Lieutenant Nimolin Opalarbor | Character Sheet | Pathfinder 1e | Statblocks & Sheets | World Anvil

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Lieutenant Nimolin Opalarbor CN
Character Name Alignment
Warlock 5 , Scout(Ninja) 4 , Bard 1
Character Level
Elf(Alfar) M
Race Size
Female 48
Gender Age
4.8 light
Height Weight
red gold Void purple
Hair Eyes
DragonMagpie
Player
The Void Alasia (Capital of Draconia)
Deity Homeland
Void 0
Domain/Oath/Patron/School XP

ATTRIBUTES

 
 
 
 
 
 
Ability Score Mod T.Adj T.Mod
Str
Strength
11 +0 N/A +0
Dex
Dexterity
14 +2 N/A +2
Con
Constitution
11 +0 N/A +0
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
11 +0 N/A +0
Cha
Charisma
15 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
59
1 physical cold iron negates
0
Initiative
Dex
Modifier
+2
+2
+0
BAB
+6
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+6
+0
+2
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
12
Flat Footed
16
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +1 +1 CON +0 +0 +0 +0
Reflex +10 +8 DEX +2 +0 +0 +0
Will +6 +6 WIS +0 +0 +0 +0
Saving Throw Notes

+2 racial bonus to enchantment spells and effects and immune to sleep magic effects
 

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 +6 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
18 10 +6 +0 +2 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Languages: Elven(alfar), Elven (trade),patron lang?, Gnome,


Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4
2
0
0
0
0
0
0
0
0
Per Day
1
0
0
0
0
0
0
0
0
0
Bonus
-
1
0
0
0
0
0
0
0
0
DC
13
0
0
0
0
0
0
0
0
Spell List

WARLOCK ABILITIES
eldrtich blast, range 60 ft, 3d6 damage at will.
INVOCATIONS

ENTROPIC WARDING
Least; 2nd
When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays, and other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked).


BALEFUL UTTERANCE
Least; 2nd

You speak a single syllable of the Dark Speech (described in Book of Vile Darkness), affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect.
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object Will negates (object) or Fortitude half; see text
Spell Resistance: Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

HIDEOUS BLOW
Least; 1st; Blast Shape

As a standard action, you can make a single melee attack. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect.

SKIRMISHER (ninja) TRICKS:
Ki pool 1/2 ninja lvl + CHA mod. current pool: 4

Slow Reactions* (Ex) (Ultimate Combat pg. 16): Opponents that are damaged by the ninja's sneak attack can't make attacks of opportunity for 1 round.

Ki Venom (Ex) (Martial Arts Handbook pg. 20): A ninja with this trick knows how to make poisons from innocuous herbs or minerals. Creating ki venom is a full-round action that costs 1 ki point. The poison lasts for 24 hours before becoming inert. The poison deals either Strength or Dexterity damage, chosen when the venom is created. The ninja can spend additional ki as part of the process of creating the ki venom to improve the venom in one or more of the following ways: spend 1 ki point to increase the damage die to a d6, spend 1 ki point to change the ability damage dealt to Intelligence, Wisdom, or Charisma damage, or spend 1 ki point to increase the number of saves required to cure the poison by 1.

Prestidigitation(cantrip)

Read magic(cantrip)

Ghost sound(cantrip)

Chord of Shards(1)

Aphasia(1)

Spellcasting Notes

+2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

SKILLS
CS Skill Total AB Mod Ranks Misc
Acrobatics +2 (DEX)  +2 +0 +0
Appraise +2 (INT)  +2 +0 +0
Bluff +15 (CHA)  +2 +10 +3
Climb +0 (STR)  +0 +0 +0
Diplomacy +11 (CHA)  +2 +6 +3
Disguise +7 (CHA)  +2 +2 +3
Escape Artist +6 (DEX)  +2 +1 +3
Fly +7 (DEX)  +2 +2 +3
  Heal +0 (WIS)  +0 +0 +0
Intimidate +11 (CHA)  +2 +6 +3
Knowledge: Arcana +7 (INT)  +2 +2 +3
Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
Knowledge: Engineering +2 (INT)  +2 +0 +0
Knowledge: Geography +2 (INT)  +2 +0 +0
Knowledge: History +2 (INT)  +2 +0 +0
Knowledge: Local +2 (INT)  +2 +0 +0
Knowledge: Nature +2 (INT)  +2 +0 +0
Knowledge: Nobility +6 (INT)  +2 +1 +3
Knowledge: Planes +9 (INT)  +2 +4 +3
Knowledge: Religion +2 (INT)  +2 +0 +0
Perception +8 (WIS)  +0 +5 +3
Profession: Marine +4 (WIS)  +0 +1 +3
Profession: knowledge (Tactics) +5 (WIS)  +Int +2 +3
  Ride +2 (DEX)  +2 +0 +0
Sense Motive +16 (WIS)  +0 +10 +6
Sleight of Hand* +10 (DEX)  +2 +5 +3
Stealth +10 (DEX)  +2 +5 +3
  Survival +0 (WIS)  +0 +0 +0
Swim +0 (STR)  +0 +0 +0
Use Magic Device* +6 (CHA)  +2 +1 +3

* only usable when trained (rank 1 and higher)
Skill Notes
+2 racial bonus on perception checks
proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
+2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Feats

Gain familiar - I gain a familiar

Invoke upon another- range touch use once per round: use an invocation that usually has the range of self and bestow its effects on another

Combat casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Weapon Finess

Supernatural Transformation

Special Abilities

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Void Wraiths will not attack me

Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table: The Warlock.

Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

Traits

Nimolin has an extremely reduced sense of touch, only being able to perceive something that is very uncomfortable and or painful.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Longbow +3 x3 P 100ft arrows 1d8
Longsword +1 19-20/ x2 S - - 1d8
Snakefang cane-sword (masterwork) Weight 2 lbs. Damage 1d4 (small), 1d6 (medium) +
Critical 18-20/x2 +
Range — +
Type P +
Special — Category Two-Handed +
Proficiency Martial Weapon Groups Blades, Light +1 enhancement bonus on attack rolls Description You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage. It gives a +4 initiative bonus and a +4 attack bonus on surprise rounds you can react in. .With the blade unsprang it can be used as a masterwork club (1d6 bludgeoning) +
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Mithril Chain Shirt 4 Light 0 %5 12.5
Bugsuit 6 Light -1 %5 12.5 Can fly in space with it
Arms & Equipment

Breakaway chains - 2 ibs - These masterwork chains are easy to break, even though they look like normal chains (Perception DC 25 to notice the difference). A DC 10 Strength check breaks them instantly.

Hollow cane - A hollow cane has a false top that conceals a small compartment within the cane. The compartment is large enough to house a potion or vial. Spotting the secret compartment of a hollow cane requires a successful DC 18 Perception check.

Contracting rope - This 50-foot length of silk rope is treated with alchemical reagents that give it a distinctly dusty odor. When any part of the rope is touched to an open flame, it suddenly contracts to one-fifth its original length, pulling any creature or object attached to one side to within 10 feet of the other; if multiple creatures are moved into the same square, they fall prone in randomly determined adjacent squares. Because of the sudden jerk, a creature holding a contracting rope must succeed at a DC 10 Climb check to avoid dropping it as it contracts (unless it is knotted around the creature’s waist, clamped in a locked gauntlet, or otherwise firmly attached to the creature). The rope fails to contract if it would pull more than 1,000 pounds horizontally or lift more than 250 pounds vertically. Once activated, the rope slowly unravels to its normal length over the course of 24 hours and can’t be activated again until such time has passed.

Snakefang cane-sword (masterwork)
Weight 2 lbs.
Damage 1d4 (small), 1d6 (medium Critical 18-20/x2; Range —; Type P; Special —
Category Two-Handed; Proficiency Martial
Weapon Groups Blades, Light
+1 enhancement bonus on attack rolls
Description
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage. It gives a +4 initiative bonus and a +4 attack bonus on surprise rounds you can react in. .With the blade unsprang it can be used as a masterwork club (1d6 bludgeoning)

Assassin' teapot (masterwork)
A teapot with two chambers, the chamber that liquid is poured from is controlled by a set of holes in the back of the teapot.
to use the teapot a make a slight of hand check.
As a masterwork the teapot is better disguised as a normal teapot as well as giving a +10 on its slight of hand check.

Class Features

LIGHT ARMOR proficiency, warlocks may preform invocations in light armor without a chance of spell failure.

SIMPLE WEAPONS, plus the kama, katana, kusarigama, nunchaku, sai, short bow, short sword, shuriken, siangham, and wakizashi.

POISON USE At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

KI POOL (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

NINJA TRICKS: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.


NO TRACE (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

BARDIC KNOWLADGE: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

BARDIC PERFORMANCE: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

COUNTERSONG: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

DISTRACTION: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

FASCINATE: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

INSPIRE COURAGE: A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Possessions & Property

11,639 novea (gold) 13 starburst(silver) 10 sparks(copper)
Nice journal and Letter set, Plain cloths, Nice dress, Signet ring,
Nice dip pen, 3 Sticks of Sealing wax (1blue, 1 red, 1purple), Pocket knife, Locket with an engraving of her younger brother inside,
Badly coded book or weird crap Raven-Owl-Snake tells her about.
Bugsuit

Allies, Companions & Retinue

Quill - An albino raven, her dear familiar that loves knowledge as much as trouble.

Spriggs - A female gnome around Nimolin's physical age from the lower middle-class area of Selaszaeriel. A tinker by trade and a troublemaker by skill. Taught Nimolin quite a bit about weird bits and bobs and let her stash food in her shop. Has a twin brother named Sprocket that works the tinker shop's bookings for her.

Sprocket - A Male gnome around Nimolin's age from the lower middle-class area of Selaszaeriel. A Sorcerer by skill and an accountant/bookkeeper by trade for his twin sister Spriggs. Taught Nimolin about concealing arcane skills and effects that aren't learned from books and did a lot to reassure her in her early days as a warlock.

Freyer - A female half elf a little older mentally than Nimolin, she has been a sort of mentor in a few ways, though not having taught Nimolin much crime skills Nimolin has learned a certain amount of insight into the motives of a person and hiding small items on her person from following her around.


Akorqualyn Caeleruil Opalarbor - Her younger brother recently made paige to.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Evie Magpie.

System

Pathfinder 1e

Statblock Type

Character Sheet

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