The Storm Zephyr's page

35 posts. Alias of GHembree.


Male Sylph Druid 6 | HP 51 | Speed 30’ | AC 17 (T14 FF 14) CMD 17 | F+7 R+8 W+11 (* +4 vs air/elec/weather) Resist 5/electric | Init +3 DV 60ft Perc+9

About The Storm Zephyr

Zephyr is a troubled man whose uncanny insights intermingle with baffling leaps of logic.
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

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

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 winds APG (DC 18), remove curseD
2nd—barkskin, bull’s strength, remove paralysis D, resist energy (2)
1st—liberating command UC, obscuring mist, produce flame, ray of Sickening UM (DC 16), remove fear D, windy escape ARG
0 (at will)—create water, detect magic, light, stabilize
D Domain spell; Domain Liberation

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 rod (APG), 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 free falling, 59 gp

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 Free Falling 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 flames. Zephyr hails from Ethrania, a planet far from 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 him.