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About Ventus CloudstriderGrowing up to human parents in Andoran, Ventus was always warned to not go poking into other people's business. Unfortunately, Ventus could never help himself. Like all of his race, he has a curiosity as relentless as the breeze over the ocean. After showing some arcane talent, his parents sent him to an academy to give his curiosity something to focus on and blossom into a great skill. Ventus took to the academy well, studying and becoming one of the academy's top students. During this time away (the academy was a boarding school) he came to follow Nethys, god of knowledge, who seemed to him to understand and encourage his curiosity. He even acquired a holy symbol of Nethys and figured out how to channel arcane energy through it, bypassing the material components of his spells, much to the chagrin of the other students desperately fumbling to remember which component to dig out of their pouches during practical exams. His curiosity even led him to seek out ancient texts penned in a magic version of Auran, and eventually learned to channel spell energy into divination spells, though he ended up taking on the Air elemental school rather than divination as his specialty. After graduation, Ventus took to the seas and visited many locales on many Andoran ships, spending years quietly observing and eavesdropping to learn what makes the towns tick. While he had learned Common from his parents, Auran from a sylph couple he managed to spy on in his town, and Draconic from the Academy, he picked up Elven, Gnomish, and Halfling from his travels. His travels eventually led him to Cheliax as a passenger on an Andoran warship (thanks to a captain who owed him a favor). He was appalled by the infernal forces governing the House of Thrune and resolved to help free slaves and overthrow the government by doing what he does best, gathering information by eavesdropping unnoticed. By day, he worked in an apothecary, but by night, he became a secrets broker, selling vital information to rebels and halfling freedom fighters at discount, and any other knowledge he happened upon to anyone with coin who knew how to reach him. His line of work, though, has its risks, and Ventus was caught in the mayor's house before trying to eavesdrop to learn of Chelish troop movements. He managed to pass off his eavesdropping as an attempt to steal a valuable statuette from the mayor's office. When he was taken to jail, they took his dagger, spell component pouch (which held various foci) and his silver holy symbol, ripping it off its leather cord around his neck. They had thought he was a cleric and didn't bother continuing their search for his compact spellbook, hidden in a pocket in his robes, for which he was glad. Personality & Appearance:
Ventus is tall, fair-skinned, and has platinum blonde hair which flows as though in a breeze all the time. He wears midnight blue robes and has faint blue lightning patterns in his skin which seem to glow when he casts electricity spells or uses Lightning Flash.
Ventus is a curious, quiet type, who prefers to watch and listen rather than speak or act openly. He is a firm believer in knowledge being more dangerous (and powerful) than any magic or weapon, hence why he went to jail accused of thievery rather than tipping his hand about his attempt to acquire knowledge. He is NG: good shown by the fact he faces dangers to help others, but doesn't value law over chaos nor vice versa, knowing that both strict discipline and wild thoughts are paths to knowledge. Crunch:
VENTUS CLOUDSTRIDER
Male Sylph wizard (Wind Listener) 1 NG Medium Outsider (native) Init +3; Senses Perception +4, Darkvision 60 feet Favored Class wizard -------------------- DEFENSE -------------------- AC 13, touch 13, flat-footed 10, CMD 11. . (+3 Dex) hp 8 (1d6+1, FCHP +1) Fort +1, Ref +3, Will +2 -------------------- OFFENSE -------------------- Spd 35 ft. Melee Unarmed Strike* -2 (1d4+1 B/x2) -------------------- STATISTICS -------------------- Str 7, Dex 16, Con 12, Int 19, Wis 10, Cha 7 Base Atk +0; CMB -2; CMD 11 FeatsScribe Scoll (B), False Focus (1) SKILLS Fly +5 (3 Ability + 2 Enhancement) Knowledge (arcana) +8 (4 Ability + 1 Rank + 3 Trained) Knowledge (local) +8 (4 Ability + 1 Rank + 3 Trained) Knowledge (nature) +8 (4 Ability + 1 Rank + 3 Trained) Knowledge (religion) +8 (4 Ability + 1 Rank + 3 Trained) Perception +4 (0 Ability + 1 Rank + 3 Trained) Spellcraft +8 (4 Ability + 1 Rank + 3 Trained) Stealth +7 (3 Ability + 4 Racial) Languages Common, Auran, Draconic, Dwarven, Elven, Halfling SQ Like the Wind, Breeze-Kissed, Whispering Wind, Darkvision 60, Air Supremacy, Lightning Flash Combat Gear Other Gear compact spell book (1 lb., 70 pages) Money on Hand 0 gp[/gp] 0 [b]sp 0 cp Total Weight Carried 1 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 -------------------- SPECIAL ABILITIES -------------------- Like the Wind (racial trait) +5 ft. to base speed 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. Whispering Wind (racial trait) +4 racial bonus to Stealth checks Darkvision (racial trait) see perfectly in the dark for 60 feet Scribe Scroll (bonus feat) False Focus (1st level feat) Class Skills (archetype feature) A wind listener adds Perception to his list of class skills. 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. 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. 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. -------------------- SPELLBOOK (70 Pages: 43 blank, 27 used) Specialty School: Air (+1 spell per level per day) Opposed School: Earth (2 spell slots expended to prepare spell once) -------------------- Cantrips (3 per day) All wizard, except Acid Splash. (DC 14) (20 pages) 1st Level (2+1 per day) Color Spray, Comprehend Languages, Detect Secret Doors, Mage Armor, Magic Missile, Shocking Grasp, Silent Image (DC 15) (7 pages) -------------------- SPELLS PREPARED -------------------- Cantrips Detect Magic, Mage Hand, Prestidigitation 1st Level Mage Armor, Magic Missile, Shocking Grasp 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: 8/8 Speed: 35 ft In Hand nothing Spells Prepared
Spell Effects:
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