WEIGHT ALLOWANCE |
Light |
17 |
Medium |
35 |
Heavy |
52 |
MONEY |
Unspent Funds = 150.0 |
TEMPLATES |
Airborne, Young Creature
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1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
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LANGUAGES |
Aquan, Auran, Common, Dwarven, Elven, Halfling, Ignan, Sylvan, Terran
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PROFICIENCIES |
Aldori Dueling Sword, Amentum, Amentum (Javelin), Atlatl, Axe (Boarding), Axe (Throwing), Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Gaff, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Great Terbutje, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer (Light), Handaxe, Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Sling (Stone Bloodline), Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart
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Archetypes |
Acrobat
Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues. |
Traits |
Charming |
[Paizo Inc. - Advanced Player's Guide, p.330] |
Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
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Reactionary |
[Paizo Inc. - Advanced Player's Guide, p.328] |
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
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SPECIAL ATTACKS |
Elemental Ray
(Sp)
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[Paizo Inc. - Core Rulebook, p.76] |
You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+2 points of electricity damage You can use this ability 8 times per day. |
Sneak Attack
(Ex)
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[Paizo Inc. - Core Rulebook, p.68] |
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. |
SPECIAL QUALITIES |
Air Affinity
(Ex)
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[Paizo Inc. - Bestiary 2, p.157] |
Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level. |
Bloodline Arcana
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[Paizo Inc. - Core Rulebook, p.75] |
Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to Electricity. |
Bonus Rogue Skill Bonuses
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[Paizo Inc. - Advanced Race Guide, p.157] |
Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks. |
Bonus Sorcerer Select Bloodline power (2x)
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[Paizo Inc. - Advanced Race Guide, p.157] |
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. |
Cantrips
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[Paizo Inc. - Core Rulebook, p.71] |
You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. |
Darkvision
(Ex)
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[Paizo Inc. - Bestiary] |
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. |
Elemental Bloodline (Air)
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[Paizo Inc. - Core Rulebook, p.75] |
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. |
Evasion
(Ex)
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[Paizo Inc. - Core Rulebook] |
You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. |
Expert Acrobat
(Ex)
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[Paizo Inc. - Advanced Player's Guide, p.132] |
At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding. |
Like the Wind
(Ex)
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[Paizo Inc. - Advanced Race Guide, p.156] |
Gain a +5 foot bonus to base speed. |
Resistance to Electricity
(Ex)
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[Paizo Inc. - Bestiary, p.303] |
You may ignore 10 points of Electricity damage each time you take electricity damage. |
Second Chance
(Ex)
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[Paizo Inc. - Advanced Player's Guide, p.132] |
At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a -5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense. |
Survivalist
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[Paizo Inc. - Advanced Player's Guide, p.131] |
A rogue with this talent adds Heal and Survival to her list of class skills. |
Whispering Wind
(Ex)
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[Paizo Inc. - Advanced Race Guide, p.157] |
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. |
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[] |
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FEATS |
Agile Maneuvers |
[Super Genius Games - Core Rulebook, p.117] |
You learned to use your quickness in place of brute force when performing combat maneuvers. |
Airy Step |
[Paizo Inc. - Advanced Race Guide, p.159] |
The air responds to your innate elemental nature, protecting you from harm and cushioning your falls. |
Eschew Materials |
[Super Genius Games - Core Rulebook, p.123] |
You can cast many spells without needing to utilize minor material components. |
Hover |
[Paizo Inc. - Bestiary, p.315] |
This creature can hover in place with ease and can kick up clouds of dust and debris. |
Martial Weapon Proficiency |
[Paizo Inc. - Core Rulebook, p.130] |
You understand how to use your martial weapons in combat. You make attack rolls with all your martial weapons normally (without the non-proficient penalty). |
Simple Weapon Proficiency |
[Paizo Inc. - Core Rulebook, p.133] |
You are trained in the use of basic weapons. |
Wingover |
[Paizo Inc. - Bestiary, p.316] |
This creature can make turns with ease while flying. |
Wings of Air |
[Paizo Inc. - Advanced Race Guide, p.159] |
The winds lift you, carrying you where you want to go. |
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