CMB: +11 (2 BAB + 8 Str +1 Insight)
CMD: 24 (10 Base + 2 BAB +8 Str + 4 Dex)
Fort: +9 (+3 Base +5 Con +1 Prowess)
Refl: +8 (+3 Base +4 Dex +1 Prowess)
Will: +4 (+3 Base +1 Wis)
+2 racial bonus on saving throws against enchantment spells and effects.
+1 bonus on Will saves against fear
Immune to Sleep and Paralysis
SR: 8
-----Statistics-----
Attributes
STR 26 (+8) +8 Racial
DEX 19 (+4) +2 Racial
CON 21 (+5) +6 Racial -2 Racial
INT 14 (+2) +2 Racial
WIS 13 (+1)
CHA 12 (+1) +2 Racial +2 Racial
Offense
BAB: +2
Range: +6
Melee: +10
Bastard Sword, Masterwork Main Hand
Attack: 1d20 +9 (+2 BAB +8 Str +0 Dex +0 Weapon Training +0 Magic +1 Weapon Focus +1 Insight -4 TWF, +1 Masterwork)
Damage: 1d10 +8 (+8 Str +0 Dex +0 Weapon Training +0 Magic +0 Specialization)
Crit: 19-20x2
Bastard Sword Off Hand
Attack: 1d20 +8 (+2 BAB +8 Str +0 Dex +0 Weapon Training +0 Magic +1 Weapon Focus +1 Insight -4 TWF)
Damage: 1d10 +8 (+8 Str +0 Dex +0 Weapon Training +0 Magic +0 Specialization)
Crit: 19-20x2
Claw Main Hand
Attack: 1d20 +9 (+2 BAB +8 Str +0 Dex +0 Weapon Training +0 Magic +0 Weapon Focus +1 Insight -2 TWF)
Damage: 1d4 +8 (+8 Str +0 Dex +0 Weapon Training +0 Magic +0 Specialization)
Crit: 20x2
Claw Off Hand
Attack: 1d20 +9 (+2 BAB +8 Str +0 Dex +0 Weapon Training +0 Magic +0 Weapon Focus +1 Insight -2 TWF)
Damage: 1d4 +8 (+8 Str +0 Dex +0 Weapon Training +0 Magic +0 Specialization)
Crit: 20x2
Fighter
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus combat feat:2
Bravery (Ex) +1 : 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.
Monk
A war scholar is proficient with all simple and martial weapons. A war scholar is proficient with light armor, and retains his AC bonus and fast movement class abilities even while wearing light armors. He is not proficient with any shields. A war scholar wearing medium or heavy armor loses his AC bonus and fast movement abilities.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex) +0
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Wisdom of War (Ex)
At 1st level, the war scholar gains a +1 insight bonus to all attack and combat maneuver rolls. At 5th level and every 4 levels thereafter (9th, 13th, and 17th), this bonus increases by 1, to a maximum of +5 at 17th level. In addition, they treat their level as their base attack bonus for meeting the prerequisites for feats. At 2nd level, the war scholar may add his Wisdom modifier in addition to his Dexterity modifier on initiative checks.
Rapid Planning (Ex)
At 2nd level, a war scholar learns how to rapidly come up with a battle plan. By spending 5 consecutive rounds studying an area, he can grant his allies a bonus from the list below. Each round of studying requires a standard action. During the first round, the war scholar designates a 60-foot radius burst centered on a grid intersection within line of sight as the Advantageous Battleground. This area is considered an advantageous battleground for 1 minute per monk level. At 8th level, it only requires 3 consecutive rounds for the war scholar to come up with a battle plan. At 15th level, it only requires a standard action to come up with a battle plan. By spending 10 uninterrupted minutes studying the area, the war scholar can make the area considered an advantageous battleground for 10 minutes per monk level. At 2nd level, a war scholar may grant one of the following benefits to all allies within the advantageous battleground. At 5th level and every 6 levels thereafter (11th and 17th), the war scholar may grant one additional tactic to allies in the advantageous battleground. If a tactic grants a “planning bonus”, the bonus is a +1 insight bonus at 1st level. At 5th level and every 6 levels thereafter (11th and 17th), the planning bonus increases by +1. Allies in the advantageous battleground must be able to hear and understand the war scholar to gain the benefits.
At 2nd level, a war scholar may choose from the following benefits:
Allies may apply the planning bonus to their AC against attacks of opportunities and to their CMD.
Allies Base Speed increases by 10 feet when making a charge.
Allies standing up from prone do not provoke attacks of opportunities.
Allies take half the normal penalty for dealing non-lethal damage with a lethal weapon.
Allies may apply the planning bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the planning bonus.
Allies may apply the planning bonus as a bonus to concentration checks
Allies may apply the planning bonus to all weapon damage rolls.
At 9th level, the war scholar may also choose from these benefits:
Allies may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain. This stacks with feats like Nimble Moves and Acrobatic Steps
Allies may apply the planning bonus to attack rolls.
Allies may make one additional attack of opportunity per round (if able to), and may apply the planning bonus to all attacks of opportunity they make.
Monster Lore (Ex) +1
A war scholar adds her Wisdom modifier in addition to her Intelligence modifier to all Knowledge checks made to identify the abilities and weaknesses of creatures, and can make such checks untrained. This replaces the stunning fist class ability.
Battle Focus (Ex)
At 1st level, a war scholar may spend a move action to focus himself for war. By doing so, he may add his Wisdom modifier, up to his war scholar level, to all damage rolls for a number of rounds equal to his Wisdom modifier.
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
COMBAT:
Reactionary:
You gain a +2 trait bonus on initiative checks.
SOCIAL:
Signature Moves:
Benefit(s): Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
Campaign:
Skills:
The fighter
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Monk:
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str)
Per Level: 10 (6 Base + 2 Int +2 Back Ground)
Total:20
Acrobatics: +4 (+0 Ranks +0 Class Skill +4 Dex)
Appraise: +2 (+0 Ranks +0 Class Skill +2 Int)
Bluff: +2 (+0 Ranks +0 Class Skill +1 Cha +1 Trait)
Climb: +8 (+0 Ranks +0 Class Skill +8 Str)
Craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Diplomacy: +1 (+0 Ranks +0 Class Skill +1 Cha)
Disable Device: +4 (+0 Ranks +0 Class Skill +4 Dex)
Disguise: +1 (+0 Ranks +0 Class Skill +1 Cha)
Escape Artist: +4 (+0 Ranks +0 Class Skill +4 Dex)
Fly: +4 (+0 Ranks +0 Class Skill +4 Dex)
Handle Animal: +1 (+0 Ranks +0 Class Skill +1 Cha)
Heal: +1 (+0 Ranks +0 Class Skill +1 Wis)
Intimidate: +7 (+2 Ranks +3 Class Skill +1 Cha +1 Trait)
Knowledge (arcana): +3 (+0 Ranks +0 Class Skill +2 Int +1 Wis)
Knowledge (dungeoneering): +8 (+2 Ranks +3 Class Skill +2 Int +1 Wis)
Knowledge (engineering): +3 (+0 Ranks +0 Class Skill +2 Int +1 Wis)
Knowledge (geography): +3 (+0 Ranks +0 Class Skill +2 Int +1 Wis)
Knowledge (history): +3 (+0 Ranks +0 Class Skill +2 Int +1 Wis)
Knowledge (local): +5 (+2 Ranks +0 Class Skill +2 Int +1 Wis)
Knowledge (nature): +3 (+0 Ranks +0 Class Skill +2 Int +1 Wis)
Knowledge (nobility): +3 (+0 Ranks +0 Class Skill +2 Int +1 Wis)
Knowledge (planes): +5 (+2 Ranks +0 Class Skill +2 Int +1 Wis)
Knowledge (religion): +3 (+0 Ranks +0 Class Skill +2 Int +1 Wis)
Linguistics: +4 (+2 Ranks +0 Class Skill +2 Int)
Perception: +8 (+2 Ranks +3 Class Skill +1 Wis +2 Racial)
Perform : +1 (+0 Rank +0 Class Skill +1 Cha)
Profession: Games of Chance: +6 (+2 Rank +3 Class Skill +1 Wis) BG:2
Ride: +4 (+0 Ranks +0 Class Skill +4 Dex)
Sense Motive: +6 (+2 Ranks +3 Class Skill +1 Wis)
Sleight of Hand: +7 (+2 Ranks +3 Class Skill +4 Dex) BG:2
Spell craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Stealth: +4 (+0 Ranks +0 Class Skill +4 Dex)
Survival: +6 (+2 Ranks +3 Class Skill +1 Wis)
Swim: +8 (+0 Ranks +0 Class Skill +8 Str)
Use Magic Device: +1 (+0 Rank +0 Class Skill +1 Cha)
Languages:
Languages:
Undercommon, Elven, Drow Hand Sign, Common, Abyssal, Dwarven
Leather Armor
Bastard Sword, Masterwork
Bastard Sword
Belt Pouch left side
Belt Pouch right side with 34GP, 7SP
Oil flask w/oil cloth
Whet Stone
Back Ground/Appearance:
Background:
Nymz was young and full of himself when he was around the other male children. He would do his best to outsmart, outfight, outrun or what was the most common occurrence out hide the older children. Being a Drow is not easy but being a male in a matriarchal society is just about impossible to survive. Being born into a small low rank house in Zirnakaynin and it makes your odds of becoming an adult even worse. To survive this harsh life one must be lucky, smart, or have a good upbringing. He got his luck in the first night of his life. He was born the second male child of the family, his twin brother that was born a few minutes later was the third and by law was to be sacrificed to appease Rovagug. He did not learn of this till later in his life when he was commanded to join the surface world raids. He was told that he had better succeed in bringing glory to Rovagug and his house or suffer the fate of his twin brother. Curios as to what that meant, he stupidly ask his siblings about his twin. The pure audacity of his request did not sit well with his mother and many beatings later he did find out the story of his twin. This slowly started his mind towards his survival not just outside the house but now inside his house and from his own family. Years go by as he dwells on the actions of his family and how things are to be for him and his future. He grows up learning to be fast and strong. He turn from hiding to fighting. He slowly learned how to wield weapons and how to manage troops under him. Over time he does what is ask of him with no questions, he wants to keep things the way they are until the status quo changes. When that happens he wants to have that be on his terms. So for now he bids his time so that he can escape his chains here in his own home. He learns to hate demons and those above his station; his sisters. His anger to those of the Rovagug faithful is unequaled and drive his desire to be rid of them. The years become decades as he yearns for his chance to get out from under the rule of these women. His chance comes to him when a group is sent to raid an old outpost of the surface elves. The group never makes it to the surface as they instead found a burial chamber under the outpost. Nymz was sent into investigate the area before the priestess would enter. He is a mere male and expendable.
If there were any traps they were old and had failed long ago. This was a big indicator that this was a very ancient outpost and one worth taking his time delving into it. He found a large burial complex filled with the dead of the surface elves. There in the center of the room surrounded by what can only be the entombed guards, was a tomb with a male elf chiseled into the top of the coffin in a bas-relief. His arms surrounding the hilt of a well crafted black sword of Elven make. The blade was almost as tall as he was with a hilt sculpted into the likeness of a dragon whose species is unknown. Advancing slowly towards the coffin, he feels that it is too easy of a task but sometimes the old saying sometimes a spider is a just a spider rings true but then again most of the time it is a fiend poised to rip your head off. Nymz decides that the weapon will be his and removes it from the grip of the stone Elven warrior. He notices the ever so faint out line of arcane words around the hilt of the weapon. As he scrutinizes over the words, he freezes in place as he hears the faint sounds of company. Moving himself into a better vantage point to see what is coming his way. The would be thief creeps back into the shadows of the tomb. Seeing that his company is in fact the priestess and the rest of the raiding group coming in to find him. His mind is made up and he does something that will change the rest of his life. There will be no turning back from this action. Seeing the group coming toward the center of the room almost to the place where he is hiding, with a slow steady hand, he pushes the coffin lid aside. Well if you do not get caught than you deserve everything you steal. At once the guards around the tomb came to “life” not at all surprised by this as the Drow are practitioners of the necromanic arts. What did surprise him was that the guards were constructs and not undead as he had thought. The lid to the tomb came crashing down around him covering him from sight as it leaned against the side of the coffin. The battle does not go well for the raiding party and Nymz bids his time. When that time comes he slowly moves around the room moving from hiding spot to hiding spot until he gets himself out of the area and runs down the hallway with black sword in hand. Coming around the corner he runs straight into the back of another Drow running away from the trap that he set off. The shock of a Drow tangled up with his body is short lived. Nymz stands to engage the person, whomever they might be, but stays his hands as his sister stands before him. Her fingers are moving so fast that it is hard to understand what she is trying to sign. Nymz gets the idea that his sister is running back towards home to get away from the fighting. Thinking quickly, he lunges forward with his new blade leading the way. It easily punctures the front of her chest. She crumbles to the ground in a heap that give no indication that she survived the assault. Standing over top of her, her quickly searches her body. Finding nothing of real value brings a swift kick to the dead priestess. B+&!$, even in death you are of no use to me. Just as he is about to turn to the deeper tunnels of the Darklands, he notices that her bodies is collapsing in on itself. Stopping to investigate more, the Drow warrior sees that she is crumbling away to dust right before his eyes. The he to crumbles to the tunnel floor in pain. He is on fire but it feels like his insides are on fire. Hearing and feeling bones crack and break brings tears to his eyes as his body reforms itself. Then darkness, not the typical darkness of the Darklands, this was utter and complete nothing. Nymz has no idea how much times has gone by when he comes to. What he does see is that all of the raiding party are accounted for. There bodies nothing but dust. The warrior also notices several other things that are different about him now. One being that his eyesight it much keener. He can see things that he normally could not see at such a distance. His once coal black skin now has an undertone of silver tint to it. His hair, once white is now silver with a dark sheen to it. His back now supported a pair of wings that he has not idea where they came from let alone how to use.
many days go by and the two are not lost just that Nymz keeps turning them away from tunnels that would lead them home. It is almost two weeks when the little food they have starts to dwindle away to nothing. Fearing that they might not make it “home” they continue on. Two more days go by when they come on a Duergar trading outpost.
Nymz and his nephew are not keen on just walking up to a Duergar outpost but their food is gone and survival takes over. His nephew speaks their language and converses a long time with them. Picking up a few words here and there that are spoken in the undercommon tongue, he lets his mind wonder to the past. Wondering what will the future hold for him. Shaking himself out of his thoughts, he watches as the group talks. Nymz was reluctant to send his nephew away to deal with them but he decides that it is better that he stay away and let his nephew deal with the Duergar. Since the fighting under the outpost, Nymz has not been alone and he takes advantage of his time away from his nephew. He removes his treasure from his belt and tries to determine if it is a magical blade. He sees that his new blade is magical but dormant. He is not sure how a magical weapon became dormant but figures that he will find out one day. His fingers examine the hilt and the pommel for anything that might be a trap. If a trap was placed on a weapon it most certainly had to be magical in nature. He is please and certain that there are no harmful effects waiting for him. Further examination of the hilt finds that the pommel is missing a piece, a gem is missing from the bottom of the pommel. Nymz' nephew finally comes back with a smile on his face and food. He tells Nymz that he has good news. Nymz is either famished, tired or getting old as he should have known what was going to happen next. As he is trying to blink away the darkness and keep himself awake….he can hear his nephew tell him that the Duergar gave him a good deal for his slave and a map to get him home. Nymz curses himself as he just was sold into slavery...by his own nephew and he thinks to himself...and here I thought the females where bad.
His nephew is evil but not too bright, yes he took Nymz' weapons but did not search the rest of him thoroughly. His other items were still on him when he came to. His nephew was removing all his gear from his backpack and tossing it around looking for things of value. Nymz acts quickly and enacts his darkness ability directly on top of himself. Listening to his nephews panic in the darkness brings a smile to his lips. Still laying down he hears the swish of a blade as it passes over his head. His nephew thought that Nymz must have stood up. Grabbing one of his discarded rapiers, he slips out of the darkness and circles around to the other side of the cavern. Listening to the curses coming from inside the darkness, Nymz drops the spell effect. There in the middle of his gear was his nephew swinging madly at anything and everything. Nymz almost felt bad for what he was about to do...almost. After his nephew had tired himself out swinging his short sword around, Nymz stepped inside the arch of the sword and punched his nephew in the face with the pommel of his rapier. As his nephew came to, he realized that he was unarmed and basically naked. He tried to shout a curse but found that he was gagged and tied up as well. The last thing Nymz remembers of his nephew was the Duergar dragging away a half naked Drow. Nymz whispers to himself I am not afraid of death, I just do not want to be there when it happens. He took the map and food. Heading deeper into the darklands was not smart especially by yourself but felt that it was better than waiting around for the Duergar to change their minds. They may not care who the slaves was but he did not want to take any chances that they get greedy. The map shows that there is a city nearby on the surface and he should be able to make in a few weeks. The map that the Duergar supplied was very detailed.
After some time he is starting to get worried that he may never make it to the city. He was tired of walking and being out in the wilds was limiting his ability to sleep properly. His fatigue was setting in more and more rapidly with each passing day. The few hours he was able to sleep was filled with dreams or nightmares more likely. It was always the same dream over and over again. He was entering a cavern that had several small trickles of water pooling in different parts of the cave. Towards the back of the cave rose a giant spire that breached through the cavern ceiling. HE could never see how high the spire went for the room was filled with shadows. A black cloud seemed to engulf the top of the spire. Every now and then tiny purple bolt of lightning erupted with in the shadows. It was at these times the images of strange creature would be silhouetted within. Black tendrils climbed up the sides from the base to the shadowy top.
The map led him to the city of Port Peril, the only place that he felt would be safe for him...well as safe as a male could be in this world. The city would not be kind to him that was for sure but it was better than living in the wilds of the Darklands. Once he had a good night sleep his dreams stopped and was happy for that. After a few days in this new city was enough to figure out that the color of your skin does not mean anything. They place is filled with all kinds of rough people that look the other way when it comes to the law. Making his way to a tavern called the Formidably Maid, he decides on a game of chance to change things up...
The young Drow sat up straight when the old merchant raised the stakes. He was in over his head and everyone knew it. With a little naive smile he called. He looked around at the table filled with professional gamblers, they were eyeing up his stack of coins. It was about to get a lot smaller. He had started the day off with such luck. Hand after hand he won and accumulated a very impressive winning streak. Then his luck had changed over the last couple of hands. He had maybe enough money left for one more hand and it needed to be a winning one or he would be broke. The cards were dealt and he was not happy with the cards he had. His hand was not strong but was not bad either. So he went with what he had and tried his best to bluff a win out of the game. The stakes were high as raise after raise came and went. The time came where his pile of coins was gone and he needed to make the pot right. Why not put that blade of yours in the pot and we will call it even. The merchant went on about the craftsmanship that went into such a weapon. Knowing the value of the weapon and its nature tugged at Nymz. He could walk away with enough coin to keep even him happy for a very long time. If that blade leaves my hip...someone will get hurt...and we do not want that to happen do we. Besides we are here to enjoy a simple game of cards. Nymz had two gems left that was his emergency money in case things got bad. He reach into his boot and pull forth a small diamond. He looked at it for some time before he placed it on the pile. I see your bet and raise you two hundred...gold The room grew quiet very quickly and the gamblers looked towards him with interest. A few of them folded and sat back to watch the outcome. Some called my bet and waited for the last person to make the pot right. You ain't got the the cards and I knows it. I do not have the coin to cover all of the pot but I have this note of passage for the port in Korvosa and this note of receipt for the Korvosian pleasure barge...the Peregrine, all inclusive. Four days travel down the coast and back. I just paid it off and was going to take the wife out for a trip so she would shut up about not going anywhere. It took me three years to save up enough to buy it. It will cover the pot sure enough and then some. It cost me three hundred gold coin and so that would be another one hundred coin to you. The merchant let his eyes wonder down to his blade again. It was obvious that he coveted the blade for his own. Nymz was nervous and wished for this game to be over. He had never gambled so much money at once. He nods his approval and reached once more to get a gem from his boot but this time he also pulled forth the cards he had secreted there. He was going to make sure he won this pot. The ruby was smaller but would cover the bet. Cards are tossed in to the pot as more players fold. It was down to the two last players the old merchant and Nymz. I call.... The merchant lays his cards down on the table and starts to laugh as the crestfallen Nymz. He can not believe that this game had turned out this way. Nymz keeps looking at the pile of coins and then down at his cards. What am I going to do...I mean I thought...two pairs would be enough to win... The old merchants reaches across the table to pull his coins towards his side of the table.
I guess if the two pairs were Gold Dragons and....Gold Dragons...then I would win...right? He tosses his cards on the table to show not one pair but two pairs of Gold Dragons. He quickly collected his winning and left right away. He was the talk of the area for the next couple of days and when it came time to head out on that boat ride, he made sure he was good and ready to leave. He knew that trouble would come looking for him soon enough. He made his way to the docks and looked all over for his boat. It was not what he expected but then again he had never been on one of these boats and it just might be different below decks. He made his way up the plank and was wondering what he was getting into when he looked on his fellow passengers. They did not fit the bill of pleasure seekers. The ship started to cast off and he took one more look at the docks and smiled. He had some good times here and was now ready to seek fun down the coast. His smile fell away as he notice standing on the docks was the old merchant holding up a pouch and a huge smile. Nymz let his hand fall to his side and there he felt the cut strings of his money pouch. All that money was gone. He was not happy but he did enjoy the time he had with such a fortune. He turned to find his cabin and prepare himself for the pleasure that await him down the coast when he felt his head explode with pain and darkness. Never before has he had the dreams during the day. Something was wrong. Why does he dream of this spire. He thought he made be cursed.
Appearance:
Height: 5'3"
Weight: 102
Eye color: Red
Hair color: White
Skin: Black
Haircut: Long hair, pulled back in a pony tail
Build: Wiry
Personality: Patient and deliberate
Goals: