Sylphs

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Sylphs are a rare case across the Sea of Dreams because they are not born naturally, they are created. Initially born as another humanoid race, normally Human or Elven on the Material Plane, Sylphs are infused with massive amounts of elemental energy very early in their lives physically changing them forever; if they survive that is. Across the Sea of Dreams there are several ways for newborns to be exposed to this energy, sometimes on accident and sometimes by design. On the Material Plane however the only way this can normally happen is if the baby is born near, or comes into contact soon after with, Elemental Nodes. The chance of this infusion happening is increased if the Node is unstable, but even then it is a rare occurrence. The first recorded birth of a Sylph was when a ship carrying citizens came into a sudden hurricane caused by an unstable Water Node. The chaos of the event caused a pregnant High Elven passenger to go into labor and give birth moments before the ship went under. The newborn must have been pulled by the current directly into the Node and incredibly survived both the harsh waters and the massive infusion of the elemental energy. She was found washed up on the shore near the fishing village the ship was heading toward and taken in by the fisherman who found her. A mage from the capital was called to examine the child and discovered her origin. Unfortunately the child died weeks later when the energy inside her became unstable, she lost her physical form, and finally dissolved into a pool of water.

If the child survives both the method of their transformation and the following weeks while the energy stabilizes within them, Sylphs have varying appearances based on the type of elemental energy they were exposed to but have some traits in common. Some of these traits are a hair color that has a tinge of the color corresponding to their element, eye color with the same tinge, and a series of markings on their bodies of different shapes and colors. Sylphs also have unique traits at times including other strange physical traits and even things such as influence on the weather. These unique traits seem connected to the Sylphs emotions somehow and can intensify if the Sylph is put under emotional stress. The leading theory behind this is that because of their creation, Sylphs are basically minor Elemental Nodes themselves and as their emotions become unstable, their "Node" starts to act like an unstable Node, affecting the area around them.

Water Sylph Racial Traits
Water Sylphs are slender, tall, and have light blue swirl markings covering their bodies in varying degrees of frequency. Some unique traits Water Sylphs might have could be the ends of their hair flowing as if underwater or the weather tending to turn misty if the Water Sylph stays in the same location for longer than a day or two.
 * Ability Score Racial Traits: Water Sylphs are intelligent and agile, but their "go with the flow" nature tends to make them have issue relating with higher concepts. They gain +2 Int, +2 Dex, and -2 Wis.
 * Size: Water Sylphs are Medium creatures.
 * Type: Water Sylphs are Outsiders with the Native subtype.
 * Base Speed: Water Sylphs have a base speed of 30 feet.
 * Languages: Water Sylph's native language is Aquan.
 * Energy Resistance: Water Sylphs have Acid Resistance of 5.
 * Spell-Like Ability (Sp): Water Sylphs can use Hydraulic Push 1/day (caster level equals the Water Sylph's character level).
 * Low-Light Vision: Water Sylphs can see twice as far as normal in dim light.
 * Mist Sight: Water Sylph can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, the Water Sylph can see twice as far as normal without penalty.
 * Water Affinity: Water Sylphs sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Water Sylph spellcasters with the Water Domain use their domain powers and spells at +1 caster level.
 * Age: Sylphs age at a slightly faster rate of whatever race they were before becoming infused with elemental energy. They reach each age category 25% faster than their born race.

Water Sylph Alternate Racial Traits

 * Water Insight: Water Sylph spellcasters sometimes find that their elemental heritage makes creatures of Water more willing to serve them. Summon Monster and Summon Nature’s Ally spells that the Water Sylph casts last 2 rounds longer than normal when used to summon creatures with the Water Subtype. This racial trait replaces Water Affinity.
 * At Home at Sea: Some Water Sylphs find themselves drawn to the element of their rebirth, water, and have formed the ability to move in water as easily as land. Water Sylphs with this racial trait gain a swim speed of 30 feet. The racial trait replaces Energy Resistance.
 * Subtle Change: Some Water Sylphs have appearances much closer to the race they were before their transformation occurred; in fact, they may not even realize their true race. Such Water Sylphs appear to be whichever race they belonged to previously, save perhaps minor features like unusual eye color, and they count as humanoid, with the same subtype as their original race, as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These Water Sylphs do not automatically gain the Aquan language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the Water Sylph's type, subtype, and languages.
 * Sea Speaker: Water Sylphs with this racial trait feel kinship toward the creatures of the sea, and can use Speak With Animals once per day to speak to fish or other swimming animals. Her caster level for these effects is equal to her character level. This racial trait replaces the Water Sylph’s spell-like ability racial trait.
 * Weather Savvy: Some Water Sylphs are so in tune with the natural state of the elements that they can sense the slightest change in atmospheric conditions. Water Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The Water Sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the Water Sylph’s spell-like ability racial trait.
 * Slash like a Wave: If a Water Sylphs trains to fight they might may find themselves naturally inclined towards a weapon that mimics the natural movements of water. A Water Sylph with this racial traits gains Weapon Focus as a bonus feat but must choose a weapon that deals slashing damage. This racial trait replaces Water Affinity.
 * Move like Water: Water Sylphs are naturally agile and evasive but some truly embody these traits, making them difficult to get ahold of as they slip through your fingers like water. Water Sylphs with this racial trait gain Dodge as a bonus feat. This racial trait replaces Water Affinity.

Water Sylph Favored Class Bonuses

 * Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Elemental Conflux and creatures with the water subtype.
 * Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and aquatic animals.
 * Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
 * Rogue: Add a +1/2 bonus on Stealth Checks to move silently.
 * Sorcerer: Choose a bloodline power from the djinni or elemental (water) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.
 * Summoner: Add +1 skill rank to the summoner’s eidolon.
 * Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
 * Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch’s familiar. If the Sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
 * Wizard: Select one arcane school power from the water elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.

Air Sylph Racial Traits
Air Sylphs are thin, pale, and have white circular marks across their body. Often mistaken for albino versions of whatever race they were before their rebirth, Air Sylphs are known for being comprehensive and wise. Some unique traits an Air Sylph have could be a light breeze that follows them around.
 * Ability Score Racial Traits: Air Sylphs are nimble and wise but tend to be more fragile than normal. They gain +2 Dex, +2 Wis, and -2 Con.
 * Size: Air Sylphs are Medium creatures.
 * Type: Air Sylphs are Outsiders with the Native subtype.
 * Base Speed: Air Sylphs have a base speed of 30 feet.
 * Languages: Air Sylph's native language is Auran.
 * Energy Resistance: Air Sylphs have Electricity Resistance of 5.
 * Spell-Like Ability (Sp): Air Sylphs can use Feather Fall 1/day (caster level equals the Air Sylph's character level).
 * Low-Light Vision: Air Sylphs can see twice as far as normal in dim light.
 * Wind's Guardian: An eternal wind seems to surround and protect Air Sylph, any ranged attack aimed at the Air Sylph has a miss chance equal to the Air Sylph's dexterity score + half the Air Sylph's character level. This does not stack with any other source that provides a miss chance, the Air Sylph just uses whichever is higher.
 * Air Affinity: Air Sylphs sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Air Sylph spellcasters with the Air Domain use their domain powers and spells at +1 caster level.
 * Age: Sylphs age at a slightly faster rate of whatever race they were before becoming infused with elemental energy. They reach each age category 25% faster than their born race.

Air Sylph Alternate Racial Traits

 * Air Insight: Air 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 Air Sylph casts last 2 rounds longer than normal when used to summon creatures with the Air Subtype. This racial trait replaces Air Affinity.
 * Run like the Wind: Air Sylph are thin and wispy like the wind that infuses them but some have even more physical traits that resemble that. Air Sylphs with this racial trait has a base land speed of 35 feet instead of 30 feet. This racial trait alters the Air Sylphs Base Speed and replaces Energy Resistance.
 * Subtle Change: Some Air Sylphs have appearances much closer to the race they were before their transformation occured; in fact, they may not even realize their true race. Such Air Sylphs appear to be whichever race they belonged to previously, save perhaps minor features like unusual eye color, and they count as humanoid, with the same subtype as their original race, as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These Air Sylphs do not automatically gain the Auran language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the Air Sylph's type, subtype, and languages.
 * Sky Speaker: Air 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 character level. This racial trait replaces the Air Sylph’s spell-like ability racial trait.
 * Weather Savvy: Some Air Sylphs are so in tune with the natural state of the elements that they can sense the slightest change in atmospheric conditions. Air Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The Air Sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the Air Sylph’s spell-like ability racial trait.
 * Sting like Wind: If an Air Sylph trains to fight they might may find themselves naturally inclined towards a weapon that mimics the natural movements of harsh winds. An Air Sylph with this racial traits gains Weapon Focus as a bonus feat but must choose a weapon that deals piercing damage. This racial trait replaces Air Affinity.
 * Patience of Wind: Air Sylphs are persistent and patient like the wind infused within them. Air Sylphs with this racial trait gain Patient Strike as a bonus feat. This racial trait replaces Air Affinity.

Air Sylph Favored Class Bonuses

 * Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to The Elemental Conflux and creatures with the air subtype.
 * Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and flying animals.
 * Inquisitor: Add a +1/2 bonus on Stealth checks while motionless and on opposed Perception checks.
 * Monk: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
 * Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
 * Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
 * Skald: Add a +1 bonus on concentration checks when casting skald spells.
 * Sorcerer: Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.
 * Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.
 * Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch’s familiar. If the Sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
 * Wizard: Select one arcane school power from the air elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.

Earth Sylph Racial Traits
Earth Sylphs are usually stout, well built, and have dark brown or black geographical shapes across their body always made out of straight lines. Unique traits an Earth Sylph could potentially display could include a slight tremor that is felt whenever they raise their voice or a room they spend too long in starting to become covered in a small layer of dirt.
 * Ability Score Racial Traits: Earth Sylphs are sturdy and strong but tend to be difficult to communicate with because of their stubborn attitude. They gain +2 Str, +2 Con, and -2 Cha.
 * Size: Earth Sylphs are Medium creatures.
 * Type: Earth Sylphs are Outsiders with the Native subtype.
 * Base Speed: Earth Sylphs have a base speed of 30 feet.
 * Languages: Earth Sylph's native language is Terran.
 * Energy Resistance: Earth Sylphs have Fire Resistance of 5.
 * Spell-Like Ability (Sp): Earth Sylphs can use Soften Earth and Stone 1/day (caster level equals the Earth Sylph's character level).
 * Low-Light Vision: Earth Sylphs can see twice as far as normal in dim light.
 * Tough Skin: Earth Sylphs have naturally hardened skin that makes striking them similar to hitting rock. This grants +1 Natural Armor.
 * Earth Affinity: Earth Sylphs sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Earth Sylph spellcasters with the Earth Domain use their domain powers and spells at +1 caster level.
 * Age: Sylphs age at a slightly faster rate of whatever race they were before becoming infused with elemental energy. They reach each age category 25% faster than their born race.

Earth Sylph Alternate Racial Traits

 * Earth Insight: Earth Sylph spellcasters sometimes find that their elemental heritage makes creatures of Earth more willing to serve them. Summon Monster and Summon Nature’s Ally spells that the Earth Sylph casts last 2 rounds longer than normal when used to summon creatures with the Air Subtype. This racial trait replaces Earth Affinity.
 * Move within Earth: Some Earth Sylphs have found, that with great focus, they can will earth to move around them allowing them to pass. Earth Sylphs this this racial trait gain a Burrow speed of 5ft but, like normal burrowing creatures, they can only move through softer earth and not stone or the like. This racial ability replaces Energy Resistance.
 * Subtle Change: Some Earth Sylphs have appearances much closer to the race they were before their transformation occured; in fact, they may not even realize their true race. Such Earth Sylphs appear to be whichever race they belonged to previously, save perhaps minor features like unusual eye color, and they count as humanoid, with the same subtype as their original race, as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These Earth Sylphs do not automatically gain the Terran language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the Earth Sylph's type, subtype, and languages.
 * Earth Speaker: Earth Sylphs with this racial trait feel kinship toward the creatures of the earth, and can use Speak with Animals once per day to speak to rabbits or other burrowing animals. Her caster level for these effects is equal to her character level. This racial trait replaces the Earth Sylph’s spell-like ability racial trait.
 * Weather Savvy: Some Earth Sylphs are so in tune with the natural state of the elements that they can sense the slightest change in atmospheric conditions. Earth Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The Earth Sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the Earth Sylph’s spell-like ability racial trait.
 * Smash like Stone: If an Earth Sylph trains to fight they might may find themselves naturally inclined towards a weapon that mimics the natural movements of heavy rock. An Earth Sylph with this racial traits gains Weapon Focus as a bonus feat but must choose a weapon that deals bludgeoning damage. This racial trait replaces Earth Affinity.
 * Strong Body, Strong Mind: Some Earth Sylphs are stubborn in more ways than just physical, strengthening the power of their mind attacks foreign attacks. Earth Sylphs with this trait gain Iron Will as a bonus feat. This racial trait replaces Earth Affinity.

Earth Sylph Favored Class Bonuses

 * Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0).
 * Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to The Elemental Conflux and creatures with the earth subtype.
 * Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and burrowing animals.
 * Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
 * Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
 * Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
 * Sorcerer: Choose a bloodline power from the djinni or elemental (earth) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.
 * Warpriest: Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
 * Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch’s familiar. If the Sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
 * Wizard: Select one arcane school power from the earth elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.

Fire Sylph Racial Traits
Fire Sylphs are usually tall, lean, and have red or orange markings on their body resembling flames. Some unique traits they might display could thin trails of smoke coming from their eyes and mouth when angry or feeling very warm to the touch.
 * Ability Score Racial Traits: Fire Sylphs are cunning and strong but tend to brash and quick to act. They gain +2 Str, +2 Cha, and -2 Wis.
 * Size: Fire Sylphs are Medium creatures.
 * Type: Fire Sylphs are Outsiders with the Native subtype.
 * Base Speed: Fire Sylphs have a base speed of 30 feet.
 * Languages: Fire Sylph's native language is Ignan.
 * Energy Resistance: Fire Sylphs have Cold Resistance of 5.
 * Spell-Like Ability (Sp): Fire Sylphs can use Produce Flame 1/day (caster level equals the Fire Sylph's character level).
 * Low-Light Vision: Fire Sylphs can see twice as far as normal in dim light.
 * Focus Fire: Fire Sylphs have the ability to completely focus on one enemy during a fight, funneling all their anger and passion towards them. While focusing like this the Fire Sylph gains a bonus to attack and damage equal to 1/2 of their character level (minimum 1; maximum 5) however they get the same penalty to their Armor Class as they lash out recklessly. Using Focus Fire is a swift action that does not provoke an attack of opportunity and the Fire Sylph can choose each turn to continue or end the ability. This outburst of energy and focus is tiring for Fire Sylphs and as such they can only use this ability a number of rounds per day equal to 1/2 of their character level + their Charisma modifier (minimum 1), these rounds do not need to be consecutive.
 * Fire Affinity: Fire Sylphs sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Fire Sylph spellcasters with the Fire Domain use their domain powers and spells at +1 caster level.
 * Age: Sylphs age at a slightly faster rate of whatever race they were before becoming infused with elemental energy. They reach each age category 25% faster than their born race.

Fire Sylph Alternate Racial Traits

 * Fire Insight: Fire Sylph spellcasters sometimes find that their elemental heritage makes creatures of Fire more willing to serve them. Summon Monster and Summon Nature’s Ally spells that the Fire Sylph casts last 2 rounds longer than normal when used to summon creatures with the Fire Subtype. This racial trait replaces Fire Affinity.
 * Spread like Wildfire: Fire is unpredictable and moves suddenly, some Fire Sylphs can mimic this movement. Fire Sylphs with this ability can move 5ft as an immediate action once per encounter. This racial trait replaces Energy Resistance.
 * Subtle Change: Some Fire Sylphs have appearances much closer to the race they were before their transformation occured; in fact, they may not even realize their true race. Such Fire Sylphs appear to be whichever race they belonged to previously, save perhaps minor features like unusual eye color, and they count as humanoid, with the same subtype as their original race, as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These Fire Sylphs do not automatically gain the Ignan language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the Fire Sylph's type, subtype, and languages.
 * Flame Speaker: Fire Sylphs with this racial trait feel kinship toward the creatures that feel at home within extreme heat, and can use Speak With Animals once per day to speak to animals that live in a desert or volcanic climate. Her caster level for these effects is equal to her character level. This racial trait replaces the Fire Sylph’s spell-like ability racial trait.
 * Weather Savvy: Some Fire Sylphs are so in tune with the natural state of the elements that they can sense the slightest change in atmospheric conditions. Fire Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The Fire Sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the Fire Sylph’s spell-like ability racial trait.
 * Fiery Temperament: Fire Sylphs pride and passion can easily lead them to making challenges of others in combat. Fire Sylphs with this racial gain Call Out as a bonus feat. This racial trait replaces Fire Affinity.
 * Strike a Spark: Some Fire Sylphs embody the quick movement and striking force of fire rather than the mental prowess of it. Fire Sylphs with this racial trait gain Improved Initiative as a bonus feat. This racial trait replaces Fire Affinity.

Fire Sylph Favored Class Bonuses

 * Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
 * Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
 * Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
 * Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to The Elemental Conflux and creatures with the fire subtype.
 * Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and animals that live in desert or volcanic areas.
 * Magus: Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
 * Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
 * Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
 * Sorcerer: Choose a bloodline power from the djinni or elemental (fire) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.
 * Summoner: Add +1/4 to the eidolon’s evolution pool.
 * Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
 * Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch’s familiar. If the Sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
 * Wizard: Select one arcane school power from the fire elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.