Winter-Touched Sprite

Siri Borealis's page

19 posts. Alias of blondebandit.


Classes/Levels

Sky Druid 4 HP 34/34 | AC 18 | T 14 | FF 14 | CMB+5 | CMD 19 | Fort +6 | Ref +4 | Will +8 | Init +4 | Perc +11

Gender

Female

About Siri Borealis

Druid 4 (Sky Druid)
N Medium Sylph / Outsider (Native)
Init +4; Senses Perception +11, Darkvision 60 ft

==DEFENSE==

AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +4 dex)
hp 34 (4d8+8)
ER Electricity 5 Fort +6, Ref +5, Will +8
Armor Leather +1, Light
Shield Light Wooden Shield
Defensive Abilities Electricity Resistance 5

==OFFENSE==

Spd 30 ft/x4
Melee Scimitar +5 (1d6+2) 18-20/x2
Ranged Masterwork Sling +8 (1d4+2) 20/x2 CM +1

==STATISTICS==

Str 14, Dex 18, Con 14, Int 16, Wis 18, Cha 14
BAB +3, CMB +5, CMD +19
Feats Armor Proficiency (LIGHT), Cloud Gazer, Shield Proficiency, Spell Focus (Conjuration)
SQ Wild Empathy
Traits Gifted Adept, Slippery, Worldly
Languages Auran, Common, Druidic, Elven, Gnome, Sylvan

==Special Abilities==

Weather Savvy: Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the sylph's spell-like ability racial trait.

Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Air Domain (+1 CL)
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—whispering wind, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—wind walk, 7th—elemental body IV (air only), 8th—whirlwind, 9th—winds of vengeance.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Sky's Embrace(Su): At 2nd level, a sky druid no longer takes falling damage, as though she were constantly under the effect of feather fall. Additionally, she may take ranks in the Fly skill regardless of whether she has a natural fly speed, and may use her Fly skill in place of Acrobatics when making jump checks.

Resist Storm: At 4th level, a sky druid gains a +4 bonus on saving throws against spells with the air or electricity descriptors and against effects that control or modify the weather (such as sleet storm).

Equipment:

==Equipment==
Headband of Inspired Wisdom +2,
Scimitar,
MW Sling,
+1 Leather,
MW Light wooden shield,
backpack,
Map Maker's Kit,
Chronicler's Kit,
Compass,
Tanglefoot Bag
Acid (x2)
240 GP

Skills:

Fly +10,
Handle Animal +8,
Knowledge (geography) +7,
Knowledge (nature) +12,
Perception +11,
Profession (sailor) +11,
Spellcraft +10,
Stealth +10
Survival +10

Spells:

0 level - Create Water, Know Direction, Detect Magic, Guidance
1 level - Alter Winds, Call Animal, Goodberry, Windy Escape
2 level - Fog Cloud, Eagle Eye, Gust of Wind