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

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RACIAL ARCHETYPES

The following racial archetypes are available to sylphs.

Sky Druid (Druid)

Some druids develop ties not to a particular landscape,

but instead to the endless blue expanse of the skies.

Such are the sky druids, who are more at home soaring

through air than standing on the ground. A sky druid has

the following class features.

Weapon and Armor Proficiency: A sky druid loses

medium armor proficiency.

Nature Bond (Ex): At 1st level, a sky druid who chooses

an animal companion must select one with a f ly speed.

If choosing a domain, the sky druid must choose from

the Air, Animals, Liberation, and Weather domains, or

subdomains appropriate to those domains.

Sky’s Embrace (Su): At 2nd level, a sky druid no longer

takes falling damage, as though she were constantly under

the effect of feather fall. Additionally, she may take ranks

in the Fly skill regardless of whether she has a natural f ly

speed, and may use her Fly skill in place of Acrobatics when

making jump checks. This ability replaces woodland stride.

Resist Storm (Ex): At 4th level, a sky druid gains a +4

bonus on saving throws against spells with the air or

electricity descriptors and against effects that control

or modify the weather (such as sleet storm). This ability

replaces resist nature’s lure.

Skymaster (Su): At 5th level, a sky druid can use the fly

spell (self only) for a number of minutes per day equal

to her druid level. These minutes do not need to be

consecutive. This ability replaces trackless step.

Wild Shape (Su): At 6th level, a sky druid gains the

ability to use wild shape. When a sky druid takes the form

of a creature with a f ly speed, this ability functions at her

class level + 1. For all other forms, her effective druid level

for the ability is equal to her actual sky druid level. This

ability otherwise functions as and replaces wild shape.

Soaring Form (Ex): At 9th level, a sky druid is no longer

affected by altitude sickness or natural or magical wind.

This ability replaces venom immunity.

Into the Wild Blue (Su): At 13th level, a sky druid gains

a f ly speed equal to twice her base land speed (good

maneuverability). This ability replaces a thousand faces.

Wind Listener (Wizard)

The wind listener takes a sylph’s natural curiosity to the

extreme, enhancing his natural skill at subterfuge and

eavesdropping with potent arcane magic. A wind listener

has the following class features.

Class Skills: A wind listener adds Perception to his list

of class skills.

Arcane School: A wind listener cannot select divination

or illusion as a prohibited school.

Spontaneous Divination (Su): At 1st level, a wind listener

can reshape stored spell energy into divination spells he

did not prepare ahead of time. The wind listener can “lose”

any prepared spell that is not a cantrip in order to cast a

divination spell of the same spell level or lower. The new

spell must be one the wind listener knows and is capable

of casting. Spells cast with this ability increase their

casting time to a full-round action (if the spell’s normal

casting time is longer than a full-round action, it remains

unchanged). This ability replaces arcane bond.

Abjuration Sense (Ex): At 5th level, a wind listener

develops a sixth sense for spotting spells designed to

guard against his investigations. He gains a bonus on

Perception checks equal to 1/2 his level to notice spells of

the abjuration school and on Spellcraft checks to identify

abjuration effects, spells, and magic items. This ability

replaces the bonus feat gained at 5th level.

Wispy Form (Ex): At 10th level, the wind listener gains

the ability to become airy and translucent as a standard

action, gaining DR 10/magic and the effects of improved

invisibility for a number of rounds per day equal to his level.

These rounds need not be consecutive. Like the natural

invisibility universal monster ability (Bestiary 2 299),

this ability is not subject to invisibility purge. This ability

replaces the bonus feat gained at 10th level.

Listening to the Wind (Sp): At 15th level, the wind

listener can call upon spirits of the air to uncover lost

lore about a legendary person, place, or thing. Invoking

the spirits takes 10 minutes, during which time the

wind listener must be free of distractions and able to

concentrate. Once called, the spirits seek out information

on the subject of the wind listener’s inquiries. This

functions as the spell legend lore (caster level equal to the

wind listener’s level), except that the wind listener is free

to engage in other activities while spirits investigate on

his behalf. The time required for the air spirits to return

with this information is equal to what the casting time of

the spell legend lore would have been if the wind listener

had cast it. The wind listener can use this ability once per

week, and only if he does not currently have air spirits

searching for information. If the air spirits are currently

searching for information, the wind listener can end

their task early as a standard action, dismissing the

magical effect and not returning any information. This

ability replaces the bonus feat gained at 15th level.

NEW RACIAL RULES

The following equipment, feats, magic items, and spells

are available to sylphs. At the GM’s discretion, other

appropriate races may make use of some of these new rules.

Sylph Equipment

Sylphs have access to the following equipment.

158

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

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