Sylph

Inam Smithrock's page

1,003 posts. Alias of RePete.


Race

| HP: 103 (-0) | AC: 23 (13 Tch, 22 Fl) {+2 vs nonmagical) | CMD: 23 | F: +15, R: +10, W: +10; Immune Fear,Disease,Charm | Init: +1 | Perc: -2, SM: +5

Classes/Levels

| Speed: 20ft, Climb: 15ft | Active Conditions: +4 vs Fear/Charm to allies in 10ft;

Specials:
Detect Evil: At Will, Smite Evil 3/3, Lay on Hands 12/12: Channel 2/2 | Spells: 1st: 3/3 2nd: 2/2

Gender

Female Sylph Chosen One 9

About Inam Smithrock

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Race Sylph
Gender Female
Deity: The Warrior (Volcano)
Alignment Lawful Good
Class Paladin (Chosen One) 9
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Spellcasting Caster Level 5; Concentration Check +9
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Level 1 Prepared: (3/day)
Firebelly; Hero's Defiance; Liberating Command

Level 2 Prepared: (2/day)
Paladin's Sacrifice; Zone of Truth

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OFFENSE
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Speed 20’; Climb 15’ BAB +9/+3; CMB: +12

Melee
[dice=+2 Darkspawn Bane Greatsword]1d20+14[/dice] for [dice=Magical Slashing]2d6+6[/dice] 19-20/x2 Crit
-Iterative→ [dice=+1 Darkspawn Bane Greatsword]1d20+9[/dice] for [dice=Magical Slashing]2d6+6[/dice] 19-20/x2 Crit

[dice=Dagger]1d20+12[/dice] for [dice=Piercing or Slashing]1d4+3[/dice] 19-20x2 Crit
-Iterative→ [dice=Dagger]1d20+7[/dice] for [dice=Piercing or Slashing]1d4+3[/dice] 19-20x2 Crit

Ranged
[dice=Sling]1d20+10[/dice] for [dice=Bludgeoning]1d4+3[/dice] x2 Crit

Ex: Smite Evil 3/day (+4 Attack, +9 Damage); Lay on Hands 12/day 4d6 (standard or swift self; +1d6 if no Mercy), Channel 2/day + 2 uses of LoH for additional; Mercy: Curse (Remove Curse 1d20+level), Fatigue, Poisoned (Neutralize Poison 1d20+level), Restorative (Dispel 1 magical effect reducing on of target’s ability scores or restore 1d4 ability point damage)
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STATISTICS
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Str 16, Dex 12, Con 16, Int 10, Wis 7, Cha 18
AC Calc +1 Dex + 9 Armor +3 Enhancement
HP Calc 1) 10; 2-9) 6 + 27 Con + 9 Favored + 9 Toughness
Feats: 1) Skill Focus (Craft Armor); 3) Extra Lay on Hands; 5) Greater Mercy; 7) Toughness;
Traits: Armor Expert; Mentored (Craft (Armor)+1 & +1 to aid another in any skill)

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Skills:

[dice=Acrobatics]1d20+0-7[/dice]
[dice=Appraise]1d20+0[/dice]
[dice=Bluff]1d20+4[/dice]
[dice=Climb]1d20+11-7[/dice]
[dice=(9) Craft (Armor)]1d20+20[/dice] (Uses Cha Mod)
[dice=(9) Diplomacy]1d20+16[/dice]
[dice=Disable Device]1d20+1-7[/dice]
[dice=Disguise]1d20+4[/dice]
[dice=Escape Artist]1d20+1-7[/dice]
[dice=Fly]1d20+1-7[/dice]
[dice=(1) Handle Animal]1d20+8[/dice]
[dice=(1) Heal]1d20+2[/dice]
[dice=(1) Intimidate]1d20+5[/dice]
[dice=Knowledge (All)]1d20+0[/dice]
[dice=Perception]1d20-2[/dice]
[dice=(1) Perform (Oratory)]1d20+8[/dice]
[dice=Profession (Merchant)]1d20-2[/dice]
[dice=(1) Ride]1d20+8-7[/dice]
[dice=(3) Sense Motive]1d20+5[/dice]
[dice=Sleight of Hand]1d20+1-7[/dice]
[dice=Spellcraft]1d20+8[/dice]
[dice=Stealth]1d20+1-7[/dice]
[dice=Survival]1d20+0[/dice]
[dice=(3) Swim]1d20+7-7[/dice]
[dice=UMD]1d20+4[/dice]

-7 ACP Included


Languages: Common, Sylph
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EQUIPMENT AND GOLD
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On person: Greatsword, Obsidian Full-Plate, Dagger, Sling, Sling Bullets (10), Backpack, bedroll, belt pouch, holy text (Volcano), flint and steel, iron pot, mess kit, rope (50ft), soap, torches (10), Trail Rations (5 days), waterskin, wooden holy symbol (volcano); 110 Platinum

Familiar Stats:

===Etrah===
Chicken Emissary Familiar HP: 20
Init: +4 Senses: Low-Light Vision; Perception +5
Speed: 30’, Fly 20’ (clumsy); drift

===Defenses===
AC: 14 Touch: 12 FF: 14 (+2 Natural Armor, +2 Size)
Fort: +5 Ref: +2 Will: +5

===Offense===
Melee: Bite -2 (1d3-4)
SQ: Cast Guidance at will; Share Will; Imp Evasion; Emphatic Link; Can use Paladin's Lay on Hands (cost 2 per); Channel Energy (cost 4 LoH), 1/day Touch of Glory

Space:2 ½ Ft; Reach:0 ft
===Statistics===
Str: 3 Dex: 11 Con: 12 Int: 7 Wis: 12 Cha: 13
BAB: +0 CMB: -2 CMD: 4

Skills: Fly (-4), Heal (+1), K (Religion) (+5), Perception (+5), Sense Motive (+5), Stealth (+8)

Class/Race:

Chosen One Paladin
Chicken Familiar
===Class===
Proficiencies: Simple & Martial weapons; All Armor and Shields except Tower
  • Aura of Good
  • Detect Evil → At Will → use detect evil as a move action → 60’ range
  • Divine Emissary → At level one gain an emissary familiar
  • Smite Evil --> 1/day
  • Lay on Hands --> 12/day
    ===Emissary Familiar===
    [list]
  • Gains Heal, K (religion) and Sense Motive as class skills
  • Cast Guidance at will
  • Share Will → Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If the second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24hrs. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
  • Can use master's Lay on Hands - costs 2 charges

====Sylph Racial====
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; climb 20 feet
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Feather fall 1/day (caster level equals the sylph's total level).
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 nonmagical 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.

===Traits===
Armor Expert; Mentored (Craft (Armor)+1 & +1 to aid another in any skill)

Description:

Standing before you is a female sylph adorn with four rock plates tied together with leather straps. She appears unusually strong for a second class citizen. However, the pack on her back seems to weigh her down as expected. A rough depiction of a volcano is carved upon the chest segment, while she proudly holds an immense sword in her hands. This aside, the most striking aspect of this lesser being is a chicken sitting upon her left shoulder. This…creature seems to randomly whisper or cluck, if you will, into the sylphs ear. With a nod, this being reacts.

Backstory:

Inam was bored to a family of unbelievers. Although they didn’t feel Volcano had a rightful claim on the region, they still did their part in fighting against the darkness. The darkness would destroy them all so it was logical to fight it, even if the wrong deity took credit. They weren’t fighters by any stretch of the imagination. The family was a group of weak, second rate, sky folk afterall. Therefore, they worked hard at a craft the ifrits needed. Sure alchemy and mithril was all the rage in the City of Light, but there was a call for adamantine armor as well. Someone had to fill the void, why not the ‘Smithrocks’?. The family was well known for their skill in making masterful armor from rock alloys. They did well, for sylphs, in supplying the front lines with an armor alternative to mithril. Some even said the armor they crafted, although heavier, prevented more damage than those made by the ‘Mithril Makers’.

Sadly, Inam didn’t quite have the skill expected of a Smithrock. Her intellect fell short of the expectations her clan set for her. That is to the point her first words weren’t spoken until the age of 9… Inam tried to meet the expectations set for her but fell short, time and time again. To her family’s shame, she was sent away to study with an expert armorsmith. Knowing the hardship it caused her family, Inam tried her hardest to pick up the skills of their trade and she was able to improve, albeit not to the caliber expected. She began producing slightly better than mundane armor for the general militia.

Inam was never overly perceptive, but she could tell her family wasn’t thrilled about the armor she was producing. Try as she might, it consistently fell short of their desires. She regularly worked long into the night trying to perfect the craft for which her family was named. She needed to make their sacrifice worthwhile; to make them proud.
One night, long after her relatives had retired, she prayed… “Any god that cares about me. Anyone at all. What can I do? There must be someway I can be useful in the fight against the darkness. I have to have a place in this world! SEND ME A SIGN!!!” she cried.

At the same moment, a chicken sauntered out of the forge, holding a greatsword in its beak. Puzzled, Inam asked “God of the Sky, is this you?”. The chicken, halfway across the room to her, turned and headed back to the forge. “God of the Sea? Have you chosen me?” The chicken continued heading for the forge… Surely not Inam thought…”Uh...god of the….uh...vol..” No! He doesn’t care about the Sylphs. Dad has told me that much. The chicken pauses… hmmm… “Volcano? Is it really you? Do you have a use for me?” As Inam finishes her questions, the chicken climbs upon her shoulder, dropping the Greatsword in front her.

The next morning, Inam shared the experience with her family. She was overjoyed! Surely the would be too. They had been wrong all these years. Volcano does care about the sylphs. However, the response she received was less than enthusiastic. Words such as “Traitor” and “Sacrilege” flew in her direction. Try as she might, she couldn’t calm them. They reminded her they were second class citizens in this world. She wouldn’t listen. She’d been given a sign! How could they overlook that?! Alas, it was a fruitless plea on her part. They were too set in their ways to consider another possibility. She was banished from her home by night's end.

Setting out for the capital of Hearth, she knew she’d find her purpose. Volcano didn’t send her this weapon and this animal for no reason. She had to be destined for some bigger purpose. Inam would find a temple to study this god of which she knew very little. She may not know why she was chosen, but she would do everything in her power to prove she was worthy of his blessing. She would protect the innocent and show all that courage and bravery was enough to hold back the darkness. She would do all of this without forgetting her roots. She was, afterall, a Sylph. The ifrits were the ones worthy of a saved world; not the sylphs. She was to set forth a world the ifreets could enjoy.