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Siival (zerenza) Pathfinder Society

Updated: 4:18 AM 24 January, 2015 View: CHARACTER SHEET, text [stripped]

Name:   Sivaala Fallhart(goes by Fall)    Faction:                                                    Alignment: Nuetral
Race:   Sylph                             Deity:   Cybele, phyrigean, mother earth goddess.Neutral    Class:     Druid 1
Age:    18                                Height:  5'9                                                Weight:    110
Gender: Male                              Size:    Medium                                             Prestige:  
Exp:    /                                 PFS#:    
Very pale blue skin, light blue hair, swirls of blue markings covering his body

Str:  8  -1                   HP:          8/
Dex: 16  +3                   Initiative:  
Con: 10  +0                   Speed:       
Int: 16  +3                   BAB:          0   (BAB) (STR) (SIZE) (DEX)
Wis: 16  +3                   CMB:             =  0    STR                         
Cha: 10  +0                   CMD:             =  0    STR           DEX 

Fortitude:    = 2 CON (con)  
Reflex:       = 0 DEX (dex)  
Will:         = 2 WIS (wis)  

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee                =   0    STR(str)       
Ranged               =   0    DEX(dex)       

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
13 (standard)   =   10           +3                    
13 (vs touch)   =   10     --    +3     --             
10 (flatfooted) =   10           --                     

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          


 Armour                         AC   Dex  ASF  ACP  Type                   


 Combat Notes and Modifiers                                                


 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
 Acrobatics                   dex      = +3        
 Appraise                     int      = +3        
 Bluff                        cha      = +0        
#Climb                        str      = +0        
 Diplomacy                    cha      = +0        
 Disable Device               dex      = +3        
 Disguise                     cha      = +0        
 Escape Artist                dex      = +3        
#Fly                          dex      = +3        
#Handle Animal                cha      = +0        
#Heal                         wis      = +3        
 Intimidate                   cha      = +0        
 Knowledge (arcana)           int      = +3        
 Knowledge (dungoneering)     int      = +3        
 Knowledge (engineering)      int      = +3        
#Knowledge (geography)        int      = +3        
 Knowledge (history)          int      = +3        
 Knowledge (local)            int      = +3        
#Knowledge (nature)           int      = +3        
 Knowledge (nobility)         int      = +3        
 Knowledge (planes)           int      = +3        
 Knowledge (religion)         int      = +3        
 Linguistics                  int      = +3        
#Perception                   wis      = +3        
 Perform                      cha      = +0        
#Ride                         dex      = +3        
 Sense Motive                 wis      = +3        
 Sleight of Hand              dex      = +3        
#Spellcraft                   int      = +3        
 Stealth                      dex      = +3        
#Survival                     wis      = +3        
#Swim                         str      = +0        
 Use Magic Device             cha      = +0        

 Feats and Features                                                        
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. This racial trait replaces air affinity.

Weather Savvy: Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the sylph's spell-like ability racial trait.


Human Homeland

•City or Metropolis
•If you're a human, you gain access to Civilized social trait and the Vagabond Child regional trait. If you're a half-elf, you gain access to the Civilized social trait and the Failed Apprentice race trait. If you're a half-orc, you gain access to the Brute race trait and the Vagabond Child regional trait.

Human Parents

•Both of your parents are alive.


•Female human [older than you]
•Male Human [younger than you]
•You have access to the Kin Guardian combat trait

Circumstances of Birth

•Left to Die
•When you were born you were left to die, but by some twist of circumstance you survived. You gain access to the Courageous combat trait, the Savage social trait, and the Arisen story feat.

Parents Profession

•You gain access to the Poverty-Stricken social trait.

Major Childhood Events

•You died, or came so close to death that you walked the boundary between the realms of the living and the dead. Having passed from life's domain once, you have a unique perspective on life, perhaps even a greater appreciation for it—or maybe your experience caused you to reject all trivial things, focusing only on matters of true import. You gain access to the Fearless Defiance faith trait and the Arisen story feat.


•Once you were an ordinary youth. But when the natural world needed saving, the land chose you as its champion, lending you as much power as you were able to control. You might not understand the reasons for your power, but you are one with nature and your will is the will of the world. You gain access to the Child of Nature religion trait.

Influential Associates

•The Boss
•You once gained employment under an organized and powerful individual with far-reaching influence. When the boss was present, everyone listened. This could have been a military commander, tribal chieftain, guild leader, or gang leader. From the boss, you learned how to make people listen, make them see reason, and keep them in line. You gain access to the Natural-Born Leader social trait.


•Broke a Promise
•You swore an oath or vow that was important to someone else, but you did not keep your promise.

Conflict Subject


Conflict Motivation

•Hatred or Malice

Conflict Resolution (Choose One)

Regret and Penance (-3 CP)

Sincere Regret (-2 CP)

+Secret Regret (-1 CP)

Mixed Feelings (0 CP)

Denial (+1 CP)

No Guilt (+2 CP)

You Enjoyed It (+3 CP)

Conflict Points
•Total CP:

Romantic Relationships

•No relationships


•You crave luxury, entertainment, and pleasure. You might indulge in every passing fancy or hold strong against a temptation that constantly eats at you. You gain access to the Hedonistic drawback.

Relationship with Companions

• Companion 1 - Friend of a friend
• Companion 2 - Tavern buddies
• Companion 3 - Best friends
• Companion 4 - Know each other by reputation only
• Companion 5 - Business associates, current or former

Accessible Traits
•Civilized social trait and the Failed Apprentice race trait
•Civilized social trait and the Vagabond Child regional trait
•Kin Guardian combat trait
•Courageous combat trait, the Savage social trait, and the Arisen story feat
•Poverty-Stricken social trait
•Ordinary social trait
•Child of Nature religion trait
•Natural-Born Leader social trait
•Hedonistic drawback

Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Scythe                                        (10ibs)

Carrying Capacity
 Light Load:  <=         
 Medium Load: <=         
 Heavy Load:  <=         

gp    82

Comman, Auran