Base Racial:
Defense Racial Traits
•Energy Resistance: Sylphs have electricity resistance 5.
Magical Racial Traits
•Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).
Senses Racial Traits
•Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Alternate Racial Traits
•Breeze-Kissed: 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 non-magical 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
Starting traits Adopted: Suicidal Guiding Spirit
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Feats
Level 1: Weapon Finesse
Level 3
Level 5:
Level 7:
Level 9:
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Special Abilities Controlled Bloodrage: When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage.
Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type (electricity).
Fast Movement (Ex): A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
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Equipment: Carrying Capacity50/100/150 Current:39 lbs
Tri-bladed Katar 6gp/2 lbs, Light Mace 5gp/4 lbs
Leather Armor 10gp/15 lbs, Sorcerer's Kit 8gp/19 lbs
Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
iplomacy (Cha), Knowledge (local) (Int), Linguistics (Int), and Profession (Wis) as class skills, and removes Handle Animal (Cha), Knowledge (nature) (Int), and Survival (Wis). This alters the bloodrager’s class skills.