Editing Axra the Air Elemental

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==Combat==
 
==Combat==
'''Senses:''' +7<br>
+
'''Senses:''' <br>
'''Init:''' +3<br>
+
'''Init:''' <br>
'''HP:''' 9<br>
+
'''HP:''' <br>
 
'''AC:''' <br>
 
'''AC:''' <br>
17 (vs non-magic ranged attacks - Breeze-Kissed racial trait)<br>
+
'''CMB:''' <br>
15 (vs everything else)<br>
+
'''CMD:''' <br>
12 (flat-footed)<br><br>
+
'''Fort:''' <br>
'''BAB:''' +0<br>
+
'''Ref:''' <br>
'''CMB:''' +2<br>
+
'''Will:''' <br>
'''CMD:''' 15<br>
 
'''Fort:''' +3<br>
 
'''Ref:''' +3<br>
 
'''Will:''' +5<br>
 
  
 
==Skills==
 
==Skills==
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==Feats==
 
==Feats==
'''Level 1:''' Combat Casting: +4 bonus on concentration checks for casting defensively.<br>
+
'''Human 1:''' <br>
 +
'''Level 1:''' <br>
  
 
==Traits==
 
==Traits==
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'''Nature Sense''': A druid gains a +2 bonus on Knowledge (nature) and Survival checks.<br><br>
 
'''Nature Sense''': A druid gains a +2 bonus on Knowledge (nature) and Survival checks.<br><br>
 
'''Wild Empathy''': A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result<br><br>
 
'''Wild Empathy''': A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result<br><br>
'''Nature Bond (Air domain)''':  Axra gains 1 additional spell per day from each spell level which must be chosen from the Air domain.<br><br>
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'''Nature Bond (Air domain)''':  Axra gains 1 additional spell per day from each spell level which must be chosen from the Air domain.<br>
 
+
'''Lightning Arc (Sp)''': As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<Br>
'''AIR DOMAIN'''<br><br>
+
'''Electricity Resistance (Ex)''': At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.<br>
'''Lightning Arc (Sp)''': As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<Br><Br>
 
'''Electricity Resistance (Ex)''': At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.<br><Br>
 
 
'''Domain Spells''': 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).
 
'''Domain Spells''': 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).
  
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'''Speed''': 30 feet (+10 on ground from Wanderlust trait)<br><br>
 
'''Speed''': 30 feet (+10 on ground from Wanderlust trait)<br><br>
 
'''Energy Resistance''': Sylphs have electricity resistance 5<br><br>
 
'''Energy Resistance''': Sylphs have electricity resistance 5<br><br>
'''Whispering Wind''': Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks.<br><br>
+
'''Whispering Wind''': Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait. - Taken in place of feather fall ability.<br><br>
 
'''Darkvision''': Sylphs can see perfectly in the dark up to 60 feet.<br><br>
 
'''Darkvision''': Sylphs can see perfectly in the dark up to 60 feet.<br><br>
'''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.
+
'''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.
  
 
==Magic==
 
==Magic==
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'''Domain''': Air (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/air-domain)<br><br>
 
'''Domain''': Air (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/air-domain)<br><br>
  
'''Cantrips/Orisons (3/day)''' <br>
+
'''Cantrips/Orisons''' <br>
- Flare <br>
+
- <br>
- Stabilize<br>
+
- <br>
- Spark<br>
+
- <br>
 
<br>
 
<br>
 
'''Level 1 (2 + 1 Spells/day)''' <br>
 
'''Level 1 (2 + 1 Spells/day)''' <br>
- Entangle<br>
+
- Entangle
- Cure Light Wounds<br>
+
- Cure Light Wounds
- Obscurring Mist (Domain Spell)
+
- <br>
  
 
==Gear==
 
==Gear==
 
+
<Gear Name> (cost, weight) <br>
Leather Armor (+2 AC)<br>
 
Sling w/20 bullets<br>
 
Scimitar<br>
 
2x Dagger<br>
 
5x Trail Rations<br><br>
 
Spent: 29gp, 27sp
 
Available: 120gp
 

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