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2224097
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
651089
651089
2224097
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.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012