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Nymnersaryxser - AI-generated fantasy Character

Nymnersaryxser

Emerald Dragonborn · Rogue (Inquisitive) · Level 3 · Sailor

Nymnersaryxser

I prefer to listen to the rhythm of the waves and the creak of ship hulls rather than the chatter of people.
AC14
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 21 · 30 ft.
AlignmentNeutralGenderMaleAge14 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Navigator's tools,
Vehicles (water)

Languages

Common,
Draconic,
Turmic

Features

12 features

Bonus action

  • Cunning ActionLevel 2

    You can take a bonus action on each of your turns to Dash, Disengage, or Hide.

  • Eye for DetailLevel 3

    You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or an Intelligence (Investigation) check to uncover clues.

  • Insightful FightingLevel 3

    As a bonus action, make a Wisdom (Insight) check against a creature's Charisma (Deception) check. If you succeed, you can use Sneak Attack against that target even without advantage for 1 minute.

Always on

  • ExpertiseLevel 1

    Double proficiency bonus for Perception and Insight.

  • Sneak AttackLevel 1

    Deal an extra 2d6 damage to one creature you hit with an attack if you have advantage or if another enemy of the target is within 5 feet of it.

  • Thieves' CantLevel 1

    A secret mix of dialect, jargon, and code.

  • Ear for DeceitLevel 3

    When you make a Wisdom (Insight) check to determine if a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

  • TraitEmerald DragonbornDraconic Ancestry (Emerald)
  • Breath Weapon (Psychic, 15 ftEmerald Dragonborncone, 1d10, CON save DC 11)
  • TraitEmerald DragonbornPsychic Resistance
  • TraitEmerald DragonbornPsionic Mind (Telepathy 30 ft.)
  • Ship's PassageSailor

    You can secure free passage on a sailing ship for yourself and your companions.

Spells

Spellcasting. Nymnersaryxser casts with Intelligence (spell save DC 12, to hit with spell attacks).

Gear

7 items

Weapons

  • Shortsword
    A well balanced blade used for close quarters.
  • Shortbow
    Ranged weapon for distant hunting.

Armor

  • Leather Armor
    Basic protective light armor.

Tools

  • Thieves' Tools
    Small tools used to manipulate locks.

Gear

  • 20×
    Arrows
    Standard arrows for shortbow.
  • Spyglass
    A brass tube used for observing distant ships.
  • Nautical Charts
    Hand-drawn maps of the Vilhon Reach trade routes.

Appearance

Nymnersaryxser is a small, lithe dragonborn with scales the color of deep sea kelp and polished emeralds. His eyes are large, pale green, and possess a disconcerting stillness. He wears a custom-fitted leather harness draped with coastal salvage, including a brass spyglass and a series of small, charcoal-stained scrolls held in waterproof cases.

Mannerisms

He frequently cleans his emerald scales with a small piece of chamois leather, and he speaks in a low, vibrating whisper that sounds like grinding stone.

Personality

I prefer to listen to the rhythm of the waves and the creak of ship hulls rather than the chatter of people. I record every pattern I see, believing that if I watch long enough, I can predict the future of the Reach. I am cautious, almost to the point of being skittish, yet my curiosity often forces me to creep closer to the docks than safety should allow.

Ideals

Logic. Everything that happens follows a pattern. If I can understand the pattern, I can understand the world.

Bonds

I have mapped every sandbar and hidden cove between Alaghôn and the southern hills. This coast is my hoard, and I will protect its secrets.

Flaws

I am so absorbed in analyzing potential threats that I often miss opportunities that require immediate, instinctive action.

Quirks

Always counts the number of windows on a building before entering.
Tilts head like a bird when listening to someone speak.

Background

Nymnersaryxser hatched in a cave where the salt spray of the Vilhon Reach was a constant companion. Unlike the chromatic or metallic cousins of the inland, he was born with a psychic resonance that made the silence of the cliffs feel like a library. He spent his early years not in battle, but in rigorous observation of the merchant vessels leaving Alaghôn. He learned to identify the hulls of Sembia and the sails of Chondath by their silhouettes alone, viewing the trade routes as the pulse of a massive, living organism. This fascination with systems led him to adopt the ways of the Inquisitive, applying his draconic intellect to the puzzles of humanoid civilization. He survives by being a ghost of the coast, scavenging what the tide brings in and stealing records of manifests to further his private studies of Turmish society. His isolation is intentional, but he realizes that to truly understand the patterns he observes, he may soon have to step into the light and join the very world he has spent his life watching from the shadows.

“Unlike the chromatic or metallic cousins of the inland, he was born with a psychic resonance that made the silence of the cliffs feel like a library.”
From their backstory
Background
Sailor

Connections

Species

Emerald Dragonborn

Media

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