Sanguine
The Air Striders are among the fastest and most mobile of the Calthryn, typically they serve as the messengers of the elementals with their speedy methods. They are the second most common of the elementals to be encountered in our home plane. They are perhaps the most whimsical of the elementals, but their very nature is changing and constantly moving. Amongst the children of our realm, the Sanguine Calthryn are popular subjects for stories, tales, and general play considering the abilities of the Calthryn. While they are perhaps the most discussed by dreamers and people in general, the actual sighting of a Sanguine Calthryn is another thing entirely.
The appearance of the Air Striders is striking when viewed closely, but at a distance, most can easy pass for aged humans. Their hair tends towards shades of white, gray and other bluish colorations. While this tends to give the appearance of age, some of the Sanguine Calthryn have been spotted with a darker shade of gray that most closely resembles a storm cloud than hair. Their skin reflects similar tones of coloration, but a pale coloration is most prominent. Typically their skin gives them a freakish look, considering the severity of the paleness. While this is most often combated by covering themselves with long cloaks and flowing garments, it is rumored that in some towns, the coloration of the people is similar enough for the Sanguine Calthryn to pass unnoticed. Their eye color is most often blue, like the skies they love to move upon, but other lighter shades have been noticed. Brown eyes are incredibly rare, while hazel and blue are the most common. Green eyes on the Air Striders have never been reported and are assumed to be nonexistent.
In abilities, the Sanguine Calthryn are often restricted by their very nature. Armor of any type imposes too much weight to allow the Air Striders to remain comfortable, hence any form of armor is avoided completely. While this is not true of shields, and other magical protections, the Air Striders will always avoid armor due to the constriction and association that most armors have with metal, which is attuned to the element of earth. In the usage of weaponry, the Sanguine Calthryn are preferential when using various weapons. Items composed entirely or primarily of metal or stone, they avoid intently whilst most naturally occurring items are preferred as the normal weaponry. Hence, the Air Striders, preference for wooden weapons like bows and quarterstaves. Whilst darts and daggers are avoided for their composition, this type of Strider makes extensive use of javelins and other weapons of a similar nature. The equipment of the Sanguine Calthryn also follows a similar pattern with a strong reliance on natural materials to cover and conceal their forms. The usage of coins and gems also tends to be an annoyance to them, so they favor the practice of barter or trade to maintain their supplies. Although often, they will travel with a trusted companion who has no qualms about buying items for the Calthryn, typically because the companion receives a double share of treasure.
Earth is in direct opposition to air. For the Sanguine Calthryn, this usually equates to several situations that are not favorable. Whilst they take no damage from the presence of earth near them, they find themselves to be uncomfortable in enclosed settings, and will often be the first to point out obvious exits to the surface. In the case of direct contact with earth, the mortal shell that remains allows the Air Strider to contact earth related elements without worry, however, when something pierces that shell, they are quickly aware of the introduction of the foreign element. Metal weapons that inflict damage upon the Sanguine Calthryn cause an additional +1 damage per hit, hence 1d6 would become 1d6+1 and 2d4 would become 2d4+1. Earthen weapons inflict a greater deal of damage since the element is pure and undiluted by fire, thereby allowing an additional +2 damage per hit to the Sanguine Calthryn. Travel for the Air Striders is a thing of joy since they constantly love changing environments and views. No weather conditions are known to be adverse to them, with the exception of sandstorms and like effects. Their preferred method of resting and rejuvenation is to reach the highest point in a campsite that is allowed them, and then take their rest there, far from the pollution of a campfire, but near the highest concentration of pure air.
As the Air Striders progress in skill, they develop several unique powers that quickly serve to distinguish them from other types of elementals. The first noticeable trait that they develop is a complete lack of fear for heights. Their balance is superb, but in additional to that, they can float, equivalent to a feather fall spell of equal level, at will. The second ability that manifests is the ability to use elemental magic relating to air. All Air Striders can picks spells from the school of Elemental Air and the Sphere of Elemental Air. The limitation to these spells is that only 2 spells total of a particular spell level can ever be completely attuned to the Calthryn for usage. An example of this is a Calthryn with 2 air spells from the School of Elemental Air, or 1 spell from the school and 1 from the sphere, or 2 spells from the Sphere of Elemental Air. In this way the maximum number of spells per spell level is preserved. Another ability of the Air Striders is reached at 7th level, when they begin to shed some vestiges of their shell. At this point in time, the Air Calthryn is able to change their density at will, to become increasingly dense or less dense depending on choices. While this has no effect on armor class or in stopping damage, this does allow the Calthryn to control their movement, since at this point in their development, they alter their base speed from 12 to 18 at will, due to their nature. Moreover, if they are attuned to the ability to fly, their nature also alters several aspects of that spell. The concentration they need to maintain the spell during its duration is minimal allowing the Strider many choices for actions. Also, their maneuverability in the air is as a Class A creature. Their elemental form allows them to easily move their bodies through barriers or around them, but not into the bodies of any living creatures. Another unique trait of their elemental form is their ability to shift coloration to match air disturbances around them, so they can blend in perfectly with fog and are almost imperceptible in the rain, when they are without all their normal equipment.