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Choose one of the following birdfolk heritages at 1st level.
Choose one of the following birdfolk heritages at 1st level.
===Collector Birdfolk===
===Collector Birdfolk===
Your ancestors never understood the concept of ownership. You are trained in Thievery. You gain the Pickpocket skill feat as a bonus feat.
You have never understood the concept of ownership. You are trained in Thievery. You gain the Pickpocket skill feat as a bonus feat.
===Mountain Birdfolk===
Your ancestors lived atop the highest mountains of the earth, and can handle the cold better than others. You gain resistance to cold equal to half your level, and you treat environmental cold effects as if they were one step less extreme.
===Seeker Birdfolk===
===Seeker Birdfolk===
Your ancestors have always had a deep connection to the Rod of Law, which gives you an insight into it's lore. You become trained in Lore: Rod of Seven Parts. At 5th level, you become an expert.
Your ancestors have always had a deep connection to the Rod of Law, which gives you an insight into it's lore. You become trained in Lore: Rod of Seven Parts. At 5th level, you become an expert.
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Your family has honed their talons to be sharp as steel. You gain a talons unarmed attack that deals 1d6 slashing damage. Your talons are in the brawling group and have the finesse and unarmed trait.
Your family has honed their talons to be sharp as steel. You gain a talons unarmed attack that deals 1d6 slashing damage. Your talons are in the brawling group and have the finesse and unarmed trait.
===Sky Warden Birdfolk===
===Sky Warden Birdfolk===
You have dedicated yourself to the protection of the elemental plane of air. You gain resistance to cold equal to half your level. You also gain a +2 circumstance bonus for any checks involving enemies of the elemental plane of air.
You have dedicated yourself to the protection of the elemental plane of air. You also gain a +2 circumstance bonus for any checks involving foes from the elemental plane of earth.
===Option 5===


==Ancestry Feats==
==Ancestry Feats==
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}}
}}
{{PathfinderFeat
{{PathfinderFeat
|name = Option 4
|name = Gannet Skull
|action =  
|action =  
|level = 1
|level = 1
|tags = Birdfolk
|tags = Birdfolk
|prerequisites =  
|prerequisites =Can only be chosen at 1st level
|text =  
|text =You have an extra thick, helmet like skull. You gain a +2 bonus to AC.
}}
}}
{{PathfinderFeat
{{PathfinderFeat
|name = Option 5
|name = Nimble Bird
|action =  
|action =  
|level = 1
|level = 1
|tags = Birdfolk
|tags = Birdfolk
|prerequisites =  
|prerequisites =  
|text =  
|text =Your speed increases by 5 feet.
}}
}}
{{PathfinderFeat
{{PathfinderFeat
|name = Option 6
|name = Owl Like Perception
|action =  
|action =  
|level = 1
|level = 1
|tags = Birdfolk
|tags = Birdfolk
|prerequisites =  
|prerequisites =Can only be chosen at 1st level
|text =  
|text =You have the eyes and ears of an owl. You gain darkvision out to 30 feet. In addition, you gain a +2 circumstance bonus to perceptions checks while in the dark.
}}
}}
{{PathfinderFeat
{{PathfinderFeat
|name = Option 7
|name = Lyre Bird Mimicry
|action =  
|action =  
|level = 1
|level = 1
|tags = Birdfolk
|tags = Birdfolk
|prerequisites =  
|prerequisites =  
|text =  
|text =You have trained your vocal cords for perfect mimicry. You are able to perfectly imitate any sound you have heard at least once. In addition, you are able to imitate any voice you have heard speaking for at least 5 minutes. You gain a +2 circumstance bonus to any deception checks that relate to a mimicked voice.
}}
}}
{{CardsEnd}}
{{CardsEnd}}
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{{PathfinderFeat
{{PathfinderFeat
|name = Dance of the Winds
|name = Dance of the Winds
|action = {{Pathfinder2eActions|Three Actions}}*3
|action = {{Pathfinder2eActions|Three Actions}}
|level = 5
|level = 5
|tags = Birdfolk
|tags = Birdfolk
|prerequisites =  
|prerequisites =  
|text = Five birdfolk within 25 feet of each other can magically summon an [https://2e.aonprd.com/Monsters.aspx?ID=181 elemental hurricane]. Each of the five must use its three actions on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a free action. A summoner can’t perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any birdfolk within 5 feet of it can return with it.
|text = Five birdfolk within 25 feet of each other can magically summon an [https://2e.aonprd.com/Monsters.aspx?ID=181 elemental hurricane]. Each of the five must use their three actions to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a free action. A summoner can’t perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any birdfolk within 5 feet of it can return with it.
}}
}}
{{CardsEnd}}
{{CardsEnd}}
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}}
}}
{{PathfinderFeat
{{PathfinderFeat
|name = Option 2
|name = Headbutt
|action =  
|action ={{Pathfinder2eActions|One Action}}
|level = 9
|level = 9
|tags = Birdfolk
|tags = Birdfolk
|prerequisites =  
|prerequisites =Gannet Skull
|text =  
|text =You attempt to headbutt. Make a melee Strike. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the incapacitated trait.
 
<b>Critical Success</b> The target is unaffected.
<b>Success</b> The target can't user reactions until its next turn.
<b>Failure</b> The target is stunned 2.
<b>Critical Failure</b> The target is stunned 4.
}}
}}
{{CardsEnd}}
{{CardsEnd}}

Latest revision as of 04:17, 21 May 2024

Birdfolk
File:Birdfolk Race.png
General Information
AlignmentNeutral Good
Patron Deity(s)Syranita
MovementFlying
Activity CycleDiurnal
DietCarnivorous
Average Lifespan30 Years
Favored TerrainMountains
Appearance
Average Height5 ft
Average Weight90 lb
Wingspan20 ft
Eye Color(s)black
Pathfinder 2E
Hit Points6
SizeMedium
Speed
  • Walking 25 feet
  • Flying equal to walking
Ability Boosts
  • Dexterity
  • Wisdom
  • Free
Ability FlawStrength
Languages
  • Common
  • Birdfolk
  • Additional languages equal to your Intelligence modifier (if it's positive). Choose from Aquan, Auran, Ignan, Terran, and any other languages to which you have access (such as languages prevalent in your region).
Traits
  • Birdfolk
  • Humanoid

Dungeons and Dragons 5E
SizeMedium
Speed
  • Walking 30ft
  • Flying 50 ft
Language(s)
  • Aarakocra
  • Auran
  • Common
TypeHumanoid
Tag(s)Aarakocra

A winged people who originated on the Elemental Plane of Air, birdfolk soar through the sky wherever they wander. The first birdfolk served the Wind Dukes of Aaqa — mighty beings of air — and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power.

You Might...

  • One
  • Two
  • Three

Others Probably...

  • One
  • Two
  • Three

Physical Description

From below, birdfolk look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, birdfolk might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.

Birdfolk reach maturity by age 3. Compared to humans, birdfolk don’t usually live longer than 30 years.

Society

Alignment and Religion

Most birdfolk are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Names

As with much of their speech, birdfolk names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, birdfolk may use nicknames gained from people they meet or shortened forms of their full names.

A birdfolk of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.

Birdfolk Heritages

Choose one of the following birdfolk heritages at 1st level.

Collector Birdfolk

You have never understood the concept of ownership. You are trained in Thievery. You gain the Pickpocket skill feat as a bonus feat.

Mountain Birdfolk

Your ancestors lived atop the highest mountains of the earth, and can handle the cold better than others. You gain resistance to cold equal to half your level, and you treat environmental cold effects as if they were one step less extreme.

Seeker Birdfolk

Your ancestors have always had a deep connection to the Rod of Law, which gives you an insight into it's lore. You become trained in Lore: Rod of Seven Parts. At 5th level, you become an expert.

Sharptalon Birdfolk

Your family has honed their talons to be sharp as steel. You gain a talons unarmed attack that deals 1d6 slashing damage. Your talons are in the brawling group and have the finesse and unarmed trait.

Sky Warden Birdfolk

You have dedicated yourself to the protection of the elemental plane of air. You also gain a +2 circumstance bonus for any checks involving foes from the elemental plane of earth.

Ancestry Feats

1st Level

Birdfolk LoreFeat 1

Birdfolk

You gain the trained proficiency rank in acrobatics and occultism. If you would automatically become trained in one of those skills (from your background or class for example), you instead become trained in a skill of your choice. You also become trained in Birdfolk Lore.

Birdfolk Weapon FamiliarityFeat 1

Birdfolk

You favor thrown and other similar weapons. You are trained with daggers, darts, and javelins. In addition, you also access to all uncommon birdfolk weapons. For the purpose of determining your proficiency, martial birdfolk weapons are simple weapons and advanced birdfolk weapons are martial weapons.

Wind CallerFeat 1

Birdfolk

You can cast the gust of wind spell. You can also cast the spell using any spell slots you have of 2nd level or higher.

Gannet SkullFeat 1

Birdfolk

Prerequisites Can only be chosen at 1st level

You have an extra thick, helmet like skull. You gain a +2 bonus to AC.

Nimble BirdFeat 1

Birdfolk

Your speed increases by 5 feet.

Owl Like PerceptionFeat 1

Birdfolk

Prerequisites Can only be chosen at 1st level

You have the eyes and ears of an owl. You gain darkvision out to 30 feet. In addition, you gain a +2 circumstance bonus to perceptions checks while in the dark.

Lyre Bird MimicryFeat 1

Birdfolk

You have trained your vocal cords for perfect mimicry. You are able to perfectly imitate any sound you have heard at least once. In addition, you are able to imitate any voice you have heard speaking for at least 5 minutes. You gain a +2 circumstance bonus to any deception checks that relate to a mimicked voice.

5th Level

Birdfolk Weapon GuileFeat 5

Birdfolk

Prerequisites Birdfolk Weapon Familiarity

You have an intuitive understanding when using your birdfolk weapons. Whenever you critically hit using a daggers, darts, javelins, or birdfolk weapon, you apply the weapon's critical specialization effect.

Dance of the WindsFeat 5

Birdfolk

Five birdfolk within 25 feet of each other can magically summon an elemental hurricane. Each of the five must use their three actions to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a free action. A summoner can’t perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any birdfolk within 5 feet of it can return with it.

9th Level

Wind GliderFeat 9

Birdfolk

You have become practiced in the ways of flying. Your flight is no longer hindered by medium or heavy armor with the flexible armor trait. You still suffer the armor's speed penalty while flying.

HeadbuttFeat 9

Birdfolk

Prerequisites Gannet Skull

You attempt to headbutt. Make a melee Strike. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the incapacitated trait. Critical Success The target is unaffected. Success The target can't user reactions until its next turn. Failure The target is stunned 2. Critical Failure The target is stunned 4.

13th Level

Birdfolk Weapon ExpertiseFeat 13

Birdfolk

Prerequisites Birdfolk Weapon Familiarity

Your birdfolk affinity blends with your training, granting you great skill with birdfolk weapons. Whenever you gain a class feature that grants you expert of greater proficiency in certain weapons, you also gain that proficiency for daggers, darts, javelins, and all birdfolk weapons in which you are trained.

Windful EleganceFeat 13

Birdfolk

Prerequisites Wind Glider

You are no longer hindered in flight from any armor, however you still suffer it's speed penalty. In addition,your flying speed is now double your walking speed.