Kwava

VC Rúmil the Constant's page

60 posts. Organized Play character for Mike Tuholski.


Full Name

Venture-Captain Rúmil the Constant

Race

Elf

Classes/Levels

Linguist 15 | HP 81/102 | AC 33 T 25 FF 25 | CMD 38 | Fort +20 Ref +21 Will +15 (+2 enchant) | Init +11 | Perc +27 | Humans +2

Gender

Rúmil Male

Special Abilities

#55162-1

Alignment

Lawful Neutral

Deity

Atheist

Location

Osirion

Homepage URL

chronicles

About VC Rúmil the Constant

Used:
10 charges wand of cure light wounds

Venture Captain Rúmil the Constant
Male elf arcane archer 7/fighter 1/monk (zen archer) 3/ranger 1/samurai 1/wizard 2 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Combat 18)
LN Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +27
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Defense
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AC 29, touch 25, flat-footed 21 (+5 deflection, +7 Dex, +1 dodge, +4 natural, +2 Wis)
hp 102 (15 HD; 2d6+3d8+10d10+17)
Fort +20, Ref +21, Will +15; +2 vs. enchantments
Defensive Abilities resolve 1/day; Immune sleep
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Offense
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Speed 40 ft.
Melee +1 elven curve blade +14/+9/+4 (1d10+1/18-20) or
. . +1 mithral dagger +14/+9/+4 (1d4+1/19-20) or
. . unarmed strike +13/+8/+3 (1d6)
Ranged or
. . +3 called frost holy impervious composite longbow flurry of blows +19/+19/+14/+9 (1d8+3/19-20/×3 plus 1d6 cold plus 2d6 vs. evil) or
. . +3 called frost holy impervious composite longbow +20/+15/+10 (1d8+3/19-20/×3 plus 1d6 cold plus 2d6 vs. evil)
Special Attacks challenge 1/day (+1 damage, +1 to hit and AC when challenge challenger), enhance arrows (distance), enhance arrows (elemental), enhance arrows (magic), favored enemy (humans +2), flurry of blows, hand of the apprentice (8/day), imbue arrow, phase arrow, seeker arrow, zen archery
Wizard Spells Prepared (CL 9th; concentration +14)
. . 4th—obsidian flow[UC] (DC 19), telekinetic charge
. . 3rd—fireball (DC 20), sheet lightning (DC 20), stinking cloud (DC 18)
. . 2nd—fog cloud, mirror image, see invisibility, stone call[APG]
. . 1st—animate rope, endure elements, gravity bow[APG], grease, mage armor, unseen servant
. . 0 (at will)—detect magic, detect poison, prestidigitation, read magic
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Statistics
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Str 10, Dex 24, Con 13, Int 20, Wis 14, Cha 8
Base Atk +13; CMB +13; CMD 38
Feats Boon Companion, Clustered Shots[UC], Deadly Aim, Dodge, Far Shot, Greater Spell Focus (evocation), Improved Critical (longbow), Improved Initiative, Improved Unarmed Strike, Mounted Combat, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Spell Focus (evocation), Weapon Focus (longbow)
Traits forlorn, magical knack
Skills Acrobatics +25 (+29 to jump), Appraise +9, Climb +4, Craft (alchemy) +9, Craft (traps) +7, Escape Artist +11, Fly +11, Handle Animal +7, Heal +6, Intimidate +0, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +23, Perception +27, Profession (scribe) +6, Ride +25, Sense Motive +6, Sleight of Hand +8, Spellcraft +23, Stealth +14, Survival +9, Swim +5, Use Magic Device +10; Racial Modifiers +2 Perception, silent hunter
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Osiriani, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian
SQ arcane bond (ring of protection +5), fast movement, mount (camel named Chippy), ronin[UC], track +1, wild empathy +0
Combat Gear +1 elf-bane arrows (3), +1 fey-bane arrows (12), +1 shock arrows (10), +3 flaming arrows (3), cold iron arrows with ghost salt (32), cold iron arrows with silver blanch (50), cold iron arrows with silver blanch (19), oil of align weapon, oil of daylight (2), potion of cure light wounds, potion of fly (2), potion of gaseous form, wand of cat's grace (7 charges), wand of cure light wounds, wand of cure light wounds (43 charges), wand of invisibility (11 charges), wand of mage armor (15 charges), wand of mage armor (23 charges), wand of shield (47 charges), alchemist's fire (3); Other Gear +1 elven curve blade, +1 mithral dagger, +3 called frost holy impervious composite longbow, blunt arrows[APG] (18), smoke arrows[APG] (2), clear spindle ioun stone, amulet of natural armor +4, belt of incredible dexterity +6, cloak of resistance +5, efficient quiver, eyes of the eagle, handy haversack, headband of mental prowess +2 (Int, Wis), ioun torch ioun stone[APG], ring of feather falling, ring of protection +5, cold weather outfit, noble's outfit, silk rope (50 ft.), spellbook (3), waterskin, whetstone, wrist sheath, spring loaded (2), 9,527 gp, 1 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arcane Bond (Ring of protection +5) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (Fire burst, Fire) (Su) Every nonmagical arrow you fire adds an elemental burst.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Far Shot Halve the range increment penalty for extended range.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Flurry of Blows +12/+12/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
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.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Phase Arrow (1/day) (Su) Fire an arrow that ignores cover, concealment and armor modifiers.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Ronin's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 attack/dodge AC vs. challenger when returning a challenge
Seeker Arrow (2/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Chippy
Camel
N Large animal
Init +4; Senses low-light vision, scent; Perception +4
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Defense
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AC 23, touch 13, flat-footed 19 (+7 armor, +3 Dex, +1 dodge, +3 natural, -1 size)
hp 42 (5d8+20)
Fort +7, Ref +8, Will +1
Defensive Abilities evasion
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Offense
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Speed 50 ft. (35 ft. in armor)
Melee bite +7 (1d4+7)
Space 10 ft.; Reach 5 ft.
Special Attacks spit
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Statistics
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Str 21, Dex 18, Con 16, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +9; CMD 24 (28 vs. trip)
Feats Dodge, Medium Armor Proficiency, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4, Climb +5, Fly +2, Perception +4, Swim +5
SQ attack any target, combat riding
Other Gear +1 lamellar (steel) armor[UC]
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spit (1/hour, DC 15) (Ex) Ranged touch attack vs. foe in 10 ft sickens 1d4 rds (Fort neg).

Background:
Rúmil grew up in a small village along the Asp river in the desert of Osirion with his father, a prominent member of the local government. When Rúmil's father was asked to serve on a committee for the Council of Sun and Sky, Rúmil accompanied his father to the large city of Sothis. While Rúmil's father hoped that Rúmil might serve as a page to some prominent politician, Rúmil was plagued by a shy disposition and a stutter and more interested in the history and artifacts to be found in the great city and was particularly intrigued by the adventurers who called themselves Pathfinders. Ever supportive, Rúmil's father sent Rúmil to Absalom to apply for membership to the Pathfinder Society, where he has achieved significant success as a linguist and an expert archer.