Sylphs (6 RP)
- +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
Random Starting Height & Weight
|Gender ||Base Height ||Height Modifier ||Base Weight ||Weight Modifier|
||5 ft. 2 in.
||5 ft. 0 in.
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
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.
- Air Insight: Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.
- 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 nonmagical 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.
- Mostly HumanInner Sea Races: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages.
- SecretiveInner Sea Races: Sylphs gain a +1 racial bonus on saving throws against enchantment and divination spells and effects. This racial trait replaces energy resistance and the spell-like ability racial trait.
- Sky Speaker: Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other flying animals. Her caster level for these effects is equal to her level. This racial trait replaces the sylph's spell-like ability racial trait.
- Storm in the Blood: A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.
- Thunderous Resilience: Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.
- 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.
- Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
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
- Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Air and creatures with the air subtype.
- Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and flying animals.
- Inquisitor: Add a +1/2 bonus on Stealth checks while motionless and on opposed Perception checks.
- Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
- Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
- Sorcerer: Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
- Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch's familiar. If the sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
- Wizard: Select one arcane school power from the air or wood elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
The following racial archetypes are available to sylphs.
Sylphs have access to the following equipment.
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.
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.—
Sylphs have access to the following
Sylph Magic Items
Sylphs have access to the following armor special ability and magic item.
Sylphs have access to the following spells.