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.
- 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
Darkvision
Spell-Like Ability
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
Spell-Like Ability (Sylph)
Alternate Racial Traits
Air Insight
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
Sky Speaker
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
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.