Sylphs (6 RP)

Racial Traits

  • +2 Dexterity, +2 Intelligence, -2 Constitution: Sylphs are quick and insightful, but slight and delicate.
  • Native Outsider: Sylphs are outsiders with the native subtype.
  • Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Sylphs have a base speed of 30 feet.
  • Darkvision: Sylphs can see in the dark up to 60 feet.
  • Spell-Like Ability: Feather fall 1/day (caster level equals the sylph's total level).
  • 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 spellcasters with the Air domain use their domain powers and spells at +1 caster level.
  • Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Random Starting Age
Adulthood Intuitive Self-Taught Trained
60 years +4d6 +6d6 +8d6
Random Starting Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 2 in. +2d8 in.
110 lbs. 2d8x5 lbs.
Female 5 ft. 0 in. +2d8 in.
90 lbs. 2d8x5 lbs.

Born from the descendants of humans and beings of elemental air such as djinn, sylphs are a shy and reclusive race consumed by intense curiosity. Sylphs spend their lives blending into the crowd, remaining unnoticed as they spy and eavesdrop on the people around them. They call this hobby 'listening to the wind,' and for many sylphs it becomes an obsession. Sylphs rely on their capable, calculating intellects and on knowledge gleaned from eavesdropping to deliver them from danger.

Physical Description: Sylphs tend to be pale and thin to the point of appearing delicate, but their skinny bodies are often more resilient than they look. Many sylphs can easily pass for humans with some effort, though the complex blue markings that swirl across their skin reveal their elemental ancestry. Sylphs also bear more subtle signs of their heritage, such as a slight breeze following them wherever they go. These signs become more pronounced as a sylph experiences intense passion or anger, spontaneous gusts of wind tousling the sylph's hair or hot blusters knocking small items off of shelves.

Society: Sylphs are usually born to human parents, and so are raised according to human customs. Most sylphs dislike the attention they receive growing up in human society, so it's common for them to leave home soon after coming of age. They rarely abandon civilization altogether, however, preferring instead to find some new city or settlement where they can go unnoticed among (and spy upon) the masses. A sylph who happens upon another sylph unnoticed instantly becomes obsessed with her kin, spying on and learning as much about the other as she possibly can. Only after weighing all the pros and cons and formulating plans for every potential outcome will the sylph introduce herself to the other. Rarely, two sylphs will discover each other's presence in a community at the same time. What ensues thereafter is a sort of cat-and-mouse game, a convoluted dance in which each sylph spies on the other as both attempt to gain the upper hand. Sylphs who meet this way always become either inseparable friends or intractable enemies.

Relations: Sylphs enjoy prying into the affairs of most other races, but have little taste for actually associating with most of them. Sylphs can relate on some level with elves, who share their tendency toward aloofness, but often spoil any possible relationship by violating the elven sense of privacy. Dwarves distrust sylphs intensely, considering them flighty and unreliable. They form excellent partnerships with halflings, relying on the short folk's courage and people skills to cover their own shortcomings. Sylphs are amused by the annoyed reactions they provoke in ifrits, and find oreads too boring to give them much attention.

Alignment and Religion: Sylphs have little regard for laws and traditions, for such strictures often prohibit the very things sylphs love—subterfuge and secrecy. This doesn't mean sylphs are opposed to law, merely that they use the most expedient means available to accomplish their goals, legal or not. Most sylphs are thus neutrally aligned. Sylphs are naturally drawn to mystery cults, and to deities who focus on secrets, travel, or knowledge.

Adventurers: An inborn urge to get to the bottom of things drives many sylphs to the adventuring life. A sylph who runs across the trail of a mystery will never be satisf ied until she has uncovered every thread of evidence, followed up on every lead, and found the very heart of the trouble. Such sylphs make plenty of enemies by poking around into other peoples' affairs, and usually turn to their roguish talents or wizardry to defend themselves.

Male Names: Akaash, Eydan, Hanuun, Siival, Vasaam.

Female Names: Inam, Keeya, Lissi, Nava, Radaya, Tena.

ALTERNATE RACIAL TRAITS

The following racial traits may be selected instead of existing sylph racial traits. Consult your GM before selecting any of these new options.

FAVORED CLASS OPTIONS

The following options are available to all sylphs who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

RACIAL ARCHETYPES

The following racial archetypes are available to sylphs.

Sylph Equipment

Sylphs have access to the following equipment.

Elemental Breath

This vial at first seems to be empty, but when it's opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.

Wing Cloak

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.

Elemental breath 80 gp 1/2 lb. 20
Wing cloak 1,200 gp 1 lb.—

Sylph Feats

Sylphs have access to the following feats.

Sylph Magic Items

Sylphs have access to the following armor special ability and magic item.

Sylph Spells

Sylphs have access to the following spells.