Raptoran

 

Species Name: Raptoran, Raptor, Devi

In ancient times, the Raptorans made a pact with the lords of the Elemental Plane of Air, gaining the ability to fly in exchange for pledging the finest warriors of their race to the service of the air elementals in various extraplanar battles. Although the elementals have not called upon the Raptorans for assistance in generations, the pact entered into by those distant ancestors continues to shape Raptoran society today.

Type: Humanoid

Physical Traits: Feathered wings are a Raptoran's singular identifying feature, although Raptorans (when not flying) are more comfortable with them folded behind their backs. An interlocking series of ligaments allows Raptorans to lock their wings in the outstretched position, enabling them to glide for long periods without tiring. The wing feathers are ordinarily white, with black-tipped feathers appearing more often as a Raptoran ages. Raptorans tend to be thinner and slightly taller than humans, with most of their extra height in their legs; their arms are likewise somewhat longer. Their legs end in bony talons that aren't particularly sharp but have tremendous gripping strength. Raptoran hands are much like human hands, but each finger ends in a thick, almost clawlike fingernail.

The race does not have facial hair, but downy feathers on a Raptoran's scalp can resemble hair when viewed at a distance. Some female Raptorans have a row of more substantial feathers running from earlobe to earlobe across the back of the head and neck. Females can fan out this neck ruff to display it; male Raptorans consider a well groomed neck ruff to be attractive. They have humanlike faces, though they do generally have longer noses than most humans. Their forearms, thighs, and wings are all covered with dull, brown feathers, with a few black feathers mixed in. Occasionally, a female will have pure white feathers, which is generally considered to be a sign. Raptoran hands are much like human hands, but they end in thick, almost clawlike fingernails. Raptoran legs however, are quite different. Their knees can bend in either direction, bending forward for normal walking, or backward when in flight. Their legs below the knee are usually yellow or grey, with scale-like skin and ending in four-toed talons, with three forward claws and a toe claw that can fold against the side of the foot for normal walking or shift around to the back to perch and grasp. Each toe ends in a short talon designed more for gripping then combat.

They can fly at a speed of 60 kph with a ceiling of 8 kms.

Height: 6-6'5 ft with wingspan of 10 ft

Weight: 100-150 lbs

Abilities: Vision is double normal, winged flight

Mobility: Legs and wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6 +2, CON: 3D6 -2, CHA: 3D6 +3, MR: 3D6, HPs: CON +D6

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 180 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. To ensure that only the fittest and most capable Raptorans are available to fill the ranks of these would-be warriors, the agreement with the elementals called for the Raptorans to put their offspring through a test of survival and self-reliance called the Walk of the Four Winds. To this day, every member of a Raptoran flock must undergo this trial before becoming able to fly. When the flock chief judges a young adult Raptoran to be ready for the walk, that Raptoran can leave immediately to start the test. Those who do not leave at their earliest opportunity are referred to by other members of the community as "gliders" (reflecting their limited capacity to use their wings).

Raptorans love to argue and debate, whether or not they actually agree with the philosophy they are defending so passionately. They do not, however, waste time arguing when danger threatens or when they perceive that time is of the essence. A Raptoran's cautious nature takes a back seat whenever physical violence is imminent. In the blink of an eye, a Raptoran's demeanour can change from serene to fierce. In combat, Raptorans attack their enemies with savage aggressiveness, seeking overwhelming victory as quickly as possible.

Raptoran clothing tends to be utilitarian and streamlined. Garb that's heavy, restrictive, or too loose would impede flight, so most Raptorans rely on a close-fitting shirt and a simple set of breeches. Because a Raptoran's feathered wings provide better insulation than a down quilt, lightly dressed Raptorans are comfortable even in cold climes. Raptoran clothing includes straps and buckles for keeping pockets closed, because Raptorans in flight would otherwise drop coins and other possessions. Dangling jewellery is disdained as an annoyance in flight. Raptorans sometimes dye individual wing feathers in arresting combinations -- a decorative art not unlike the cosmetics that some humans wear.

Strangers who meet Raptorans usually receive cordial but wary treatment. To a Raptoran, any unfamiliar being is potentially an ally or an enemy, and she keeps her distance until she can be sure of a newcomer's intentions. Other creatures often consider Raptorans to be aloof and somewhat snobbish toward creatures that cannot fly. The truth of the matter is that while Raptorans literally look down on land-bound creatures, that situation is more a matter of circumstance than of arrogance. Raptorans instinctively pity creatures that can't soar on the winds, but they're introspective enough to realize that not everyone shares the desire to fly. As hunters and ranchers on the edge of civilization, Raptorans tend to be territorial. They tolerate travellers who are just passing through their territories, but they expect visitors to ask permission before hunting or harvesting forest plants in the area. Those who tarry overlong in Raptoran territory -- and those who settle too close for Raptoran comfort -- face increasing harassment from, and eventual war with, the Raptorans. Raptorans tend to be tolerant of other folk who come to visit and not to stay. They often barter with gnomes and halflings, trading game, furs, and other products for metal goods, cloth, and salt. Raptorans regard most sylvan fey creatures as charming but somewhat frivolous. Raptorans are no fools, and they treat kobolds, goblins, orcs, and other warlike creatures with extra caution. They find dwarves somewhat odd, even comical to look at because of their stout bodies and long beards. They also think of dwarves as strange folk because of their habit of living underground.

A typical Raptoran community lives either in spiraling towers built in a hollow or depression halfway up a canyon cliff, or in large communal dwellings excavated into the side of a cliff. Cliffs with overhangs and southern exposures are particularly comfortable for Raptorans. If a canyon has a prevailing breeze that blows through it, Raptorans regard that location as a particularly auspicious place to live. While Raptorans do engage in some agriculture (mostly fruit orchards), they subsist on hunting whatever herd animals are prevalent near their cliff dwellings. Thus, they usually live far from large settlements of other races, in areas where game is plentiful and the hunting is good. Some Raptoran flocks tend herds of bison, deer, or elk near their communities, taking some of the livestock each season for food.

Raptorans are competitive and vain, with an interest in intellectual pursuits, but these interests are all secondary to their duty as guardians. Raptorans train for several hours each day, practicing their techniques and honing their skills. However, when not training or actively patrolling, most of their time is spent preening their plumage or engaging in sparring matches, or aerial tests of speed and skill, or debating philosophical points among one-another. Raptorans prefer planning to rash action and, if the time is available, will discuss options with their compatriots before taking action. However, when combat is joined, male Raptorans are ruthlessly efficient, striking hard and fast with overwhelming force.

Raptoran characters tend to be extremely well rounded and can be effective in just about every single class out there. There are however some classes that don't mesh well with the Raptoran race, and in this case, it's easier to talk about these than what they are good about. Since Raptorans cannot fly with medium or heavy loads, they should generally avoid wearing heavy armor and classes that rely upon heavy armour should be avoided. That's not to say that Raptorans should not become fighters, but if they do, they should select feats and armour to help them be effective in combat and still be able to take wing. See the feats section below for some ideas on how to remedy this issue. Flight also means that terrestrial forms of travel are less attractive to Raptorans. Because Raptorans are better when they are less encumbered, they do well with classes that rely less on equipment.

Government: Tribal Council

Population: 375,000

 

 

Creating a Raptoran character

Step 1: Attributes
Roll attributes as normal but DEX +2, while CON is -2. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +6, +6 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Raptoran gain all the following free;

Starlight Vision - A harpy can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish colour and detail under these conditions.

Wings - The feathered wings provide flight at WIS x10kph, +10kph per level with a maximum ceiling height of one kilometre. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms. The character can also hit enemies with his wings with each wing doing damage equal to the character's own STR. The HPs of each wing is equal to half the character's total HPs.

Additionally Raptoran start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Detect Hidden 5 The character gains +1 per 5 INT to detect a hidden object, door, person, etc.
Enhanced Hearing 5 Hearing increases by x1 normal range per 3 WIS with an additional x1 per level (eg. WIS 15 = x5 range). At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. +6 Initiative, +2 AC.
Enhanced Vision 5 The eyes can focus on extremely distant objects too small for normal vision to perceive. The eyes function as telescopes magnifying normal visual images. x2 normal range. +3 to thaco with modern weapons, add +5 to thaco with thrown objects.
Increased Agility 10 +1 AC
Increased Thac0 5 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Reduced Sleep 10 The character needs one hour less normal sleep per 5 CON.
Sanity Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Talons 5 Some Raptoran have developed 1 centimetre long talons made of bone which extend from his fingers. They do D6 plus STR damage bonus.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any.

 


 

Races