Sylphs enjoying following their own tempos, shifting between wild energy that draws all eyes to embodying the spirit of unseen breezes that slip away without note. They often build their identities around their perceived personal connection to the element of air, relating to a gentle breeze, a sudden flash of lightning, or an uncontrollable storm.
Some sylphs are born with a connection to an extremely focused aspect of elemental air, such as smoke, storms, or toxic gas. While it does happen, a child is rarely born with a lineage that differs from their parents', as geniekin typically pass these unusual gifts on to their offspring. Lineages can manifest in sylph children as a result of where they're born, such as when stormsoul sylphs are birthed in regions prone to tornadoes or windstorms. A lineage can also reflect a sylph's elemental heritage like in smokesoul sylphs, who often descend from belkers. Fumesoul sylphs, on the other hand, are associated with poisonous and otherwise unbreathable gases.
Physical Description
Like all geniekin, sylphs are recognizable as members of their ancestries with unique characteristics that identify their planar heritage. Their skin and hair can be any color of the sky, ranging from cloudy whites to the twilight tones of dawn and dusk. Complex, swirling marks dance across the skin of many sylphs, resembling shifting summer clouds. Some have skin cool to the touch, while others are surrounded by a constant static. Their hair can move with a life of its own, and they're often accompanied by light breezes that follow them everywhere they go.
Sylphs typically prefer clothing in light, airy fabrics such as silk and linen, cut in loose and voluminous styles that flow in the breeze. Many of them deliberately wear chimes and jewels that jingle in the wind, though more stealthy geniekin endeavor to keep everything pinned down.
Sylph Versatile Heritage
Uncommon |
You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.
1st Level Sylph Feats
Elemental Assault [A] (Feat 1)
Sylph | Arcane | Concentrate | Evocation |
Frequency once per day
You shroud your arms and held weapons in elemental magic. Until the end of your next turn, your Strikes deal an additional 1d6 electricity damage and have the earth trait.
Elemental Embellish (Feat 1)
Sylph |
You can summon a harmless but impressive elemental display. You become trained in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. When you Demoralize a foe, if you choose to Demoralize via an elemental display, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.
Elemental Eyes (Feat 1)
Sylph |
You can see in the darkness as easily as an elemental. You gain darkvision.
Special You can't retrain into or out of this feat.
Fumesoul (Feat 1)
Sylph | Lineage |
The air inside you asserts itself as a toxic miasma, inuring you to most poisons. You gain resistance to poison equal to half your level (minimum 1).
Smokesoul (Feat 1)
Sylph | Lineage |
You have a connection to smoke and haze. You gain the Smoke Blending reaction.
Smoke Blending [R]
Trigger A creature attempts a flat check to target you because you're concealed or hidden due to fog, haze, mist, or smoke
You shroud yourself in smoke, making it harder for your foe to hit you. If you're concealed, the DC of the flat check increases from 5 to 7; if you're hidden, it increases from 11 to 13.
Stormsoul (Feat 1)
Sylph | Lineage |
Your elemental ancestor's influence manifests in you as tumultuous, thundering storms, with dark clouds and bolts of lightning. You gain resistance to electricity equal to half your level (minimum 1).
Swift (Feat 1)
Sylph |
You move with the wind always at your back. Your Speed increases by 5 feet.
Special The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).
Wind Tempered (Feat 1)
Sylph |
You are at home in tempestuous weather and accustomed to even the harshest winds. You gain a +1 circumstance bonus to saves against air and electricity effects. If you roll a success on a save against an air effect, you get a critical success instead.
5th Level Sylph Feats
Cloud Gazer (Feat 5)
Sylph |
Your connection to air allows you to see through obscuring mists. You can see well enough through fog, mist, and clouds that would normally cause creatures to be concealed that you don't need to succeed at a flat check to target creatures benefiting from such concealment.
Slip with the Breeze (Feat 5)
Sylph |
Prerequisites expert in Athletics
You create gusts of wind when you jump, allowing you to carry yourself across greater distances. You gain the Quick Jump and Powerful Leap skill feats as bonus feats.
9th Level Sylph Feats
Djinni Magic (Feat 9)
Sylph |
The magic of djinn runs through your blood. You can cast gust of wind and invisibility once per day each as 2nd-level arcane innate spells.
Inner Breath (Feat 9)
Sylph |
Your body is capable of recycling its own air. When you hold your breath, you can do so for an additional hour. At the end of this hour, your body needs to rest before it can recycle air again. This rest requires 10 minutes of exposure to breathable air.
Wings of Air [AA] (Feat 9)
Sylph
|
Morph
|
Primal
|
Transmutation
|
You can strain to call forth feathered or cloudy wings from your back. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings.
13th Level Sylph Feats
Airy Step [R] (Feat 13)
Sylph |
You create a blanket of fog in a 5–foot burst centered on one corner of your space. All creatures within that area are concealed, and all others are concealed to them. This concealment applies to the triggering effect, and the fog lasts for 1 minute or until dispersed by a strong wind. After resolving the triggering effect, you Step. If an effect prevents you from Stepping, you attempt to Escape the effect and Step if you succeed.
Continuous Assault (Feat 13)
Sylph |
Prerequisite Elemental Assault
You can use Elemental Assa
Summon Air Elemental (Feat 13)
Sylph |
Frequency once per day
You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be an air elemental.
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