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Syrinx

Syrinx are avian humanoids with a distinct owlishness to their appearance. Bewinged and proud, they live in mountain top monasteries and spend their time on philosophy and art. They were cast out of the realm of Hu for the sin of humility, a lack of social ambition. The Syrinx found their god’s complaint to be unjustified, but accepted their forced relocation with little complaint, instead choosing to see this new world as an opportunity for learning. Elder Lelo holds a place of honor in society, but wields no actual power.

The syrinx use small rods of various metals for currency. 6 syrinx iron = 1 standard gold

4 lead = 1 copper

4 copper = 1 iron

8 iron = 1 gold

Music

Town Music

Battle Music

Services

Apothecary - Biatris sells potions and herbs from her roadside awning near the entrance to the monastery.

Smith - Pieri specializes in jewelry but can be commissioned for more mundane metalwork. His forge is off to the side in the courtyard and keeps his wares under heavy glass.

Tailor - Neva mostly works in furs but has some other seasonal pieces available at her raised stone pavilion.

Grocer - Vit keeps his display packed with fresh meat and fruit packed in mountain ice in his stall in the courtyard.

Magic Shop - Luzie sells wondrous items and offers enchantment services from a stone building built to look like a monstrous mouth which is enchanted by a minor fear effect. She wants her customers to be motivated and not spend much time browsing.

Monastery - Lelo runs the monastery, teaching daily classes on understanding the nature of air and wind. He can be found in the lecture hall during class, the courtyard during practicals, and his office the rest of the time. The monastery offers meals morning and night and monk’s cells for a suggested donation.

NPCs

Elder Lelo

Male Syrinx Kineticist 20

N Medium Humanoid(syrinx)

Init +2; Senses Low-Light Vision, Darkvision 60, Perception +28 (+2 at night)

DEFENSE

AC 28, touch 27, flat-footed 26

HP 174

Fort +19, Ref +14, Will 13; +2 vs mind-affecting effects

Spell Resistance 19

OFFENSE

Speed 30, fly 60 average

Melee Keen Dagger +4, +21/+16/+11 (1d4+6/17-20x2)

Ranged Returning Javelin +4, +21/+16/+11 (1d6+6/x2)

Special Attacks

Burn: take 20 nonlethal damage per point of Burn, this damage cannot be healed except by a night's rest, can only use 6 Burn per round, cannot Burn more than 10.

Gather Power: requires empty hands, loud visible display in 20ft radius, reduce Burn cost of a Blast in the same round by 2 point, can Gather Power for a full round to reduce Burn cost of Blast on next turn by 3 points, or can also gather power as a move action to reduce Burn cost by 4, taking damage requires Concentration check DC 10+damage+spell level or lose the energy in wild surge dealing damage equal to Burn cost reduction lost.

Elemental Overflow: clothes ruffle in breeze, +6 to Blast attack rolls when having Burn points, +12 to Blast damage, +2 size bonus to two physical scores and chance to ignore crits equal to 5%x current Burn points with 3 Burn Points, with 5 Burn points +4 size bonus to 1 physical ability score and +2 to other 2 physical ability scores, with 7 Burn points +6 bonus to one physical ability score and +4 to another and +2 to the remaining, can suppress visual effect by concentrating but lose bonuses.

Infusion Specialization: reduce Burn cost of Blast Infusions by 6.

Metakinesis: for 1 Burn gain Empower Spell on Blast, for 2 Burn gain Maximize Spell, for 3 Burn gain Quicken Spell, for 3 Burn use Blast twice as standard action or swift action if combined with Quicken Spell, modifications apply to both Blasts but only count Burn once.

Internal Buffer: 3 points, spend buffer points in place of accepting Burn.

Expanded Element: +1 to attack and damage rolls, Caster Level, and DC for Wild Talents.

Supercharge.

Composite Specialization.

Metakinetic Master.

Omnikinesis: +1 Burn to use any Wild Talent.

Elemental Powers (CL 20, Concentration +27)

9th DC 29 - Hurricane Queen: type utility; Level 9; Burn -; bonus to Enveloping Winds, wind and weather effects only affect you and your attacks if you allow it.

8th DC 28 - Weather Master: Burn 0; focus on the atmosphere for 10 minutes to cast Control Weather to create tornadoes or hurricane force winds.

7th DC 27 - Cloud: Burn 4; 20ft radius anywhere within 120ft of you, all creatures and objects within cloud when formed take 1/4 blast damage with no save, creatures that enter cloud or end their turn in cloud take 1/2 blast damage, obscures as Obscuring Mist, lasts 4 rounds or until used again.

6th DC 26 - Suffocate: Burn 0; choke a creature within 120ft by making unbreathable, it may attempt a Fort save to speak but cannot breathe until your concentration breaks, you leave the 120ft range, or you break line of sight, Burn 1 to expel air from target's lungs, if you do this and the target fails its Fort save it becomes Disabled and is reduced to 0 HP and if it fails the second Fort save it falls unconscious and is reduced to -1 HP. Wind Manipulator: Burn 0; standard action to Control Winds, standard action to Concentrate to extend effect, Burn 1 to extend the duration to 200 minutes without concentrating.

5th DC 25 - Greater Air Shroud: Burn 0; Air Shroud also grants Life Bubble. Greater Windsight: Burn 0; send a breeze up to 480ft and back, granting you a glimpse of a conversation, breeze travels 100ft per round so message is delayed by 1 round per 50ft; set up steady wind and concentrate for up to 20 minutes to get continuous visual and auditory information for duration, delayed by 1 round per 100ft.

4th DC 24 - Cyclone: Burn 3; all creatures and objects in 20ft radius centerred on you take half normal blast damage.

3rd DC 23 - Magnetic Infusion: Burn 2; when struck, enemies become magnetic, granting +4 to attack rolls against them and -4 Ref to dodge metal. Synaptic infusion: Burn 2; blast causes target to be staggered for 1 round. Torrent: buffets all foes in 30ft line, dealing half normal blast damage. Aerial Evasion: Burn 1; use wind to buffet yourself away from area attacks, works as Evasion. Celerity: Burn 0; Haste 1 round, burn 1 to increase duration up to 20. Engulfing Winds: until the start of your next turn, lose Enveloping Winds but gain Wind Wall, Burn 1 to extend duration. Windsight: Burn -; see through mist and fog, including magic, and see and hear from your position and a position a number of feet away as the wind's MPH, including around corners.

Wings of Air: Burn 0; constantly under effect of Fly.

2nd DC 22 - Penetrating Infusion: Burn 2; treat foe's cold, electric, or fire resistance as 5 lower +5 for each additional burn. Living Capacitor: Burn 0; constant Body Capacitance, when discharged cannot use again until taking electrical damage. Greater Voice of the Wind: Burn 0; as Voice of the Wind plus Ghost Sound, Ventriloquism, and Vocal Alteration, Whispering Wind range of 1000 miles delayed 1 hour by each 50 miles.

1st DC 21 - Basic Aerokinesis: Burn 0; create a light breeze that blows against a target and follows it, grants +2 vs very hot conditions, severe heat, breath weapons, and cloud vapors and gases, 7 creatures always count as downwind for scent tracking. Energize Weapon: Burn 1; as part of an attack, charge, or full-attack action imbue weapon with Air energy until the beginning of your next turn; +4d6 Air damage. Gusting Infusion: Burn 1; your blast acts as Gust of Wind, for extra 2 Burn or 0 damage Gust of Wind persists for 1 round along a clear path. Pushing Infusion: Burn 1; attempt a Bull Rush against each target damaged by Infused Blast using Con instead of Str to push enemy back 5 ft +5 for each additional Burn. Aerial Adaptation: Burn 0; immune to altitude sickness, electricity resistance equal to twice current amount of Burn. Air Cushion: Burn 0; constant Feather Fall and count as 1 size larger for determining wind effects. Air's Leap: Burn 0; all jumps count as running start, +20 to Acrobatics to jump, jump twice as far or high as result shows, Burn 1 to double the jump distance up to 4x distance. Air's Reach: Burn -; double Blast's range, does not apply to Cyclone. Air Shroud: Burn 0; always surrounded by Air Bubble, Burn 1 to add additional creature up to 7. Voice of the Wind: Burn 0; wind carries your whisper to person in 120 you can see as Message, or as Whispering Wind.

0th DC 20 - Simple Blast: Air Blast, Burn 0, Blast Type physical, Damage Bludgeoning 10d6+17. Enveloping Winds: type: defense, Burn 0, surround yourself with a whirling torrent of air, ranged attacks made with physical weapons have 60% miss chance, +5% by spending 1 Burn, when using burn miss chance applies to non-physical attacks for 1 round.

Elemental Focus: Air

STATISTICS

Str 14, Dex 14, Con 24, Int 22, Wis 20, Cha 20

Base Atk +15; CMB +17; CMD 29

Skills Acrobatics +10, Craft (silk making) +14, Diplomacy +25, Fly +25, Handle Animal +10, heal +13, Intimidate +13, Knowledge (nature) +14, Perception +28 (+2 at night), Profession (gatherer) +28, Sense Motive +25, Stealth +10 (+2 at night), Use Magic Device +13

Languages Syrinx

SQ Speak with Avians.

Gear Silk Armor of Spell Resistance +5, Keen Dagger +4, Returning Javelin +4, Belt of Physical Perfection +6, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Bracers of Armor +8, Ring of Protection +5

Syrinx Amateur

Syrinx Kineticist 5

NG Medium Humanoid (syrinx)

Init -1; Senses Low-Light Vision, Darkvision 60, Perception +10(+2 at night)

DEFENSE

AC 11, touch 9, flat-footed 11

HP 47

Fort +8, Ref +3, Will +5; +2 vs mind-affecting effects

OFFENSE

Speed 30, fly 60 average

Melee Keen Dagger +2 (1d4/17-20x2)

Ranged Returning Javelin +2 (1d6/x2)

Elemental Powers (CL 5; Concentration +9)

1st DC 15 - Basic Aerokinesis: Burn 0; create a light breeze that blows against a target and follows it, grants +2 vs very hot conditions, severe heat, breath weapons, and cloud vapors and gases, 7 creatures always count as downwind for scent tracking.

0th DC 14 - Simple Blast: Air Blast, Burn 0, Blast Type physical, Damage Bludgeoning 3d6+6. Enveloping Winds: type: defense, Burn 0, surround yourself with a whirling torrent of air, ranged attacks made with physical weapons have 60% miss chance, +5% by spending 1 Burn, when using burn miss chance applies to non-physical attacks for 1 round.

Elemental Focus: air

STATISTICS

Str 8, Dex 8, Con 18, Int 16, Wis 14, Cha 14

Base Atk +3; CMB +2; CMD 11

Skills Acrobatics +5, Craft (silk making) +9, Fly +7, heal +8, Intimidate +8, Knowledge (nature) +8, Perception +10(+2 at night), Profession (gatherer) +10, Stealth +5(+2 at night), Use Magic Device +8

Languages Syrinx

SQ

Speak with Avians.

Burn: take 5 nonlethal damage per point of Burn, this damage cannot be healed except by a night's rest, can only use 1 Burn per round, cannot Burn more than 7.

Gather Power: requires empty hands, loud visible display in 20ft radius, reduce Burn cost of a Blast in the same round by 1 point, can Gather Power for a full round to reduce Burn cost of Blast on next turn by 2 points, or can also gather power as a move action to reduce Burn cost by 3, taking damage requires Concentration check DC 10+damage+spell level or lose the energy in wild surge dealing damage equal to Burn cost reduction lost.

Elemental Overflow: clothes ruffle in breeze, +1 to Blast attack rolls when having Burn points, can suppress visual effect by concentrating but lose bonuses.

Infusion Specialization: reduce Burn cost of Blast Infusions by 1.

Metakinesis: for 1 Burn gain Empower Spell on Blast.

Gear Keen Dagger, Returning Javelin, Silk Armor +1, Bracers of Armor +1, Syrinx Jewelry(500), if outside town bag of holding I, blanket, cot, medium tent, heatstone, silk rope, applejack, mead, fine wine, tea, trail rations x10, journal, ink, pen, waterskin x4, gambler's kit, grooming kit, perfume kit, kite, 935 Syrinx Gold Rods, 7 Syrinx Iron Rods, 3 Syrinx Copper Rods