| Full
Name |
Lym Blackhand |
|
| Race |
Half-Orc |
|
| Classes/Levels |
Wizard 5/Cyphermage 1; Init. +2; Perception +3; AC 12 (+2 Dex.); HP 44; Fort +5, Ref +4, Will +7 |
|
| Gender |
Female |
|
| Size |
Medium |
|
| Age |
30 |
|
| Special Abilities |
Darkvision 60 ft., Glyph finder, Intimidating (+2 racial bonus to Intimidate checks), Orc Blood, Orc Ferocity 1/day, Weapon Familiarity (greataxes and falchions). |
|
| Alignment |
NG |
|
| Deity |
Nethys |
|
| Languages |
Abyssal, Azlant, Celestial, Common, Draconic, Goblin, Orc, Shoanti, Thassilonian, Varisian |
|
| Occupation |
Historian |
|
| Strength |
10 |
|
| Dexterity |
14 |
|
| Constitution |
14 |
|
| Intelligence |
18 |
|
| Wisdom |
12 |
|
| Charisma |
8 |
|
About Lym Blackhand
Lym Blackhand
NG Nexian female half-Orc Wizard (Evoker) 5 / Cyphermage 1
Init +2; Senses Perception +3
Defence
AC 12 (+2 Dex.)
HP 44
Fort +5, Ref +4, Will +7
Offense
Speed 30 ft
Melee Dagger +2/1d4; Quarterstaff +2/1d6
Ranged Dagger +4/1d4; Heavy crossbow +4/1d10
Special attacks Spells
Statistics
Str 10, Dex 14, Con14, Int18, Wis 13, Cha 10
Base atk +2; CMB 2; CMD 14
Feats
Alertness
Cypher Magic: You cast spells from scrolls at +1 caster level higher than the scroll’s caster level. This benefit extends to scrolls that you have created. In addition, you gain a +2 bonus on caster level checks made to activate a scroll with a higher caster level than your own.
Scribe scroll
Spell focus (Evocation)
Toughness
Skills
Fly +10 (2 skill ranks, +2 Dex., +3 class skill, +3 familiar)
Intimidate +1 (-1 Cha. +2 racial)
Knowledge (arcana) +13 (6 skill ranks, +4 Int., +3 class skill)
Knowledge (history) +12 (5 skill ranks, +4 Int., +3 class skill)
Knowledge (planes) +8 (1 skill rank, +4 Int., +3 class skill)
Knowledge (religion) +12 (5 skill ranks, +4 Int., +3 class skill)
Linguistics +12 (5 skill ranks, +4 Int., +3 class skill)
Perception +7 (1 skill rank, +1 Wis., +2 Alertness, +3 class skill)
Perform (wind instruments) +2 (2 skill ranks, -1 Cha, +1 masterwork bonus)
Sense motive +6 (1 skill rank, +1 Wis., +3 class skill, +1 Suspicious)
Spellcraft +13 (6 skill ranks, +4 Int., +3 class skill)
Use magic device +4 (2 skill ranks, -1 Cha., +3 class skill)
Special features
Arcane Bond (Familiar - Bat: Alertness, +3 to Fly checks)
Arcane School (Evocation; Force Missile 7/day, Intense spells)
Barred Schools (Enchantment, Necromancy)
Cantrips
Darkvision 60 ft.
Glyph Finder (Ex): A cyphermage can locate glyphs of warding, symbols, and similar magical spell traps that utilize writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.
Intimidating (+2 racial bonus to Intimidate checks)
Lone Wolf (Once a day, the first time your condition is 'dying', you automatically stabilize. After this on the same day, if your condition is 'dying', you must make a DC 6 check to stabilize. You also get a +1 bonus on Fortitude saves)
Orc Blood
Orc Ferocity 1/day
Weapon Familiarity (greataxes and falchions)
Suspicious (+1 to Sense Motive, Sense motive is always a class skill)
Equipment
2850 gp, 6 sp
Quarterstaff, heavy crossbow, 10 heavy crossbow arrows, shortbow, dagger, spell component pouch, spellbook, explorer's outfit, backpack, winter blanket, tent, inkpen, ink, parchment (4 sheets), scroll case, waterskin, rations (7 days' worth), masterwork flute, potion of Cure Light Wounds, potion of Fly, noble's outfit, Cloak of resistance +1, scroll of Protection From Energy, scroll of Spontaneous Immolation
Magic
Spellbook (Spells marked with * are Evocation, Lym's Arcane School.)
0 - All except Bleed, Daze, Disrupt Undead, Touch of Fatigue.
1 - Burning Hands*, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Mage Armor, Magic Missile*, Shield, Summon Minor Monster
2 - Darkness, Gust of Wind*, Knock, Scorching ray*, See invisibility
3 - Daylight*, Dispel Magic, Fireball*, Fly, Greater Magic Weapon, Haste, Summon Monster III, Tiny Hut
Wizard spells/day: 4/5/5/4
Prepared spells X = cast
0 - Acid splash, Dancing Lights, Detect Magic, Message
1 - Mage Armor, Shield, X, X, X
2 - Gust of Wind*, Knock x2, Scorching Ray*, See Invisibility
3 - Daylight*, Dispel Magic x2, Fireball*
Backstory
Lym, born to a merchant and abandoned to a Nexian orphanage, is but one of many Half-Orcs born due to raids out of Belkzen. She is certainly not that unique in that she was raised by humans. What does set her apart, perhaps, is her desire for knowledge: Lym firmly believes that if she can add to the preservation of ancient knowledge and the discovery of new knowledge, she will lend worth to her existence. She has wandered around the land, even venturing as far as Chilaxia for a time before returning to the hills of home. Always has she sought knowledge; it is not only her goal, it is her sword, her shield, her power. As a person, Lym is introverted but compassionate, cautious but willing to do good. She may appear standoffish at first and does her best to hide her dual heritage, but she will not hide from what she perceives to be her duty.
Physical description
Lym is a little shorter than average for a human woman. She is not overly muscular, but spry and limber, a fact she hides behind loose robes of black cloth. She hides her grayish skin tone, red eyes and rather 'robust' features behind a black veil, which easily hides her short-cut, coarse, pale hair. Gloves of black leather round out the ensemble.