Luriette Taiolu Chaotic Good None 2 (Pure Heart Child) Click for Bio
Character Name PLAYER ALIGNMENT DEITY Souls
Outsider 1 / Rogue (Acrobat) 3 / Sorcerer 5 75000 Sylph - Half Air Elemental Small / 5 ft. by 5 ft. 4' 3" 12 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
9 105000 9 Shemale - Feminine Pronouns Green Blond, Airy
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
7 -2 7 -2
DEX
Dexterity
26 +8 26 +8
CON
Constitution
10 +0 10 +0
INT
Intelligence
14 +2 14 +2
WIS
Wisdom
17 +3 17 +3
CHA
Charisma
21 +5 21 +5

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
38




  
Walk 35 ft. Fly 41 ft. (Perfect)
AC
Armour Class
17 : 19 : 9 = 10 + 0 + 0 + 8 + 1 + -2 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+10 = +8 + +2
TOTAL DEX MISC
BASE ATTACK
Bonus
+5


0 +0 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+2 = +2 + +0 + +0
+ +0
+ +0
+
Reflex
Dexterity
+14 = +6 + +8 + +0
+ +0
+ +0
+
Will
Wisdom
+10 = +7 + +3 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+4 = +5
+ -2 + +1
+ 0
+ +0
+
RANGED
ATTACK BONUS
+14 = +5
+ +8 + +1
+ 0
+ +0
+
CMB
ATTACK BONUS
+12 = +5
+ +8 + +0
+ +0
+ -3
+
CMB +12 +12 +12 +12 +12 +12
CMD 20 20 20 20 20 20
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+4
1d2-2
20/x2
5 ft.

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.
SKILLS MAX
RANKS
9/9
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 12 = 8
+ 1
+ 3
  Appraise INT 6 = 2
+ 1
+ 3
  Bluff CHA 9 = 5
+ 1
+ 3
  Climb STR 2 = -2
+ 1
+ 3
  Craft (Calligraphy) INT 6 = 2
+ 1
+ 3
  Craft (Untrained) INT 2 = 2
+ 0
+ 0
  Diplomacy CHA 11 = 5
+ 3
+ 3
  Disable Device DEX 12 = 8
+ 1
+ 3
  Disguise CHA 5 = 5
+ 0
+ 0
  Escape Artist DEX 12 = 8
+ 1
+ 3
  Fly DEX 25 = 8
+ 4
+ 13
  Handle Animal CHA 6 = 5
+ 1
+ 0
  Heal WIS 10 = 3
+ 4
+ 3
  Intimidate CHA 5 = 5
+ 0
+ 0
  Knowledge (Local) INT 6 = 2
+ 1
+ 3
  Knowledge (Planes) INT 10 = 2
+ 5
+ 3
  Linguistics(Aquan, Auran, Common, Elven, Ignan, Sylvan, Terran) INT 12 = 2
+ 7
+ 3
  Perception WIS 9 = 3
+ 3
+ 3
  Perform (Act) CHA 10 = 5
+ 2
+ 3
  Perform (Dance) CHA 10 = 5
+ 2
+ 3
  Perform (Sing) CHA 10 = 5
+ 2
+ 3
  Perform (Untrained) CHA 5 = 5
+ 0
+ 0
  Profession (Courtesan) WIS 12 = 3
+ 6
+ 3
  Profession (Soothsayer) WIS 7 = 3
+ 1
+ 3
  Ride DEX 9 = 8
+ 1
+ 0
  Sense Motive WIS 7 = 3
+ 1
+ 3
  Sleight of Hand DEX 12 = 8
+ 1
+ 3
  Spellcraft INT 6 = 2
+ 1
+ 3
  Stealth DEX 20 = 8
+ 1
+ 11
  Survival WIS 7 = 3
+ 1
+ 3
  Swim STR 5 = -2
+ 4
+ 3
  Use Magic Device CHA 9 = 5
+ 1
+ 3
   =
+
+
   =
+
+
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

EQUIPMENT
ITEM LOCATION QTY WT. COST
 




ITEM LOCATION QTY WT. COST
TOTAL WEIGHT CARRIED/VALUE   0 lbs. 0 gp
WEIGHT ALLOWANCE
Light 17 Medium 35 Heavy 52

MONEY
Unspent Funds = 150.0

TEMPLATES
Airborne, Young Creature

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.
Luriette's portrait
LANGUAGES
Aquan, Auran, Common, Dwarven, Elven, Halfling, Ignan, Sylvan, Terran
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
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.
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.
SPECIAL ATTACKS
Elemental Ray (Sp) [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) [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) [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 [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 [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) [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 [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) [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) [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) [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) [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) [Paizo Inc. - Advanced Race Guide, p.156]
     Gain a +5 foot bonus to base speed.
Resistance to Electricity (Ex) [Paizo Inc. - Bestiary, p.303]
     You may ignore 10 points of Electricity damage each time you take electricity damage.
Second Chance (Ex) [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 [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) [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.
[]
    
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.

Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 6 5 3 0 0 0 0 0 0 0
PER DAY 0 8 5 0 0 0 0 0 0 0
LEVEL 0
Dancing Lights
Save: None
Time: 1 standard action
Duration: 1 minute [D]
Rng: Medium (150 ft.)
Comp: V, S
SR: No
School: Evocation
Effect:  You create up to four lights that resemble lanterns or torches.
Source:  CR p.263
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   5
Mending
DC: 15
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object.
Source:  CR p.312
Target Area:   One object of up to 5 lb.
Caster Level:   5
Read Magic
Save:
Time: 1 standard action
Duration: 50 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
Effect:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Source:  CR p.330
Target Area:   You
Caster Level:   5
Resistance
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   5
Scrivener's Chant
DC: 15
Save: Will (harmless, object)
Time: 1 standard action
Duration: Concentration, up to 5 minutes
Rng: 5 ft.
Comp: V, S, M (fine sand and a vial of ink)
SR: Yes (object)
School: Transmutation
Effect:  This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing [including spells and magical scrolls], though it can duplicate non-magical writing from a magical source.
Source:  SOS p.17
Target Area:   One or more written objects
Caster Level:   5
Spark
DC: 15
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
Effect:  Ignites flammable objects.
Source:  APG p.246
Target Area:   one Fine object
Caster Level:   5
LEVEL 1
Air Bubble
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: S, M/DF (a small bladder filled with air)
SR: Yes (harmless)
School: Conjuration
Effect:  Creates a small pocket of air around your head or an object.
Source:  UC p.222
Target Area:   one creature or one object no larger than a Large twohanded weapon
Caster Level:   5
Airblast
DC: 16
Save: Reflex negates
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (150 ft.)
Comp: V, S
SR: Yes
School: Evocation
Effect:  Make a ranged combat maneuver against one foe.
Source:  SGGAM p.3
Target Area:   One creature
Caster Level:   5
Alter Winds
DC: 16
Save: Will negates
Time: 1 minute
Duration: 5 hours
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation, AirSchool
Effect:  Increase/decrease strength of natural winds.
Source:  APG p.201
Target Area:   immobile 10-ft.-radius emanation
Caster Level:   5
Wind Tunnel
DC: 16
Save: Fortitude negates
Time: 1 standard action
Duration: 5 minutes
Rng: Medium (150 ft.)
Comp: V, S
SR: Yes
School: Evocation
Effect:  Use curtains of air to aid your allies' movement, and hinder your foes'.
Source:  SGGAM p.9
Target Area:   Continuous path, 50 ft. long, 5 ft. wide, 5 ft. tall [S]
Caster Level:   5
Windy Escape
Save: None
Time: 1 immediate action
Duration: Instantaneous
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
Effect:  You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack. You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spelllike ability, or using any other magical ability that provokes an attack of opportunity when used.
Source:  ARG p.161
Target Area:   You
Caster Level:   5
Burning Hands (Electricity)
DC: 16
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: 15 ft.
Comp: V, S
SR: Yes
School: Evocation
Effect:  5d4 electricity damage
Source:  CR p.206
Target Area:   Cone-shaped burst
Caster Level:   5
LEVEL 2
Beneficent Breeze
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation
Effect:  Target's movement is aided by friendly winds.
Source:  SGGAM p.3
Target Area:   Creature touched
Caster Level:   5
Gust of Wind
DC: 17
Save: Fortitude negates
Time: 1 standard action
Duration: 1 round
Rng: 60 ft.
Comp: V, S
SR: Yes
School: Evocation, AirSchool
Effect:  This spell creates a severe blast of air [approximately 50 mph] that originates from you, affecting all creatures in its path.
Source:  CR p.293
Target Area:   Line-shaped gust of severe wind emanating out from you to the extreme of the range
Caster Level:   5
Levitate
Save: None
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal or Close
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  Levitate allows you to move yourself, another creature, or an object up and down as you wish.
Source:  CR p.304
Target Area:   You or one willing creature or one object [total weight up to 500 lbs.]
Caster Level:   5
Scorching Ray (Electricity)
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V, S
SR: Yes
School: Evocation
Effect:  1 rays, ranged touch attack deals 4d6 electricity damage.
Source:  CR p.266
Target Area:   1 rays
Caster Level:   5
* = Domain/Specialty Spell


Luriette
Luriette's portrait
Sylph, Native Outsider
RACE
9
AGE
4' 3"
HEIGHT
12 lbs.
WEIGHT
Green
EYE COLOR
Pale
SKIN COLOR
Blond
HAIR COLOR
Airy
HAIR LENGTH
Small Dark Moving Things
PHOBIAS
Detached, almost to the point of uncaring Easily angered about freedom not being respected
PERSONALITY TRAITS
'Cute People'
INTERESTS
Excited and Jittery, Otherwise Standard, "It's only my problem if it's my problem!"
SPOKEN STYLE
Description
Luriette is what appears to be a small girl with lop sided ears. She's covered in green tattoos and her blond hair is caught in the winds. If taken a closer look at it can be seen she has a penis instead of a vagina, however everything else about her is feminine. She is nearly in a constant state of flight and will usually hover around to get to places.
Home
Near Civilization, Generally in the skies
Biography
Luriette is a Sylph Half Air Elemental, she was a creation by a wizard researching fusion. Parts of this fusion did have pure souls as a component, 2 children who loved eachother in fact. This fact was found out and that wizard slain for those evil deeds. Luriette however was cared for by a Paladin, in time she acted as his squire. Sadly it wasn't to last, and the Paladin was struck down in battle leaving her nowhere to go. She took to the skies and instead found her ways with true freedom. She still visits towns time to time, but really she's to detached from the world to have cares. But if something makes the winds shiver, she'll want to help.