Homebrew Batfolk AIR Species Details

“It’s said a Batfolk assassin squad can take apart a Hawk before it can screech, but if you were to witness them drinking afterwards you’d never be able to tell!” - Jakonda, Croakie Scholar

Batfolk Protect The Skies

Birds of prey present a special danger to the Valley. The Batfolk who roost high in the cliffs of The Valley walls have taken on the dangerous task of preventing avians from assaulting the helpless Smallfolk of the valley. Beetleborn and Mice especially make tempting targets for flying creatures.

The Batfolk often seem like serious minded and aloof individuals. The truth is they feel very seriously about their duty. Batfolk are not as hardy as Beetleborn, nor so enduring as the Croakies. Another type of bird would be superior to the task but none exist and so it falls to Batfolk.

Batfolk have adapted their tactics to this disadvantage, by using precise strikes and traveling in groups. They fight ferociously and lure foes into the range of the Beetleborn arrow fire. This responsibility shapes Batfolk culture and Batfolk young are trained fiercely to ensure they’re ready when duty calls.

Nocturnal Friends

Due to the responsibility of protecting the village batfolk often have to break with their natural sleep cycle. As such most of the batfolk encountered during the day appear to be listless or aloof. The Smallfolk have thus come to see them as nonchalant or uncaring. Many in the Valley respect this "Cool" character of batfolk.

However those who stay up long into the night know the truth, batfolk are eager to play and party once the sun sets! Those who see them after the moon goes up would think batfolk are completely different smallfolk!

After the stressful and strenuous work of the day Batfolk blow off steam with drinking and games before they go to rest for their next shifts.  Anyone would enjoy a Batfolk party which can almost put Mousefolk to shame for the merry-making and frivolity.

An Ear For Nature

Batfolk are the most recent to awaken according to the legends of The Valley. Perhaps this is the reason why Batfolk seem to share a bond most strongly with the natural world outside the Valley.

Batfolk are adept at identifying medicinal herbs and make adept hands at Alchemy and potioncraft. Additionally they seem to share a natural bond with creatures of the forest and make quick friends with any beast of the natural world.

Batfolk Names

Batfolk are unique in how they name their children. They pick a name after the child is born. They note the sound of the child’s cry and an interesting physical trait of the infant. They then combine the two to create a unique name which would only suit their child.


Example Names: Kree Bigears, Fwee Whitenose, Trill Greyback, Swee Blackfoot, Twee Greeneyes, Fwit Longclaw

Batfolk AIR Traits

Your Batfolk C=character has the following traits:

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Batfolk reach maturity by age 3. Batfolk are long lived for the smallfolk and live 30 years.

Alignment

Most Batfolk are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size

Batfolk are about 5  inches tall. They have thin, lightweight bodies that weigh between 80 and 100 ounces. Your size is Medium.

Speed

Your base walking speed is 5 feet.

Flight

You have a flying speed of 10 feet. To use this speed, you can’t be wearing medium or heavy armor.

Darkvision

You can use Echolocation to see in Black & White in the dark up to 60 feet away.

Languages

You can speak, read, and write Common, and know Sign Language.

Comments

Posts Quoted:
Reply
Clear All Quotes