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