Earth Sylphs
Mistveil → Races → Sylphs → Earth Sylphs
Earth Sylphs are usually stout, well built, and have dark brown or black geographical shapes across their body always made out of straight lines. Unique traits an Earth Sylph could potentially display could include a slight tremor that is felt whenever they raise their voice or a room they spend too long in starting to become covered in a small layer of dirt.
Earth Sylph Racial Traits
- Ability Score Racial Traits: Earth Sylphs are sturdy and strong but tend to be difficult to communicate with because of their stubborn attitude. They gain +2 Str, +2 Con, and -2 Cha.
- Size: Earth Sylphs are Medium creatures.
- Type: Earth Sylphs are Outsiders with the Native Subtype.
- Base Speed: Earth Sylphs have a base speed of 30 feet.
- Languages: Earth Sylph's native language is Terran.
- Energy Resistance: Earth Sylphs have Fire Resistance of 5.
- Spell-Like Ability (Sp): Earth Sylphs can use Soften Earth and Stone 1/day (caster level equals the Earth Sylph's character level).
- Low-Light Vision: Earth Sylphs can see twice as far as normal in dim light.
- Tough Skin: Earth Sylphs have naturally hardened skin that makes striking them similar to hitting rock. This grants +1 Natural Armor.
- Earth Affinity: Earth Sylphs with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Earth Sylph spellcasters with the Earth Domain use their domain powers and spells at +1 caster level.
- Age: Sylphs age at a slightly faster rate of whatever race they were before becoming infused with elemental energy. They reach each age category 25% faster than their born race.
Earth Sylph Alternate Racial Traits
- Earth Insight: Earth Sylph spellcasters sometimes find that their elemental heritage makes creatures of Earth more willing to serve them. Summon Monster and Summon Nature’s Ally spells that the Earth Sylph casts last 2 rounds longer than normal when used to summon creatures with the Air Subtype. This racial trait replaces Earth Affinity.
- Move within Earth: Some Earth Sylphs have found, that with great focus, they can will earth to move around them allowing them to pass. Earth Sylphs this this racial trait gain a Burrow speed of 5ft but, like normal burrowing creatures, they can only move through softer earth and not stone or the like. This racial ability replaces Energy Resistance.
- Subtle Change: Some Earth Sylphs have appearances much closer to the race they were before their transformation occurred; in fact, they may not even realize their true race. Such Earth Sylphs appear to be whichever race they belonged to previously, save perhaps minor features like unusual eye color, and they count as humanoid, with the same subtype as their original race, as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These Earth Sylphs do not automatically gain the Terran language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the Earth Sylph's type, subtype, and languages.
- Earth Speaker: Earth Sylphs with this racial trait feel kinship toward the creatures of the earth, and can use Speak with Animals once per day to speak to rabbits or other burrowing animals. Her caster level for these effects is equal to her character level. This racial trait replaces the Earth Sylph’s spell-like ability racial trait.
- Weather Savvy: Some Earth Sylphs are so in tune with the natural state of the elements that they can sense the slightest change in atmospheric conditions. Earth Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The Earth Sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the Earth Sylph’s spell-like ability racial trait.
- Smash like Stone: If an Earth Sylph trains to fight they might may find themselves naturally inclined towards a weapon that mimics the natural movements of heavy rock. An Earth Sylph with this racial traits gains Weapon Focus as a bonus feat but must choose a weapon that deals bludgeoning damage. This racial trait replaces Earth Affinity.
- Strong Body, Strong Mind: Some Earth Sylphs are stubborn in more ways than just physical, strengthening the power of their mind attacks foreign attacks. Earth Sylphs with this trait gain Iron Will as a bonus feat. This racial trait replaces Earth Affinity.
Earth Sylph Favored Class Bonuses
- Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0).
- Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to The Elemental Conflux and creatures with the earth subtype.
- Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and burrowing animals.
- Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
- Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
- Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
- Sorcerer: Choose a bloodline power from the djinni or elemental (earth) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.
- Warpriest: Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
- Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch’s familiar. If the Sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
- Wizard: Select one arcane school power from the earth elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.