Jacobadiah 'Squint' Nirodin's page

642 posts. Alias of dinketry.

Full Name

Jacobadiah 'Squint' Nirodin




Summoner (Unchained) 3 | hp 25/25 | AC 15 (t11; ff13) CMD 15 (ff13) | init +6 | F* +3 R* +3 W* +2 (*+2 vs fear) | Perc +1 SM -1 | Speed 15 |





About Jacobadiah 'Squint' Nirodin

Jacobadiah 'Squint' Nirodin
Male halfling unchained summoner 3 (Pathfinder Unchained 25)
NG Small humanoid (halfling)
Init +6; Senses Perception +1
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 25 (3d8+7)
Fort +3, Ref +3, Will +2; +2 insight bonus to disbelieve active illusion, +2 vs. fear
Speed 20 ft. (15 ft. in armor)
Melee dagger +5 (1d3+2/19-20) or
. . refrain of silver +5 (1d6+2/×3)
Ranged light crossbow +5 (1d6/19-20) or
. . sling +5 (1d3+2)
Space 5 ft.; Reach 5 ft. (10 ft. with refrain of silver)
Summoner (Unchained) Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—summon monster II
Summoner (Unchained) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—celestial companion, grease, mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—acid splash, detect magic, guidance, light, message, read magic
Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 15
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative, Martial Weapon Proficiency (lance)
Traits alabaster outcast, fate's favored, reckless luck
Skills Acrobatics -1 (-9 to jump), Appraise +6, Fly +5, Handle Animal +9, Knowledge (planes) +6, Linguistics +6, Perception +1, Profession (sailor) +3, Ride +6 (+8 to stay in the saddle), Sleight of Hand +0, Spellcraft +6, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Celestial, Common, Halfling, Undercommon, Varisian
SQ adaptable luck[ARG], bond senses (3 rounds/day), eidolon (unchained), life link, unlearned
Combat Gear wand of lesser rejuvenate eidolon (50 charges), wand of mage armor (6 charges), smokestick; Other Gear lamellar cuirass[UC], crossbow bolts (18), crossbow bolts (7), dagger, light crossbow, refrain of silver, sling, sling bullets (10), pendant of the souk, Bódhran, backpack, barbed vest[APG], belt pouch, exotic military saddle, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, signet ring, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, wooden holy symbol of Chaldira Zuzaristan, 829 gp, 1 sp, 7 cp
Special Abilities
Adaptable Luck +3/+2 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Bond Senses (3 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Summon Monster II (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Unlearned (Knowledge [planes]) You cannot attempt untrained checks with knowledge skills other than the one selected.
Jacobadiah, or “Squint” as he prefers to be known, is an older halfling late to the adventuring game. He’s been busy working as a crew member on fishing ships going in and out of Magnimar’s ports for many years. Only recently has Squint heard adventure’s call, but his story needs a proper start.

Squint was born Jacobadiah Nicodemoremus Nirodin, the third child to Stalewskalex and Violetta Nirodin, halfling members of the Naos-centred Nirodin family of Magnimar. Violetta’s father had been a well-loved squire to Sir Edvard Nirodin, and upon his passing, by his last will and testament, Violetta’s father had been made a fully-named member of the Nirodin family. It caused a social stir, but halflings are nothing if not social, and within a few years worries were smoothed over, if not superficially.

Squint’s older sister and brother fit in well within the Naos social scene. Amberley and Emeretto shared their father’s musical talents and were highly-sought after for their performances, often travelling away from Magnimar with their father to Korvosa and Westcrown. Squint did not share their talents. Squint did not speak.

For the first 20 years of his life, Squint was mute. It was assumed that he was addled as well, as he had no interest in books, and only a passing interest in many of the toys presented to him. His typical response to well-meaning attempts at educative play was a stereotyped stare - hence his nickname. He only seemed to take delight in wandering along the waterways of Magnimar, a walk that he and his mother shared daily for many of these years. As he grew older, Squint’s parents, along with well-meaning but nosy relatives, argued over what was best for the mute young halfling man. The decision was made to see if animal husbandry was good for him.

It was. Squint was talented with the animals, especially the horses of the Nirodin family. Difficult mounts brought by other Naosian families to the Nirodin stables were somehow less difficult with the mute stablehand. It seemed that Fate’s fickle nature had given where she had taken away as well. Squint’s father, a devotee of the halfling deity Chaldira Zuzaristan, believed firmly that his youngest child was touched by the gods.

And then he was gone. Stalewskalex Nirodin, unbeknownst to his family, had been spying within Cheliax for freedom faction cells operating within Korvosa (with the assent of Cheiskia Nirodin, matriarch of the family) while travelling as a performer. He was arrested and executed publicly in Westcrown for espionage. His children disappeared, and for all Squint and his mother know, are still in hiding to this day. It was during this dark time that Squint started speaking, much to his mother’s amazement.

Cheliax sympathisers in Naos outnumbered the Korvosan revolutionaries at the time, and the weight of public opinion came crashing down on Cheiskia. To save face, she deflected some of the blame onto Squint’s father, and like that, his mother and Squint were out of social graces in Magnimar. Still supported by their family, Squint was sent off to work on long-haul fishing boats while Squint’s mother became a widowed recluse within House Nirodin’s manor, relegated to little more than a house-servant.

The years went by, and Squint learned the seas, or at least attempted to do so. He was not a natural sailor; he couldn’t even swim. His affable attitude and his willingness to attempt even the most difficult work earned him respect and friendship amongst the rough crews. He never did share his last name. He worked a handful of boats, but the Osprey’s Clutch was the ship he spent the most time on, and this was the ship off of which he drowned.

Squint went overboard during a particularly violent storm off the Lost Coast just north of Magnimar. He had been climbing the rigging to the crow’s nest when lightning struck, highlighting a pair of massive wings on a dark shadow flying in the sky above the ship - Squint assumed that he had seen a dragon. What he had seen, in fact, was the avatar of the empyreal lord Ylimancha. She had been drawn to the unnatural storm by the demonic energies of the spawn of Pazuzu, her natural enemy, who had been waging the storm for their own abyssal reasons. Squint knew (and still knows) none of this, but went overboard unseen to his death.

But he did not die. Squint awoke, high up on the lost coast, tended over by a curiously-large bird with golden plumage - an osprey, but unlike one that Squint had ever seen or heard. Then the osprey spoke to Squint and introduced itself as Ulyi. For Squint had not died, but in fact, had been saved by Ylimancha and blessed with some of her powers in the form of an eidolon named Ulyi.

Squint spent time in the wilds of the Lost Coast trying to live off the land as he learned his new fate. Squint was, much in the same way he has been with books, with sailing, and with social graces, inept in his survival skills, and needed to return to


Ulyi CR –
NG Medium outsider (agathion)
Init +6; Senses darkvision 60 ft.; Perception +6
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 25 (3d10+3)
Fort +4, Ref +5, Will +1; +4 bonus vs. poison, +4 bonus vs. petrification
Defensive Abilities evasion; Resist electricity 5
Speed 40 ft.
Melee bite +5 (1d8+2), 2 claws +5 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Power Attack
Skills Acrobatics +2 (+6 to jump), Fly +8, Intimidate +6, Perception +6, Stealth +7, Swim +7
Languages Common
SQ agathion save bonus
Combat Gear oil; Other Gear bedroll, box of fishing tackle (2 lb), caparison, climber's kit, fishing pole, simple (1 lb), hooded lantern, saddlebags, thieves' tools, whetstone, 25 gp
Special Abilities
Agathion Save Bonus +4 to save vs. poison and petrification.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.