Ceoptra

Nimniel Aldarien's page

20 posts. Alias of Laithoron.


About Nimniel Aldarien

[ Tracking Info | Party (Inventory, Matrix) | Personal ]

Name: Nimniel Aldarien
Race: Female Half-Elf
   Age: Adult (appears to be about 26 in human terms)
   Size: Medium, 5'11"
   Type: Humanoid (elf, human)
Level: Bard 6 (Dervish Dancer), Cleric 1
   Favored: Bard, Cleric
Social: First Lieutenant of the Zephrys
   Faith: Servant of Stëora
   Home: Aramol
   Jobs: First Mate of the Zephrys, Retainer to Prince Tyralor
Languages: Celestial, Common, Elven, Military Signs, Setenbori, Sylvan

Str 12 ( ), Dex 19 (17), Con 12 ( ), Int 14 ( ), Wis 18 (16), Cha 14 ( )

Looks:
This tall, attractive half-elven woman is remarkably calm and poised in defiance of her stormy blue-grey eyes. Her wavy black tresses fall about her shoulders, though she pulls some from the sides back into a top-knot to keep it contained. The way she moves her willowy frame is at once graceful and economical, and you doubt that the sabre at her side is for mere show.

A long, hooded trenchcoat of supple black leather lined in olive green accentuates her trim, toned limbs, and elegant hips, and you can just make out the hint of elven mail worn beneath it, the slack taken up by a blue sash. Holstered at her hip, attached by a silvery fob chain is a lacquered estucheon bearing the holy symbol of Stëora in painted relief. Upon her brow is a circlet denoting her rank as a naval officer and a priestess.

Senses low-light vision; Perception +16
Aura Strong Good (see detect evil)
Init +8; Speed 50 ft.
BAB +5; CMB +6; CMD 22 [+2 vs Escape & Grapple]
Concentration +9
Fort +6, Ref +10, Will +12
   [+2 vs Enchantments]
   [+2 vs Entangle, Grapple, Paralysis, or impediments to movement]
   [+1 vs Language-based mind-affecting effects, and attempts to influence]
   Immune: magical sleep effects
AC 22, ff 17, touch 16; (+5 Armor, +1 Deflection, +4 Dex, +1 Dodge, +1 Natural)
   [+6 vs AoOs caused by movement]
hp 48 (7 HD: 6 + 7d8 + 7)

Melee +1 Mithril Sabre +10 (1d8+5, 18-20×2)
   Mwk Adamantine Kukri +10 (1d4+1, 18-20×2)
   Mwk Cold Iron Light Mace +10 (1d6+1, 20×2)
Range 110 Comp Longbow +10 (1d8+1, 20×3)

SKILLS
+15 Acrobatics (versatile) [+13 vs Jump]
  +2 Appraise
+12 Bluff (7)
  +6 Climb (2)
   — Craft:
  +8 Diplomacy (3)
  +7 Disable Device (1) (mwk tools)
  +2 Disguise
  +8 Escape Artist (1) [+2 vs Grapple]
   — Fly
   — Handle Animal
  +8 Heal (1) [+2 Healing Kit]
  +8 Intimidate (3)
       Knowledge:
         +6 Arcana (1)
          — Dungeoneering
          — Engineering
         +8 Geography (3)
         +6 History (1)
         +6 Local (1)
         +6 Nature (1)
         +7 Nobility (2)
          — Planes
         +6 Religion (1)
  +7 Linguistics (1) (Setenbori, Military Hand Signs)
+16 Perception (7) (elf)
       Perform:
         +2 Act
         +2 Comedy
         +2 Dance (7) (versatile +3)
          — Keyboard
         +2 Oratory
          — Percussion
          — String
          — Wind
         +2 Sing
+15 Profession: Sailor (7) (trait +1)
  +4 Ride
+14 Sense Motive (7)
  +8 Sleight of Hand (1)
  +6 Spellcraft (1)
+13 Stealth (6)
  +8 Survival (0+6K) (7K class)
  +6 Swim (1) (trait +1)
   — Use Magic Device

FEATS

RACIAL TRAITS

Half Elf:
Half Elf Racial Traits:
  • Dual Minded:
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Low-light Vision: Half-elves can see twice as far as humans in conditions of dim light.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

CLASS ABILITIES

Cleric:
Cleric Class Features

  • Aura of Good: Strong
  • Channel Energy: 1d6, 5 per day
  • Domain, Liberation:
    Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
    Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.
  • Domain, Travel: Base land speed +10
    Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
  • Orisons
  • Spontaneous Casting: Cure Spells

EQUIPMENT

Equipped/Worn: 17.5 lbs:

Magic Item Slots:

Non-Slotted Items:


  • Holy Symbol, Silver (1 lbs)
  • Signet Ring



Baldric/ Carried: 13.5 lbs:

Baldric: (1 lbs)

  • Melee Weapons:
    — Sabre (mithril, +1 enhancement bonus; as scimitar: 1d6 18-20×2; 2 lbs)
    — Kukri (adamantine; 1d4 18-20×2; 2 lbs)
    – Light Mace (mwk cold iron; 1d6 20×2; 4 lbs)
  • Ranged Weapons:
    — Darkwood Composite Longbow (1.5 lbs)

  • Quiver [ooc](3 lbs)





Belt Pouch (#1): 3.5 lbs:

Belt Pouch: (0.5 lbs empty)

  • Chalk
  • Flint and Steel
  • Healer's Kit (1 lbs)
  • Thieves' Tools, Mwk (2 lbs)



Pack/Droppable: 5 lbs:

Handy Haversack: (5 lbs)

  • Bedroll (5 lbs)
  • Blanket (1 lbs)
  • Blanket, Winter (5 lbs)
  • Candle
  • Climber's Kit (5 lbs)
  • Crowbar (5 lbs)
  • Dice
  • Grappling Hook (4 lbs)
  • Hammer (2 lbs)
  • Hammock (3 lbs)
  • Hot Weather Outfit (4 lbs)
  • Magnifying Glass
  • Manacles, Mwk (2 lbs)
  • Mirror, Small Steel (0.5 lbs)
  • Oil, Pint (1 lbs)
  • Rope, Hemp 50-ft (10 lbs)
  • Rope, Silk 50-ft (5 lbs)
  • Scroll Case (0.5 lbs)
  • Sealing Wax (1 lbs)
  • Soap
  • Spellbook (3 lbs)
  • Torch (1 lbs)
  • Waterproof Bag


  • Waterskin (4 lbs)
  • Whetstone (1 lbs)

Capacity light: 43, medium: 86, heavy: 130

BACKGROUND

History:
As a child, Nimniel was quite shy keeping to herself most of the time. Although she came from a noble family of marine merchants, the thought of simply being married off with no respect for her own ambitions or abilities did not sit well with her — particularly with her admiration of and devotion to Stëora. Thankfully, the private tutor in whose charge Nimniel was left was sympathetic to the young woman's ambitions. When her parents were away (as was often the case), the Setenbori woman would train the girl in how her own people had learned to meld their swordplay with their dance. Thus while Nimniel's parents saw their daughter growing up to be an elegant dancer with an expensive education, the coin and indifference only helped to equip Nimniel with the tools she would need to defy them.

And defy them she did. After having enough of their attempts to manipulate her future, Nimniel entered the navy. Her unique fighting style and education quickly set her apart as an ideal candidate for leadership — a challenging proposition for one who was so inwardly focused and tight-lipped. Yet rather than buckling under the expectations of others, she determined that this was yet another growth opportunity that she needed to overcome. Not content to do anything small, she signed on for a perilous mission to cross The Boundless and investigate the possibility of establishing a colony.

Yet moreso than weathering hurricanes, enduring long shifts, or battling monster and savages, the most difficult trial by far had been the ship's master — an incorrigible prince with a seemingly insatiable appetite for teasing banter.

PROGRESSION

Advancement:

Level History
  •   1: Cleric 1
  •   2: Bard 1
  •   3: Bard 2
  •   4: Bard 3 (Dexterity +1)
  •   5: Bard 4
  •   6: Bard 5
  •   7: Bard 6
  •   8: ( +1)
  •   9:
  • 10:
  • 11:
  • 12: ( +1)
  • 13:
  • 14:
  • 15:
  • 16: ( +1)
  • 17:
  • 18:
  • 19:
  • 20: ( +1)

Achievements


  • 3K: Improved Initiative
  • 4K: Charisma +1
  • 5K: Spring Attack
  • 6K: Survival +1
  • 7K: Bonus Class Skill: Survival