An Alternative to the Raptorans [Archive] - Wizards Community

Post/Author/DateTimePost
Tectorman

05-01-07, 06:01 PM
Just what it says, this gives you a flight-capable common race with a Level Adjustment of +1 and the ability to fly from the get-go.
A conceptual picture of a member of this race can be found here:
http://www.deviantart.com/deviation/47764463/?qo=21&q=by%3Atectorman&qh=sort%3Atime+-in%3Ascraps

Sylph-Birdfolk

Overview
Sylph-birdfolk once began as raptorans, but they defaulted on their pact with the Air Lords and so were punished. Over time, a new race came to be. Having regained their ability to fly, the Air Lords have since granted them a chance to redeem themselves. Thus, they have no Walk of the Four Winds, but still qualify for raptorans-only prestige classes.
Personality
Like raptorans, sylph-birdfolk will always opt to back off and weigh their options before acting. Unlike raptorans, they do so more out of necessity than mere prudence. While they are just as capable of planning out their options, sylph-birdfolk fully realize their limitations in changing plans. Also, they do not so much revel in debate so much as sing.
Physical Description
Sylph-birdfolk appear as blended combinations of birds and humans. Every part of their bodies is covered in a thick layer of down (patterned similar to smaller birds; sparrows, jays, cardinals, etc.) except for their hands, feet, heads, their upper arms, and their torsos from the waist up. They have very large ears covered in feathers that assist in flying; they also have hair akin to a human’s. Their arms are their most distinguishing feature; a sylph-birdfolk’s arms end in a three-taloned hand. However, also coming off the wrist is their wing, hence their caution: a flying sylph-birdfolk can’t use their hands at all. A sylph-birdfolk also has a tail with tail feathers. Their legs are their second most distinguishing feature; a sylph-birdfolk’s leg features what appears to be a double knee. Actually, their lower legs are a full 3 to 4 inches long and their foot is commonly mistaken as the lower part of their leg. It ends in a three-taloned foot. Because sylph-birdfolk are mostly covered in thick down and have an unusual body structure, their clothing is usually utilitarian (mostly close-fitting shirts/tops).
Relations
The text under the raptoran description in Races of the Wild can stand in here. One difference is how sylph-birdfolk interact with raptorans, which is usually a combination of envy and resentment.
Alignment
Same as raptorans, but more neutral-inclined along the good-evil axis.
Sylph-Birdfolk Lands
A typical sylph-birdfolk community can usually be found near a forested cliff. The sylph-birdfolk find a cliff to set up the community habitat, but the individual families will usually claim a tree for themselves. This leads to less need for oversized families to branch off as forests usually provide far more dwelling area than a cliff-face.
Religion
Language
Names
Generally the same as raptorans.

Sylph-Birdfolk Racial Traits
• +2 Dexterity, -2 Constitution.
• Medium size
• Humanoid (Raptoran)
• A sylph-birdfolk’s base land speed is 40 feet.
• Wing-Aided Movement: When not wearing a shield or holding anything in their hands, a sylph-birdfolk can use their arm wings to gain a +6 racial bonus on Jump checks.
• Flight (Ex): A sylph-birdfolk is able to fly at a speed of 40 feet (average manueverability) when carrying no more than a light load, not wearing a shield and when not holding anything in their hands. They are also incapable of using their hands to cast spells with somatic components nor can they use them to hold or manipulate material or focus (divine or arcane) components. Their foot-talons are capable of holding things while flying, however, so as long as they began flying with the necessary components in hand, er, foot, they don't have a problem.
Sylph-birdfolk can make a dive attack using their foot-talons, and they are likewise capable of using the run action while flying, so long as they fly in a straight line.
• Unerring Direction: Sylph-birdfolk 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: Sylph-birdfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Unusual Body Structure: Sylph-birdfolk must wear barding instead of normal armor when wearing any kind of armor heavier than light.
• Racial Skills: Sylph-birdfolk have a +2 racial bonus on Climb, Spot and Perform (sing) checks.
• Nail-Claws (Ex): A sylph-birdfolk’s unarmed strikes may deal bludgeoning, slashing, or piercing damage at their option. While using their unarmed strikes in this way, they deal no damage to targets with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. Gloves and boots not specifically made to accommodates a sylph-birdfolk’s appendages interfere with this ability. This ability interacts with the Versatile Unarmed Strike feat in an unusual way; a character with the nail-claws and the VUS feat may deal bludgeoning, slashing, or piercing damage at their option (not limited to swift action) and will be able to do this regardless of their apparel (gloves, etc.) or their opponent's Armor or Natural Armor, as normal. {A sylph-birdfolk’s unarmed strikes will still provoke attacks of opportunity as normal (assuming they don’t have Improved Unarmed Strike or a Monk’s unarmed strike) and still only do nonlethal damage (lethal damage with a -4 penalty to attack).}
• Automatic Languages: Common, Tuilvilanuue. Bonus Languages: Draconic, Elven, Goblin, Orc, Sylvan.
• Favored Class: Bard, Monk, or Scout. A player with a sylph-birdfolk character picks one of these three classes to be his or her specific sylph-birdfolk character’s favored class the first time he or she takes a level in any one of these classes and may not change this choice later.
• Level adjustment +1.

Please comment and advise.
Phalo

05-02-07, 01:31 AM
looks pretty good probably need to take base land speed down to 30 at least probably lower and maybe add a chance of breaking a bone on taking a critical hit with a bludgening weapon. It was something that was in a 2.0 race i remember in humanoids handbook
lord_xarallon

05-02-07, 04:27 AM
Sylph-Birdfolk looks fine.

Although they are not the only alternative to Raptorans.

Dragonborn of Bahamut with the wing aspect gain a similar ability to fly.

A race with the dragonblood can take the feat tree dragon wings.

And there is probably other similar ways I didn't think of.
Tectorman

05-02-07, 08:18 AM
looks pretty good probably need to take base land speed down to 30 at least probably lower and maybe add a chance of breaking a bone on taking a critical hit with a bludgening weapon. It was something that was in a 2.0 race i remember in humanoids handbook

Well, I put that in there because a.) the Roadrunner and b.) they have long legs with double knees, which results in a very long stride.

Breaking a bone...what would be the stats for that (assume we're not using a called shot system)?
kaionon

05-02-07, 12:16 PM
Perhaps something like if their hit with a critical their landspeed slows to 10, lose the use of an arm and flight. Such as if their leg or arm were hit respectivly.

The effect lasts till they are healed equal to the ammount of damage the critical did?
Tectorman

05-02-07, 03:02 PM
Perhaps something like if their hit with a critical their landspeed slows to 10, lose the use of an arm and flight. Such as if their leg or arm were hit respectivly.

The effect lasts till they are healed equal to the ammount of damage the critical did?

You know, that would probably work. Natural healing would take long enough to match the downtime suffered by someone with a broken [insert limb name here], and magical healing would, of course, magically mend the bones back into place.

Of course, there's the fact that none of the flying animals, magical beasts, or even the Raptorans themselves have such a stipulation on their racial traits. Yeah, it might be more realistic, and if you use it, good, let me know how it goes (that bit isn't supposed to be sarcastic), but I probably won't.

Oh, and bump.
InsanePsychoRabbit

05-02-07, 03:54 PM
I have a similar race in my siganture, although the Level Adjustment might be too low. It has its own, entirely different flavor.
Tectorman

05-04-07, 11:32 AM
I have a similar race in my siganture, although the Level Adjustment might be too low. It has its own, entirely different flavor.

Naw, the LA looks fine for yours.
sigma999

05-04-07, 01:53 PM
Nice! Chickenlings!
Of_Monkeys

05-26-07, 02:14 AM
Well this is an old idea I have laying around to deal with "Hollow bones" or fragile creatures...it is basically the reverse of Damage Reduction.

Give them Damage Increase/1 Bashing (DI/1 Bashing).

They take normal damage from anything..but if an attack is Bashing, they take +1 damage from the attack.

Be aware, this is a very serious draw back.
1 point may not seem like much..but it adds up quick.
Hope that helps.
Tectorman

05-26-07, 02:37 AM
What? The -2 Con doesn't thematically match that for you?

Seriously, though, I like the idea behind DI. It's appropriate, it's revolutionary, it's a whole new mechanic. If it weren't for that last bit, I'd probably add it.
Peregrine_Wolf

05-27-07, 12:59 AM
I think Raptorans are good, this looks pretty interesting. Looks like the only things it benefits from racial-wise is being a Monk.....or a spantaneous caster(they don't have to have material components do they?)
Tectorman

05-27-07, 01:23 AM
I think Raptorans are good, this looks pretty interesting. Looks like the only things it benefits from racial-wise is being a Monk.....or a spantaneous caster(they don't have to have material components do they?)

If a caster's spell has a material component in it, then your options are either use the material component, use the metamagic component (from the variant in Unearthed Arcana), or Eschew Materials. So technically, if your caster never learns a spell that has a material component, then no.

So, simple answer: yes (Psions excepted).