Sylph

Aeris Eteri's page

40 posts. Alias of ClevrGamer.


Full Name

Aeris Eteri

Race

HP: 9/9 | AC 11 (+2 Deflection vs. nonmagic ranged)| Flatfooted 10 | Touch 11 | CMB: +2 | CMD: 13 | Fort: +2 | Reflex: +2 | Will: +5 | Init: +2 | Lightning Flash: 9/day |

Classes/Levels

Skills:
Appraise +6| Fly+12| K.(Arc) +14| K.(Geo) +14| K.(Loc) +14| K.(Nat) +14| K.(Pla) +14| Perception +3| Sense Motive +13| Spellcraft +16| UMD +17|

Gender

Male Sylph Air Wizard 5 |

Size

Medium

Age

105

Special Abilities

Lightning Flash 9/day, Feather Fall (S.O.) at will, Levitate (S.O.) at will, Breeze Kissed, Weather Saavy

Alignment

N

Deity

Nethys - 9 con damage, fort +-2, -4 to all other Con checks

Location

Katapesh

Languages

Common, Auran, Aquan, Ignan, Terran, Halfling, Draconic, Gnome

Occupation

Pathfinder Initiate

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=870710

Strength 11
Dexterity 12
Constitution 12
Intelligence 22
Wisdom 12
Charisma 8

About Aeris Eteri

Basics:

AC: 11 (+2 deflection bonus against non-magical ranged)
Touch: 11 Flat: 10
CMD: 13
HP: 29/29 (dead at -12)

BAB: +2
CMB: +2
Fort: +2
Ref: +2
Will: +5

Init: +2
Speed: 30 ft

Carrying Capacity:

—————
AERIS
—————
Light Load: 38 lbs or less
Medium Load: 76 lbs or less
Heavy Load: 115 lbs or less
Lift Over Head: 115 lbs or less
Lift off Ground: 230 lbs or less
Push/Drag: 575 lbs or less

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BOREAS
—————
Light Load: 32.25 lbs or less
Medium Load: 64.5 lbs or less
Heavy Load: 97.5 lbs or less
Lift Over Head: 97.5 lbs or less
Lift off Ground: 195 lbs or less
Push/Drag: 487.5 lbs or less

Skills (9 per level):

Acrobatics 1 (DEX:1 + Ranks:0)
Appraise* 6 (INT:6 + Ranks:0)
Bluff -2 (CHA:-1 + Ranks:0 + Trait:-1)
Climb 0 (STR:0 + Ranks:0)
Craft* 6 (INT:6 + Ranks:0)
Diplomacy -2 (CHA:-1 + Ranks:0 + Trait:-1)
Disable Device 1 (DEX:1 + Ranks:0)
Disguise -1 (CHA:-1 + Ranks:0)
Escape Artist 1 (DEX:1 + Ranks:0)
Fly* 12 (DEX:1 + Ranks:5 + Class:3 + A.S.:3)
Handle Animal -1 (CHA:-1 + Ranks:0)
Heal 1 (WIS:1 + Ranks:0)
Intimidate -1 (CHA:-1 + Ranks:0)
Knowledge (Arcana)* 14 (INT:6 + Ranks:5 + Class:3)
Knowledge (Dungeoneering)* 6 (INT:6 + Ranks:0)
Knowledge (Engineering)* 6 (INT:6 + Ranks:0)
Knowledge (Geography)* 14 (INT:6 + Ranks:5 + Class:3)
Knowledge (History)* 6 (INT:6 + Ranks:0)
Knowledge (Local)* 14 (INT:6 + Ranks:5 + Class:3)
Knowledge (Nature)* 14 (INT:6 + Ranks:5 + Class:3)
Knowledge (Nobility)* 6 (INT:6 + Ranks:0)
Knowledge (Planes)* 14 (INT:6 + Ranks:5 + Class:3)
Knowledge (Religion)* 6 (INT:6 + Ranks:0)
Linguistics* 6 (INT:6 + Ranks:0)
Perception 3 (WIS:1 + Ranks:0 + Feat:2)
Perform -1 (CHA:-1 + Ranks:0)
Profession* 1 (WIS:1 + Ranks:0)
Ride 1 (DEX:1 + Ranks:0)
Sense Motive* 13 (WIS:1 + Ranks:5 + Class:3 + Feat:2 + Trait:2) [+2 to notice mind-affecting effect]
Sleight of Hand 1 (DEX:1 + Ranks:0)
Spellcraft* 16 (INT:6 + Ranks:5 + Class:3 + Feat:2)
Stealth 1 (DEX:1 + Ranks:0)
Survival 1 (WIS:1 + Ranks:0)
Swim 0 (STR:0 + Ranks:0)
Use Magic Device* 17 (INT:6 + Ranks:5 + Class:3 + Feat:2 + Trait:1)

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution
Native Outsider
Medium
Normal Speed
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Energy Resistance: Sylphs have Electricity Resistance 5.
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.
Weather Savvy:Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Class Features:

Air Supremacy: 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: 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.

Cyclone: At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per wizard level you possess. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + your caster level. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Spells:
DC|Lvl|/Day|Bonus
-------------------
16| 0 |4+0| 0
17| 1 |3+1| +2
18| 2 |2+1| +2
19| 3 |1+1| +1
20| 4 |0+1| +1
21| 5 |0+1| +1
22| 6 |0+1| +1
23| 7 |0+1|
24| 8 |0+1|
25| 9 |0+1|

Feats/Traits:

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Feats
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Additional Traits (1st): You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example. Survivor and Clever Wordplay

Alertness (Familiar): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Scribe Scroll (Bonus): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Magical Aptitude (3rd): You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Improved Familiar (5th): To get Air Elemental

Extend Spell (Bonus): An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. (Level Increase: +1)

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Traits
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Underlying Principles (Religion) - You gain a +1 trait bonus on Use Magic Device checks, and it becomes a class skill for you.

Mutant Eye (Magic) - You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

Finding Your Kin (Campaign) - The chosen class (Wizard) is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.

Survivor (Regional) - You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Clever Wordplay (Social) - Choose one Charisma-based skill (Use Magic Device). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

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Drawback
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Paranoid - Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Basic Attacks:

Dagger: M +2/R +3, 1d4 damage, 19-20/*2, P or S
Unarmed: +2, 1d3 damage, *2, B

Spells:

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Prepared
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Cantrips: Detect Magic, Ray of Frost, Mage Hand, Read Magic

1st: Burning Disarm, Shocking Grasp*, Mage Armor, Silent Image, Enlarge Person, {open}

2nd: Web, Summon Monster 2*, Blindness/Deafness, {open}, {open}

3rd: Fireball, Lightning Bolt*, {open}
---------------
Voluminis Magica
---------------
78/100 Pages

Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message*, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue

1st: Alter Winds*, Burning Disarm, Enlarge Person, Expeditious Excavation, Feather Fall*, Floating Disk, Infernal Healing, Mage Armor, Reduce Person, Shield, Shocking Grasp*, Silent Image

2nd: Arcane Lock, Blindness/Deafness, Create Treasure Map, Gust of Wind*, Invisibility, Knock, Rope Trick, See Invisibility, Share Memory, Summon Monster 2*, Web

3rd: Displacement, Dispel Magic, Fireball, Fly*, Lesser Animate Dead, Lightning Bolt*, Secret Page, Vampiric Touch

Equipment:

Gear: 11/38 lbs
Headband of Vast Intelligence +2
Signet Ring
Spring Loaded Wrist Sheath [1 lb]
Dagger [1 lb]
Impact Foam [1lb] (in Wrist sheath)
Bookplate of Recall (Volumnis Magica)
Sleeves of Many Garments [1 lb]
Spell Component Pouch [2 lb]
Handy Haversack [5 lb]

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Handy Haversack (95/120 lbs)
---------------------------------
50 ft. of Silk Rope [5 lbs]
20 ft. of Hemp Rope [4 lbs]
30 ft. of Hemp Rope [6 lbs]
Air Crystals
Bedroll [5 lbs]
Blanket [3 lbs]
Campfire Bead
Canteen [1 lb]
Chest (Small, Arcane Locked) [25 lbs]
Glowing Ink [3x]
Grappling Hook [4 lbs]
Inkpen
Paper [30 sheets]
Paper Wall Paste [x2, 4 lbs]
Parchment [15 sheets]
Peasants Outfit [2 lbs]
Periscope [4 lbs]
Sealing Wax [1 lb]
Signal Whistle
Silent Whistle
Voluminis Magica (my Spellbook, Secret Paged -> Romance Novel) [3 lbs]
Incantamenti Monumenti (my 2nd Spellbook) [3 lbs]
Trail Rations [x20, 20 lbs]
Traveler's Any Tool [2 lbs]
Wand of Infernal Healing [50 charges]

---------------------------------
Chest
---------------------------------
Voluminis Magica
Incantamenti Monumenti
Paper
Parchment
Inkpen
Glowing Ink
Sealing Wax
GP

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$$ Money $$
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PP:0
GP:151
SP:36
CP:100

Aeris' Appearance:
Aeris is a moderately tall (6'1") and lightweight (115 lbs) sylph. He has long flowing white hair that is perpetually blowing in the breeze that always seems to be following him around. Clearly visible on his face and on any visible skin are plenty of light blue markings, looking closely it can be seen that they are a part of his skin. Also clearly visible on his forehead is a third eye. It is kept closed most of the time but when it opens the iris is a murky white. Around Aeris can be seen a swirl of wind which he seems to be able to summon and dismiss at will. Following him around is a small being of what seems to be living air.

Aeris Eteri
Male Sylph Air Wizard 5
N Medium Outsider (Native)
Init:+2;Senses:Darkvision 60 ft.; Perception +3;
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Defense
------------
AC 11, Touch 11, Flat-footed 10 (+1 dex, +2 deflection against non-magical ranged)
HP 29 (5d6+10)
Fort +2, Ref +2, Will +5;
Resistances Electricity Resistance 5
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Offense
------------
Speed 30 ft.
Melee Dagger +2 (1d4, 19-20/*2),
Unarmed Strike +2 (1d3, *2);
Ranged Dagger +3 (1d4, 19-20/*2);
Special Attacks Breeze Kissed 1/day, Lightning Flash 9/day;
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Statistics
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Str 11 Dex 12 Con 12 Int 22 Wis 12 Cha 8
BAB +2; CMB +2; CMD 13;
Feats Additional Traits, Alertness, Scribe Scroll, Magical Aptitude, Improved Familiar, Extend Spell
Skills Appraise +6, Fly+12, K.(Arcana) +14, K.(Geography) +14, K.(Local) +14, K.(Nature) +14, K.(Planes) +14, Perception +3, Sense Motive +13, Spellcraft +16, UMD +17
Languages Common, Auran, Aquan, Ignan, Terran, Halfling, Draconic, Gnome
SQ Air Supremacy, Arcane Bond, Lightning Flash, Breeze-Kissed, Weather Saavy
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Special Abilities
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Air Supremacy +3 Bonus to fly; feather fall, levitate, fly at will (S.O., functions at level+2.5 from F.C.)
Arcane Bond Familiar
Lightning Flash An attack using a flash of lightning. (Reflex DC 18, 1d6+2, Dazzled 1d4 rounds, 9/day)

Boreas:

N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4
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DEFENSE
---------
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
hp 14 (HD=5)
Fort +4, Ref +6, Will +5
Defensive Abilities air mastery; Immune elemental traits
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OFFENSE
---------
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (DC 12, 10-20 ft.)
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STATISTICS
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Str 12, Dex 17, Con 12, Int 8, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved Initiativeß, Weapon Finesseß
Skills Acrobatics +7, Escape Artist +7, Fly +20, Knowledge (Arcana) +4, Knowledge (Geography) +4, Knowledge (Local) +4, Knowledge (Nature) +4,Knowledge (planes) +7, Perception +4, Sense Motive +5, Spellcraft +4, Stealth +11, Use Magic Device +5
Languages Auran
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SPECIAL ABILITIES
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Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells

The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su)

The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su)

If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex)

If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.