Falconic (4e Race)
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The speedy, dexterous counterpart to the Eagleborn.
|Average Height: 6' 2" - 6' 8"|
|Average Weight: 150 - 190 lb.|
|Ability Scores: +2 Dexterity, +2 Intelligence or Strength|
|Speed: 7 squares|
|Skill Bonuses: +2 Acrobatics, +2 Stealth|
|Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.|
|Falconic Weapon Proficiency: You gain proficiency with the sling and hand crossbow.|
|Flying Tackle: You can use Flying Tackle as an encounter power.|
|Flying Tackle||Falconic Racial Power|
|As the enemy attacks with a melee attack, you leap over his weapon and knock him prone.|
|Trigger: An enemy attacks you with a melee attack|
|Requirement: You must be bloodied.|
|Effect: The attack misses you and the target is knocked prone.|
The falconics are dexterous, as opposed to avians, who are calculating and charismatic. Their style of battle is to play hard and fast, more similar to the shadowy kenku. Falconics were originally fey bird creatures who circled the skies of eladrin cities. They have since evolved to a humanoid race in the Material Plane. Some falconics still live in the Feywild, but most have moved to the world of Abeir-Toril.
Play an falconic if you want...
- To have an aquiline appearance.
- To be fast.
- To be a member of a race that favors the ranger, rogue, and fighter classes.
Falconics are a tall, slender people, standing on average about 1 foot taller than humans. Their bodies are covered in feathers, the color of which are usually black or, on rare occasions, a dark purple, dark blue or dark green. Their eyes tend to be yellow or orange with a large black pupil. Falconics have no visible ears, but have small tympanums set deeply in the side of their heads, covered by feathers usually. Their faces are like that of falcons, and they have beaks instead of normal lips and noses.
The first sign of aging is a change of color in their feathers. By time a falconic reaches its full life cycle, its feathers will have turned from black to a light grey. A falconic can live up to 300 years, become very fragile and withered around the last 30 years of their life.
Playing a Falconic
Falconics are considered the rogues from the sky on land, because of their wit and skill with weapons. They see their ancestry among the rulers of the sky, behind the avians and dragons who retained their flight. Falconics do not flinch in combat, unless they're fighting under the water. Their non-oiled feathers considerably slow them down when swimming. When the odds are against them, a falconic can become irritated and very temperamental.
Falconics, like elves, try to preserve the natural world. Permanent living communities usually consist of a series of tree houses connected by bridges. Falconics prefer the primal power of the earth or divine power of the terrestrial gods to arcane powers. Falconics are rarely religious, there is only one holy falconic city in Epsilyche. They are also very hard on training, believing on development of martial power. Despite an often austere outlook, they can be quite amicable when one gets to know them.
Falconic Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous
Male Names: Storm, Red, Cloud, Squall
Female Names: Skye, Raine and Feather, Lightning
Three sample Falconic adventurers are described below:
Cloud was a ranger, who was devoted to the god Entaffer, and only flew where the sun shined. If it rained, he would fly above the clouds in order to see the sun. Cloud lived for three years in a village of avians, but then returned to the Holy Falconic city, whose holy name is known only by the priests and clerics of there. The city is known by commoners as the Cloud and Sky, probably because the city sits on a floating mountain. Cloud considered becoming a paladin, still using his shortbow and arrows.
Aura is a falconic fighter that has few friends due to her abrasive personality and tempestuous temper. She hates to lose and will do almost anything to win. Having been raised by a strict upbringing towards power, she was often taught to throw herself into battle without fear and to forget everything else. The one she admires most are the generals who put their thought into battle as well as strength, and she aspires to join their ranks some day.
Gale is a falconic rogue that joined a small band of thieving kenku. They have made their mission central in the Fulgerion Kingdom where their tricky craft is most practiced within the underbelly of the city. Gale is rather playful, despite the serious nature of her work. She likes to play pranks or steal trinkets in her free time. She has long been regaled by tales from the kenku about when their race had wings. Gale hopes to one day be able to fly free of the dark side of the city, and ultimately leave the comfort of this nest.
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