Gnome

Nylie Brillamorrow's page

18 posts. Alias of Fredrik.


Race

Gnome (Korvosan)

Classes/Levels

Wizard (Universalist) 1

Gender

Female

Size

3'1" tall & 33 lbs.

Age

72

Deity

Shelyn

About Nylie Brillamorrow

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Nylie Brillamorrow
Female gnome wizard 1
NG Small humanoid (gnome)
Init +1; Senses Low-Light Vision; Perception +3 (+5 with familiar)
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +3; +2 vs. illusions
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Offense
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Speed 20 ft.
Melee Club +2 (1d4+1/x2) and
. . Dagger +2 (1d3+1/19-20/x2)
Special Attacks Hand of the Apprentice (Su) (6/day)
Spell-Like Abilities dancing lights (1/day), ghost sound (1/day), prestidigitation (1/day), speak with animals (1/day)
Wizard Spells Prepared (CL 1, melee touch +2, ranged touch +2, concentration +4):
1 (2/day) silent image (DC 15), expeditious retreat
0 (at will) ray of frost, read magic, detect magic
Spellbook:
1 - burning hands, disguise self, expeditious retreat, protection from evil, silent image, sleep
0 - acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue
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Statistics
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Str 12, Dex 12, Con 14, Int 16, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 11
Gnome Academician [ARG] replaces Obsessive; Gift of Tongues [ARG] replaces Defensive Training and Hatred
Feats Effortless Trickery, Scribe Scroll, Wizard Weapon Proficiencies
Traits Inner Beauty (1/day), Trickster
Skills 6 ranks. Bluff +2, Diplomacy +2, Fly +3, Knowledge (arcana) +9, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Linguistics +7, Perception +3 (+5 with familiar), Sense Motive +1 (+3 with familiar), Spellcraft +7, Stealth +5 (+8 with familiar)
Languages Common, Draconic, Dwarven, Elven, Gnome, Shoanti, Sylvan, Thassilonian
SQ +3 to Stealth checks, Earplugs, Empathic Link with Familiar, Hand of the Apprentice (6/day), Illusion Resistance, Share Spells with Familiar
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Gear
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Cash 11.95 gp = 11 gp, 9 sp, 5 cp
Worn Backpack, Scholar's outfit (free), Spell component pouch
Weapons Club, Dagger
Pockets Candle (10), Chalk (10), Earplugs, Flint and steel, Signal whistle
Backpack Chalkboard, Hooded lantern (waterproof), Oil (4), Scroll case (1 @ 0 lbs), Trail rations (1), Waterproof bag (4 @ 4 lbs), Waterskin, Whetstone
Scroll Case Scroll of protection from evil
Waterproof Bag Ink (black), Inkpen, Journal, Spellbook (free)
Load 19.875 lbs. (32.25 / 64.5 / 97.5 lbs.)
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Special Abilities
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+3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hand of the Apprentice (6/day) (Su) Throw the melee weapon you are holding 6/day.
Illusion Resistance +2 racial bonus to saves against illusions.
Inner Beauty (1/day) Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Trickster +1 trait bon to CL for duration, range, and area of illusion spells.
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Background:
It wasn't her fault. Nylie Brillamorrow couldn't help the obsession with magic that drew her away from her parents; it was her nature as a gnome to seek stimulation. Hapenthepyut Krisslemonger and Kel Grangetiggle had found parenthood to be an endless challenge, that kept their colors vibrant. But then Nylie followed her talents and her interest to Theumenxus College in East Shore, where they hardly saw her any more, living in Bridgefront. And it wasn't their fault that Hapenthepyut and Kel broke up and left Korvosa, headed in opposite directions; having evolved in the First World, not the Material Plane, novelty was a biological necessity.

And so Nylie found herself alone with her magic and her cat, which suited her just fine, until she discovered religion. The endless creation and beauty of Shelyn spoke to her gnomish soul; and the people that she met at the sanctuary of Shelyn in North Point tended to be really unique. A couple of them were even beginning wizards like herself, although they went to the Acadamae instead of Theumenexus. Suleiyel was a banisher from Kyonin, with the audacious ambition of defeating Treerazer once and for all -- but he was completely serious about it, and who knew what he might be capable of a few centuries from now? Another was Pakak, also an abjurer, but as different as you could imagine: a half-orc cook instead of an elven bookbinder (and likely the most stylish orckin that you've ever seen).

Naturally, the Acadamae had tried to recruit Nylie, assuming (accurately) that the clever gnome must have a talent for illusion magic; but she adamantly refused to join, since they required specialization, and she was determined to learn everything that she possibly could about everything. Talking to Suleiyel and Pakak, sometimes she'd wonder if she made the right decision, when she heard about all the gnomes in the illusion department, and the amazing tricks that they could do; but then they'd they'd confirm her decision by talking about the dominance of the conjuration department and its focus on summoning fiends, which she had absolutely no interest in.

Then good King Eodred II died, and the city went to Hell. (Metaphorically speaking. For now.) As bad as the riots were in East Shore (so close to Thief Camp), Nylie heard that it was even worse in Old Korvosa, where she and her parents used to live. Then the Hellknights came in and restored order; but at what cost? And for how long? Nylie longs to help her people -- still identifying with Bridgefront, despite living in the lap of luxury, with a room all to herself in a spacious college campus -- but she doesn't know what to do.

Description:
You see a young woman in the school robes of the Theumenexus wizard college. Just over a yard tall, she has bright purple hair, wide eyes, and a mischievous grin. A little cat peeks out from behind her.

Familiar:
Felicia Brillamorrow
Female Cat
NN Tiny Magical Beast ((animal))
Init +2; Senses Low-Light Vision, Scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee Bite (Cat) +4 (1d3-4/x2) and
. . Claw x2 (Cat) +4 x2 (1d2-4/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. Trip)
Feats Weapon Finesse
Tricks Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Stay [Trick], Track [Trick]
Skills Climb +6, Fly +6, Linguistics -1, Perception +5, Spellcraft -1, Stealth +14, Swim +2
Languages
SQ Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Improved Evasion, Stay [Trick], Track [Trick]

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Special Abilities
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Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.