Sylph

Danash's page

1 post. Alias of PaleDim.


About Danash

Male sylph evoker (admixture[APG]) 1
N Medium outsider (native)
Init 9; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (1d6)
Fort 0, Ref 3, Will 3
Resist electricity 5
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Offense
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Speed 30 ft.
Melee quarterstaff +0 (1d6 B)
Ranged light crossbow +3 (1d8 P/19+)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—feather fall
Evoker Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 15), mage armor, magic missile
. . 0 (at will)—acid splash (at will), dancing lights (at will), detect magic (at will)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 16, Con 10, Int 18, Wis 13, Cha 10
Base Atk +0; CMB 0; CMD 13
Feats Improved Initiative, Spell Focus (evocation)
Traits arcane temper, reactionary
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +2, Spellcraft +8, Stealth +4
Languages Auran, Common, Draconic, Elven, Gnome, Shadowtongue
Other Gear light crossbow with 10 bolts, quarterstaff, arcane bond amulet, backpack, bedroll, flint and steel, spell component pouch, waterskin, wizard starting spellbook, 104 gp, 9 sp
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Special Abilities
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Admixture
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment
Energy Resistance, Electricity (5)
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Spellbook
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Burning Hands, Color Spray, Hydraulic Push, Mage Armor, Magic Missile, Shield, Snowball