Rogue Elf

Arundel's page

270 posts. Alias of dwilhelmi.


Gender

HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

About Arundel

Background:

Arundel grew up in a family that had a long history of wizards, so from a young age he was trained with that expectation in mind. He didn't receive weapons training like many elves do, but focused instead on the arcane. He showed incredible promise for one so young, and everyone knew he would grow to be a powerful wizard. At least, so they thought. One day, he was traveling with his family, and they were attacked by human bandits. The bandits got the drop on the family, and managed to kill both of his parents in the ensuing battle. Arundel survived, barely, but he would grow to take no comfort in that fact.
The bandits took claim over Arundel, and ended up selling him into slavery for a pretty penny. Arundel, marked as a common slave, was forced in to servitude. It was a horrible experience, one he very much does not like to think about, to this day. Life took on a rather harsh, blurred normalicy that carried him along for the next several years. His promising talent, once the pride of his family, fell by the wayside.

Zummabu saved him. He saw something in Arundel, maybe some aspect of his magical talent, maybe a flight of kindness just took him one day, but whatever the reason, Zummabu took it upon himself to not only see Arundel freed, not also to nurture the talent that had for so long lay dormant within him. Zummabu gave Arundel training, supplies, a place to live until he could get back on his own feet; he gave Arundel a life.

Anger still plagued Arundel, though, as he thought about what he had to go through and the people who had done this to him. So, in addition to the arcane training that Zummabu offered him, Arundel also took up studying under a local monk named Kassur. He taught Arundel to find a place of peace and calmness within himself, to counter the anger he felt. Arundel had grown up worshiping Sehanine Moonbow, just like his family, but Kassur taught him peace within himself instead of peace from a god. If pressed, he would still claim Moonbow as his god, but honestly he just doesn't think about it too much.

These days, Arundel has mostly put his slavery years behind him. He still gets the old familiar queasiness when he messes up, but he learns to live with it. He throws himself into his studies intently, helping Zummabu whenever possible, focusing on learning all he can about ancient history and language studies, so that he can more ably assist Zummabu. Given how his life was impacted by the man, there isn't much he wouldn't do for him. That is one of the reasons he still lives here, where so few elves choose to live; besides, he doesn't have a home to return to. So he continues on, learning and serving and doing his best in his new home.

Arundel
Male elf unchained monk 2/diviner 2
LN Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +12
Alternate Racial Trait Arcane Focus
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Defense
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AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 20 (2d10)
Fort +2, Ref +6, Will +6; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee mwk quarterstaff +4/+4 (1d6+1) or
. . unarmed strike +3/+3 (1d6+1)
Special Attacks flurry of blows (unchained), stunning fist (2/day, DC 14)
Diviner Spells Prepared (CL 2nd; concentration +8)
. . 1st—true strike, grease, color spray, silent image (DC 15)
. . 0 (at will)—dancing lights, detect magic, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 12, Dex 16, Con 8, Int 18, Wis 16, Cha 8
Base Atk +2; CMB +3; CMD 20
Feats Alertness, Combat Casting, Deflect Arrows, Dodge, Improved Unarmed Strike, Scribe Scroll, Stunning Fist
Traits Pragmatic Activator, Hero Worship (Zummabu), Warrior of Old
Skills Acrobatics +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +9, Knowledge (nature) +8, Knowledge (religion) +8, Linguistics +9, Perception +12, Sense Motive +10, Spellcraft +9 (+11 to identify magic item properties), Stealth +8, Use Magic Device +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Ancient Untheric, Auran, Draconic, Elven, Goblin, Orc, Sylvan, Untheric
SQ arcane bond (Nym, greensting scorpion), elven magic, forewarned, prescience (7/day)
Combat Gear potion of cure light wounds, scroll of enlarge person (x2), protection from evil, scroll of mage armor (x2), wand of shatter (7 charges), wand of unseen servant (16 charges), alchemist's fire, smelling salts[APG]; Other Gear mwk quarterstaff, backpack, bedroll, blanket[APG], chalk, earplugs[APG], scroll case, spell component pouch, trail rations (4), wizard starting spellbook, 1 gp, 8 sp, 6 cp
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stunning Fist (2/day, DC 14) You can stun an opponent with an unarmed attack.
Mark of Slavery Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Nym, Familiar:

Nym
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 10 (1d8)
Fort +3, Ref +6, Will +3
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +8, Climb +7, Linguistics +0, Perception +9, Sense Motive +2, Spellcraft +0, Stealth +20, Use Magic Device -2; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.