Sylph

Elissa Pileus's page

No posts. Organized Play character for Justin L. Warren.


Full Name

Elissa Pileus

Race

Sylph

Classes/Levels

Sky Druid 1 - HP 9/9 - AC: 14/T: 12/FF: 12 - Resist: Electric 5 - Perception: +7, Darkvision 60' - Fort: +3, Ref: +2, Will: +5 - CMB: +1, CMD: 13 - Speed: 30' - Init: +3

Gender

F

Alignment

Neutral Good

Languages

Common, Auran, Druidic

Strength 12
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 17
Charisma 10

About Elissa Pileus

PFS Character Information
PFS#: 60133-16
XP: 0
Fame: 0
Prestige: 0 (0 Spent)

Game Statistics
Initiative: +3
Senses: Perception +7; Darkvision 60 ft.
Speed: 30 ft.

AC: 14 (10 + 2 Dex + 2 armor)
Touch: 12 (10 + 2 Dex)
Flat-footed: 12 (10 + 2 armor)
Resist: Electricity 5
Hit Points: 9 [1x(d8+Con)]
Current hp: 9
Fort: +3 Ref: +2 Will: +5

Combat:
Base Atk: +0; CMB: +1; CMD: 13

Melee
Longsword: +1 to Hit; Dmg 1d8+1 (S); crit 19-20/x2;
or
Dagger: +0 to Hit; Dmg 1d4+1 (P or S); crit 19-20/x2;
or
Club: +0 to Hit; Dmg 1d6+1 (B); crit 20/x2

Ranged
Longbow: +2 to Hit; Dmg 1d8 (P); crit 20/x3; range 100ft
or
Dagger: +1 to Hit; Dmg 1d4+1 (P or S); crit 19-20/x2; range 10ft
or
Club: +1 to Hit; Dmg 1d6+1 (B); crit 20/x2; range 10ft

Armor
Leather Armor: +2 AC, Light Armor, No ACP

Skills:
Skill Ranks Per Druid Level: 4 + 0 Int modifier + 1 Favored Class
Acrobatics +2 (0 ranks + 2 Dex)
Appraise +0 (0 ranks + 0 Int)
Bluff +0 (0 ranks + 0 Cha)
Climb +1 (0 ranks + 1 Str)
Craft +0 (0 ranks + 0 Int)
Diplomacy +0 (0 ranks + 0 Cha)
Disguise +0 (0 ranks + 0 Cha)
Escape Artist +2 (0 ranks + 2 Dex)
Fly +2 (0 ranks + 2 Dex)
Heal +3 (0 ranks + 3 Wis)
Intimidate +0 (0 ranks + 0 Cha)
Knowledge (Nature) +4 (1 rank + 3 class + 0 Int)
Perception +7 (1 rank + 3 class + 3 Wis)
Perform +0 (0 ranks + 0 Cha)
Ride +2 (0 ranks + 2 Dex)
Sense Motive +8 (1 ranks + 3 class + 3 Wis + 1 trait)
Spellcraft +4 (1 rank + 3 class + 0 Int)
Stealth +2 (0 ranks + 2 Dex)
Survival +7 (1 rank + 3 class + 3 Wis)
Swim +1 (0 ranks + 1 Str)
Languages: Common, Auran, Druidic

Feats:
Spell Focus (Conjuration): +1 bonus on save DCs for Conjuration Spells (1st level Feat)

Traits:
Whistleblower: You are wise to the schemes of liars, thieves, and cheats, granting you a +1 bonus on Sense Motive checks, and that skill becomes a class skill for you. [Liberty's Edge Trait]

Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks. [Magic Trait]

Sylph Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful,
but slight and delicate.

Native Outsider: Sylphs are outsiders with the native subtype.

Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Sylphs have a base speed of 30 feet.

Darkvision: Sylphs can see in the dark up to 60 feet.

Sky Speaker: Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other f lying animals. Her caster level for these effects is equal to her level. This racial trait replaces the sylph’s spell-like ability racial trait.

Energy Resistance: Sylphs have electricity resistance 5.

Air Insight: Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature’s ally spells that the sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.

Languages: Sylphs begin play speaking Common and Auran.

Sky Druid Abilities:

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Sky Druids are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded or leather armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Sky druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells:

Concentration: +5

0-Level Spells Memorized (3):
Guidance
Detect Magic
Stabilize

1-Level Spells (2 + Domain) Memorized:
Domain Spell: Remove Fear
Burning Disarm
Entangle

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Domain:

Liberation

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Domain Spell:
1st level: Remove Fear

Other Sky Druid Powers:

Nature Bond: Liberation Domain chosen for Nature Bond as per Sky Druid archetype.

Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Equipment:

Weapons
Longbow [3 lbs]
20 Arrows [3 lbs]
Longsword [4 lbs]
Club [3 lbs]
Dagger [1 lb]

Armor
Leather Armor [15 lbs]

Gear
Waterskin [4 lbs]
Backpack [2 lbs]
- - : in Backpack
- -: Alchemist Fire [1 lb]

Current Gold: 24gp
Current Prestige: 0
Fame: 0

Total Weight carried: 33 lbs (Medium)
Carrying Capacities: 43 lbs / 44–86 lbs / 87–130 lbs

Boons:

Elemental Ancestry (GM Reward (Summer 2014) boon)
Somewhere in your family tree, your ancestors’ human blood intermingled with that of an outsider from the Plane of Air. You may play an sylph character (Pathfinder RPG Advanced Race Guide 156 or Pathfinder RPG Bestiary 2 258), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Guide to Pathfinder Society Organized Play. This Chronicle sheet must be the first Chronicle sheet for the given character, and
ou must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.

Adopted Weapon Training (Elf) (Season 6 Boon #1)
You have spent an extended period of time training in a culture other than your own, and as a result, you have learned that population’s weapon styles to the exclusion of all others. You gain the weapon familiarity racial trait of one of the following races: dwarf, elf, gnome, halfling, or half-orc.

This specialization comes at a price, and you suffer a –1 penalty on attack rolls made with manufactured weapons other than those granted by any weapon familiarity racial traits you possess. You ignore this penalty when using a weapon that benefits from any Weapon Focus feat or weapon training class feature you may have.

Resources Tracking:

Starting Gold: 150 gp
Total Wealth Earned: 150gp

Starting Purchases:
Leather armor 10gp
Longbow 75gp
20 Arrows 1gp
Dagger 2gp
Longsword 15gp
Club --
Backpack 2gp
Alchemist Fire 20gp
Waterskin 1gp

Total Wealth Expenditures: 126gp
Total Prestige Expenditures: 6pp
Current Wealth: 24gp

Liberty's Edge Season 8 Faction Card:

[ ] [ ] [ ] Liberate one or more slaves, captives, or hostages during an adventure.

[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.

[ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Doing so requires a successful Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your character level).

[ ] [ ] Fulfill one of the goals above on an Elemental Plane or in pursuit of the freedom of a creature with the air, earth, elemental, fire, or water subtype. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.

[ ] [ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check (DC = 15 + your character level).

[ ] [ ] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.

[ ] Possess a CMD against grapple of at least 25, the evasion class feature, or the ability to cast freedom of movement or break enchantment. Permanent magic items that grant these abilities count, but consumable items such as scrolls do not.

[ ] [ ] [ ] / [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: Liberty's Edge

PFS# 60133-16