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About Apex StormshardTraits:
Magical Lineage:(Magic Missile) Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Inspired: Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check. Campaign Trait-Caravan Guard: You recently hired on to Sandru’s caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn’t help assuage your urge to seek adventure.
Benefit: You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you. Drawback- Doubt: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour. (Alternate Racial)Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance. (Alternate Racial)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 nonmagical 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. Class Abilities:
Arcane Bond:At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below). A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Universalist School: Hand of the Apprentice:You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Metamagic Mastery:At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
Racial Abilities:
Native Outsider: Sylphs are outsiders with the native subtype. Darkvision: Sylphs can see in the dark up to 60 feet. Spell-Like Ability: Feather fall 1/day (caster level equals the sylph's total level). Energy Resistance: Sylphs have electricity resistance 5.
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Backstory:
Apex was born into a minor noble family in Andoran, the kind that would spend more money than they had to impress people who didn't care. From the moment of her birth they used her otherworldly traits to try to impress people, and make themselves seem more high class. The fact that she had the brightest blue eyes, and matching hair, did wonders for their popularity. It was discovered when she was but a toddler that she had the talent for the Arcane Arts, and so to increase their perceived station, her parents sent her to the Arcane College the very day she was of age. It meant nothing to them that she didn't want to go, that was far too shy to prosper in such a place, or even that she couldn't care less for her own talents. She just wanted to be a normal girl.
Despite her social awkwardness, and her affinity for staying outside of groups of people, she did quite well for herself. She spent her free time watching the people around her, for she had a curious streak about human nature, and what made people do the things they did. There were more than a few teachers who were willing to look past her solidarity and nurture her growing power, for they could see the potential within. Her progress assessments usually read "perfect" for her studies and knowledge and "needs much, much improvement" on her social skills and people interaction. On her coming of age day, her parents withdrew her from her classes so she could meet the man they had chosen for her to marry: an old, fat nobleman with a station slightly above their own. At first sight of her, he leered and grinned. She hated him. She hated her parents. She hated the College. After meeting the man, and having been told by her parents that she had no choice but to marry him, she was returned to the College to await her graduation day, and her marriage soon after. A week later, the man came to the College, displaying perfect manners, proclaiming his love for his future wife, and claiming he needed to see her to find out what could make her wedding perfect for her, but his intentions were far more sinister. He got her alone in a room and tried to force himself on her. In a moment of blind panic, she unleashed her full power, and utterly destroyed the fool. Knowing that she had no choice, she quickly returned to her room, gathered her meager belongings, and left. She made her way out of Andoran, using her skills in magic to find small jobs here and there, usually just enough to get to the next town or village. She ran into bounty hunters more than once, sent by her own parents, to bring her back to face her "crime". They wished to make it known they wanted nothing to do with her murdering the nobleman, as it would bring scandal to their house. The knowledge that they would rather see her executed to save face than help their own daughter had a strange effect on her. She realized: She was free. Free to be her own person. Free to her own choices, her own fate. Never before had she felt like anything but a prisoner in her own skin, and now she had the whole world at her feet. She gave herself the surname Stormshard, because she made a vow to herself to always be free, like a piece of a raging storm, a person that no one could ever again control. She began to enjoy her travels. Every time she was found, she would evade her hunters, never harming them. She began to enjoy taverns, and inns, watching the people in them. She began to enjoy her small jobs, sleeping under the stars, and using her talents for her own purposes. Now, she roams, finding herself. Apex stands at 5'4", with a petite frame. Her skin is pale, and both her hair and her eyes are a bright, clear blue. She is quite beautiful, but wears modest robes, and carries only a meager pack and a staff. She is quiet when in strange places, or near a large amount of people, which some people take as her being overly wary, when in fact she is just shy, and takes a long time to open up to people.
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