Tux the Penguin
First Post
Stephen Coldshadow
Male Human
Human Wizard 5 / Bonded Summoner 3
True Neutral
Size: M (5’5”, 135 lbs)
HD: 5d4+20 plus 3d4+12
HP: 54
Init: +3
Spd: 30 ft.
AC: 14 (+3 Dex, +1 Ring of Protection)
BAB: +3
XP:
Attributes:
Str: 8 (-1) [0 pts]
Dex: 16 (+3) [8 pts. + 4th level]
Con: 18 (+4) [8 pts + 8th level + Amulet of Health +2]
Int: 20 (+5) [16 pts + Headband of Intellect +2]
Wis: 12 (+2) [4 pts.]
Cha: 10 (+0) [2 pts.]
Attacks:
+1 Light Crossbow +8 ranged (1d6+1, x2)
Saves:
Fort: +8 (+2 base)
Ref: +7 (+2 base)
Will: +10 (+7 base)
Skills:
Concentration +16 (11 C)
Control +16 (11 C)
Decipher Script +10 (5 C)
Knowledge (Arcana) +16 (11 C)
Knowledge (The Planes) +16 (11 C)
Planar Geometry +18 (11 C)
Speak Language (Auran, Ignan, Terran, Aquan, Celestial, Infernal)
Spellcraft +18 (11 C)
Feats:
Planar Touchstone (Air Home) (Bonus)
Scribe Scrolls (Bonus)
Spell Focus (Conjuration) (1st level)
Augment Summoning (Human Bonus)
Stalwart Planar Ally (Elemental Plane of Air) (3rd level)
Eschew Materials (5th level bonus feat)
Practiced Spellcaster (6th level)
Class Abilities (Wizard):
Spellcasting level 6th (caster level 8th)
Familiar*
Class Abilities (Bonded Summoner):
Air Elemental Companion (Large)
Cold Resistance 10
Racial Abilities:
Bonus Feat at 1st level
4 extra skills points at 1st level
1 extra skill point at every level after 1st
Languages:
Common
Draconic
Abyssal
Undercommon
Elven
Auran
Ignan
Terran
Aquan
Celestial
Infernal
Equipment (magical):
Amulet of Health +2 (4,000)
Headband of Intellect +2 (4,000)
+1 Crossbow (4,300)
Cloak of Resistance +2 (4,000)
Ring of Sustenance (2,500)
Ring of Protection +1 (2,000)
Equipment (mundane):
Light blue robe with silver cuffing
Cream colored breaches
Black Tunic with silver cuffing
Leather belt
Leather Boots
Spellbook
Spell component pouch
Backpack
Bedroll
Blanket, Winter
5 Scroll Cases
Small Steel Mirror
Silver Mug
Parchment (50 sheets)
Ink (10 1 oz. vials)
Inkpen
Sealing Wax
Signet Ring
Tent
Spellbook
1st level
Shield
Mage Armor
Summon Monster I
True Strike
Shocking Grasp
Magic Missile
Disguise Self
2nd level
Protection from Arrows
Summon Monster II
Touch of Idiocy
Scorching Ray
Blur
Invisibility
Mirror Image
Augment Familiar
3rd level
Dispel Magic
Summon Monster III
Heroism
Fireball
Ray of Exhaustion
Description:
Stephen is an unassuming man when encountered alone or he would be if he ever was. A man of small stature and even smaller frame, his small size is made up for my the power of his intellect. While not good with words himself, he prefers to be silent and let others talk instead of him. They are not, however, talking for him. Dressed in blues and blacks, cuffed with silver, Stephen rarely shows his head on sunny days, leaving it under the cowl of his robe. When the cowl is down, his black hair and dark blue eyes can be seen, as can his dark complexion.
History:
Born in Balefire, the self-declared “capital” of the Plane of Shadow, Stephen was raised from an early age in the art of magic, especially summoning. He would take trips with his tutor to various other planes where he would be taught about the locals and the geography of the planes themselves.
When Balefire was attacked by other factions on the Plane of Shadow, Stephen and his family fled to the furthest reaches of the multiverse, to a backwater plane whose largest city was named Dromus. While not as well off as they were in Balefire, they were able to make their place as sort of guides through the tangled web of planes that surround the city. Stephen grew up doing this, but never really enjoyed being a “tour guide” as he called it.
Finally leaving his parent’s business to pursue his own goals, Stephen began working his way back across the planes, usually bumming rides off of others. This journey led him to dozens of planes and their many peoples, finally stopping for some years on a plane called he called “Airhome.” A plane of infinite size which was rooted into the Elemental Plane of Air, Stephen began working as a ship mage in the air ships that were the dominant mode of travel and war there. However, his studies did not lack while there. He used this rare opportunity to study the Elemental Plane, eventually meeting a being whose name roughly translated into “Gale Oceanbreeze” from the native Auran. The being, an air elemental, helped Stephen travel throughout Airhome and learn of how it interacted with the Elemental Plane. However, this time of study and work quickly ended when he learned of his mother’s death.
Traveling with Gale back to Dromus, he arrived three years after his mother’s death, and two years after his father died. Inheriting little, he began to work in odd-jobs around the city as a bodyguard, waiting for opportunity to arise.
Personality:
Stephen is a quiet man, who speaks very carefully and deliberately. Slow to anger and slower to make friends, Gale is one of the few who he trusts completely.
His slow and deliberate actions lead to his true neutral alignment. While he tends to look out for himself (and Gale by extension) due to his upbringing on the Plane of Shadow, Stephen generally does not wish to hurt those around him unless needed. Likewise, he also does not generally seek to help those unless they truly needed which makes him seem cold at times.
Tactics:
Above all, Gale is the key to any combat that Stephen joins. An large air elemental himself, Gale can stand up in most fights well enough, and Stephen enhances this through the use of his spells and wards. This, however, does not mean that Gale goes into combat heedlessly. To “lose” Gale drains much from Stephen and it takes time to resummon the companion, so Gale is typically slow to engage the enemy, instead protecting Stephen while he bombards his enemies from range.
Gale (Large Air Elemental)
Hit Dice: 8d6+48 (84 hp)
Init: +13
Speed: Fly 100 ft. (perfect)
Armor Class: 25 (-1 size, +8 Dex, +4 natural, +4 bonus), touch 16, flat-footed 13
Base Attack: +6/+12
Attack: Slam +13 melee (2d6+4)
Full Attack: 2 slams +13 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
SA: Air mastery, whirlwind
SQ: Damage Reduction 5/--, darkvision 60 ft., elemental traits
Saves: Fort +10, Ref +18, Will +6
Abilities: Str 20, Dex 27, Con 22, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Familiar Abilities: Deliever touch spells, devotion, empathic link, improved evasion, share spells
Abilities: +2 pts to all stats (12 total), +2 pts to Dex and Con
Male Human
Human Wizard 5 / Bonded Summoner 3
True Neutral
Size: M (5’5”, 135 lbs)
HD: 5d4+20 plus 3d4+12
HP: 54
Init: +3
Spd: 30 ft.
AC: 14 (+3 Dex, +1 Ring of Protection)
BAB: +3
XP:
Attributes:
Str: 8 (-1) [0 pts]
Dex: 16 (+3) [8 pts. + 4th level]
Con: 18 (+4) [8 pts + 8th level + Amulet of Health +2]
Int: 20 (+5) [16 pts + Headband of Intellect +2]
Wis: 12 (+2) [4 pts.]
Cha: 10 (+0) [2 pts.]
Attacks:
+1 Light Crossbow +8 ranged (1d6+1, x2)
Saves:
Fort: +8 (+2 base)
Ref: +7 (+2 base)
Will: +10 (+7 base)
Skills:
Concentration +16 (11 C)
Control +16 (11 C)
Decipher Script +10 (5 C)
Knowledge (Arcana) +16 (11 C)
Knowledge (The Planes) +16 (11 C)
Planar Geometry +18 (11 C)
Speak Language (Auran, Ignan, Terran, Aquan, Celestial, Infernal)
Spellcraft +18 (11 C)
Feats:
Planar Touchstone (Air Home) (Bonus)
Scribe Scrolls (Bonus)
Spell Focus (Conjuration) (1st level)
Augment Summoning (Human Bonus)
Stalwart Planar Ally (Elemental Plane of Air) (3rd level)
Eschew Materials (5th level bonus feat)
Practiced Spellcaster (6th level)
Class Abilities (Wizard):
Spellcasting level 6th (caster level 8th)
Familiar*
Class Abilities (Bonded Summoner):
Air Elemental Companion (Large)
Cold Resistance 10
Racial Abilities:
Bonus Feat at 1st level
4 extra skills points at 1st level
1 extra skill point at every level after 1st
Languages:
Common
Draconic
Abyssal
Undercommon
Elven
Auran
Ignan
Terran
Aquan
Celestial
Infernal
Equipment (magical):
Amulet of Health +2 (4,000)
Headband of Intellect +2 (4,000)
+1 Crossbow (4,300)
Cloak of Resistance +2 (4,000)
Ring of Sustenance (2,500)
Ring of Protection +1 (2,000)
Equipment (mundane):
Light blue robe with silver cuffing
Cream colored breaches
Black Tunic with silver cuffing
Leather belt
Leather Boots
Spellbook
Spell component pouch
Backpack
Bedroll
Blanket, Winter
5 Scroll Cases
Small Steel Mirror
Silver Mug
Parchment (50 sheets)
Ink (10 1 oz. vials)
Inkpen
Sealing Wax
Signet Ring
Tent
Spellbook
1st level
Shield
Mage Armor
Summon Monster I
True Strike
Shocking Grasp
Magic Missile
Disguise Self
2nd level
Protection from Arrows
Summon Monster II
Touch of Idiocy
Scorching Ray
Blur
Invisibility
Mirror Image
Augment Familiar
3rd level
Dispel Magic
Summon Monster III
Heroism
Fireball
Ray of Exhaustion
Description:
Stephen is an unassuming man when encountered alone or he would be if he ever was. A man of small stature and even smaller frame, his small size is made up for my the power of his intellect. While not good with words himself, he prefers to be silent and let others talk instead of him. They are not, however, talking for him. Dressed in blues and blacks, cuffed with silver, Stephen rarely shows his head on sunny days, leaving it under the cowl of his robe. When the cowl is down, his black hair and dark blue eyes can be seen, as can his dark complexion.
History:
Born in Balefire, the self-declared “capital” of the Plane of Shadow, Stephen was raised from an early age in the art of magic, especially summoning. He would take trips with his tutor to various other planes where he would be taught about the locals and the geography of the planes themselves.
When Balefire was attacked by other factions on the Plane of Shadow, Stephen and his family fled to the furthest reaches of the multiverse, to a backwater plane whose largest city was named Dromus. While not as well off as they were in Balefire, they were able to make their place as sort of guides through the tangled web of planes that surround the city. Stephen grew up doing this, but never really enjoyed being a “tour guide” as he called it.
Finally leaving his parent’s business to pursue his own goals, Stephen began working his way back across the planes, usually bumming rides off of others. This journey led him to dozens of planes and their many peoples, finally stopping for some years on a plane called he called “Airhome.” A plane of infinite size which was rooted into the Elemental Plane of Air, Stephen began working as a ship mage in the air ships that were the dominant mode of travel and war there. However, his studies did not lack while there. He used this rare opportunity to study the Elemental Plane, eventually meeting a being whose name roughly translated into “Gale Oceanbreeze” from the native Auran. The being, an air elemental, helped Stephen travel throughout Airhome and learn of how it interacted with the Elemental Plane. However, this time of study and work quickly ended when he learned of his mother’s death.
Traveling with Gale back to Dromus, he arrived three years after his mother’s death, and two years after his father died. Inheriting little, he began to work in odd-jobs around the city as a bodyguard, waiting for opportunity to arise.
Personality:
Stephen is a quiet man, who speaks very carefully and deliberately. Slow to anger and slower to make friends, Gale is one of the few who he trusts completely.
His slow and deliberate actions lead to his true neutral alignment. While he tends to look out for himself (and Gale by extension) due to his upbringing on the Plane of Shadow, Stephen generally does not wish to hurt those around him unless needed. Likewise, he also does not generally seek to help those unless they truly needed which makes him seem cold at times.
Tactics:
Above all, Gale is the key to any combat that Stephen joins. An large air elemental himself, Gale can stand up in most fights well enough, and Stephen enhances this through the use of his spells and wards. This, however, does not mean that Gale goes into combat heedlessly. To “lose” Gale drains much from Stephen and it takes time to resummon the companion, so Gale is typically slow to engage the enemy, instead protecting Stephen while he bombards his enemies from range.
Gale (Large Air Elemental)
Hit Dice: 8d6+48 (84 hp)
Init: +13
Speed: Fly 100 ft. (perfect)
Armor Class: 25 (-1 size, +8 Dex, +4 natural, +4 bonus), touch 16, flat-footed 13
Base Attack: +6/+12
Attack: Slam +13 melee (2d6+4)
Full Attack: 2 slams +13 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
SA: Air mastery, whirlwind
SQ: Damage Reduction 5/--, darkvision 60 ft., elemental traits
Saves: Fort +10, Ref +18, Will +6
Abilities: Str 20, Dex 27, Con 22, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Familiar Abilities: Deliever touch spells, devotion, empathic link, improved evasion, share spells
Abilities: +2 pts to all stats (12 total), +2 pts to Dex and Con