Races: Sylph

Physical Description

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Racial Traits


Standard Traits (13 or 11 CP)

  • Type: Sylphs are outsiders with the native subtype.
  • Size: Sylphs are either Medium or Small creatures. Medium sylphs have no bonuses or penalties due to their size. Small sylphs gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +2 size bonus on Stealth checks, and their space is 1/4 sqr. (0 or -2 CP)
  • Speed: Medium sylphs have a base speed of 30 feet. Small sylphs have a base speed of 20 feet.
  • Languages: Sylphs begin play speaking Auran and a regional language. Sylphs with high Intelligence scores can choose regional languages from the following: Aquan, Dwarvish, Elvish, Gnomish, Human, Lucklyn, Ignan, and Terran. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Energy Resistance: Sylphs have electricity resistance 5. At 5th Hit Die, and every 5 HD after, this resistance increases by 5. (2 CP)

Magical Racial Traits

  • Breeze-Kissed: Breezes seem to follow sylphs wherever they go, and they are able to control these winds. They surround themselves with swirling winds, gaining a racial bonus equal to half of their total Hit Dice to DV against non-magical ranged attacks. Sylphs can calm or renew these winds as a simple action. A number of times per day equal to their total HD, sylphs can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. This is a supernatural ability. (4 CP)
  • Sylph Magic: Sylphs can use the following spell-like abilities a number of times per day equal to their total Hit Dice: alter winds, breeze, and feather fall. They use their total HD as their caster level. Their DCs are Charisma-based. (5 CP)

Senses Racial Traits

  • Darkvision: Sylphs can see perfectly in the dark up to 60 feet. At 7th Hit Die, and every 7 HD after, their darkvision range increases by 30 feet. (2 CP)

Alternate Traits

  • Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as one and a half times higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at one and a half times their caster level.
  • 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 a number of rounds equal to half of their character level longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.
  • Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed. At character level 5th, and every 5 levels after, the bonus increases by +5. This racial trait replaces energy resistance.
  • Mostly Human: A few sylphs 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.
  • Sky Speaker: Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals a number of times per day equal to their character 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.
  • Secretive: Sylphs gain a racial bonus equal to half of their character level on saving throws against enchantment and divination spells and effects. This racial trait replaces energy resistance and the spell-like ability racial trait.
  • Storm in the Blood: A sylph with this racial trait gains fast healing 2 for a number of rounds equal to their character level anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). This ability can trigger a number of times per day equal to the sylph's character level, after which it ceases to function. This racial trait replaces air affinity.
  • Thunderous Resilience: Sylphs with this racial trait gain sonic resistance 5. At character level 5th, and every 5 levels after, this resistance increases by 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 racial bonus equal to their character level on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Airy Step General Sylph Gain a +2 bonus on saving throws against air or electricity damage, and ignore some falling damage
Cloud Gazer General Sylph You can see through non-magical fog and mists with no penalty
Elemental Jaunt General Character level 15th, Ifrit, Oread, Sylph, or Undine You can plane shift to the elemental plane of your ancestors
Elemental Strike Combat Ifrit, oread, sylph, or undine As a simple action, you can imbue your weapons with elemental energy. For 1 round, your weapons deal an additional 1 point of energy damage. The type of energy damage depends on your race: acid for oread, electricity for sylph, fire for ifrit, or cold for undine. For every 5 levels you possess, this bonus increases by 1.
Flow of Elements Teamwork Ability to cast spells; ifrit, oread, sylph, or undine. Whenever you’re adjacent to an ifrit, oread, sylph, or undine ally who also has this feat, you can spontaneously replace or split a spell’s damage when casting it, as though the spell were affected by Elemental Spell (without using a higher-level spell slot). The type of energy damage depends on your ally’s race: acid for oread, electricity for sylph, fire for ifrit, or cold for undine.
Inner Breath General Character level 11th, sylph You no longer need to breathe
Lightning Stance Combat Dex 17, Dodge, Wind Stance, base attack bonus +11 If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
Perfect Style Combat, Style Wis 13, base attack bonus +5 or monk level 5th See text.
Rushing Winds Combat Turbulent Takeoff, Fly 10 ranks. As a complex action of 3 acts, you can fly up to twice your Fly speed in a straight line, creating a shockwave of rushing winds around you as you move. Each flying creature you pass adjacent to as part of this movement must succeed at a DC 25 Fly check or be blown back 1d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. Creatures that fail this check by 5 or more also lose 1d4×10 feet of altitude, and creatures that fail this check by 10 or more plummet to the ground.
Turbulent Takeoff Combat Fly 5 ranks When you use your fly speed to leave the ground, you can create a blast of wind. Each creature that threatens you cannot make attacks of opportunities as you move away unless it succeeds at a Reflex save (DC = 10 + your skill ranks in Fly + your Dexterity modifier). A creature that fail this Reflex save by 10 or more is knocked prone. You must begin your move action standing on the ground to use this ability.
Unfolding Wind Style Combat, Style Dex 13, Wis 13, Perfect Style, Quick Draw, base attack bonus +9 or monk level 9th See text.
Wings of Air General Airy Step, character level 9th, sylph Gain a fly speed and increased bonuses against air and electricity spells
Wind Stance Combat Dex 15, Dodge, base attack bonus +6 If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Wind Leaper Conduit Knowledge (planes) 3 ranks As a swift action, you can wrap your body in airy energies. This reduces your effective weight by half. While this ability is active, you gain a circumstance bonus on Acrobatics checks equal to half your ranks in Knowledge (planes), you are always treated as having a running start when attempting Acrobatics checks to jump, and your Acrobatics checks to high jump are treated as long jumps for the purpose of determining the DC. You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive.
Wind Rider General Acrobatics or Fly 3 ranks When flying within strong winds, you gain a +15-foot bonus to your fly speed. For every wind strength category above strong, you gain an additional +15-foot bonus to your fly speed (for a total of +30 feet in severe winds, +45 feet in a windstorm, and +60 feet in tornadoes). This feat does not give you any bonuses on Fly or Strength checks to determine if you are potentially checked or blown away.
Wind Song General Perform (wind instruments) 5 ranks; bardic performance or raging song class feature Three times per day while you are using a wind instrument to play a bardic performance or raging song, you can spend an extra round of performance at the start of your performance and choose a square within 120 feet. Strange echoes carry your music, and for the purpose of determining which creatures are affected by your performance, your performance counts as originating from that square rather than from your location. You cannot change the square from which the music originates until you end your performance. If you move beyond 120 feet from the chosen square, the performance immediately ends.
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