SRD‎ > ‎Reference Site‎ > ‎Fantasy House Rules‎ > ‎Character Creation‎ > ‎Core Races‎ > ‎

Raptorin

+2 to any

Raptorin Racial Traits


Raptorin base land speed is 30 feet.

Medium: As Medium creatures, Raptorin have no special bonuses or penalties due to their size.

Wing-Aided Movement: Raptorin can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a raptorin a +4 racial bonus on acrobatics, +2 athletics checks.

Eagle Eye: +2 Perception 

Gliding (Ex): A raptorin can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorin glide at a speed of 40 feet (average maneuverability), Even if a raptoran's maneuverability improves, she can't hover while gliding. A raptoran can't glide while carrying a medium or heavy load. If a raptorin becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Flight (Ex): When a raptoran reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability), A raptoran can't fly while carrying a medium or heavy load or while fatigued or exhausted. Raptorins can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Raptorins are likewise fatigued after spending a total of more than 10 minutes per day flying. Because raptorins can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued ), When they reach to Hit Dice, raptorins have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A raptoran with flight can make a dive attack. A dive attack works like a charge, but the raptoran must move a minimum of 30 feet and descend at least l0 feet. A raptoran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A raptorin with flight can use the run action while flying, provided she flies in a straight line. 

Fly Skill
0 ranks - practically no damage from falls
3 ranks - fly at 40' poor for 1 round per level per day
6 ranks - fly at 40' poor anytime
9 ranks - fly 50'
12 ranks - fly 60'
15 ranks - fly 80'
18 ranks - fly 100'
20 ranks - fly 120'

Unerring Direction: Raptorins have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material plane, this ability doesn't function.

Low-Light Vision: A raptoran can see twice as far as human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A raptorin retains the ability to distinguish color and detail under these conditions.

Automatic languages: Common, Auran

Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc, and Sylvan.

Alternative Racial Traits

Each raptorin has one of the following special traits, which is selected when a character is created and cannot be changed thereafter.

Diving Charge When you Charge while Gliding or Flying you gain a +2 feat bonus to damage rolls for the attack made at the end of the Charge.

Hunting Caste you gain proficiency with Greatbows and Longspears.

Avian Predator Your racial bonus to Perception increases to +2/ 4 HD

Dive While gliding or flying, you gain a +2 bonus to attack when charging creatures at a lower elevation."

Able Sniper  You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away. 

Aerial Superiority You can use your flying ability to gain an advantage against landbound foes or airborne foes that you can outmaneuver. While flying, you gain a +1 dodge bonus to Armor Class against opponents who cannot fly or have a lower maneuverability than you.

Class Bonuses

Wizard/Sorcerer
Pact with Wind Lords: Because of the ancient bargain raptorins made with powerful air elementals, raptorin spellcasters cast spells with the air descriptor at +1 caster level. 

Cleric
Pact with Wind Lords: Because of the ancient bargain raptorins made with powerful air elementals, raptorin spellcasters cast spells with the air descriptor at +1 caster level.   Gain Air domain
Comments