Raptorans of the world


Raptoran possess exceptional drive and a great capacity to endure, and as such are currently one the oldest races in the world. The great tribes of the Raptoran roam where they will, putting passion into every day of their varied lives. Raptoran nomads roam tower cities and mountains, living in tribes segregated by their visual differences. Raptoran tribes range from friendly to hostile; encounters with Raptorans depend more on an individual Raptoran’s mood and the circumstance more than any tribal mind-set. Quick in movement and thought, the Raptoran rely on impromptu decision making to accomplish nearly every task, making the other races seem lauding and dedicated in comparison.
Raptorans are unique among the other races for their ability to fly and opposable talons. In ancient times, the Raptorans made a pact with the with the deity of freedom, Mardigra. The Raptorans made a deal with Mardigra to be given the gift and ability to fly in exchange for pledging the finest warriors of their race to the service of the Mardigra in various extraplanar battles. Mardigra honored this deal and, “just for kicks”, gave the Raptoran opposable feet, which took the shape of talons. Mardigra has not yet called upon the Raptorans for assistance in generations, the pact entered into by those distant ancestors continues to shape Raptoran society and in today’s day they stay hidden away in the sky fortress called “Gale Breeze”. The Raptorans have been making appearances recently however, for they have made it their modus operandi to stop the Veritus Empire, for the simple reason that they don’t like them. The Raptorans understand that the Empire stole Ratis Mountain from the Kobolds, and that The Forge is now sending their warriors to the main land to eliminate all Kobolds and goblins to “keep order”. In most battles and conflicts in history, the Raptorans usually never bear arms unless it’s in self-defense, so the Veritus Empire was quite surprised to find them as an enemy. The Raptoran’s are the only people that understand that magical ‘creation forges’ (Which The Forge has had in their possession since they 1st gained their freedom) has the ability to destroy all the races. The Raptorans push to stop the empire from provoking the anger of Insania horde in hopes they may be able to show the Warforged that the world need not their assistance keeping peace and order.

Racial traits:

  • Raptoran base land speed is 30 feet.
  • Medium: As Medium creatures, Raptorans have no special bonuses or penalties due to their size.
  • Unerring Direction: Raptorans have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn’t function.
  • Low-Light Vision: A Raptoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A Raptoran retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Climb and Perception checks. Raptorans have strong grips with both hands and feet, and their eyes are unusually keen.
  • Wing-Aided Movement: Raptorans can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives a Raptoran a +10 racial bonus on acrobatic checks.
  • Gliding (Ex): A Raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability). Even if a Raptoran’s maneuverability improves, she can’t hover while gliding. A Raptoran can’t glide while carrying a medium or heavy load. If a Raptoran becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Raptoran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
  • Flight (Ex): When a Raptoran reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Raptoran can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Raptorans can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Raptorans are likewise fatigued after spending a total of More than 10 minutes per day flying. Because Raptorans can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, Raptorans have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Raptoran with flight can make a dive attack. A dive attack works like a charge, but the Raptoran must move a Minimum of 30 feet and descend at least 10 feet. A Raptoran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A Raptoran with flight can use the run action while flying, provided she flies in a straight line.
  • Talons: As Raptorans mature their talons grow to be sharp, sharp enough to be used as claw attacks. Raptorans have two 1d3 talon Secondary natural attacks on their feet that they can be used against foes. When Raptorans reach 6 HD they become gain two 1d4 talon Primary natural attacks. For the purposes of feats and abilities treat them as claw attacks. A Raptorans talon does slashing and piecing damage, so they can be used in a Raptoran’s dive attack. A Raptoran gets a -2 attack penalty whenever using his talons on the ground until it has 8 HD, after which it receives no penalty using them on or off the ground. Any Raptoran can add both his talon attacks to a full attack with a -5 on the talon attacks (-2 if the Raptoran has the multi-attack feat). A Raptoran cannot make a talon attack with a foot that is holding something. Raptorans get +1 to attack and damage to all talon attacks made while air borne.
  • Opposable Talons: Raptorans have fine motor skills in their feet, and are dexterous enough with them to use them to pick up items, or even hold weapons and make attacks with them. Raptorans can do any action with its feet it could do make with its actual hands, taking it just as long as it would making the action with its hands. Raptorans can still wear shoes, but are uncomfortable wearing them and not suited to do so, giving them a -2 penalty to Ac and Reflex saves and a -4 penalty to fly checks and acrobatic checks made for balance. Most Raptorans prefer not wearing shoes at all, but it’s virtually impossible to disguise itself as any other race when not wearing shoes (-40 penalty).
    - When a Raptoran has a Base attack bonus of 1 or more it can use its feet to make unarmed strike attacks. Unarmed strike attacks made with their feet are different from the Raptoran’s talon attacks, but it’s not possible for a Raptoran to make unarmed strike attacks and an extra talon attack with the same foot. A Raptoran’s unarmed strike with its feet does bludgeoning and slashing damage, but they cannot do non-lethal damage with out the improved unarmed strike feat.
    - If a Raptoran has a Base attack bonus of 3 or more it can use its feet to wield weapons and attack with them. If a Raptoran attacks with a weapon held by one or both feet while at least 5ft off the ground it only takes a -1 to the attack(s). If the Raptoran is in flight or gliding while making these attacks it must make a fly check DC 5+ (5 times the number of attacks made) or fall and descend 5ft +5 more feet per every 2 points it failed the check (the attacks are still made). If the Raptoran hits the ground during this descend it takes 1d6 non-lethal falling damage and is treated as flatfooted till the beginning of its next turn. If a Raptoran hits the ground during this descend it must also make an acrobatic check of the same DC of the fly check and if it fails this check it lands prone and is treated flatfooted till the beginning of its next turn. A Raptoran gets +2 to the fly check per each attack made with a weapon it has Weapon focus with (or similar ability). Making weapon attacks with its feet while in flight is quite a difficult task, but trying to make the attacks while on the ground is much more difficult.
    A Raptoran Making weapon attacks with its feet while on the ground take penalties to the weapon attacks as such:
    -2 for Thrown Weapon Attacks
    -2 for One-Handed Melee Weapon Attacks
    -4 for One-Handed Ranged Weapon Attacks
    -4 for Two-Handed Melee Weapon Attacks
    -8 for Two-Handed Ranged Weapon Attacks

These penalties only apply to the single attack, but stack with all other penalties. A Raptoran can attack with both his feet and hands as part of a full attack, but both feet are considered as two extra off hands and take the penalties of Multi- Weapon fighting, but a Raptoran can reduce those penalties with Multi-Weapon fighting feats. Two-Weapon fighting feats do nothing for Raptorans, for the training is confusing and the Raptoran questions which is his “off hand”. it’s possible for a Raptoran to make weapon attacks and an extra talon attack with the same foot, but they must let go of the weapon which sends the weapon flying into an adjacent square of the Raptoran.

Raptorans of the world

The Ultimate Tournament wsessley