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Nugmil

From Darfuria

Nugmil

Nugmil is a male wood elf fighter/magic user from Taur Geldor. He has a fair complexion, light green eyes and copper blonde hair.


Background for Nugmil

Nugmil, born under the canopy of Taur Geldor, emerged into the world as a wood elf destined for an extraordinary path. From a young age, he displayed a remarkable affinity for both martial prowess and arcane mastery. Growing up amid the ancient trees and magical essence of the forest, Nugmil's connection with nature and the mystical arts became evident.

As a youth, he trained under the guidance of the forest's elders, honing his skills in swordsmanship, archery and the arcane. His exceptional intellect and strength set him apart, earning the respect of his peers. The whispers of the wind and the rustling leaves seemed to guide him as he explored the secrets of Taur Geldor.

Nugmil's calling, however, reached beyond the natural realm. Drawn to the revelry and chaos associated with Dionysus, the Greek god of wine and revelry, Nugmil found a connection between the untamed spirit of the forest and the wild celebrations of the deity. Embracing the dualities of nature and chaos, Nugmil forged a unique path that blended the finesse of a warrior with the arcane mysteries bestowed upon him.

Nugmil's exceptional intelligence contributed to his academic excellence during his early years of training. He absorbed knowledge swiftly and excelled in both magical studies and combat techniques. Elders and mentors recognized his intellectual gifts, providing him with advanced teachings.

In his role as a bowyer and fletcher, Nugmil's high IQ allowed him to revolutionise traditional elven crafting techniques. His bows and arrows became not only works of art but also marvels of engineering. He hopes someday to incorporate intricate magical enhancements to his bows and arrows that showcase his genius.

Nugmil's heightened intelligence facilitated his rapid mastery of arcane arts. Spells that might have taken others years to grasp were quickly understood and manipulated by him. His magical prowess became a testament to the synergy between intellect and the mystical.

In battle, Nugmil's strategic brilliance shone. He could analyze complex scenarios, anticipate enemy movements, and devise intricate plans that outwitted opponents. His companions often relied on his tactical insights during perilous situations.

Nugmil's towering intellect led to feelings of isolation. His peers struggled to relate to his advanced understanding, creating a sense of alienation. The weight of being intellectually superior left him yearning for genuine connections, although he found solace in the wine.

Nugmil's high IQ leads to impatience when dealing with individuals who do not grasp concepts as quickly. This impatience can strain relationships, especially if he struggles to communicate ideas in a way that accommodates different levels of understanding.

A mind as brilliant as Nugmil's requires constant stimulation. In periods of boredom or monotony, his quest for stimulation can lead to risky decisions.

Nugmil's towering intelligence, while a tremendous asset, comes with its own set of challenges. Balancing intellectual prowess with emotional connections and adapting to the limitations of those with lesser minds are aspects of his journey shaped by his exceptional IQ.


Other Talents

Nugmil is overly enthusiastic about interpreting dreams, often offering unsolicited analyses of others' dreams. This can be seen as intrusive or overly mystical by those who prefer more practical perspectives.

Nugmil has an uncanny ability to mimic the sounds and calls of various forest creatures. His repertoire includes mimicking the calls of birds, the howls of wolves, and the rustling of leaves, allowing him to communicate covertly with the natural world.

He occasionally plays soothing tunes on a handcrafted wooden flute, creating a serene ambiance that relaxes and uplifts the spirits of his companions.


Racial Abilities

  • 90% resistant to Sleep/Charm
  • +1 to hit with longword, longbow, shortsword, shortbow
  • 1/6 / 3/6 see / find concealed doors
  • 2/6 find secret doors
  • 6" darkvision
  • Good chance to surprise when alone


Unique

Has enough XP to become a 7th level fighter.


Languages

Darfurian (00), Alignment (00), Elvish (00), Treant (94), woodland mammals (96), Gnome (92), Halfling (88), Goblin (78), Hobgoblin (80), Orcish (89), Gnoll (68), Ettin (62), Lareafese (17).


Second Skills

Bowyer/fletcher, linguist (can recognise patterns in languages and mimic them).


Non Weapon Proficiencies

  • Fighter (4): Bowyer/fletcher (DEX -1), carpenter (STR), animal noise (WIS -1), direction sense (WIS +1).
  • Magic User (6): Fishing (WIS -1), fungus identification (INT +6), ancient languages (INT), modern languages (INT), reading/writing (INT +1), navigation (INT -2).


Weapon Proficiencies

  • Fighter: (THAC0 15) Longsword, longbow, axe, morning star, knives.
  • Magic User: (THAC0 19) Staff, dagger.

Saving Throws

  • PPD: 11
  • PP: 11
  • RSW: 9
  • BW: 13
  • S: 10

Luck Points: 9


Spells

  • 4 * 1st
  • 3 * 2nd
  • 2 * 3rd
  • 1 * 4th


Spellbook

First Level: Read Magic, Find Familiar, Nystul's Magic Aura, Sleep, Mending, Tenser's Floating Disc, Erase, Protection from Evil, Magic Missile, Burning Hands, Shocking Grasp, Enlarge, Identify, Charm Person, Spider Climb.

Second Level: Invisibility, ESP, Locate Object, Web, Continual Light, Mirror Image, Knock, Detect Evil, Wizard Lock, Levitate, Forget, Strength, Melf's Acid Arrow.

Third Level: Dispel Magic, Lightning Bolt, Haste, Fireball, Suggetion, Blink, Fly, Protection From Normal Missiles, Clairvoyance, Slow, Water Breathing.

Fourth Level: Dispel Illusion, Ice Storm, Dimension Door, Rary's Mnemonic Enhancer, Wall of Fire, Wizard Eye, Polymorph Other, Polymorph Self, Remove Curse, Minor Globe of Invulnerability, Charm Monster.


Money

PP: 33 | GP: 5528 | EP: 0 | SP: 33 | CP: 118


Costs: 1300gp / month

Card: None


Equipment

Weapons

Knives of Ti'Marr the Arch Mage:

  • kept in forearm sheath (-2 AC bonus)
  • off hand attacks suffer no to hit penalty for DEX < 19
  • when used in successive rounds, knives are +1, +2, +3 etc. up to +6
  • each knife hit does 2-5 dmg
  • when knives reach +6, they also do triple dmg vs. demons/devils
  • lose 1 knife = permanent loss of 1 STR
  • lose second knife = permanent loss of 1 INT
  • must first be used on a devil or demon to start working (Nugmil has done this)

+3 longsword

+1 longsword, +4 vs reptiles

Staff of Striking: 25/19

Longbow - arrows: 24

Daggers: 2 (1 concealed in boot)


Armor

Plate mail

+1 shield

Small helm

Soft low boots with inbuilt mileometer

Bracers of Defence AC4


Magic Items

Talisman of the Sphere


Potions

Speed: 1

Oil of Etherealness: 6


Trappings

Adventurers' Pack

Spellbook

Material Components Pouch

Large Belt Pouch

Quiver

Cloak (wine red)

Robe

Hat


Adventures

Tunnels 7

Tunnels 8

When a Star Falls (1/6)

The Wizard and the Lemure (3/6)


Knows

Stagl Abadag, Blai Bonesnapper, Slellal Carlellon, Condo, Hirus Darblake, Druskin, Fingers, Galzai of Larsha, Huru, Salandel, Slurb, Felquis Slywils.


Gallery