Sylph: Difference between revisions

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Choose one of the following Major Racial Traits:
Choose one of the following Major Racial Traits:


* Elemental Affinity (Su)(add character level to effects with their element in it),
* Elemental Affinity (Su): The Sylph may add 1 point of damage per two Character levels, round up, to any effect they produce from any source (spells, items, class abilities, etc) which has the electricity keyword.


* elemental artistry (Ex)
* Elemental Artistry (Ex): The Sylph may add +2 to any Craft, or Profession skill which is related to the air. Making sails, crafting wings, or placing artful decorations on any other item would be examples of this.


* Cyclone (Sp): Once per day, a Sylph may seize the air around him and whip it into a raging cyclone. Any and all creatures which are adjacent to the Sylph are moved, as forced movement, to any other legal square of the players choice that is also adjacent to the Sylph. Creatures that are affected also take 1 point of physical damage per Character level of the Sylph and are [[Prone]] in their new location.  Creatures affected are allowed a reflex save against a DC of 10 + 1/2 the Sylph's Character Level + the modifier of his highest physical stat (Str, Dex, or Con). If this save is made, they take no damage from the Cyclone and remain standing, but are still moved.  
* Cyclone (Sp): Once per day, a Sylph may seize the air around him and whip it into a raging cyclone. Any and all creatures which are adjacent to the Sylph are moved, as forced movement, to any other legal square of the players choice that is also adjacent to the Sylph. Creatures that are affected also take 1 point of physical damage per Character level of the Sylph and are [[Prone]] in their new location.  Creatures affected are allowed a reflex save against a DC of 10 + 1/2 the Sylph's Character Level + the modifier of his highest physical stat (Str, Dex, or Con). If this save is made, they take no damage from the Cyclone and remain standing, but are still moved.  


*  
* Shapeless(Su): The Sylph is flesh and blood, but he is not really solid.  He may squeeze with no penalties, and adds 1/2 his Character level, minimum 1, to Escape Artist rolls and checks to tumble through enemy spaces without provoking attacks of opportunity


*
* Flight(Su): The Sylph has a Flight speed equal to two-thirds his base speed, round down. Additions to his base speed from any permanent source (magic items, class bonuses, etc) do affect this Flight speed.  Note that Sylph's do not have wings: They merely fly, as free as the wind.


===Minor Racial Traits===
===Minor Racial Traits===

Revision as of 21:19, 8 March 2015


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Sylph

As free as the wind


Origins

Culture

Growing Up Sylph

Economy

Customs

Lifespan and Burial

Relations with Others

Starting Height and Weight

Gender Base Height Height Modifier Weight Weight Modifier
Male 4 ft. 10 in. +2d4 in. (5 ft - 5 ft. 8 in.) 60 lbs. +(2d6×5 lbs.) (70 - 120 lbs.)
Female 4 ft. 7 in. +2d4 in. (4 ft. 9 in. - 5 ft. 3 in.) 45 lbs. +(2d6×5 lbs.) (55 - 105 lbs.)
0

Starting Ages

Adulthood Intuitive Self-Taught Trained
40 years +3d6 years (43 - 58 years) +5d6 years (45 - 70 years) +7d6 years (47 - 82 years)


PC's

Sylphs have no class or alignment restrictions.


Standard Racial Traits

All Sylphs have the following Standard Racial Advantages:

  • Attributes: Sylphs may choose to gain one of the following ability score bonus sets when creating their character. No ability score may ever be modified above a 20 or below a 7.
    • +2 to two different stats, -2 to one stat
    • +2 to one stat, +1 to three different stats, -2 to one stat
    • +4 to one stat, -2 to two different stats
  • Size: Sylphs are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Sylphs have the Humanoid type, with the Sylph subtype.
  • Base Speed: Sylphs have a base speed of 30 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Celestial, Cùirteil, Draconic, Issshh, or Jeen. See the Linguistics skill page for more information about these languages.
  • Air Sense(Ex): Sylphs do not 'see' any better or worse than any other races, but they have one remarkable sense. A Sylph can feel the presence of objects and creatures by the air they displace. This is a variant of tremor sense, except it requires air and not ground. Thus, Air Sense does not work underwater or any other places where there is no air. Otherwise, it serves as tremorsense. Air Sense has a range of five feet (the Sylph's space and all adjacent spaces). This range increases to ten feet at tenth level, twenty feet at twentieth level, and thirty feet at thirtieth level.
  • Keen Hearing(Ex): Due to their affinity with air, sylphs gain a bonus on sound-based perception checks. This bonus is +1, and increases to +2 if they have ten ranks in Perception, +3 if they have twenty ranks, and +4 if they have thirty ranks

Major Racial Traits

Choose one of the following Major Racial Traits:

  • Elemental Affinity (Su): The Sylph may add 1 point of damage per two Character levels, round up, to any effect they produce from any source (spells, items, class abilities, etc) which has the electricity keyword.
  • Elemental Artistry (Ex): The Sylph may add +2 to any Craft, or Profession skill which is related to the air. Making sails, crafting wings, or placing artful decorations on any other item would be examples of this.
  • Cyclone (Sp): Once per day, a Sylph may seize the air around him and whip it into a raging cyclone. Any and all creatures which are adjacent to the Sylph are moved, as forced movement, to any other legal square of the players choice that is also adjacent to the Sylph. Creatures that are affected also take 1 point of physical damage per Character level of the Sylph and are Prone in their new location. Creatures affected are allowed a reflex save against a DC of 10 + 1/2 the Sylph's Character Level + the modifier of his highest physical stat (Str, Dex, or Con). If this save is made, they take no damage from the Cyclone and remain standing, but are still moved.
  • Shapeless(Su): The Sylph is flesh and blood, but he is not really solid. He may squeeze with no penalties, and adds 1/2 his Character level, minimum 1, to Escape Artist rolls and checks to tumble through enemy spaces without provoking attacks of opportunity
  • Flight(Su): The Sylph has a Flight speed equal to two-thirds his base speed, round down. Additions to his base speed from any permanent source (magic items, class bonuses, etc) do affect this Flight speed. Note that Sylph's do not have wings: They merely fly, as free as the wind.

Minor Racial Traits

Choose one of the following Minor Racial Traits: