Male Sylph
Wizard (Wind Listener) 1
NN Outsider (Native)
Init +3; Senses Darkvision 60ft.; Perception +5
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 8 (1d6+1+1)
Fort +2, Ref +3, Will +3
(+2 vs spells & SLAs, +4 vs cold weather, +1 vs cold effects)
-1 to saves when adjacent to allies or when aiding another
Resist cold 2, electricity 5
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4, 19-20, x2)
Ranged Light Crossbow +3 (1d8, 19-20, x2, 80ft)
Dagger +3 (1d4, 19-20, x2, 10ft)
-1 to attack when adjacent to allies or when aiding another
--------------------
SPECIAL ABILITIES
--------------------
Weather Savvy (Racial): Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Air Insight (Racial): Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype.
Spontaneous Divination (Class): At 1st level, a wind listener can reshape stored spell energy into divination spells he did not prepare ahead of time. The wind listener can “lose” any prepared spell that is not a cantrip in order to cast a divination spell of the same spell level or lower. The new spell must be one the wind listener knows and is capable of casting. Spells cast with this ability increase their casting time to a full-round action (if the spell's normal casting time is longer than a full-round action, it remains unchanged).
Reveal weakness [7/day] (Class): 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.
Like many Ulfen families, nobody really knows where clan Windstalker got its name. The men of the family have always had some connection to the skies, and none more so than Einarr. As a child Einarr often dreamt of travelling the world, in particular that great wide open blue. Einarr's daydreaming didn't help him make many friends however, nor did it endear him to the clan elders or the Karlsgard merchant factors he was apprenticed to. From a young age he knew he was different from everyone around him. Only he knew that those blue "tattoos" changed shape every waking day.
Eager to find out if there were more people like him, Einarr took to reading. He devoured books on languages, magic, nations and history, and eventually started learning some minor magic. For years Einarr studied in his spare time, finding only little about the people he now knew were Sylphs, and spending less and less time in the company of others. Then one day, out of the blue, she appeared. A vision, across the square, of someone just like him. Of course Einarr couldn't just talk to her, He didn't even know her name! So he started following her around, only for her to give him the slip the second she noticed him.
From then on, Einarr decided to spend his time actively looking for other sylphs. He packed up his things and left Karlsgard. He's found a few Sylphs on his travels, and over several years has walked across much of Northern Avistan. He's always been a little too shy to ever approach any of them however, each time getting a little closer before scaring them off or losing his nerve. His travels have currently left him in the village of Heldren, his last trail having gone cold and leaving him at a loss as to where to go next. Somewhere a bit less hot than Taldor would be nice.
Physical Appearance:
Einarr is a mostly unremarkable man, apart from the moving blue marks all over his skin. He's relatively tall, though not built as well as one would expect for an Ulfen man. He has pale white skin, piercing blue eyes and the typical long blond hair of a Linnorm Kingdom native. He's never been able to grow a beard though, and has always blamed this on his slightly more than human nature.
Personality:
Above everything, Einarr is a loner. He'd like to be more sociable, but has never really gotten the hang of it. He mumbles, stutters and just never knows what to say, so he just follows and watches from afar trying to find an entrance. He seems not to mind being alone however, and is content to watch people. After all it's much easier to talk to someone when you already know what they want to hear...