Eagle Knight of Andoran

Narsius Lewynn's page

54 posts. Alias of Nicolas Vandemaele-Couchy.


Full Name

Narsius Lewynn

Race

Human

Classes/Levels

Magus / 1

Gender

Male

Alignment

NG

Languages

Taldan(Common), Draconic, Skald, Sylvan

Strength 16
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About Narsius Lewynn

Background:
Narsius' family comes from Cassomir. Since his parents died in a plague a dozen years ago, he has lived with his grands parents in Heldren, far from the degenerate self called high society of the big cities. His grand father, a Galtan alchemist, taught him what he knew about magic and philosophy while his grand mother taught him how to wield a blade. He often thinks, there are worse ways to spend a childhood.
Actually, Narsius is 20 years old. He often dreams of travelling, of going in the North to see its splendors, to visit Whitethrone and the fierce winter witches who rules there but he fears what his family will become without him. His grand parents are now old and the young man has started to work at the Silver Stoat to help his family, using his cantrips, his skill at persuading others and his grand mother's old but still sharp cutlass to work as a bouncer.
He's good looking but his stern demeanour has left him single and at times he fears he'll have to stay alone for his whole life.

Defense:
AC 14, touch 11, flat-footed 13 (+3 studded leather armor, +1 Dex)
hp 11 (1d8+2+1)
Fort +4, Ref +1, Will +2

Offense:
Speed 30 ft.
Melee Cutlass +3 (1d6+3/18-20)
Ranged Shortbow +1 (1d6/x3)

Special attacks : Spell combat (-2 to attack)

Magus spells prepared (CL 1st; concentration +4):
1st — Shield, Grease (DC 14)
0 (at will)—Read magic, Detect magic, Prestidigitation


Statistics:

Init +5 ; Senses Perception +1
Str 16, Dex 12, Con 14, Int 16 (14 base, +2 racial), Wis 10, Cha 8
Base Atk +0 ; CMB +3 ; CMD 14

Feats:
Improved initiative, Fast learner

Traits:
Adaptive magic : The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathf inder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.
Pragmatic activator : While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Student of philosophy : You were trained in a now defunct philosophical tradition-such as that of the now destroyed Gaitan universities or Lirgeni astrologers-and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
Meticulous (drawback) : You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.

Skills:
Knowledge (arcana)+8 (1 rank, +3 Int, +3 class, +1 trait)
Spellcraft +7 (1 rank, +3 Int, +3 class)
Use magic device +8 (1 rank, +3 Int, +3 class, +1 trait)
Diplomacy +7 to persuade others (1 rank, +3 Int, +3 class)
Diplomacy +3 to gather information (1 rank, -1 Cha, +3 class)
Climb +7 (1 rank, +3 Str, +3 class) ; ACP -1
Swim +7 (1 rank, +3 Str, +3 class) ; ACP -1
Perception +1 (1 rank, +0 Wis)

SQ:
Arcane pool (4 points)

Gear:

Magic items :
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Shoulders :
Wrists :
Slotless :
Equipment :
Cold weather outfit : +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Pathfinder's kit : a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.
Chronicler's kit : a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord.
Grooming kit : a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Mess kit : plate, bowl, cup, fork, knife, and spoon
2 wrist sheaths
Spell component pouch
Spellbook
20 arrows
1 potion of Cure Light Wounds
9 gp, 98 sp

Spellbook:

* : Advanced player guide

79 pages left

Cantrips : Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Open/close, Prestidigitation, Ray of frost, Read magic, Spark*

1st level : Grease, Ray of enfeeblement, Shield, Shocking grasp, True strike, Unseen servant