Avali
Type
Humanoid/(Avian, Reptile)
Ability Score Modifier
+2 Dexterity, +2 Any Mental, -2 Strength
Size
small
Speed
40ft.
Language
Avali begin play only speaking Muzisk.
Racial Traits
- [2 RP] Fast (Ex): Avali are quicker than most races at 40ft.
- [4 RP] Avali Sense (Ex): Avali unconsciously use the strange weave they're made of to detect changes in atmosphere through sound. They gain blindsense 30ft. Within 5ft, Avali have blindsight. This ability is hearing based, and does not function while deafened.
- [4 RP] Hyper Perceptive (Ex): Avali have four sensitive ears and gain a +2 racial bonus to Perception. This increase becomes a +4 racial bonus to sound based perception checks. Any roll lower than a 10 for sound based perception checks are treated as if they had rolled as a 10. Perception is always a class skill for an Avali.
- [2 RP] Gliding Wings (Ex): Avali take no damage from falling (as if subject to a constant non-magical Feather Fall spell). While in midair, members of this race can move up to 5ft. in any horizontal direction for every 1ft. they fall, at a speed of 60ft. per round. Avali cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes Avali to rise, it can take advantage of the updraft to increase the distance it can glide.
- [2 RP] Avali Weaponry: Avali treat advanced firearms and Avali weaponry as martial weapons.
- [2 RP] Flanker: Avali retain their pack tactics from their nomadic days, and gain a +4 to attack instead of the normal +2 when they flank.
- [0 RP] Vestigial Bite (Ex): Avali have a pathetic bite natural attack. This bite is always a secondary natural attack that deals 1d2 damage.
- [2 RP] Implant Affinity (Ex): Avali use the greater of either their Intelligence or Constitution score when determining the max number of implantations they can receive. In addition, every odd level they gain an additional implantation point.
- [2 RP] Avali Immunity: Avali gain an immunity to the paralysis condition.
- [-3 RP] Sonic Sensitivity: Avali are intensely sensitive to sound. Whenever subjected to a spell that has the sonic descriptor, they must make a Will Save equal to the original DC of the spell or effect or become sickened and deafened for 1 hour. If an Avali suffers sonic damage, they must make a Fortitude Save equal to 10 + the damage dealt or be staggered until the end of their next turn.
- [-2 RP] Blue Blood: Avali have strange blood that allows them to live in extremely cold regions, and have cold resistance 30. In areas above 32F° (0C°), they begin to suffer the effects of heat every hour. 52F° (11.111C°) suffer every 10 minutes. 82.4F° (38C°) suffer 1d6 lethal damage every 5 minutes. See Heat. Avali have a vulnerability to fire.