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Nolveniss Azrinae

Nathaniel.'s page

805 posts. Alias of Arkwright.


Full Name

Nathaniel Dorinarl

Race

Level 2 Summoner | Init +1 | HP 24 | AC 15/T 11/FF 14 | Saves F+3/R+3/W+4 (+2 vs Ench) | Perception +0 |

Classes/Levels

Level 2 Eidolon | Init +1 | HP 20| AC 17/T 11/FF 16 | Saves F+4/R+2/W+3 | Perception +14 |

Age

29

Alignment

G

About Nathaniel.

JELANI's NEW GAME:
Nathaniel Description
Tall male half-elf with white hair, green eyes and a strong build. His face and movements are very young and quick. He wears a chainmail shirt atop a plain brown and black leather and cloth tunic, embroidered on the shoulders and chest with the sigil of a brevan lawman. Carries a backpack and belt, and a long curved weapon well-worn with age but in excellent condition. When Bartimaeus is summoned, Nathaniel bears a small glowing rune of his forehead, usually covered with a hood, in the shape of the elven rune of wisdom.

Bartimaeus Description
Bartimaeus prefers to take the form of a tall man with bronzed skin and a lion head and claws paws instead of hands. His skin is pitted and tough in places but mostly covered over by a tunic with the same sigil as Nathaniel's emblazoned upon it. His forehead burns with the elven rune of wisdom.

Backstory
Nathaniel was born in Brevoy; the son of an Gaela, an elven armorsmith and his father Thaddeus, an important and powerful member of the nearest Pathfinder chapter. He was raised in a rural village swearing allegiance to House Medvyed. At a young age, Nathaniel's father was crippled with a fatal disease, leaving him wasting away, grey and shriveled. On his deathbed, he attempted to speak through the choking coughs, but failed; a red glow burnt suddenly in his eyes. Through the door appeared a mysterious woman, beautiful and with a well-worn symbol of Desna attached to her belt; his father seemed to recognize her. She bent over, muttered a spell and revealed the true imminent final stage of Thaddeus' disease- turning into a demon. With more words and some herbs she cured him, putting color in his cheeks and letting him draw breath, though still leaving his weak body dying. Finally able to speak, he thanked his healer like an old friend, turned and gave his son his final blessings, also bequeathing onto him his summoned spirit, Bartimaeus.

Able to summon a fraction of the true spirit into the world, Nathaniel was raised by his mother, helping in the family forge; he developed a strong hand with the blade, aided by his mother's knowledge and the tutelage of his father's old friends who visited his mother on occasion. Between helping his mother, he became one of the town guardsmen. When a small group of demons attacked House Surtova, lord Gurev Medvyed saw an opportunity to increase his political capital; he asked for volunteers from his villagers to be sent together to aid the crusaders in the Worldwound, under the command of his son. Nathaniel volunteered for his village.

Shortly after arriving in the Wound, Gurev's son was slain on an impetuous scouting mission, and most of the Brevan mission returned him. Nathaniel has stayed, entranced by the glory and strangeness of everything, and refuses to return home until he has made at least one accomplishment.

Personality
A young and inexperienced farm boy. Has experienced discrimination and dislike because of his mixed heritage, but under the tutelage from his mother believes that races can generally co-exist; and that fools and monsters are counted among every race. Very uncomfortable around women before he gets to know them, enjoys fighting as a contest of strength and chance to grow. Relatively handsome, gets along well with people, not much interest in scholarly pursuits.

Bartimaeus Personality
Very different to Nathaniel, Bartimaeus is significantly older and more experienced; he is quiet, serious and cynical, and also loves the boy deeply.

Nathaniel CR3
Half-elf Summoner

Init +1; Senses low-light vision, Perception +0

------------
DEFENSE
------------
AC 15, touch 11 (+1 dex, +4 armor)
HP 24

?Fort +3, Ref +2, Will +4 (Elven Immunities: Immunity to magical sleep, and +2 versus enchantment spells and effects)

------------
OFFENSE
------------
Speed 30ft

Melee
Falchion +6 (2d4+6)
Falchion +5 (2d4+9) (Power Attacking)

Ranged
Longbow +6 (1d8)

------------
STATISTICS
------------
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +2; CMB +6; CMD 17

Feats: Arcane Strike, Power Attack

Skills : Spellcraft +3 (Class +3, Ranks +1, Int -1), UMD +6 (Class +3, Ranks +1, Cha +2), K. Arcana +3 (Class +3, Rank +1, Int -1), K. Planes +3 (Class +3, Rank +1, Int -1), Diplomacy +3 (Ranks +1, Cha +2), Bluff +3 (Ranks +1, Cha +2)

Traits: Armor Expert, Chance Encounter

?Languages Common, Elven

------------
SPECIAL ABILITIES
------------
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Link: Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summon Monster II: Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bond Senses: Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Ancestral Arms: Free proficiency in one weapon (Falchion)

------------
SPELLS
------------
Spells per day:
0- infinite
1- 4x DC 13

Spells known:
0-
Light
Message
Detect Magic
Read Magic
Mage Hand
Open/Close
1-
Enlarge Person
Mage Armour
Grease
Shield

------------
GEAR
------------
GP 75

Cloak of Resistance +1

Chalk x2
Ink x2
Inkpen
Paper x4
Waterproof bag
Sack
Glass bottle x2
Winter blanket
Compass
Small steel mirror
Silk rope 30ft
Earplugs x4
Flint and Steel
Trail Rations x5
Dagger x1
Arrows x20
Marbles x15
Soap x2
Oil x2
Pathfinder’s Kit

Bartimaeus C1
Eidolon

Init +1; Senses Darkvision, Perception +4

------------
DEFENSE
------------
AC 17, touch 11 (4 natural armor, 1 dex, +2 armor)
HP 20

?Fort +4, Ref +2, Will +3 (Outsider)

------------
OFFENSE
------------
Speed 30ft

?Melee
Clawsx2 +7, +7 (1d4+4)
Bite +7 (1d6+4)

Power attacking:
Clawsx2 +6, +6 (1d4+6)
Bite +6 (1d6+6)
------------
STATISTICS
------------
Str 19, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +7; CMD 18

?Feats: Power Attack, Combat Reflexes

?Skills : K. Planes +2 (+1 rank, -2 int, +3 class), -1 Linguistics (+1 rank, -1 int), Perception +14 (+3 class, +3 rank, +8 evo), Stealth +7 (+3 rank, +1 dex, +3 class), Bluff +4 (+3 class, +1 rank) Intimidate +5 (+3 class, +1 rank)

?Languages : Common, Eidolon

------------
SPECIAL ABILITIES
------------

Darkvision 60ft

Link

Share Spells

Evasion

------------
EVOLUTIONS
------------
Pool: 5

Improved Strength- 2
Bite- 1
Improved Natural Armor- 1
Skilled (Perception- 1
Claws- 0
Arms, Legs- 0
Bipedal- 0

DEFAULT:
Character Portrait

Description
Nathaniel is a white-haired half elf with green eyes and pale skin. His smile is ready and his ears have that cross between pointy and rounded that mark him as a half-breed. His build is very slight, edging onto unhealthy. He wears a dark greatcoat with about sixty pockets on each side, worn loosely. White chalk stains run quite visible down from some of the deeper pockets. On his back is strapped a thick two-handed sword with a plain hilt and cross guard, and his stride is noticeably distorted by the weight of the weapon. Atop his head is a formal black top hat, visibly gleaming at all times even in absence of light or presence of dust and dirt. The brim of it is pulled down reasonably low, and usually sliding it up reveals a thin marking upon Nathaniel's forehead- a simple pentacle, enclosed within a circle, that glows ever so slightly electric blue.

In the heat of battle, Nathaniel usually dismisses the illusion and takes his true form- a tall dinosaur-like creature with blue skin and thick armoured scales on its knees, legs and arms. Its feet are clawed and its maw opens to reveal an array of wickedly sharp teeth. It wears Nathaniel's top hat and greatcoat, except where the coat was before loose and ill-fitting it now sits easily and tightly. The hat is pushed slightly further up relative to before, revealing Nathaniel's pentacle marking, which glows brighter. The creature's facial features are close enough to Nathaniel's to warrant recognition and a male personal pronoun, though its smile is ever so slightly more… toothy… than Nathaniel's.

Backstory
The white-haired bastard of a madwoman, Nathaniel was bullied and beaten by his villagers and starved by his glassy-eyed lunatic elven mother, and became a thin and withdrawn youth. His persecution was not helped by the fact that his features were clearly those of a half-breed. The boy's only solace was his father, a magician in the service of some lord who every year would return to the village to rest and entertain the village folk. His father told no one that he had a son, and completely ignored Nathaniel. The boy only knew the man's true identity from a tiny carving under his mother's bed and some of her more intelligible ramblings. His father's fireballs and lightning bolts would distract the village folk from their tormenting, but it rarely lasted long.

Devoted to him despite his abandonment of his son, Nathaniel watched and studied his father carefully at every appearance, and one night was the only soul to observe his father drawing a small but intricate pentacle in the dust, and the bright and strange creature which grew up out of it to sit next to him and break bread. The creature entranced him and after his father left, Nathaniel begged, borrowed and stole every book and every scrap of paper he could find, each new word helping him wheedle and flatter a new snippet of knowledge from the villagers as he taught himself to read and write. One day, as he drew his father's pentacle for the thousandth time and pressed his hand against it, he summoned up a blue monster, the most beautiful creature he had ever seen. The villagers reacted poorly to Nathaniel's new friend, but days then weeks then months of silent communication with a new being caused the youth to mature rapidly, growing in strength of personality and confidence, even as his body remained frail. It helped that as he learnt more and more about his new soul mate his magic also developed; spells were seared into his brain almost as fast as he could learn them, and with the villagers now leaving him alone for the first time in his life, Nathaniel was able to be happy, and even to attain some measure of understanding and sympathy with those who had persecuted him. His new happiness and skills culminated in a single moment as he and his companion- his Eidolon, as the books had taught him- sat next to each other amid the sunrise. A blink, a flicker, and the two fused together into a single being with two minds sharing a deep emotional and intellectual intimacy.

Exulting in his new form, and encouraged by the mind to which staying in a single place was anathema, Nathaniel gathered his few possessions and said goodbye to his mother, still mad but now in the care of the town's newly returned elder, who remembered her and her kindnesses from long ago, and head off for the city, and adventure. And just maybe, his father.

Personality
Despite his background, Nathaniel is surprisingly pleasant and easy-going, probably because of his deep connection to his soul mate and its strong and powerful new body he shares. Consequently he takes very few things personally and exults in the trials and tests of battle, though far less in the killing of sentients. Very rarely will he turn deadly serious, but he will do so for the death of his companions or of innocents, and for the violent oppression of the weak.

Having grown up with rags and definitely no riches, he takes a certain pride in his personal appearance, exemplified by his black top hat which tends to grow and shrink with his ego moment to moment.

His eidolon is named Bartimaeus, and prefers watching Nathaniel's experiences from behind his eyes to taking a personal hand. Nathaniel does on occasion yield control of the synthesis, usually when he is working on a particularly hard intellectual problem, or when for reasons of grief or anything similar he doesn't feel up to answering the phone call from reality.

Likes
------ Books
------ Top hats and other clothing
------ Meeting new people, new experiences, new… things; golems, comets, discoveries, etc.
Dislikes
------ Death of innocents, of friends
------ Oppression by the strong
------ Waking up early, particularly if it's by demons or bandits or the like

Goals
-Find his father and punch him in the face for abandoning him and to a degree his mother
-Find a cure for his mother's madness; not urgent as she is currently being cared for, and she's an elf so she'll live forever
-Increase his power, knowledge and understanding of his Eidolon
-In the long term (IE for high-levelled games), find a way to travel to the Plane his Eidolon is from and create his own home there. Maybe attached to a small town in the Material Plane where half-breeds can be safe, but who knows.

JELANI'S OLD GAME:

Nathaniel CR9
Half-elf Summoner (Synthesist)

Init +1; Senses low-light vision, Perception +22

------------
DEFENSE
------------
AC 13, touch 10 (+1 dex, +2 armor)
HP 57

?Fort +6, Ref +5, Will +10 (Elven Immunities: Immunity to magical sleep, and +2 versus enchantment spells and effects)

------------
OFFENSE
------------
Speed 30ft

?Melee
Masterwork Falchion +7 (2d4+2)

------------
STATISTICS
------------
Str 15, Dex 12, Con 15, Int 16, Wis 16, Cha 22?
Base Atk +6; CMB +7 ); CMD 19

?Feats: Power Attack, Combat Reflexes, Cleave, Great Cleave, Dimensional Agility

?Skills : Bluff +19 (9 ranks, 6 cha, 1 trait, 3 class), Diplomacy +9 (3 ranks, 6 cha), Fly +14 (9 ranks, 2 dex, 3 class), Perception +22 (9 ranks, 3 wis, 3 class, +5 item, +2 racial), Spellcraft +13 (7 ranks, 3 int, 3 class) Use Magic Device + 18 (9 ranks, 6 cha, 3 class)

?Languages Common, Elven, Infernal, Terran, Celestial

------------
SPECIAL ABILITIES
------------
Fused Eidolon

Fused Link: Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Summon Monster V: Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Shielded Meld: At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2
shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

Maker's Jump: At 6th level, whenever the synthesist is fused with his eidolon, the synthesist
can cast dimension door as a spell-like ability using his caster level. This ability only
affects the fused synthesist and eidolon. The synthesist can use this ability once per day at
6th level, plus one additional time per day for every six levels beyond 6th.

Ancestral Arms: Free proficiency in one weapon (Falchion)

Multi-attack

------------
SPELLS
------------
Spells per day:
0- infinite
1- 7x DC 17 (2 reserved for Mage Armor)
2- 5x DC 18
3- 4x DC 19

Spells known:
0-
Detect Magic
Guidance
Mage Hand
Open/Close
Read Magic
Message

1-
Ant Haul
Enlarge Person
Endure Elements
Mage Armor
Rejuvenate Eidolon, Lesser

2-
Haste
Summon Eidolon
Evolution Surge, Lesser
Barkskin

3-
Charm Monster
Dimension Door
Magic Circle against Evil
Evolution Surge

------------
GEAR
------------
GP 500

Masterwork Backpack
50ft Silk Rope
Hammock
Chalk x5
Signal Whistle
Waterproof Bag
Ink Vial
Inkpen
Parchment x5
Flint and Steel
Waterskin
Pearl of Power level 1 - 1000gp
Hat of Disguise Self- 1800gp
Headband of Charisma- 4000gp
Amulet of Natural Armor +1 -2000gp
Cloak of Resistance- 1000gp
Belt of Strength- 4000gp
Masterwork Cold Iron Falchion- 450
Ring of Sustenance
Wand of Lesser Rejuvenate Eidolon x2 96/100
Wand of Endure Elements 50/50
Eyes of the Eagle

9x waterskins
49x trail rations

Nathaniel CR9
Fused Eidolon Form

Init +2; Senses Darkvision, Perception +30

------------
DEFENSE
------------
AC 27, touch 11 (10 natural armor, 2 dex, 2 shield, 4 mage armor, -1 size)
HP 83, Temporary HP 79

?Fort +10, Ref +7, Will +11 (Devotion: +4 versus Enchantment spells and effects)(Elven Immunities: Immunity to magical sleep, and +2 versus enchantment spells and effects)

------------
OFFENSE
------------
Speed 30ft
Flight speed 110 ft (perfect)
Reach 10ft

?Melee
Masterwork Cold-Iron Falchion +19, +14 (2d6+16)
Clawsx2 +16 (1d6+5)
Bite +16 (1d8+5)

Power attacking:
Falchion +17, +12 (2d6+22)
Clawsx2 +14 (1d6+7)
Bite +16 (1d8+7)
------------
STATISTICS
------------
Str 32, Dex 14, Con 18, Int 16, Wis 16, Cha 22
Base Atk +7; CMB +18 ); CMD 29

?Feats: Power Attack, Combat Reflexes, Cleave, Great Cleave, Dimensional Agility

?Skills : Fly +20 (9 ranks, 2 dex, 3 class, 8 evolution, -2 large), Perception +30 (9 ranks, 3 wis, 3 class, 8 evolution, +5 item, +2 racial)

------------
EVOLUTIONS
------------
Pool: 15

Large- 4
Magical Flight- 8
Bite- 1
Push (Claws)- 1
Skilled (perception) 1


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