Yuliya - sibilo do ar

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Yuliya - sibilo do ar

Mensagem por Luthica em Sab Jul 18, 2015 6:16 pm

( :) em construção. >< Vou montando e salvando aqui)

Nome: Yuliya
Raça: [Você precisa estar registrado e conectado para ver este link.]
Classe: [Você precisa estar registrado e conectado para ver este link.]

[acrescentam-se marcas esféricas no corpo de coloração em um tom de prata/azulado]

Tamanho: Médio
Velocidade: Normal (30 feet)
Idiomas: Comum, Druidic, Auran

Nível 7
40 kpo

[Dados e Saves]
Hit Die: [7d8]
BBA: +5
CMB:  1d20+5 [1d20+BBA+ mod de for]
CMD: 15  [10 + BBA + mod for + outros]
Iniciativa:  1d20 + 1  [1d20+mod de destreza + bônus de talento]

CA: 15  [10 + armor bonus + shield bonus + Dexterity modifier + other modifiers]

Fortitude: + 5
Reflexos: + 2
Vontade: + 5

+5 Electricity resistance
+ Breeze-Kissed Breezes: +2 racial bonus to AC against non-magical ranged attacks

[Características raciais: Sylph]

Type: Sylphs are outsiders with the native subtype.
Languages:  Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Energy Resistance: Sylphs have electricity resistance 5.

Senses Racial Traits
Sylphs can use feather fall 1/day (caster level equals the sylph's total level).

Darkvision: Sylphs can see perfectly in the dark up to 60 feet.

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 non-magical 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. (Susbstitui Air Affinity)


20 pontos de atributo

Força: 8 [mod -1]
Destreza: 12 [mod 1]
Constituição: 10
Inteligência: 16 [mod 3]
Sabedoria: 16 [mod 3]
Carisma: 14 [mod 2]

  • Sylph: +2 Dexterity, +2 Intelligence, and –2 Constitution.

[Features de Sky Druid]

Weapon and Armor Proficiency: Só pode usar armaduras leves como sky druid e é proibida também de usar armaduras de metal (permitido: padded, leather, or hide armor), sendo punida em todas as suas habilidades por 24 horas se o fizer;
Pode usar as armas: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Pode usar escudos de madeira (exceto tower shield).

Nature Bond (Ex): deve escolher um animal que voe como companion ou um elemento como: Air, Animal, Liberation e Weather ou subdomínios apropriados.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Sky's Embrace (Su): não toma dano ao cair, como se estivesse constantemente sob efeito de feather fall.  Pode usar Fly em vez de Acrobacia para testes de salto. Additionally, she may take ranks in the Fly skill regardless of whether she has a natural fly speed.  (Substitui woodland stride).

Resist Storm (Ex): +4 de bônus em saving throws contra magias do ar ou eletricidade e contra efeitos que controlam ou modificam o tempo (como sleet storm) (Substitui resist nature's lure).

Skymaster (Su): pode usar Fly em si mesma por um número de vezes igual a seu nível de druida [7] . Não precisa ser consecutivo.  (Substitui trackless step).

Wild Shape (Su):
Quantas vezes: 2 vezes ao dia
Duração: 1 hora

- animais PEQUENOS, MÉDIOS e GRANDES (beast shape II)
- elementais PEQUENOS (elemental body I)

- não pode falar, somente fazer sons do animal, mas pode se comunicar com outros bichos do tipo
- como sky druid, se tomar a forma de uma criatura com fly speed, this ability functions at her class level + 1. For all other forms, her effective druid level for the ability is equal to her actual sky druid level.


At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

[Features de Druida]

Spontaneous Casting: can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: não pode castar spells contrários a seu alinhamento

Orisons (Sp): spells de ciclo 0 não são gastos e podem ser usados várias vezes.

Bonus Languages: pode optar por Sylvan (woodland creatures)

Nature Sense (Ex): +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): funciona como Diplomacia, mas para animais. Rola 1d20 + nível de druida e mod cha para determinar a empatia. Os dois precisam estar a pelo menos 30 feet para se "estudarem" e geralmente leva 1 minuto. Animais domésticos geralmente são indiferentes, selvagens são unfriendly.
Pode usar essa habilidade para influenciar feras mágicas com inteligência 1 ou 2, mas com penalidade -4

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

[Perícias] (Skills)

Skill Ranks Por Level: 7 (4 + mod int)

Pontos distribuídos: 49/49

(rank + mod + bonus)

Climb (Str): -
Craft (Int): -
Fly (Dex): 7 + 1 = 8
Handle Animal (Cha): 5 + 2 = 7
Heal (Wis): 7 + 3 = 5
Knowledge (geography) (Int): 3 + 3 = 6
Knowledge (nature) (Int): 5 + 3 + 2 = 10
Perception (Wis): 7 + 3 = 10
Profession (Wis):  -
Ride (Dex): 3 + 1 = 4
Spellcraft (Int): 7 + 3 = 10
Survival (Wis): 5 + 3 + 2 = 11
Swim (Str): -

+ Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
+ Sylph: Add a +½ bonus on Knowledge (nature) checks relating to weather and flying animals.


CICLO 0 (1/4)

Detect Magic

CICLO 1 (2/4)

Speak with Animals
Windy Scape

CICLO 2 (1/3)

Gusting Sphere

CICLO 3 (1/2)

Cure Moderate Wounds

CICLO 4 (1)


Leaf armor
(Custo: 500)
Armor: +3
Max Dex Bonus: +5
ARmor Penalty: 0
Arcane Spell Failure Chance: 15%
Peso: 20 lbs.

Wing Cloak
(Custo: 1.200)
Hit points: 5

This strange piece of equipment only works for sylphs and similar creatures, whose light, airy bodies can be borne upon the winds. Looking like a fine silk traveler's cloak, a wing cloak is secretly reinforced with a series of wooden struts that, when locked into place, stretch the cloak's fabric into a rudimentary wing. Arranging the struts into a wing or reversing the change is a move action. When the cloak is shaped into a wing, the wearer can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling, the wearer may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet she falls. Readying and using a wing cloak requires two hands and provokes an attack of opportunity. A wing cloak has hardness 0 and 5 hit points. If the wing cloak is broken, the Fly DCs to use it increase by +10.




Rocs taken as animal companions by druids or rangers are typically newly hatched birds—a baby roc is the size of a person and ready for flight and hunting within minutes of hatching. Unfortunately for druids seeking animal companions of legendary size, an animal companion roc is limited to Large size—still large enough for a Medium druid or ranger to use the flying beast as a mount.

Starting Statistics

Size Medium; AC +5 natural armor; Speed 20 ft., fly 80 ft.; Attack 2 talons (1d4), bite (1d6); Ability Scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11; Special Qualities low-light vision.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

[Dados e Saves]
HD: 6
BBA: + 4

Fortitude: +5
Reflexos: +5
Vontade: + 2

+ 4 morale bonus on Will saves against enchantment spells and effects.

Skills: 6
Feats: 3
Armor Bônus: +4

Bônus de For e Des: +2
+ Ability Score Increase

Bonus tricks: 3



Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.

[Dados e Saves]


Data de inscrição : 29/06/2012
Idade : 28
Localização : Etherland

O que sou
Raça: Fada
Classe: Digimon

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