About Nathaniel.Linnorm King:
Name: Nathaniel 'Nat' Dorinarl the Wyrmbloodied (he hopes)
Race: Male Half-Elf Class: Ranger (Divine Tracker of Gorum) Alignment: CN Backstory: Nat is a man governed by a single driving obsession, ever since developing an inferiority complex as a child. His travels have finally brought him home to the Land of the Linnorm kings, ready to do what so many of the land's heroes have done, single-handedly slain a linnorm. He cannot wait to bring the creature's head into the city and proudly display it to the adoring peoples. Hmm? What? Why do I think the country is called the land of the 'Linnorm Kings'? Probably because they demand a tithe on the skin of all Linnorms killed or something. Sheet 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
Backstory
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
Bartimaeus Personality
Nathaniel CR3
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?Fort +3, Ref +2, Will +4 (Elven Immunities: Immunity to magical sleep, and +2 versus enchantment spells and effects) ------------
Melee
Ranged
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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 ------------
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 known:
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Cloak of Resistance +1 Chalk x2
Bartimaeus C1
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?Fort +4, Ref +2, Will +3 (Outsider) ------------
?Melee
Power attacking:
?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 ------------
Darkvision 60ft Link Share Spells Evasion ------------
Improved Strength- 2
DEFAULT:
Character Portrait
Description
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
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
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
Goals
JELANI'S OLD GAME:
Nathaniel CR9
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?Fort +6, Ref +5, Will +10 (Elven Immunities: Immunity to magical sleep, and +2 versus enchantment spells and effects) ------------
?Melee
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?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 ------------
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
Maker's Jump: At 6th level, whenever the synthesist is fused with his eidolon, the synthesist
Ancestral Arms: Free proficiency in one weapon (Falchion) Multi-attack ------------
Spells known:
1-
2-
3-
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Masterwork Backpack
9x waterskins
Nathaniel CR9
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?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) ------------
?Melee
Power attacking:
?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) ------------
Large- 4
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