The Savage Tide
Olman Tribes Faction
The benefits of the Olman Tribes Faction are individual by tribe, listed below.
Hunt Master: The Way of the People.
+2 Swim, class skill
+2 Stealth, class skill
+2 Climb, class skill
+2 Acrobatics, class skill
+2 Appraise, class skill
+2 Survival, class skill
+2 Knowledge(Religion), class skill
Tribal Warrior: The Way of Combat.
-The Dara’cha (Olman Axe)
Dmg 1-8; Crit 20×2; Rng 10ft; Wt 3 lbs; Type S; Light Weapon
-The Japute (Olman Claw Bucklers)
Dmg 1d6; Crit 19-20×2; Wt 4 lbs; Type S; Protects as Buckler; Light Weapon
-The Tlahui’tol (Olman Bow)
Dmg 1d6; Crit 20×3; Rng 70ft; Wt 2 lbs; Type P; Two-Handed Weapon
-Kahiko (Olman Unarmed Combat)
Improved Unarmed Strike; +1 CMD vs trip, grapple, disarm.
-The Shimalo’koi (Olman Studded Sword)
Dmg 1d8; Crit 19-20×2; Wt 3 lbs; Type S; One-Handed Weapon
-The Tepo’tol (Olman Spear-one handed)
Dmg 1d8; Crit 20×2; Rng 10ft; Wt 7 lbs; Type P/S; One-Handed Weapon
-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 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 Panther: Swift Action. For 1 round, you are under the effects of Invisibility.
-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 Monkey: Swift Action. For 1 round, your movement does not provoke attacks of opportunity.
-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 Triceratops: Swift Action. For 1 round, you are considered to have the Powerful Charge(+2d6 damage) ability.
-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.
-Xochipilli: Healing, Luck, Plant.
-Xochiquetzal: Animal, Liberation, Plant.
-Huehuecoyotl: Animal, Chaos, Trickery.
-Quetzalcoatl: Air, Law, Travel.
-Xipetotec: Earth, Plant, Strength.
-Chalchihuitlicue: Charm, Healing, Water.
-Zotzilaha: Destruction, Pestilence, Protection.
-Xiuhtecuhtli: Community, Fire, Knowledge.
Chosen One:The Way of the Future.