Raistlin

Jove Vanegale's page

No posts. Alias of CloakedInSmoke.


Full Name

Jove Vanegale

Race

Sylph

Classes/Levels

Wizard (Wind Listener) 1, HP 7/7, NLD 0, AC 13 [17], Touch 13, Flat 13 [17], F +1, R +3, W +2 / Init +5, Perc +5

Gender

M

Size

M (5'8", 120 lbs)

Age

91

Alignment

CN

Deity

Besmara

Languages

Common, Auran, Aquan, Elven, Dwarven, Halfling, Draconic

Occupation

Sailor

Strength 7
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 11
Charisma 7

About Jove Vanegale

Jove Vanegale was born for the sea. He was born in Port Peril and at his first cry, a gust of wind blew through the house and ruffled everyone's hair and clothes. He grew up child of a sylph mother and undine father, and his parents hoped he would live a life at sea like his father. He learned the ropes on his father's ship, Besmara's Rose, as cabin boy. His father, Ventus Vanegale, was a cleric of Besmara and trained his son in her ways, but despite promising piety on Jove's part, Besmara bestowed no measure of divine power on him, though he had inherited an uncommon sylph's knack for predicting the weather, which saved the ship a lot of trouble. Even so, arcane power began growing in Jove. Ventus, in an attempt to assuage the fears of the superstitious sailors, was able to teach Jove how to channel his arcane power through a holy symbol of Besmara, which enabled him to eschew the most common material components of arcane magic. After a few years of this, however, it became clear that Jove's magic needed more focused training that couldn't be obtained while working on a ship. Jove instead bid his father good-bye in Magnimar, where he studied under a wizard of the Pathfinder Society lodge there for many years. At the end of his apprenticeship, he boarded a ship to sail for Port Peril to see his family once more. A few months into his visit, one evening he decided to spend some time alone near the docks, maybe get a drink at The Formidably Maid...

Appearance:
Jove is tall, fair-skinned, and has platinum blonde hair which flows as though in a breeze all the time. He has seagreen eyes and his skin is marked with faint blue lightning patterns which seem to glow when he casts electricity spells or uses Lightning Flash. He dresses in practical sailor's clothes, not in the robes of a wizard, and sports a holy symbol of Besmara.

Crunch:
JOVE VANEGALE
Male Sylph wizard (Wind Listener) 1
CN Medium Outsider (native)
Init +5; Senses Perception +5, Darkvision 60 feet
Favored Class Wizard
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DEFENSE
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AC 13, touch 13, flat-footed 10, CMD 11. . (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
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OFFENSE
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Spd 30 ft.
Melee Dagger -2 (1d4-2 P or S/19-20/x2)
Ranged Dagger +3 (1d4-2 P or S/19-20/x2/10 ft)
Ray of Frost +3 (1d3 cold/x2/close rng)
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STATISTICS
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Str 7, Dex 16, Con 12, Int 20, Wis 11, Cha 7
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scoll (B), False Focus (1)
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SKILLS (1 FC Skill Pt)
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Appraise +9 (5 Ability + 1 Rank + 1 Trained)
Fly +5 (3 Ability + 2 Enhancement)
Knowledge (arcana) +9 (5 Ability + 1 Rank + 3 Trained)
Knowledge (nature) +9 (5 Ability + 1 Rank + 3 Trained)
Knowledge (religion) +9 (5 Ability + 1 Rank + 3 Trained)
Perception +5 (0 Ability + 1 Rank + 3 Trained + 1 Trait)
Profession (sailor) +5 (0 Ability + 1 Rank + 3 Trained + 1 Trait)
Spellcraft +9 (5 Ability + 1 Rank + 3 Trained)
Swim -1 (-2 Ability + 1 Rank)
Languages Common, Auran, Aquan, Draconic, Dwarven, Elven, Halfling
SQ Air Supremacy, Breeze-Kissed, Darkvision 60', Electricity Resistance 5, Lightning Flash, Weather Savvy
Combat Gear dagger x1 (1 lb.)
Other Gear traveler's outfit (5 lbs), waterproof bag (0.5 lbs), belt pouch (0.5 lb), flask (1 lb), inkpen & ink, chalk, silver holy symbol of Besmara (1 lb), spellbook (3 lbs)
Money on Hand 33 gp 3 sp 0 cp
Total Weight Carried 12 lbs (light load)
Light Load 23- lbs Medium 47- lbs Heavy 70- lbs Lift Above Head 70- lbs Lift off Ground 140- lbs Drag & Push 350- lbs
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SPECIAL ABILITIES
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  • Air Supremacy (school power) 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. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
  • Besmara's Blessing (campaign trait)
  • Reactionary (combat trait)
  • Breeze-Kissed (racial trait) A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical 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.
  • Darkvision (racial trait) see perfectly in the dark for 60 feet
  • Class Skills (archetype feature) A wind listener adds Perception to his list of class skills.
  • Energy Resistance (racial trait) Sylphs have electricity resistance 5.
  • False Focus (1st level feat)
  • Lightning Flash (school power) 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.
  • Scribe Scroll (bonus feat)
  • Spontaneous Divination (archetype feature) 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). This ability replaces arcane bond.
  • Weather Savvy (racial trait) 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. This racial trait replaces the sylph’s spell-like ability racial trait.

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SPELLBOOK (100 Pages: 68 blank, 32 used)
Specialty School: Air (+1 spell per level per day)
Opposed School: Earth (2 spell slots expended to prepare spell once)
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Cantrips (3 per day) All wizard, except Acid Splash. (DC 14) (24 pages)
1st Level (2+1 per day) Color Spray, Detect Secret Doors, Mage Armor, Magic Missile, Secluded Grimoire, Shocking Grasp, Snowball, Touch of the Sea (DC 15) (8 pages)
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SPELLS PREPARED
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Cantrips Mage Hand, Prestidigitation, Ray of Frost
1st Level Mage Armor, Secluded Grimoire, Shocking Grasp, Touch of the Sea,

Status:

AC: 13/15* [17/19*]; Flat-Footed: 10/12* [14/16*]; Touch: 13/15* [brackets indicate Mage Armor value; * indicates Breeze-Kissed]
Breeze-Kissed: On* (+2 racial bonus to AC against nonmagical ranged attacks)
Hit Points: 7/7
Speed: 30 ft
In Hand nothing
Spells Prepared
  • 1st Mage Armor, Secluded Grimoire, Shocking Grasp, Touch of the Sea
  • Cantrips Mage Hand, Prestidigitation, Ray of Frost

Spell Effects:
  • Mage Armor (+4 armor bonus)