Invandi Abalast
Stormsoul Sylph Shield Champion Brawler 8
N Medium Outsider (Native)
Initiative: +5;
Senses Darkvision 60ft; Perception +10
Defenses
AC 28, Touch 17 (+4(5) dex, Dodge, Brawler Dodge, +1 Deflection), Flat-Footed 22 (+7 Armor, + 4 Shield, +1 Deflection)
Breeze Kissed: +2 AC vs non-magical ranged attacks
HP 68 (8d10+20)
Fort +9, Ref +12, Will +2
Offense
Speed 35 ft, swim - ft.
Melee +1 Adamantine Throwing Heavy Shield (Bash): +11/+6 (1d6+3); Unarmed Strike: +10/+5 (1d8+2)
Ranged +1 Adamantine Throwing Heavy Shield (Bash): +14/+9 (1d6+3); Dart: +12/+7 (1d4+2)
Combat Maneuver (with +1 Shield) (Melee/Ranged) +13
Combat Maneuver (Unarmed) +12
Supernatural Abilities
Breeze Kissed 1/day 30ft Bull Rush or Trip with surrounding air.
Statistics
Str 14, Dex 20, Con 14, Int 14, Wis 8, Cha 12
Base Attack +8; CMB +13 (Agile Maneuvers), CMD 26
Feats Point Blank Shot, Dodge, Precise Shot, Agile Maneuvers, Improved Shield Bash, Shield Slam
Relevant Class Features Simple Weapons, Shields (not tower), Light Armor, Brawler's Cunning, Martial Flexibility (x2 - Move, 6/day, 1min), Martial Training, Unarmed Strike, Brawler's Flurry (TWF), Throw Shield (CMB Attacks too), AC Bonus +1, Knockout 1/day, Returning Shield, Close Weapon Mastery, Brawlers Flurry (ITWF), Shield Focus
Traits Azlanti Scholar (+1 History/Local/UMD-Class, Campaign); Militia Veteran (+1 Survival-Class, Region:Qadira)
Skills Acrobatics +16, Climb +12, Artistry(Drawing) +13, Artistry(Prose) +13, Escape Artist +15, Knowledge (Dungeoneering) +9, Perception +10, Ride +9, Sleight of Hand +6, Stealth +6, Survival +11, Swim +13, Use Magic Device +9
Languages Auran, Aquan, Azlanti, Common, Kelish
Combat Gear ((+1 Radiant)/(+1 Adamantine)Throwing Heavy Shield, Dagger, +1 Deathless Elven Chain, Dart (6), Cloak of Protection +1, Handy Haversack, Ring of Protection +1, Potion of Fly (1), Slippers of the Triton
Other Gear Ring of Sustenance, Potion of Water Breathing, Chronicler's Kit, Chalk (100), Compass, Swim Fins, Tindertwig (5), Potion Sponge (x5: Water Breathing, Water Breathing, -,-,-), Bioluminescent Ink, Umbrella, Alchemical Glue (4), Bedroll, Belt Pouch, Whistle, Cold Weather Outfit], [i]Horseshoes Game, Potion of Fly
Special Abilities
Darkvision (60 ft)
Like the Wind A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
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.
Weather Savvy (SLA) Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph’s prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the sylph’s spell-like ability racial trait.