Divine Commander

Ruth Rubani's page

369 posts. Organized Play character for Cyrus9553.


Race

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17

Classes/Levels

Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6

Size

Med

Age

27

Alignment

LN

Deity

Nethys

Languages

Common, Draconic, Dwarven, Elven, Undercommon

About Ruth Rubani

Stats:


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Abilities
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Str 14 (+2) Dex 15 (16) Wizard Special (+3) Con 14 (+2) Int 17 (+3) Wis 10 (0) Cha 7 (-2)


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Defense
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AC: 17, touch 13, flat-footed 14 (+3 Dex, +4 Mage Armor)

HP: 27 (2d6+1d10+6+3+2) Class + Con + Feat: Toughness + Favored

Saving Throws: Fort +4, Ref +3, Will +3


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Offense
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Base Atk +2; CMB +4; CMD 17; Init: +7

Melee

... MW GreatSword (Bonded Object) +5 (2d6+3 /19-20): Lock Gauntlet +10 CMD to Disarm
... Club +4 (1d6+2)
... Dagger +4 (1d4+2/19-20)

Ranged

... Light Crossbow +5 (1d8/19-20)
... Dagger +5 (1d4+2/19-20)
... Club +5 (1d6+2)
... MW Darkwood Composite Longbow (Mighty +2) +6 (1d8+2/20 x3)

Magic

Spells Prepared: (CL 3nd; concentration +6) Opposition School: Enchantment, Necromancy

..... 0 level (at will)— Read Magic, Detect Magic, Light, Mage hand

..... 1st level — Grease, Enlarge Person, Color Spray DC 15, Summon Monster I


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Special Abilities
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Feats:

... Arcane Strike: As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

... Spell Focus (Illusion): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

... Toughness - You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

... Improved Initiative: You get a +4 bonus on initiative checks.

... Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Traits:

... Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

... Tomb Raider (Faction): You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and becomes a class skill for you.

Skills: Climb +6, Craft (alchemy) +7, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Dungeon) +8, Linguistics +7, Perception +6, Spellcraft +8, Ride +7 , Swim +6

Languages: Common, Draconic, Dwarven, Elven, Undercommon

Racial Traits:

... Bonus Feat: Humans select one extra feat at 1st level.

... Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities:

... Arcane Bond (MW Greatsword (Bonded Object)) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).

... Bonus Spell Focus Feat: At 1st level, a wizard gains Spell Focus as a bonus feat.


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Equipment
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Combat Gear: Acid (1), Alchemist's Fire (1), Holy Water (1), Oil (5); Club, Crossbow Bolts (10), Dagger, Light Crossbow, MW Greatsword (bonded object), Crossbow Bolts - Silver (10), Crossbow Bolts - Cold Iron (10), Silver Dagger, Cold Iron Dagger, Wand of Mage Armor, Wand of Cure Light Wounds, Scrolls: Mount, Comprehend Languages, Endure Elements x 2, Unseen Servant

Other Gear: backpack, bedroll, bell, belt pouch, candle, chalk, flint and steel, ink, inkpen, parchment, signet ring, soap, spellbook, tindertwig (1) , trail rations (3), waterskin, whetstone

....... Tracked Resources .......

Scrolls: Enlarge Person, Mount, Comprehend Languages, Endure Elements x 2
Acid (1)
Alchemist's Fire (1)
Holy Water (1)
Oil (5)
Crossbow Bolts (6)
Crossbow Bolts, Silver (10)
Crossbow Bolts, Cold Iron (10)
Tindertwig (1)
Trail rations (3)
Wand of Mage Armor (30) Charges
Wand of Cure Light Wounds (46) Charges

..... Encumbrance .....

Current Encumbrance: 55 lbs. Light Load

Light Load: 58 lbs. or less
Medium Load: 59–116 lbs.
Heavy Load: 117–175 lbs.

Arcane School - Transmutation:

Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

Spellbook (57/100 pages):

..... 0 level —

Acid Splash: Orb deals 1d3 acid damage.

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).

Detect Magic: Detects all spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or small object.

Dancing Lights: Creates torches or other lights.

Flare: Dazzles one creature (–1 on attack rolls).

Ghost Sound: Figment sounds.

Light: Object shines like a torch.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Ray of Frost: Ray deals 1d3 cold damage.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

..... 1st level —

Alarm: Wards an area for 2 hours/level.

Burning Hands: 1d4/level fire damage (max 5d4).

Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

Comprehend Languages: You understand all spoken and written languages.

Disguise Self: Changes your appearance.

Endure Elements: Exist comfortably in hot or cold regions.

Enlarge Person: Humanoid creature doubles in size.

Expeditious Retreat: Your base speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Floating Disc: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.

Grease: Makes 10-ft. square or one object slippery.

Hydraulic Push: Wave of water bull rushes an enemy.

Identify: Gives +10 bonus to identify magic items.

Jump: Subject gets bonus on Acrobatics checks.

Mage Armor: Gives subject +4 armor bonus.

Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Magic Weapon: Weapon gains +1 bonus.

Mount: Summons riding horse for 2 hours/level.

Obscuring Mist: Fog surrounds you.

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.

Reduce Person: Humanoid creature halves in size.

Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Silent Image: Creates minor illusion of your design.

Summon Monster I: Summons extraplanar creature to fight for you.

True Strike: +20 on your next attack roll.

..... 2nd level —

Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.

Glitterdust: Blinds creatures, outlines invisible creatures.

Locate Object: Senses direction toward object (specific or type).

Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.

Spider Climb: Grants ability to walk on walls and ceilings.

..... 3rd level —

Enter Image: Transfers your consciousness to an object bearing your likeness.

Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.

Magic Circle Against Chaos: +2 to AC and saves, plus additional protection against selected alignment. 10ft radius and 10 min/lvl.

Apperance:

Ruth is a tall, attractive and muscular built Keleshite woman. She has bright golden eyes and her head is shaved except the top where a cascade of long, dark brown braids come down to just pass her shoulders. She wears colorful clothing of the traditional Keleshite style with flowing, billowing blouse and a wrap with light armor beneath. The beautiful Greatsword strapped to her back is hard to miss.

Personality:
Ruthzarta comes from the upper echelon of a prominent clan within the City of Eto. As such she can come off as supercilious and patronizing to people she believes are below her class and intelligence, which is most people. Ruth often forgets that her status does not carry as much weight outside of her clan and city which makes her seem blunt, heartless and commanding; insulting many people not from the Keleshite culture. People that do not know Ruth think her as an elitist, those that do have given here the nick name "Ruth-Less". A few good qualities of Ruth are that she is as tough as nails, will never complain and has steadfast focus. Once set to a task she can not be wavered.

Purchases/Sold:

... Character Creation:(150 g - 148 g) = 2 g

acid, alchemist's fire, holy water, oil (5), backpack, bedroll, bell, belt pouch, candle, chalk, flint and steel, ink, inkpen, parchment, signet ring, soap, spellbook, tindertwig, trail rations (3), waterskin, whetstone, Padded Armor, Club, Dagger, Light Crossbow, Crossbow Bolts (10), Lock Gauntlet

---------- Earned from Siege of the Serpents: 510 gp 2 PP ----------

Bought:
Crossbow Bolts, Cold Iron [10] -2 gp
Crossbow Bolts, Alchemical Silver [10] -20 gp
Dagger, Cold Iron -4 gp
Dagger, Alchemical Silver -22 gp
Scroll of Endure Elements -25 gp
Scroll of Comprehend Languages -25 gp
Scroll of Feather Fall -25 gp
Scroll of Magic Weapon -25 gp
Scroll of Mount -25 gp
Scroll of Disguise Self -25 gp
Scroll of Silent Image -25 gp
Scroll of Protection from Evil -25 gp
Spellbook -15 gp
Artisans Tools -5 gp
Potion of Cure Light Wounds (2) -100 gp
Scribing Spell Cost -80 gp

Wand of Mage Armor -2 PP

Sold:
Padded Armor +2.5 gp

---------- Earned from Twisted Circle: 522 gp 2 PP -----------

Spent:
Spell scribing cost: -290 gp

---------- Earned from Quest for Perfection, Part I: The Edge of Heaven: 510 gp 2 PP ----------

Bought: Scrolls - Shield, Grease, Mount, Comprehend Languages, Endure Elements x 2, True Strike x 2, Obscuring Mist, Shocking Grasp, Magic Missile, Expeditious Retreat: 300 gp

Spell scribing cost: 100 gp

Wand of Cure Light Wounds -2PP

---------- Earned from Quest for Perfection, Part II: On Hostile Waters: 551 gp 2 pp ----------

Bought: Scroll of True Strike, Shield, Enlarge Person, Expeditious Retreat, Jump, Reduce Person = 150 gp
MW Darkwood Composite Longbow Mighty +2 630 gp

Scribing Cost = 40 gp

---------- Earned from Quest for Perfection, Part III: 534 gp 2 pp ----------

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... Total Coin Earned: 671 gp
... Prestige Points: 6
... Fame: 10
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PFS Info.:

PFS #: 62762-6
Character Name: Ruth Rubani
Character Level and Race: Wizard 1/Figher 1 Human
Day Job Roll: [dice=Craft (Alchemy)] 1d20+7 [/dice]
Faction: Scarab Sages

Scenario Specific Gear/Notes:

Character Notes:

Telekinetic Fist:
Ruth extends her hand in a fist and shouts. "Yor!"

Telekinetic Fist
[dice=Ranged Touch Attack] 1d20+4 [/dice]
[dice=Force Damage] 1d4+1 [/dice]

Burning Hands:

As Ruth fans her sword out in front of her flames erupt from the tip of the blade covering everything within fifteen feet with fire.

Burning Hands
[dice=Damage DC 14 Reflex] 2d4 [/dice]

Shocking Grasp:

Ruth brings her sword forward not stab but touch and as is comes into contact a cracking charge of energy shoots thru the blade.

Shocking Grasp
[dice=Melee Touch Attack] 1d20+3 [/dice] +3 if target is holding or wearing metal.
[dice=Damage] 2d6 [/dice]

Hydraulic Push:

Ruth brings her sword horizontal to the ground holding the grip in one hand then the blade in the other while chanting. Suddenly a wave of water rushes from the blade pushing over anything in it's path.

Hydraulic Push:
[dice= CMB Attack] 1d20+5 [/dice]
Bull Rush - If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet.