Sylph

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.  

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.  

Racial Traits

  Ability Adjustment: +2 Dexterity, +2 Intelligence, and –2 Constitution. Sylphs are quick and insightful, but slight and delicate.   Size: Medium.   Speed: Sylph base land speed is 20 feet.   Type: Humanoid (Human, Planetouched).   Age: a Sylph's elemental heritage gives them lifespans far longer than the average human, with most living to see several centuries.   Vision: Darkvision 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and sylphs can fuction just fine with no light at all.  

Special Qualities

  Energy Resistance: Sylphs have Electricity Resistance 5.   Spell-Like Ability (): Sylphs can use Feather Fall 1/day (caster level equals the sylph’s total level).   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

Automatic Languages: Common, Auran.   Bonus Languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.  

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.   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 themself with swirling winds, gaining a +2 Racial bonus to AC against non-magical 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 until they complete a long rest. This is a supernatural ability. This racial trait replaces air affinity.   Like the Wind: A sylph with this racial trait gains a +5 foot bonus to their 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 geniekin appear to be human, save perhaps minor features like unusual eye color. 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 languages.   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. Their Caster Level for these effects is equal to their level. This racial trait replaces the sylph’s spell-like ability racial trait.   Secretive: Sylphs gain a +2 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.   Storm in the Blood: A sylph with this racial trait gains 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. 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.

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