Description Keeya, is a female Sylph, [DC10 Planes to know] She stands 6'1" she carry's no Weapons that can be seen. But when in combat she uses a Sky-Sailor Air-Gun. She is dressed like a rich Sky-Sailor, [Captain class]. A Fine long coat, suit and boots. Keeya always seems to have a breeze blowing around her. At times there is a blue tint to her skin with a fine patten. She hair is white, her eyes deep Blue. On her forehead is the sign of the summoners, and she seems to have magic talents. In movement is fast, able to jump with out harm. Keeya is Charismatic friendly and happy most of the time. She loves the outdoors and find staying in one place hard. She has a strong feeling of tight and wrong and will help others if she feels its the right thing to do.
Keeya-Ayraa Eidolon Form
When the Ayraa comes they become Keeya-Ayraa, Sylph and Eidolon form. Keeya-Ayraa is a flying whirlwind shrouded woman, A woman with head and and arms, around her winds always blows. A perfect skilled flyer, Keeya-Ayraa can fly at speed, clime and move fast over land.
Crunch:
Dark Vision 60'
E-Low-Light Vision (Ex)
Cloud Gazer
Can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.
AC [18] (10+4Dex+4Mythic) T14 FF14 ^
ACE [28*] (10 +4Dex +8NA +2Class +4Mythic) T20* FF24* ^
[Mage Amour +4/5hours]*
^+2 racial bonus to AC against non-magical ranged attacks.
Electricity Resistance 5.
E-Cold Resistance 10
E +2 shield bonus to his Armor Class
E +2 circumstance bonus on his saving throws.
Saves
F+2/E+4 R+5/E+7 W+6/E+8
+2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage.
Weapons:
MWHeavy Air Gun +8 E+9TH DMG1d10 [Crit-19–20/×2] Range-120ft. Magazine[5/5]
[Acts just as Heavy v Crossbow]
MW Mithral Dagger +5/E+7TH DMG1d4+1E+2 19–20/×2 Range 10 ft P
Cold Iron Gladius TH +3/E+4 1d6+1/E+2 9-20/×2 30gp 3lb
All Eidolon Natural Attacks are counted as Magic.
1: wind SlamTH+6 DMG 1d8+2 20/×2 (Primary)
2: Tail wind Slap 5' +6 TH DMG 1d6+2 20/×2 (secondary)
Two traits and one campaign trait. One drawback can be taken to gain another trait. Here comes an interesting twist, campaign traits will come from the players. Look at Stolenlands, Wrath of the Righteous, and other regional campaigns for ideas. Please post the original trait as well. I will be adjusting them as needed.
1:Desperate Speed +5' Fly
Your eidolon excels at a movement type you do not possess.
Benefit: Your eidolon receives a +5-foot enhancement bonus to one type of speed it has that you do not, such as a fly, climb or swim speed.
2:
3: Lesser Noble [Sky Captain]
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.[/i]
[b]Campaign traits:
1:Natural Born Sky-Sailor
You were born aboard an Sky-ship high in the sky or down by the Sky-docks in a Hill city on an auspicious day. Old clouds and Sky-Harks nod knowingly and say that the gods of the Sky's, Sky Elements, and winds, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home in the sky than on land, and your keen eyes can easily pick out a Sky-craft on the distant horizon.
Your destiny calls you
Benefit: You gain a +1 trait bonus on Perception [this becomes a class skill for you]. and Profession (Sky-Sailor) checks. In addition, once per week you can reroll a Profession (Sky-Sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You can also roll Profession (Sky-Sailor) to gain knowledge about the air ways and air-craft that fly them.
2: Airship Captain (Plane of Air)
Your years of piloting airships on the Plane of Air, dodging angry mephits and protecting your passengers from the depredations of capricious elementals, have taught you how to expertly command your vessel, as well as how to arrest yourself even in the midst of the most turbulent planar storms.
Benefit(s): You gain a +2 trait bonus on Wisdom checks to move in a plane with subjective directional gravity (see planar rules) and a +2 trait bonus on driving checks (see the vehicle rules).
Drawback Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Race:
1:Breeze-Kissed [Su]
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
Whispering Wind: [Ex]
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
special talent:
Wind Step (Su)
A Air creature can move in Gaseous Form up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4+1 rounds. This Gaseous Form can only be used for a moment action. You can not attack or do any other action with it.
Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.
Languages:
Sylphs begin play speaking Common and Auran. Sylphs with high
Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Energy Resistance:
Sylphs have electricity resistance 5.
Magical Racial Traits
Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
Whispering Wind [Ex]
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
Senses Racial Traits
Darkvision:
Sylphs can see perfectly in the dark up to 60 feet.
Other Racial Traits
Air Affinity:Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
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
Rather than summon an eidolon to serve by his side, the synthesist fuses his eidolon’s essence to his own. Instead of two creatures, the synthesist is a fusion of the summoner and eidolon into a single being.
Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.
Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Magic Attacks (Su) 1EP
An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction.
Improved Natural Armor (Ex) X2 +4NA 2EP
An eidolon’s has wind force stands giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.
Resistance (Ex) Cold-10 1EP
The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.
Flight (Ex) 2EP+2EP 20' speed +Perfect Flying [+8Fly]
An eidolon gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability.
1: For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magi makes this a supernatural ability.
2: The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.
The summoner must be at least 5th level before selecting this evolution.
Wild Arcana (Su)
(See FAQ below) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Path ability Enduring Armor (Su) +4AC Constant.
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic feat
Extra Mythic Power (Mythic)
You can store more mythic power than your tier would normally allow.
Benefit: You gain two extra uses of mythic power each day.
language:
1st: Auran ("Tongue of the Heavens") - Flying creatures, air-based creatures level- Novice Fluent Native language
2ed: Basic Celestial - Chaotic Good Outsider - {Highest fluency is Novice}
3ed: Basic Sylvan - Fey creatures, plant creatures, unicorns {Highest fluency is Novice}
4th: Basic Ignan ("Tongue of Fire") - Fire-based creatures {Highest fluency is Novice}
Items:
Hands: MW Air-Gun 3lb
In Boot: MW Mithral dagger --lb
In Minor bag-of-holding Travelers Any Tool 250gp 1lb
Fine Grooming Kit 1gp 1lb
Kit Healer 50gp 1lb
Map, Map Case and Cumpuss 150gp 1lb +2 Survived
Fine Small tent20gp 3lb.
Whistle, signal x3 1gp
Cold Iron Gladius 30gp 3lb
Air gun Magazines x4 [5/5] + 20-Bolts.
Air Gun when not in use.
Belt Wand clip - Max 3 10gp
Wands:
1x CLQ 750 gp 50/50
Belt Pouch: 10gp
Silver point pen a Notebook.
Whistle signal.
Ear Plugs Wax x2
Shaded goggles 5gp
Ioun Torch 75gp
Her Family where travellers and traders on the Airship ways of sky's. In air going craft the sylph race finds its home. Below them the world, every city and land they lets them trade is open to them. She did not set foot on solid land until she was five. Her family owns a air-craft with a crew of 40, she knew each one. Each with there own story, now all where sylph, human, and elf also lived within its hull. The Magic's that keep it in the air where looked by an old avian Aasimar. She was fascinated by him. Always with story's it was he that acted as tutor and teacher to Children of the craft, her, her brother and sister. Many of the Air-ships are Summoners, riding and flying their Eidolons around the ship. Her mother could fly herself, but her father was an Eidolon Summoner. Of all his children only Keeya had the talent. It was in her blood. On her 8th birthday Ayraa come to her, she came as a wind, passing around Keeya and whispering to her.
"Your father asked the winds of any would be your guild young one, he made the call to the skys and was hard. I have come if you will have me, I will show you the way of the winds and as you grow I will teach you of your destiny. If the winds be willing it will be great. What do you say child will you have me?"
She held out her arms and let he wind pass over them. She had been told from the say of her birth she was meant for great things. All she could say was "yes" and nod her head. She could feel her life shift, fear, worry. All she wanted to do was make her mother and father proud to be what they wanted to be.
As she grow she leaned, Ayraa and the old elf where good teachers. Over time they become as one Keeya-Ayraa a being who worked to mend and protect the Air-Ship. She lived in a loving family and life was good, but always inside she had this feeling that her destiny was calling.
Then two weeks ago a dream, she was with Ayraa flying in the airways, A great wind came and in it a being of power. He looked at them, there in front of them The father of the winds
"The time has come little ones, the time to forge a new land, I have come to call you as you both knew I would. Others will be by your side, each has gifts that will aid on the forging. You will know them when you meet them as they will know you. You task is to build this land and make it a safe place for the beings of the air. A port for air-ships and protection for the creatures of the air. Do this and your destiny's will be complete. Before you go back I give you my blessing"
Winds rapped around the, the power of them moved inside them and they where changed.
That day she packed big her family goodbye and headed out to find a land she did not know where and others she had not meet yet.