Winter-Touched Sprite

Gale Stormborn's page

76 posts. Alias of Tech5bb.


Full Name

Gale Storm Born

Race

Sylph

Classes/Levels

shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

About Gale Stormborn

Stats:

Gale Stormborn
Sylph shaman 13/slayer 13/gestalt 13
N Medium outsider (native)
Init +12; Senses darkvision 30 ft., see in darkness; Perception +28
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Defense
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AC 26, touch 19, flat-footed 21 (+7 armor, +2 deflection, +5 Dex)
hp 90 (13d10+20)
Fort +12, Ref +17, Will +16
Resist electricity 10, negative energy 10, positive energy 10
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Offense
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Speed 30 ft.
Ranged +1 conserving mythic bane seeking shock composite longbow +21/+16/+11 (1d8+7/19-20/×3 plus 1d6 electricity plus 2d6 vs. mythic subtype)

Special Attacks hexes
(beast of ill-omen, cackle, flight, fortune, misfortune), slayer's advance 1/day, sneak attack +4d6, studied target +3 (3rd, swift action), wandering hex (enveloping void)

Shaman Spell-Like Abilities (CL 13th; concentration +18)
Constant—endure elements
At will—feather fall (self only)
Shaman Spells Prepared (CL 13th; concentration +18)
7th—creeping doom (DC 22); control weather[S] or prismatic spray[S]
6th—mass cure moderate wounds, greater dispel magic; chain lightning[S] (DC 21) or sirocco[S,APG] (DC 21)
5th—breath of life (DC 20), mass ghostbane dirge[APG] (DC 20), true seeing, wall of fire; control winds[S] (DC 20) or overland flight[S]
4th—ball lightning[APG] (DC 19), cure critical wounds, divine power, neutralize poison, restoration; rainbow pattern[S] (DC 19) or river of wind[S,APG] (DC 19)
3rd—bestow curse (DC 18), call lightning (DC 18), cure serious wounds, dispel magic, remove curse; cloak of winds[S,APG] (DC 18) or daylight[S]
2nd—bull's strength, cure moderate wounds, hold person (DC 17), resist energy, summon swarm; gust of wind[S] (DC 17) or hypnotic pattern[S] (DC 17)
1st—bless, entangle (DC 16), hex vulnerability[ACG] (DC 16), protection from evil, remove fear, stone shield[ARG]; alter winds[S,APG] (DC 16) or color spray[S] (DC 16)
0 (at will)—create water, detect magic, guidance, read magic

S spirit magic spell; Spirit Wind Wandering Spirit Heavens

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Statistics
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Str 18, Dex 22, Con 12, Int 10, Wis 20, Cha 10
Base Atk +13; CMB +17; CMD 37

Feats
Alertness,
Clustered Shots[UC],
Deadly Aim,
Exceptional Pull,
Improved Familiar,
Improved Initiative,
Mythic Companion,
Point blank Shot,
Precise Shot,
Rapid Shot
Shadow Strike

Traits
child of nature,
reactionary

Skills
Climb +17,
Fly +17,
Knowledge (dungeoneering) +9,
Knowledge (geography) +9,
Knowledge (nature) +9,
Knowledge (planes) +9,
Perception +28,
Sense Motive +11,
Stealth +35,
Survival +18,
Swim +16;
Racial Modifiers +4 Stealth

Languages Auran, Common

SQ breeze-kissed, combat style (archery), no breath, shocking touch,

slayer talents (combat trick, fast stealth, opportunist, ranger combat style, snap shot, stealthy sniper), spark soul, spirit animal

(elemental, air, small named Arcane Familiar), stalker, stardust, swift tracker, track +6

Combat Gear
+1 distracting blunt arrows (5),
+1 holy blunt arrows (10),
adamantine arrows (10),
cold iron arrows (10),
ghost salt arrows (10),
silver arrows (10),
trip arrow (5),
weapon blanch (adamantine) (2),
weapon blanch (cold iron) (2),
weapon blanch (ghost salt) (2),
weapon blanch (silver) (2);

Other Gear
+1 deathless shadow, improved spell dodging mithral agile breastplate, +1 conserving mythic bane seeking shock composite longbow (+6 Str), arrows (30),
blunt arrows (30),
belt of physical might +2 (Str, Dex),
bracers of falcon's aim,
cloak of elvenkind,
efficient quiver,
efficient quiver,
gown of resistance, +3,
headband of inspired wisdom +2,
ring of protection +2,
sniper goggles,
2,578 gp
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Special Abilities
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Beast of Ill-Omen (DC 21) (Su) The witch imbues her familiar with strange magic, putting a minor curse upon the next enemy to see it. The enemy must make a Will save or be affected by bane (caster level equal to the witch's level). The witch can use this hex on her familiar

Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.

Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.

Clustered Shots Total damage from full-round ranged attacks before applying DR

Darkvision (30 feet) You can see in the dark (black and white vision only).

Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.

Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.

Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.

Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.

Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.

Enveloping Void (DC 21) (Sp) As a standard action, foe in 30 ft treats light as 2 steps lower for 13 rds (Will neg).

Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.

Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.

Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.

Misfortune (2 rounds, DC 21) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).

Mythic Companion Considered mythic for the purposes of determining how mythic spells and effects affect you.

No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.

Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.

See in Darkness See perfectly in darkness of any kind, including magical darkness.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Shocking Touch (3/day) (Su) As a standard action, melee touch deals electricity damage. Wielded weapons gain shock.

Slayer's Advance (1/day) (Ex) As a move action, move up to 2x speed (can stealth at -10).

Snap Shot (Ex) On surprise rd treat init as if roll 20, but must make a ranged att, then roll normally.

Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Spark Soul (13d4 electricity damage, 3/day, DC 21) (Su) As a standard action every d4 rds, sparks deal elec dam in 20-ft line (Ref half).

Speak with Familiar (Ex) You can communicate verbally with your familiar.

Stardust (3/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -4 to att & perception checks for 6 rds.

Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.

Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.

Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.

Track +6 Add the listed bonus to survival checks made to track.