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SYLPH

RACIAL FEATURES

+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.
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.
Energy Resistance: Sylphs have electricity resistance 5.

Janni Magic: 1/day - feather fall, windy escape. The caster level for these spell-like abilities equals the sylph's level; DC 11 + Charisma modifier.

Mantled: Sylphs treat the wind level as one step less severe for the purpose of determining how they are affected.
Storm in the Blood: Sylphs gain
fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage gets through their electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
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.

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ALTERNATE RACIAL FEATURES

Air Master: Some sylphs have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation (air elemental only), receiving Elemental Transformation as a bonus talent as normal. Once per day, they may use this talent without paying the additional spell point cost. This replaces the air affinity and janni magic racial traits.


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 ranged attacks. The sylph can calm or renew these winds as a swift action. While the winds are active, the sylph can channel them into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet as a standard action. This is a supernatural ability. This racial trait replaces air affinity.


Gale Master: Some sylph can call upon blasts of wind to scatter their enemies. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Focused Energy (nonlethal) drawback, gaining Air Blast as a bonus talent. In addition, when casting a destructive blast modified by the Air Blast talent they may choose for it to deal no damage. If dealing no damage, the destructive blast gains a bonus to CMB on its bull rush attempt equal to +1 per die of damage it would normally have inflicted. Using Air Blast to bull rush an opponent into an obstacle still inflicts damage as normal. This replaces the air affinity and janni magic racial traits.


Gusts and Gales: Some sylph are more adept at controlling wind than their own movement through the air. They gain Basic Magic Training in the Weather sphere as a bonus feat, with the Focused Weather (Wind) drawback and Wind Lord as their bonus talent. This replaces the air affinity and janni magic racial traits.

Instinctive Flight: Many sylphs can trace their lineage back to flying ancestors, even if they cannot fly themselves. In some this ancestry manifests as an instinctive knack for flight. They gain the Athletics sphere as a bonus talent at 1st level, but must select the (fly) package. This replaces air affinity.


Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed. 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 sylphs 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 sylphs do not automatically gain Auran as a known language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the sylph’s type, subtype, and languages.


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 janni magic.

RACIAL FEATS
 

Airy Step [Background]

The air responds to your innate elemental nature, protecting you from harm and cushioning your falls.

Prerequisite: sylph.

Benefit: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.

Cloud Gazer

Your insight into your elemental heritage gives you a clarity of sight few humans possess.

Prerequisite: sylph.

Benefit: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.

Cloud Gulp
You can inhale mists, gasses, and vapors.
Prerequisites: Inner Breath, sylph
Benefit: Once per day, you can inhale any and all fogs, mists, and gasses within 30 feet as a standard action. All vapors swallowed in this way are dissipated, but harmful mists and gasses affect you normally, bypassing the immunity granted by your Inner Breath feat. Swallowing harmful or poisonous mists counts as 1 round of direct exposure to the effect.

 

Inner Breath

Your body is suffused with elemental air that provides for all your respiratory needs.

Prerequisites: Character level 11th, sylph.

Benefit: You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that do not require breathing, such as cloudkill.


Mighty Wings
Mighty winds can lift you up.
Prerequisites: Airy Step, Wings of Air, sylph
Benefit: You can use your Wings of Air feat to fly in medium or heavy armor. If you do, your maneuverability is reduced to poor (in medium armor) or clumsy (in heavy armor).

 

Wings of Air

The winds lift you, carrying you where you want to go.

Prerequisites: Airy Step, character level 9th, sylph.

Benefit: Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor.

FAVORED CLASS BONUSES

Alchemist: Add a +1/2 bonus to all Disable Device checks made to pick a lock or disarm or reset a trap.

Armorist: Reduce the summoning time of 1 piece of bound equipment per 4 levels taken to a swift action. If the time required to summon that piece of bound equipment is already a swift action, this instead reduces it to a free action.

Barbarian: Add +1 foot to the barbarian's base speed.

Bard: Add +1 foot to the radius of effect of the bard's melodies.

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.

Elementalist: All elemental pulses deal an additional +1/4 electricity damage.

Eliciter: When using the liberate hypnotism ability, the target gains a +1/4 bonus to their Will save.

Fey Adept: Increase shadowmark’s range by 5 feet.

Fighter: Gain +1 electricity resistance. This stacks with resistance gained from other sources.

Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3.

Magus: Gain 1/6th of an Athletics sphere (motion) or (fly) talent.

Malefactor: Gain a +1/2 bonus to CMD against a specific combat maneuver.

Monk: Gain +1/6 of a dodge bonus to AC.

Occultist: Gain 1/6 of a new focus power.

Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

Ranger: Add a +1/2 bonus on Stealth checks while motionless and on opposed Perception checks.

Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.

Sentinel: Reduce the armor check penalty of any armor you wear by 1/4 point.

Shifter: Deal +1/5 electricity damage with natural attacks.

Sorcerer: Gain 1/6th of a Nature sphere talent from the (air) package.

Soul Weaver: Add +1/6 to the penalties and benefits granted by the soul weaver’s blessings or blights.

Summoner: If the summoner's eidolon has an avian base form, add +5 feet to the range of the summoner's life link ability.

Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch’s familiar.

Wizard: Add +1/4 to the wizard’s caster level when casting spells of the air descriptor.

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