Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Deflecting Gale [Reaction]
Circumstance: The sylph sneak is aware of the attack; . Trigger: The sylph snea
A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).
Ability
Sneak Attack
The sylph sneak's Strikes deal 1d6 extra precision damage to flat-footed creatures.
Ability
Surprise Attacker
On the first round of combat, creatures that haven't acted yet are flat-footed to the sylph sneak.
Ability
Wind's Guidance
When the sylph sneak attacks with a thrown weapon, the range increment increases by 10 feet.
Offense
Melee
Circumstance: combat round (melee)
starknife +9 [+5/+1] (agile, deadly d6, finesse, versatile S), Damage 1d4+4
Offense
Ranged
Circumstance: combat round (ranged)
starknife +9 [+5/+1] (agile, deadly d6, thrown 30 feet, versatile S), Damage 1d4+1
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Sylph
Sylphs are planar scions descended from djinn.
Item
leather armor
starknife
Language
Auran
Common