Gozreh

Nummil Blueskin's page

77 posts. Alias of Brass Pigeon.


Full Name

Nummil Blueskin

Race

Sylph

Classes/Levels

Air Wizard (Wind Listener) 1

Gender

Male

Size

M

Age

71

Alignment

CG

Languages

Common, Auran, Draconic, Gnome, Halfling, Ignan

Strength 8
Dexterity 16
Constitution 10
Intelligence 19
Wisdom 10
Charisma 12

About Nummil Blueskin

Background:

Long. His days in the study room of his grandparents house in Absalom were long. From an early age it was obvious Nummil had the potential of becoming a wizard of name. His parents didn't really think of it a great deal and were in fact planning to let him be a normal child. Well, normal wasn't exactly the right word since in Nummil the heritage of an air creature showed very strongly. His mother's parents foresaw that Ummil was bound to have a difficult life if left to his own and made sure he got a proper education by an old, yet excentric, half-elf wizard friend of them called Parlyp the Restless. His teachings to Nummil mostly consisted of two things: having Nummil study books and throwing those very same books at Nummil. Nummil loved those books though and he used the opportunity to research his own powers. Lately Parlyp started to combine those two methods. When Nummil proved himself able to withstand that and actually cast a spell while dodging Master Kymmnervale's 57-part Encyclopedia of the Planes, Parlyp shocked Nummil's grandparents when he stated that it was time for the young 51-year-old sylph to set out on his own.

Set out on his own? The entire family raised their eyebrows. Nummil was a good kid, but a bit too curious for his own good. Eavesdropping was something he probably did daily, they weren't sure anymore because he didn't get caught lately. Nummil's grandparents, being the resourceful pair that they are, were quick to bring in a sort of bodyguard, someone who had seen more of the world than Nummil and experienced more hardness than he had. Nummil was offended at first but after travelling with the female Ifrit, he found that Maqli was good company and looked forward to actually see something of the world.

Maqli and Nummil at first didn't go far away. They made short trips, did some errands, visited some special places but only recently Nummil thought they needed to go much farther away. He wanted to find out more about the origins of Darkwood and more secretly, see what made the Darkmoon Vale such a special place.

Appearance:

Besides being a bit shorter than others, Nummil looks at first glance like a normal person. Closer inspection reveals his skin to be of a blueish tone, almost as if his veins are too close to his skin all over his body. He looks around curiously and his hair always seems to be moving as if a soft breeze decided to stick around his head and play with the blonde strains of hair that stick out under his little brown hat. Nummil is dressed in an airy white robe that's been tied down to his limbs with several small brown ropes, almost as if to prevent it flying away from him.

Basics:

Init: +7 Speed: 30 ft
HP: 7 AC: 13
BAB: +0 CMB: -1 CMD: 12
Fort: +1 Ref: +3 Will: +2

Attacks:
Crossbow, light: +3, 1d8, 19-20/x2, P
Mace, light: -1, 1d6, x2, B

Abilities, Feats, Traits & Skills:

Sylph Racial Abilities:
Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Energy Resistance: Sylphs have electricity resistance 5.
Sky Speaker: Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other flying animals. Her caster level for these effects is equal to her level. This racial trait replaces the sylph's spell-like ability racial trait.
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. 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. This racial trait replaces air affinity.

Air Wizard Class Abilities:
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. 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.
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.
Cyclone (Su): At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per wizard level you possess. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + your caster level. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Wind Listener Archetype Abilities:
Class Skills: A wind listener adds Perception to his list of class skills.
Spontaneous Divination (Su):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.
Abjuration Sense (Ex):At 5th level, a wind listener develops a sixth sense for spotting spells designed to guard against his investigations. He gains a bonus on Perception checks equal to 1/2 his level to notice spells of the abjuration school and on Spellcraft checks to identify abjuration effects, spells, and magic items. This ability replaces the bonus feat gained at 5th level.
Wispy Form (Ex) At 10th level, the wind listener gains the ability to become airy and translucent as a standard action, gaining DR 10/magic and the effects of greater invisibility for a number of rounds per day equal to his level. These rounds need not be consecutive. Like the natural invisibility universal monster ability, this ability is not subject to invisibility purge. This ability replaces the bonus feat gained at 10th level.
Listening to the Wind (Sp): At 15th level, the wind listener can call upon spirits of the air to uncover lost lore about a legendary person, place, or thing. Invoking the spirits takes 10 minutes, during which time the wind listener must be free of distractions and able to concentrate. Once called, the spirits seek out information on the subject of the wind listener's inquiries. This functions as the spell legend lore (caster level equal to the wind listener's level), except that the wind listener is free to engage in other activities while spirits investigate on his behalf. The time required for the air spirits to return with this information is equal to what the casting time of the spell legend lore would have been if the wind listener had cast it. The wind listener can use this ability once per week, and only if he does not currently have air spirits searching for information. If the air spirits are currently searching for information, the wind listener can end their task early as a standard action, dismissing the magical effect and not returning any information. This ability replaces the bonus feat gained at 15th level.

Feats:
Scribe Scroll (class)
Improved Initiative (1)

Traits
Focussed Mind: +2 concentration checks
Resilient: +1 Fort

Skills
Escape Artist: +4
Fly: +9
Knowledge(arcana): +8
Knowledge(dungeoneering): +8
Perception: +4
Spellcraft: +8

Acrobatics: +3
Appraise: +4
Bluff: +1
Climb: -1
Diplomacy: +1
Disguise: +1
Heal: +0
Intimidate: +1
Ride: +3
Sense Motive: +0
Stealth: +3
Survival: +0
Swim: -1

Spells:

Spells Prepared: cast
Spells/day (0/1): 3/2+1
0: Detect Magic, Message, Prestidigitation
1: Colour Spray, Enlarge Person, Silent Image

Spellbook:
0: All
1(3+4): Colour Spray, Comprehend Languages(div), Enlarge Person, Feather Fall(air), Mage Armor, Silent Image, Summon Monster I

Air Elementalist Spells:
0th—message
1st—alter winds, feather fall, shocking grasp
2nd—elemental speech, elemental touch, glide, gust of wind, levitate, resist energy, summon monster II, whispering wind
3rd—cloak of winds, draconic reservoir, elemental aura, fly, gaseous form, lightning bolt, protection from energy, wind wall
4th—ball lightning, detonate, dragon's breath, elemental body I, river of wind, shout, summon monster IV
5th—elemental body III, overland flight, planar adaptation, planar binding, lesser, suffocation, summon monster V
6th—chain lightning, elemental body III, planar binding, sirocco, summon monster VI
7th—control weather, elemental body IV, fly, mass, planar adaptation, mass, summon monster VII
8th—planar binding, greater, shout, greater, stormbolts, summon monster VIII
9th—gate, suffocation, mass, winds of vengeance

Divination Spells:
1st-Anticipate Peril, Comprehend Languages,Cultural Adaptation, Detect Charm, Detect Secret Doors, Detect Undead, Identify, See Alignment, True Strike
2nd-Blood Transcription, Create Treasure Map, Detect Thoughts, Elemental Speech, Embrace Destiny, Locate Object, See Invisibility, Share Language, Share Memory, Spell Gauge, Track Ship
3rd-Arcane Sight, Blood Biography, Clairaudience/Clairvoyance, Harrowing, Locate Weakness, Seek Thoughts, Share Language, Communal, Spherescry, Tongues, Unravel Destiny
4th-Arcane Eye, Detect Scrying, Locate Creature, Named Bullet, Scrying, Share Senses, Symbol of Revelation, Tongues, Communal
5th-Contact Other Plane, Prying Eyes, Symbol of Scrying, Telepathic Bond
6th-Analyze Dweomer, Battlemind Link, Legend Lore, Named Bullet,Greater, True Seeing
7th-Arcane Sight, Greater, Scrying, Greater, Vision
8th-Discern Location, Moment of Prescience, Prediction of Failure, Prying Eyes, Greater

Equipment:

Nummil's Travelling Outfit
Pouch, spellcomponents (5gp)
Spellbook
Nummil's Black Wand (bonded item)
Crossbow, light (35gp)
Bolts, 20 (2gp)
Mace, light (5gp)

Bag, waterproof (5sp)
Bedroll (1sp)
Blanket (2sp)
Chalk, 1 piece (1cp)
Cushion, soft (1gp)
Ink, in vial (8gp)
Paper, 4 sheets (1.6gp)
Scroll Case (1gp)

120-17,41=60.59

GP: 60
SP: 5
CP: 9

Dice:

[ooc]Initiative[ooc] [dice]1d20+7[/dice]

[ooc]Trip Attempt[ooc] [dice]1d20+0[/dice]

Unarmed Attacks
[ooc]Unarmed Attack[ooc] [dice]1d20+0[/dice]
[ooc]Damage[ooc] [dice][/dice]

Weapons
[ooc]Attack[ooc] [dice]1d20+0[/dice]

[ooc]Attack with Light Crossbow[ooc]
[dice]1d20+3[/dice]
[ooc]Damage[ooc][dice]1d8[/dice]

Saves
[ooc]Fort Save[ooc] [dice]1d20+1[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+3[/dice]
[ooc]Will Save[ooc] [dice]1d20+2[/dice]

Skill Checks
[ooc]Acrobatics[ooc] [dice]1d20+3[/dice]
[ooc]Appraise[ooc] [dice]1d20+4[/dice]
[ooc]Bluff[ooc] [dice]1d20+1[/dice]
[ooc]Climb[ooc] [dice]1d20-1[/dice]
[ooc]Disable Device[ooc] [dice]1d20+0[/dice]
[ooc]Diplomacy[ooc] [dice]1d20+1[/dice]
[ooc]Disguise[ooc] [dice]1d20+1[/dice]
[ooc]Escape Artist[ooc] [dice]1d20+4[/dice]
[ooc]Fly[ooc] [dice]1d20+9[/dice]
[ooc]Heal[ooc] [dice]1d20+0[/dice]
[ooc]Intimidate[ooc] [dice]1d20+1[/dice]
[ooc]Knowledge(arcana)[ooc] [dice]1d20+8[/dice]
[ooc]Knowledge(dungeoneering)[ooc][dice]1d20+8[/dice]
[ooc]Perception[ooc] [dice]1d20+4[/dice]
[ooc]Profession[ooc] [dice]1d20+0[/dice]
[ooc]Ride[ooc][dice]1d20+3[/dice]
[ooc]Sense Motive[ooc] [dice]1d20+0[/dice]
[ooc]Spellcraft[ooc] [dice]1d20+8[/dice]
[ooc]Stealth[ooc] [dice]1d20+3[/dice]
[ooc]Survival[ooc] [dice]1d20+0[/dice]
[ooc]Swim[ooc] [dice]1d20-1[/dice]