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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.
Cloud Gazer - You 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.
Nature Sense - A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Storm - a sky druid gains a +4 bonus on saving throws against spells with the air or electricity descriptors and against effects that control or modify the weather (such as sleet storm). This ability replaces resist nature’s lure.
Sky’s Embrace - A sky druid no longer takes falling damage, as though she were constantly under the effect of feather fall. Additionally, she may take ranks in the Fly skill regardless of whether she has a natural fly speed, and may use her Fly skill in place of Acrobatics when making jump checks. This ability replaces woodland stride.
Skymaster - a sky druid can use the fly spell (self only) for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive. This ability replaces trackless step.
Trackless Step - a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Whispering Wind - 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.
Wild Empathy - 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 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.
Wind Blast - As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Air Geyser - Close, Air, Reflex DC 16
You create a powerful blast of air capable of flinging an opponent upward. If the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 × your caster level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.
Calm Animals - Close, 1 min/level, Will DC 14 negates
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Charm Animal - Close, 1 animal, 1 hour/level, Will DC 14 negates
This charm makes an animal regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favourable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed animal breaks the spell. You must be able to handle of communicate with animals to communicate your commands, or else be good at pantomiming.
Flurry of Snowballs 30 ft. cone, Reflex DC 15 for half damage
You send a flurry of snowballs hurtling at your foes. Any creature in the area takes 4d6 points of cold damage from being pelted with the icy spheres.
Gaseous Form Willing corporeal creature touched, 2 min./level`
The subject and all its gear become insubstantial, misty, and translucent. Its material armour (including natural armour) becomes worthless, though its size, Dexterity, deflection bonuses, and armour bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
…A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Insect Spies - close, up to one insect spy/4 levels, 10 minutes/level
You summon one or more glossy black beetles, which have a measure of intelligence and make for excellent spies. When they are in your presence, the insects obey your mental commands, and you can issue orders to any number of them as a single standard action, provided that you issue the same orders to each one. In order to issue different orders to different insects, you must spend a separate standard action for each set of orders. An insect in physical contact with you can answer simple questions about what it has observed, at a rate of one question per round. It can relate only what it perceived with its senses, and can’t repeat speech. It has difficulty making subjective judgments, and questions that demand such reasoning are unlikely to yield a clear answer. For example, an insect is unable to relay someone’s emotional state or determine who among several people it saw might be in charge.
…Each insects’ size is Fine. Each insect has 1 hit point, AC 20 (+2 Dexterity, +8 size), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed of 20 feet (perfect maneuverability). The insects use your saving throw bonuses, have a total Perception skill bonus equal to 5 + 1/2 your caster level, and can’t make attacks. Due to their incredibly small size and magical nature, they can make Stealth checks to avoid being noticed even if they lack a source of cover or concealment, and they have a total Stealth skill bonus equal to 18 + 1/2 your caster level. The insects can even climb onto creatures of Tiny or larger size while using Stealth, possibly riding on those creatures unnoticed. A Tiny creature gains a +16 bonus on Perception checks made to notice one of these insects currently climbing on it. For each size category larger than Tiny the creature being climbed is, this bonus is reduced by 4 (to a minimum of +0 for Huge or larger creatures).
…You also maintain a faint mystical connection with these insects, which allows you to sense where they are. As a full-round action, you can concentrate on the spell in order to learn the direction and relative distance of each of the insects.
Obscuring Mist - 20 ft. range, cloud spreads in 20-ft. radius from you, 20 ft. high, 1 min./level
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Steal Breath - Close, one living creature, 1 round, Fortitude DC 15 negates
You pull the breath from a creature’s lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it cannot speak, use breath weapons, or anything else requiring breathing, and a visible line of swirling air leaves the target’s mouth and enters your mouth. If, during the duration, the target moves out of range or line of effect to you, the spell immediately ends. This spell has no effect on creatures that do not need to breathe air.
Wind Wall medium, wall up to 10 ft./level long and 5 ft./level high, 1 round/level
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
Gear/Possessions:
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GEAR/POSSESSIONS
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Combat Gear Spirit Staff of Narven (+1 dancing Quarterstaff), masterwork scimitar, tanglefoot bag (2), codex of firmament, potion of cure light wounds (3), potion of lesser restoration, potion of sanctuary, potion of protection from arrows, scroll of comprehend languages, scroll of cure moderate wounds, scroll of summon monster, scroll of shatter, scroll of shield other, wand of cure light wounds (41), wand of control vermin (8), wand of Earth’s Ire (spiked pit, 50), wand of mage armour (16), wand f obscuring mist (10), wand of summon monster 1 (9), wand of summon nature’s ally (49)
Possessions +1 wooden armour, sleeves of many garments, ring of swimming, flower headband, pink dress, gold earrings, waterproof pink purse, paper crown, Narven’s Ancient Crown, bead bracelet, white gold and diamond wedding ring, backpack, tent, bedroll, bedroll (rabbit), blanket, blanket (rabbit), flint and steel, soap, fishing pole, line, hooks, lures, box, pet treats, rope (50 ft.), bird whistle, extra clothes wooden rabbit toy
Money 791 GP 9 SP 09 CP
Codex of Firmament A scroll of elemental power that allows you to cast each of the following spells once per day at your CL: aqueous orb, earth tremor, fireball, second wind.
Spirit Staff of Narven A +1 dancing quarterstaff. As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can’t dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons.
Wand of Earth’s Ire A wand of spiked pit that uses your CL.