Aves

## **Appearance:**

Aves are very similar to wild birds, these sentient creatures are highly intelligent and have a fascination for magic. Often confused for larger than normal birds and use that as an advantage to stalk their prey or remain hidden. While most sub-species of this race are closely related to corvids, this is however not a limited factor.

## **Alignment and Religion:**

Aves are generally considered Chaotic, due to their mischievous and deceptive nature, but are not inherently evil. Most Aves are Chaotic Good, Chaotic Neutral, or True Neutral, tending to stray away from laws and rules to fulfill their own goals, usually without drawing too much attention to themselves. Most Aves do not necessarily worship a deity but small gatherings of them are known to congregate to serve as a group.

## **Social:**

Aves are quite paranoid due to their frail form and generally defer to trickery and subterfuge to combat foes or escape to safety. Aves are nomadic and migratory, most of the species do not live in large gatherings nor do they interact with most other races outside of theft and trade. Aves are naturally collectors of magical goods and knowledge, they have a natural curiosity of arcane magic and items that give off such auras. Similar to a dragon’s “Hoard”, Aves usually have a collection of magical items, this makes it easy for others to tell how strong one Ave is to another based on the size of their collection, Aves love sharing stories to each other, boasting of their deeds and new additions.

## **Height, Weight and Age:**

**Age:** Aves are unnaturally magical creatures, giving them an exceedingly longer than average lifespan, the limit to this is not well known to those outside the race, their enchanted nature lets them live long lives up to the age of 200.

**Height:** Aves are small birds averaging 2”10 in size

**Weight:** Aves have hollow bones and and very weak, a healthy weight being around 25lbs

## **History:**

Aves were once natural creatures from the material plane, living as normal birds. However some are called to the fey wilds by its denizens, these birds are used for tricks and schemes, and some for surveillance. It is not unusual for the fey to teach these creatures to further their own goals, giving them increased intelligence and sense of self was one way to cause a bit more chaos. Most birds who are in the process of being turned into Aves are often charmed, brainwashed or bribed into service. The fey gave the birds an innate sense for magic, most tasks involved going to the material plane and stealing from its inhabitants, more particularly magical items. Its not uncommon for Aves to break free of their domination or buy themselves out of service. Aves who do free themselves often stay in the fey wilds, its common for fey to tell them that their free thought and intelligence is only on this plane to keep them from returning. Though just a ruse, most don’t take the chance and choose to live in their new environment.

## Standard Racial Traits[16RP]

* **Type:** Magical Beast -    (4 RP)
	+ **Senses:** Darkvision 60 feet/Low-light vision.
	+ Magical beasts breathe, eat, and sleep.
* **Size:** Small ( 0 RP)
* **Movement:**
	+ Land Speed of 20 ft (-1 RP)
	+ Fly Speed of 60 Ft with Good Maneuverability   (10 RP)
* **Ability Score Modifiers:   Mixed Weakness  (-2 RP)**
	+ +2 Int,+2 Dex, -2 Cha, -4 Str
* **Language:** Animal Speech (-1 RP): Members of this race begins only being able to speak with animals of their type and Sylvan. Members with high Intelligence scores may also choose to be able to understand Common, Auran and undercommon.
* **Offensive Racial Traits:**
	+ **Natural Attack (Talons)**Members of this race gain an attack using each of its talons, dealing 1d3 Damage (Primary, Slashing). (1 RP)
	+ **Bite:** Members of this race gain a bite attack, dealing 1d4 damage (Primary, B,P,S). (1 RP)
	+ Ancient Foe: Members of this race gain a +2 dodge bonus to AC against Vermin (Mice and Rodents only) and a +2 racial bonus on combat maneuver checks made to grapple creatures with that type. (3 RP)
* **Advanced Traits (Magical)**
	+ Constant Spell-Like Divination - Detect Magic     (3 RP)
	+ \*May take the Natural Spell Feat as long as they meet one of the two prerequisites. For the purpose of casting spells with verbal and somatic components, this race is always considered to be wild shaped
* **Other Racial Traits:**
	+ **Skittish** - Members of this race receive Improved Initiative as a bonus feat. **(2 RP)**
* **Weaknesses:**
	+ Animal: This race is capable of wielding simple one handed weapons appropriate for their size, while wielding a weapon in this way, you lose the ability to use any other natural attack while wielding that weapon.
	+ \*The required effort to effectively interact with an object is increased by one step. Free becomes a move action, move actions become a standard action, and a standard action becomes a full round, and anything that requires a full round stays a full round.  (-1 RP)
	+ Limited Equipment Slots - Armor, Belt, Chest, Eyes, Headband, Neck, Ring, Wrist   (-2 RP)