Adowyn

Nymani's page

4 posts. Alias of SnowmanInHell.


Full Name

Cleric| Desna | Spell List |

Race

Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I, True Strike (d)
|
Channel Energy:
1d6; 5/5; Save:

Classes/Levels

Human Traveler | AC: |HP: 11|Initiative: +7|Perception: +4|

Skills:
Acrobatics +4, Linguists +5, Know dungeoneering +6, Know religion +5,

About Nymani

Varisian Cleric of Desna 1
Favored Class: Cleric (+1 hp/level)
CG Medium Humanoid (human)
-=Attributes=-
Str 18
Dex 16
Con 14
Int 12
Wis 16
Cha 14

-=Feats Skills Traits=-

Feats:

Improved Initiative (b)
Combat Expertise (1st)

Skills:

Acrobatics 1+3+0
Linguistics 1+1+3
Know (dungeoneering) 1+1+4
Know (religion) 1+1+3
Perception 0+3+1
Swim 0+4+2

Traits:

Cauldron’s Adventurer: You have already been adventuring in the Cauldron area. Dispute over loot sharing, an injury or the other members death has separated you from your previous party. You blame one of your previous companions or patron about the events that took you out of the party (work with your GM to tie this up with one of the adventurers and patrons appearing in the AP as the Stormblades or patrons as Vhalantru, Terseon Skellerang, Celeste or other nobles).
You start the adventure with a masterwork weapon or a partially filled wand worth 350gp or less and get a +1 trait bonus to Knowledge dungeoneering.

Tactician: You know how to take advantage of enemies who are unprepared for your assault.
You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Wyrm Blooded: One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the backs of your hands, or tiny vestigial horns on your head.
You gain a +4 bonus on all saving throws against acid effects, a +2 bonus on Swim checks, and a +1 bonus on Perception checks. Drawback: Your body isn't quite as limber as it should be. You take a -1 penalty on Reflex saves. Roleplaying Ideas: You have an intensity about everything you do, and your emotions are powerful and often difficult for you to control.


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-=Abilities=-

Domains:

Luck
-Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells
1st: True Strike;

Travel
-Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells
1st: Longstrider;


Spellcasting:

CL: 1; Casting Stat: Wisdom; Spontaneous: Cure

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-=Equipment=-

Weapons:

Masterwork long spear (free from campaign trait)
Cestus (5 gp)
Dagger (2 gp)

Armor:

Masterwork scale mail (free from campaign, not sellable)

Gear:

-=Character=-

Appearance:

Initially Nymani looks to be a mixed ethnicity human woman, with more Varisian than anything, but a little Kellid as well. Her hair is a temperamental red, and left long and generally free.

When dressed for battle she wears a suit of scale armor crafted to imitate the hide of a dragon, and carries a long handled spear. The weapon's haft has been etched and stained with markings that tell the tale of the Pathwarden who carried it before her.

When not expecting trouble she wares lose fitting and practical clothing, with little flourishes of collor here and there, often in the form of silk scarves and picked wild flowers. Even in peaceful situations she carries at least a dagger, and a "walking stave" as well, if possible.

Her travels have done little to darken her complexion, though she bares a number of scars, each with its own story told over a mug of ale. If she's dressed down enough her scars are showing, it's easy to spot her scales. Beginning somewhere in her hair, and extending down her shoulders and back, are fine draconic scales, black as midnight.


Background:

Nymani looked up at the suit of armor standing sentinel over the common room. Three years ago her sister had worn the suit, fashioned to look like the scales of their family's ancient patriarch, wore it while patroling the lands outside of Cauldron.
"When can I wear it?" She asked, looking up at her parents.
"Soon honey," her father said, smiling down at the girl.
"Too soon," her mother said, softer, watery eyes glaring at the armor. "A thousand years from tomorrow would still be too soon to lose you both."

Party Role:

In combat Nymani is a front line warrior, locking enemies down through trip maneuvers and Attacks of Opportunity. Battlefield control is her primary concern, but once done positioning she can do damage and begin taking enemies out of the fight.

Outside of/after combat she can patch the party back up through channeling energy and spells. She can also support a dedicated social character as well as perform some scholar duties.