Cale the Calistrian

Anumil Rythen's page

310 posts. Alias of Camris.


Full Name

Anumil Rythen

Race

Elf

Classes/Levels

Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Gender

M

Size

Med

Age

124

Special Abilities

As a Swashbuckler (Inspired Blade)

Alignment

LG

Deity

The Lost Prince

Languages

Common, Draconic, Elven, Varisian

Occupation

Exiled Soldier

Strength 12
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 8
Charisma 17

About Anumil Rythen

Anumil Rythen (Quadrivium) New L5
Male elf swashbuckler (inspired blade) 5 (Pathfinder RPG Advanced Class Guide 56, 125)
LG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +6

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Defense
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AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +3 Dex, +2 dodge)
hp 50 (5d10+5)
Fort +2, Ref +7, Will +0
Defensive Abilities charmed life 3/day, nimble +1; Immune blindness, dazzled

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 dueling rapier +11 (1d6+4/15-20+5 Precision) or
. . cold iron dagger +6 (1d4+1/19-20+5 Precision) or
. . dagger +6 (1d4+1/19-20+5 Precision) or
. . dagger +6 (1d4+1/19-20+5 Precision) or
. . silver dagger +6 (1d4/19-20+5 Precision) or
. . unarmed strike +6 (1d3+1 nonlethal)
Ranged light crossbow +8 (1d8/19-20)
Special Attacks
deeds (derring-do, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative),
panache (5)

Spell-Like Abilities (CL 5th; concentration +8)
. . At will—light

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Statistics
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Str 12, Dex 17, Con 12, Int 14, Wis 8, Cha 17
Base Atk +5; CMB +6 (+8 dirty trick, +8 disarm, +8 reposition, +8 trip); CMD 22 (24 vs. dirty trick, 24 vs. disarm, 24 vs. reposition, 24 vs. trip)

Feats
Dodge,
Dueling Cape Deed[ACG],
Mobility,
Spring Attack,
Weapon Focus (rapier)

Traits
extremely fashionable,
fencer

Skills
Acrobatics +8 (+4 to jump),
Bluff +11,
Climb +5,
Disable Device -1,
Escape Artist +4,
Intimidate +7,
Knowledge (nobility) +6,
Perception +6,
Profession (soldier) +4,
Ride +4,
Sense Motive +7,
Sleight of Hand +4 (+6 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +6 to oppose the Perception check of someone observing or frisking you regarding items in the sheath),
Stealth +3,
Survival +0,
Swim +2,
Use Magic Device +4;
Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan

SQ
dare (),
inspired panache,
lightbringer

Other Gear
+1 chain shirt,
+1 dueling rapier,
cold iron dagger,
crossbow bolts (10),
dagger,
dagger,
light crossbow,
silver dagger,
ring of protection +1,
backpack, bedroll, belt pouch, flint and steel, grappling bolt[UE], grappling hook, hemp rope (50 ft.), mess kit[UE], pot, reversible cloak[UE], soap, soldier's uniform[UE], torch (10), waterskin,
wrist sheath[UE],
wrist sheath[UE],
87 pp, 2 gp

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Tracked Resources
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Charmed Life +3 (3/day) (Ex) - 0/3
Cold iron dagger - 0/1
Crossbow bolts - 0/10
Dagger - 0/1
Dagger - 0/1
Light (At will) - 0/0
Panache Pool (5/day) - 0/5
Silver dagger - 0/1
Torch - 0/10

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Special Abilities
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Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Deed: Derring-Do (+3 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Dodging Panache +3 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +3 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stand up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +5 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Dueling Cape Deed Use cape as buckler, if opp misses with melee atk spend 1 panache as imm act to entangle foe.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Spring Attack You can move - attack - move when attacking with a melee weapon.

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Anumil is a former Captain of the Guard for a Duke of the Taldan Empire. After the Duke's ancient book of Word Magic was stolen, he gave Captain Rythen the order to kill everyone who had come into contact with the book. This went against every tenet of honor and justice he had be inculcated with since his birth to exiled elven nobility so long ago. In the conflict between Loyalty and Justice, he fled into exile rather than do the evil deeds.
Now working as a lowly bodyguard for hire in Varisia under an assumed name, he tries to rebuild his life.
Then came the first assassination attempt on his life. The dying words of the failed assassin opened his eyes; it became clear the Duke had been impersonated by a member of a secret organization. They were retrieving artifacts and knowledge from a particular source... killing the possessors when convenient, and allegedly stealing memories from any related.
The next assassins came close, but they also failed. The only name given to Anumil from a bounty hunter as he bled out, was of a man in a similar situation... Holfstedt Moranni. This Moranni had been a member of the organization before being a target, so he would likely know more about the people who were pursuing him.
Taking action, Anumil started the laborious job of tracking down the man known as Moranni. Having nothing else to go on, he decided to follow his crew in Varisia. He knew he was getting close when...