Nephlei

Silema Toillie's page

No posts. Organized Play character for MIB.


Full Name

Silema Toillie

Race

Sylph

Classes/Levels

Sorcerer (Seeker)

Gender

Female

Size

Medium

Age

104

Alignment

Neutral

Deity

N/A

Languages

Common, Auran, Elven

Strength 14
Dexterity 18
Constitution 5
Intelligence 12
Wisdom 12
Charisma 16

About Silema Toillie

Silema Toillie

Hp: 11/11

Initiative: +6

AC: 14* (18* with Mage Armor)
Flatfoot: 10* (14* with Mage Armor)
Touch: 14*

(*Note: Additional +2 AC vs nonmagical ranged attacks)

Fort: -3
Ref: +4
Will: +3

Main Weapon: Longspear +2 to hit for 1d8+3 damage (Piercing, Critical: X3)
Secondary Weapon: Dagger +2 to hit for 1d4+2 damage (Piercing or Slashing, Critical: 19-20/X2)
Ranged Weapon: Sling +4 to hit for 1d4+2 damage (Bludgeoning, 50ft, Critical: X2)

Skills:
+9 Disable Device, 1 rank
+8 Perception (+9 vs Traps), 1 rank
+3 Sense Motive
+8 Stealth
+7 Use Magic Device, 1 rank

Languages: Common, Auran, Elven

Feats:
1B) Alertness
1) Toughness

Sorcerer Spells
Level 0 - Acid Splash, Detect Magic, Mending, Prestidigitation
Level 1 - Mage Armor, Windy Escape - 4/day

Equipment/Items:
- Longspear
- Dagger
- Sling with Sling Bullets (10)
- Spell Component Pouch (2)
- Thieves' tools (Common)
- Rope, Silk 50ft
- Trail Rations (5)
- Waterskin
- Soap
- Acid Flask
- Alchemist Fire
- Scroll of Longarm
- Scroll of Shield (2)

Spoiler:

+2 Dex, +2 Cha, –2 Con: Veiled and surreptitious, smokesoul sylphs are natural deceivers, always concealing their true intentions.
Native Outsider: Sylphs are outsiders with the native subtype.
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
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.
Energy Resistance: Sylphs have electricity resistance 5.
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 nonmagical 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.
Languages: Sylphs speak Common and Auran. Sylphs with high Intelligence scores can choose from the following languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Intended Build:

Level 1 - Sorcerer (Seeker)
Level 2 - Sorcerer (Seeker)
Level 3 - Sorcerer (Seeker)
Level 4 - Sorcerer (Seeker) +1 Con
Level 5 - Sorcerer (Seeker)

Traits:
1. Reactionary (Combat): +2 trait bonus on the initiative.
2. Seeker (Social): +1 trait bonus on Perception checks, and Perception is always a class skill for you.
3B. Tireless (Faction): +2 trait bonus on Constitution checks made to resist nonlethal damage from swimming, forced marches, starvation, thirst, and hot and cold environments. In addition, you gain 1 hit point. [From #05-99]

Feats:
1B. Alertness
1. Toughness
3. Improved Initiative
5. Dodge

Bloodline:
Arcane

Arcane Bond:
Familiar - Chicken

Favored Class Bonus: Sorcerer (+1 Hp per level)