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Sylph

An alternate version of the Sylph.

Sylph Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.

Medium Size: Sylphs are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Sylphs have a base land speed of 30 ft.

Darkvision: Sylphs can see in the dark up to 60 feet.

Breathless: Sylphs do not breathe so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).

Spell-Like Ability: Sylphs can cast gust of wind1/day (caster level equals the sylph’s total Hit Dice).

Elemental Resistance: Sylphs have electricity resistance 30.

Elemental Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.

Elemental Fortitude: Sylphs are immune to magic sleep effects. Furthermore, when a critical hit or sneak attack is scored on the Sylph, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Languages: Sylphs begin play speaking Common and Auran as well as any other bonus language they gain from possessing a high intelligence.

Level Adjustment: +1

Additional Ratings
Balance:
( 6 Votes )
Utility:
( 5 Votes )
Clarity:
( 5 Votes )


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