Sumov

"All together now."
User: Bob
Race: Elf (Snowcaster/Varisian)
Gender: Male
Role: Leader
Class/Level: Cavalier (Inspiring Commander)/Battle Herald/5/2
Description:
Sumov stands just over six and a half feet tall, but with a build so slight, even for an elf, that he weighs under 150 pounds. He has pale grey skin, silver hair, and red eyes. Despite his stature, his mannerisms cause some people to react to him as if he were a halfling. He often seems somewhat unassuming, as in many circumstances he seems to prefer to let others do the talking, choose a course of action, or apply other skills...but if he has any knowledge of the subject (which he often does, after over a century of travel), he will be right there beside them offering his assistance as well.

He carries a hooked lance, with both a shield strapped to his shoulder and a klar hung from his belt. Aside from other essential equipment, he frequently carries a collection of odds and ends that he considers useful in a large sack that he generally drops at the first sign of trouble.
Background:
Sumov was born in a reclusive, secretive Snowcaster Elven community in the far north. His father, a local, fell for a beautiful elf traveler from Varisia and wed her despite the isolationist settlement's disapproval. Sumov was born of that union, but his mother died giving birth to him, the small settlement having no healer skilled enough to save her when complications set in. His father's resentment thus earned, there was nothing to protect Sumov from the prejudice of the community when he was discovered to be sensitive to light and able to see in pitch darkness, like a drow, rather than having the normal ability to see better in twilight, and also to lack the normal Elven resistance to enchantment. Fortunately for him, his father could not bear to kill the only thing remaining of his beloved any more than he could stand the reminder of her that his infant son constantly provided; so, rather than giving in to the village elders and allowing him to be killed, Sumov's father entrusted him to the care of a Halfling merchant, an infrequent visitor the village reluctantly tolerated due to their inability to be fully self-sufficient. It was the Halfling community that gave him his new name; his original name, entrusted only to his father's closest...acquaintance...among the halflings, is now known only to Sumov.
Growing up among halflings, and grateful to them for taking him in, Sumov grew not so much into a leader, but into a helper. Always eager to make himself useful to his hosts and ever searching for ways to protect them, he became the assistant at one time or another to almost everyone in the community...across generations, at least to them. He traveled many places with different parts of the family, apprenticed to many different people, learned many stories, and eventually began to learn in particular how to support their warriors when trade caravans came under attack. But when the halflings who had been children when he was adopted were entering their twilight years and Sumov was still a young adult, he began to feel out of place. So when the town of Torch entered a crisis, he volunteered to be the family's representative there to investigate and to try to protect their business interests...
Details:
Sumov Alfiers (Kurokyosravern)
Male elf (Snowcaster) battle herald 3/cavalier (inspiring commander) 5/witch (witch-watcher) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder Player Companion: Familiar Folio 17, Pathfinder Player Companion: Heroes of the High Court 9, Pathfinder RPG Advanced Player's Guide 32, 65, 260)
NG Medium humanoid (elf)
Init +11; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 67 (9 HD; 1d6+8d10)
Fort +6 (+5 circumstance bonus vs. cold weather), Ref +4, Will +6; +1 circumstance bonus vs. bright light effects that cause dazzling or blindness
Resist electricity 5
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee cold iron armor spikes +9/+4 (1d6+1) or
. . cold iron kunai +9/+4 (1d4+1) or
. . hooked lance +9/+4 (1d8+1/×4) or
. . klar +9/+4 (1d6+1) or
. . net +5/+0 (entangle) or
. . silver tonfa +9/+4 (1d6+1)
Ranged amentum +10 (1d6+1) or
. . composite longbow +10/+5 (1d8+1/×3) or
. . javelin +10 (1d6+1) or
. . sling +10 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with hooked lance)
Special Attacks bardic performance 17 rounds/day (inspire competence +2, inspire courage +2), challenge 2/day (+5 damage, allies gain +2 to hit), demanding challenge, hex (cauldron[APG])
Spell-Like Abilities (CL 9th; concentration +10)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Witch (Witch-Watcher) Spells Prepared (CL 1st; concentration +6)
. . 1st—cure light wounds, lucky number
. . 0 (at will)—detect magic, mending
. . Patron Protection
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Statistics
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Str 13, Dex 14, Con 11, Int 21, Wis 12, Cha 13
Base Atk +8; CMB +9; CMD 22
Feats Bodyguard[APG], Breadth Of Experience[APG], Brew Potion, Combat Reflexes, Craft Magic Arms & Armor, Leadership, Precise Strike[APG], Run, Technologist
Traits adopted, helpful, reactionary, stargazer
Skills Acrobatics +5 (+9 to jump with a running start), Bluff +8 (+10 vs. creatures with whom you share a language), Climb +5, Craft (alchemy) +9, Craft (lost technology) +12, Diplomacy +13, Disable Device +1, Handle Animal +5, Heal +5, Intimidate +11 (+13 vs. creatures with whom you share a language), Knowledge () +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (arcana) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +12 (+14 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +14 (+16 to identify alien monsters' abilities and weaknesses), Knowledge (history) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (local) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (nobility) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +8 (+10 to identify alien monsters' abilities and weaknesses), Linguistics +7, Perception +13, Perform (oratory) +9, Profession () +3, Profession (gambler) +7, Profession (merchant) +13, Profession (soldier) +8, Ride +6, Sense Motive +13, Spellcraft +12, Stealth +7, Survival +9 (+11 to provide food and water for allies or to protect allies from harsh weather), Swim +5, Use Magic Device +13
Languages Androffan, Androffan (2), Common, Draconic, Elven, Halfling, Hallit, Orc, Undercommon
SQ able assistant, aid allies, covenant ally, dependent, easy march, inspiring command, inspiring commands (battle magic[APG], inspire hardiness[APG]), inspiring voice, mount, order of the dragon, put your heart into it, rapid tactician 2/day (5 rds), voice of authority, witch's familiar (armadillo (valet) named Rolo)
Combat Gear potion of cure light wounds, potion of cure moderate wounds, oil (5); Other Gear +1 armor spikes benevolent mithral chain shirt, darkwood light wooden quickdraw shield[APG], amentum[UC] (2), arrows (18), blunt arrows[APG] (20), cold iron kunai, composite longbow (+1 Str), hooked lance[UC], javelin, klar[UE], net, silver tonfa[UC], sling, handy haversack, headband of vast intelligence +2, ring of protection +1, air bladder[UE], bandolier[UE], bandolier[UE], belt pouch, brown veemod, candle (2), chalk, cold weather outfit, grappling hook, hammer, hemp rope (50 ft.), hooded lantern, iron spike[APG] (6), masterwork backpack[APG], piton (4), sack, sack, tent, hanging[ARG], tindertwig (4), torch (2), trail rations (2), veemod goggles, wandermeal[UE] (10), waterproof bag[UE], hireling, dagger, quarterstaff, ring of sustenance, wizard starting spellbook, hireling, 136 gp, 2 sp, 5 cp
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Special Abilities
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Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Aid Allies +3 (Ex) Aid Another grants +3 bonus.
Battle Magic +1 (one ally) (Ex) Ally in 60 ft gains bonus on CL checks and concentration checks.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Covenant Ally (1 minute, 1/day) (Su) You bargain with your patron to provide protection to a chosen creature.
Darkvision (60 feet) You can see in the dark (black and white only).
Demanding Challenge (Ex) The target of your challenge takes -2 AC vs. anyone but you.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Dragon's Demanding Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Easy March (1 hours/day) (Ex) Allies within 60' can hustle or force march without ill effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +1 natural armor You gain the Alertness feat while your familiar is within arm's reach.
Inspire Hardiness (DR 1/–) (Ex) Allies in 60 ft gain DR/—.
Inspiring Command +1 (move, 9 rounds/day) (Ex) Grant bonuses to allies who can hear you.
Inspiring Commands (standard action, 17 rounds/day) Your commands can create extraordinary effects.
Inspiring Voice (Ex) Aid another at range with a DC 10 Perform (Oratory) check.
Leadership (score 10) You attract loyal companions and devoted followers.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mount (Ex) Gain the services of a special animal companion.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Put Your Heart Into It (1d6, 8/day) (Ex) Grant temporary hit points to your allies when you use your rapid tactician or aid another ability.
Rapid Tactician - Move Action (5 rds, 2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Voice of Authority +2/+3 (Ex) +2 Diplo & Intim vs. those sharing language. +3 for allies to hear you & know secret messages.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Sumov was born in a reclusive, secretive Snowcaster Elven community in the. His father, a local, fell for a beautiful elf from far to the south and wed her despite the isolationist settlement's disapproval. Sumov was born of that union, but his mother died giving birth to him, the small settlement having no healer skilled enough to save her. His father's resentment thus earned, there was nothing to protect Sumov from the prejudice of the community when he was discovered to be sensitive to light and able to see in pitch darkness, like a drow, rather than having the normal ability to see better in twilight, and also to lack the normal Elven resistance to enchantment. Fortunately for him, his father could not bear to kill the only thing remaining of his beloved any more than he could stand the reminder of her that his infant son constantly provided; so, rather than giving in to the village elders and allowing him to be killed, Sumov's father entrusted him to the care of a Halfling merchant, an infrequent visitor the village reluctantly tolerated due to their inability to be fully self-sufficient. It was the Halfling community that gave him his new name; his original name, entrusted only to his father's closest...acquaintance...among the halflings, is now known only to Sumov.
Growing up among halflings, and grateful to them for taking him in, Sumov grew not so much into a leader, but into a helper. Always eager to make himself useful to his hosts and ever searching for ways to protect them, he became the assistant at one time or another to almost everyone in the community...across generations, at least to them. He traveled many places with different parts of the family, apprenticed to many different people, learned many stories, and eventually began to learn in particular how to support their warriors when trade caravans came under attack. But when the halflings who had been children when he was adopted were entering their twilight years and Sumov was still a young adult, he began to feel out of place. So when the town of Torch entered a crisis, he volunteered to be the family's representative there to investigate and to try to protect their business interests...

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