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Tengu



Tengu are birdlike humanoids with various flocks. The most well-known among them are the Tengu, from the East.

Learn more about Tengu.
Learn more about Garuda.
Learn more about Harpies.
Learn more about Kinnara.
Learn more about Impundulu.
Learn more about Sirin
Learn more about Strix.
Learn more about Tah-tah-kle'ah.



CREATURE TRAITS (12 XP)



ATTRIBUTES (0 XP)



LANGUAGES (1 XP)



INNATE ABILITIES (11 XP)




VARIANTS

Garuda (Racial Class Archetype): Garuda are avians from the celestial realms. Avians with bloodrager, magus (scion), oracle, or sorcerer levels can select Garuda instead of a bloodline or mystery. When they do so, they learn the Garuda language and pick two of the following skills to become class skills: Fly, Intimidate, Perception, Sense Motive. They learn one spell from the Garuda stat block each time they would gain a bonus spell. They gain a universal monster ability or feat of their choice from the Garuda monster stat block in place of a bloodline feat, bloodline power, or revelation (provided they meet the prerequisites and not including the DR). At 20th level, they become an outsider with the Garuda subtype, DR10/evil or magic, and gain all the remaining universal monster abilities and feats the Garuda has.

Harpies (13 RP): Harpies are bird-like humanoids resembling scavengers and birds of prey such as eagles, falcons, hawks, and vultures. They are a brutal and vicious people, some tribes even resorting to eating other humanoids when convenient. Males are slightly smaller and weaker than females, and females tend to go hunting after recovering from laying eggs and leave the males to tend to the eggs. Harpies are warlike and matriarchal. Harpies use the Tengu race statistics except that they have a -2 penalty to Intelligence instead of Constitution and they start with Carrion Sense and Claw Attack alternate traits instead of Gifted Linguist and Swordtrained traits.

Kinnara (13 XP): Kinnara possess more softened features similar to that of primate humanoids, but are still mostly birds. They are often kind, friendly, and musically inclined. They have +2 Charisma instead of Wisdom and have the ability to take another humanoid form just like Bakemono instead of the Swordtrained trait.

Impundulu (13 RP): Impundulu are bird-like humanoids resembling flightless birds such as emus, kiwis, and ostriches or Savannah birds. They are a wild untamed people still deeply in touch with nature known for their storm shamans and witch doctors. Impundulus use the Tengu race statistics except that they have a -2 penalty to Intelligence instead of Constitution and they start with the Claw Attack alternate trait and a 40 foot base speed instead of Gifted Linguist and Swordtrained traits.

Sirin (13 RP): Sirin are bird-like humanoids resembling aquatic birds such as ducks, flamingos, geese, pelicans, penguins, or swans. Some that hail from the far north appear shorter and fatter like penguins while those hailing from the far south are taller and thinner like flamingos or storks. They use the Tengu race statistics except that they get +2 Charisma instead of +2 Wisdom and gain a 20-foot swim speed and +8 racial bonus to Swim checks instead of the Swordtrained trait.

Strix (+2 XP): Strix dark spirits that resemble tengu and their variants. They are spirits instead of organisms and possess the Shadow subtype and Planar Affinity trait that allows them to move between the Shadow plane and Material plane.

Tah-tah-kle'ah (13 RP): The Tah-tah-kle'ah are birdlike humanoids resembling nocturnal birds such as owls. They hail from the forests across the sea to the far west. They use the Tengu race statistics except that they start with Glide and Claw Attack alternate traits instead of Gifted Linguist and Swordtrained.



ADDITIONAL ABILITIES

Tengu begin with their innate traits and can gain additional traits from the following list as feats.

Carrion Sense (1 XP): You gain the Scent special quality but it only works for detecting corpses and badly wounded creatures (50% or fewer hit points or currently suffering from a persistent bleed condition).

Claws (1 XP): You gain a claw attack dealing 1d4 slashing damage.

Deft Swords (3 XP): Some tengu learn dazzling blade techniques that allow them to use their weapons to protect against combat maneuvers. They gain a +2 competence bonus to Parry DC while wielding a swordlike weapon.

Exotic Weapon Training Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons. This racial trait replaces swordtrained.

Glide Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.


Blood Beak (Combat, Tengu)
Your bleed attack is bloody and dangerous.
Prerequisites: Base attack bonus +5, natural weapon racial trait, tengu.
Benefit: Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage.
Special: The bleed effect from this feat stacks with that of the Bleeding Critical feat and similar effects, adding 1 point to your bleed damage.

Carrion Feeder (Tengu)
Like many scavengers, you can stomach foods that would make weaker creatures ill.
Prerequisites: Tengu.
Benefit: 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 ).

Long-Nose Form (Tengu)
You can shift into the form of a human with an unusually long nose.
Prerequisites: Character level 3rd, tengu.
Benefit: Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor’s mask).

Scavenger’s Eye (Tengu)
Your gaze is naturally drawn to valuable glittering objects.
Prerequisites: Tengu.
Benefit: You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more, you treat the check as if you had failed by less than 5.
Normal: Determining the most valuable object in a treasure hoard takes 1 full-round action.

Tengu Raven Form (Tengu)
You can shift into the form of a giant black raven.
Prerequisites: Tengu Wings, character level 7th, tengu.
Benefit: Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a �“2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.

Tengu Wings (Tengu)
You can grow wings that allow you to fly.
Prerequisites: Character level 5th, tengu.
Benefit: Once per day, you can sprout a pair of giant black crow’s wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.

Lovable Scoundrel
You’re charming enough that others assume your criminal inclinations are delightful quirks.
Prerequisite(s): Bluff 1 rank, Diplomacy 1 rank, tengu.
Benefit(s): 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 check against the same DC as a free action. If you succeed, your target assumes your actions were in jest or just some awkward tengu tradition, and its attitude toward you does not immediately worsen (though later actions can still shift its attitude toward hostile). You can use this feat only once per day per target.