Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

Core Races | Other Races


Tengus

Source Inner Sea Races pg. 251, Dragon Empires Primer pg. 6, Dragon Empires Gazetteer pg. 12, Advanced Race Guide pg. 162, Pathfinder RPG Bestiary pg. 263
Monster Entry Link
Tengus are a race of wingless avian humanoids with humanoid hands, clawed feet, and a beak that resembles that of a crow or raven. Matching the colors of these birds, most tengus’ feathers are jet black; however, a few possess brown or blue-black coloration instead.

Ranging throughout almost all of the Dragon Empires, tengus have long suffered the scorn and abuse of the ruling humans, treated as a lesser race and relegated to the underclass. The recent fall of Lung Wa has allowed tengus to break free from the tyranny of other races, and the tengu nation of Kwanlai is testament to this achievement. Nonetheless, centuries of poverty and strife have made many tengus covetous of the wealth of other races, and tengus’ reputation for thievery, deceit, and secrecy often precedes them wherever they go. While some tengus seek to dismantle such unfair stereotypes, others fit the bill by choice, thinking they may as well commit the crimes they are already so often accused of.

Tengus possess a rich culture that combines aspects from the numerous societies their people have been a part of, though they are loath to share the more unique parts of their own culture with outsiders, as they are largely distrustful and scornful of others.

Tengu Racial Traits

+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile.
Tengu: Tengus are humanoids with the tengu subtype.
Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tengus have a base speed of 30 feet.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Swordtrained: Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Tengu Alternate Racial Traits

Replaces Gifted Linguist

Carrion Sense
Source Advanced Race Guide pg. 163
Many tengus have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). This racial trait replaces gifted linguist.

Glide
Source Advanced Race Guide pg. 163
Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.

Replaces Natural Weapon, Sneaky

Deft Swords
Source Inner Sea Races pg. 216
Some tengu learn dazzling blade techniques that allow them to use their weapons to protect against combat maneuvers. They gain a +2 dodge bonus to CMD while wielding a swordlike weapon. This racial trait replaces natural weapon and sneaky.

Replaces Swordtrained

Claw Attack
Source Advanced Race Guide pg. 163
Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.

Exotic Weapon Training
Source Advanced Race Guide pg. 163
Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons. This racial trait replaces swordtrained.

Tengu Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Tengus have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Tengus who have the listed favored class.

Barbarian (Advanced Race Guide pg. 163): Add +1/3 to the bonus from the superstitious rage power.
Bard (Blood of the Beast pg. 24): Gain a +1/3 bonus on Perform checks attempted as part of countersong and distraction bardic performances.
Brawler (Blood of the Beast pg. 24): Gain a +1/2 insight bonus on attack rolls made with the beak as a secondary natural attack (to a maximum of +3); the brawler must have a beak natural attack to select this option.
Cleric (Blood of the Beast pg. 24): Gain a +1/2 bonus on Diplomacy checks to gather information and on Knowledge (local and religion) checks to know local religious practices and superstitions.
Fighter (Advanced Race Guide pg. 163): Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.
Hunter (Blood of the Beast pg. 24): Add 1 skill rank to the hunter’s animal companion. If the hunter ever replaces her animal companion, the new companion gains these bonus skill ranks.
Kineticist (Blood of the Beast pg. 24): Gain 1/6 of an Extra Wild TalentOA feat.
Medium (Blood of the Beast pg. 24): Add 1/4 to the bonus on checks when the medium uses the spirit surge ability.
Mesmerist (Blood of the Beast pg. 24): Add 1/4 to the AC bonus provided by the meek facade mesmerist trick.
Monk (Advanced Race Guide pg. 163): Add +1/4 point to the monk’s ki pool.
Oracle (Advanced Race Guide pg. 163): Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Rogue (Advanced Race Guide pg. 163): Choose a weapon from those listed under the tengu’s swordtrained ability. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Slayer (Blood of the Beast pg. 24): Gain a +1/4 bonus on Disguise, Knowledge (local), and Perception checks.
Sorcerer (Advanced Race Guide pg. 163): Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Spiritualist (Blood of the Beast pg. 24): The spiritualist’s phantom gains 1/6 of a bonus feat. The phantom must meet all prerequisites of the selected feat.
Swashbuckler (Blood of the Beast pg. 24): Add 1/2 to the swashbuckler’s Acrobatics, Climb, Escape Artist, Fly, Ride, and Swim checks when using the derring-do deed.
Witch (Advanced Race Guide pg. 167): Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.