Favored Class: Magus (1 used for hit point points)
Slyph Abilities:
Medium size, Normal speed.
Darkvision.
Can see 60’ in the dark
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Native Outsider: Sylphs are outsiders with the native subtype.
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Sylphs can use feather fall 1/day as a spell-like ability (with a caster level equal to the sylph’s character level).
Languages: Sylphs speak Common and Auran. Sylphs with high Intelligence scores can choose from the following languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
[PFS Legal] Breeze-Kissed
Source Advanced Race Guide pg. 156
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
[PFS Legal] Like the Wind
Source Advanced Race Guide pg. 156
A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
[PFS Legal] Mostly Human
Source Inner Sea Races pg. 215
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
[PFS Legal] Whispering Wind
Source Advanced Race Guide pg. 157
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.
Investigator Abilities
Proficiencies. Simple Weapons, hand crossbow, rapier, sap, shortbow, short sword, sword cane, Light Armor.
Alchemy. +2 to craft alchemical items. Can use Craft (alchemy) to ID potions.
Extracts. Must prepare every day. Formulae Book. Starts with 2 1st level, + Int Mod.
Inspiration. Augment skills checks and ability checks. Inspiration pool of half level plus Int mod. Refreshes daily. As free action, expend one use to add 1d6 to the result, including taking 10 or 20. Only one check per roll. Can use for free on any knowledge, linguistic or spellcraft check. For two uses, can use on attack roll or saving throw (as an immediate action)
Trapfinding. +1 to Perception and Disable Device, can disarm magical traps
Magus Abilities
Cantrips, Spells, Spellbook.
Proficiences. Simple Weapons, Single Martial/Exotic Weapon (“Chosen Weapon,” Falcata).
Canny Defense. When wielding a falcata, gain a dodge bonus to AC equal to Intelligence modifier.
Weapon Focus. Weapon Focus (falcata) as a bonus feat.
Arcane Pool. 6 points. One point as a swift action to add +1 enhancement for one minute.
Spellstrike. Can deliver touch range spells through weapon as part of melee attack.
Perfect Strike. With Falcata, can spend one arcane pool point to maximize weapon damage, base dice only. If confirms a crit, can spend two arcane pool points to increase crit multiplier by one.
Spell Combat. Can cast a spell as part of a full attack. Must have hand free. Melee attacks at -2 and can cast spell with standard action casting time.
Magus Arcana (3rd level): Arcane Accuracy.