Sylph

Deerik's page

27 posts. Organized Play character for Igor K..


Race

Male Sylph Witch 1 | HP: 8/8 | AC: 12 | T: 12 | FF: 10 | CMD: 12 | Fort: +2 | Ref: +2 | Will: +2 | Init: +6 | Perc: +1 | Sense Motive: +0 | Speed 30 ft

Classes/Levels

Tracked Ressources:
  • Spells: 1st—burning hands (DC 16), command (DC 16), mage armor
  • Feather fall 1/1
  • Breeze-Kissed 1/1

Size

1m70

Age

74

Alignment

Lawful Neutral

Deity

Hshurha

Languages

Aquan, Auran, Common, Ignan, Kelish, Terran, Tien

Occupation

Pathfinder

Strength 10
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 10
Charisma 7

About Deerik

Deerik
Male sylph witch 1
LN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; +1 trait bonus vs. spells with the [Electricity] descriptor
Resist electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +0 (1d6)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hexes (evil eye, slumber)
Spell-Like Abilities (CL 1st; concentration -1)
. . 1/day—feather fall
Witch Spells Prepared (CL 1st; concentration +6)
. . 1st—burning hands (DC 16), command (DC 16), mage armor
. . 0 (at will)—detect magic, read magic, stabilize
. . Patron Time
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Statistics
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Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 7
Base Atk +0; CMB +0; CMD 12
Feats Extra Hex[APG]
Traits elemental resilience, resilient
Skills Acrobatics -1 (-5 to jump), Fly +3, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +9, Perception +1, Spellcraft +9
Languages Aquan, Auran, Common, Ignan, Kelish, Terran, Tien
SQ breeze-kissed, witch's familiar (scorpion, greensting named Suzy)
Combat Gear acid (2), alchemist's fire (2); Other Gear crossbow bolts (100), light crossbow, quarterstaff, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 65 gp
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Special Abilities
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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 vision only).
Elemental Resilience (Electricity) +1 trait bonus vs. spells with the chosen descriptor.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evil Eye -2 (8 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (1 round, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).

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Suzy
Female greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Stealthy, Weapon Finesse
[b]Tricks
Attack, Attack Any Target, Come, Guard, Heel, Stay
Skills Climb +7, Escape Artist +5, Fly +11, Perception +8, Spellcraft -1, Stealth +21; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ attack any target, come, guard, heel, improved evasion, stay
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Stay [Trick] The animal will stay where it is.

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