Gunslinger

Tiel's page

4 posts. Alias of Nehowshgen Min.


Race

HP 01/06 | AC 10 *12 versus NM projectiles | CMD 13 | F +0 R +3 W +4| Perc +2 | Init +3

Gender

Tiel In Exas Veraedi | Female

Size

Medium

Age

67

Alignment

TN

Languages

Common, Auran

About Tiel

Tiel In Exas Veraedi
Female Sylph Sorcerer 1
TN Medium Humanoid Native Outsider(Sylph)
Init +3; Senses DV 60 ft. Perception +2
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Defense
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AC 10, Touch 10, FlatFooted 10 :: *+2*
Hp 6 (1d6 HD,-1 from con, +1 from favored)
Fort +0(0), Refl +3(0), Will +4(2)
Defensive Abilities
Breeze Kissed: +2 racial bonus to AC against nonmagical ranged attacks.
Resistance: 5 electricty, 2 cold.
+2 in saving against effects/damage with electricity or air descriptors
Ignore first 30 feet of fall damage
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Offense
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Speed 30 ft.
Melee +0
Spear {1d8/x3}

Ranged +3
Thrown Spear 20 ft. {1d8/x3}
Special Attacks

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Statistics
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Str 10, Dex 16, Con 8, Int 10, Wis 14, Cha 18
Base Atk +0; CMB +0; CMD 13

Feats: Eschew Materials (b), Airy Step

Traits:
Campaign Trait - Northern Ancestry: +1 to Fortitude, Cold resistance 2 - Doesn't stack.
Regular Trait 1- Trustworthy: You gain a +1 trait bonus on Bluff made to fool someone. +1 trait bonus on Diplomacy; Diplomacy is a class skill
Regular Trait 2- Prophesied: +1 to Diplomacy or intimidate to those familiar with your reputation.

+2 Dexterity, +2 Intelligence, –2 Constitution
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.

Spell-Like Ability: Feather fall 1/day (caster level equals the sylph’s
total level).

Energy Resistance: Sylphs have electricity resistance 5.

Breeze-Kissed: +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.

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.

Skills: Diplomacy +9*10 (1), Use Magic Device +8 (1)

Languages: Common, Auran

Actively Changed Gear ; Other Gear Sorcerers Kit{39}, Cold-Weather Outfit{8}
Load Medium
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Special Abilities
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Feather fall 1/day

Bloodline arcana: When casting Evocation Spells, targets that fail their saves are dazzled for 1 round per level of the spell cast.

Bloodline Powers//
Minute Meteors: At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

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Spell Menu
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0-level: unlimited
Detect Magic
Jolt
Mage Hand
Prestidigitation

1-level: 4 casts
Break
Magic Missle