Sylph

Siival Skyreaper's page

168 posts. Alias of Qstor.


Full Name

Siival

Race

Druid 4| HP 27 | AC 16; Touch 11; FF 15| F +6; R +3; W +9 | CMB+4; CMD 15 | Speed 30 ft | Init +1 | Perc +10 | Stealth: +1

Classes/Levels

Druid 4

Gender

Male

Size

Med

Special Abilities

feather fall constant ability

Alignment

N Good

Languages

Common, Auran, Aquan, Sylvan

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

About Siival Skyreaper

Siival
Male sylph druid (sky druid) 4 (Pathfinder RPG Advanced Race Guide 158, Pathfinder RPG Bestiary 2 258)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield)
hp 27 (4d8+4)
Fort +6, Ref +3, Will +9; +4 vs. [air] or [electricity] spells or effects that control or modify the weather, +2 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 5
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Offense
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Speed 30 ft.
Melee mwk shortspear +5 (1d6+1)
Ranged sling +4 (1d4+1)
Spell-Like Abilities (CL 4th; concentration +4)
1/day—feather fall
Druid (Sky Druid) Spells Prepared (CL 4th; concentration +8)
2nd—barkskin, flaming sphere (DC 16), stone call[APG]
1st—cure light wounds, feather step[APG] (DC 15), goodberry, produce flame
0 (at will)—detect magic, guidance, light, resistance

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Statistics
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Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +4; CMD 15
Feats Airy Step[ARG], Spell Focus (conjuration)
Traits mathematical prodigy, scholar of the great beyond
Skills Fly +4, Handle Animal +4, Knowledge (arcana) +8, Knowledge (geography) +5, Knowledge (nature) +9, Knowledge (planes) +8, Linguistics +2, Perception +10, Sense Motive +5, Spellcraft +8, Stealth +1, Survival +10
Languages Aquan, Auran, Common, Druidic, Sylvan
SQ nature bond (hawk named Animal Companion), nature sense, resist storm, sky's embrace, wild empathy

Combat Gear pearl of power (1st level), wand of cure light wounds, alchemist's fire; Other Gear +1 leather armor, heavy wooden shield, mwk shortspear, cloak of resistance +1, backpack, belt pouch, blanket[APG], feed (per day) (5), flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 1,251 gp
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Special Abilities
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Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Storm (Ex) +4 save vs. air or electricity effects, and effects that modify the weather.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sky's Embrace (Su) You do not take falling damage, and may use your Fly skill for jump checks.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Animal Companion
Hawk
N Small animal
Init +3; Senses low-light vision; Perception +11
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Defense
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AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 30 (4d8+12)
Fort +6, Ref +7, Will +3
Defensive Abilities evasion
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee bite +6 (1d4+2), 2 talons +6 (1d4+2)
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Statistics
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Str 14, Dex 16, Con 14, Int 2, Wis 14, Cha 6
Base Atk +3; CMB +4; CMD 17
Feats Skill Focus (Perception), Toughness
Tricks Attack, Come, Down, Down, Fetch, Fighting, Heel, Perform, Seek, Stay
Skills Acrobatics +3 (-5 to jump), Fly +9, Perception +11
SQ come, down, fetch, fighting, heel, perform, seek
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Special Abilities
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Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Fly (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.