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So I built these back in the good old fury filled days of the Pathfinder Beta. They're for an oriental campaign setting I've been creating and have seen some play time. So far no complaints from the players but I thought I'd throw them up here and get some more thoughts on them.
Tengu Racial Statistics:
+2 Dexterity, +2 Intelligence, -2 Constitution
Medium: Speed 30ft
Flight: Tengu have a 20 ft fly speed (clumsy). A Tengu may take 10 on any fly check even when distracted. A Tengu may not fly and wield something in his hands as his arms are also his wings.
Master Swordsman: Tengu are regarded as the best swordsmen in the world, bar none. Respected even in the heavens and hells for their skill, the Tengu make it a point to teach all the members of their race the basics of swordsmanship. As a result all Tengu are automatically proficient with one sword-like weapon of their choice. This proficiency can include both Martial and Exotic weapons. See GM for what qualifies as “sword-like.”
Master Blacksmith: Tengu have produced some of the most legendary weapons and armor, especially in the days of their great kingdoms. That skill continues today. Tengu gain a +2 racial bonus to Craft (Armorsmithing) or Craft (Weaponsmithing).
Keen Senses: Tengu gain Low Light Vision and a +2 racial bonus on Perception checks.
Air Affinity: The Tengu are the ones who taught humans the basics of Air manipulation and communing with the spirits of the air. The Tengu's natural association with the Air Element grants the Tengu a +2 racial bonus on saves vs. spells with the Air descriptor and effects generated by Airbending. In addition, they gain a +1 racial bonus on Caster level when casting spells with the Air descriptor and a +1 bonus on their Airbending skill checks.
Hatred: Hundreds of years ago, the Tengu ruled much of this portion of the world, but in the end they were destroyed by the neighboring empire of Spirit-summoning Ogres. Both races have declined into pale shadows of those days, but the Tengu remember well the horrors, even if the Ogres don’t. Tengu receive a +1 bonus on attack rolls against Ogres and Spirits (devils, demons, fey, undead, see GM for clarification)
Defensive Training: The Tengu, now living in their mountain eyries, face constant threat of attack from their new neighbors the giants. Consequently, all Tengu have been trained in defending against their attacks. Tengu get a +4 dodge bonus to AC against monsters of the giant type.
Languages: Tengu begin play speaking Tho Fan and Tengen.
Vanara Racial Statistics:
+2 Constitution, +2 Charisma, -2 Wisdom
Medium: Speed 30ft
Climb: Vanara have a 20 ft climb speed. This grants them a +8 competance bonus on climb checks. A Vanara may take 10 on any climb check even when distracted.
Keen Senses: Vanara receive Low-Light Vision and a +2 racial bonus on Perception checks.
Prehensile Tail: A Vanara’s tail can be used as a third hand. It can be used with skill checks involving precision manipulation and hands in general such as Disable Device and Sleight of Hand, albeit at a -4 penalty. The tail can support the Vanara’s own weight if his strength score is high enough, allowing him to hang from his tail. A Vanara cannot use this ability if his own weight is less than or equal to his medium load capacity or he is carrying a medium load.
Natural Athlete: Vanara receive a +4 racial bonus on Acrobatics checks.
Simple Weapon Mastery: During character creation a Vanara chooses three simple weapons. These weapons function as one size category higher for damage in the Vanara’s hands. This ability does not stack with Improved Natural Attack for Unarmed Strikes
Earth Blood: The first Vanara, Sun Wukong, the Monkey King, was said to be born from a mountain and Vanara reflect some of this myth in their connection to Earth Magic. All Vanara have a +1 racial bonus to CL for all Earth subtype spells and a +1 bonus on Earthbending checks. They also may use the psionic power Stomp 1/day at half hit-die CL. This is a spell-like ability rather than a psi-like ability that functions as a Transmutation (Earth) spell. The Save DC is 11 + Cha modifier.
Fearless: The Vanara are well known for their laughter in the face of Death and many have died with a smile on their face. The Vanara have a +2 racial bonus on all saving throws against fear.
Languages: Vanara begin play speaking Tho Fan and Vani.
And before you ask, yes, I totally jacked Tho Fan from Jade Empire. It functions as the "Common" tongue in this part of the world. Mainly because, like in Golarion, Common already exists in the more European styled areas.

Jeff de luna |

So I built these back in the good old fury filled days of the Pathfinder Beta. They're for an oriental campaign setting I've been creating and have seen some play time. So far no complaints from the players but I thought I'd throw them up here and get some more thoughts on them.
Vanara are from the Ramayana and Indian folklore and have an extremely tenuous connection to Sun Wukong. They might be a related race of the same ultimate origin, but Sun Wukong probably is active after the Ramayana, chronologically. Your Vanara ---> some Chinese word for monkey (Sun, possibly).

Levis RPG Superstar 2011 Top 32 |

Vanara are from the Ramayana and Indian folklore and have an extremely tenuous connection to Sun Wukong. They might be a related race of the same ultimate origin, but Sun Wukong probably is active after the Ramayana, chronologically. Your Vanara ---> some Chinese word for monkey (Sun, possibly).
+1
The Vanara in the original OA have +2 int, +2 wis, and -2 Str. This build seems more correct to me. I wouldn't give them -2 to Wisdom, because they are curious and constantly aware of their surroundings.

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Vanara are from the Ramayana and Indian folklore and have an extremely tenuous connection to Sun Wukong. They might be a related race of the same ultimate origin, but Sun Wukong probably is active after the Ramayana, chronologically. Your Vanara ---> some Chinese word for monkey (Sun, possibly).
I'm aware of their Hindu origins, however these are not exact historical replicas. Consider these a combination of the Indian myth of godly soldiers created to battle Ravana and the Sun Wukong fable, with Sun Wukong as the birth of the species. But if it makes it easier, you can simply delete the first sentence of the Earth Blood racial ability. That deletes the Sun Wukong reverence and keeps the racial abilities the same.
Interesting. Perhaps an alternate Trait on Hatred, allowing the Tengu to Rage once per day instead of the mere +1?
That's a nifty idea I hadn't thought of. How would you design the ability without overpowering the race? Flight gives them quite alot as is.
+1The Vanara in the original OA have +2 int, +2 wis, and -2 Str. This build seems more correct to me. I wouldn't give them -2 to Wisdom, because they are curious and constantly aware of their surroundings.
I considered alternatives to the -2 to wisdom and +2 to charisma, but in the end I wanted them to be physicaly strong and not mentally handicapped. I also wanted them to come off as a race as personable and friendly folk even to the wierdest and meanest things they found. Thus the +2 to charisma seemed appropriate and the +2 to con wasn't stepping on the toes of the tengu. That left wisdom and, frankly, after looking at everything it was the obvious choice. Wandering around and meeting new people and seeing new things without a hint of fear... or reason for that matter sort of lends itself to a -2 to wisdom and the Keen Senses and Fearless abilities shore up those weaknesses that would otherwise manifest, including the constantly aware of their surroundings thing.

gamer-printer |

Originally Tengu were the ghosts of warrior aristocrats from Heian Period (600 to 1185), and were never yokai shape-changers, nor oni demons. Being ghostly nobles is why they have such great skill at arms. Tengu aren't a race per se, they cannot breed, and are in fact undead. All evil aristocrats from early Japan are destined to become tengu.
So how that works in an RPG I am not sure. As from the Bestiary, Paizo got it wrong, though Tengu will have an existence closer to their origins in my Kaidan setting.
GP

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Originally Tengu were the ghosts of warrior aristocrats from Heian Period (600 to 1185), and were never yokai shape-changers, nor oni demons. Being ghostly nobles is why they have such great skill at arms. Tengu aren't a race per se, they cannot breed, and are in fact undead. All evil aristocrats from early Japan are destined to become tengu.
So how that works in an RPG I am not sure. As from the Bestiary, Paizo got it wrong, though Tengu will have an existence closer to their origins in my Kaidan setting.
GP
That may be true, but remember this is a fantasy setting, I'm getting inspiration from mythology but I'm not being exact with regards to real world history. Hell in my world I'm partially going the oni route as the tengu are, as a race, originally from the abyss, but the entire race was called to the mortal plane. They slowly devolved into first outsider (native)s and then after the whole spirit summoning ogre war thing, humanoid (tengu).
I understand that these are not exact historically acurate stats(hell I got one idea from power rangers, hence the wings), but that's not what I'm looking for. I made these for people to have fun with. I just wanted to make sure they weren't maddingly overpowered compared to, say, a dwarf or an elf. I apologize if I wasn't clear enough, but I'm looking for mechanics not fluff.
Thanks for the imput though. I didn't know about the warrior noble undead background. That could come in handy.

gamer-printer |

That may be true, but remember this is a fantasy setting, I'm getting inspiration from mythology but I'm not being exact with regards to real world history. Hell in my world I'm partially going the oni route as the tengu are, as a race, originally from the abyss, but the entire race was called to the mortal plane. They slowly devolved into first outsider (native)s and then after the whole spirit summoning ogre war thing, humanoid (tengu).
I understand that these are not exact historically acurate stats(hell I got one idea from power rangers, hence the wings), but that's not what I'm looking for. I made these for people to have fun with. I just wanted to make sure they weren't maddingly overpowered compared to, say, a dwarf or an elf. I apologize if I wasn't clear enough, but I'm looking for mechanics not fluff.
Thanks for the imput though. I didn't know about the warrior noble undead background. That could come in handy.
Understandable. I too am creating a fantasy feudal Japan setting and set of PF Compatible adventures, but mine is intended for publication, as an imprint under Rite Publishing - intended for release early next year.
Obviously, I am more a historian and doing research on more authentic Japanese folklore (I am half Japanese and have sought to create a more authentic setting for many years now.) However, mine is distinctly feudal Japan inspired combined with Asian Horror. This is designed for having fun as well, spooky fun.
I will be including a Japanese cosmology, so no Abyss, but a Yomi - underworld/land of the dead, and Jigoku - Hell, and five planes of existence, as well as a reincarnation cycle, based on Buddhist ideas of the Wheel of Life.
I intend not to make the same mistakes as Oriental Adventures, L5R, and other fantasy Japan settings - I think being authentic shouldn't take away from a fantasy setting, rather add to its creativity, and acceptance by those who know.
Kaidan: a Japanese Ghost Story setting and The Gift adventure arc is the project I am working on.
GP