Sands of Randasha
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
Sylph rogue 1
N Medium outsider (native)
Init 2 armor, 1)
Fort +0, Ref +5, Will +2
Resist electricity 5
Speed 30 ﬅ.
Melee dagger –1 (1d4–1/19–20)
Ranged dagger +3 (1d4–1/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
Str 8, Dex 17, Con 10, Int 15, Wis 14, Cha 10
Base Atk +0; CMB –1; CMD 13
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,
SQ air aﬃnity, trapﬁnding +1
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure NPC gear (leather armor, two daggers, other treasure)
Elemental Aﬃnity (Ex) Sylph sorcerers with the elemental (air) or Djinni bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
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 don’t 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 “listening to the wind”). 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 sylph’s veneer of shy waifishness lies a mind that’s capable and calculating, constantly sizing up the
competition and analyzing the most effective exits from any given room.
Sylphs are defined by class levels—they do not possess racial Hit Dice. Sylphs have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight
Darkvision: Sylphs can see in the dark up to 60 feet.
Sylph Magic: Feather fall 1/day (caster level equals the sylph’s Hit Dice).
Elemental Resistance: Sylphs have electricity
Elemental Aﬃnity (Ex): Sylph sorcerers with the elemental (air) or Djinni bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level
Languages: Sylphs begin play speaking Common
and Auran. Sylphs with high Intelligence scores
can choose any of the following bonus languages:
Aquan, Dwarven, Elven, Gnome, Halfling, Ignan,
Beastiary 2, Ultimate Magic