Wizard

Nymathor the Enchanter's page

267 posts. Organized Play character for J. A. Chapman.


Full Name

Nym the Enchanter

Race

Human

Classes/Levels

Wizard(Enchanter)/16 (HP: 146/146) | Init: +13 | AC: 17 T: 13, FF: 14 | Perception +16 | F: +16, R: +14, W: +16 | CMD: 20 (17Fl) | 3* reroll 0/1 | Buffs: Darkvision, Mage Armor, Mind Blank, Moment of Prescience, Overland Flight

Gender

Male

Size

5'10", 180lbs (Medium)

Age

30

Alignment

Neutral

Deity

Nethys

Languages

Common, Draconic, Elven, Ancient Osiriani, Skald, Sylvan, Thassilonian

Strength 8
Dexterity 12
Constitution 12
Intelligence 23
Wisdom 10
Charisma 14

About Nymathor the Enchanter

Nymathor the Enchanter
Male human (Ulfen) enchanter 16
N Medium humanoid (human)
Init +14; Senses darkvision 60 ft.; Perception +16
Aura despair (30 ft., 16 rounds/day)
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 146 (16d6+80)
Fort +16, Ref +14, Will +16; +8 resistance bonus vs. mind-affecting
Defensive Abilities moment of prescience
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Offense
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Speed 30 ft., fly 40 ft. (good)
Melee +1 dueling gauntlet +0/-5 (1d3)
Arcane School Spell-Like Abilities (CL 16th; concentration +27)
. . 14/day—dazing touch
Enchanter Spells Prepared (CL 16th; concentration +27)
. . 8th—maze, mind blank, moment of prescience, power word stun
. . 7th—persistent quickened hold monster (DC 30), persistent quickened hold monster (DC 30), mass hold person (DC 30), limited wish, spell turning, greater teleport
. . 6th—chain lightning (DC 27), persistent confusion (DC 27), disintegrate (DC 27), mass suggestion (DC 29), summon monster VI, true seeing
. . 5th—dominate person (DC 28), feeblemind (DC 28), quickened hold monster (DC 30), quickened hold monster (DC 30), life bubble[APG] (DC 26), overland flight, summon monster V
. . 4th—arcane eye, confusion (DC 27), dimension door (2), greater invisibility, stone shape, wall of ice (DC 25)
. . 3rd—daylight, dispel magic (2), fly, haste (2), hold person (DC 26), suggestion (DC 26)
. . 2nd—darkvision, glitterdust (2, DC 23), hideous laughter (DC 25), knock, mirror image, scorching ray, see invisibility
. . 1st—charm person (DC 24), feather fall, grease, liberating command[UC], mage armor, magic missile, mount, true strike
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Necromancy
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Statistics
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Str 8, Dex 16, Con 16, Int 32, Wis 10, Cha 14
Base Atk +8; CMB +7 (+9 disarm); CMD 20 (22 vs. disarm)
Feats Dazing Spell[APG], Feral Speech[UM], Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Improved Initiative, Opposition Research[UM], Persistent Spell[APG], Quicken Spell, Spell Focus (enchantment), Spell Penetration, Spell Perfection (hold monster)[APG], Toughness
Traits ease of faith, reactionary
Skills Bluff +23 (+25 to Feint), Diplomacy +27, Fly +26, Intimidate +7, Knowledge (arcana) +30, Knowledge (dungeoneering) +28, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +30, Knowledge (local) +28, Knowledge (nature) +30, Knowledge (nobility) +15, Knowledge (planes) +30, Knowledge (religion) +30, Linguistics +30, Perception +16, Sense Motive +16, Spellcraft +30, Stealth +23 (+43 when immobile), Survival +0 (+2 to avoid becoming lost), Use Magic Device +3
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Minkaian, Orc, Osiriani, Skald, Sphinx, Sylvan, Terran, Thassilonian, Tien, Undercommon, Vudrani
SQ arcane bond (ring of invisibility), enchanting smile
Combat Gear lesser quicken metamagic rod, pearl of power (1st level) (2), pearl of power (2nd level), potion of cure serious wounds, potion of neutralize poison, ring of invisibility, scroll of communal protection from energy, scroll of darkvision, scroll of monkey fish, scroll of raise dead, scroll of remove blindness/deafness, scroll of remove curse, scroll of restoration, staff of fire, wand of endure elements (50 charges), wand of infernal healing (50 charges), wand of lesser restoration (8 charges), wand of mage armor (50 charges), wand of magic missile, wand of protection from evil (50 charges), acid, alchemist's fire, vermin repellent[UE] (2); Other Gear +1 dueling gauntlet, belt of physical might +4 (Dex, Con), cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saves), dweomer's essence (6), first aid gloves, greater talisman of freedom[OA], greater talisman of healing power[OA], handy haversack, headband of vast intelligence +6, lesser talisman of life's breath[OA], tome of clear thought +3, wayfinder[ISWG], backpack, bedroll, belt pouch, cold weather outfit, ink, inkpen, nym's passages (2), parchment (5), scroll case, soap, spell component pouch, trail rations (3), waterskin, diamond (worth 1500gp for limited wish) (worth 1,500 gp), diamond dust (for restoration of negative level) (worth 900 gp), silver mirror (for scrying) (worth 1,000 gp), 144 pp, 2 sp, 9 cp
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Special Abilities
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Arcane Bond (Ring of invisibility) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Aura of Despair (16 rounds/day) (Su) As a standard action, foes in 30 ft aura take -2 to most checks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Dazing Touch (14/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Feral Speech Speak with amphibians, birds, fish, mammals, or reptiles, (choose which one when you activate this ability), as per Speak with Animals.
Fly (40 feet, Good) You can fly!
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Hold Monster) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
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Slayers of the Spire
Belhaim Blitzers
Friend of the Malaks
Winner of the Ruby Phoenix Tournament
Known as "Wavy lines above the desert that makes you think it’s water—but it’s not, it’s a mental trick" to the Storm Brides