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Sylphs

Descended from Humans whose ancestry came into contact with primordial magic, 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.   Relations: Sylphs enjoy prying into the affairs of most other races, but have little taste for actually associating with most of them.
Starting Ages
Adulthood  Intuitive  Self-Taught  Trained
60 years  +4d6 years (64 – 84 years)  +6d6 years (66 – 96 years)  +8d6 years (68 – 108 years)
  Height and Weight
Gender  Base Height  Height Modifier  Base Weight  Weight Modifier
Male  5 ft. 2 in.  +2d8 in. (5 ft. 4 in. – 6 ft. 6 in.)  100 lbs.  +(2d8×5 lbs.) (110 – 180 lbs.)
Female  5 ft. 0 in.  +2d8 in. (5 ft. 2 in. – 6 ft. 4 in.)  90 lbs.  +(2d8×5 lbs.) (100 – 170 lbs.)
Standard Racial Traits
  • Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
  • Type: Sylphs are outsiders with the native subtype.
  • Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
  • Speed: Sylphs have a base speed of 30 feet.
  • 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. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
  • Energy Resistance: Sylphs have electricity resistance 5.
Magical Racial Traits
  • Spell-Like Ability: Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).
Senses Racial Traits
  • Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Other Racial Traits
  • 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.
Genetic Ancestor(s)
Origin/Ancestry
Third Crossing
Lifespan
550

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