This pale, waifish woman, her hair waving in a nonexistent breeze, looks as if she might fade away into mist entirely at any minute.
Sylph CR 1/2
XP 200
Sylph rogue 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2
Resist electricity 5
Speed 30 ft.
Melee dagger â1 (1d4â1/19â20)
Ranged dagger +3 (1d4â1/19â20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
1/dayâfeather fall
Str 8, Dex 17, Con 10, Int 15, Wis 14, Cha 10
Base Atk +0; CMB â1; CMD 13
Feats Dodge
Skills Acrobatics +7, Appraise +6, Bluff +4, Climb +3, Diplomacy +4, Knowledge (local) +6, Perception +6, Sleight of Hand +7, Stealth +7, Use Magic Device +4
Languages Auran, Common, Elven, Halfling
SQ air affinity, trapfinding +1
Sylph sorcerers with the Elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
Sylph Characters |
Sylphs are defined by class levelsâthey do not possess racial Hit Dice. Sylphs have the following racial traits.
Environment any land
Organization solitary, pair, or gang (3â6)
Treasure NPC gear (leather armor, two daggers, other treasure)
Sylphs are humans whose family trees include elemental beings of air, such as djinn. They tend to be pale and thin to the point of appearing delicate, though their skinny bodies are more resilient than they look. While many can pass unnoticed through crowds of humans, sylphs display their heritage in subtle ways, and those who study them carefully sometimes notice that breezes seem to follow a sylph wherever she goes, even inside rooms with no windows. When consumed by fits of anger or passion, these tendencies become more apparent, as winds surround the sylph and tousle her hair or knock small items from shelves. Many sylphs have complex markings on their pale flesh that resemble tiny swirling designs like blue and gray tattoos, and the most exotic of their kind have hair that twists and coils almost as if it were made of living mist.
As people, sylphs tend to be shy and reclusive, blending into crowds or skillfully avoiding those they donât desire to meet. Yet while they often prefer to manipulate situations and avoid conflict themselves, most sylphs remain intensely curious about other people, and often go to great lengths to spy or eavesdrop on those who spark their interest (a hobby frequently referred to as âlistening to the windâ). This combined love of subterfuge and ability to slip away from any compromising situation makes sylphs perfectly suited to lives as rogues, thieves, and spies, and beneath the average sylphâs veneer of shy waifishness lies a mind thatâs capable and calculating, constantly sizing up the competition and analyzing the most effective exits from any given room.
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.