Alignment and Religion:
Tesadian’s reach adulthood at age 15. Determining a random starting age based on class is as follows.
Barbarian, Rogue, and Sorcerer adds +1d4 years to their starting adulthood age.
Bard, Fighter, Myrmidon, Paladin, and Ranger adds +1d6 years to their starting adulthood age.Cleric, Druid, Hyper, Martial Fist, Monk, and Wizard adds +2d6 years to their starting adulthood age.
A Tesadian’s maximum age and stages of age are as follows.
175 years: Middle age. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
263 years: Old age. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
350 years: Vulnerable. At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
350 + 4d% years: Maximum age.
Height and Weight
To determine a Tesadian’s height, roll the modifier dice indicated below and add the result, in inches, to the base height for your character’s race and gender. To determine a Tesadian’s weight, multiply the result of the modifier dice by the weight multiplier and add the result to the base weight for your character’s race and gender.
Base Height:5 ft. 4 in. Base Weight:110 lbs. Modifier:2d8. Weight Multiplier:x 3 lbs.
Base Height:5 ft. 4 in. Base Weight:100 lbs. Modifier:2d6. Weight Multiplier:x 3 lbs
TESADIAN RACIAL TRAITS
+2 Dexterity, +2 Wisdom: Tesadian’s are fluid and percise in their movement’s and have an air of clarity and insight to them.
Medium: Tesadian’s are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Tesadian’s are quick, and light on their feet, and have a base speed of 40 feet.
Storm Resistance Tesadian’s reduce damage from spells and spell like abilities that have the Air descriptor by 5 points.
Wind Assault: Once per day as a swift action, a Tesadian can call on the elemental power lurking in its veins to shroud its arms in powerful torrents of air. Unarmed strikes with elbows or hands or attacks with weapons held in those hands deal 1d4+2 points of slashing and bludgeoning damage. This lasts for 1 round per character level. This ability can be ended early as a free action.
Gliding Mastery: Tesadian’s take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, Tesadian’s 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 Tesadian cannot gain height by this ability alone; they merely coast in other directions as they fall. If subjected to a strong wind or any other effect that causes a creature with gliding mastery to rise, it can take advantage of the updraft to increase the distance it can glide.
Taking Flight: Tesadian’s always consider Fly and Acrobatics’s as Class skills, and receive a +2 racial bonus to both.
Storm Caller: Tesadian’s that are sorcerers with the elemental bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities that pertain to air. Furthermore, Tesadian are able to cast domain spells that correspond to the elemental plane of Air as its domain powers and spells at +1 caster level. However, this does not give early access to level-based powers; it only affects powers that they could already use without the Strom Caller trait.
Weather Savvy: Tesadian’s 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.
Weapon Familiarity: Tesadian’s count all Vaker swords, Wind Fan’s and Wind Star’s as martial weapons.
Languages: Tesadian’s begin play speaking Eastern Speak and Avata. Tesadian’s with high Intelligence scores can choose any of the following bonus languages: Celestial, Deepspeak, Elven, Feh, Draconic, North Tongue, Sylvan, and Western Dialect.