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[Pathfinder] beastisrfrt

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Featured Races 2

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 f lesh.

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.

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.

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 class reward.

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 f lying animals.

Sylph Racial Traits

+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.

157

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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