Nadim Sayegh
Nadim Sayegh
Sheet
AC 18 · HP 15 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Favored EnemyLevel 1
You always have the Hunter's Mark spell prepared. You can cast it without expending a spell slot twice per Long Rest, and you regain all expended uses when you finish a Long Rest. The spell does not count against your number of prepared Ranger spells.
- Weapon MasteryLevel 1
You have learned to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Nadim has mastery with the Longbow and Shortsword.
- SpellcastingLevel 1
You have learned to draw on the magical essence of nature to cast spells. Wisdom is your spellcasting ability. You can prepare two level 1 Ranger spells, and Hunter's Mark is always prepared from Favored Enemy.
- Constructed ResilienceWarforgedYou were created rather than born. You have resistance to poison damage, advantage on saving throws against being poisoned, and immunity to disease.
- Sentry's RestWarforgedYou do not need to sleep. When taking a Long Rest, you must spend at least 6 hours in an inactive, motionless state rather than sleeping.
- Integrated ProtectionWarforgedYour body has built-in defensive reinforcement. While wearing armor, you gain a +1 bonus to Armor Class.
- Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice. Nadim has proficiency in Stealth and land vehicles.
- Living ConstructWarforgedMagical healing affects you normally, and you can benefit from the usual effects of rest and recovery.
- Savage AttackerSoldier
You gain the Savage Attacker Origin feat. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either result.
Spells
3 spellsSpellcasting. Nadim Sayegh casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (2 slots): , ,
Gear
15 itemsWeapons
- ScimitarA light, curved blade used for close combat and silent work.
- ShortswordA compact blade balanced for throwing or close combat.
- LongbowA finely balanced martial bow.
- SpearA spear issued from Nadim's former military stores.
- ShortbowA compact shortbow received through his Soldier background.
Armor
- Studded Leather ArmorStudded leather armor reinforced with small metal plates.
Tools
- Gaming SetA small set of dice and carved gaming pieces used by soldiers during watches.
Gear
- 20×ArrowsAmmunition for the longbow.
- QuiverA leather container worn over the shoulder for arrows.
- 20×ArrowsAdditional ammunition for the shortbow.
- Healer's KitSupplies for treating wounds and stabilizing the injured.
- QuiverA second leather quiver for spare ammunition.
- Traveler's ClothesPractical clothing suitable for travel and military camp life.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other travel necessities.
Purse
- 23×Gold PiecesUnspent starting currency from military and ranger supplies.
Appearance
Nadim is a tall, finely built warforged with a frame of dark walnut-colored wood, brushed bronze plates, and narrow seams glowing with a muted amber light. His face is smooth and expressive in an understated way, with a broad jaw, a small square of polished metal at the chin, and blunt ceramic teeth visible when he speaks or laughs. Years outdoors have dulled his bronze fittings with pale salt marks and wind-polished scratches, while his wooden surfaces are darkened from rain, dust, and repeated oiling. He wears studded leather beneath a weathered green ranger's cloak, with a longbow across his back and a soldier's spear at his side. A strip of faded blue cloth is tied around his left wrist, the last surviving piece of his old unit's standard.
Mannerisms
Nadim turns his head slightly before answering, as though listening for a distant command. He checks exits whenever he enters a room, measures unfamiliar bridges with his eyes, and speaks in a calm, low voice that becomes unexpectedly warm when addressing animals or children. When thinking, he taps two fingers against the bronze plate over his heart in the rhythm of an old marching cadence.
Personality
Quietly attentive and unusually patient, Nadim notices small changes in people and landscapes before anyone else does. He is gentle with the injured, respectful toward honest labor, and dryly funny once he trusts someone. He dislikes grand speeches and prefers to demonstrate loyalty through preparation, reliable shelter, and making sure everyone has eaten.
Ideals
Duty should protect the vulnerable, not justify control. A promise is meaningful only when it remains binding after the danger has passed.
Bonds
The scattered members of Nadim's old reconnaissance unit are his family. He carries their names etched beneath his breastplate and will risk almost anything to locate those who disappeared after the war.
Flaws
Nadim treats every unanswered question as a threat and every order as something that must be tested before it is obeyed. He has difficulty accepting help, especially from people who remind him of officers or owners. When frightened, he becomes excessively practical and may abandon compassion in favor of the plan most likely to preserve lives.
Quirks
Background
Nadim was assembled in a military foundry during the final years of a long border war, one of several scouts designed to cross ground that exhausted living soldiers. His first memories are not of a creator or a home, but of rain striking metal roofs, officers calling distances, and the careful hands of a field medic tightening the leather around his joints. He served as a pathfinder, messenger, and forward observer, learning to read broken grass, bird flight, wagon ruts, and the changing smell of wet soil. His unit came to rely on him not because he was the strongest among them, but because he always returned with an accurate map and one more survivor than expected. When the war ended, the army marked Nadim's cohort as obsolete and scattered them into storage yards, salvage contracts, and private service. Nadim refused the first order that treated his former comrades as equipment. He took his blue wrist-cloth, a borrowed bow, and a list of names he could not find, then walked into the wider world. He now works as a ranger and guide, protecting travelers through wild country while quietly searching for other warforged who were abandoned when their usefulness ended. He tells people he is looking for work. In truth, he is building a place where no one has to earn the right to be considered alive.
“When the war ended, the army marked Nadim's cohort as obsolete and scattered them into storage yards, salvage contracts, and private service.”
- Background
- Soldier
Connections
Species
Warforged
Media
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