Batfolk (10 RP)
Batfolk are small, cute, and clumsy. They tend to bump into things and scare people unintentionally, but are all-around pleasant creatures.
Type (0 RP): Humanoid (Batfolk)
Ability Scores (-2 RP): +2 Con, +2 Wis, -2 Dex, -4 Cha
Size (0 RP): Small, and suffer a -1 penalty to CMB and CMD, but gain a +1 AC and attack, and a +4 bonus to stealth
Speed (0 RP): 30 ft base speed
Languages (-1 RP): Batfolk begin play speaking Batfolk. Batfolk with high Int may select Common, Dwarven, Undercommon, or Aklo.
Darkvision: Batfolk have darkvision to a range of 60 ft
Light Blindness (-2 RP): Abrupt exposure to bright light blinds Batfolk for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Echolocation (4 RP): Batfolk have Blindsense to a range of 30 ft as long as they can speak.
Gliding Wings (3 RP): Batfolk take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, Batfolk can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A Batfolk 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 a Batfolk to rise, it can take advantage of the updraft to increase the distance it can glide.
Shadow Blending (1 RP): Batfolk in dim light have a 50% miss chance instead of the normal 20% miss chance. This does not grant total concealment, it just increases the miss chance.
Shady (1 RP): Batfolk increase their miss chance by 5% when they have concealment or total concealment.
Greater Swarming (3 RP): Batfolk are used to living and fighting communally with one another. Up to four Batfolk can share the same square at the same time. If two Batfolk that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. The flanking bonus increases by an additional +1 per additional Batfolk that targets the same creature. Alternatively, two Batfolk may target two separate creatures each to gain the normal benefits of flanking.
Batfolk are small, cute, and clumsy. They tend to bump into things and scare people unintentionally, but are all-around pleasant creatures.
Type (0 RP): Humanoid (Batfolk)
Ability Scores (-2 RP): +2 Con, +2 Wis, -2 Dex, -4 Cha
Size (0 RP): Small, and suffer a -1 penalty to CMB and CMD, but gain a +1 AC and attack, and a +4 bonus to stealth
Speed (0 RP): 30 ft base speed
Languages (-1 RP): Batfolk begin play speaking Batfolk. Batfolk with high Int may select Common, Dwarven, Undercommon, or Aklo.
Darkvision: Batfolk have darkvision to a range of 60 ft
Light Blindness (-2 RP): Abrupt exposure to bright light blinds Batfolk for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Echolocation (4 RP): Batfolk have Blindsense to a range of 30 ft as long as they can speak.
Gliding Wings (3 RP): Batfolk take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, Batfolk can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A Batfolk 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 a Batfolk to rise, it can take advantage of the updraft to increase the distance it can glide.
Shadow Blending (1 RP): Batfolk in dim light have a 50% miss chance instead of the normal 20% miss chance. This does not grant total concealment, it just increases the miss chance.
Shady (1 RP): Batfolk increase their miss chance by 5% when they have concealment or total concealment.
Greater Swarming (3 RP): Batfolk are used to living and fighting communally with one another. Up to four Batfolk can share the same square at the same time. If two Batfolk that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. The flanking bonus increases by an additional +1 per additional Batfolk that targets the same creature. Alternatively, two Batfolk may target two separate creatures each to gain the normal benefits of flanking.