Category:Slyph

Sylph
      The Sylph are the elemental race associated with the element of air. The Sylph are a people that are rather hard to pin down, both literally and figuratively. They often prefer to travel in bands rather than settle in one central location. Though without a homeland, the sylph still display a very rich and vibrant culture. To outsiders, their mode of dress would look flamboyant or even gaudy, but to the Sylph, their colors and dress celebrate the life that is all around them.

Personality
      The Sylph are very emotional creatures. They often feel very deeply, but for very short periods of time. Often a Sylph will be quick to anger, only to have their rage quelled in an instant. This has lead to the stereotype that the Sylph are fickle and untrustworthy, but to be fair, even the most solemn of humans have mood swings. The Sylph would simply say that life is about taking it all in and getting the fullest experience out of it.

Sylph tend to form deep, familial like bonds to their community. They will often remember people that were met only once and greet them as friends whenever they are seen again. Some in the civilized world view this friendliness as an attempt to either take advantage of previous acquaintances for some gain, or perhaps to attempt to pick your pocket and make off with any valuables on your person. Though there are definitely Sylph that will act in this manner, the race as a whole does not. Despite this fact, the stereotype has seen the Sylph unwelcome within certain communities.

Religion
The Sylph generally adapt to the religion of whatever land it is that they primarily occupy. As such, many of the Sylph believe in and worship the Anatolian gods the same as humans. However, the Sylph have many spiritual traditions that have been passed down through the ages. One of these key beliefs is that when Sylph die, they do not go to the afterlife as humans do, but rather become part of the world. As such many Sylph will also pray to the winds which they believe contain the spirit of their ancestors.

Other than this, the Sylph also tend to add rituals that have been passed down. These rituals, ancient as they are, often involve divination through bones, stones, or cards, small rituals to help the sick or wounded, and songs and dances that invoke the gods. These unique rituals are passed down from generation to generation through involvement and oral tradition. Therefore; they have changed significantly over the years as each generation has added their own steps, incantations, and personal tough to the rites. ====

Physiology
The Sylph are generally a slender, wispier people. They do not generally keep muscle very well and tend to have fairly high metabolisms. Due to this, many Sylph end up being much smaller than the average human in terms of width. Height wise, the Sylph grow about as tall as humans. Their skin is usually a light peach to light tan color with flowing, blue, tattoo-like markings similar to female Undine. Their hair ranges from the lightest blondes to stark white and is thin and wavy. Unlike their other elemental kin, the Sylph do not display much in terms of sexual dimorphism. Both the males and females are skinny and supports curved features rather than sharp. Of course, female and male sexual organs still remain different.

Culture
As mentioned earlier, the Sylph tend to stick into large, roving tribes or caravans. They will go from city to city either camping in the slums or right outside the walls. They send some of their group in at a time in order to barter for supplies or work for money as the rest stay within their encampment. When they have become too stir crazy or the city has become to hostile, the group moves along to seek another location or to simply wander and take in the fruits of the world.

The Sylph believe that all Sylph are part of a large family. As such, they often are in close contact between tribes, or at the very least, keep track of all other groups near by. The person that leads the group acts as both a lawmaker, court, and logistics expert. Their leader, called a Toreneish, is responsible for all members of that group. When a youth steals from a city and gets caught, it is the Toreneish that barters with the city for the youth's release. If the food supply is running low, it is up to them to procure extra food stuffs for the next journey. Often times it is also the Toreneish that will directly dispense punishment (most of the time physically) unto any unruly Sylph.

Game Mechanics
The Sylph are better at dodging blows than landing them, and better still at fooling their enemy and gaining the advantage.

Medium: Sylph are medium humanoids, therefore gain no bonuses.

Speed: Sylphs have a land speed of 30ft.

Outsider: Sylph are considered an Outsider native to the material plane.

Swift Intuitions: The Sylph often use their superior flexibility and agility to out maneuver opponents and rely on instinct when they can not do so. A Sylph begins play with a +2 to Dexterity and a +2 to Wisdom.

One with the Wind: A sylph may use the spell Feather Fall at will.

Lightning in the Blood: Whenever a Sylph is still alive and damaged with any sort of magical lightening, then the Sylph gains fast healing 2 for one round.

Air Currents: A Sylph can detect even the most minute changes is air pressure or wind current. As such they can predict the weather for the next 24 hours with a 80% accuracy. This does not account for magical weather.

Breeze Kissed: A Sylph has a slight control over the air currents surrounding them. As such, a sylph gains a +2 bonus AC vs non-magical ranged attacks.

Banned Class: Paladin. Sylphs are never ones to hold steady onto any ideal other than the familial bonds of their group. As such, Sylphs not lack the integrity that is required for the path of the paladin.

Favored Classes

Bard: Add +1/3 to all Bardic Knowledge checks.

Sorcerer: You may substitute any magical damage you deal for either electric or sonic damage. (This does not change with levels)

Rogue: Add +1/3 to Acrobatics checks and a +1/3 to Sleight of Hand checks.