Sylph Species in Nerele | World Anvil

Sylph (S-ill-f)

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Racial Traits


Ability Score Adjustments
+2 Dexterity, +2 Intelligence, and –2 Constitution
  Size
Medium: Sylph are Medium creatures and thus have no bonuses or penalties due to their size.
  Type
Humanoid (Celestial, Air)   Other Racial Traits Speed: Sylph have a base speed of 30 feet.
Breeze dancer: Sylph take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, Sylph can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Breeze dancing sylph cannot gain height through this ability alone; they merely coast in other directions as they fall. If subjected to a strong wind or any similar effect that creates upward wind flow, the sylph can take advantage of the updraft to increase the distance they can glide.
Energy Resistance: Sylphs have electricity resistance 5
Wind Shield: Sylph can subtly alter the winds around them to cause some ranged attacks to be blown off target. Sylph gain a +2 racial bonus to their AC against Thrown weapons as well as Arrows and Bolts. Due to their connection to air, they also apply this bonus against weapon-like electrical attacks (rays, mana-weapons; but not electrical glyph-gun attacks)
Spell-Like Ability (Sp): Sylphs can use sky bolt once per combat (caster level equals the sylph’s total level)
Air Affinity: Sylph have a close affinity to electricity magic. Sylph add 1 point of damage to any attack which deals electric damage; additionally, when using any ability which deals electric damage (spell, power, maneuver, etc), Sylph count their level as 1 higher when determining the effects (damage, range, save, etc).
Low light Vision: Sylph can see in very well in low lighting conditions, gaining Low-light vision
Weather Sense: Sylph 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.
Knowledge of the past: Knowledge of their origins has passed down through the ages. Sylph gain a +1 racial bonus on Knowledge (Planes) & Knowledge (Religion)
Grounding strike: 1/combat encounter, the Sylph can initiate grounding strike as a swift action. This attack deals an additional 1d6 electrical damage, and gains a +4 to hit a target wearing metal armor or wielding metal weapons. Grounding strike jumps to up to three additional targets within 10ft, dealing splash damage; Reflex save to negate DC 10 + 1/2 level + Int modifier (+4 for targets in metal armor, or wielding metal weapons). An elemental strike can be used with any weapon-like attack. At 10th and again at 20th levels, this damage increases by 1d6.
    Languages: Sylph speak their regional language as well as Auran.
 

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.
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.
Secretive: Sylphs gain a +2 racial bonus on saving throws against enchantment and divination spells and effects. This racial trait replaces energy resistance. Source PZO9280
Storm in the Blood: A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.
Thunderous Resilience: Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.
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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