Campaign Trait - Northern Ancestry: +1 to Fortitude, Cold resistance 2 - Doesn't stack.
Regular Trait 1- Trustworthy: You gain a +1 trait bonus on Bluff made to fool someone. +1 trait bonus on Diplomacy; Diplomacy is a class skill
Regular Trait 2- Prophesied: +1 to Diplomacy or intimidate to those familiar with your reputation.
+2 Dexterity, +2 Intelligence, –2 Constitution
Native Outsider: Sylphs are outsiders with the native subtype.
Medium: Sylphs are Medium creatures and have no bonuses
or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Feather fall 1/day (caster level equals the sylph’s
total level).
Energy Resistance: Sylphs have electricity resistance 5.
Breeze-Kissed: +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.
Languages: Sylphs begin play speaking Common and
Auran. Sylphs with high Intelligence scores can choose
from the following: Aquan, Dwarven, Elven, Gnome, Halfling,
Ignan, and Terran.