Nayadena

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Nayadena

Female Sylph ; Sorcerer 5 / 7 (Desert Hermit, D20 Testament) ; Chaotic Good ; Representing ELD-NPC

Total Hit Points: 47 ; Middle-aged ; Speed: 30 feet ; Armor Class: 12 = 10 + 2 [dexterity] Touch AC: 12 Flat-footed: 10

Light load:

Push or drag:

43 lb.

650 lb.

Languages:

Auran Common Dwarven Gnome Ignan Terran

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Heavy Flail [1d10, crit 19-20/x2, 10 lb., two-handed, bludgeoning]

* = check penalty for armor/shield ** = some groups double armor/shield penalties for swimmers

Zero-level Sorcerer Spells: Cantrips Can Be Used At Will

First-level Sorcerer Spells: 7 (6 + 1) Per Day

Second-level Sorcerer Spells: 7 (6 + 1) Per Day

Third-level Sorcerer Spells: 7 (6 + 1) Per Day

Fourth-level Sorcerer Spells: 7 (6 + 1) Per Day

Fifth-level Sorcerer Spells: 5 Per Day

Sixth-level Sorcerer Spells: 3 Per Day Favored class points: Hit points +2; Skill points +3

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Sylph Sylphs are people with elemental air heredity and count as native outsiders.

This sylph was allowed to choose one ability to raise by +2 (already included). Sylphs conventionally get +2 dexterity, +2 intelligence, -2 constitution. Hand-edit if needed.

Darkvision to sixty feet Sylphs do not breathe and therefore cannot drown or be suffocated or harmed by inhalant poison

+5 resistance to electricity Feather fall spell once daily. Some say gust of wind instead.

Sorcerer Can know only limited numbers of spells Sorcerer spells no longer require cheap material components.

High charisma gains bonus spells daily Concentration check: d20 + sorcerer level + charisma modifier vs. DC

Pathfinder sorcerers each choose a bloodline, which provides a class skill, extra spells, powers, and feats.

Fey bloodline sorcerers can gain +2 on DC saves versus compulsions, cause a creature to burst out laughing by touch, and as levels are gained move at normal speed and without damage through undergrowth, turn invisible, reroll level checks to overcome spell resistance,, and finally become immune to poison, gain D 10/cold iron, animals will not attack you, and you can cast shadow walk

Prestige Class (see below) Hit dice d4 Slow increase in attack bonuses

Slow increase in fortitude saves Slow increase in reflex saves Slow increase in will saves

Base 4 skill points per level Three bonus feats Additional sorcerer spell levels: 7

Nayadena's Equipment:

          • 11 lb
          • 2 lb
          • 1 lb
          • 5 lb
          • 5 lb
          • 1 lb
          • 10 lb
          • _____
          • 35 lb
          • Weapons / Armor / Shield (from above)
          • Backpack
          • Mirror
          • Rope (50', silk) x1
          • Signet ring
          • Artisan tools
          • Holy symbol (silver)
          • Tools (miscellaneous) x5
          • Total

More about Nayadena: element friend

Desert Hermit These holy mystics generally live in the wilderness, outside the confines of civilized society. Part mystic, part nomad, part wizard, and often exiles, these denizens of the deep desert are the stuff of legend. A desert hermit is in touch with his deity, be it the god of Israel, Amun-Ra, or Baal, but is also an acolyte of sand, heat, and fire. He is renowned for courtesy and hospitality, but is fiercely protective of his tribe, and an implacable foe of servants of evil. This class is particularly appropriate for the tribes that lived in the deep deserts of Arabia, the forefathers of the culture that later told a thousand and one legends of djinn, hippogriffs, rocs, flying carpets and many other wonders.

Game Rule Information Abilities: A good Constitution is required to survive in the desert. In addition, a good Intelligence is beneficial.

desert hermits typically have high Wisdom scores as a result of previous class choices. Abbreviation: Her Hit Die: d10

Requirements Alignment: Any non-evil (-4 or higher Piety) Base Attack Bonus: +7 Skills: Handle Animal (5 ranks), Wilderness Lore (7 ranks)

Feats: Endurance, Great Fortitude, Skill Focus (Wilderness Lore) Spellcasting: Must be able to cast 1st-level ranger spells (or druid spells if used). Class Skills Skill Points at Each Level: 2 + Int modifier

Class Skills: The desert hermit’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), , Kno (dreams) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).

Class Features All the following are features of the desert hermit prestige class: Weapon & Armor Proficiency Desert hermits are proficient with all simple and martial weapons, all types of armor, and shields.

Resist Heat and Cold A desert hermit is protected against some of the harmful effects of daytime heat and nighttime cold in the desert, and can help others protect themselves against these hazards. A desert hermit has a +5 bonus on his Con check against desert heat or cold, and those who travel with him and follow his advice receive a +2 bonus.

Pass Through Desert A desert hermit suffers no movement penalties for moving through dunes and other difficult desert terrain.

Track At 2nd level, a hermit gains the Track feat as a bonus feat. If the character already has the Track feat (likely from ranger levels), he gains a +3 bonus on Wilderness Lore checks to find or follow tracks instead.

Desert Sense At 3rd level, a hermit can sense movement in the desert. He receives a +5 insight bonus on his Spot and Listen checks to sense creatures using a Hide skill or invisibility in the desert, and cannot be caught flat-footed in his native environment.

Control Flame At 4th level, a desert hermit learns the secret of mind over fire. With a gesture (and a standard action), he can produce a fire, as per a produce flame spell. In addition, he can cause any non-magical flame within 120 ft. to be snuffed out.

Scratchings in the Sand At 5th level, a desert hermit can scratch the sands with a stick and find profundity in the pattern. As a full-round action the hermit can interpret the scratchings to produce one of the following spell effects: augury, locate object, or divination as if cast by a divine spellcaster of the same level. The hermit may produce scratchings in the sand once per day, plus one / Wisdom bonus.

Dreamer At 6th level, a desert hermit receives Dreamer as a bonus feat (see p. 43). He may only use this feat if he is sleeping in the desert. If he already possesses the feat, he adds +5 to his Knowledge (dreams) check.

Vanishing At 7th level, a desert hermit can cloak himself in the desert sands and teleport from one desert location to another, once per day, as if cast by an arcane spellcaster of the same level.

Table 2-24: The Desert Hermit Level Chart

B.Atk.B Ft Rf Wl Special

1 +1 +2 +0 +0 Resist heat and cold, pass through desert

2 +2 +3 +0 +0 Track

3 +3 +3 +1 +1 Desert sense

4 +4 +3 +1 +1 Control flame

5 +5 +4 +1 +1 Scratchings in the sand

6 +6 +5 +2 +2 Dreamer

7 +7 +5 +2 +2 Vanishing

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