Inaccurate?

Illumian

( Races of Destiny, p. 51)

Attributes

Size: Medium
Base speed: Land 30
Strength: +0
Intelligence: +0
Dexterity: +0
Wisdom: +0
Constitution: +0
Charisma: +0
Level adjustment: +0
Space: 5 feet
Reach: 5 feet
Automatic languages: Common , Illumian
Bonus Languages: Any

Description

Illumians look like the humans who first learned the Ritual of Words Made Flesh—paleskinned and somewhat taller than average. More than half of all illumians are bald, while the rest have blond or red hair. Facial hair is almost unheard of.

Of course, their most significant features are the luminous sigils that float above their heads, endlessly circling. These sigils are described in detail below.

Illumians—even poor ones—favor the most expensive dress they can afford, with fine embroidery, long robes and capes, and multiple layers. Their bulky dress makes illumians look bigger and more muscular than they actually bare. Illumians have a great distaste for dirt and take pains to keep their clothes clean, even in a wilderness or dungeon setting.

Elaborate facial makeup is also common among illumians, particularly older ones who have already mated for their cabal. While some humans wear makeup to make themselves appear more attractive, illumians wear it for the opposite reason: to keep others at a distance. The more garish and outlandish an individual's makeup, the more likely it is that she wishes to be left alone.

Combat

Racial Traits

  • Luminous Sigils (Su): The sigils that orbit an illumian's head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (a standard action), but they don't receive the sigils' benefits and can't use any special abilities granted by illumian words (see below) while they're doused. Restoring the sigils to visibility is a free action. Luminous sigils (including power sigils; see below) are insubstantial and disappear into any matter they touch. An illumian's sigils remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of the form change. An illumian wizard who casts a polymorph spell on herself retains her sigils, but an illumian who becomes a zombie loses them.
  • Glyphic Resonance (Ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol (such spells in the Player's Handbook include explosive runes, glyph of warding, greater glyph of warding, sepia snake sigil, and the various symbol spells). When an illumian encounters such magic, one of two things happens: Either the illumian's resonance overpowers the spell, or the foreign magic corrupts the mystical language that defines the illumian. Illumians have a —4 racial penalty on saving throws against these effects if their level is less than the caster level of the spell. If an illumian's level equals or exceeds the spell's caster level, she is immune to the effect.
  • Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits her head, a 1st-level illumian has a single brightly glowing power sigil that grants her certain bonuses (see below). A power sigil can be discerned from other sigils surrounding an illumian with a DC 10 Spot check, and identified with a DC 15 Knowledge (arcana) check. On attaining 2nd level in any class, an illumian gains a second different power sigil, and the bonus granted by each power sigil increases to +2. Depending on the combination of power sigils she chooses, an illumian gains one or more extra special abilities (see Illumian Words, below). The benefit of each power sigil is given below, along with the Common translation of each sigil's Illumian name.

Aesh ("vigor"): +1 bonus on Strength checks and Strength-based skill checks.

Hoon ("life"): +1 bonus on Wisdom checks, Constitution checks, and Wisdom- or Constitution-based skill checks.

Krau ("magic"): +1 bonus to caster level for all spells and spell-like abilities (up to a maximum value equal to the illumian's character level).

Naen ("mind"): +1 bonus on Intelligence checks andIntelligence-based skill checks.

Uur ("grace"): +1 bonus on Dexterity checks and Dexterity-based skill checks.

Vaul ("soul"): +1 bonus on Charisma checks and Charisma-based skill checks.

  • Illumian Words (Su): Each combination of two power sigils' names makes an Illumian word of great power, and thus grants extra abilities to a character who possesses those two power sigils. The benefit of each word of power is described below.

Aeshkrau: The illumian can use her Strength score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Strength score in place of any or all of the ability scores used by those classes for this purpose.

Aeshoon: Twice per day, the illumian can spend a turn or rebuke attempt as a swift action to gain a bonus on weapon damage rolls equal to her Wisdom bonus. This effect lasts until the beginning of her next turn, and it applies only to weapons with which she has selected the Weapon Focus feat.

Aeshuur: When the illumian deals damage to a target with a sneak attack or a critical hit, she gains a +2 dodge bonus to her AC against that target until the beginning of her next turn.

Hoonkrau: The illumian can spend a turn undead attempt as a swift action to add 1d8 points to the damage healed by any cure spell she casts before the end of her next turn, or a rebuke undead attempt as a swift action to add 1d8 points to the damage dealt by any inflict spell she casts before the end of her next turn. The illumian may use this ability twice per day.

Hoonvaul: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain a bonus equal to the spell's level on turning checks, turning damage rolls, and on attack and damage rolls when making a smite attack. This effect lasts until the beginning of the illumian's next turn.

Naenaesh: During the time when the illumian prepares spells, she can choose to leave up to two spell slots unfilled to gain the ability to cast any other prepared spell (or spells) of the same level as if it had been prepared with the Still Spell feat. This effect lasts until the next time the illumian prepares spells. She cannot fill the vacant spell slot (or slots) until the next time she prepares spells.

Naenhoon: Twice per day, the illumian can spend one or more turn or rebuke undead attempts as a swift action to add a metamagic effect to a spell she is casting, with no effect on the spell's casting time or effective level. She must have the metamagic feat whose effect she wants to apply. The illumian must expend a number of turn or rebuke undead attempts equal to the normal level adjustment of the metamagic feat (for example, it costs two turn or rebuke attempts to apply an Empower Spell effect). If she chooses to apply the Heighten Spell effect, it costs her one turn attempt per level that she heightens the spell, up to a maximum of 9th level.

Naenkrau: During the time when the illumian prepares spells, she can choose to leave up to two spell slots unfilled to add +1 to the save DCs of all her other spells of that level (including spells from different classes). If she leaves two spell slots unfilled, they must be at different spell levels. This effect lasts until the next time the illumian prepares spells. She cannot fill the vacant spell slot (or slots) until the next time she prepares spells.

Uurhoon: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain an insight bonus equal to her Wisdom bonus on Reflex saves and her Dexterity bonus on caster level checks to overcome spell resistance. This effect lasts for 1 minute per level of the spell slot expended.

Uurkrau: The illumian can use her Dexterity score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Dexterity score in place of any or all of the ability scores used by her classes for this purpose.

Uurnaen: During the time when the illumian prepares spells, she can choose to leave a 1st-level or 2nd-level spell slot unfilled to add an insight bonus equal to the spell slot's level on attack rolls when making an unarmed strike or a sneak attack. This effect lasts until the next time the illumian prepares spells. She cannot fill the vacant spell slot until the next time she prepares spells.

Vaulaesh: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain an insight bonus equal to the spell's level to AC and on weapon damage rolls. This effect lasts until the beginning of the illumian's next turn, and the damage bonus applies only to weapons with which she has selected the Weapon Focus feat.

Vaulkrau: Twice per day, the illumian can expend a spell slot (but not a slot holding a prepared spell) as an immediate action to gain an insight bonus equal to the spell's level on the next saving throw she makes before the start of her next turn.

Vaulnaen: Twice per day, the illumian can use a spell slot (but not a slot holding a prepared spell) to spontaneously cast any of her prepared spells of the same spell level. For example, a 3rd-level bard/1st-level wizard who had prepared burning hands as a wizard spell could use one of her 1st-level bard spell slots to cast burning hands. The spell is cast using the caster level at which it is prepared (the bard/wizard in the above example would cast burning hands as a 1st-level caster).

Vauluur: The illumian may expend a spell slot (but not a prepared spell) as a swift action to add 1d6 per spell level to her unarmed strike damage rolls and her sneak attack damage rolls. This effect lasts until the beginning of her next turn, and she may use it twice per day.

  • Final Utterance (Ex): When an illumian dies, her body releases the stored Illumian language within it. For 1 round per Hit Die of the illumian, anyone within earshot hears ululating Illumian syllables—usually gibberish, but occasionally a prophetic phrase or a final curse on the illumian's enemies. The illumian's body need not remain intact for the final utterance to occur. Even if an illumian succumbs to a disintegrate spell, her disembodied voice still utters strange gibberish for several rounds.
  • +2 racial bonus on saves against spells with the shadow descriptor: The illumians' magical heritage is tied to the Plane of Shadow.
  • Superior Literacy: Illumians are always literate, regardless of their character class. Speak Language is always a class skill for illumians, regardless of class.
  • Automatic Languages: Common and Illumian. Bonus Languages: Any except for secret languages (such as Druidic). Illumians love languages and travel far and wide to learn new languages from other races.
  • Favored Class: Any. When determining whether a multiclass illumian takes an experience point penalty, her highest-level class does not count. (See XP for Multiclass Characters, page 60 of the Player's Handbook.) Illumians hold versatility in high esteem, and most members of the race are multiclass characters. Furthermore, illumian paladins and monks can leave those classes and return to them without penalty.

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