Living Pathfinder RPG Wiki
Advertisement

"Name's Ni. Well, it's Nimientioquijuil, really, but that's a mouthful, well, not for me, really, it's just another word to me, and, urm, not really to other gnomes, either, most gnomes don't mind saying it all - 'Nimientioquijuil' just sort of rolls off the tongue - well, the gnomish tongue, anyway, anyway, feel free to just stick with 'Ni,' or you can choose another syllable if you like, all of 'em are equally representative. Anyway, name's Ni; I'm from an island to the north, Illi Esse, perhaps you've heard of it? Probably not. Anyway, 'Ni,' and I'm here because...because...Well, because I'm curious."

Basic Information[]

NimientioquijuilFull

Ni. (Hat-tip to Mowgli.)

[]

      Race: Gnome
     Class: Master Summoner
     Level: 5
Experience: 10043
 Alignment: Neutral Good
 Languages: Common, Gnome, Sylvan, 
            Celestial, Terran, Auran
            Aquan, Ignan, Northern Isle
     Deity: Unarticulated


Abilities[]

  • Please indicate Racial and Level Adjustments
STR: 08 -1 (00 pts) (-2 racial)
DEX: 14 +2 (05 pts)
CON: 12 +1 (00 pts) (+2 racial)
INT: 12 +1 (02 pts) 
WIS: 10 +0 (00 pts)
CHA: 22 +6 (13 pts) (+2 racial, 
                     +1 level 4, 
                     +2 Headband) 
 

Combat Statistics[]

    (Max-2)   HP:  37 = [5d08 (32) + CON (01)/Level + FC (00)] (Summoner)
              AC:  17 = [10 + DEX (02) + Armor (04) + Size (01) + Misc (00)]
        AC Touch:  13 = [10 + DEX (02) + Size (01) + Misc (00)]
   AC Flatfooted:  15 = [10 + Armor (04) + Size (01) + Misc (00)]
            INIT: +02 = [DEX (02) + Misc (00)]
             BAB: +03 = [Summoner (03)]
             CMB:  01 = [BAB (03) + STR (-01) + Size (-01)]
             CMD:  13 = [10 + BAB (03) + STR (-01) + DEX (02) + Size (-01)]
       Fortitude: +03 = [Summoner (01) + CON (01) + Cloak of Resistance (01)]
          Reflex: +05 = [Summoner (01) + DEX (02) + Trait (01) + Cloak of 
                         Resistance (01)]
            Will: +05/+07* = [Summoner (+04) + WIS (00) + Cloak of Resistance 
                              (01) + Illusion Resistance (+02*)]
           Speed:  20'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

* = Illusion Resistance provides a +2 bonus against illusions.

Weapon Statistics[]

Light Crossbow: Attack: +06 = [BAB (03) + Dex (02) + Size (01)]
        Damage: 1d6, Crit: 19–20/x2, Range: 80 ft., Special: Piercing

  Club: Attack: +03 = [BAB (03) + Str (-01) + Size (01)]
Damage: 1d4-1, Crit: x2, Range: 10 ft., Special: Blunt

Racial Features[]

Ability Adjustments: +2 (Con), +2 (Cha), -2 (Str)
               Size: Small
              Speed: 20'
      Favored Class: Summoner (+5 Skill Points)
   Low-Light Vision: Gnomes can see twice as far as humans in conditions of
                     dim light.
          Obsessive: +2 Diplomacy
    Gift of Tongues: +1 Bluff & Diplomacy, one additional language/linguistics 
                     rank (replaces racial hatred and defensive training).
        Keen Senses: +2 Perception
              Small: Gnomes are Small creatures and gain a +1 size bonus to 
                     their AC, a +1 size bonus on attack rolls, a –1 penalty
                     to their CMB and CMD, and a +4 size bonus on Stealth
                     checks.
 Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its 
                     name as a martial weapon.
        Gnome Magic: Gnomes add +1 to the DC of any saving throws against 
                     illusion spells that they cast. Gnomes with a Charisma
                     of 11 or higher also gain the following spell-like 
                     abilities: 1/day—dancing lights, ghost sound, 
                     prestidigitation, and speak with animals. 
                     The caster level for these effects is equal to the 
                     gnome's level. The DC for these spells is equal to 
                     10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against 
                     illusion spells or effects.

Class Features[]

Master Summoner

          Armor/Weapons: Proficient with simple weapons and light armor; can 
                         cast Summoner spells in light armor without 
                         incurring the normal arcane spell failure chance.
                 Spells: A summoner casts arcane spells drawn from the summoner 
                         spell list. He can cast any spell he knows without 
                         preparing it ahead of time, assuming he has not yet used 
                         up his allotment of spells per day for the spell’s level.

                         To learn or cast a spell, a summoner must have a 
                         Charisma score equal to at least 10 + the spell level. 
                         The Difficulty Class for a saving throw against a 
                         summoner’s spell is 10 + the spell level + the 
                         summoner’s Charisma modifier.

                         A summoner can cast only a certain number of spells of 
                         each spell level each day. His base daily spell 
                         allotment is given on Table: Summoner. In addition, he 
                         receives bonus spells per day if he has a high Charisma 
                         score (see Table: Ability Modifiers and Bonus Spells).

                         A summoner’s selection of spells is extremely limited. A 
                         summoner begins play knowing four 0-level spells and two 
                         1st-level spells of the summoner’s choice. At each new 
                         summoner level, he gains one or more new spells as 
                         indicated on Table: Summoner Spells Known. (Unlike 
                         spells per day, the number of spells a summoner knows is 
                         not affected by his Charisma score. The numbers on 
                         Table: Summoner Spells Known are fixed.)

                         Upon reaching 5th level, and at every third summoner 
                         level thereafter (8th, 11th, and so on), a summoner can 
                         choose to learn a new spell in place of one he already 
                         knows. In effect, the summoner “loses” the old spell in 
                         exchange for the new one. The new spell’s level must be 
                         the same as that of the spell being exchanged, and it 
                         must be at least one level lower than the highest-level 
                         summoner spell he can cast. A summoner may swap out only 
                         a single spell at any given level and must choose 
                         whether or not to swap the spell at the same time that 
                         he gains new spells known for the level.
               Cantrips: A summoner learns a number of cantrips, or 0-level 
                         spells, as noted on Table: Summoner Spells Known under 
                         “Spells Known.” These spells are cast like any other 
                         spell, but they may be cast any number of times per day. 
                         Cantrips prepared using other spell slots, due to 
                         metamagic feats, for example, consume spell slots as 
                         normally.
                Eidolon: A summoner begins play with the ability to summon to 
                         his side a powerful outsider called an eidolon. The 
                         eidolon forms a link with the summoner, who, forever 
                         after, summons an aspect of the same creature. An 
                         eidolon has the same alignment as the summoner that 
                         calls it and can speak all of his languages. Eidolons 
                         are treated as summoned creatures, except that they 
                         are not sent back to their home plane until reduced to 
                         a number of negative hit points equal to or greater 
                         than their Constitution score. In addition, due to its 
                         tie to its summoner, an eidolon can touch and attack 
                         creatures warded by protection from evil and similar 
                         effects that prevent contact with summoned creatures.

                         A summoner can summon his eidolon in a ritual that 
                         takes 1 minute to perform. When summoned in this way, 
                         the eidolon hit points are unchanged from the last time 
                         it was summoned. The only exception to this is if the 
                         eidolon was slain, in which case it returns with half 
                         its normal hit points. The eidolon does not heal 
                         naturally. The eidolon remains until dismissed by the 
                         summoner (a standard action). If the eidolon is sent 
                         back to its home plane due to death, it cannot be 
                         summoned again until the following day. The eidolon 
                         cannot be sent back to its home plane by means of dispel 
                         magic, but spells such as dismissal and banishment work 
                         normally. If the summoner is unconscious, asleep, or 
                         killed, his eidolon is immediately banished. The eidolon 
                         takes a form shaped by the summoner’s desires. The 
                         eidolon’s Hit Dice, saving throws, skills, feats, and 
                         abilities are tied to the summoner’s class level and 
                         increase as the summoner gains levels. In addition, each 
                         eidolon receives a pool of evolution points, based on 
                         the summoner’s class level, that can be used to give the 
                         eidolon different abilities and powers. Whenever the 
                         summoner gains a level, he must decide how these points 
                         are spent, and they are set until he gains another level 
                         of summoner.

                         The eidolon’s physical appearance is up to the summoner, 
                         but it always appears as some sort of fantastical 
                         creature. This control is not fine enough to make the 
                         eidolon appear like a specific creature. The eidolon 
                         also bears a glowing rune that is identical to a rune 
                         that appears on the summoner’s forehead as long as the  
                         eidolon is summoned. While this rune can be hidden 
                         through mundane means, it cannot be concealed through 
                         magic that changes appearance, such as alter self or 
                         polymorph (although invisibility does conceal it as long 
                         as the spell lasts).
         Lesser Eidolon: A master summoner’s class level is halved (minimum 1) 
                         for the purposes of determining his eidolon’s 
                         abilities, Hit Dice, evolution pool, and so on. The
                         eidolon otherwise functions as normal. 
              Life Link: Starting at 1st level, a summoner forms a close bond 
                         with his eidolon. Whenever the eidolon takes enough 
                         damage to send it back to its home plane, the summoner 
                         can, as a free action, sacrifice any number of hit 
                         points. Each hit point sacrificed in this way prevents 1 
                         point of damage done to the eidolon. This can prevent 
                         the eidolon from being sent back to its home plane.

                         In addition, the eidolon and the summoner must remain 
                         within 100 feet of one another for the eidolon to remain 
                         at full strength. If the eidolon is beyond 100 feet but 
                         closer than 1,000 feet, its current and maximum hit 
                         point totals are reduced by 50%. If the eidolon is more 
                         than 1,000 feet away but closer than 10,000 feet, its 
                         current and maximum hit point totals are reduced by 75%. 
                         If the eidolon is more than 10,000 feet away, it is 
                         immediately returned to its home plane. Current hit 
                         points lost in this way are not restored when the 
                         eidolon gets closer to its summoner, but its maximum hit 
                         point total does return to normal.
      Summoning Mastery: Starting at 1st level, a master summoner can cast
     (Replaces Normal    summon monster I as a spell-like ability a number
     Summon Monster &    of times per day equal to 5 + his Charisma modifier. 
     Shield Ally)        The summoner can use this ability when his eidolon
    (Summon Monster III) is summoned. Only one summon monster spell may be
                 (11/11) in effect while the eidolon is summoned. If the                   
                         summoner’s eidolon is not summoned, the number of
                         creatures that can be summoned with this ability is
                         only limited by its uses per day. This ability 
                         otherwise functions as the summoner’s normal summon
                         monster I ability. Other than these restrictions,
                         there is no limit to how many summon monster or gate
                         spells the summoner can have active at one time.

                         The summoner can cast this spell as a standard action 
                         and the creatures remain for 1 minute per level (instead 
                         of 1 round per level). At 3rd level, and every 2 levels 
                         thereafter, the power of this ability increases by one 
                         spell level, allowing him to summon more powerful 
                         creatures (to a maximum of summon monster IX at 17th 
                         level). At 19th level, this ability can be used as gate 
                         or summon monster IX. If used as gate, the summoner must 
                         pay any required material components.
     Augment Summoning:  Receives for free; does not need to meet prerequisites. 
     (Replaces Bond Senses)

Feats[]

      Extra Evolution (Level 1): +1 Evolution point to eidolon's pool
Augment Summoning (Class Bonus): Each creature you conjure with any summon spell 
                                 gains a +4 enhancement bonus to Strength and 
                                 Constitution for the duration of the spell that 
                                 summoned it.
   Superior Summoning (Level 3): Each time you cast a summoning spell that 
                                 conjures more than one creature, add one to the 
                                 total number of creatures summoned.

Traits[]

Ease of Faith (Faith): +1 Diplomacy, Diplomacy as a class skill
 Deft Dodger (Combat): +1 Reflex saves

Skills[]

Skill Points: 20 = [Base (10) + INT (01)/Level; FC (05), Misc (00)] (Summoner 4)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              01     0       0       2     -1   +0
Appraise                01     0       0       1          +0
Bluff                   11     2       0       6          +3*
Climb                  -02     0       0      -1     -1   +0
Craft (       )         01     0       0       1          +0
Diplomacy               21     5       3       6          +7**
Disable Device                 0       0       0     -0   +0
Disguise                06     0       0       6          +0
Escape Artist           01     0       0       2     -1   +0
Fly                     01     0       0       2     -1   +0
Handle Animal                  0       0       0          +0
Heal                    00     0       0       0          +0
Intimidate              06     0       0       6          +0
Knowledge (Arcana)      05     1       3       1          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)            0       0       0          +0
Knowledge (Local)       07     1       3       1          +2*****
Knowledge (Nature)      05     1       3       1          +0
Knowledge (Nobility)           0       0       0          +0
Knowledge (Planes)      05     1       3       1          +0
Knowledge (Religion)    05     1       3       1          +0
Linguistics             06     2       3       1          +0
Perception              02     0       0       0          +2***
Perform    (       )    06     0       0       6          +0
Profession (       )           0       0       0          +0
Ride                    07     3       3       2     -1   +0
Sense Motive            00     0       0       0          +0
Sleight of Hand                0       0       0     -0   +0
Spellcraft              05     1       3       1          +0
Stealth                 05     0       0       2     -1   +4****
Survival                00     0       0       0          +0
Swim                   -02     0       0      -1     -1   +0
Use Magic Device        11     2       3       6          +0

* = +1 from Gift of Tongues, +2 from Suede Vest (MW Tool)
** = +1 from Gift of Tongues, +2 from Obsessive, +1 from Ease of Faith, 
     +1 Cracked Pink and Green Sphere, +2 Monocle
*** = +2 from Keen Senses
**** = +4 from Small size
***** = +2 from Leather-bound Contact Book (MW Tool)

Spell Lists (Known)[]

0 Level (DC 16)             Level 01 (6/6; DC 17)     Level 02 (4/4; DC 18)
* Acid Splash                * Enlarge Person          * Haste 
* Detect Magic               * Grease                  * Slow         
* Guidance                   * Mage Armor              * Invisibility
* Light                      * Ray of Sickening
* Message   
* Mage Hand

Equipment (Ni)[]

Equipment                          Cost     Weight
Explorer's Outfit                            00    lb
Cloak of Resistance +1          1000   gp    01    lb
Headband of Alluring Charisma   4000   gp    01    lb
                           +2 
Monocle (MW - +2 Diplomacy)       50   gp    00    lb
Suede Vest (MW - +2 Bluff)        50   gp    01    lb
MW Chain Shirt                   250   gp  12.5    lb
Cracked Pink and Green Sphere    200   gp    00    lb
                  (Diplomacy)
Spell Component Pouch              5   gp     2    lb
MW Backpack                       50   gp    .5    lb
  Leather-bound Contact Book      50   gp     1    lb
    (MW Tool - Know (Local))
  Scroll of Unfetter (2)          50   gp    00    lb
  Scroll of See Invisibility     200   gp    00    lb
  Scroll of Lesser Evolution     200   gp    00    lb
                       Surge
  Potion of CLW (3)              150   gp    00    lb
  Potion of Lesser Rejuvenate     50   gp    00    lb
                      Eidolon
  Flask of Alchemist's Fire       20   gp    01    lb
  Tindertwig                       1   gp    00    lb

            Total Expenditures: 6326   gp
                             Total Weight:   20    lb

            Light  Medium   Heavy    
Max Weight: 0-19   20-39    40-60
Max Weight: 0-22   23-45    46-67
(w/MW Backpack)

Equipment (Lumoi'es)[]

Equipment                        Cost     Weight
Cracked Pale Ruby Trillian     200   gp    
                (+1 Stealth)
Cracked Incandescent Blue      200   gp   
      Sphere (+1 Perception)
Cracked Incandescent Blue      200   gp   
      Sphere (+1 Survival)
MW Goggles (Perception Tool)    50    gp     1    lb
Saddlebags                      04    gp     8    lb
   Small Tent                   10    gp     5    lb
   Bedroll                       0.1  gp     1.25 lb
   Alchemist's Fire (2)         40    gp     2    lb
   Flask of Holy Water (3)      75    gp     3    lb
   Club                         00    gp     1.5  lb
   Trail Rations (2)             1    gp      .5  lb
   Torches (4)                    .04 gp     4    lb
   Light Crossbow               35    gp    02    lb
     Ammo (20)                  02    gp    01    lb

          Total Expenditures:  817.14 gp
                             Total Weight:  29.5  lb

            Light   Medium   Heavy    
Max Weight: 0-99  100-200  201-300

Finances[]

PP:    00
GP:  5216
SP:     6
CP:     9

Gems/Jewelry/Other:
0000

Mystic Pearl Visits[]

Visit One: 1552 gp spent

Visit Two: 390 gp spent

Visit Three : 1621 gp spent

Visit Four : 2350.04 gp spent

Eidolon[]

Lumoi'es
Medium Quadruped Outsider Summoner Level 2
Initiative +2; Senses Darkvision 60'; Perception +8
Lumoi'es
Languages Common, Gnome, Sylvan, Celestial, Terran, Auran, Aquan, Ignan, Northern Isle
DEFENSE
AC 18 (+2 Dex, +6 Natural Armor), touch 12, flat-footed 16 ()
HP 20/20 (2d10+2)
Fortitude +4 (+1 Con, +3 Class), Reflex +5 (+2 Dex, +3 Class), Will +0 (0 Wis, 0 Class)
Saving Throws Fort & Ref
OFFENSE
Speed 40 ft, Fly 40 ft (Good maneuverability)
Melee Bite +5 (1d6+2)
Ranged none
Space ft.; Reach ft.
STATISTICS
Str 15 (+2) Dex 15 (+2) Con 13 (+1)
Int 7 (-2) Wis 10 (+0) Cha 11 (+0)
Base Atk +2; CMB +5; CMD 17
Feats Skill Focus (UMD)
Evolutions (5)
Mount (1), Flight (2), Skilled (Fly) (1), Improved Natural Armor (1), Limbs (Legs) (2) (free), Bite (free)
Special

Evasion (successful Reflex save for 1/2 damage = no damage)
SKILLS
Class Skills Acrobatics, Disable Device, Survival, Use Magical Device
Skill Points: 8 = [6 + INT (-2) per Hit Die (2)]
PHYSICAL DESCRIPTION
Lumoi'es is a conjunct creature: part cat, part dog, part elephant. He is a mostly silent but reliable counterpart to Ni's gregariousness.

Eidolon Skills

Skill Points: 08 = [Base (12) + INT (-4)/Level;] (Eidolon 2)
              
Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               6     1       3       2          +0 Chosen Class Skill
Appraise                -2     0       0      -2          +0
Bluff*                   0     0       0       0          +0
Climb                    3     0       0       3     -0   +0
Craft (       )*        -2     0       0      -2          +0
Diplomacy                0     0       0       0          +0
Disable Device                 0       0       2     -0   +0 Chosen Class Skill
Disguise                 0     0       0       0          +0
Escape Artist            2     0       *       2     -0   +0 
Fly                     14     0       0       2     -0   +12$$ 
Handle Animal                  0       0       0          +0
Heal                     0     0       0       0          +0
Intimidate                     0       0       0           0 
Knowledge (Arcana)             0       0      -2          +0
Knowledge (Dngnrng)            0       0      -2          +0
Knowledge (Engnrng)            0       0      -2          +0
Knowledge (Geography)          0       0      -2          +0
Knowledge (History)            0       0      -2          +0
Knowledge (Local)              0       0      -2          +0
Knowledge (Nature)             0       0      -2          +0
Knowledge (Nobility)           0       0      -2          +0
Knowledge (Planes)*            0       *      -2          +0
Knowledge (Religion)           0       0      -2          +0
Linguistics                    0       0      -2          +0 
Perception               8     2       3       0          +3^^^ 
Perform    (       )     0     0       0       0          +0
Profession (       )           0       0       0          +0
Ride                     2     0       0       2     -0   +0
Sense Motive             0     0       *       0          +0 
Sleight of Hand                0       0       2     -0   +0 
Spellcraft                     0       0      -2          +0
Stealth                  8     2       3       2     -0   +1^^
Survival                 6     2       3       0          +1$  Chosen Class Skill
Swim                     3     0       0       3     -0   +0
Use Magic Device         7     1       3       0          +3^ Chosen Class Skill
* = Unused Class Skill
^= Skill Focus
^^=+1 Cracked Pale Ruby Trillian
^^^=+2 MW Goggles, +1 Cracked Incandescent Blue Sphere
$=+1 Cracked Incandescent Blue Sphere
$$=+4 Good maneuverability, +8 Skilled evolution

Commonly Summoned Creatures[]

Augmented Entropic/Celestial Eagle {C}

Small outsider
AL Chaotic Good
Init +2
Senses: Darkvision; Perception +10

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +2, Ref +4, Will +2
SR 5
Entropic: Resist Acid:5, Resist Fire: 5
Celestial: Resist Acid:5, Resist Cold: 5, Resist Electricity: 5

OFFENSE
Speed: 10 ft., 80 ft. fly (average)
Melee: 2 talons +3 (1d4+2), bite +3 (1d4+2)
Special Attack: Smite law/evil

STATISTICS
Str: 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB 1; CMD 13 
Feats: Weapon Finesse
Skills: Fly +8, Perception +10
Racial Modifiers: +8 Perception

SPECIAL ABILITIES
Smite law/evil 1/day as a swift action.  Smite law/evil 
adds +0 (Charisma modifier) to attack rolls and 
+1 (HD) to damage rolls against lawful/evil foes.  Smite 
law/evil persists until the target is dead or the 
entropic/celestial creature rests.

Details[]

      Size: Small
    Gender: Male
       Age: 62
    Height: 3'4''
    Weight: 37
Hair Color: Dark Blue
 Eye Color: Black with bright gold and orange swirls.
Skin Color: Light purple

Appearance[]

Nimientioquijuil is, like most gnomes, short and slender, in a manner indicative of his fey heritage. Purple skinned, his bright, lively eyes burn with an uncannily luminescent orange, as only the eyes of the fey can do. Ni rarely stays still for long; rather, he's constantly shuffling, repositioning, clucking his tongue, and doing whatever else he can to keep himself in constant motion. Think of a shark: if it stops swimming, it sinks to the ocean bottom; from the look of him, you'd think Ni was a shark. Equipment-wise, Ni travels light, instead preferring to rely on his magical abilities, and, when necessary, his silversheen tongue.

Demeanor[]

Nimientioquijuil is somewhat more subdued than the typical gnome, meaning he is only moderately hyperactive by human standards. Still, he is far from passive by anyone's reckoning, and is quite forward with absolute strangers, to say nothing of those he is acquainted with. While this forwardness can often be perceived as a kind of naivete by outsiders, it in truth stems from a combination of a generous spirit and an extreme lack of fear. The latter of these two traits likely comes from having been raised in an environment where access to many other manners of existence is relatively common: it's hard to fear the unfamiliar when you've been confronting it since birth, and it's hard to fear death when you have an unusually extensive awareness of the forms of existence death leads to. That's not to say that Ni is suicidal - far from it - but merely that his curiosity and enthusiasm, which he possesses in spades, generally work to blot out any fear he might otherwise be feeling.

Ni enjoys companionship and conversation almost as much as he does exploration and exposure to the new, whatever that might be. He is fascinated by the world and the variety it holds, and he is driven to seek out new sights and experiences wherever he goes. Although Ni feels a strong kinship with all living things - hence his walking of the summoner's path - he has no qualms about killing those that threaten or harm: in general, he feels that, if anything, he's doing such negative beings a favor, by giving them a chance to start over, or, at the very least, vacate their current negative existence.

In short, Ni is outgoing, friendly, unaggressively assertive, and above all, curious.

Background[]

Nimientioquijuil (or "Ni" to most non-gnomes) comes from Illi Esse, a small but wondrous island tangential to the Northern Isles. Illi Esse lies at a point where the various axis of existence intersect and cross directly through the Prime Material plane; as such, Illi Esse has been home to an unusually diverse collection of races and beings since the Golden Age, and its residents often possess an unusually strong relationship to other planes of existence. For Ni, this relationship is strongest with the Hidden Path, the path of mystery and the fundamental Other, although he is also connected to the Moral and Essential Paths in an equally fundamental way. Since before he could remember, Nimientioquijuil was drawing upon the energies of the other paths and manifesting them in his own, first in subtle ways (changing the fundamental nature of a droplet of water here or a flower petal there), then in increasingly substantial ones (there was the time when he inadvertently tapped into the Essential Path and turned the family dinner table into a mound of fresh earth, for instance). Being an exceedingly personable creature, this connection eventually took the form of contacting and channeling other life forms (an early manifestation of this ability took the form of conjuring a tiny water elemental from his own saliva, although the experience turned out to be a disappointment, since Ni was unable to speak Aquan). Such an unusually potent relationship with life is a recognized occurance on Illi Esse, and those with this affinity are known as Levicolls. Through time, Ni practiced and honed his Levicollan abilities until he gained an exceptional degree of prowess in them.

Being a remote island connected to other planes, the citizens of Illi Esse have rarely ventured elsewhere on E'n; the adventurous have been far more likely to travel to other planes than to spend extended periods of time trapped on a ship in a dangerous attempt to reach E'n's main continents. But recently, an ancient gate was uncovered, believed to have been constructed by the celestials which predominated Illi Esse during the Golden Age, which allows individuals to travel instantaneously to E'n's eastern continent. Nimientioquijuil is part of the first wave of individuals sent to this new world, which has been known about for a long time, but rarely visited, by the people of Illi Esse.

  • Note: I plan to eventually make a proposal fleshing out the concept of Illi Esse.

Adventure Log[]

Something's Cooking

       XP Received: 1455
 Treasure Received: 1790 GP

Roaming Dead

       XP Received: 1431
 Treasure Received: 1696.33 GP [621.33 GP, Cloak of Resistance +1 (1000 GP), 
                    3 flasks of Holy Water (75 GP)]

Run Away

       XP Received: 1243
 Treasure Received: 1401 GP

Mopping Up

       XP Received: 5914
 Treasure Received: 7302 GP
                    Voucher for Alchemical Fire (20 GP)

School Days

       XP Received: 3956
 Treasure Received: 4419 GP

Notable Scenes[]

Level Ups[]

    Level 2: November 28th, 2011
      Class: Summoner 2
        BAB: +0 to +1
       Fort: +1 to +1
        Ref: +3 to +3
       Will: +2 to +3
       Feat: Augment Summoning (Class Bonus)
         HP: +7 = Max-2 (6) + Con (1)
 New Spells: Message, Mage Armor
    Eidolon: (no change)
  Skill Pts: 8 = +2 (Summoner) +1 (Int) +04 (Old Total) +1 (FC) = 8 (New Total)
Ranks Added: +1 Diplomacy, +1 Ride, +2 Use Magic Device
      Level 3: April 11th, 2012
        Class: Summoner 3
          BAB: +1 to +2
         Fort: +1 to +2
          Ref: +3 to +4
         Will: +3 to +3
         Feat: Superior Summoning (Level 3)
           HP: +7 = Max-2 (6) + Con (1)
   New Spells: Mage Hand, Ray of Sickening
      Eidolon: Made small, swapped Mount, Claws, and Pounce evolutions for 
               Skilled (Perception), Skilled (Stealth), and Skilled (Survival) 
               evolutions.
    Skill Pts: 12 = +2 (Summoner) +1 (Int) +08 (Old Total) +1 (FC) = 12 (New)
  Ranks Added: +1 Bluff, +1 Diplomacy, +1 Knowledge (Local), +1 Linguistics
New Languages: Terran, Auran
      Level 4: June 2nd, 2012
        Class: Summoner 4
          BAB: +2 to +3
         Fort: +2 to +2
          Ref: +4 to +4
         Will: +3 to +4
         Feat: None
           HP: +7 = Max-2 (6) + Con (1)
   New Spells: Haste, Slow
      Eidolon: Changed to Medium, adjusted evolutions to Claws, Ability Increase
               (Str), Skilled (Stealth), and Pounce, +1 Perception, +2 Stealth,
               +1, +1 Survival
    Skill Pts: 16 = +2 (Summoner) +1 (Int) +12 (Old Total) +1 (FC) = 16 (New)
  Ranks Added: +1 Bluff, +1 Diplomacy, +1 Knowledge (Religion), +1 Linguistics
New Languages: Aquan, Ignan
      Level 5: September 13, 2012
        Class: Summoner 5
          BAB: +3 to +3
         Fort: +2 to +2
          Ref: +4 to +4
         Will: +4 to +4
         Feat: TBD
           HP: +7 = Max-2 (6) + Con (1)
   New Spells: Invisibility
      Eidolon: Changed evolutions to Mount (1), Flight (2), Improved Natural 
               Armor (1), and Skilled (Fly) (1)
    Skill Pts: 20 = +2 (Summoner) +1 (Int) +16 (Old Total) +1 (FC) = 20 (New)
  Ranks Added: +1 Diplomacy, +1 Knowledge (Nature), +1 Ride, +1 Spellcraft

Approvals[]

  • Approval (Sept 22nd, 2011) (Satin Knights) level 1
  • Approval (October 2nd, 2011) (Toasterferret) level 1
  • Approval (December 7th, 2011) (Satin Knights) level 2
  • Approval (May 2nd, 2012) (jkason) level 3
  • Approval (June 8, 2012) (jkason) level 4
Advertisement