Medium outsider (native)
Stats:
Str 10 Dex 15 Con 12 Int 12 Wis 16 Cha 12
FCB: +HP x1
HP: 10 (1d8 +1 Con +1 FCB)
Init +4
Languages: Auran, Common, Druidic, Elven, Thassilonian, Varisian
Speed 30ft
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Offense:
BaB +0, CMB +0, CMD 12
Melee +0
Quarterstaff +0 (1d6/1d6 B, 20 x2)
Dagger +0 (1d4 P or S, 19-20 x2)
Ranged +2
Dagger +2 (1d4 P or S, 19-20 x2)
Sling +2 (1d4 B, 20x2)
Defense:
AC: 15/12/13 (10 +3 armor +2 Dex)
Fort +3, Ref +2, Will +5
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Skills (5 pts a/lvl, 4 +1 int) /
Heal +7 (1 rank +3 Wis +3 Class)
Kn. Nature +5 (1 rank +1 Int +3 Class)
Perception +5 (1 rank +3 Wis +3 Class)
Sense Motive +8 (1 rank +3 Wis +3 Class +1 trait)
Survival +7 (1 rank +3 Wis +3 Class)
Background skills (2 points a/lvl)
Kn. Geography +5 (1 rank +1 Int +3 Class)
Linguistics +2 (1 rank +1 Int) [Languages: Thassilonian]
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Feats:
Lvl 1: Airy step
Traits:
- Campaign [Family ties: You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class
skill for you. In addition, you begin play able to speak and read Varisian.]
- Combat [Reactionary: +2 init]
- Magic [Two-world magic: Choose a cantrip from another class' spellist, add it to your own lvl 0 spell list] [Wizard: Message]
- Social [Adopted] > (human) [World Traveler: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Sense Motive]
Drawback [Vainglory: You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.]
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Class (archetype) features:
Spontaneous Domain Casting
A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
This replaces spontaneous casting.
Nature Bond (Ex)
A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Chosen Domain: Weather
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Spells:
Orisons x3, inf/day: Create water, Message, Spark
Lvl 1, 2 a/day: CLW, Summon nature ally I
Racial features & alternates
+2 to Dex & Int, -2 to Con.
Darkvision 60ft.
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. This racial trait replaces air affinity.
Spell-Like Ability (Sp) Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).