Skyborn

(30 years)
(31-40 years)
(32-50 years)

 Female

## Physical Description

The Skyborn are quite small for most humanoids but much larger compared to most fey. They have many varied physical features depending on their origins and the influences of the nature around them. Some may have fully feathered bodies while others may simply look like winged elves or small humans. The defining characteristic of the Skyborn are their powerful feathered wings and hollow bones. Quick and agile in the air while sacrificing strength.

## Relations

Skyborn exhibit the typical fey characteristics of whimsy and mischief. While they enjoy mocking those that are landbound they can get along with all but the most stubborn races.

## Alignment and Religion

Skyborn are most often chaotic neutral or good, mostly following their own path and whims. They have no unified religion but might worship one of the Eldest if it pleases them

## Adventurers

Skyborn are filled with wanderlust from a young age and

## Skyborn Racial Traits (20 RP)

**Ability Score Modifiers (2 RP):** Quick and agile in the air with hawk-like eyes, skyborn have sacraficed their strength for air superiority: +2 Dex, +2 Wis, -2 Str

**Type (1 RP):** Skyborn are Fey

**Size (0 RP):** Skyborn are Medium creatures.

**Base Speed (10 RP):** Skyborn have a base speed of 30 foot and a 50 foot fly speed with perfect maneuverability

**Languages (1 RP):** Skyborn start having learned Common and Sylvan. Skyborn with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, Orc

**Low Light Vision (0 RP):** A Skyborn's fey blood makes hunting at dusk and dawn a trivial task

**Hawk Eyes (2 RP):** Skyborn have a natural strength in sight and gain +2 to perception

**Breeze-Kissed (4 RP):** The Skyborn are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user’s breeze-kissed ability for 24 hours. This is a supernatural ability.

**Weather Savvy (1 RP):** The Skyborn are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

## Favored Class Bonuses

* **Alchemist** (*Advanced Race Guide pg. 23*): Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
* **Arcanist** (*Advanced Class Guide pg. 69*): Increase total number of points in the arcanist’s arcane reservoir by 1.
* **Barbarian** (*Advanced Race Guide pg. 23*, *Advanced Player's Guide pg. 13*): Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
* **Bard** (*Advanced Race Guide pg. 23*, *Advanced Player's Guide pg. 13*): Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
* **Bloodrager** (*Advanced Class Guide pg. 69*): Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature.
* **Brawler** (*Advanced Class Guide pg. 69*): Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.
* **Cavalier** (*Advanced Race Guide pg. 23*, *Advanced Player's Guide pg. 13*): Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
* **Cleric** (*Advanced Race Guide pg. 23*): Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
* **Druid** (*Advanced Race Guide pg. 23*): Add +1/3 to the druid's natural armor bonus when using wild shape.
* **Fighter** (*Advanced Race Guide pg. 23*, *Advanced Player's Guide pg. 13*): Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
* **Gunslinger** (*Advanced Race Guide pg. 23*): Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
* **Hunter** (*Advanced Class Guide pg. 69*): Choose a weapon from the following list: longbow, longsword, rapier, short sword, shortbow, or any weapon with “elven” in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
* **Inquisitor** (*Advanced Race Guide pg. 23*): Add one spell known from the inquisitor's spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
* **Investigator** (*Advanced Class Guide pg. 69*): Increase the total number of points in the investigator’s inspiration pool by 1/3.
* **Kineticist** (*Occult Adventures pg. 84*): Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overf low bonus.
* **Magus** (*Advanced Race Guide pg. 23*): The magus gains 1/6 of a new magus arcana.
* **Medium** (*Occult Adventures pg. 84*): Gain a +1/3 bonus on all skill checks using occult skill unlocks.
* **Mesmerist** (*Occult Adventures pg. 84*): Gain a +1/2 bonus on Acrobatics checks to move through a threatened area and a +1/2 bonus on Bluff checks to feint.
* **Mesmerist** (*Horror Adventures pg. 39*): Add a +1/4 bonus on grapple and trip combat maneuver checks.
* **Monk** (*Advanced Race Guide pg. 23*): Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
* **Occultist** (*Occult Adventures pg. 84*): Increase the occultist’s total number of points of mental focus by 1/2 point.
* **Oracle** (*Advanced Race Guide pg. 23*): Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.
* **Paladin** (*Advanced Race Guide pg. 23*): Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
* **Psychic** (*Occult Adventures pg. 84*): Increase the total number of points in the psychic’s phrenic pool by 1/3 point.
* **Ranger** (*Advanced Race Guide pg. 23*, *Advanced Player's Guide pg. 13*): Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
* **Rogue** (*Advanced Race Guide pg. 23*): Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
* **Shaman** (*Advanced Class Guide pg. 69*): Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.
* **Shifter** (*Ultimate Wilderness pg. 31*): Add 1 to the shifter’s base speed. This has no ingame effect unless the shifter has selected this reward five times (or any multiple of five) to enhance her speed by 5 feet. For example, a 4th-level elven shifter who has selected this option four times has a base speed of 34 feet, but is treated as if she still had a base speed of 30 feet. When she reaches 5th level and takes this favored class option again, her base speed becomes 35 feet. This bonus applies only when the shifter is wearing no armor.
* **Skald** (*Advanced Class Guide pg. 70*): Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).
* **Slayer** (*Advanced Class Guide pg. 70*): Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
* **Sorcerer** (*Advanced Race Guide pg. 23*, *Advanced Player's Guide pg. 13*): 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.
* **Sorcerer** (*Horror Adventures pg. 39*): Choose a terrain type from the ranger’s favored terrain list. When casting sorcerer spells in the chosen terrain, add 1/3 to the effective caster level of the spell, for the purpose of determining the spells’ duration.
* **Spiritualist** (*Occult Adventures pg. 84*): Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability.
* **Summoner** (*Advanced Race Guide pg. 23*): The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
* **Swashbuckler** (*Advanced Class Guide pg. 70*): Increase the total number of points in the swashbuckler’s panache pool by 1/4.
* **Vigilante** (*Ultimate Intrigue pg. 17*): Gain +1/3 on all Acrobatics, Climb, and Stealth checks in forested areas.
* **Warpriest** (*Advanced Class Guide pg. 70*): Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Animal, Charm, Magic, Plant, or Sun domains.
* **Witch** (*Advanced Race Guide pg. 23*): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
* **Witch** (*Horror Adventures pg. 39*): Add a +1/2 bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession.
* **Wizard** (*Advanced Race Guide pg. 23*, *Advanced Player's Guide pg. 13*): Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.