The Illegitimate

Usuush "Hush" Azural's page

No posts. Alias of Patrick Bailey.


Full Name

Hush

Race

Sylph

Classes/Levels

Level 2 Unchained Rogue (underground chemist/Survivalist)

Gender

Male

Size

Medium

Age

73

Alignment

Neutral

Languages

Auran, Aquan, Ignan, Terran, Common

Occupation

Hunter, Alchemist

Strength 13
Dexterity 17
Constitution 10
Intelligence 16
Wisdom 13
Charisma 10

About Usuush "Hush" Azural

Appearance:

Whispy, unassuming,

Story:

Statistics:

HP: 2d8= 16

Bab: +1
CMB: +2
CMD: 15
Speed: 35 ft.
Initiative: +3

Fortitude: 0+0= +0
Reflex: 3+3= +6
Will: 0+1= +1

AC: 10+3+3= 16 (18 vs. nonmagical ranged attacks.)

Racial abilities:

Favored Class: Rogue- Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.

+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.

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

Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.

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 begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Class abilities:

Finesse training,
Sneak attack +1d6,
Hardy (Ex): At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.
Chemical Weapons (Ex): At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
Rogue talent- Survivalist

Feats/Traits:

(b) Weapon Finesse,
Self sufficient

Skills:

8+3+1 (craft/perform/profession)

Appraise: 2+3+3= +8
Acrobatics: 2+3+3= +8 (+9 when jumping)
Craft- Alchemy: 2+3+3+1= +9
Disable Device: 2+3+3= +8
Disguise: 2+0+3= +5
Heal: 2+1+3+2= +8 (+10 with healer's kit)
K. Local: 2+3+3= +8
Perception:2+1+3= +6
Sense Motive: 2+1+3+1= +7
Stealth: 2+3+3+4= +12
Survival: 2+1+3+2= +8
Swim: 2+1+3= +6