XP 200
Sylph rogue 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2
Resist electricity 5
OFFENSE
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
Ranged dagger +3 (1d4–1/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
1/day—feather fall
STATISTICS
Str 8, Dex 17, Con 10, Int 15, Wis 14, Cha 10
Base Atk +0; CMB –1; CMD 13
Feats Dodge
Skills Acrobatics +7, Appraise +6, Bluff +4, Climb +3, Diplomacy +4, Knowledge (local) +6, Perception +6, Sleight of Hand +7, Stealth +7, Use Magic Device +4
Languages Auran, Common, Elven, Halfling
SQ air affinity, trapfinding +1
SPECIAL ABILITIES
Air Affinity (Ex)
Sylph sorcerers with the Elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level. |
Sylphs are defined by class levels—they do not possess racial Hit Dice. Sylphs have the following racial traits.
- +2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
- Darkvision: Sylphs can see in the dark up to 60 feet.
- Sylph Magic: Feather fall 1/day (caster level equals the sylph’s Hit Dice).
- Energy Resistance: Sylphs have electricity resistance 5.
- 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 clerics with the Air domain cast their domain powers and spells at +1 caster level.
- Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
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