Bat and Bird Fauna

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The flying folk are uniquely suited to traveling the skies, naturally picking up eclectic skills.

Bats and birds are medium or small monstrous humanoids. They do not gain any abilities from the monstrous humanoid creature type.

Developed Wings

You gain a fly speed of 30 feet with average maneuverability.

Airborne Senses

Choose Echosense or Skill Familiarity.

Echosense

You gain blindsense, detecting solid objects within 10 feet.

You do not need to make perception checks to notice and locate invisible or hidden creatures within this area, but any opponent you cannot also see has total concealment (a 50% miss chance). You are still denied your dexterity bonus against creatures you have detected but cannot see.

You detect the environment this way through the reflection of soundwaves. You cannot use echosense to distinguish color or visual contrast, meaning that you will not be able to use this sense to perceive any writing or visual images that do not have raised surfaces. You can use this sense without being subject to gaze attacks, blinding, or visual effects when perceiving a target. You cannot use echosense when they are deafened or in a soundless environment such as the vacuum of space. Echosense requires line of effect to function but can reveal living and nonliving material alike. Echosense and echosight can be foiled by illusions with the Illusory Sound talent.

Skill Familiarity

You gain a +2 origin bonus to Perception and Acrobatics.

Aerial Ace

Choose Fleet Movement, Skill Familiarity, or a Natural Attack.

Fleet Movement

Your fly speed increases by 5 feet.

Skill Familiarity

You gain a +2 origin bonus to Fly and one Knowledge skill of your choice.

Claws

You gain a pair of claws on your hands which can be used as primary natural weapons and deal 1d4 points of slashing damage (1d3 if small). These claws do not stop you from holding or using things in your hands but cannot be used to make attacks while the hands hold something.

Talons

You gain a pair of talons on your feet that can be used as primary natural weapons, dealing 1d4 slashing damage (1d3 if small). You can only use talons to attack targets you are grappling, targets that are prone, or if you are at least 5 feet above the ground (attacking while either flying, leaping, or falling).

Gore

You gain a gore attack as a primary natural attack with your beak which deals 1d6 points of piercing damage (1d4 if small).

Dabbling Expertise

You gain a +2 origin bonus on any skill check in which you possess no skill ranks.