Pathfinder 1e Race outsider Medium

Sylphs

Born from the descendants of humans and beings of elemental air such as djinn, sylphs are a shy and reclusive race consumed by intense curiosity.

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Ability Modifiers
Con -2 · Dex +2 · Int +2
Size
Medium
Speed
30 ft.
Languages
Common, Auran, Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, Terran

Born from the descendants of humans and beings of elemental air such as djinn, 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.

Standard Racial Traits

Native Outsider

Sylphs are outsiders with the native subtype.

Darkvision

Members of this race 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 Defense Racial Traits 1 RP

Prerequisite: Outsider (native) with ties to an elemental plane; Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type. Special: This trait can be taken more than once. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to.

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.

Spell-Like Ability (Sylph)

Feather fall 1/day (caster level equals the sylph's total level).

Alternate Racial Traits

Air Insight

Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.

Breeze-Kissed Defense Racial Traits 4 RP

Prerequisite: Outsider (native) with ties to the Plane of Air or fey type; Benefit: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user's breeze-kissed ability for 24 hours. This is a supernatural ability.

Like the Wind

A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.

Sky Speaker

Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other flying animals. Her caster level for these effects is equal to her level. This racial trait replaces the sylph's spell-like ability racial trait.

Storm in the Blood Defense Racial Traits 3 RP

Prerequisite: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type; Benefit: Members of this race gain fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage overcomes their electricity resistance, if any). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Thunderous Resilience

Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.

Weather Savvy Magical Racial Traits 1 RP

Prerequisite: Outsider (native) with ties to the Plane of Air or fey type; Benefit: Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Whispering Wind

Some sylphs are especially thin and wispy, as though they were made more of air than flesh. 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.
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