THE BAT TRIBE (Echar):
The Echar are bat people who live in caves. They are friendly with all bats regardless of variety and species and also naturally breed Werebats. About 1 in every 100 Echar is born a werebat. Naturally social, the Echar are associated with rodents and vampires. There are vegetarian bats, Insectovoric bats, and carnivorous bats, most are omnivorous feeding an a variety of small creatures, insects, fruits, and nuts (Rodents amongst them).
OTHER BAT-LIKE RACES: No close relatives.
BODY ALTERATIONS: Depending on the Phase of the Echar, he gains 1 or more powers from this list to add to his template. Suggested body alterations are below to accompany the powers.
ATTRIBUTE MODIFICATIONS:
Animist Bats get +2 DEX and a -2 CHA
SIZE: Animist Bats are of Small size. They stand 3'+ tall (+1d12 males and 1d8 females) and weigh about 30 + 10d10 pounds for males and 3d10 for females.
DESCRIPTION: The Echar are furry winged rodents with large ears, strange snouts, and vicious looking teeth. The wings are actually their fingers adapted to flight. They can naturally hang upside down and sleep in this position. Social creatures, they band together in the hundreds in underground caves.
ATTRIBUTES: +2 DEX, -2 CHA
SIZE: Medium size.
SPEED: Erchar base speed is 10 feet on the ground and 30 in the air.
ECHAR VISION: Echar base sight starts as low-light vision. They have Light Sensitivity: Echar are dazzled in bright sunlight or within the radius of a daylight spell.
ECHAR RACIAL ABILITY: Echar get to choose up to 6 points of racial traits.
AUTOMATIC LANGUAGES: Common, Echar.
BONUS LANGUAGES: Animist, Sylvan.
FAVORED CLASS: Scout
FAVORED ALIGNMENT: No particular alignment.
RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.
REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of Zanitar.
REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to Zanitar.
ECHAR ANIMIST POWERS:
1 Point
ANIMAL SPEECH (Ex): Bat - The Echar can speak with Bats as a Proficiency in addition to any other languages he knows, this is a Bonus Language.
Suggested Animal Features: The Echar has a high piercing pitch with intermitted sueaks.
HIBERNATE (Ex): The Echar can sleep for as many days as his CON score, waking up weakened by 1 STR and CON per three days. Recovery: The Echar heals 1 (each) point of STR and CON per day that a good meal is had. In hibernation, he heals at +1 HP per day, and needs no food or water. This is a great ability to have when food is scarce or the temperature is inhospitable. Those that live in regions with harsh winters hibernate during the cold weather. Many of those that live in warm, dry climates estivate—that is, become inactive during summer.
Suggested Animal Features: The Echar has sleepy looking eyes, the Batfolk yawns often, the Echar naps every noon. He complains about extreme temperatures.
MEDIUM-SIZED (Ex): Echar's sizes are normally small but this one is a giant among his people. He now is medium sized and stands between 4'5" and 5'4" weighing 100 to 140 lbs. These bats are called Megabats and are a subset of batfolk.
BLINDSENSE (Ex): The Echar uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them..
Suggested Animal Features: The Echar has beady oily black eyes with no pupil.
2 Point
SPOT (Ex): The Echar gains a racial +4 bonus to Spot checks.
Suggested Animal Features: The Echar makes squeaking noises every so often and seems to know where things are located even in magical darkness.
LISTENING (Ex): The Echar has large forward facing ears that make listening easy. A Blinded batfolk can negotiate mazes with ease but a deaf bat is helpless.
Suggested Animal Features: The Batfolk has large ears on the top of his head that swivel when sounds are made.
DAYLIGHT ADAPTATION (Ex): This Echar, unlike most of his brethren, is able to move and react competently in the day. It is not Dazzled in Bright Sunlight or in a Daylight Spell.
Suggested Animal Features: The Echar seems to be relaxed and more mellow than his brothers.
CLIMB (Ex): The Echar are very good climbers, they gain the climb feat due to climbing claws on their fingers and toes. To climb they cannot wear boots or gloves.
Suggested Animal Features: Each of the batfolk's limbs have short, sharp claws.
3 Point
BITE (Ex): This Batfolk has developed a razor sharp bite. Small Echar do 1d4 Damage with a Bite, Medium do 1d6 Damage.
Suggested Animal Features: The Echar has razor sharp fangs.
HUMANOID ARMS: The Echar has developed fully functioning arms in addition to his wings.
Suggested Animal Features: The Echar has fully functioning arms.
HUMANOID LEGS: The Echar has humanoid legs and no longer is restricted in his ground movement (30 foot Movement Rate). Normal Echar Ground movement rate is 10.
Suggested Animal Features: The Echar gains a foot in height as his limbs are longer.
LIGHT-BONED (Ex): The Echar's bones are lighter proportionally than members of other species. This lightness allows them to be more Dexterous than normal creatures (+2 to REF Save).
Suggested Animal Features: The Echar is thinner and more acrobatic than his peers.
4 Point
VAMPIRIC (Ex): A Vampiric Echar can only eat and live by drinking blood. A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1 point of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 1 temporary hit point.
Suggested Animal Features: The Echar's teeth are large spikes, his eyes glow a bright red, and he flits from shadow to shadow.
CHILDREN OF THE NIGHT (Ex): Echar command the lesser bats from his cavern and once per day can call forth 1d4+1 bat swarms as a standard action. These bats arrive in 2d6 rounds and serve the Echar for up to 1 hour.
Suggested Animal Features: The Echar's jaws and voice are unnaturally large.
TRANSMIT DISEASE (Ex): The Echar carries a vile disease even though he himself is unaffected by it. Whenever it bites someone they must Save or contract the disease. Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based..
Suggested Animal Features: The Echar is foaming at the mouth, it's eyes are red and dilated.
AIRBORN MANEUVERABILITY (Ex): The Echar's wings are thinner and more flexible than that of birds and most other avian creatures enabling them to dodge and evade obstables and even predators. This Echar is almost impossible to catch in the air. +4 AC (Circumstantial) while in Air-to-Air Combat with another being.
Suggested Animal Features: The Echar has thin leathery wings that are flexible and resilient.