Water Sylphs
Mistveil → Races → Sylphs → Water Sylphs
Water Sylphs are slender, tall, and have light blue swirl markings covering their bodies in varying degrees of frequency. Some unique traits Water Sylphs might have could be the ends of their hair flowing as if underwater or the weather tending to turn misty if the Water Sylph stays in the same location for longer than a day or two.
Water Sylph Racial Traits
- Ability Score Racial Traits: Water Sylphs are intelligent and agile, but their "go with the flow" nature tends to make them have issue relating with higher concepts. They gain +2 Int, +2 Dex, and -2 Wis.
- Size: Water Sylphs are Medium creatures.
- Type: Water Sylphs are Outsiders with the Native Subtype.
- Base Speed: Water Sylphs have a base speed of 30 feet.
- Languages: Water Sylph's native language is Aquan.
- Energy Resistance: Water Sylphs have Acid Resistance of 5.
- Spell-Like Ability (Sp): Water Sylphs can use Hydraulic Push 1/day (caster level equals the Water Sylph's character level).
- Low-Light Vision: Water Sylphs can see twice as far as normal in dim light.
- Mist Sight: Water Sylph can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, the Water Sylph can see twice as far as normal without penalty.
- Water Affinity: Water Sylphs with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Water Sylph spellcasters with the Water 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.
Water Sylph Alternate Racial Traits
- Water Insight: Water Sylph spellcasters sometimes find that their elemental heritage makes creatures of Water more willing to serve them. Summon Monster and Summon Nature’s Ally spells that the Water Sylph casts last 2 rounds longer than normal when used to summon creatures with the Water Subtype. This racial trait replaces Water Affinity.
- At Home at Sea: Some Water Sylphs find themselves drawn to the element of their rebirth, water, and have formed the ability to move in water as easily as land. Water Sylphs with this racial trait gain a swim speed of 30 feet. The racial trait replaces Energy Resistance.
- Subtle Change: Some Water 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 Water 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 Water Sylphs do not automatically gain the Aquan language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the Water Sylph's type, subtype, and languages.
- Sea Speaker: Water Sylphs with this racial trait feel kinship toward the creatures of the sea, and can use Speak With Animals once per day to speak to fish or other swimming animals. Her caster level for these effects is equal to her character level. This racial trait replaces the Water Sylph’s spell-like ability racial trait.
- Weather Savvy: Some Water Sylphs are so in tune with the natural state of the elements that they can sense the slightest change in atmospheric conditions. Water Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The Water Sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the Water Sylph’s spell-like ability racial trait.
- Slash like a Wave: If a Water Sylphs trains to fight they might may find themselves naturally inclined towards a weapon that mimics the natural movements of water. A Water Sylph with this racial traits gains Weapon Focus as a bonus feat but must choose a weapon that deals slashing damage. This racial trait replaces Water Affinity.
- Move like Water: Water Sylphs are naturally agile and evasive but some truly embody these traits, making them difficult to get ahold of as they slip through your fingers like water. Water Sylphs with this racial trait gain Dodge as a bonus feat. This racial trait replaces Water Affinity.
Water Sylph Favored Class Bonuses
- Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Elemental Conflux and creatures with the water subtype.
- Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and aquatic animals.
- Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
- Rogue: Add a +1/2 bonus on Stealth Checks to move silently.
- Sorcerer: Choose a bloodline power from the djinni or elemental (water) 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.
- Summoner: Add +1 skill rank to the summoner’s eidolon.
- Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
- 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 water 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.