Tilketa
The tilketa people are as varied as the lands they call home, draconic humanoids with a variety of appearances. They can possess a number of amazing traits found amongst the dragons including wings, tails, horns, breaths, venoms - if it exists in dragonkind, it can manifest in any tilketa chick. Typically they stand somewhere just above the height of an average human or orc, though this can vary. The trait that all tilketa share however, is a scattering of sparkles in their eyes, as if a pattern of stars are hidden there. No two tilketa’s eyes look the same.
Scattered across the lands, tilketa have made their way into many other Aketi cultures, although they are most densely found in canyons across the Rolling Sands. They are commonly thought to have originated in the desert, but many Tilketa feel that wherever they came from, it was vastly more remote than this.
While specific traditions can vary depending on microculture, in general tilketa share a sense of there being more to this world. This often fuels wanderlust, pushing many to go journey far and wide in search of… something. Even the most devoted to their travels can’t explain what it is they are looking for, only that it is important.
As a general rule tilketa aren’t able to cross with many species, and they don’t have a high birth rate even among their own people. Tilketa doulas tell of an ancient legend about stars falling to earth, of young spirits needing a star to give them their blessing before they can thrive on soil. No one is certain how factual it is, after all it is an old legend. When tilketa have children with other species, the offspring doesn’t always take on many draconic traits - but they always have sparkles in their eyes. The starry pattern dwindles and fades away with successive generations of crosses, but never fully disappears.
Skyfallen: Tilketa often feel a calling to something much bigger than them, staring up at the night sky for hours on end. This calling grants them a +2 bonus on knowledge checks pertaining to celestial or astronomical objects and beings. They can also create light flaring from their eyes at will as a spell-like ability. Scales: Tilketa gain a +1 natural armor bonus to their Armor Class. Claws: Bearing sharp claws on each limb, these dragonic folk receive two claw attacks. These are primary natural attacks. Senses: Low Light, Darkvision 60.
Choose 1 of the following to apply to your tilketa, representing the variety of traits they can be born with. Breath Weapon:Choose one of the following energy types: acid, cold, electricity, or fire. Then pick either a 15-foot cone or a 20-foot line. Twice per day, as a standard action, this tilketa can make a supernatural breath weapon attack that deals 2d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack. Burrow: Short, powerful claws and a sturdy snout gives this tilketa the ability to burrow swiftly into the ground, gaining a burrow speed of 30 feet. Figments of the Past: Every once in a while, a tilketa is born who has a faint, foggy memory of…something, somewhere else far from here. They often have vivid dreams of flying, dancing in the stars, and strange visions of floating in a great nothingness that nonetheless feels full of life and possibility. This odd occurrence grants them two particular skills. Choose two skills from Craft, Fly, Knowledge (any), and Spellcraft. They gain a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class they actually take. Fleet-Footed: Long, strong legs and short, cleat-like claws helps some tilketa run faster and longer than others. This tilketa receives Run as a bonus feat and a +2 racial bonus on initiative checks. Frill: Some tilketa are born with a colorful frill around their neck. Ordinarily the frill lies relaxed around their head and neck, but when stressed or in duress, blood rushes to the delicate membranes and the frill flares out. This makes them appear to be much larger than they really are, and can be quite startling when unexpected. Frilled tilketa can do this at will as a swift action, granting a +2 bonus to intimidation and bluff checks for two rounds. The frill will automatically flare when the tilketa is under the shaken, frightened, or panicked effects. Gliding Wings: With a pair of large light wings, this tilketa takes no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, they can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. They can not gain height with these wings alone; they merely coast in other directions as it falls. If subjected to a strong wind or any other effect that causes the tilketa to rise, they can take advantage of the updraft to increase the distance they can glide. Prehensile Tail: Born with a long, flexible tail, this tilketa can use their tail to carry objects. They cannot wield weapons with their tail, but they can retrieve small, stowed objects carried on their persons as a swift action. They can also use their tails in place of somatic components in casting magic. Swim: With a powerful, rudder-like tail and webbed hands and feet, this tilketa is as much at home in the water as they are on land. They have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They can also hold their breath a number of rounds equal to four times their Constitution score before risking drowning or suffocating. Slapping Tail: A strong tail lets this tilketa make both ordinary attacks as well as attacks of opportunity with it in a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the tilketa’s Strength modifier. Sticky Tongue: A rare and intriguing feature some tilketa are born with is a long, sticky tongue which they can use to ensnare other creatures. Making an attack with their long tongue is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time. As a swift action, the tilketa can pull a creature attached to their tongue 5 feet toward them. Scrappy Scavenger: Used to surviving in harsh environments, this tilketa is innately skilled for eking out a living in a particular biome. Choose a ranger favored terrain type. They gain a +4 racial bonus on Stealth and Survival checks while within that terrain type. They also have the ability to sniff out carrion, which functions like the scent ability but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). When in their chosen terrain they are incredibly in tune to their environment and can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Toxic: A number of times per day equal to their Constitution modifier +2, a toxic tilketa can envenom a weapon that they wield with their toxic saliva or blood (using blood requires them to be injured when they uses this ability). Applying venom in this way is a swift action. Choose one of the following venoms; this is a permanent choice and will be their only toxic effect.
Tilketa
Ability Score Modifiers: Con +2, Wis +2, Cha -2 Type: Tilketa are Humanoids (Tilketa). Size: Tilketa are Medium creatures. Speed: Tilketa have a base speed of 30 feet. Languages: Tilketa begin play speaking Common and Ma’kar.Skyfallen: Tilketa often feel a calling to something much bigger than them, staring up at the night sky for hours on end. This calling grants them a +2 bonus on knowledge checks pertaining to celestial or astronomical objects and beings. They can also create light flaring from their eyes at will as a spell-like ability. Scales: Tilketa gain a +1 natural armor bonus to their Armor Class. Claws: Bearing sharp claws on each limb, these dragonic folk receive two claw attacks. These are primary natural attacks. Senses: Low Light, Darkvision 60.
Choose 1 of the following to apply to your tilketa, representing the variety of traits they can be born with. Breath Weapon:Choose one of the following energy types: acid, cold, electricity, or fire. Then pick either a 15-foot cone or a 20-foot line. Twice per day, as a standard action, this tilketa can make a supernatural breath weapon attack that deals 2d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack. Burrow: Short, powerful claws and a sturdy snout gives this tilketa the ability to burrow swiftly into the ground, gaining a burrow speed of 30 feet. Figments of the Past: Every once in a while, a tilketa is born who has a faint, foggy memory of…something, somewhere else far from here. They often have vivid dreams of flying, dancing in the stars, and strange visions of floating in a great nothingness that nonetheless feels full of life and possibility. This odd occurrence grants them two particular skills. Choose two skills from Craft, Fly, Knowledge (any), and Spellcraft. They gain a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class they actually take. Fleet-Footed: Long, strong legs and short, cleat-like claws helps some tilketa run faster and longer than others. This tilketa receives Run as a bonus feat and a +2 racial bonus on initiative checks. Frill: Some tilketa are born with a colorful frill around their neck. Ordinarily the frill lies relaxed around their head and neck, but when stressed or in duress, blood rushes to the delicate membranes and the frill flares out. This makes them appear to be much larger than they really are, and can be quite startling when unexpected. Frilled tilketa can do this at will as a swift action, granting a +2 bonus to intimidation and bluff checks for two rounds. The frill will automatically flare when the tilketa is under the shaken, frightened, or panicked effects. Gliding Wings: With a pair of large light wings, this tilketa takes no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, they can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. They can not gain height with these wings alone; they merely coast in other directions as it falls. If subjected to a strong wind or any other effect that causes the tilketa to rise, they can take advantage of the updraft to increase the distance they can glide. Prehensile Tail: Born with a long, flexible tail, this tilketa can use their tail to carry objects. They cannot wield weapons with their tail, but they can retrieve small, stowed objects carried on their persons as a swift action. They can also use their tails in place of somatic components in casting magic. Swim: With a powerful, rudder-like tail and webbed hands and feet, this tilketa is as much at home in the water as they are on land. They have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They can also hold their breath a number of rounds equal to four times their Constitution score before risking drowning or suffocating. Slapping Tail: A strong tail lets this tilketa make both ordinary attacks as well as attacks of opportunity with it in a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the tilketa’s Strength modifier. Sticky Tongue: A rare and intriguing feature some tilketa are born with is a long, sticky tongue which they can use to ensnare other creatures. Making an attack with their long tongue is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time. As a swift action, the tilketa can pull a creature attached to their tongue 5 feet toward them. Scrappy Scavenger: Used to surviving in harsh environments, this tilketa is innately skilled for eking out a living in a particular biome. Choose a ranger favored terrain type. They gain a +4 racial bonus on Stealth and Survival checks while within that terrain type. They also have the ability to sniff out carrion, which functions like the scent ability but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). When in their chosen terrain they are incredibly in tune to their environment and can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Toxic: A number of times per day equal to their Constitution modifier +2, a toxic tilketa can envenom a weapon that they wield with their toxic saliva or blood (using blood requires them to be injured when they uses this ability). Applying venom in this way is a swift action. Choose one of the following venoms; this is a permanent choice and will be their only toxic effect.
- Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con, 1hp; cure 1 save.
- Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex, 1hp; cure 1 save.
- Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str, 1hp; cure 1 save.
Meta Note: Tilketa can look like a great many things; if it exists in dragonkind, it can manifest in them! They are distinct from Lizardfolk and Kobolds in several ways - the most obvious physical feature of which is their starry, sparkling eyes.
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