Olman Tribes Faction

The Olman tribes are beset from within and without by grave dangers. They have contended with the fierce denizens of the Isle of Dread for ages, but now they also face increasing assaults on their safety and cultural integrity from foreigners. The Olman place the survival of their people and culture as their top priority in the face of outside aggression, strange increased volcanic activity on the isle, and the resurgence of several of the island’s most lethal inhabitants. Beyond survival, the Olman seek to preserve their cultural traditions against the corruption of visiting peoples. They exist in a precarious balance and must choose their level of involvement with the foreigners wisely. Many Olman favor isolationism and ignore most foreigners, while others believe the only way to weather the coming conflicts is through careful alliances. Some Olman hold dearly to the belief of restoring their civilization to its former glory.

The benefits of the Olman Tribes Faction are individual by tribe, listed below.

Hunt Master: The Way of the People.

The Burowao:
+2 Swim, class skill

The Dawa:
+2 Stealth, class skill

The Kirikuka:
+2 Climb, class skill

The Mora:
+2 Acrobatics, class skill

The Panitube:
+2 Appraise, class skill

The Tanaroa:
+2 Survival, class skill

The Usi:
+2 Knowledge(Religion), class skill

Tribal Warrior: The Way of Combat.

The Burowao:
-The Dara’cha (Olman Axe)
Dmg 1-8; Crit 20×2; Rng 10ft; Wt 3 lbs; Type S; Light Weapon

The Dawa:
-The Japute (Olman Claw Bucklers)
Dmg 1d6; Crit 19-20×2; Wt 4 lbs; Type S; Protects as Buckler; Light Weapon

The Kirikuka:
-The Tlahui’tol (Olman Bow)
Dmg 1d6; Crit 20×3; Rng 70ft; Wt 2 lbs; Type P; Two-Handed Weapon

The Mora:
-Kahiko (Olman Unarmed Combat)
Improved Unarmed Strike; +1 CMD vs trip, grapple, disarm.

The Panitube:
-The Shimalo’koi (Olman Studded Sword)
Dmg 1d8; Crit 19-20×2; Wt 3 lbs; Type S; One-Handed Weapon

The Tanaroa:
-The Tepo’tol (Olman Spear-one handed)
Dmg 1d8; Crit 20×2; Rng 10ft; Wt 7 lbs; Type P/S; One-Handed Weapon

The Usi:
-The Kaua’koi (Olman Double Weapon)
Dmg 1d6/1d6; Crit 20×2; Wt 5 lbs; Type B/P/S

War Chief: The Way of Tattoo Magic.
The Olman Tattoos can be used 1/day. If a Patron Theme is Invested, they synergize and the points invested into the Patron Theme also are added to the number of times the Olman Tattoo can be used in a day.

The Burowao:
-The Dolphin: Swift Action. You can Water Walk for 1 minute as per the spell. Alternately, if grappled while underwater, you can exhaust the duration to break free as per a casting of Liberating Command.

The Dawa:
-The Panther: Swift Action. For 1 round, you are under the effects of Invisibility.

The Kirikuka:
-The Eagle: Immediate Action. For 1 round, you are considered to have the Deflect Arrows feat even if you do not have a hand free.

The Mora:
-The Monkey: Swift Action. For 1 round, your movement does not provoke attacks of opportunity.

The Panitube:
-The Gecko: Swift Action. For 1 round, you can act without suffering negative modifiers from any and all conditions you are suffering from at the time. Conditions are not removed unless the situation makes them resuming impossible. (ex:moving out of a grapple)

The Tanaroa:
-The Triceratops: Swift Action. For 1 round, you are considered to have the Powerful Charge(+2d6 damage) ability.

The Usi:
-The Turtle: Immediate Action. For 1 round, you gain a +4 bonus to your AC. This is a Luck Bonus and applies to both flat-footed and touch.

Elder: The Way of the Speaker’s Blessing.
PC gains another Olman Tattoo, representing one of the incarnated Olman Speakers. This choice is typically the same as the one residing in the chosen Adopted Tribe claimed as membership above, but an attempt to convince a different speaker can be made.

A PC can participate in a ritual annoiting of rare oils, incense and herbs that imbues this newest Olman Tattoo with power respective to the Speakers. The PC chooses one of the Domain Spells from the Olman Speaker’s list below, using their Shaper Level as an Oracle to determine the maximum Spell Level available to choose from. It takes 4 hours and the expenditure of 100gp x (spell level-squared) to do so each time. If a spell has an expensive material component, the Component Cost x 5gp must also be spent.

After the Ritual, the PC can use the chosen Domain Spell once a day.

The Burowao:
-Xochipilli: Healing, Luck, Plant.
-Xochiquetzal: Animal, Liberation, Plant.

The Dawa:
-Huehuecoyotl: Animal, Chaos, Trickery.

The Kirikuka:
-Quetzalcoatl: Air, Law, Travel.

The Mora:
-Xipetotec: Earth, Plant, Strength.

The Panitube:
-Chalchihuitlicue: Charm, Healing, Water.

The Tanaroa:
-Zotzilaha: Destruction, Pestilence, Protection.

The Usi:
-Xiuhtecuhtli: Community, Fire, Knowledge.

Chosen One:The Way of the Future.

Olman Tribes Faction

The Savage Tide Rathendar