Radi Hamdi

Rumha Varju's page

286 posts. Alias of stormraven.


Classes/Levels

HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

About Rumha Varju

CLASS: CLERIC 6 <- Favored (Skill Pts:6 / HP:0)
Domains: LUCK & DECEPTION

STATS:

    STR 10
    DEX 14
    CON 10
    INT 12
    WIS 20 (4th bonus)
    CHA 14

Senses Regular vision; Perception +12

DEFENSE:

    AC 16, Touch 12, FF 14 (+2 DEX, +4 Armor or +6 w/Instant Armor)

    CMD 16, FF 14

    HP: 39 (6HD)

SAVES:

    Fort: +5
    Reflex: +4
    Will: +10

    +2 vs Charm or Compulsion

OFFENSE:

    INIT: +2

    Darkwood Hanbo +5 1d6 (20/x2)

    MW Dagger +5 1d4 (19-20/x2)

    BAB: +4 CMB: +4

    Ranged Touch: +6

SPECIALS:

    8/Day Bit of Luck - STAND: Target rolls 2nd d20 on every d20 roll next round and takes the higher result.
    8/Day Sudden Shift - IMMEDIATE (after enemy miss): Teleport 10' away but w/in enemy reach.
    1/Day Good Fortune - IMMEDIATE: Roll a second d20
    5/Day Channel Positive Energy - STAND: 3d6 Heal/DAM vs Will Save DC:15 for 1/2

SPELLS:
Concentration +17
+6 vs SR

0th level DC:15

1st level DC:16 5+1/Day

2nd level DC:17 4+1/Day

3rd level DC:18 3+1/Day

Spontaneous 1st: Cure Light Wounds
Spontaneous 2nd: Cure Mod Wounds
Spontaneous 3rd: Cure Serious Wounds

CLASS ABILITIES:
  • Aura: LN
  • Channel Positive Energy (3d6 | DC:14)
  • Bit of Luck (Luck Domain)
  • Good Fortune (Luck Domain)
  • Sudden Shift (Deception Domain)
  • Spontaneous Cast - Cure spells

FEATS & TRAITS:

SKILLS:

EQUIPMENT:
Burnoose
clothes
+1 Leaf Armor
MW Darkwood Hanbo
MW Dagger
Spring-loaded Wrist Sheath
  • (50) Wand of Cause Fear

MW Backpack

  • Bedroll
  • Silk Rope 50'
  • Waterskin

Adventurer's Sash

  • Flint & Steel
  • Whetstone
  • Horn of Fog
  • Money [39 GP, 8 SP, 0 CP]

Capacity | Light - 33 lbs (38 w/ backpack); Medium - 66 lbs; Heavy - 100 lbs
All Gear: 36.1 lbs

RACE & APPEARANCE:
    Male Human (Keleshite) (lawful Neutral)
    Age: 23 (Adult)
    Size: Medium, 5'9", 170 lbs
    Move: 30'
    Languages: Celestial, Common, Hallit, Kelish, Varisian, Vudrani

Rumha is a pleasant looking, dusky-skinned, man with dark hair and eyes. He wears the long, loose robes of his native land in a muted charcoal. The robes accent his 'exotic-ness' and serve a utilitarian purpose - concealing a suit of leather armor worn for when negotiations get 'energetic'. A minimalist turban that also doubles as a scarf completes his look...

RACIAL ABILITIES:
  • Extra Feat (1st level)
  • Skilled

BACKGROUND & STORY:
Rumha comes of a long line of roving trader-tradesmen from the heart of Katapesh. Born in a merchant caravan, his life has always been on the move and pointed towards distant horizons. But where his family sold goods, Rumha happened upon a more abstract product to pitch to the masses, and he has traveled far and wide peddling it. The enterprising young man wanders the land dispensing the Gods' help... for a fair price... with a reasonable mark-up. Prof: Merchant

People only really value what they pay for, right? And I'm providing a needed service that they should value, see? Doing the Gods' work here...

Rumha has never been what some might call 'holy', or particularly 'pious', or exactly 'ethical'. At heart, he tries to do the right thing (Good tendencies), has his own set of rules (LN), and sometimes he even helps out the truly needy - for free and everything!

But not every community he visits has a real problem that needs his help at that moment... And that's when temptation can be hard on a man, causing a footsore cleric to possibly consider creating a small but irritating problem that he can easily solve for a soft bed and a full belly.

As Ruhma is fond of incorrectly attributing to the Gods, "A man must fall to rise again... but there's more than one way to skin a cat."

ADVANCEMENT:
L01 - Selective Channel ; Cosmopolitan ; Channel 1d6 ; 1st Spells
L03 - Combat Casting ; Channel 2d6 ; 2nd Spells
L04 - [+1 WIS]
L05 - Quick Channel ; Channel 3d6 ; 3rd Spells
L06 - Good Fortune (Luck) 1/Day
L07 - Channel Smite ; Channel 4d6 ; 4th Spells
L08 - [+1 XXX] ; Master's Illusion (Trickery)
L09 - Variable Channel ; Channel 5d6 ; 5th Spells
L11 - Alignment Channel ; Channel 6d6 ; 6th Spells
L12 - [+1 XXX] ; Good Fortune (Luck) 2/Day
L13 - FEAT ; Channel 7d6 ; 7th Spells
L15 - FEAT ; Channel 8d6 ; 8th Spells
L16 - [+1 XXX]
L17 - FEAT ; Channel 9d6 ; 9th Spells
L18 - Good Fortune (Luck) 3/Day
L19 - FEAT ; Channel 10d6
L20 - [+1 XXX]

Specials Quick Reference:
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 3d6 (5/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Granted Power: Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure spells.
Sudden Shift (8/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.