Full Name |
Figaro Wisk |
Race |
Slyph |
Classes/Levels |
Elemental Kin Urban Barbarian 2 | HP 25/30 | AC 18 T 13 FF 18 | Fort +5 Ref +3 Will +3| CMD 18 (20) | Init +5 | Perception +8 |
Gender |
Male |
Size |
Medium; 5'11" ,165lbs |
Age |
68 |
Special Abilities |
Controlled Rage 8/dy |
Alignment |
CG |
Strength |
17 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
6 |
About Figaro Wisk
Sylph Elemental Kin Urban Barbarian 2
CG Medium Outsider(Native)
Init +5; Darkvision, Perception +8
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Defense
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AC 17, touch 13, flat-footed 17 (+4 armor, +3 Dex)
hp 30
Fort +5, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee Unarmed strike: +1 (1d3+3/x2) {B:non-lethal}
Mstk Meteor Hammer: +6 (1d8+4/x2) {B} Reach or
Mstk Meteor Hammer: +2/-2 (1d8+3/ 1d8+1/x2) {B}
Cestus: +5 (1d4+3/19-20/x2) {P/B} Cold Iron
Quaterstaff: +5 (1d6+4/x2) {B}
Short Sword: +5 (1d6+3/19-20/x2) {P}
Dagger +5 (1d4+3/19-20/x2) {P/S} Cold Iron
Falchion +5 (2d4+4/18-20/x2) {S}
Longspear +5 (1d8+4/x3) {P}
Shortbow +5 (1d6/x3) {P} (20 arrows)
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Statistics
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Base Stats Str 17, Dex 16, Con 14, Int 14, Wis 16, Cha 6
BAB +2; CMB +5 = +2bab+3str; CMD 18 = 10+2bab+3str+3dex
Feats Airy Step, Exotic Weapon Proficiency (Meteor Hammer)
Traits
Reactionary: You gain a +2 trait bonus on initiative checks.
Following Breeze: As long as you get a running start, you gain a +2 trait bonus on Acrobatics checks made to jump. Your speed increases by 5 feet when you use the run action.
Racial Traits
Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
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.
Skills
Acrobatics +7, Bluff -2, Climb +6, Craft(Alchemy) +7, Diplomacy -2, Fly +2, Escape Artist +2, Intimidate -2, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Dungeoneering) +3, Knowledge (Local) +6, Knowledge (Religion) +3 Linguistics + 6, Perception +8, Ride +2, Sense Motive +3, Stealth +2, Survival +3, Swim +2
Languages Auran, Aquan, Gnome, Common, Draconic, Sign
SQ Controlled Rage 8/dy, Crowd Control, Rage Power (Quick Reflexes), Uncanny Dodge, Resistance 5 Electricity
Combat Gear; Other Gear masterwork Chainshirt, dagger (2), masterwork Meteor hammer, backpack, belt pouch, Waterskin(filled), flint and steel, mess kit, soap, trail rations (5), wheel of cheese(2), Hunk of salted meat (2), 50 ft of Silk Rope, 5 pieces of chalk, Chalkboard. Formulae Book, Portable Alchemists Lab.
Background
Figaro was born unable to speak, this was an ill omen among the Sylph race as it meant his voice could never add to the winds. As he grew, he learned to adjust to the inability to speak in other ways. However it horribly impacted his youth, unable to communicate with friends and thus being easier to simply be alone. He would blend into the background most of his life. Using his free time to read books, some simply for knowledge.. others for pleasure, stories of boastrous leaders and adventure his favorite.
Eventually Figaro grew older, though much slower than the friends he had before, them reaching adulthood in 30 years while he stayed relatively young. Realizing his extended life, he utilized it to learn as much as he could. Alchemy become a welcome distraction with its loud concoctions and flashy effects. Though due to waning interest, lack of company or his very existence as a Sylph he grew stagnant and wanted more. At that time the life of an adventurer seemed the most exciting. Remembering his books during childhood of the grand feats an adventurer made and never seemed to stop having.
Figaro's life as an adventurer began a few years after, accumulating the necessary items and training. He especially liked his choice in weaponry to mingle with the air in some way, the Meteor Hammer being his favorite for its winding swings and devastating crash. He did quite a few mercenary jobs before becoming aligned with an official party, sent forth to dungeon delve. He wishes to finally make new friends.. and perhaps more.