Sylph

Qwerty's Pregen's page

225 posts. Alias of qwerty1971.


Full Name

ZEPHYR OF THE FORGOTTEN SUN

Race

ZEPHYR |Male sylph druid (sky druid) 6 |Init +3; Senses darkvision 60 ft.; Perception +9

Classes/Levels

HP: 51/51 |AC 17, touch 14, flat-footed 14 |Fort +7, Ref +8, Will +11; +4 vs. air or electricity descriptor spells

Strength 9
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 20
Charisma 10

About Qwerty's Pregen

THE STORM
Zephyr is a troubled man whose uncanny insights intermingle with
baffling leaps of logic.
ZEPHYR OF THE FORGOTTEN SUN
Male sylph druid (sky druid) 6 (Pathfinder RPG Advanced Race Guide
158, Pathfinder RPG Bestiary 2 258)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +1 deflection, +3 Dex)
hp 51 (6d8+18)
Fort +7, Ref +8, Will +11; +4 vs. air or electricity descriptor spells or
effects that control or modify the weather
Resist electricity 5
OFFENSE
Speed 30 ft.
Melee +1 spear +4 (1d8/×3)
Special Attacks wild shape 1/day
Spell-Like Abilities (CL 6th; concentration +6)
1/day—feather fall
Druid Spells Prepared (CL 6th; concentration +11)
3rd—call lightning (2, DC 18), cloak of windsAPG (DC 18),
remove curseD
2nd—barkskin, bull’s strength, remove paralysisD, resist energy (2)
1st—liberating commandUC, obscuring mist, produce flame, ray of
sickeningUM (DC 16), remove fearD, windy escapeARG
0 (at will)—create water, detect magic, light, stabilize
D Domain spell; Domain Liberation
STATISTICS
Str 9, Dex 16, Con 12, Int 10, Wis 20, Cha 10
Base Atk +4; CMB +3; CMD 17
Feats Lightning Reflexes, Natural Spell, Toughness
Skills Fly +12, Handle Animal +9, Heal +9, Knowledge
(geography) +9, Knowledge (nature) +6, Knowledge (planes) +1,
Perception +9, Spellcraft +4, Survival +11
Languages Auran, Druidic, Ethranian
SQ air insight, liberation (6 rounds/day), nature bond (Liberation domain),
nature sense, resist storm, sky’s embrace, skymaster, wild empathy +6
Combat Gear lesser fire elemental metamagic rodAPG, feather token
(fan), scroll of dispel magic, wand of cure light wounds (20 charges);
Other Gear +1 leather armor, +1 spear, cloak of resistance +1,
headband of inspired wisdom +2, horn of fog, ring of protection +1,
boots of freefalling, 59 gp
SPECIAL ABILITIES

Air Insight When Zephyr uses summon nature’s ally to summon a
creature with the air subtype, the spell lasts 2 rounds longer.
Liberation (Su) For 6 rounds per day, Zephyr can move normally
regardless of effects that would impede him as if he were affected by
freedom of movement. These rounds do not need to be consecutive.
Sky’s Embrace (Su) Zephyr does not take falling damage, and may
use his Fly skill in place of Acrobatics when jumping.
Skymaster (Su) Zephyr can use the fly spell on himself for up to 6
minutes per day. These minutes do not need to be consecutive.
Spells Zephyr can cast the following spells.
Cloak of Winds Zephyr shrouds a creature within 35 feet with a
protective cloak of winds for 6 minutes. The target can move freely
through winds of windstorm or lesser strength, and ranged attacks
against the target take a –4 penalty. Tiny or smaller creatures
struggle to attack the target.
Liberating Command As an immediate action,
Zephyr can pick an ally within 35 feet.
That ally can spend an immediate
action to make an Escape
Artist check with a +12
competence bonus
to escape restraints,
bindings, or grapples.
Ray of Sickening Zephyr can shoot a ray as a ranged touch attack at a
target within 35 feet. If it hits, the target is sickened for 6 minutes
(DC 16 Fortitude negates).
Windy Escape Zephyr can cast this spells as an immediate action in
response to an attack to become insubstantial, gaining DR 10/magic
and immunity to any poison and critical hit or sneak attack damage
that are part of that attack. He cannot use this spell to protect
against attacks of opportunity he provokes from spellcasting.
Gear Zephyr carries the following gear.
Boots of Freefalling While wearing these boots, Zephyr can suppress
the effects of his constant feather fall as a free action at the
beginning of his turn. They also help him orient himself, granting
him a +4 bonus on Wisdom checks to navigate using subjective
directional gravity.
Lesser Fire Elemental Metamagic Rod Zephyr can cast up to three
spells per day that deal fire damage instead of the spell’s normal
damage type, or half fire damage and half the spell’s normal
damage type.

The only portion of his past that Zephyr of the Forgotten Sun is
willing to share is that everything he once knew was consumed
in Golarion that was lost in a great cataclysm. He was traveling
through the Plane of Air on business for the Concordance when
disaster struck. When his attempts to return home failed, he
sought answers in divination magic, which taught him pieces of
the horrifying truth behind the planet’s destruction. Only the
occasional phrase or curse in Ethranian stand as a testament to
the lost world, which Zephyr endeavors every day to put behind
him. Zephyr values living in the present moment, and dedicates
himself to an obsessive degree to the cause of elemental balance.
In his view, an elemental imbalance was responsible for the allconsuming inferno that destroyed his home. This tragedy is not
the only event that Zephyr blames on elemental imbalance—in
fact, his penchant for blaming so many ills on this one central
cause leads some members of the Concordance to dismiss his
insights. No one in the Concordance knows how many of his
instincts in this matter will, in time, be proven correct. He
vacillates between pensive and flighty, at times appearing to be
both at once. Regardless of how distracted he may seem, he is
always aware of the world around hi