight quickly. Though even he knows not to press his luck too much during those occasions.

Currency:
241gold, 2, silver,8 copper



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