Energy Resistance: Electricity 5
Feather Fall 1/day
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.
* Masterwork Light Crossbow
* Crossbow Bolts (20)
* Dagger (1d4 P or S, 19-20)
* Paper Sheets (10)
* Haramaki +1 (+2 AC, -0 ACP)
* Spell Book (lvl 1 – Sleep, Protection from Evil, Grease, Color Spray, Vanish, Enlarge Person, Mage Armor)
* Wizard’s Kit (Masterwork Backpack (upgrade), bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days) and water skin.)
* 510 gold
Tattoo Hand (Hawk catching an arrow) Arrow Deflection Ring Wand Potions/Oils Scrolls AC/Ability Others
Level 1, Sleep, Protection from Evil, Grease, Color Spray, Vanish, Enlarge Person, Mage Armor
0- DC15 - Acid Splash, Detect Magic, Ray of Frost, Read Magic
1- DC16 - Chill Touch, Frostbite, Ray of Enfeeblement, Feather Fall, Magic Missile, Shocking Grasp
Familiar Hawk (Mei):
Familiar Area Name Mei
HP: 14, INIT: 3, Speed: Base 10, Fly 60
STR: 6, DEX: 17, CON: 11, INT: 7, WIS: 14, CHA: 7
AC: 17, T.AC: 15, F.F.AC: 14
FORT: 2, Reflex: 5, Will: 4
BAB: 2, CMD: 11, CMB: 3
Attack: Tallons(2) 1d20+7[/b] Damage: 1d4-2[/dice]
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Acrobatics: 8 2 Ranks + 3 Dex +3 Misc
Appraise: -0 2 Ranks -2 Int +0 Misc
Bluff: -2 0 Ranks -2 Cha + 0 Misc
Climb: 3 0 Ranks + 3 Dex +0 Misc
Diplomacy: -2 0 Ranks – 2 Cha +0 Misc
Escape Artist: 3 0 ranks + 3 Dex +0 Misc
Fly: 11 1 ranks + 3 Dex +7 Misc
Heal: 2 0 ranks + 2 Wis +0 Misc
Intimidate: -2 0 Ranks – 2 Cha + 0 Misc
Perception: 17 4 Ranks + 2 Wis +11 Misc
Performance: -2 0 Ranks -2 INT +0 Misc
Ride: 3 0 ranks + 3 Dex +0 Misc
Sense Motive: 2 0 Ranks + 2 Wis + 0 Misc
Spellcraft: -1 1 Ranks -2 INT +0 Misc
Stealth +15 1 Ranks +3 Dex +11 Misc
Survival: 3 1 Ranks + 2 Wis + 0 Misc
Swim: 3 0 ranks + 3 Dex +0 Misc
While Sibeesha is a member of the Brevoy Kingdom, not many people know of her little village on Claw Point. There were plenty of people in Cliffvile, a generic name for a town on a cliff. Fishers were the most prevalent, as they could easily fish on the Lake of the Mists and travel to Winterbreak to sell their catches. People had an easy, slow paced life.
Sibeesha wasn’t that much of an outsider, being an outsider by birth, she lived her day hunting, fishing and learning. The furthest she ever traveled outside of her village was to the peaks of the nearby Icerime Peaks mountain range. Though the mountains are not that nice to the unprepared or normal people, as the mountains can get foggy and cut off the vision of most people. Sibeesha was lucky, as her ancestors are part of the air elementals, Sibeesha has gained their ability to see through normal fog and safely guide people around.
She was hired to guide a group through the mountain, while guiding them, their group was attacked by a group of unknown assailants. Before she could do anything, her body was encased in a magical shield and veil that hid her from the attackers. The ambushers killed everyone in the group she was guiding. While she was frozen in place, the group went back the way that she came from, towards her village. After hours of being trapped in the fields, she was finally freed.
She raced back to her village, only to see a glow in the nights sky, to finally reach her village to find it burnt to the ground. Several people were roaming through the town, searching for those who could still be alive. She approached one to see what happened, the sailor said that he didn’t know. Their ship landed only an hour or so ago.
Sibeesha only knows what they look like, but not where they are from or who they work for. But she will hunt them down and make them pay for what they did to her village. Basically, a group of assassins were hired to kill someone in her group and to make it look like an attack from the next kingdom over.