Izar

Basic Information

Anatomy

The Izar have a small avian humanoid figure. A sleek, long orange beak protrudes from their face ranging from 10-15cm. The Izar’s body is covered in oily black feathers everywhere, except the chest, these black feathers both assist in movement and provide insulation. The feathers on the chest of an Izar range from pale cream to snow white. On top of the Izar’s head a distinct plumage grows. This plume can be yellow, red, teal, or purple. The arms of the Izarrian race are flipper-like and also covered in black feathers. At the end of the arm a three-fingered hand has formed. Its legs have a weak knee joint so the resulting gait is more of a waddle than a walk. The feet of the Izar are three-toed and webbed which allows for more efficient swimming. As a natural defense, the Izar have developed a technique where they mix some of their special oil coating with saliva to produce a flamethrower-like effect. However, this natural defense also comes with the problem of being also coated in flammable oil thus suffering enhanced flammability.

Biological Traits

Arctic Adaptation: Due to being a species that evolved in the arctic, they have natural adaptation that results being more resistance to frost & being immune to effects due to cold weather. Izar have a +50 Resistance(Frost). Additional adaptations to the arctic tundra gives a +12 Survival(Frozen).   Flamethrower: The Izar can spew forth fire using their naturally reactant saliva and body oil. They can then use this reaction as a breath weapon against their assailants. The Izar can breath fire in a 4m cone. Creatures caught within take 6 Fire damage unless a successful dodge check can be made. Creatures within the first 2m take an additional 6 Fire damage on a failed save. Objects within the first 2m have a 50% chance to ignite. (Held items are not-affected) Each use of the flamethrower attack within a 10 minute period increase its likelihood of igniting the user. For every use beyond the first there is a 10% chance added to the initial 1% chance to light yourself on fire.   Ocean Dweller: Izzarians spend a good portion of their lives in the water. They have adapted to the need for long term swimming by gaining the ability to breathe underwater and gain a +12 to Swim.   Oily: The natural oils that cover the bodies of the Izar are slightly fire retardant (unless they come in contact with the Izarian Saliva), but when it comes aflame it burns furiously. When an Izar would be set on fire, they roll a 1d100, on a 51-100, they do not ignite. However, if ignited, Izarrians take double fire damage. Being lit by oneself with flamethrower does not trigger the save, only the increased damage.   The Waddle: Due to their weak knees, Izar walks at a -¼ of their size classes normal speed and they have a -50 to Jump.

Genetics and Reproduction

Sexual, an egg is laid and incubated for ½ year. A child has a 98% chance of having the plumage of parents.

Additional Information

Perception and Sensory Capabilities

Thermalscale Vision: Focusing on the infrared side of the light spectrum. It allows for vision based on heat sources. Thermalscale is the closest to darkvision one can get without magical assistance. Visual arc 120 degrees.

Thermalscale Vision

Characters with thermalscale vision can see through certain objects. If a creature of the heat or flesh types is behind cover they may still be "visible". If the target is not trying to hide you must roll a Challenging Success, if the target is attempting to hide you must roll 3 more successes than they do on thier hide or move silently check.

If the creature or object is the fire type reduce the number of successes needed by 2


Light LevelVisual PenaltyMax Visual RangeInformation
Very Bright (8000+ lux)-116100 metersProlonged exposure can cause permanent blindness
Bright (4000-7999 lux)-46500 metersProlonged exposure can cause permanent blindness
Daylight (2000-3999 lux)none1kmNone
Well Lit (500-1999 lux)+32kmNone
Dim (1-499 lux)+122kmNone
Dark (>1lux)+122kmNone
Pitch Dark (0 lux)-9750 metersNone

Civilization and Culture

Major Language Groups and Dialects

Izari

Culture and Cultural Heritage

According to their god, the color of their plumage determines their role in life. Those with yellow plumes are regarded as peasants, no better than serfs. Although better than the slaves and heretical races, which include all other races. The next class is those with red plumes. That caste is considered the warriors and adventurers. One born of red plumage is forced to either to fight in servitude for their local noble or go out and fight in the name of the king or his god. Only a select few are born with teal plumage. Those who are and immediately taken and given to the church to be raised properly. An even more select few are born with purple plumes. Purple plumes mark the heritage of their god and are instantaneously born with divine right and brought to be raised by the nearest noble who rules over the land. Almost 100% of the time, a child has the plumes of their parents. However, in the case of different plummage such as purple born by yellow or yellow born by purple, the child is brought to the proper caste. In those rare cases the event is looked at as divine interference and viewed as either a good omen or a warning depending on whether the caste change was moved up or down. Their kingdoms are ruled from icy fortresses and towns along the coast of the ice continent and often underneath the ice in coastal caves only accessible by underwater.
by Rakatan384
  Racial Hit Die: 2d4
Size Category: Small
Lifespan
100 Years
Average Height
1-1.5 m
Average Weight
15-20 kg
Geographic Distribution
Base Attributes:
Strength: -2
Endurance: -5
Intellect: +4
Perception: +0
Foresight: +2
Magic: 0
Beauty: +2
Rhetoric: +5