Eagle Knight of Andoran

Emerion "Nim" Nimlaidas's page

251 posts. Alias of OmniChaos.


Full Name

Emerion "Nim" Nimlaidas

Race

Aasimar

Classes/Levels

Void Elementalist 9

Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Gender

Male

Deity

Nethys

Languages

Common, Celestial, Azlanti, Draconic, Sylvan, Elven, Dwarven, Gnome, Polyglot, Abyssal, Giant, Infernal, Goblin, Aklo, Undercommon, 2

Strength 10
Dexterity 17
Constitution 15
Intelligence 24
Wisdom 14
Charisma 13

About Emerion "Nim" Nimlaidas

Emerion Nimlaidas
Male Aasimar (Peri-Blooded) Void Elementalist 9
N Medium outsider (native)
Init +4; Senses Darkvision 60 ft.; Perception +2
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AC 15, touch 13, flat-footed 12
(+3 Dex, +1 Armor, +1 Nat)
hp 62 (9 HD)
Resist Acid 5, Cold 5, Electricity 5
Fort +6, Ref +7, Will +9 (+3 vs spells/spell like abilities)
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Speed 30 ft. (6 squares)
Melee: Dagger +4 (1d4, 19-20/x2)
Ranged: Light Crossbow +7 (1d8, 19-20/x2) or
Revolver +7 (1d8/x4)
Atk Options:
Abilities:
at will- Disguise Self (Item)
10/day- Reveal Weakness (-4) (Su)
1/day- Pyrotechnics (SLA)
9/rounds- Aura of Prescience (Su)
SR
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Abilities: Str 10, Dex 17, Con 15, Int 24, Wis 14, Cha 13
Base Atk +4; CMB +3; CMD 15
Feats: Scribe Scroll, Scholar, Nemesis, Craft Wondrous Item, Spell Penetration, Craft Magic Arms & Armor, Greater Spell Penetration, Opposition Research,
Traits:
Student of Logic- You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks and on Bluff checks. Emerion has learned how to use reason to his advantage in interactions and deception.
Well Versed- You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. With his extensive knowledge Emerion is well mannered to all he meets.
Arcane Professional- You gain a +1 trait bonus on concentration and initiative checks. By habit and personal training Emerion has sharpen his reactions and concentration.
Drawbacks:
Loner- You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action. Due to his work, activities, and personal habits. Emerion is used to being alone and has trouble making personal connections.
Skills:
Craft (Traps) +21*
Diplomacy +20*
Fly +3
Knowledge (Arcana) +21*
Knowledge (Dungeoneering) +16
Knowledge (Engineering) +12*
Knowledge (Geography) +7
Knowledge (History) +7
Knowledge (Local) +19*
Knowledge (Nature) +21*
Knowledge (Noblility) +7
Knowledge (Planes) +21*
Knowledge (Religion) +19*
Linguistics +19*
Perception +2
Profession (Trapper) +14*
Spellcraft +21*
Stealth +3
Languages Common, Celestial, Azlanti, Draconic, Sylvan, Elven, Dwarven, Gnome, Polyglot, Abyssal, Giant, Infernal, Goblin, Aklo, Undercommon, 2
SQ: Cantrips, Arcane Bond (Ring), Void Awareness,
Combat Gear: Potion of Cure Light Wounds (4, Loaded), Dragon's Blood (2), Scroll of Infernal Healing (3), Scroll of Fireball (3), Scroll of Stonecall, Scroll of Create Treasure Map, Scroll of Web, Scroll of Rope Trick, Scroll of Summoning Infernal Host (2), Scroll of Icy Prison, Scroll of Greater Invisibility, Scroll of Boneshatter
Possessions: Combat gear plus Explorer's Outfit, Bronze Consortium Badge, Spellbook, Haramaki, Bandolier (2), Spring Loaded Wrist Shealth (2), Varisian Scarf, Signet Ring, Dagger (2), Light Crossbow, Bolts (30), Revolver (Loaded), Firearm Bullets (28), Wizard's Kit, Masterwork Artisan Tools, Scroll Box, Holy Symbol Hip Flask, Brine Dragon Scale,

Money: 64 gp, 6 sp, 5 cp

Magic Items:

Magic Items:
Armor:
Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head: Hat of Disguise
Headband: Headband of Vast Intelligence +2
Neck: Amulet of Natural Armor +1
Ring:
Ring:
Shield:
Shoulders: Cloak of Resistance +1
Wrist:
Slotless:

Possessions and Stuff:

Slaves:
Erudira- N Female Human (Ulfen) Commoner 1
Iellana- N Female Human (Vudrani) Commoner 1

Possessions:
Medium Treasure Chest (Summon Monster II Trapped), Superior Lock (DC 40), The Book of Magic, Bear Trap (2), Gunsmith's Kit, Grooming Kit, Scrivener's Kit, Chronicler's Kit, Large Tent, Board Game, Insectbane Candle (10), Vermin Repellent, Tobacco, Tindertwig, Artisan's Outfit, Hot Weather Outfit, Cold Weather Outfit, Mwangi Coffee (1/2 lbs.), Kahve (1/2 lbs.), Tea (1/2 lbs.), Ceremonial Tea (1/2 lbs.), Linnorm Mead (1/2 lbs.), Dwarven Stout (1/2 lbs.), Applejack (8 lbs.), Mead (8 lbs.), Caydenbrew (1/2 lbs.), Pulque (2 lbs.), Blood Ale (1/2 lbs.), Cinnamon Stout (1/2 lbs.), Fish Oil Whisky (1/2 lbs.-2), Goblin Turpentine (1/2 lbs.), Hair of the Dog (1/2 lbs.), Hammer Head (1/2 lbs.-2), Jerikal's Private Reserve (1/2 lbs.-2), Orange Peel Ale (1/2 lbs.), Mourning Constitutional (1/2 lbs.), Pesh Brandy (1/2 lbs.-2), Purple Dragon Spit (1/2 lbs.-2), Rabid Squirrel (1/2 lbs.), Thileu Lager (1/2 lbs.), Wolfberry Wine (1/2 lbs.), Brine Dragon Heart, Brine Dragon Liver, Brine Dragon Lung,

Prepared Spells:

Wizard Spells (CL 9th, Concentration +16, 1d20+13 to overcome SR):

5th- Icy Prison, Summon Infernal Host
4th- Wandering Star Motes, Conjure Deadfall, Boneshatter, Greater Invisibility
3rd- Dispel Magic, Fireball x3, Lightning Bolt x2
2nd- Invisibility, Web, Stone Call (3), Mirror Image, Summon Monster II
1st- Shield, Magic Missile (3), Snowball (3),
0 (at will)- Guidance, Ray of Frost, Detect Magic, Prestidigitation, Scoop
5/7/7/6/4/2/0/0/0/0

Spellbook:

Spellbook
9th-
8th-
7th-
6th-
5th- Icy Prison, Summon Infernal Host
4th- Wandering Star Motes, Conjure Deadfall, Boneshatter, Greater Invisibility
3rd- Twilight Knife, Seek Thoughts, Fireball, Dispel Magic, Force Anchor, Lightning Bolt
2nd- Invisibility, Stone Call, Web, Mirror Image, Summon Monster II, Create Treasure Map, Rope Trick, Detect Thoughts
1st- Keen Senses, Shield, Disguise Self, Magic Missile, Burning Hands, Charm Person, Identify, Comprehend Languages, Mount, Alarm, Summon Monster I, Snowball, Infernal Healing,
0- all

Backstory:

Victor Nimlaidas, a wondering hermit of a man who favored the Mwangi Expanse and the lands around it, came upon his fate one day in the jungle. A beautiful woman alone in the wilds, a cautious man, he watched from a distance to divine what she was about. His efforts were pointless for the woman had already noticed him and charmed him in turn. Strangely attracted to Victor she compelled his companionship for some time until she erased his memories of her and set him free. It was not long after that he found an infant near one of his camp sites, not the sort to leave a defenseless babe he took it as his own, naming the child Emerion.

Emerion learned everything on the move from his father. Victor had the skills to not only provide for himself but his son in even the wildest parts of Garund. While Emerion grew well as a result he did not take to the skills of his father, he absorbed knowledge with ease but lacked the drive or desire to learn the skills of the wild. Before Emerion was a man it was clear to Victor that his son would walk a very different path, his thirst for knowledge and sharp mind needed a more suitable place to grow. So he finally took Emerion to a city he felt would be good for him, Nantambu home of the ancient Magaambya academy. He thought of no better place for his son to drink in the knowledge he so desired. So Victor left his son, his own desire to travel the wilds beckoning him once more.

Emerion spent most of his time in Magaambya, ever deep in the sea of documents they held. To supplement what his father sent him he took to creating traps both for protection and hunting, he even made use of his father's knowledge to become a passable trapper. It was not long before Emerion became a man, during this time his father felt a rite of passage was in order. So he asked his son what he desired but knew he could not do. Emerion's answer was to visit a Ghol-Gan ruin mentioned in some dusty documents he uncovered. Victor offered to do just that with him. So they set off for the sodden lands and the many ruins to be explored. Victor did not coddle Emerion as he did before, forcing the young man to struggle towards his goal or turn back. Through a journey that took many weeks with just as many dangers both father and son stood upon their intended ruin at last. It was here that their luck ran out, shortly after they found a few cyclopean relics, a swarm of undead rose. Normally such creatures would not threaten the experienced Victor yet these undead were not the norm. The pair fled yet still the undead relentlessly followed without fail, disappearing and reappearing as if toying with the exhausted pair, even as they crossed into the Mwangi Expanse. By fate, the gods, or fickle fortune they made it to the river bank opposite of Nantambu when the undead fell upon them at last. Still Victor would not allow his life to be cut short or his son to die so easily, he destroyed the undead at the cost of his life. Bring his father's body to Nantambu to be laid to rest, Emerion was no longer a child in every way.

Emerion stayed in Magaambya no longer solely for the trove of knowledge but for the wizardry arts. So that he would never be so useless again. He focused on the energies of existance and spiritualism, during this time he found a calling to Nethys the all seeing. His god was one of balance in his eyes, just as quick to destroy something as protect it. With out the baseless perception of right and wrong, only undisputable knowledge. It was during this time that he started to show an interest in the Pathfinders, their lodge called Sharrowsmith's Exports. A front for their activities, a strange arrangement he thought. By chance he came across a pathfinder known as Lydur Walker with a number of Magaambya scrolls not allowed to be removed from the grounds. As Emerion exposed the pathfinder he simply smiled speaking of how much he had already stolen. Looking into the pathfinder and the society he served he found them to be meddlesome thieves and liars. His actions did not go completely to waste as while the lodge remained, Lydur was thrown out of the Pathfinders.

It was not long after that Emerion sought out the world once more, choosing Bloodcove as his destination. It was there that he encountered the Aspis Consortium, while at first glance he thought them no better then the Pathfinders. After a few dealings and learning more of them he thought them much better. The consortium did not seek to steal culture and knowledge or control it, merely profit from it. Their sole purpose was profit and wealth, that which did not bring them ether was of no concern to them. While he did not consider this a welcome or noble thing, it was not as destructive or vile as what the Pathfinders had done and continue to do. Intrigued by it all he choose to work with them for a time.

After working for the consortium for a year in which he traveled around the inner sea he was officially accepted into the consortium. It was at this time when he found out that Lydur had recently joined the consortium as well. Lydur blaming Emerion for his expulsion attempted to attack him only to be stopped by the consortium guards at the word of a silver agent. Lydur quickly controlled himself and apologized to the silver agent. It was not long after that Emerion found his every assignment and task being disrupted in some manner. Never the fool he was well aware of the source.

Despite Lydur's attempts Emerion had risen in standing with the consortium. His peace talks in Varisia with both the shoanti and varisian natives to secure safe trade routes was a success. In Osirion he uncovered a tomb and helped secure the entrance as well as claim. His most recent success was a recovery mission in the sodden lands, it was here that he uncovered a truth about his past. The undead that had attacked and chased him so long ago were controlled by someone, a pathfinder at the time, after the relics he had found. Lydur Walker had killed his father and tried to kill him for a few relics and the knowledge of a undiscovered ruin of Ghol-Gan. Emerion would kill Lydur, only the time and place were in question.

Personality:

Emerion Nimlaidas is seemly cold, indifferent, and loyal. While he can be all these things he is much more. His sense of professionalism is great but he has all the emotions and faults of any person. His efficient manner is a well planned front. He allows only those he considers friends or comrades to call him Nim and clearly states it to any that make such a presumption. Reserving his more relaxed side for those who have earned it in his eyes.

Appearance:

Emerion Nimlaidas is a tall lean muscled olive skinned man with a strange pale sheen to his body. He has handsome features with deep brown slightly red tinged hair that comes down to his shoulders. His eyes are purple with tiny dots of red in them. He wears functional clothes at all times and uses magic to change their appearance for the occasion. His true appearance has him wearing a brown ribbon in his hair, dark lenses over his eyes, an amulet with a small turtle shell around his neck. Along with a dark hooded cloak with silver trim over his shoulders draped by a colorful scarf, a light blue shirt under a black vest. A brown belt around his waist, dark leather breeches, and sturdy boots, with dark gloves.

School Powers:

Void Awareness (Su)

Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.

At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness (Su)

When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Aura of Prescience (Su)

At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Insanity Points- 1
Awesome Die- 1