Nymar Bladesinger

Master Swordsmith and Eldrich Knight; councilman and co-founder of Shrike's Perch

Description:

Name: Nymar Bladesinger
Race: Alfar
Class: Fighter 5/ Wizard 5/ Eldrich Knight 6
Alignment: Nature – Survivor; Demeanor – Traditionalist.
Player: NPC
Quote: “Though our empire has fallen and we scrape to survive, our proud heretige will live on through you.”

ST: 14 +2 (16 +3)
DX: 14 +2 (16 +3)
CO: 10 +0
IN: 18 +4
WI: 12 +1
CH: 12 +1

HP: / 119 AC: 20
BAB: +13 (_Melee:
16/ 11/ 6 Ranged: +16/ 11/ 6).
F/R/W: +8 /6 /8 (
12 / 12/ 12 )

Alfar (Elves):
Natives to the former realm of Alfhiem, the Alfar are keepers of magickal might and lore. Now outnumbered by numerous faster-spawning races, and the monsterous creations of the Convergence; the Alfar struggle to keep dominance in a land that was once theirs.
2 Dex, +2 Int, -2 Con.
Medium
Speed: 30’
Low Light Vision: See Twice as far as humans in dim light.
Alfar Immunities: Immune to Sleep, +2 Racial Bonus vs. Enchantment Spells and Effects.
Alfar Magic: +2 to Racial Bonus on Caster Level Checks to Overcome SR. +2 Spellcraft Checks to ID properties of Magic items.
Keen Senses: +2 Racial Bonus to Perception Checks.
Weapon Familiarity: Short/Longbow (Normal and Composite), Longsword, Rapier, “Alfar (Elven) Weapons”.
Fey magic: Alfar get the Cantrips Light, and Detect Magic for free, and may select a single additional Cantrip. These may be cast at will. (Counts as Arcane).
Feats (8 Level + 3 Fighter + 1 Wizard + 2 Eldrich Knight): Level: _Toughness (
1hp pr level), Combat Casting (+4 to concentration checks), Step Up (Make an immediate 5 foot step when opponet tries to step away!), Lunge (Reach for -2 to AC), Greater Weapons Focus (Alfar Curve Blade), Shatter Defenses (Hindered Foes are flat footed to you), Deadly Stroke (Standard vs. Hindered foe – Single attack does double damage and 1 con Bleed!), Still Spell (May cast without somantic components and counts as 1 level highter)_ ; Fighter: Weapons Focus (Alfar Curve Blade), Weapon Specialization (Alfar Curve Blade), Dazzling Display (Alfar Curve Blade); Wizard: Craft magical Arms and Armor, Eldrich Knight _Arcane Armor Training (Light), Arcane Armor Training (Medium) _.
Class Feats: WGP (Simple, Martial, Alfar), AGP (Light, Medium, Heavy, Shield, Tower Shield).

Skills (2class+ 4int+ 0favClass= 6):
Craft Arms and Armor (16 + 4 + 3) = +23.
Fly (16 + 2 + 3) = +21.
Intmidate (16 + 1 + 3) = +20.
Profession (Magistrate) (16 + 1 + 3) = +20.
Sense Motive (16 + 1 + 3) = +20.
Spellcraft (16 + 4 + 3) = +23.

Class Abilities:
Bonus Feats (Fighter/ 3): These bonus feats must be selected
from those listed as combat feats, sometimes also called
“fighter bonus feats.”
Bravery (Ex): Starting at 2nd level, a fighter gains a +1
bonus on Will saves against fear. This bonus increases by
+1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter
learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor
check penalty by 1 (to a minimum of 0) and increases the
maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed
while wearing medium armor.
Weapon Training (Ex): Starting at 5th level, a fighter can
select one group of weapons, as noted below. Whenever he
attacks with a weapon from this group, he gains a +1 bonus
on attack and damage rolls.
He gains a +1 bonus on attack and damage rolls
when using a weapon from this group. In addition, the
bonuses granted by previous weapon groups increase by
+1 each. A fighter also adds this bonus to any combat maneuver
checks made with weapons from this group. This bonus
also applies to the fighter’s Combat Maneuver Defense
when defending against disarm and sunder attempts
made against weapons from this group.
Weapon groups are defined as follows (GMs may add
other weapons to these groups, or add entirely new groups):
Blades, Heavy: bastard sword, elven curve blade,
falchion, greatsword, longsword, scimitar, scythe, and
two-bladed sword.
Spells: A wizard casts arcane spells drawn from the
sorcerer/wizard spell list presented in Chapter 10. A wizard
must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an
Intelligence score equal to at least 10 + the spell level. The
Difficulty Class for a saving throw against a wizard’s spell
is 10 + the spell level + the wizard’s Intelligence modifier.
Bonus Languages: A wizard may substitute Draconic
for one of the bonus languages available to the character
because of his race.
Arcane Bond (Ex or Sp): Nymar’s Ring of Power At 1st level, wizards form a
powerful bond with an object or a creature.If a wizard attempts to cast a spell
without his bonded object worn or in hand, he must make a
concentration check or lose the spell. The DC for this check
is equal to 20 + the spell’s level. A bonded object can be used once per day to cast any one
spell that the wizard has in his spellbook and is capable of
casting, even if the spell is not prepared. A wizard can add additional magic abilities to his bonded
object as if he has the required item creation feats and if
he meets the level prerequisites of the feat. If a bonded object is damaged, it is restored to full hit
points the next time the wizard prepares his spells. If the
object of an arcane bond is lost or destroyed, it can be
replaced after 1 week in a special ritual that costs 200 gp
per wizard level plus the cost of the masterwork item. This
ritual takes 8 hours to complete. Items replaced in this
way do not possess any of the additional enchantments
of the previous bonded item. A wizard can designate an
existing magic item as his bonded item. This functions in
the same way as replacing a lost or destroyed item except
that the new magic item retains its abilities while gaining
the benefits and drawbacks of becoming a bonded item.
Arcane School (Universalist)
Hand of the Apprentice (Su): You cause your melee weapon
to f ly from your grasp and strike a foe before instantly
returning to you. As a standard action, you can make a single
attack using a melee weapon at a range of 30 feet. This attack
is treated as a ranged attack with a thrown weapon, except
that you add your Intelligence modifier on the attack roll
instead of your Dexterity modifier (damage still relies on
Strength). This ability cannot be used to perform a combat
maneuver. You can use this ability a number of times per
day equal to 3 + your Intelligence modifier.
Cantrips: Wizards can prepare a number of cantrips, or
0-level spells, each day, as noted on Table 3–16 under “Spells
per Day.” These spells are cast like any other spell, but
they are not expended when cast and may be used again. A
wizard can prepare a cantrip from a prohibited school, but
it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as
a bonus feat.
Bonus Feats (Wizard/ 1): Craft Magical Arms and Armor.
Spellbooks: A wizard must study his spellbook each
day to prepare his spells. He cannot prepare any spell not
recorded in his spellbook, except for read magic, which all
wizards can prepare from memory.
Bonus Feat (2): At 1st level, an eldritch knight
may choose a bonus combat feat.
Diverse Training (Fighter Level = 11): An eldritch knight adds his level
to any levels of fighter he might have for the purpose
of meeting the prerequisites for feats (if he has no
fighter levels, treat his eldritch knight levels as levels
of fighter). He also adds his level to any levels in an
arcane spellcasting class for the purpose of meeting the
prerequisites for feats.
Spell List (100 Pages):
0th 20: Acid Splash, Arcane Mark, Bleed, Daze, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Pregiditation, Read Magic, Resistance, Ray of Frost, Touch of Fatigue.
1st 7: Endure Elements, Protection from Outsider, Shield, True Strike, Magic Missile, Expeditious Retreat, Feather Fall.
2nd 5: Rope Trick, Acid Arrow, Cat’s Grace, Bear’s Endurance, Bull’s Strength.
3rd 5: Dispel Magic, Fireball, Heroism, Blink, Tongues.
4th 5: Stoneskin, Greater Invisibility, Enervation, Ice Storm, Charm Monster.
5th 5: Teleport, Sending, Feeblemind, Cone of Acid, Wall of Force.
Spells Memorized (Combat Loadout)
0th (4 + Alfar): Bonus (Light Detect Magic, Prestidigitation), Ghost Sound, Mage Hand, Message, Touch of Fatigue.
1st (4): Protection from Outsider, Shield, Magic Missile, Feather Fall.
2nd (4): Acid Arrow, Cat’s Grace, Bear’s Endurance, Bull’s Strength.
3rd (3): Dispel Magic, Fireball, Heroism.
4th (3): Stoneskin, Charm Monster, Enervation.
5th (2): Cone of Acid, Wall of Force

Equipment (Encumberance: L-/ M-/ H-__):
Cash: 78 Dragons, 9 Amber, 10 Iron.
Keen Alfar Curve Blade + 3, Spell Storing (D10 15 – 20 x2 crit, Damage, Type: S, Cost: 50380 dp Wt: Xlbs.)
Arcane Mithril Full Plate + 1 of Speed (+6ac, -3acp, +4maxdex, 0%asf, 15lbs., cost: 26,500 Dragons; Haste 10 Rounds per Day)
Nymar’s Ring of Power (Cost: 36,000 Dragons, Wt: -lbs +2 to Strength and Dexterity, Evasion, Bound Item)
Vryflaggan’s Cloak of Resistance + 4 (Cost: 8,000 Dragons, Wt: 2lbs, Made by Vryflaggan at cost!)
Explorere’s Outfit (Cost: 20 Dragons, Wt: 10lbs)
Mastercrafted Backpack (Cost: 100 Dragons, Wt: 5lbs)
Traveling Spellbook x 2 (Cost: 100 Dragons ea, Wt: 4lbs; 100 pages)
Personal Kit and Spell Components (Cost: 200 Dragons, Wt: Xlbs; Odds and Ends)

CURRENT ENCUMBERANCE: Xlbs/_____ (No Move Penalty)

Bio:

Nymar Bladesinger

From the Ashes of The Great Convergence GedofParagon