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_Siegfried_'s page

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Full Name

Siegfried

Race

Sylph Level 4

Classes/Levels

Defense:
HP:33 / 33 | Cmd 18 | AC: 19 T: 14 | FF: 15 Resist: 5 Electricity
saves:
Fort 7 Ref 9 Will 3
senses:
Perception: +8 | Darkvision

Gender

Male

Size

Medium

Homepage URL

Character Sheet Over Here

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 12
Charisma 12

About _Siegfried_

Background:

Concept and Background

1) Siegfried grew up on a small farming island with his parents, it was a boring life though safe. Everything changed when his island was raided and slaughtered.

2) Experiencing the blood and fire of the massacre he often wonders why he lived and everyone else died. This leads him to having a self sacrificing attitude .

3) He was rescued by a wandering sky pirate named Rose who killed the raiders and adopted the boy. He emulates her ideals, having little of his own.

4) Rose spoke very little of her past so Siegfried knows next to nothing about who she actually is or the things she did

5) Rose died recently, Siegfried inherited her cutlass, Oathkeeper. he doesnt know how or why she died whether it be from some magic curse or disease.

Goals

1) To decipher the magic that killed Rose

2) to become a famous Vigilante sky pirate like Rose

Secrets

1) Siegfried has family left

2) Rose was a vicious killer, she killed bandits, criminals and the like and has made many enemies. one of whom cursed her with a curse that eventually killed her. {Unknown to Siegfried}

Loyalities
1) Freedom

2) Justice

3) Friends and Family

Appearance and Personality:

Picture of him

Siegfried is a young hard working man with good morals and a love of freedom and travel. He see's injustice and believes it's his duty to act and save people.

he's loyal to his word, when he gives it, he means it.

He's a bit idealistic, believing in the good in people

Character and Race Traits:

Race Traits

Energy Resistance: Sylphs have electricity resistance 5.

Darkvision: Sylphs can see perfectly in the dark up to 60 feet.

Spell-Like Ability (Sp) Sylphs can use feather fall 1/day (caster level equals the sylph’s total 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.

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

Feats and Slayer Talents:

Feats

Level 1- Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Level 3- Deadly Agility

You have learned how to use your agility to greater purpose in battle.

Prerequisite(s): Weapon Finesse

Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.

When wielding a weapon in your off-hand, Deadly Agility will add the same fraction of Dexterity as you normally would for Strength.

Slayer Talents

Level 2 Talent Trapfinding

Benefit: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.

Level 4 Talent Ranger Combat Style (Ex)

Benefit: The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

Two Weapon Combat style

----Two-Weapon Fighting.

Abilities:

Sneak attack- 1d6

Track (Ex)
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Studied Target (Ex)
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.