Sleeping Human

Otto Miller's page

1 post. Alias of angryscrub.


Full Name

Otto Miller

Race

Sylph

Classes/Levels

Phantom thief, level 1

Gender

M

Size

M

Age

20

Alignment

CG

Location

Barlily

Languages

Common, dwarf, elf, gnome

Occupation

Dilettante

Strength 13
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 14
Charisma 10

About Otto Miller

Background:

Otto was born and raised in Barlily, the middle child of the wealthiest family in town. Owning both the inn and the mill, as well as a large farm and a large part of the docks, the family's wealth and size, as well as Otto's own disinterest in the family business, ensured that he spent his childhood pretty much doing as he pleased. And what pleased him was exploring the woods around town, hunting and riding, pretty much all the year long. He spent enough time roaming that he became well known to the dwarves, elves, and gnomes living near the town, and enough of them found his honest curiousity appealing enough to teach him their languages, and some of what they knew of the natural world. The orcs he suspected maybe had an exaggerated reputation for violence, but had honored his mother's wishes to avoid their haunts on his rambles. Having just turned 20, he is beginning to tire of the same old sights around Barlily, and starting to wonder about the rest of the world.

Lifeline: Unbeknownst to him, Otto is not fully human, but a product of a breeding program of a potentially multiplanar organization whose ultimate goals are murky at best. His family escaped into obscurity generations ago, but the influence on their line remains, in the form of both a strange mark on his palm, and an inescapable genetic marker. The first time he dies of unnatural causes, the organization will be alerted, and he will be offered a deal. If he accepts, he will be brought back to life, but this organization will know where he is, who he is, and demand some kind of price/geas/corruption/etc.

Appearance/Personality:

Slightly below average height, Otto is a fairly nondescript, thin young man. He would be almost completely unnoticeable if it weren't for his striking silver eyes, though since they run in his family, they don't excite much comment in Barlily any longer. He also has a strange rune on his palm which he shares with his mother, and grandfather. Though she has told him it's just a birthmark that has been in their family for generations, he is secretly positive that he has seen glints of light emanating from it at times. Though he prefers the woods, Otto is not opposed to the company of others, he just prefers to fade into the background and observe. He has thus become quite adept at reading others and figuring out true motives, though his lack of active participation in social niceties has left him somewhat lacking at putting into practice what he knows.

sylph traits:

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. Also humanoid (human).
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 35 feet.
Languages: Mostly human sylphs begin play speaking Common. Sylphs with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

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

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.
Senses Racial Traits

Cloud Gazer
Your insight into your elemental heritage gives you a clarity of sight few humans possess.

Prerequisite: Sylph.
Benefit: 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. This racial trait replaces darkvision.
Other Racial Traits

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 tripcombat 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.
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. Source PCS:ISR

Defense:

HP = 8

AC 13, 15 vs ranged (+3 dex, +2 racial), touch 13 (15 vs ranged), flat footed 10 (12 vs ranged)

CMD 14 (10 +3 dex +1 str)

Fort +0
Ref +5 (+3 dex +2 level)
Will +2 (+2 wis)

Offense:

Init +3

Speed 35 ft.

CMB +1 (+1 str)

Melee dagger +3 (+3 dex), 1d4 +1 (+1 str)

Range composite short bow +3 (+3 dex), 1d6 +1 (+1 str)

Space 5 ft.; Reach 5 ft.

Traits/Drawbacks:

Touched by unknown forces
Rich parents/heirloom weapon?

Drawback

Feats:

Lvl 1 Alertness?

Favored class:

Lvl 1 +1/2 to jump and sense motive

Phantom thief class features:

Lvl 1 Weapon finesse
Lvl 1 favored skill perception or sense motive?

Skills:

Acrobatics +7 (+1 ranks +3 class +3 dex)
Climb +5 (+1 ranks +3 class +1 str)
Escape artist +7 (+1 ranks +3 class +3 dex)
Handle animal +4 (+1 ranks +3 class)
Heal +6 (+1 ranks +3 class +2 wis)
Knowledge nature +7 (+1 ranks +3 class +3 Int)
Perception +6 (+1 ranks +3 class +2 wis)
Ride +7 (+1 ranks +3 class +3 dex)
Sense motive +6 (+1 ranks +3 class +2 wis)
Stealth +11 (+1 ranks +3 class +3 dex +4 racial)
Survival +6 (+1 ranks +3 class +2 wis)
Swim +5 (+1 ranks +3 class +1 str)