Sylphs

Basic Description

Physical Description: Blah, Blah, Blah

Society: Blah, Blah, Blah

Lands: Blah, Blah, Blah

Religion/Mysticism: Blah, Blah, Blah

Relations: Blah, Blah, Blah

Sylph Racial Traits

+2 Dexterity, +2 Intelligence, and –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Sylphs are outsiders with the native subtype.
Normal Speed: Sylphs have a base speed of 30 feet.
Fly: Sylphs have a fly speed of 30ft with average maneuverability.
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Energy Resistance: Sylphs have electricity resistance 5.
Spell-Like Ability (Sp): Sylphs can use ????? 1/day (caster level equals the sylph’s total level).
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.

Racial Subtypes

Due to their rarity, there are few Sylph subtypes.

Favored Class Options

All favored class options must be run by the GM and once they are approved they will be added to this list.

Home Page
Return to Races

Sylphs

Kylvincast Kosjir Kosjir