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BW PDF - Midnight Campaign

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Sylph“To commune with the very stars in the sky, to fall throughthe clouds and play tag with the lightning storm, all tocome home to a good book. This is the life of the Sylph.”Sylph are quite frail looking. Their bodies are physicallyvery light, and their affinity for air magics gives them thecapacity for a hovering sort of flight. Their skin is pale orblue tone and they like to accentuate their ambient windby growing their hair out long and wearing clothingthat includes billowing fabrics or streamers. As Fae,they are slightly smaller in stature than normal humans,averaging four to five feet in height.The Sylph are calm by nature, but tend to be easilydistracted, which gives them a distant or aloofpersonality. They are wanderers, moving from place toplace among their sky islands, and don’t like being inclosed spaces. Seeing a Sylph flying nearby or followingthe events of people below is a rare sign of good luck.The Sylph own most of the sky, having built cities inthe upper atmosphere. Their elders do business withthe stars and other heavenly bodies, and tend not tocome to earth very often, except to research the loreand history of the rest of the world. Thy can live forhundreds, even thousands of years, and their distancefrom dangers encourages longevity.Sylph AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Intelligence RacesInnate Racial AbilitiesWind Resistant: Due to their elemental affinity, the Sylph is resistant to air andlightning. Reduce all Wind damage by 10.Iron Taboo: As a Fae creature, the Sylph is harmed by iron, steel and other metals. Ifthey touch such a metal, even through cloth or leather, they suffer 1d4 damage perround. If attacked by a metal weapon, that weapon deals 1d4 additional damage.Arcane Resilience: The Sylph is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Whispy: The Sylph’s body is extremely light. They suffer no falling damage,even when unconscious, but take a -4 penalty to all grapples.Fae Skills: The Sylph are very intelligent, perceptive and charming. They gain a+1 bonus to Lore, Perception and Charm.Float: The Sylph may stop themselves from falling entirely, allowing them to floatin the air easily.Altitude: The Sylph may survive normally in very cold temperatures and veryhigh altitude, low oxygen environments, such as those in the high reaches of theatmosphere or the tallest mountains.Advanced Abilities COST: 2TIER12Advanced AbilitiesFly: The Sylph may propel themselves through the air in any direction atnormal movement speeds. They need not continue moving to stay in the air,as winged flight does.Flying Sprint: When sprinting through the air, the Sylph may improvetheir action speed by one step.3 Fae Skills: Increase the Sylph’s bonus to Lore, Perception and Charm to +3.4Wind Servant: The Sylph may call a small wind-based servant from theair around them. This creature is made from solid air, although it is stillvisible, and follows the Sylph around wherever they go. It can follow simplecommands, and can be commanded to make melee attacks. This creaturehas 20 life and is immune to air, lightning, earth, and acid effects. It hasan attack range of one, Melee and Dodge skills equal to the Sylph’s Airelemental skill, and deals 2d6 damage as an average action, with a critrange of 5/10. It will automatically be destroyed if it moves more than 3meters away from the Sylph. It has a duration of 6 rounds, a recoil of 1 hour,and requires a very slow action to summon.77

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