Alluri (13 RP)

When the gods created the birds of paradise for the Material Plane, they used the alluri for inspiration. But even a flock of birds of paradise couldn’t stand out from the enthralling personality and plume of an alluri.

Alluri believe life is one big performance, and they’re center stage.

But that’s for good reason: As they mature, each alluri grows a unique and colorful plume at the neck. Alluri can control their feathery decor, allowing them to draw attention to themselves with a flourish, much like how a bird of paradise might when courting another.

Alluri are most at ease when surrounded by others. From the bustle of a nobleman’s ball to the rowdiness of a tavern frequented by pirates, alluri can find friends and entertainment wherever they go. While some adventurers might find them to be garrulous, alluri know the value of networking and gossip.

But alluri aren’t just good company at parties. They love a good story. For that reason, they’re often in the mood for an adventure, or at least helping adventurers in exchange for a tale or a juicy bite of gossip.

No doubt, some alluri become pirates or sell secrets to the highest bidder. They may do so not because they’re instinctively driven to harm others but because it all makes for a good tale.

Daring, charming, and at home among others, an alluri’s greatest weakness is the boredom that comes with solitude and the mundane. Alluri live to speak and be heard, to dress up and be seen. Without an audience, they’re bound to wander in search of one — or at least an adventure worth telling.


Alluri stand between four and six feet tall. They’re often either tall and slim or short and stout. Their skin tone is dull and comes in grays, yellows, and browns. However, they have feathered and colorful eyelashes that grow up to four inches in length.

Most notably, alluri grow a unique plume of vibrant colors at maturity. These feathers grow on their collarbone, and alluri pick their outfits to accentuate this as a centerpiece. Alluri can control their plumes. They can furrow their feathers when distressed or make them stand up like an elaborate collar when excited, for example.

As an alluri’s plumage makes them memorable and easy to spot, lawless alluri hide their feathery attire under heavy clothing or dye it a dull color.

Alluri have hooked noses, high cheekbones, and stiff, straight hair.

They have small mouths and sharp eyes.

Alluri stand with poise, always ready for a performance, whether on stage or in battle. They reach maturity at 12 years and can live up to 70 years.


Alluri are found in major cities throughout the fey realms. They value fame, riches, and are typically vain.

However, they care dearly for the many friends they make over their lives. In fact, they take pride in the accomplishments of those they cherish and may use their contacts to help them. In return, however, they expect to be publicly thanked for their help.

Alluri often host parties and love to fill their homes with unique and flamboyant things. They spend gold as quickly as they make it. Their dress is as colorful as their personalities. In fact, richer alluri pay for custom and gaudy attire to flaunt at gatherings.

Alluri come from close-knit and large families. However, siblings compete with one another for the spotlight. They inspire each other to make the most gold or ascend to a position of power.

As natural storytellers, alluri frequent social events, the theatre, and local taverns. For coin, alluri are natural salesmen and artists of all disciplines. They prefer being in the middle of the action, and thus can be found in the busiest marketplaces shouting over others.

Even poor alluri aspire to be admired, whether by growing the largest vegetable in town or by crafting garments for the mayor’s daughter. These ambitions may, at times, lead them into trouble.

Lawless alluri, for example, are drawn to the thrill of buying and selling on the black market and espionage.


Alluri are entertaining and easy to get along with but are self-obsessed.

At times, they forget to share credit after accomplishing a feat. But they do not do this out of ill will.

Alluri are impulsive and are no strangers to trouble. Despite this, they know how to navigate the intricacies of conversation well enough to weasel their way out of trouble. Barring that, they know how to make a quick exit.

As they’re willing to jump into dangerous situations and are confident even among foes, alluri make great companions.

They improvise well, make friends easily, and are accomplished networkers.

Alluri aspire to achieve great things — or at least make a fair amount of gold. Thus, those who adventure with alluri find themselves regaled with stories and their pockets fuller.

As a social people, alluri seek out parties and other social gatherings.

In new towns or cities they will seek to make themselves known and admired, whether by starting a drinking contest or putting on a performance. Thus, they butt heads with adventurers who’d rather remain hidden and unknown.

Alignment and Religion

Alluri are chaotic. Their self-obsession leads them to put their interests before others. Their impulsive nature means they fail to think through their decisions and overlook the laws of the land.

Alluri who worship lean toward gods they believe would benefit them best. They turn to gods who represent charm, luck, and trickery.


Alluri are frequent adventurers, whether traveling for pleasure, coin, or a story to tell.

Some take to the open road to chronicle their adventures or draw the affection of others by playing their music or sharing similar talents. Other alluri enjoy the dance of fighting on the battlefield, and as such use their limber forms to combat enemies who stand between them and treasure. Even more find that secrets, rumors, and the occasional break-in are another way to make a living.

Alluri aren’t above being servants, but they do struggle to know their place. Alluri can be patient if they know they’ll one day be held in the same regard as their masters.

Richer alluri who grow in metropolitans grow bored of the same snobbish parties week after week, and thus choose to hire adventurers to escort them into areas of danger. However, these alluri quickly find that even the most accomplished heroes see their fair share of boredom.


Male Names: Laycium Atinin, Myseur Bindletin, Ghateyur Alosaluem

Female Names: Katiyena Hytellen, Synnien Merrienn, Viviyeen Tetiyee

Standard Racial Traits (13 RP)

Alluri are at home in social circles, but they’re light on their feet, too, and make for talented combatants.

  • Ability Score Modifiers (+2 Dex, +2 Cha, –2 Wis; 0 RP): Quick on their feet and in tongue, alluri sometimes forget to stop and think through their actions.
  • Size (Medium; 0 RP): Alluri are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type (Fey; 2 RP): Alluri are fey with the alluri subtype.
  • Speed (Normal; 0 RP): Alluri have a base speed of 30 feet.
  • Senses (Low-light vision; 0 RP): Alluri can see twice as far as a race with normal vision in conditions of dim light.
  • Languages (0 RP): Alluri begin play speaking Common and Sylvan. Alluri with high Intelligence scores can choose from Aklo, Dwarven, Elven, Gnome, and Halfling.

Other Racial Traits

  • Blooming Striker (1 RP): Alluri use their natural beauty to keep enemies off balance. When an alluri attempts to feint, reduce the DC by 1.
  • Eager Combatant (2 RP): Alluri relish a good fight and are always at the ready to jump into the fray. Once per day, when an alluri rolls for initiative, they can roll twice and take the better result. The alluri must decide to use this ability before making the roll.
  • Enchanting Allure (1 RP): Alluri can cause their plumage to dance in mystifying ways. Alluri add +1 to the DC of any saving throws against enchantment spells that they cast.
  • Feather Display (Ex) (2 RP): Alluri have a collar of colorful feathers which they can use to draw attention to themselves or distract others. As a swift action, an alluri can display their plumage by puffing out their feathers. Doing so imparts a +2 racial bonus on Sleight of Hand and Perform skill checks and a –2 penalty on Stealth checks for 1 minute. An alluri can use this ability a number of times per day equal to 3 + its Constitution modifier. An alluri can not use this ability if it is stunned, paralyzed, unconscious, or otherwise unable to move normally.
  • Local Connections (2 RP): Alluri love to buy fancy things and befriend merchants, or they at least become salesmen themselves and develop a network for exchanging goods. The alluri gains a +2 racial bonus on Appraise checks. When the alluri is in its home city, it may use its Charisma modifier instead of its Intelligence modifier on Appraise checks as it seeks out the opinions of more knowledgeable friends.
  • Silver Tongued (3 RP): Alluri are at home in crowds, whether at a bustling tavern or a high society meet and greet. Alluri gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Barbarbic Diplomat: Alluri who grow up among tribesmen or barbarians learn crude ways of getting what they want. Alluri with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces silver tongued.
  • Bird Caller: Alluri who work in aviaries or grow up among birds learn to care for and call these animals. An alluri with this racial trait gains a +2 racial bonus on Handle Animal skill checks made to influence birds and a +2 bonus on Knowledge (nature) skill checks made to identify or learn about birds. This racial trait replaces silver tongued.
  • Celebrity Endorsement: An alluri’s fame among locals encourages merchants and craftsmen to seek out their endorsements. While an alluri has the celebrity discount class feature (from the vigilante class), they can buy items at 85% of their market price. Additionally, increase the gp limit of items they can buy by 250 gp. If an alluri does not have the celebrity discount class feature, it may buy items worth 250 gp or less at 95% of their market price. This racial trait replaces enchanting allure.
  • Hot Gossip: Many alluri follow the gossip coming out of royal courts and high society. They gain a +2 racial bonus on Knowledge (local) and Knowledge (nobility) checks. This racial trait replaces silver tongued.
  • Mage Duelist: Some alluri spellcasters earn their coin in public duels and learn to anticipate and counteract their opponents’ spells. They gain a +2 racial bonus on Spellcraft checks made to identify a spell as it is being cast. Count their caster level as 2 levels higher for the purposes of making a dispel check with dispel magic to counter an opponent’s spell. This racial trait replaces enchanting allure and blooming striker.
  • Martial Artistry: Some alluri use the art of dance to aid them in combat. The alluri may use Perform in place of Bluff when attempting to feint. This racial trait replaces enchanting allure.
  • Masquerader: Mischievous alluri learn the power in spreading rumors and creating drama within social circles. The alluri gains a +2 racial bonus on Bluff and Disguise skill checks. This racial trait replaces silver tongued.
  • Musical Talent: Many alluri are proficient musicians and find their calling in packed taverns. The alluri adds a +1 racial bonus to the DC of its fascinate bardic performance. This racial trait replaces enchanting allure.
  • Needle Feathers (Ex): Alluri that live in the wild sometimes develop feathers that can be used as weapons. As a swift action, the alluri may draw feathers from their plumage and use them as thrown weapons that deal 1d4 damage (1d3 for a Small alluri). The feathers count as natural weapons and have a range increment of 15 feet. The alluri is proficient with their feathers and can use this ability for a number of rounds per day equal to 3 + their Constitution modifier. This racial trait replaces feather display.
  • Pickpocketer: Alluri who grow up poor learn how to lie and cheat their way to fortune. Alluri with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks. This racial trait replaces silver tongued.
  • Pixie Blood: Some alluri have pixie blood. Alluri with this racial trait who take the fey bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, alluri with this trait add spells with the emotion descriptor to their class spell lists for any spellcasting classes in which they have levels. This racial trait replaces blooming striker and feather display.
  • Spiked Plumage (Ex): Alluri born in harsh environments develop spiky feathers that harm creatures that get too close. As an immediate action, the alluri causes the feathers around its neck to harden into spikes. Treat these as armor spikes. The alluri may use this ability for a number of rounds per day equal to its Constitution modifier (minimum 1) and only while it is wearing light armor or no armor. This racial trait replaces feather display.
  • Stubborn: Some alluri are adept at making shady deals and know when they’re being swindled and manipulated. Alluri with this racial trait gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if the alluri fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the alluri has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This racial trait replaces eager combatant.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Barbarian: Alluri barbarians take pleasure in striking fear in their enemies — and they excel at it. Add a +1/2 bonus to Intimidate checks made to demoralize enemies.
  • Bard: Alluri bards draw the admiration of others with their tales, and they know how to entertain a crowd. Add +1/6 to the number of people the bard can affect with the fascinate bardic performance.
  • Cleric: Whether by book or word of mouth, alluri know more about the fey realms than others. Add a +1/2 bonus on Knowledge (planes) checks relating to the fey realms and creatures with the fey type.
  • Druid: Alluri druids are fiersome protectors of the wild, and creatures are drawn to their benevolence. Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
  • Fighter: Alluri fighters are tricky combatants, taking pleasure in outwitting their opponents. Choose the disarm or feint combat maneuver. Add +1/3 to the Fighter’s CMB when attempting this maneuver (maximum +4 bonus).
  • Monk: Alluri monks are fleet-footed and unafraid to rush into battle. Add +1 to the monk’s base speed. In combat, this option has no effect unless the monk has selected it 5 times (or another increment of 5). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
  • Paladin: Alluri paladins boast of their strength and make themselves known at every turn. Add +1 foot to the size of all the paladin’s aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5).
  • Ranger: Alluri rangers often find their homes in cities as tactical guardians, and they can find friends down any alley. Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live in urban areas.
  • Rogue: Alluri rogues are as sly on the battlefield as they are charming among strangers. Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
  • Wizard: Alluri wizards use their wit to draw even the most vile of men to their cause, or at least do so long enough to turn the tides of battle. Add +1/5 to the wizard’s caster level when casting spells of the enchantment school.

Racial Feats

The following feats are available to a character of this race who meets any listed prerequisites.

Dazing Finale

Prerequisite(s): Feather display racial trait, bardic performance class feature, alluri.

Benefit(s): You can end your bardic performance with a captivating flourish that dazes enemies. On your turn, as a full-round action, you may end your bardic performance with an enrapturing display of your plumage. Enemies within 30 feet who can see and hear your finale must make a Will save equal to 10 + 1/2 your bard level + your Charisma modifier. An enemy who fails its Will save is dazed for 1 round. This is a mind-affecting effect.

After using this ability, you are staggered for 1 round, even if you could not normally be staggered.

Uncanny Perception

Prerequisite(s): Alertness, uncanny dodge, alluri.

Benefit(s): You have a remarkable talent for assessing situations, allowing you to avoid getting jumped. You can always act in a surprise round even if you do not notice your enemies.

Section 15: Copyright Notice

Racial Profiles: Fey Races © 2019, Publishing; Author: Michael Galvis

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