D20
D20
RACES
RACES
BIRDMEN
BIRDMEN
Racial Traits
Base Speed: A Birdman's base land speed is 40 ft.
Medium Size: As medium creatures Birdmen have no
bonuses or penalties associated with size
Wing-Aided Movement: Birdmen can use their wings
to help with movement even if they can't fly yet. The
extra lift from her wings gives a birdman a +10
racial bonus to jump checks.
Gliding: A Birdman can use her wings to glide, negating
falling damage from a fall of any height and
allowing 20 feet of forward travel for every 5 feet of
descent. Birdmen glide at a speed of 40 feet
(average maneuverability). Even if a Birdman's
maneuverability improves she can't hover while
gliding. A Birdman can't glide while carrying a
medium or heavy load.
If a Birdman becomes unconscious or helpless
while in midair her wings naturally unfurl and
powerful ligaments stiffen the wings. The Birdman
descends in a tight corkscrew and takes only 1d6
points of falling damage no matter what the actual
distance of the fall.
Flight: When a Birdman reaches 3 HD she becomes able to fly at a speed of 40 feet
(average maneuverability). A Birdman can't fly while carrying a medium or heavy
load or while fatigued or exhausted. Birdmen can safely fly for a number of rounds
equal to their Constitution modifier (1 round minimum). They can exert themselves
to fly for up to twice as long, but in which casethey're fatigued at the end of the
flight. Birdmen are likewise fatigued after spending a total of more than 10
minutes per day flying. Because birdmen 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 7 HD, Birdmen 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 Birdman 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 Birdman can make a dive attack only when wielding a piercing weapon.
If the attack hits it deals double damage.
A Birdman with flight can use the run action while flying, provided she flies in
a straight line.
Pact with Wind Lords: Because of the ancient bargain birdmen made with powerful
beings, such as Volcanon, Birdman spellcasters cast spells with the air descriptor
at +1 caster level.
Unerring Direction: Birdmen 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 Birdman can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. A Birdman retains the ability
to distinguish color and detail under these conditions.
Skill Bonuses: +2 racial bonus on Climb and Spot checks. Birdmen have strong grips
with both hands and feet, and their eyes are unusually keen.
Automatic Languages: Common and Birdman
Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc, and Sylvan
Favored Class: Cleric. A Birdman's cleric class does not count when determining
whether she takes an experience point penalty.