Nethys

Akrem Stormcaller's page

9 posts. Alias of Celeador.


Full Name

Akrem Stormcaller

Race

(Male Sylph Magus 1 AC 19 / HP 10 / F +3 R +4 W +2 / Init. +4 / Perc. +0)

Size

Medium

Age

22

Alignment

Chaotic Good

Deity

Gozreh, The Lord of Lightning

Location

Storval Plateau

Languages

Auran, Common, Orcish, Shoanti, Varisian

Occupation

Wind Seeker of the Tamiir-Quah

Strength 13
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 11
Charisma 7

About Akrem Stormcaller

Akrem Stormcaller CR 1/2
Male Sylph Magus 1
CG Medium Outsider (native)
Init +4; Perception +0; Darkvision 60'

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DEFENSE
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AC 19, touch 14, flat-footed 15. . (+4 Dex, +4 Armor, +1 Shield)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +2
Electricity Resistance 5

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OFFENSE
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Spd 30 ft.
Melee Scimitar +4 (1d6+1/18-20/x2) and
Ranged Sling +4 (1d4+1/20/x2)

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STATISTICS
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Str 13, Dex 18 (16 + 2 Racial), Con 12 (14 -2 Racial), Int 16 (14 + 2 Racial), Wis 11, Cha 7
Base Atk +0; CMB +1; CMD 15

Feats Armor Proficency (Light), Martial Weapon Proficiency, Shield Proficency, Weapon Finesse

Traits Outlander (Lore Seeker) (Campaign), Magical Lineage (Shocking Grasp) (Magic)

Skills
Fly +6 (+1 Rank, +4 Stat, +3 Class, -3 Armor)
Knowledge (Arcana) +8 (+1 Rank, +3 Stat, +3 Class, +1 Trait)
Knowledge (Dungeoneering) +7 (+1 Rank, +3 Stat, +3 Class)
Perform (Dance) -2 (+1 Rank, -2 Stat)
Ride +0 (+3 Stat, -3 Armor)
Spellcraft +8 (+1 Rank, +3 Stat, +3 Class)

Languages Auran, Common, Orcish, Shoanti, Varisian

Combat Gear:
Scimitar - 15 Gold
Sling - Free
Sling Bullet x50 - 5 Silver
Chain Shirt - 100 Gold
Buckler - 5 Gold

Other Gear:
Explorer's Outfit - Free
Spell Component Pouch - 5 Gold
Spell Book - Free

Contents:

Shocking Grasp, Grease, Color Spray, Windy Escape, Shield

Adventureing Gear - 12 Gold
Contents:

Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone

Gold on hand: 3 Gold

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SPECIAL ABILITIES
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Favored Class (Magus): +1 hit points
Racial Spell-Like Ability: Sylph's can case Feather Fall 1/day (caster level equals the sylph's total level).
Racial Trait, Breeze-Kissed (Su): A sylph surrounds himself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces
air affinity.
Outlander (Lore Seeker): You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. Shocking Grasp, Color Spray and Grease function at +1 caster level, and their save DCs gain a +1 bonus.
Magical Lineage (Shocking Grasp): Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Cantrips: Can cast any prepared cantrips at will.
Spellbooks: A magus must study his spellbook each day to prepare his spells.
Arcane Pool (Su): A magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. 4/day
Spell Combat (Ex): A magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

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SPELLS
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Cantrips: DC 12
Detect Magic
Read Magic
Arcane Mark
Ray of Frost

1st Level Spells: DC 13
Color Spray
Windy Escape

Background:

I am Akrem Stormcaller. Favored son of the Tamiir-Quah and servant of Gozreh the Lord of Lightning. I come from the Tamiir-Quah, and my blood is from a heroic people who were shaped by strife and are bound together by honor and heroism. I was born twenty two years along the slopes of the Stony Mountains during a fierce winter storm. My tribes elder said that my birth cries seemed to echo in beat with the pounding of the lightning and the roaring of the thunder Magical Lineage. I was named Akrem after my father and Stormcaller after the day of my auspicious birth. I was raised as all children of the Shoanti are raised, with hard discipline and the expectation that the very stones would fail before I was allowed to. Determination was not a choice. On the Storval Plateau you either survived or you did not, there is no other option.

I was six years old when the changes began. At first my hair began to slowly turn white, and then wind seemed to rise around me where ever I went. Breeze-Kissed As I grew older the changes became even more pronounced; my touch would produce a small unexpected shock and my eyes turned a vibrant blue. Darkvision 60' I was different than the rest of my clan, but thankfully I was accepted, not shunned. The Tamiir-Quah is known as the Wind Clan, and though it had been many years, the legend of "wind children" was known among my people and I was considered blessed. Sylph Our totems are the cloud, storm roc and griffin. Rather than just being trained as a warrior for my tribe, I was challenged by my elders to learn to call upon my powers and embrace the blessings of the lightning lord. Magus 1

And so for the next ten years traveled from Quah to Quah, learning the secrets from the Quah Wind Masters. I climbed the tallest peaks that scrapped the very heavens and descended into the deepest gullies to feel the roaring wind. And each time, I felt the wind pushing me south. I do not know what I am seeking, but I listen to the wind. And trust. May the Lord of Lightning guide my feet. Outlander (Lore Seeker)