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    Default [Races/Classes] Races of the Eye, v2.0

    History
    The Kolumakan races are the product of magical experimentation by one Kamalu Kaua, a master transmuter, who was attempting to create "the perfect slave." His experimentation eventually led him to the beholder, a creature who is able to hold others in its thrall by the use of its gaze (in addition to other things). He captured one and proceeded to comingle transmuted copies of the beholder with various races in an effort to perfect his vision.

    Kamalu created the Kolumaka first, by mixing a beholder and a human. These were too smart and too dangerous, and he destroyed most of these before attempting his next creation. This time, he mixed in more human and less beholder, as well as adding a little bit of energy from the Plane of Shadow. The result was the Haukea, a race strangely inclined towards cold temperatures and capable of seeing invisible creatures.

    Kamalu, however, was not satisfied with this and decided to try again, once again mixing beholder and human, though this time adding energies from the Planes of Air and Water. The result was the Noelani, who were capable of predicting death and walking on clouds. He found no significant use in this, and moved on, deciding to try a different race.

    He continued by mixing the lifeforce of halfling and beholder, which resulted in the near-animal Leilani, much to his surprise. He had not thought that halfling blood would be so primal and found that the Leilani were far too hard to control. He moved on once again.

    Kamalu attempted mixing beholder with elves (resulting in the amphibious Kaimana) before trying dwarves (which resulted in the brutal and stoic Ahihele) and rilkans (giving the universalist Uhanemili), but none of these were to his satisfaction. All had their uses and their areas of expertise, but none were competent enough while still being easily manipulated to serve as a proper slave. Frustrated with his inadequacies, Kamalu attempted two more crossbreeds: beholder and gnome was the first, giving birth to the electrically-inclined tinkering Hekiliao, but even these did not satisfy.

    Then, Kamalu interbred beholder with dryads, and this was his downfall. The result of this union were the Ekahapana, who beguiled Kamalu into setting free the Kolumakan races (including the few remaining Kolumakans themselves), then freeing the irate, starving, and infuriated beholder who he had been using in his experiments for years. While the survivors fled Kamalu's hidden sanctum and dispersed across the globe, Kamalu himself was on the receiving end of a beholder's fury and died nearly instantly.

    Ahihele
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    Ahihele are humanoids who live in the volcanoes of Enherjer and the deserts of Arboria. They are related to the Haukea through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as slightly taller than average dwarves with two distinguishing characteristics--a third eye in the middle of their forehead and a ridged nose. They have dark red skin--ranging from reddish-tan to deep crimson--much darker than the pale Haukea. Ahihele have a natural predilection towards volcanoes and deserts.

    Alignment: Most Ahihele tend towards law. However, this is by no means a requirement.

    Lands: Ahihele prefer hot environments, particularly volcanic ones. They thrive on the heat, and anything less than eighty degrees Farenheit makes them feel chilly.

    Religion: Most Ahihele prefer to worship deities related to fire, such as Agni.

    Language: Ahihele speak Common and Dwarven, as well as their own racial language, Kolumaka.

    Player Character Ahihele
    *Dexterity -2, Constitution +2. Ahihele are tougher than most, having lived in dangerous environments for their entire history, but are less agile than other races due to it.
    *Ahihele are medium sized.
    *An Ahihele's base land speed is 30 feet.
    *An Ahihele also has a base climb speed of 20 feet. This grants them a +8 racial bonus on Climb checks. It must make a Climb check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If it chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. It cannot run while climbing. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing Ahihele. Also, Ahihele can add either their Dexterity modifier or Strength modifier to Climb checks (whichever is higher).
    *Humanoid: Ahihele are humanoids with the (Kolumaka) subtype.
    *Third Eye: An Ahihele's third eye is not a vestigal organ and provides the following benefits:
    :*Trinocular Vision: An Ahihele receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
    :*Fearsome Gaze: Ahihele can use cause fear as a spell-like ability. This ability can be used a total number of times per day equal to 1/2 the Ahihele's Hit Dice. In addition, whenever the Ahihele uses this ability, the Ahihele loses their racial bonus to Spot checks and ranged attack rolls for three rounds.
    :*An Ahihele's third eye also grants them darkvision out to 60'.
    *Natural Skills: An Ahihele has a +2 bonus on Profession (Miner) and Profession (Smith) checks.
    *Stoic Endurance: An Ahihele suffers no harm from being in an extremely hot environment. They can exist comfortably in temperatures above 120 degrees Farenheit without having to make Fortitude saves. This does not provide any protection against heat or fire damage, nor does it protect against other environmental hazards.
    *Automatic languages: Common, Dwarven, Kolumaka
    *Bonus Languages: Ignan, Terran, Undercommon
    *Favored Class: Fighter


    Ekahapana
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    Ekahapana are human-like fey who live in deep forests and jungles. They are related to the other Kolumakan races through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as beautiful human females (all Ekahapana are female and reproduce asexually) with two distinguishing characteristics--a third eye in the middle of their forehead and long, pointed ears. They have light skin ranging from light green to peach. Ekahapana have a natural predilection towards the natural world.

    Alignment: Most Ekahapana tend towards neutrality or good, occasionally both. However, this is by no means a requirement.

    Language: Ekahapana speak Common and Sylvan, as well as their own racial language, Kolumaka.

    Player Character Ekahapana
    *Strength -2, Constitution -2, Charisma +4. Ekahapana prefer social combat to physical combat, and are naturally inclined towards such.
    *Ekahapana are medium sized.
    *A Ekahapana's base land speed is 30 feet.
    *Fey: Ekahapana are fey with the (Kolumaka) subtype.
    *Third Eye: An Ekahapana's third eye is not a vestigal organ and provides the following benefits:
    :*Trinocular Vision: An Ekahapana receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
    :*Beguiling Glance: An Ekahapana's third eye allows them to charm others, augmenting their natural beauty with magical compulsions. An Ekahapana can use charm person as a spell-like ability, usable a number of times per day equal to one-half their hit dice. In addition, during the use of this ability, an Ekahapana loses their racial bonus to Spot checks and ranged attack rolls.
    :*An Ekahapana's third eye also grants them low-light vision out to 60'.
    *Natural Voice: An Ekahapana receives a +2 racial bonus on Perform (Song) checks. In addition, when determining the effects of bardic music, an Ekahapana's bard level is considered one higher than normal.
    *Automatic languages: Common, Sylvan, Kolumaka
    *Bonus Languages: Auran, Gnomish, Dwarven, Elven
    *Favored Class: Bard


    Haukea
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    Haukea are humanoids who come from the cold southern reaches. They are descended from the Kolumaka. They appear as slightly shorter and pale humans with a distinguishing characteristic--a third eye in the middle of their forehead. Haukea have pale skin and light hair. Haukea have a natural predilection towards both skilled trades and magic.

    Alignment: Most Haukea tend towards lawful neutral, due to the strict requirements of their subarctic lifestyle. Adventuring Haukea are more chaotic than normal Haukea, sometimes moving so far as to be chaotic neutral.

    Lands: Haukea prefer colder climates and have evolved to handle extremely cold temperatures.

    Religion: Most Haukea prefer to worship deities related to heat and cold, such as deities of the sun, of winter, of snow, or of fire.

    Language: Haukea speak common as well as their own racial language, Kolumaka.

    Player Character Haukea
    *Strength -2, Dexterity +2, Wisdom -2, Charisma +2
    *Haukea are medium sized.
    *A Haukea's base land speed is 30 feet.
    *Humanoid: Haukea are humanoids with the (Kolumaka) subtype.
    *Third Eye: A Haukea's third eye is not a vestigal organ and provides the following benefits:
    :*Trinocular Vision: A Haukea receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
    :*See The Unseen: A Haukea's third eye allows them to see invisible or ethereal creatures and objects within their normal range of vision as if they were not invisible or ethereal. This ability can be used for a total time of one minute per hit die per day, divided however you choose, with each usage taking up a minimum of one minute. In addition, during the use of this ability, the Haukea loses their racial bonus to Spot checks and ranged attack rolls.
    :*A Haukea's third eye also grants them low-light vision out to 60'.
    *Stoic Endurance: A Haukea suffers no harm from being in an extremely cold environment as long as they are clothed. They can exist comfortably in temperatures above -30 degrees Farenheit without having to make Fortitude saves. This does not provide any protection against cold damage, nor does it protect against other environmental hazards.
    *Frigid Adaptation: A Haukea adds +1 to the save DCs of all spells they cast with the (Cold) descriptor.
    *Automatic languages: Common, Kolumaka
    *Bonus Languages: Aquan, Draconic, Dwarven, Halfling, Ignan
    *Favored Class: Spellthief


    Hekiliao
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    Hekiliao are humanoids who live in the stormy steppes of southwestern Vespasia. They are related to the Haukea through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as tall gnomes (ranging between four and five feet tall) with three distinguishing characteristics--a third eye in the middle of their forehead; long, nimble fingers; and blue hair that runs down their back like a mane. They have light skin ranging from white to light blue. Hekiliao have a natural predilection towards electricity and industry.

    Alignment: Most Hekiliao tend towards chaos and good. However, this is by no means a requirement.

    Lands: Hekiliao prefer stormy environments and love thunderstorms. Most Hekiliao find them holy (or at least entertaining). Hekiliao frequently inhabit large settlements. They are friendly with gnomes and other tinkers, and love finding ways to imbue objects with electricity.

    Religion: Most Hekiliao prefer to worship deities related to electricity and storms, such as M'oll.

    Language: Hekiliao speak Common as well as their own racial language, Kolumaka.

    Player Character Hekiliao
    *Strength -2, Dexterity +2, Constitution -2, Charisma +2. Hekiliao are weaker and less resilient than most, but have nimble fingers and strong personalities.
    *Hekiliao are medium sized.
    *A Hekiliao's base land speed is 30 feet.
    *Humanoid: Hekiliao are humanoids with the (Kolumaka) subtype.
    *Third Eye: A Hekiliao's third eye is not a vestigal organ and provides the following benefits:
    :*Trinocular Vision: A Hekiliao receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
    :*Magic Sight: A Hekiliao's third eye allows them to see magic as if through the detect magic spell. This ability can be used for a total time of one minute per hit die per day, divided however you choose, with each usage taking up a minimum of one minute. In addition, during the use of this ability, the Hekiliao loses their racial bonus to Spot checks and ranged attack rolls.
    :*A Hekiliao's third eye also grants them low-light vision out to 60'.
    *Electrical Adaptation: A Haukea adds +1 to the save DCs of all spells they cast with the (Electricity) descriptor.
    *Elemental Resistance: A Hekiliao has Electrical Resistance equal to their Hit Dice.
    *Automatic languages: Common, Kolumaka
    *Bonus Languages: Auran, Gnomish, Dwarven, Elven
    *Favored Class: Sorceror


    Kaimana
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    Kaimana are humanoids who live under the ocean. They are related to the other Kolumakan races through their ancestral relations to the Kolumaka, but have diverted into their own species. They appear as elves do, but with two distinguishing characteristics--a third eye, and webbed fingers and toes. Kaimana have a natural predilection towards aquatic endeavours.

    Alignment: Most Kaimana tend towards chaos, following the ideals of the stormy ocean. However, this is by no means a requirement.

    Lands: Kaimana prefer aquatic environments and have evolved to life under and above water.

    Religion: Most Kaimana prefer to worship deities related to water and the ocean, such as Leviatan.

    Language: Kaimana speak Common and Aquan as well as their own racial language, Kolumaka.

    Player Character Kaimana
    *Dexterity -2, Constitution +2, Intelligence +2, Charisma -2. Kaimana are tougher than most, since they are able to deal with extreme underwater pressures with ease. They are also highly intelligent. However, their webs get in the way of fine motor coordination, and they tend to come across as abrasive and withdrawn to outsiders.
    *Kaimana are medium sized.
    *A Kaimana's base land speed is 20 feet.
    *A Kaimana also has a base swim speed of 40 feet. This grants them a +8 racial bonus on Swim checks to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    *Humanoid: Kaimana are humanoids with the (Kolumaka), (Psionic), and (Aquatic) subtypes.
    *Third Eye: A Kaimana's third eye is not a vestigal organ and provides the following benefits:
    :*Trinocular Vision: A Kaimana receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
    :*Lightsource: By concentrating, a Kaimana can cause their third eye to emit light as if through the my light psionic power. This ability can be used for a total time of one minute per day per hit die, divided however you choose, with each usage taking up a minimum of one minute. In addition, during the use of this ability, the Kaimana loses their racial bonus to Spot checks and ranged attack rolls.
    :*A Kaimana's third eye also grants them low-light vision out to 60'.
    *Amphibious: A Kaimana is able to breathe both air and water with equal ease.
    *Naturally Psionic: A Kaimana gains one bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    *Automatic languages: Common, Aquan, Kolumaka
    *Bonus Languages: Sylvan, Elven, Gnomish, Halfling
    *Favored Class: Psychic Warrior


    Leilani
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    Leilani are humanoids who live in the deep jungles of central Mastaci. They are related to the other Kolumakan races through ancestral relations ot the Kolumaka, but have diverted into their own species. They appear as slightly taller halflings with two distinguishing characteristics--a third eye and prehensile feet (like apes). They have darker skin--ranging from tan to near-black--much darker than the pale Haukea. Leilani have a natural predilection towards jungles, woods, and other forested environments.

    Alignment: Most Leilani tend towards neutrality and good. However, this is by no means a requirement.

    Lands: Leilani prefer heavily forested environments, up to and including rainforests and deep jungles. It is not unheard of, however, for Leilani to come into towns and cities. They don't usually stay long, except in exceptional cases.

    Religion: Most Leilani prefer to worship deities related to nature and animals, such as Horjin or Nelig.

    Language: Leilani speak Common as well as their own racial language, Kolumaka.

    Player Character Leilani
    *Dexterity +2, Intelligence -2, Wisdom +2, Charisma -2. Leilani are nimbler and more perceptive than most, considering their wild nature, but they lack the education and tact that comes with civilization.
    *Leilani are Small-sized. As small creatures, Leilani gain a +1 size bonus to Armor Class, +1 size bonus on attack rolls, and +4 size bonus on Hide checks. However, they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters that of a Medium creature.
    *A Leilani's base land speed is 20 feet.
    *A Leilani also has a base climb speed of 20 feet. This grants them a +8 racial bonus on Climb checks. It must make a Climb check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If it chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. It cannot run while climbing. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing Leilani. Also, Leilani can add either their Dexterity modifier or Strength modifier to Climb checks (whichever is higher).
    *Humanoid: Leilani are humanoids with the (Kolumaka) subtype.
    *Third Eye: A Leilani's third eye is not a vestigal organ and provides the following benefits:
    :*Trinocular Vision: A Leilani receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
    :*Lifesight: Leilani can use detect animals or plants as a spell-like ability. This ability can be used for a total time of one minute per hit die per day, divided however you choose, with each usage taking up a minimum of one minute. In addition, during the use of this ability, the Leilani loses their racial bonus to Spot checks and ranged attack rolls.
    :*A Leilani's third eye also grants them low-light vision out to 60'.
    *Racial Weapon Proficiency: All Leilani are proficient with the shortsword, handaxe, spear, javelin, and shortbow.
    *Illiteracy: Leilani are illiterate but can purchase the ability to read all languages known to them by buying two ranks of Speak Language.
    *Prehensile Feet: Leilani are capable of grasping objects with their feet. While this is the main reason that they are such good climbers, Leilani also use this to their advantage when grappling, and receive a +4 bonus to grapple checks.
    *Automatic languages: Common, Kolumaka
    *Bonus Languages: Sylvan, Terran
    *Favored Class: Barbarian


    Noelani
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    Noelani are humanoids who actually live in and on clouds. They are related to the other Kolumakan races through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as slightly shorter and incredibly thin humans with a distinguishing characteristic--a third eye in the middle of their forehead. They have light blue skin.

    Alignment: Most Noelani tend towards chaos and neutrality, choosing to rollow the chaotic nature of the winds. However, this is by no means a requirement.

    Lands: Noelani actually live in and on the clouds in the sky. This is mostly due to their unique cloudstep ability.

    Religion: Most Noelani prefer to worship deities related to the air, such as Raghinalt.

    Language: Noelani speak Auran as well as their own racial language, Kolumaka.

    Player Character Noelani
    *Strength -2, Constitution -2, Wisdom +2, Charisma +2. Noelani are light and fragile, but are very perceptive and have strong personalities.
    *Noelani are medium sized.
    *A Noelani's base land speed is 20 feet.
    *Humanoid: Noelani are humanoids with the (Kolumaka) subtype.
    *Third Eye: A Noelani's third eye is not a vestigal organ and provides the following benefits:
    :*Trinocular Vision: A Noelani receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
    :*Deathwatch: Noelani can use deathwatch as a spell-like ability. This ability can be used for a total time of one round per hit die per day, divided however you choose. Activating or deactivating this ability is a swift action. In addition, during the use of this ability, the Noelani loses their racial bonus to Spot checks and ranged attack rolls.
    :*A Noelani's third eye also grants them low-light vision out to 60'.
    *Cloudstep: Noelani have the unique ability to walk on any gas of a consistency thicker than air, such as a cloud. This includes spells like solid fog.
    *Automatic languages: Auran, Kolumaka
    *Bonus Languages: Aquan, Ignan, Draconic, Celestial, Common
    *Favored Class: Cleric


    Uhanemili
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    Uhanemili are humanoids who live across all of Marranarch, with a substantially large presence amongst both the savage peoples of Fenris and the psions of Delvenus. They are related to other Kolumakan races through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as humans, with two distinguishing characteristics--a third eye in the middle of their forehead and blue scales encircling their necks and forearms. In truth, they are related to Rilkans. Unlike Rilkans, however, they have blueish skin--ranging from sky-blue to deep blue. Uhanemili have a natural predilection towards spirits and universal thought.

    Alignment: Most Uhanemili take after their Rilkan parentage and are chaotic, though there are always exceptions to the rule.

    Lands: Being social creatures but often seen sa "strange" by those who don't understand them, Uhanemili take to fringe environments: frontier towns, war camps, and nomadic tribes are the cultures that an Uhanemili is most often attracted to.

    Religion: Most Uhanemili treat religion very seriously, and many follow deities of life. Unlike Rilkans, Uhanemili sometimes follow an ideal, rather than a particular deity.

    Language: Uhanemili speak Common as well as their own racial language, Kolumaka.

    Player Character Uhanemili
    *Dexterity +2, Wisdom +2, Constitution -2, Strength -2. Uhanemili are nimble and in touch with themselves and the world around them. However, they are not very physically hardy and are genetically predisposed towards physical weakness.
    *Uhanemili are medium sized.
    *An Uhanemili's base land speed is 30 feet.
    *Humanoid: Uhanemili are humanoids with the (Kolumaka), (Psionic), and (Incarnum) subtypes.
    *Third Eye: An Uhanemili's third eye is not a vestigal organ and provides the following benefits:
    :*Trinocular Vision: An Uhanemili receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
    :*Powerful Bind: An Uhanemili who binds a soulmeld to his brow chakra treats that bind as if it has one more essentia invested in it than actually invested, even if he has no essentia invested in it. This cannot make the bind exceed standard investment maximums.
    :*An Uhanemili's third eye also grants them darkvision out to 60'.
    *Natural Inclination: Due ot their social nature, an Uhanemili has a +2 bonus on Perform and Diplomacy checks.
    *Essentia Pool: An Uhanemili's essentia pool is permanently increased by 1. If they don't have an essenta pool, this trait grants the Uhanemili one with a single point of essentia.
    *Naturally Psionic: Uhanemili gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    *Automatic languages: Common, Kolumaka
    *Bonus Languages: Due to their natural social predilection and frequent presence on fringe environments, Uhanemili can choose any language (except secret languages, such as Thieves' Cant or Druidic) as a bonus language.
    *Favored Class: Totemist


    Racial Substitution Levels
    Ahihele
    Ahihele Paladin
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    {table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
    3rd | +3 | +3 | +1 | +1 | Aura of Menace, Divine Health | As normal
    5rd | +5 | +4 | +1 | +1 | Smite Evil 2/day, Terrifying Smite | As normal
    6th | +6/+1 | +5 | +2 | +2 | Aura of Fire Resistance | As normal[/table]

    HD: d10

    Class Skills: (2 + Int): Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (nobility and royalty), Knowledge (religion), Profession, Sense Motive

    Aura of Fire Resistance: An Ahihele paladin who gains this racial substitution level foregoes his normal Aura of Courage ability. The Paladin emits an aura of fire resistance, which affects him and his allies. All allies within 30' gain fire resist equal to the paladin's class level.

    Terrifying Smite: An Ahihele paladin who gains this racial substitution level foregoes his mount. Instead, any creature he successfully smites must make a Will save (DC is the damage dealt) or become frightened.

    Aura of Menace: An Ahihele paladin who gains this racial substitution level foregoes his normal Remove Disease ability (and all expansions thereof). Instead, he gains an Aura of Menace. The paladin emits an aura of menace, causing enemies within 30' to make a Will save (DC 10 + Paladin levels + Cha mod) or become shaken. Creatures who start their turn within the radius must save. Shaken enemies within the area at the start of their turn must save versus DC 15 + Paladin levels + Cha mod or become frightened.


    Ahihele Barbarian
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    {table=head]Level | BAB | Fort | Ref | Will | Special
    1st | +1 | +2 | +0 | +0 | Illiteracy, Rage 1/day, Stability
    3rd | +3 | +3 | +1 | +1 | Barbarian Scholar
    11th | +11/+6/+1 | +7 | +3 | +3 | Terrifying Rage[/table]

    HD: d12

    Class Skills: (4 + Int, x4 at 1st level) Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, Swim

    Stability: An Ahihele's dwarven heritage warrants him impressive physical solidarity and stability. An Ahihele gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). This replaces the barbarian's fast movement ability.

    Barbarian Scholar: Ahihele are well-known for their understanding and comprehension on a wide variety of topics, and their warriors are no exception. An Ahihele barbarian who takes this substitution level gains a bonus equal to 1/2 his class level to Knowledge checks, and he can use them untrained. This bonus does not stack with ranks, so that an Ahihele barbarian of level 12 and with five ranks in Knowledge (Nature) would receive a +6 bonus on Knowledge (Nature) checks instead of using his ranks. This ability replaces the barbarian's Trap Sense ability (and all advancements thereof)

    Terrifying Rage: Ahihele are fearsome in combat, and some learn to channel the natural abilties of their third eye into their rage. An Ahihele barbarian who gains this substitution level foregoes the Greater Rage ability. If he would later gain Mighty Rage, he instead gains Greater Rage then. While raging, the barbarian emits an aura of menace, causing enemies within 30' to make a Will save (DC 10 + barbarian levels + Cha mod) or become shaken. Creatures who start their turn within the radius or who are in the radius when the barbarian enters a rage must save. Shaken enemies within the area at the start of their turn must save versus DC 15 + barbarian levels + Cha mod or become frightened.


    Ekahapana
    Ekahapana Bard
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    {table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
    1st | +0 | +0 | +2 | +2 | Bardic Music, Bardic Knowledge, Countersong, Inpsire Courage +1, Stunning Glance | As normal
    3rd | +2 | +1 | +3 | +3 | Wild Empathy | As normal
    6th | +4 | +2 | +5 | +5 | Force of Personality | As normal[/table]

    HD: d6

    Class Skills: Appraise, Balance, Bluff, Climb, Escape Artist, Gather Information, Hide, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim, Tumble, Use Magic Device

    Stunning Glance: An Ekahapana bard's link to her fey ancestry is especially stong, and she gains some of their abilities for herself. At first level, an Ekahapana bard who takes this substitution level loses the ability to fascinate opponents, but gains the ability to stun them with a glance. As a standard action, she may stun a creature within 30' feet as a gaze attack. The target creatures must succeed on a Fortitude save (DC = 10 + Bard levels + Cha mod) or be stunned for one round. If she would later gain suggestion, she gains fascinate instead.

    Wild Empathy: An Ekahapana bard's link to nature is very strong, and in some cases this link provides her with the ability to communicate with animals. At third level, an Ekahapana bard who takes this substitution level loses the ability to Inspire Competence, but gains the ability to use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like the ranger ability of the same name, but the bard does not suffer the -4 penalty for using this ability on unintelligent magical beasts.

    Force of Personality: An Ekahapana bard is able to protect herself by channeling some of the fey's uncanny ability to fend off attacks without armor. At sixth level, an Ekahapana bard who takes this substitution level loses the ability to use suggestion, but instead adds her Charisma modifier as a deflection bonus to her Armor Class. If she would later gain mass suggestion, she gains suggestion instead.


    Ekahapana Ranger
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    {table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
    1st | +1 | +2 | +2 | +0 | 1st Favored Enemy, Track, Wild Empathy | As normal
    4th | +4 | +4 | +4 | +1 | Fey Lineage | As normal
    9th | +9/+4 | +6 | +6 | +3 | Unearthly Grace|| As normal[/table]

    HD: d6

    Class Skills: 6 + Int (x4 at 1st level): Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope

    Wild Empathy: An Ekahapana ranger's link to nature is very strong, and in some cases this link provides her with the ability to communicate with animals. This ability functions just like the ranger ability of the same name, but shes does not suffer the -4 penalty for using this ability on unintelligent magical beasts. In addition, an Ekahapana ranger receives a +4 bonus on rolls made to influence creatures of the fey type. This ability augments, but does not replace, a standard ranger's Wild Empathy ability.

    Fey Lineage: An Ekahapana ranger's link to her fey heritage sometimes displays itself in strange fashion. At fourth level, an Ekahapana ranger can forego gaining an animal companion to instead gain damage reduction equal to one-half her class level, rounded down. This damage reduction can be overcome by cold iron, just as fey's natural damage reduction is.

    Unearthly Grace: An Ekahapana ranger is able to protect herself by channeling some of the fey's uncanny ability to fend off attacks without armor. At ninth level, an Ekahapana ranger who takes this substitution level loses her evasion ability, but instead adds her Charisma modifier as a deflection bonus to her Armor Class and as a racial bonus to all saving throws.


    Hekiliao
    Hekiliao Sorceror
    Spoiler
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    {table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
    4th | +2 | +1 | +1 | +4 | Rolling Thunder | -1 2nd per day
    8th | +4 | +2 | +2 | +6 | Energy Substitution (Electricity) | -1 4th per day
    12th | +6/+1 | +4 | +4 | +8 | Lightning Casting | -1 6th per day[/table]

    HD: d4

    Class Skills: (2 + Int): Bluff, Concentration, Craft, Knowledge (Arcana), Knowledge (Nature), Profession, Spellcraft

    Rolling Thunder: A Hekiliao sorceror who uses electrical magic learns to manipulate it to further his own ends. Any spell with the electrical descriptor cast by a character with this substitution level also causes its target (or targets, if applicable) to suffer a fortitude save or be dazed in addition to the other effects of the spell. A Hekiliao sorceror with this substitution level has one less second level spell use per day.

    Energy Substitution (Electricity): A Hekiliao sorceror who takes this racial substitution level gains the Energy Substitution (Electricity) feat as a bonus feat, even if they don't qualify for it normally. He also has one less fourth level spell use per day.

    Lightning Casting: A Hekiliao sorceror with this racial substitution level gains the ability to cast a spell with the (Electricity) descriptor as a swift action. He can use this ability a number of times per day equal to his Charisma modifier. In addition, he has one less sixth level spell use per day.


    Leilani
    Leilani Barbarian
    Spoiler
    Show
    {table=head]Level | BAB | Fort | Ref | Will | Special
    1st | +1 | +2 | +0 | +0 | Fast Movement, Illiteracy, Rage 1/day
    7th | +7/+2 | +5 | +2 | +2 | Dodge Bonus +1
    11th | +11/+6/+1 | +7 | +3 | +3 | Dextrous Rage[/table]

    HD: d12

    Class Skills: (4 + Int): Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Nature), Listen, Ride, Survival, Swim

    Fast Movement: A Leilani Barbarian who takes this substitution level adds 10' to both his land and climb speeds.

    Dodge Bonus: A Leilani barbarian who takes this substitution level no longer receives damage reduction (or any expansions of the ability) but instead gains a +1 dodge bonus to his armor class. This bonus increases by +1 every three levels thereafter (+2 at 10th, +3 at 13th, +4 at 16th, and +5 at 19th).

    Dextrous Rage: A Leilani barbarian who takes this substitution level receives an additional +2 Dexterity while raging. This ability augments, but does not replace, the Greater Rage ability. If the barbarian would later gain Mighty Rage, this bonus to Dexterity increases to +4.
    Last edited by Fax Celestis; 2007-02-14 at 12:59 PM.

  2. - Top - End - #2
    Titan in the Playground
     
    Fax Celestis's Avatar

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    Default Re: [Races/Classes] Races of the Eye, v2.0

    Concerns (mostly with the sub classes): Stunning Glance, Unearthly Grace, and Rolling Thunder: too powerful?

  3. - Top - End - #3
    Titan in the Playground
     
    Fax Celestis's Avatar

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    Default Re: [Races/Classes] Races of the Eye, v2.0

    Anybody? Nobody? Bueller? Bueller?

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    Default Re: [Races/Classes] Races of the Eye, v2.0

    It is just a little bit too much to digest in one sitting. I have quite a few threads like this bookmarked to look at. Once I get a bit more free time...
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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