Sylph

Ayre's page

670 posts. Alias of Vuvu.


Full Name

Ayre

Classes/Levels

Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Gender

Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10

Languages

Common, Auren, Dwarves, Polyglot, Sylvan, gurundi

Strength 10
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 13
Charisma 11

About Ayre

Favored class +3.5 CL on Wood Abilities
Wizard 7
Daily Ship Spells Prepared
0: Jolt, Prestidigitate, light, Resistance
1 (DC 15) Hydraulic Push ( ), Infernal Healing, Monkey Fish ( ) Magic Missile, Burning Hands, Blurred Movement
2: (DC 16) Stonecall, Glitterdust ( ), admonishing ray, Steal Breath ( )
3: (DC 17) Deep Slumber, Water Breathing, Lightning Bolt
4: (DC 18) Boneshatter( ), Phantasmal Killer ( )

Spells Prepared
0: Jolt, Prestidigitate, light, Resistance
1 (DC 15) Hydraulic Push (x), Burning Hands, Monkey Fish ( ) Magic Missile(x), Burning Hands ( ), Snowball (x)
2: (DC 16) Stonecall( ), Glitterdust ( ), admonishing ray(x), Steal Breath ( )
3: (DC 17) Deep Slumber(x), Pellet Blast( ), Lightning Bolt(x)
4: (DC 18) Boneshatter(x), Acid Pit(x)

Additional spell book: Spell List!: mirage arcana, overland flight, fear, hallucinatory terrain, phantasmal killer, wall of fire, haster, invisibility sphere, major image, stinking cloud, vampiric touch, false life, fog cloud, invisibility, mirror image, rope trick, scorching ray, burning hands, color spray, grease, mage arrmor, magic missile, ray of enfeeblement, all cantrips, knock, wall of force and water breathing.

STR 10
DEX 16 (+3 school ) 19
CON 12
INT 18+2 Headband
WIS 13
CHA 11
BAB 3
Fort +5 Ref +8 Will +9
HP 31/31

Offense:

Wood spear+8 100 ft range for 1d8+2 and 2 bleed per rd
Point Blank shot +1
CI Dagger+3 1d4
[dice=Wood Spear]1d20+8+1[/dice] for [dice]1d8+2+1[/dice] +2 bleed

Feats::

1:Extra Traits,
1 Wizard: Scribe Scroll,
3: Point Blank Shot
5: Precise shot
5 Bonus: Create Wand
7: Improved Familiar Rocky

Traits:
: Reactionary, Resilient, Precise Treatment (use int for heal), Adopted: Militant Merchant (+1 Percep and it’s a class skill), Ships Surgeon

Skills:
5/Level
Percep +12 (14 vs surpise)
Heal +11
Alchemy +11
Profession Cook+6
Craft: Carpentry +7
Spellcraft +11
UMD*


Spells Known:

0 DC 15: All
1 DC 16: Mage Armor, Hydraulic Push, Color Spray, Monkey Fish, Blurred movement, Burning Hands, Snowball, Infernal Healing, Magic Missile, Gust of Wind
2: DC 17 Scorching Ray, Entangle, glitter dust, stone call, Admonishing Ray, Steal Breath, Invisibility, Rope Trick, Knock, Minor Image, Blindness/Deafness
3: DC 18 Tree Shape, Deep Slumber (10HD), Air Geyser , Dispel MAgic, Resist Energy Communal, Pellet Blast, Fireball, Mad Monkeys, Tongues, Heroism, Hold Person, Suggestion, Battering Blast, lightning bolt, Displacement, Sphere of Invisibility, Darkvision communal, fly, haste, slow, water breathing
4: DC 19 Plant Growth, Ice Storm, Infernal Healing Greater, Globe of Invlunerability Lesser, Stoneskin, Black Tentacles, Acid Pit, conjure deadfall, Charm Monster, Dragons Breath, Hurricane Blast, Invisibility Greater, Phantasmal killer, Wandering Star Motes, Earsend, Boneshatter, Skeleton Crew

Gear:

backpack
a bedroll,
belt pouch,
flint and steel
ink,
inkpen,
iron pot
mess kit
soap\
spell component pouch
torches (10)
trail rations (5 days)
waterskin
Bracers of armor +1
Cold Iron Dagger
Water proof scroll tube
Healers Kit 9/10,
5 Acid Flasks
Alchemy Kit
Headband of Int +2 (UMD)
Wand Key Ring (worn as a belt by Rocky)
Efficient Quizver
Muleback Cords 9 (worn by Rocky)
Cloak of Res +2
Wands
Level 1
Infernal Healing x50
Invisibility x 40
Scorching Ray x50
Admonishing Ray x46
Glitterdust x48
Shieldx19
Gust of Wind x50

Level 7
Magic Missile x45

Scrolls:
Level 1
Magic Missile x1
Mage Armorx1
Infernal Healing x5
Knock x 2
Invisibility x 2
Level 3
Displacement x 2
Level 5
Blurred Movement x2
Communal Resist Energy
Haste x 2
Fly x 1
Level 7
Earsend x 1
Skeleton Crew x1
Invisibility Greater x 2

Coin 745.69

Familiar: Rocky:

N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +2
DEFENSE
AC 20, touch 15, flat-footed 16 f+2 Dex, +1 dodge,+4 na, +2 size)
hp 16(1d10)
Fort +2, Ref +4, Will +6
Immune construct traits
SKILL: +13 UMD with Wand Key Ring
OFFENSE
Speed fly 30 ft. (average)
Melee slam +2(1d4–3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 15, Con —, Int 9, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Dodge, Alertness
Skills Fly +10, Perception +2, UMD 1
Languages Common Can speak
SQ ioun affinity, share iouns
SPECIAL ABILITIES
Ioun Affinity (Su)
An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice. TOTAL 4
Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts.
Share Iouns (Su)
A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd.

Wood School:

Flexible Enhancement (Su)
A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
Splintered Spear (Su)
As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Sylph Traits:

Defense Racial Traits
• Energy Resistance: Sylphs have electricity resistance 5.
Magical Racial Traits
• Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
Senses Racial Traits
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.

Air Insight Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.

Background Ayre:

Ayre spent his youth carefree and easy, like a child he wandered everywhere. All went well until the day that he stumbled upon a cult practicing some evilness. Before he knew what had hit him, he had been polymrphed into a tree, and he remained a tree for decades.

After time a Dwarven Wizard happened upon the tree, and thought it a good place to make camp. Over the night he dreamed of something greater in the tree. The next day he returned Ayre to his true form, and for the following years Ayre traveled with him, learning the ways of the dwarves, and of wizardry, this combination made his education quite unique. This eventually lead them to Shackles, by ship where they were attacked by Pirates and his mentor was slain before his eyes, the ship sunk. As luck would have it Ayre knew various spells that prepared him for just such a situation, and he made it to shore at Shackles with his masters, now his familiar Rocky.

Tired and drained Ayre ordered a mug of Dwarven ale, strange that after only one sip he felt so tired.

Alchemical Progress: