Sir Torlgrith

Colwin Throssle's page

120 posts. Alias of Byden.


Full Name

Colwin Throssle

Race

Human

Classes/Levels

Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Gender

Male

Size

Medium

Age

24

Alignment

Neutral Good

Deity

Nethys

Languages

Common, Draconic, Terran, Auran, Polyglot, Infernal

Occupation

Pathfinder

Strength 7
Dexterity 14
Constitution 16
Intelligence 22
Wisdom 10
Charisma 7

About Colwin Throssle

Male Human Wizard 1
NG Medium Humanoid
Init +8 ; Senses Perception +16
(Init: +2 dex, +4 feat, +2 trait)

==DEFENSE==
AC 14, 12 touch, 12 flatfooted (2 armor, 2 dex)
hp 43 (5d6 hd, 15 con, 3 feat, 5 favored class)
Fort 4 Ref 3 Will 4

==OFFENSE==
Spd 30 ft
Ranged +4 Ranged Touch

==STATISTICS==
Str 7, Dex 14, Con 16, Int 22, Wis 10, Cha 7
Base Atk +2, Cmb +0 Cmd +12

Feats Alertness (when Sigh is within arms reach), Scribe Scroll, Toughness, Improved Initiative, Improved Familiar, Spell Focus Conjuration, Augment Summoning

Skills [45] Acrobatics +7, Fly +13, Knowledge Arcana +14, Knowledge Dungeoneering +10, Knowledge Geography +10, Knowledge History +10, Knowledge Local +10, Knowledge Nature + 14, Knowledge Planes +13, Knowledge Religion +10, Linguistics +10, Perception +16, Spellcraft +14, Stealth +7

Traits Reactionary +2 Init, Conspiracy Hunter +1 Perception and Perception is a class skill.

Languages Common, Draconic, Terran, Auran, Polyglot, Infernal

Equipment:

Small Mithril Shirt 1100gp (Sigh)
Small Heavy Darkwood Shield 257gp (Sigh)
Small Cold Iron Morningstar 16gp (Sigh)
MW Small Backpack 50gp (Sigh)
Silk Rope 100ft. 20gp (Sigh)
Bandolier x 2 1gp (Sigh)
Acid Flask x 10 100gp (Sigh)
Headband of Intellect +2 4000gp
Heavy Darkwood Shield 257gp
Eyes of the Eagle 2500gp
Muleback Cords 1000gp
Spells Copied and Written 585gp
Warm Weather Outfit
Poncho 5sp
MW Backpack 50gp
Spellbook x 2 15gp
Water Proof Bag x 6 3gp (3 around each spellbook)
Hammock 1sp
String 1cp
Spell Component Pouch x 3 15gp (Sigh has 1)
Canteen 2gp
Scroll Box x 3 15gp (Sigh has 1)
Scroll of True Strike x 10 125gp
Scroll of Vanish x 2 25gp
Scroll of Silent Image x 2 25gp
Scroll of Infernal Healing x 2 25gp
Scroll of Touch of Gracelessness x 2 25gp
Scroll of Unseen Servant x 2 25gp
Scroll of Touch of Idiocy x 2 150gp
Scroll of See Invisibility x 1 75gp
100ft. Silk Rope 20gp
Trail Rations x 10 5gp
13gp 3 sp 9cp

Light Load 76 lbs. or less Medium 77–153 lbs. Heavy 154–230 lbs.

Class Abilities:
Class Abilities Arcane Bond (Small Air Elemental Familiar), Arcane School: Fire, Scribe Scroll, Spellcasting

Arcane Bond: Familiar: Colwin has a Small Air Elemental Familiar named Sigh.
Familiar Bonuses [Master]: Alertness,
Familiar Bonuses [Familiar]: +3 Nat. AC, Int: 8, Improved Evasion, Share Spells, Empathic Link, Deliver touch spells, Speak with master

Arcane School: Specialization: Air. Opposition School: Earth
Air Elementalist

The Air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the Air with ease.

Air Supremacy (Su)

You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will.

Lightning Flash (Su)

As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:

==Spellbook==
Cost: 150gp for 10 extra 1st level spells, 300gp for 5 extra 2nd level spells, 135gp for 1 extra 3rd level spell. Total = 585gp

0: All except Acid Splash
1st—alarm, bungle, charm person, corrosive touch, ear piercing scream, enlarge person, grease, feather fall, infernal healing, mage armor, magic missile, protection from evil, ray of enfeeblement, shield, shocking grasp, silent image, true strike, touch of gracelessness, unseen servant, vanish

2nd—false life, flaming sphere, pilfering hand, resist energy, see invisibility, scorching ray, summon monster II, touch of idiocy, web

3rd—haste, lightning bolt, summon monster III

==Spells Per Day==
0: 4
1: 5+1 [3 Class, 2 Int, 1 Specialization]
2: 4+1 [2 Class, 2 Int, 1 Specialization]
3: 2+1 [1 Class, 1 Int, 1 Specialization]

==Typical Spells Prepared==
0: Detect Magic, Mage Hand, Prestidigitation, Resistance
1: Mage Armor, Mage Armor, Shocking Grasp, Shocking Grasp, Vanish; Air: Shocking Grasp
2: False Life, Flaming Sphere, Summon Monster, Web; Air: Summon Monster
3: Haste, Summon Monster III; Air: Lightening Bolt

Sigh the Small Air Elemental:

N Small outsider (air), elemental, extraplanar
Senses darkvision 60 ft.; Perception +8
DEFENSE

AC 26, touch 14, flat-footed 14 (+4 armor, +2 shield, +3 Dex, +6 natural, +1 size)
hp 22 (half Master's hp)
Fort +4, Ref +6, Will +4
Defensive Abilities air mastery; Immune elemental traits
OFFENSE

Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (DC 12, 10-20 ft.)
STATISTICS

Str 12, Dex 17, Con 12, Int 8, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Spell Sponge, Weapon FinesseB
Skills Acrobatics +10, Escape Artist +7, Fly +20, Knowledge Arcana +4, Knowledge Dungeoneering +0, Knowledge Geography +0, Knowledge History +0, Knowledge Local +0, Knowledge Nature +4, Knowledge Planes +3, Knowledge Religion +0, Linguistics +0, Perception +8, Spellcraft +4, Stealth +16
Languages Auran

Equipment: Small Mithril Chainshirt, Heavy Darkwood Shield, Small Cold Iron Morningstar

SPECIAL ABILITIES
Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Appearance: Sigh looks like a vortex in the shape of a small man, without any kind of recognizable features, save the fragments that get caught up in his whirling, his armor is the most visible thing about him. He is around four feet tall and weighs only a single pound.

Personality:

Colwin is a perfectionist, meticulous to a fault, and generally eager to please - which tends to make him a little annoying. He has an odd bookish sense of humor, and enjoys puns, often going to great length to explain why things are funny to stoney faced colleagues. He is much more comfortable and confident when he comes to his areas of expertise, of which he has a fair number.

After his recent experiences he has become quite paranoid and tends to chant defensive spells and cantrips every minute or so.

Appearance:

Colwin is an unfortunate looking chap, not ugly so much as aggressively unhandsome - people often say he has an honest face, they do not mean it as a compliment. He has a too neat head of red hair, and would have grown a beard if he could. He wears a set of simple, yet immaculate, clothing which is mostly covered by his coat. He looks more like a craftsman than a wizard.

[spoiler=Backstory]
Colwin's father was part of a crew which removed stone blocks from the Irespan (the huge remnants of an ancient bridge) and was killed by a giant spider released from within the bridge. Since the work was being done at the behest of the Master Wizard Toth Bhreacher, the families of the dead workers were provided for and the Wizard met young Colwin and quickly spotted the boys razor intellect.

Master Bhreacher paid for Colwin to be schooled, and when the boy was fourteen took him on as an apprentice in the golemworks - though he had very little interaction with Bhreacher himself and remained somewhat in awe of the man. He worked there for nearly five years until an unfortunate accident while experimenting with his newly learned burning hands spell cost his master an extremely lucrative commission.

Released from his position, Master Bhreacher strongly suggested that Colwin allow him to teleport him to Absalom. Saying that distance would shield him and the Golemworks from harm, and that there were few finer places to learn magic. Colwin found the great city rather overwhelming, shockingly expensive, and had a small misunderstanding with a local Mage. So he decided to make his was into more rural areas and eventually found himself in Andoran looking for gainful employment.

There he eventually became involved with the Pathfinder Society proving instrumental in thwarting a plot by a group of nobles who turned out to be in the thrall of a succubus and her doppleganger minions. After these events he joined The Pathfinder Society fully and has been part of a number of successful though relatively unexciting missions.