Batfolk (3.5e Race)
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Batfolk[edit]
Personality[edit]
Batfolk are timid and consider themselves very weak. They love being underground and in the dark. They are very devoted to their deity, Notte, and there are many clerics in their society. They are very uncomfortable above ground and in light. They love collecting stones, gems, silver, gold, and any valuable shiny object.
Physical Description[edit]
There are three different types of Batfolk, Fruit, Vampire, and Flower Batfolk. They are all simply humanoids with batlike features. They have short brown, black, or gray fur and leathery wings in place of arms. They have luminescent eyes in shades of red, green, or yellow as well as fangs. They stand about 4 to 4 1/2 feet tall and weigh around 70 to 90 pounds.
Relations[edit]
Batfolk get along well with all races but get along best of all with Eaglefolk, Gnomes, Halflings, and Dwarves. They are a little nervous around Catfolk and Lionfolk, but they get along fine.
Alignment[edit]
Fruit Batfolk tend towards the Lawful Good alignment because they want to be as close to their diety, Notte, as possible. Vampire Batfolk tend toward Chaotic Neutral because they want freedom but are closer to evil. Flower Batfolk tend toward Neutral Good because they like to do good without bias or against order.
Lands[edit]
Batfolk are found in caves and large, dark buildings inside cities.
Religion[edit]
Batfolk worship Notte, god of the night, a Lawful Good deity.
Language[edit]
Batfolk speak Nocturne, a language made of many clicking sounds. (Please see the Animal Languages page for information on all the animal languages this race can speak.)
Names[edit]
Batfolk get names that combine two things found in nature like Nightwing, Brightmoon, and Startalon.
Racial Traits[edit]
Fruit Batfolk[edit]
- -2 Strength, +2 Dexterity, +2 Wisdom: Fruit Batfolk are not strong, but very dexterous and wise.
- Humanoid (Shapechanger): All Batfolk folk are humanoids that can transform into bats.
- Medium: Batfolk get no special bonuses for being medium creatures.
- Batfolk base land speed is 30 feet: fly 60 feet (good maneuverability).
- Fruit Need: Fruit Batfolk must have fruit three times a week or suffer 1d4 points of Constitution damage.
- Bat Shape: All Batfolk can transform into a bat at-will for 3 rounds/level before trans forming back. This ability can only be used once per encounter.
- Echolocation: All Batfolk are treated as having blindsight, except they must emit a high pitched screech each round. This is a free action.
- Natural Weapons: Batfolk have bite attack that does 1d6 damage, and two claw attacks that deal 1d4 damage.
- Bat Empathy: All Batfolk have an inborn talent in dealing with bats, and will automatically succeed on all Handle Animal checks involving them. For birds, they make a roll like normal but gain a +8 racial bonus.
- Bonus Feat: Fruit Batfolk gain Flyby Attack as a bonus feat.
- +4 racial bonus on listen checks.
- Automatic Languages: Nocturne, Common. Bonus Languages: Haliaeetus, Feline, Canine, Terran, Dwarven, Gnomish, Halfling, and Elven.
- Favored Class: Cleric.
- Level Adjustment: +1
Vampire Batfolk[edit]
- +2 Strength, +2 Dexterity, -1 Wisdom: Vampire Batfolk are strong and dexterous, but not wise.
- Humanoid (Shapechanger): All Batfolk folk are humanoids that can transform into bats.
- Medium: Batfolk get no special bonuses for being medium creatures.
- Batfolk base land speed is 30 feet: can fly starting at 3rd level. fly speed is 60 feet (good maneuverability).
- Echolocation: All Batfolk are treated as having blindsight, except they must emit a high pitched screech each round. This is a free action.
- Bat Shape: All Batfolk can transform into a bat at-will for 3 rounds/level before trans forming back. This ability can only be used once per encounter.
- Natural Weapons: Vampire Batfolk have bite attack that does 1d8 damage, and two claw attacks that deal 1d4 damage.
- Blood Thirst: Vampire Batfolk are not undead, but must drink blood once a week or suffer 1d4 points of Constitution damage and recieve a -2 penalty on Dexterity and Strength.
- Blood Drink: If a Vampire Batfolk has a successful bite attack it has the option to drink the opponents blood as a free action and then must make a grapple check for each succeeding round.
- Bat Empathy: All Batfolk have an inborn talent in dealing with bats, and will automatically succeed on all Handle Animal checks involving them. For birds, they make a roll like normal but gain a +6 racial bonus.
- Bonus Feat: Vampire Batfolk gain Flyby Attack as a bonus feat.
- +4 racial bonus on listen checks.
- Automatic Languages: Nocturne, Common. Bonus Languages: Haliaeetus, Feline, Canine, Terran, Dwarven, Gnomish, Halfling, and Elven.
- Favored Class: Fighter.
- Level Adjustment: +2
Flower Batfolk[edit]
- -2 Strength, +2 Dexterity, +2 Wisdom: Flower Batfolk are not strong, but very dexterous and wise.
- Humanoid (Shapechanger): All Batfolk folk are humanoids that can transform into bats.
- Medium: Batfolk get no special bonuses for being medium creatures.
- Batfolk base land speed is 30 feet: fly 60 feet (good maneuverability).
- Bat Shape: All Batfolk can transform into a bat at-will for 3 rounds/level before trans forming back. This ability can only be used once per encounter.
- Echolocation: All Batfolk are treated as having blindsight, except they must emit a high pitched screech each round. This is a free action.
- Natural Weapons: Batfolk have bite attack that does 1d4 damage, and two claw attacks that deal 1d4 damage.
- Nectare Thirst: Flower Batfolk must drink nectar from a flower three times a week or suffer 1d4 points of constitution damage.
- Bat Empathy: All Batfolk have an inborn talent in dealing with bats, and will automatically succeed on all Handle Animal checks involving them. For birds, they make a roll like normal but gain a +10 racial bonus.
- Bonus Feat: Flower Batfolk gain Flyby Attack as a bonus feat.
- +4 racial bonus on listen checks.
- Automatic Languages: Nocturne, Common. Bonus Languages: Haliaeetus, Feline, Canine, Terran, Dwarven, Gnomish, Halfling, and Elven.
- Favored Class: Druid.
- Level Adjustment: +1
Sample Batfolk[edit]
Nigthfang
- Male Fruit Batfolk Cleric 2
- Hp: 16
- AC: 17, touch 17, flat-footed 17
- Fort/Ref/Will: +5/+0/+6
- Languages: Nocturne, Common
- Alignment: Neutral
- Speed:20ft., fly 50ft. (good maneuverability)
- Weapons: Morningstar 1d8; Crossbow, light 1d8
- Natural Attacks: Bite 1d6, Claws 1d4
- Base Attack Bonus: Melee +1, Ranged +1
- Special Actions: Rebuke Undead 4/day
Spells Per Day: 4/5+1domain spell
- Cleric Spells: 0-Light(2), Resistance, and Cure Minor Wounds. 1st-Bless(2), Cure Light Wounds, Shield of Faith, and Summon Monster I. Domain 1st-Obscuring Mist(2).
- Abilities: Str 11, Dex 10, Con 14, Int 10, Wis 17, Cha 12
- Feats: Flyby Attack, Scribe Scroll.
- Skills: Spellcraft +4, Knowledge (religion) +4, Concentration +6, Heal +5
- Possesions: Half-plate armor, Morningstar, Light Crossbow, and 1,000 gp (gold pieces).
- Diety: Notte
- Bat Empathy: Fruit Batfolk have an inborn talent in dealing with bats, and will automatically succeed on all Handle Animal checks involving them. For birds, they make a roll like normal but gain a +8 racial bonus.
- Bat Shape: Fruit Batfolk can transform into a bat at-will for 3 rounds/level before trans forming back. This ability can only be used once per encounter.
- +4 racial bonus on listen checks.
- Fruit Need: Fruit Batfolk must have fruit three times a week or suffer 1d4 points of Constitution damage.
- Ecolocation: All Batfolk are treated as having blindsight, except they must emit a high pitched screech each round. This is a free action.
Vital Statistics[edit]
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
15 years | +1d4 | +1d6 | +1d8 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
45 years | 135 years | 405 years | +4d6 years | |
|
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 4' 02" | +1d6 | 80 lb. | × 1 lb. |
Female | 4' 00" | +1d6 | 75 lb. | × 1 lb. |
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