THE BIRD TRIBE (Avarr):
The Avarr are bird people who live in and around Rhamier, Skrealund, Guavhardiim, and are spreading into the Northern Part of Isimiir. They are friendly with all birds regardless of variety and species and also naturally breed with Aaracokra. Naturally social, the Avarr are associated with all sorts of winged monsters like the Roc, Griffons, and Hippogriffs though they are often caught in a predator / prey relationship . There are countless varieties of birds and listing them would be fruitless however some of the major clans are: the Ka'zaw (Raven Tribe), Skre'Ha (Eagle/Hawk Tribe), Oolima (Owl Tribe), and Carinum (Vulture Tribe).
OTHER BIRD-LIKE RACES: Aaracokra.
BODY ALTERATIONS: Depending on the Phase of the Avarr, 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 Birds get +2 DEX and a -2 CON
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 Avarr are feathered and winged avians with sharp eyes, hooked claws,and powerful beaks. The wings are actually their fingers adapted to flight. They can perch easily on narrow ledges and branches. Social creatures, they band together in various societies.
ATTRIBUTES: +2 DEX, -2 CON
SIZE: Small size.
SPEED: Avarr base speed is 10 feet on the ground and 30 in the air (All Avarr have wings).
AVARR VISION: Avarr base sight starts as low-light vision.
AVARR RACIAL ABILITY: Avarr get to choose up to 6 points of racial traits.
AUTOMATIC LANGUAGES: Common, Avarr.
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 their native land.
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 their native land.
ECHAR ANIMIST POWERS:
1 Point
ANIMAL SPEECH (Ex): Bird - The Avarr can speak with Bats as a Proficiency in addition to any other languages he knows, this is a Bonus Language.
Suggested Animal Features: The Avarr has a series of caws, squaks, and chirps.
BALANCE (Ex): The Avarr can balance on ledges and small limbs even when asleep. They gain a +4 to balance checks.
Suggested Animal Features: The Avarr has strong thin legs.
MEDIUM-SIZED (Ex): Avarr'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.
HOLLOW BONES (Ex): The Avarr weighs half of the weight he looks. This reduction in weight adds +10 feet to all movement rates.
Suggested Animal Features: The Avarr has fragile bones and a delicate body type.
2 Point
SPOT (Ex): The Avarr gains a racial +2 bonus to Spot and Search checks.
Suggested Animal Features: The Avarr has sharp penetrating eyes.
RESISTANCES (Ex): The Avarr has a bit of vulture blood in it which offers resistance to both poison and disease. +2 to saves versus poison and disease.
Suggested Animal Features: The Birdkin has a black tongue.
DIVE ATTACK (Ex): The Avarr has mastered diving attack like the Peregrine Falcon that has a +2 to hit
and does x2 Damage in the first round of combat (either melee or natural weapons). To take advantage, the dive must be a maximum speed and have a clear, straight line of sight. Only one attack can be made in the first round.
Suggested Animal Features: The Avarr has a streamlined figure.
CLAWS (Ex): The Avaar have claws on their feet, this prevents them from wearing boots if they wish to use them but they can grasp creatures or objects of one size lesser and carry them while flying. The claws do 1d4/1d4 if the Avarr is small and 1d6/1d6 if Medium.
Suggested Animal Features: Each of the batfolk's limbs have short, sharp claws.
3 Point
BITE (Ex): This Birdkin has developed a razor sharp beak. Small Avarr do 1d4 Damage with a Bite, Medium do 1d6 Damage.
Suggested Animal Features: The Avaar has a razor sharp beak.
HUMANOID ARMS: The Avaar has developed fully functioning arms in addition to his wings.
Suggested Animal Features: The Avaar has fully functioning arms.
HUMANOID LEGS: The Avaar has humanoid legs and no longer is restricted in his ground movement (30 foot Movement Rate). Normal Avaar Ground movement rate is 10.
Suggested Animal Features: The Avaar gains a foot in height as his limbs are longer.
LIGHT-BONED (Ex): The Avarr'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 Avarr is thinner and more acrobatic than his peers.
4 Point
FLYBY ATTACK (Ex): The Avarr gets the Flyby attack feat. When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Suggested Animal Features: The Avarr's has overdeveloped shoulder and triceps.
HOVER (Ex): When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
Suggested Animal Features: The Avarr's wings are abnormally strong and his traps are oversized..
WINGOVER (Ex): A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive. The change of direction consumes 10 feet of flying movement.
Suggested Animal Features: The Avarr's Trapezius muscles are overdeveloped, Back muscles are powerful.
AIRBORN MANEUVERABILITY (Ex): The Avarr's wings are thinner and more flexible than that of normal birds and most other avian creatures enabling them to dodge and evade obstacles and even predators. This Echar is very difficult to catch in the air. +2 AC (Circumstantial) while in Air-to-Air Combat with another being, +1 to Attack.
Suggested Animal Features: The Avarr has thin streamlined wingtips and pinfeathers that are flexible and resilient.