Sylph

Shiiru's page

69 posts. Alias of YanJieming.


Full Name

Shiiru Gardelnem

Race

Sylph

Classes/Levels

Transmuter 1 | Current Map

Gender

Male

Size

6' 160 lbs

Age

86

Alignment

True Neutral

Deity

Nethys

Languages

Aquan, Auran, Common, Draconic, Elven, Terran

About Shiiru

Stats
Str: 11
Dex: 16*
Con: 9
Int: 18
Wis: 10
Cha: 10
Init +3;
Senses Perception +1; Darkvision 60 ft
Speed 30 ft; HP 5/6
Experience 350

*Indicates current choice of stat for Physical Enhancement

Defenses:
AC 13, touch 13, flat-footed 10 (+3 Dex)(+2 vs non-magical ranged attacks)
CMD 13
Fort -1, Ref +3, Will +2
Resist electricity 5

Offense & Weapons:
Melee Club +0 (1d6);
Dagger +0 (1d4/19-20)
Ranged +3
Special Attacks Telekinetic Fist; 1/day Breeze-kissed
CMB +0

Spell-Like Abilities:
1/day—feather fall; 7/day—telekinetic fist (1d4 bludgeoning)

Spellbook:
0-level (DC 14): Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
1st (DC 15): Detect Secret Doors, Enlarge Person, Hold Portal, Magic Missile, Shield, Touch of Gracelessness (DC 16), Windy Escape

Spells Prepared:
Concentration +5
0-Level: Message, Mage Hand, Ray of Frost
1st: Magic Missile, Detect Secret Doors, Windy Escape
Opposition Schools Illusion, Necromancy

Feats:
•(B)Scribe Scroll
•Spell Focus (transmutation)

Traits:
•Reclaiming Your Roots
•Pesh Dealer

Racial Traits:
•Darkvision
•Energy Resistance
•Sylph Magic
•Breeze-kissed

Skills:
•Knowledge (arcana) +8 (1 Rank, +4 Int, +3 Class)
•Knowledge (local) +8 (1 Rank, +4 Int, +3 Class)
•Knowledge (nature) +8 (1 Rank, +4 Int, +3 Class)
•Perception +1 (1 Rank, +0 Wis)
•Spellcraft +8 (1 Rank, +4 Int, +3 Class)
•Stealth +4 (1 Rank, +3 Dex)(+7 when within a mile of familiar)

Background Skills
•Knowledge (engineering) +8 (1 Rank, +4 Int, +3 Class)
•Sleight of Hand +8 (1 Rank, +3 Dex, +3 Class, +1 Trait)

Gear:
Combat Gear
•Wand of Web Bolt (20 charges)(From Campaign Trait)
•Club
•Dagger

Other Gear
•Backpack
•Bedroll
•Belt pouch
•Blanket
•Flint and Steel
•Trail Rations (5)
•Waterskin (2)
•Spellbook

Wealth: 58 gp, 9 sp

Special Abilities:
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.

Familiar Bonus: +3 to Stealth checks. You gain the Alertness feat while your familiar is within arm's reach.

Illusion You must spend 2 slots to cast spells from the Illusion school.

Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Physical Enhancement +1 (Su) When preparing spells, chosen physical attribute gains enhancement bonus.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.

Telekinetic Fist (1d4 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.

--------------------

Taaso
Cat Familiar

Stats
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Init +2; Senses low-light vision, scent; Perception +5

Defenses:
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +3
CMD 6 (10 vs. trip)
Defensive Abilities improved evasion

Offense:
Speed 30 ft.
Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)
CMB +0;
Space 2 ft.; Reach 0 ft.

Feats:
Weapon Finesse

Skills:
Climb +6, Perception +5, Sleight of Hand +3, Spellcraft -1, Stealth +18; Racial Modifiers +4 Climb, +4 Stealth

Special Abilities:
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Background:
Shiiru was raised mostly by his uncle in the Lower City of Katapesh. His mother dead or missing, and his father a broken man from whatever had taken his mother. They had a hard time being able to take care of Shiiru's father, until Shiiru found his way into the Katapeshi underground. He started as a simple sneak thief and, though he was never exceptional in the underground, he seemed lucky, almost invisible at some times, or protected with a strong breeze at another. He worked his way up to eventually deal pesh under Garret, one of the smaller crime lords of Katapesh. He worked for many years this way, keeping his family supported well. Everything they could desire, including all the pesh his father could want. It was never enough to drown out the man's nightmares though. He wasted away to nothing in his last days. Shiiru's father occasionally spoke in his fever dreams, though Shiiru mostly ignored it.

But, one name kept coming up over and over again in connection with his mother. Kelmerane. Shiiru kept asking his uncle about Kelmerane, but always recieved noncommital answers. When his father finally died though, his uncle told him what he knew, which was very little. Shiiru had been born in Kelmerane, but had had to flee with his father at a very young age. His mother, from whom Shiiru had inherited his strange appearance, had not escaped, all that was left of her was a single wand, that his uncle knew little about.

Shiiru abandoned Garret's gang and went into semi hiding. He began studying all he could about magic until he could not only use the wand, but could create magic of his own. But Garret's men eventually found him. They did not move on him immediately, but Shiiru could see he was being watched. Luckily, there was an opportunity to not only leave Katapesh, but to also go and explore Kelmerane. Shiiru jumped at the opportunity as fast as he could.