Sylph

Sylph (Airfolk)
Sylphs are elemental-kin that are descended from beings from the Elemental Plane of Air who mated with humanoids such as tengu and samsaran, as well as humans, in the past. On Porphyra these elemental-kin were servants of Djinnlord Qarryn, Kurofu the Shadow, and Wind of Jewels, traveling the world in their far-flung duties. Endless travellers, explorers and wanderers, sylphs owe their heritage to djinns, icy-breathed oni, and wispy visitations of the ephemeral Lords of Air upon mortals. In the days of the Zendik Order, sylphs were scouts and glider-flyers, entertainers and mystics, and among the best wizards of that organization. The dire Blackwind’s Legion from the windy northern steppes were a terrifying guild of assassins, belying the common perception of wispy, flighty beings of no substance. During the War, sylphs were feared as destroyers from the air, sending lightning down on troops from Fourlander airships- until the populace rose up and sabotaged the ship-racks. Sylph wizards wreaked horrific damage on all opposition, and were the favored targets of Deist assassins, themselves. In the years since the War, sylphs have a reputation for never staying in the same place twice, nomads of the sea, sky and land, and sometimes congregate into small nomadic bands for this purpose. They greatly dislike being underground and prefer wide open spaces with lots of wind.

Sylphs are less distinctive-looking than most elemental-kin, though generally thin and long-haired. Some have a slight breeze following them wherever they go. Many have pale blue swirling markings on their skin, that crackle with color when they are upset. Those of the north are darker and more feral-looking, the kin of oni and spawn of Kurofu the Shadow.

Adventurers: Sylphs now and have always adventured out of a sense of restlessness and wanderlust, preferring the journey to the destination, and seldom settling in one place for too long. Their loyalties are ephemeral and temporary but can be strong and violent in them moment. They like shows and power and pretty things, and practice magic and thievery to get the fragile playthings they so enjoy.


Racial Characteristics
Sylph player characters are defined by class levels- they do not possess racial hit dice. As a sylph, you possess the following racial characteristics.

  • +2 Dexterity, +2 Intelligence, and –2 Constitution: You are as nimble as a breeze and take in knowledge quickly, but you are also quite delicate.
  • Elemental-kin: You are an outsider with the native subtype.
  • Medium: You are a Medium creature and have no bonuses or penalties based on size.
  • Base Speed: Sylphs have a base speed of 30 ft.
  • Darkvision: You can see in areas of low-light and darkness without penalty.
  • Air Magic (Sp): If you have a spell list, you have access to all spells with the air descriptor and cast them at +1 caster level.
  • Elemental Resistance: You gain resist electricity 5.
  • Hatred of Angels (Su): You gain +1 racial bonus to attack rolls against non-elemental outsiders.
  • Memories of War (Ex): You can choose one of elf, orc, or human subtypes. You gain a +4 dodge bonus against the chosen subtype.
  • Spell-Like Ability (Sp): You can use alter winds 1/day as a spell-like ability (caster level equals your hit dice).
  • Storm-Blood (Su): You gain fast healing 2 for 1 round anytime you take electricity damage. A sylph can heal up to 2 points per level per day with this ability, after which it ceases to function.
  • Languages: You begin play speaking Old Porphyran and Auran. If you have a high Intelligence score you can choose from the following: Aquan, Arboreal, Common, Ignan, Koinkin and Terran.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.