Difference between revisions of "Axra the Air Elemental"

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Revision as of 12:18, 25 March 2015

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Personal Data

Name: Axra
Gender: Female
Race: Slyph (http://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph)
Class/Level: Sky Druid 1 (http://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph/sky-druid-druid-sylph)
Alignment: Neutral Good
Description/Background: Axra is the offspring of a pair of air creatures from the Plane of Air. She accidentally discovered a portal to this world and stepped through it. One thing led to another and she is now part of this motley crew. She is very curious, likes to meddle in the affairs of others, and is essentially an air elemental. She does not possess the desire to return home, rather is more interested in exploring and adventuring wherever her path leads her.

Abilities

Strength 14/+2
Dexterity 16/+3
Constitution 12/+1
Intelligence 12/+1
Wisdom 16/+3
Charisma 10/+0

Combat

Senses:
Init:
HP:
AC:
BAB: +0
CMB:
CMD:
Fort:
Ref:
Will:

Skills

Skill name Ranks + Ability Modifier + Class Skill + Misc Bonus (total modifier)
Fly 1 + 3 + 3 + 0 (+7)
Heal 1 + 3 + 3 + 0 (+7)
Knowledge (Nature) 1 + 1 + 3 +2 (+7)
Perception 1 + 3 + 3 + 0 (+7)
Stealth 0 + 3 + 0 + 4 (+7)
Survival 1 + 3 + 3 + 2 (+9)

Feats

Level 1: +4 bonus on concentration checks for casting defensively.

Traits

Wind-Carried Voices (Sylph): You gain a +1 trait bonus on Sense Motive checks to tell when someone is lying to you. Additionally, at will, as long as you are outdoors or in an area where there is noticeable air movement, you can whisper to any creature from up to 30 feet away. You can only designate one person in sight to hear your voice, and nearby creatures can hear these messages with a successful DC 20 Perception check. This is an extraordinary ability that otherwise functions as message. Link: http://www.d20pfsrd.com/traits/race-traits/wind-carried-voices-sylph

Wanderlust (Social): Treat your base land speed as 10 feet higher when determining your overland speed. Link: http://www.d20pfsrd.com/traits/social-traits/wanderlust

Class Features

Weapon Proficiencies: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Natural attacks from any shapeshift forms.

Armor Proficiences: light (but only leather, padded, or ironwood-enchanted armor).

Spontaneous Casting: Summon Nature's Ally

Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

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

Nature Bond (Air domain): Axra gains 1 additional spell per day from each spell level which must be chosen from the Air domain.
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.
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.
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).

Racial Features

Type: Outsider (Native)

Speed: 30 feet (+10 on ground from Wanderlust trait)

Energy Resistance: Sylphs have electricity resistance 5

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.

Darkvision: Sylphs can see perfectly in the dark up to 60 feet.

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

Save DC: 10 + Ability Modifier (3) + Spell Level

Domain: Air (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/air-domain)

Cantrips/Orisons (3/day)
- Flare
- Stabilize
- Spark

Level 1 (2 + 1 Spells/day)
- Entangle
- Cure Light Wounds
- Obscurring Mist

Gear

Leather Armor (+2 AC)
Sling w/20 bullets
Scimitar
2x Dagger
5x Trail Rations

Spent: 29gp, 27sp Available: 120gp