Sylph

Kalleth "Skyblessed"'s page

No posts. Alias of Dotraj.


Full Name

Kalleth "Skyblessed"

Race

Sylph

Classes/Levels

Druid (Sky Druid) 1

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Gozreh

Languages

Auran, Common, Druidic

Strength 10
Dexterity 14
Constitution 11
Intelligence 12
Wisdom 17
Charisma 12

About Kalleth "Skyblessed"

Statistics:
Male Sylph Druid (Sky Druid) 1
NG Medium Outsider (Native) (Humanoid [Human])
Init +2; Senses darkvision 60 ft; Perception +7
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DEFENSE
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AC 10, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield)
hp 8
Fort +2, Ref +2, Will +6
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OFFENSE
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Speed 45 ft.
Melee
Ranged
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STATISTICS
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Str 10, Dex 14, Con 11, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +0; CMD 12
Traits Adopted (World Traveler), Indomitable Faith
Feats Cloud Gazer

Skills & Languages:

Skills 1 Diplomacy +7, 1 Knowledge (Nature) +7, 1 Perception +7, 1 Spellcraft +5, 1 Survival +9 (5 points; 4 class, 1 INT)
ACP -0
*ACP applies to these skills
FCB
Skill Bonuses +1 Diplomacy, +2 Knowledge (Nature), +2 Survival
Languages Auran, Common, Druidic

Special Abilities:

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SPECIAL ABILITIES
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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.

Liberation Domain: Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

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.

Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Like the Wind: A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.

Mostly Human: A few sylphs have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Nature Bond (Ex): (Liberation Domain) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Liberation, Weather. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

Nature Sense A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Weather Savvy: 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.

Wild Empathy (Ex): 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 able to study each other, which means that they 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.


Spells:

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Druid Spells Prepared
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0th (at will)—create water, detect magic, light, stabilize
1st—cure light wounds, longstrider (D), obscuring mist

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Gear
Money 70 GP 0 SP 0 CP

Background:


Appearance and Personality: