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Nik'o's page

571 posts. Alias of Dreaming Warforged.


AC 17(+2 mut/+4 Mob)/13/14; HP 34/36(-1 Con); Insp 0/4 used, mutagen 1/1 used; +4 enhancement bonus to Strength, Constitution, and Dexterity 24 h

About Nik'o

Male Changeling Investigator (Empiricist) 5
LN, M, Humanoid (shapechanger)
Init +4; Senses Perception +10, Trapfinding +2 Perception and Disable Device

AC 17 (+2 mut, +4 Mob), touch 13, flat-footed 14 (armor +4, dex+2, dodge +1, nat+2 (mut), mobility (+4))
HP 36 (5d8 +5 Con +5 FC); DR --
Fort +2, Ref +6, Will +4, Trapsense +1.
Resist +2 saves against sleep and charm effects.
Spcl Def. Unfailing Logic (+2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round), Trapfinding. Trapsense +1.

Speed 30
Melee MWK Longspear +8 (1d8+6; 20/x3)
Melee Shortsword +7 (1d6+4; 19/x2)
Melee Dagger +7 (1d4+4; 19/x2)
Range Shortbow +5 (1d6; 20/x2 inc. 60 ft)
Range Dagger +5 (1d4+4; 19/x2 inc. 10 ft)
Spcl Att. Inspiration (FrA, 4/day, +1d6, any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill; ImA: can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration). Studied Combat (FrA, adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls (no crit. x), Int rounds or until Studied Strike Damage). Studied Strike (FrA, melee, +1d6 damage (no crit. x). Extracts. Mutagen (1 hour to prep; StA to drink; +2 nat AC, +4 Str/Dex/Con, -2 Int/Wis/Chr for 10 min/lvl).

Extracts Prepared:
1 (4+1): [open], Cure Light Wounds, Cure Light Wounds, Enlarge Person, Long Arm.
2 (2+1): [open], Focused Scrutiny, xInvisibility.

Formula Book:
1 (6): Comprehend Languages, Cure Light Wounds, Enlarge Person, Shield, Long Arm, Expeditious Retreat.
2 (2): Focused Scrutiny, Invisibility.

Str 18, Dex 14, Con 13, Int 14, Wis 10, Cha 10; (20 pt
buy, +2 Str, +1 Str at 4th.)
BAB +3 ; CMB +7; CMD 19
Feats 1-Dodge, 3-Mobility, 5-Power Attack (7-Spring Attack).
Investigator’s Talents 3-Alchemist Discovery: Mutagen, 5-Quick Study (7-Sickening Strike).
Action Points
Traits Extremely Fashionable, Reactionary.
Skills ((Investigator 6, Intelligence 2) x 5)
Armor Check Penalty: YY
Acrobatics (Dex) +8 = 3+2+3
Appraise (Int) +6 = 1+2+3
Bluff (Cha) +9 = 3+0+3+2 Changeling +1 Trait
Climb (Str) +9 = 2+4+3
Craft (Int) (Alchemy) +6 = 1+2+3
Diplomacy (Cha) +6+2 = 2+0+3+1 Trait, Empiricist (Int for Gather Info)
Disable Device (Int) +11 = 4+2+3+2 MW tools, Empiricist
Disguise (Cha) +4+10+2 = 1+0+3+10 Changeling +2 Kit
Escape Artist (Dex) +6 = 1+2+3
Intimidate (Cha) +9 = 3+0+3+2 Changeling +1 Trait
Knowledge (local) (Int) +6 = 1+2+3
All Knowledge +2 (Keen Recollection)
Linguistics (Int) +7 = 2+2+3
Perception (Int) +10 = 5+2+3 Empiricist
Perform (Oratory) (Cha)
Profession (Wis)
Sense Motive (Int) +10 = 2+2+3+2 Changeling, Empiricist
Sleight of Hand (Dex) +6 = 1+2+3
Stealth (Dex) +9 = 4+2+3
Swim (Str) +8 = 1+4+3
Use Magic Device (Int) +7 = 2+2+3 Empiricist
Languages Common, Linguistics (Goblin, Gnome, Elven, Riedran, Giant, Draconic)
SQ Change Shape (Su): A changeling can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores. Deceptive: A changeling gains a +2 bonus to Bluff, Intimidate and Sense Motive checks. Gifted Linguist: Changelings gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. Slippery: A changeling gains a +2 bonus on saves against sleep and charm effects. Alchemy. Keen Recollection (All knowledge skills untrained). Quick Study.

Worn or carried gear 730.8 gp
-MWK Chain Shirt (250 GP, 25 lbs)
-MWK Shortsword (310 GP, 2 lbs)
-MWK Sap (301 GP, 2 lbs)
-Cold Iron Dagger (4 gp, 1 lb)
-Signal whistle (8 SP, -)
-Courtier's Outfit and Jewellery (150 GP, 5 lbs)
-Sleeves of Many Garments (200 GP)

Pouch, Belt (1 gp, 0.5 lb)
- GP 198, GAINED 2,500 GP to spend -300 -940 -200
- SP 4
- CP 6
A pocket pouch with about 150 gold pieces worth of gems. He is also wearing a ring with an imprint of a broken chain carved into it.

Adventurer's Sash (20 gp, 3 lbs) (169.74 gp)
-Waterproof Bag (0.5 gp, 0.5 lb) 
-Crowbar (2 gp, 5 lbs) 
-Caltrops (1 gp, 2 lbs) 
-Marbles (0.1 gp, 2 lbs) 
-Chalk (0.01 gp) 
-Earplugs (0.03 gp) 
-2 Sunrods (4 gp, 2 lbs) 
-Flint and steel (1 gp) 
-MWK Thieves Tools (100 gp, 2 lbs) 
-Disguise Kit (50 gp, 8 lbs) (10 uses) -Grappling Hook (1 gp, 3 lbs) 
-Silk Rope (50 ft) (10 gp, 5 lbs) 
-Cigars (1 sp, 0.2 lb)

Magic and Alchemical Consumable Items
-Potion of Air Bubble (50 GP)
-Potion of Feather Step (50 GP)
-Potion of Touch of the Sea (50 GP)
-Potion of Spider Climb (50 GP)
-2x Oil of Magic Weapon (100 GP)
-Scroll of Disguise Self (25 GP)
-Scroll of Forced Quiet (25 GP)
-Scroll of Expeditious Retreat (25 GP)
-Antiplague (50 GP)
-Antitoxin (50 GP)
-5x Vermin Repellent (25 GP)
-Weapon Blanch, Ghost Salt (200 GP)
-Ambrosia (100 GP)
-Powder Bag (Flour)
-2x Smoke Pellet, Smog (80 GP)
-2x Terrap Sap, Distilled (60 GP)

Nik'o's usual mien: Nikolai
Nikolai is a tall man in his early twenties. Lean, muscular and fair, he carries himself in an unassuming and discreet way while, somewhere in his grey-black eyes, or perhaps in his stance, one can recognize a flash of defiance and pride. His skin is tan and shows the subtle signs of one who has traveled a lot. He keeps his skull free of hair, yet wears a black beard in the style of the young nobles of Sharn.

He favors dark brown tunics of leather or thick wool, cut at the shoulder to allow fluid movements, under which he wears ample white shirts, worn to the neck, with a "cravate" of white silk. Over these, a fine dark cape sporting sinuous strands of silvergreen, a treasured gift no doubt, protects him from the weather and conceals his sword.

His accent is a composite of the one found in the Five Nations, with a hint of elvish, but clear Brelander roots.

Nik'o's recent mien: Falko
Falko stands tall and wide, but with an old body that reminds of gnarled wood. His hands are like metal clamps, showing the wear from having handled sword and shield for so many years under all the weathers one can conjure up in his mind. His blue eyes seem to remain in a perplex frown. His hair has paled through the years, though it is still lush and he still wears a proud mustache.

His gnarled body he keeps in a straight posture, though not without obvious efforts,
fueled by pride. He is wrapped in a simple flowing dark brown leather cape, lined with a dark velvet that seems to absorb light and sound. Though his movements are those of a veteran, a nervousness hangs around him and makes some of his movements jerkier. His leather armour is covered by a grey overcoat. He often wears leather pants of the same shade as his cloak, and sturdy boots comfortable for walking in the deepest mud. A pouch on his side carries his precious pipe and tobacco.

Nik'o is going through a transition phase. He's like a moth who suddenly realized half his life might be over and all he's done really is get born... He wants to see and taste everything, moving as far away as possible from the leeching life that carried him through his adolescence.

Working different miens, he's learned quickly how different people are. How some speak too much, some too little. Some are aggressive, some gentle. This is confusing to him, and he sometimes fear he might lose his own self going from one personal to the next. Yet as he tries different personalities, he gets a sense of the luck he has, for he can perhaps choose who he is, not knowing that there is no such thing.

Like a teenager, he's barely aware of death. What he understands is that he's already old for a Changeling, and that he has but a few years to live, but he doesn't get that living life to its fullest carries its own risk. What he fears truly is apathy. He hasn't learned to fear anything else.

Nik'o is a young changelings who suddenly realized there is more to life than leeching identities.

Two years ago, while 'finding' coins in the rich crowds of Sharn, he got flagged by a well-meaning militia man who pursued him. The man was old and slow, and Nik'o started taunting him, waiting for him to recover every time he fell behind, but fall he did, as he missed a simple jump, and broke his neck.

Nik'o, feeling sorry for the man, and seeing an opportunity, stole the man's identity and learned more about Falko, and about life...

"Most would say that Falko Escheus has no ambition. Certainly, the last 25 years certainly proves them right. But to understand Falko, one must delve into his past. One would first recognize how dreadful his youth was, as his father moved the whole family to Sharn, perhaps the last place where a decent Thrane would wish to grow up, especially in the middle of the Last War."

"His father Delgo was a proud man, full of himself. He could just not go wrong, for he mastered the Divination Art. Powerful allies and enemies he made, as he used his power to become a well known broker of information. Yet, in the end he was better at finding information than at knowing what to do with it though, which forced the middle-of-the-night move to Sharn. A marking event for Falko, as he discovered with fright that his father did not always know, and that things were not always ‘going to be all right’."

"Falko, mostly left to himself, wandered the streets of Sharn all his youth. Fortunately, life on the street brought him gravitating towards the City Guard. Recruited first as an informant by Lukain Silvaski, he joined the Guard a few years later. He was good at his job, and worked hard, though never harder, and never harder than anyone else. Despite his experience, his lack of ambition and improvement meant he was never promoted. He worked a few good cases and did good work, but he always preferred to remain in the shadows."

"Reminded daily by his father of its shortcomings, and of the true calling of the Escheus family, Falko never missed a chance to prove him right. He married the wrong girl, chose the wrong career path, never made a name for himself, never cared about the greater things like ambition and the Arcane Arts!"

"25 years later, recently retired (I was never born to work in the militia!), his wife Ednea happy (mostly thanks to me...) but clearly bored and seeing someone else, his oldest son having joined the Guard thanks to a good word from Lukain, and his eldest daughter having joined the Cult of the Sovereigns, Falko stands over his father’s dead body, and it dawns on him (well, on me)..."

"His father was an idiot... And he lost half his life for the wrong reasons! I'm not going to do the same. Life is short, and Eberron awaits!"

With the sour taste of two years wasted in his mouth, Nik'o picks up his kit, leaving half the family's money yo Ednea, and walks over to a small shrine devoted to The Traveler. As he puts a platinum coin bearing the effigy of Boranel in the middle of the bone circle, a voice rings through the dark street. A boy selling the Chronicle, telling of opportunities in the newly opened borders of Adar.

"Thanks..." whispers Nik'o as he gets to the docks.

Nik'o has seen up close what he feels is a life thrown away. This experience is pushing him away from an idle life of leeching identities, going from one comfort to the next.

Deep down, he needs to feel time passing through. Every moment of it. He prays The Traveler for an opportunity to find purpose in adventure.

Campaign Notes:

At last,
It hasn't been a pleasant journey--even after the cramped seavoyage ended with your arrival in Dvaarnava, and your rapid departure to a remote corner of Adar. You have finally reached the end of the stench-filled passage through the mountain, to arrive at an ancient city where the mysterious kalashtar Qara and her Xeph friend 'S' insisted that the fate of the world will be decided. According to Qara, this place hides a region where the boundary between Eberron and the underworld is weak, allowing the dead to return easily. It is also the last known location of the Tremble Tooth, an object capable of turning one's fears into reality.
The passage opens into an underground clearing--there is plenty of light to see, the source of which is not clear since you are underground. About 100 feet there are a dozen large, dome-shaped buildings in a rough circle around a sort of courtyard. To the left of them, a sharp cliff drops deeper into the mountain, where the rest of the city lies. The buildings are decorated with with carvings of battles between whispy, cloud-like creatures.
To the left of the buildings is a jagged, shimmering cliff, and the bottom of which is the bulk of the city. Beyond the cliff, 200 feet below, an illustrious palace dominates the center of the city, with jewel-covered walls and dozens of abandoned roads leading out. Surrounding it are hundreds of ornate huts, and an underground river flows through the city.

With a bang, the doors to one of the twelve buildings opens. A red-haired halfling darts out. She appears to be running directly towards the cliff, muttering an incantation under her breath.

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