Gold Dragon

Sphene_Axinite Clinohumite's page

4 posts. Alias of Capitan_Wombat.


Full Name

EVIL

About Sphene_Axinite Clinohumite

Crunch:

Str[14]+2
Dex[18]+4 (15+2race+1levels)
Con[11]+0 (13-2race)
Int[15]+2
Wis[14]+2
Cha[18]+4 (16+2race)

HP 6+6+1+5+6 = 24/24

BAB+2 -> MAB+4 ->RAB+5

speed of 30 feet

AC [19] 10+4Dex+4A+1Feat

Dark Vision 60'

Electricity Resistance 5.

Feats-Traits:

Feats

Levels
1:
2:
3: airy-step-sylph

class Feat: Eschew Materials

Traits

Two traits and one campaign trait. One drawback can be taken to gain another trait. Here comes an interesting twist, campaign traits will come from the players. Look at Stolenlands, Wrath of the Righteous, and other regional campaigns for ideas. Please post the original trait as well. I will be adjusting them as needed.

Skills:

Race Sylph:

Sylph

Standard Racial Traits

Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Energy Resistance:
Sylphs have electricity resistance 5.
Magical Racial Traits

Sylphs can use feather fall 1/day (caster level equals the sylph's total level).

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. This racial trait replaces the sylph's spell-like ability racial trait.

Senses Racial Traits

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

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.

Sylph Sorcerer:
Sorcerer Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.

sorcerer Skyborne Bloodline:

sorcerer

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier. 5x[2+3] =25sp

class Feat: eschew materials

BAB +2

Saves +1/+1/+4

Spells per Day

0 level = 6
1:mage-hand
2:Mending
3:prestidigitation
4:Read Magic
5:Disrupt Undead
6:Jolt

1st level Spells = 6+1Cha/day / Spells know = 4+1Bloodline spell
BLS:
1:Mage Armor
2:unseen-servant
3:Vanish
4:obscuring-mist

2ed st level Spells = 4+1Cha /day / Spells know = 2+1Bloodline spell
BLS:
1:levitate
2:summon-swarm

Skyborne Bloodline

Mythic Path - Archmage:

[http://www.d20pfsrd.com/mythic/mythic-heroes]mythic-heroes[/url]

archmage

Items:

You will receive starting equipment of a masterwork set of armor (your choice), a masterwork mithral dagger, and one other masterwork weapon of your choice (must have proficiency with it, if you want it to be a special material it comes out of your following total gold). You will receive 5,500 gp with which to purchase magic items, enchantments, or any other gear you might need.

Mithral Shirt