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TENGU

RACIAL FEATURES

+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile.
Tengu: Tengus are humanoids with the tengu subtype.
Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tengus have a base speed of 30 feet.
Senses: Tengus have low-light vision.

Defensive Training: Tengus gain a +2 dodge bonus to AC and CMD against attacks made by creatures using swordlike weapons.

Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Mimicry: Tengus can perfectly imitate any sound they have heard, including voices.

Natural Weapon: A tengu has a bite attack that deals 1d4 points of damage.

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Swordtrained: Tengus are automatically proficient with all swordlike weapons.
Languages: Tengus begin play understanding only Common. They can speak only through their Mimicry ability but can learn to understand other languages via the Linguistics skill.

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ALTERNATE RACIAL FEATURES

Bird of Prey: You gain a +1 bonus on damage rolls with all natural weapons and gain a +2 dodge bonus to AC and CMD against attacks made with natural weapons. This racial trait replaces the defensive training and swordtrained 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 (50% or fewer hit points). This racial trait replaces gifted linguist.

Exotic Weapon Training: Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of exotic weapons equal to their Intelligence bonus, and gain proficiency with these weapons. They also gain a +2 dodge bonus to AC and CMD against attacks made by creatures using these weapons. This racial trait replaces the defensive training and swordtrained traits.

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.

RACIAL FEATS
 

Bird Speaker [Background]
You can speak with birds.
Prerequisites: tengu, Wis 13
Benefits: You gain speak with animals as a spell-like ability so long as the animal being spoken to is a bird. You can use this ability a number of times per day equal to 2 + your Wisdom bonus.

 

Carrion Beak

You are a harbinger of diseases; immune to their effects but able to carry and spread the afflictions that infest you.
Prerequisites: Carrion Feaster, tengu
Benefit: You do not take ability score damage or any other penalties from diseases that afflict you. You can still contract diseases and spread them to others through your bite attack, but you are otherwise immune to their effects.

Carrion Feaster

You can consume spoiled and poisoned food without fear.
Prerequisites: Carrion Feeder, tengu
Benefit: You are immune to ingested poisons which require only one saving throw to cure, and all other ingested poisons that you ingest require one less saving throw to cure. Additionally, the racial saving throw bonuses granted by your Carrion Feeder feat are increased to +4.

Carrion Feeder

Like many scavengers, you can stomach foods that would make weaker creatures ill.

Prerequisite: 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 ).

Sword Adept

You have improved on your swordtraining.
Prerequisite: Swordtraining racial ability, tengu.
Benefit: Count half of your non-fighter levels as fighter levels for prerequisites for feats. If you select a feat that applies to a specific weapon, it must be a swordlike weapon. When wielding a swordlike weapon, treat it as masterwork, even if it is mundane.
Normal: Only fighters can select feats requiring fighter levels.

FAVORED CLASS BONUSES

Alchemist: Add a +1/2 bonus to all Disable Device checks made to pick a lock or disarm or reset a trap.

Armorist: For every 4 times this is selected, gain a new exotic weapon proficiency.

Barbarian: Add +1/6 to the number of attacks of opportunity per round. This does not stack with the Combat Reflexes feat.

Bard: Treat the bard's class level as +1/2 higher for the purpose of compositions that grant abilities to weapons.

Cleric: Gain a +1/2 bonus on checks to gather information and on checks to know local religious practices and superstitions.

Druid: Add +1/4 to the damage of a bite attack.

Elementalist: Gain +1/6 of a dodge bonus to AC.

Eliciter: Gain a +1/4 bonus to your effective class level when determining the effects of all abilities associated with one emotion.

Fey Adept: Gain a +1/2 bonus to Stealth checks.

Fighter: Add +1 to the fighter’s CMD when resisting a disarm or trip attempt.

Investigator: Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.

Magus: Gain +1/6 of a bonus combat feat.

Malefactor: Gain a +1/4 luck bonus to all Disable Device checks.

Monk: Add +1/4 point to the monk’s ki pool.

Occultist: Deal an additional 1/2 point of damage with focus powers.

Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.

Ranger: Gain a +1/4 bonus on Disguise, Knowledge (civilization), and Perception checks.

Rogue: Choose a weapon from those listed under the tengu’s swordtrained ability. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Sentinel: Add +1 to the sentinel's CMD when resisting a grapple or trip attempt.

Shifter: Choose one natural attack. Increase the die size of the natural attack by 1 step for every 6 times this benefit is gained.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Soul Weaver: Gain +1/4 of a use per day of bound nexus.

Summoner: Add +1/4 to the summoner's shield ally bonus.

Witch: Gain a +1/2 bonus to all Use Magic Device checks.

Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

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