Sylphs

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 are subdued even in their speech as their voice is usually a quiet breathy whisper but when angered that whisper can become a howling torrent. Sylphs rely on their capable, calculating intellects and on knowledge gleaned from eavesdropping to deliver them from danger.

Physical Description: Sylphs tend to be pale and thin to the point of appearing delicate, but their skinny bodies are often more resilient than they look. Many sylphs can easily pass for humans with some effort, though the pale blue markings that swirl across their skin reveal their elemental ancestry. Sylphs also bear more subtle signs of their heritage, such as a slight breeze following them wherever they go.

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 Shocking Grasp 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.

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Sylphs

Kylvincast Kosjir Kosjir