Races: Tengu

Physical Description

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Racial Traits


Standard Traits (12 CP)

  • Type: Tengus are primanoids with the tengu subtype.
  • Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
  • Speed: Tengus have a base speed of 30 feet and a fly speed of 30 feet (poor maneuverability). (4 CP)
  • Languages: Tengus begin play knowing 1 regional Tengu language. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

  • Keen Senses: Tengus gain a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)
  • Tail: Tengus have a tail that grants them a +1 racial bonus to Acrobatics checks. (1 CP)

Offense Racial Traits

  • Hard Beak: A tengu has a bite attack that deals 1d6 points of damage. At 5th Hit Die, and every 5 HD after, the bite's damage increases by 1 size. (2 CP)

Senses Racial Traits

  • Low-Light Vision: Tengus can see twice as far as humans in conditions of dim light. At 7th Hit Die, the range increases to three times, and four times at 14th, and so on every 7 levels after. (1 CP)

Other Racial Traits

  • Wings: Tengus take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, tengus can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A tengu cannot gain height with these wings alone; he merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with wings to rise, he can take advantage of the updraft to increase the distance it can glide. (3 CP)

Alternate Physical Traits

  • Carrion Sense: Many tengus have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (25% or fewer hit points). This replaces low-light vision. (1 CP)
  • Claws: Tengus have 2 claw natural attacks that each deal 1d4 points of damage. At 5th Hit Die, and every 5 HD after, the damage of the claws each increases by 1 size. This replaces hard beak and tail. (4 CP)
  • Extinct: These tengu are primanoids with the tengu and graveblood subtypes. This replaces the tengu’s normal type and subtypes. (0 CP)
  • Powerful Build: The physical stature of some tengu lets them function in many ways as if they were one size category larger. Whenever this tengu is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), this tengu is treated as one size larger if doing so is advantageous to them. This tengu is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them. This tengu can use weapons designed for a creature one size larger without penalty, and their natural attacks increase in size. However, their space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. This racial trait replaces keen senses and tail. (3 CP)
  • Slow and Steady: These tengu have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. This replaces the tengu’s normal base and fly speeds. (0 CP)
  • Sprinter (Ex): These tengu have a base land speed of 40 feet, and their fly speed is reduced to 20 feet with clumsy maneuverability, and gain Endurance as a bonus feat at 1st level. This racial trait alters the tengu’s normal speed, and replaces keen senses and tail. (3 CP)

Cultural Traits

  • Deft Swords: Some tengu learn dazzling blade techniques that allow them to use their weapons to protect against combat maneuvers. They gain a bonus to CMD equal to half of their total Hit Dice while wielding a sword weapon. (2 CP)
  • Exotic Weapon Training: Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of exotic weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons. They gain a racial bonus equal to half of their total Hit Dice on attack rolls with those weapons. (3 CP)
  • Gifted Linguist: Tengus gain a racial bonus equal to their total Hit Dice on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language. (3 CP)
  • Inquisitive: Dodo tengu gain a racial bonus equal to their total Hit Dice on initiative checks, for some reason. (2 CP)
  • Is That Really All It Does: These tengu gain a racial bonus equal to their total Hit Dice on Disguise checks to impersonate a log, and may make a disguise check to impersonate a log as a reaction. (1 CP)
  • Knifetrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with the knife weapon group. They gain Weapon Focus as a bonus feat with that weapon group. (3 CP)
  • Sneaky: Tengus gain a racial bonus equal to their total Hit Dice on Stealth checks. (2 CP)
  • Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with the sword weapon group. They gain Weapon Focus as a bonus feat with that weapon group. (3 CP)
  • Unsettling Stare: These tengu gain a racial bonus equal to their total Hit Dice to Intimidate checks. (2 CP)
  • Wader: These tengu are used to walking waistdeep in water, and few other hazards can slow them either. They ignore difficult terrain. (2 CP)

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Blood Beak Combat Base attack bonus +5, natural weapon racial trait, tengu Increase the damage of your beak attack by one size category. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage.
Carrion Feeder Tengu You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself ).
Improved Natural Attack
Long-Nose Form Character level 3rd, tengu Once per day, you can assume the form of a human whose nose is the length of your beak.
Scavenger's Eye Tengu You gain a +2 bonus on Appraise checks.
Lovable Scoundrel Bluff 1 rank, Diplomacy 1 rank, tengu If you fail a Bluff check to deceive, an Intimidate check to gain a target’s cooperation, or a Sleight of Hand check to steal from another creature, you can immediately attempt a Diplomacy.
Shrouded in Mystery Bluff 1 rank; Disguise 1 rank; kitsune, nagaji, samsaran, tengu, or wayang You gain a +2 insight bonus on Will saves against mind-affecting spells and effects and a +3 insight bonus on Bluff checks.
Tengu Raven Form Tengu Wings, character level 7th, tengu Once per day, you can take the form of a Large black bird resembling a raven.
Tengu Wings Character level 5th, tengu Once per day, you can sprout a pair of giant black crow’s wings.


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