Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype. Also humanoid (human).
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 35 feet.
Languages: Mostly human sylphs begin play speaking Common. Sylphs with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Like the Wind A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Magical Racial Traits
Whispering Wind 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.
Senses Racial Traits
Cloud Gazer
Your insight into your elemental heritage gives you a clarity of sight few humans possess.
Prerequisite: Sylph.
Benefit: You 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, this feat instead triples the distance you can see without penalty. This racial trait replaces darkvision.
Other 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 tripcombat 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.
Mostly Human: A few sylphs 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. Source PCS:ISR