The Maotikei

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Having spent a lot of time looking through Paizo’s Advanced Race Guide, I realized there was a gap that needed to be filled. That gap was a large sized race. In the race building rules there are options to make a large sized race, but for whatever reason Paizo didn’t make one. So I’ve decided to fill the gap and create a number of large races, complete with racial archetypes, spells, and spells.

I’ve put here the first one I’ve finished: The Maotikei. I based their look off of the Easter Island heads, and you can see a sketch I’ve made of them here as well. I’d love any feedback people have, or any ideas that you think would be good to add to them.

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Maotikei

 

The Maotikei live on a small, secluded island called Paskua. They are most alert during the early morning and evening hours, generally preferring to stay in their caves during the sunny afternoons. They were one of the races that suffered the most under the rule of the Diav, since their great strength made them ideal for hard labor. As a result of their former slavery, the Maotikei are cautious of any encounter that could lead to similar circumstances.

 

Physical Description: The majority of the Maotikei’s height is attributed to their large heads, accounting for almost two thirds of their total mass. Their legs contain no knee joint, instead, all movement of their legs is caused by the hip. This causes a surprisingly slow movement for beings so large. The Maotikei also have long, ungainly arms that end in incredibly large hands. While their disproportionately sized hands may appear humorous, they allow the Maotikei to move incredible amounts of earth and soil in a single sweep.

 

Society: The Maotikei tend to live in small groups that take up a large amount of land. These groups rarely interact one with another, so the society among each tribe can vary greatly. The main commonality amongst the Maotikei is their wish to be left alone and to leave others alone. Largely a race focused on agriculture, most of the Maotikei’s customs have formed around farming traditions.

 

Relations: Cautious and untrusting, the Maotikei run off any would-be settlers from their land. There is rarely a cause for them to seek companionship from other races, or even among other Maotikei tribes. With a history marred by enslavement, the Maotikei are raised to distrust strangers.

 

Alignment and Religion: The Maotikei lack any unified religion. Each tribe worships their own deity or pantheon, and often the beliefs have nothing in common with that of other tribes. Maotikei are almost always of a neutral alignment, and rarely are found among the extreme ends of the alignment scale.

 

Adventurers: Few Maotikei have the desire to adventure. In fact, Maotikei rarely leave the place they were born, and only do so if necessary to find a mate or if they have been exiled. Occasionally a Maotikei who leaves for such reason may decide to see more of the world and go traveling. But even in these circumstances, such Maotikei tend to avoid contact or companionship.

 

However, there  are a growing number of Maotikei with the belief that the Maotikei should be a unified people. These Maotikei travel in order to visit other Maotikei tribes, sharing a message of a utopia that can only be achieved when the Maotikei unite.

 

Male Names: Atang, Fati, Hoao, Tepano, UhiVai

Female Names: A’Aero, , Ko-Uka, KoTeOho, Paoa, Te’ree

Maotikei Racial Traits

 

Ability Score Racial Traits: The Maotikei are strong and sturdy, but gruff and aloof. They gain +2 Constitution, +2 Strength, and -2 Charisma.

 

Type: Maotikei are monstrous humanoids.

 

Size: Maotikei are large sized and as such gain a +2 size bonus to Strength (this is in addition to the racial bonus), and a -2 size penalty to Dexterity.  Maotikei also take a -1 size penalty to AC, -1 size penalty on attack rolls, and a +1 bonus to combat maneuver bonuses and CMB, and a -4 size penalty on Stealth checks. As a large creature, Maotikei take up a space that is 10 feet by 10 feet and have a reach of 5 feet.

 

Speed: Maotikei move at a speed of 20 feet, but are never slowed due to armor or encumberance.

 

Natural Armor: Maotikei have incredibly tough, rigid skin that grants a +1 Natural Armor bonus.

 

Senses: Maotikei have darkvision 60 feet.

 

Light Sensitivity: Maotikei are dazzled in areas of bright light.

 

Languages:Maotikei begin speaking Maotikei. Those with high intelligence scores can choose from the following languages: Giant, Common, Terran, and Dwarven.

Alternate Racial Traits

 

Full Movement: Some Maotikei have thinner skin and take advantage of their lighter weights to move faster. Maotikei with this trait have a move speed of 30 feet. This trait replaces Natural Armor.

 

Defensive Training: In remembrance of the Maotikei’s enslavement by the Diav, a number of Maotikei are trained specifically to fight giants, and are appointed as the day guards for their tribe. Maotikei with this racial trait gain a +4 dodge bonus to AC against humanoids with the Giant Subtype. This replaces the Darkvision and Light Sensitivity racial traits.

 

Favored Class Options

 

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

 

Barbarian: Add +½ on damage rolls against unattended objects or sunder combat maneuvers(maximum bonus +5).

 

Druid: Add +¼ to the CMD of the druid’s animal companion. If the animal companion is ever replaced, the new animal companion gains this bonus.

 

Cleric: Add +½ to diplomacy when speaking to other Maotikei.

 

Monk: Add +½ bonus on combat maneuver checks made to grapple or trip.

 

Ranger: Add +¼ to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).

 

Summoner: Add one spell known from the Summoner spell list. This spell must be at least one level below the highest spell level the Summoner can cast.

 

Any ability or attribute marked with a * indicate that the attribute is covered specifically within these racial rules.

 

Racial Archetypes

 

The following racial archetypes are available to Maotikei.

 

Earth Shaker (Monk)

 

These mighty warriors are not content with flowing movements that generally epitomized by monks. Instead, these monks change the battlefield to suit their needs and to harass their enemies.

Earth Flatten: At 1st level, an Earth Shaker monk gains Earth Flatten* as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every 5 levels thereafter, the monk can affect an additional square adjacent to him. This ability replaces Stunning Fist.

 

Bonus Feat: An Earth Shaker cannot select Dodge as a bonus feat, but may instead select Unstoppable Fists*. Likewise he may not select Mobility, but may instead select Ground Breaker*. Finally, he may not select Spring Attack, but instead may select Earth Shield*.

 

Precise Footsteps: At 4th level and higher, an Earth Shaker monk can travel over broken earth without difficulty. When first gaining this ability, he may travel over 20 feet of difficult terrain due to broken ground as though it were normal terrain. The monk’s ability to ignore difficult terrain of this type increases at the same rate as the normal monk’s slow fall ability. This ability replaces slow fall.

 

Earth Mastery: At 12th level, an Earth Shaker monk can command the earth to bend itself to his whim as if using the spell stone shape. Using this ability is a move action that consumes 2 points from his ki pool. he uses his monk level as his caster level.

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Unifier (Cleric)

 

Receiving a call from an unknown source, these Maotikei go amongst their brethren preaching the need for a unified people.

 

Non Denominational: Maotikei with the Unifier Archetype cannot worship a specific deity. A Unifier may be of any Neutral alignment.

 

Unify or Perish: A Unifier must select the Unity* domain as one of her domains.

 

Channel Goodwill: At 3rd level a Unifier gains the ability to cause those around her to be kinder and more accepting. As a standard action the Unifier releases a wave of energy in a 30-foot radius that causes all creatures to lower the DC of any Diplomacy checks made against them by 1D6. This reduction lasts for a number of minutes equal to the cleric’s level. At level 11 the DC is lowered by 2D6, and lowered by 3D6 at level 19. This replaces the increases in channel energy at levels 3, 11, and 19.

Unity Domain

 

Granted Powers: Your presence causes others to work in a level of harmony that could not otherwise be achieved.

 

Aura of Assistance(sp): As a standard action, you cause that any allies using the aid another action within 30 feet instead grant a +6 bonus instead of the standard +2. You can use this ability a number of times per day equal to 3 + your Wisdom Modifier.

Tactician(Ex): At 6th level, a cleric gains this ability as the cavalier class feature. She may use this ability once per day at 6th level, plus one additional time for every four levels after 6th (to a maximum of four times at 18th level). If the cleric also has cavalier levels, these levels stack for determining the number of uses per day, and she can take the better progression.

 

Domain Spells: 1st-Comprehend Languages , 2nd-Enthrall, 3rd-Good Hope, 4th- Blessing of Fervor, 5th-Telepathic Bond, 6th-Joyful Rapture, 7th-Rampart , 8th-Euphoric Tranquility , 9th-Sympathy.

New Racial Rules

 

The following options are available to Maotikei. At the GM’s discretion, other appropriate races make make use of some of these rules.

Maotikei Equipment

 

Arm Cart: These small, two-wheeled cart only contain a single seat. These carts help the otherwise slow Maotikei to travel at faster speeds. When sitting in the seat, a Maotikei propels himself with his arms at a speed of 40 feet. While seated this way, a Maotikei cannot use his arms or hands for any other purpose, even while not in motion.

 

Hand Spikes: These gloves have a number of large metal spikes protruding from the palms. While these spikes make it near impossible to perform the majority of tasks that involve hands, they are quite useful at breaking up dirt and stone. The wearer of these gauntlets gain +4 on damage rolls made to sunder unattended objects or earth.

 

Immense Shield: This shield takes advantage of the immense length of the Maotikei’s arm to provide increased protection. While it is otherwise identical to a Heavy Wooden Shield of the same size, it can provide cover in the same way as a tower shield. You cannot make a shield bash with an Immense Shield. As long as the Maotikei is proficient with Heavy Shields, there is no penalty on attack rolls when using an Immense Shield

Item_______________________

Cost______________________

Weight_____________________

Arm Cart

200

300 lbs.

Hand Spikes

50

15 lbs.

Immense Shield

100

80 lbs.

Maotikei Feats

Maotikei have access to the following feats.

 

Earth Flatten

Your mighty hands sweep treacherous objects and terrain aside, leaving a clear path.

Prerequisites: Maotikei, Str 13, Improved Unarmed Strike, BAB + 8

Benefit: As a standard action, you may turn an adjacent square from difficult terrain into standard terrain.  Any creature in that square is subject to a bull rush (this bull rush provokes attacks of opportunity as normal unless the Maotikei has the improved bull rush feat). If such a bull rush fails then this ability is stopped and its use is wasted. You may attempt an Earth Flatten once per day for every four levels you have attained (but see special), and no more than once per round.

Special: An Earth Shaker monk receives Earth Flatten as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Earth Flatten a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

 

Earth Shield

You can mold the earth to protect yourself from incoming attacks.

Prerequisites: Ground Breaker, BAB+10, Power Attack, Maotikei

Benefit:By using a use of the Ground Breaker feat you can choose to only affect one of the squares adjacent to you. When used in this way, you form a mound of the terrain that provides partial cover to large creatures, and full cover to creatures sized medium or smaller. This cover has the same hardness and hitpoints as the terrain it was constructed from.

 

Ground Breaker

You use your enormous hands to create nearly impassable terrain.

Prerequisites: Power Attack, BAB + 6, Maotikei.

Benefit: A number of times per day equal to your strength modifier, but not more than once per combat, you may attack the ground around you as a standard action. The attack automatically hits and does damage normally. If the ground is dealt damage greater than the ground’s hardness, the space he occupies and all the squares adjacent to him become difficult terrain. Creatures in these squares must succeed a DC 15 Reflex save or be knocked prone.

Special: A monk who selects this feat may instead use this feat a number of times per day equal to his Wisdom modifier if he so chooses. This decision is made at the time the feat is selected and cannot be changed.

 

Unstoppable Fists

Your hands become stronger than steel and can easily destroy lesser objects

Prerequisites: Power Attack, Maotikei.

Benefit: A number of times per day equal to the Maotikei’s strength modifier, but not more than once per combat, the Maotikei may make an attack against an unattended object or sunder combat maneuver, he can ignore the object’s hardness. This ability must be used before the attack roll is made.

Special: A monk who selects this feat may instead use this feat a number of times per day equal to his Wisdom modifier if he so chooses. This decision is made at the time the feat is selected and cannot be changed

Unbreakable Hold

Your hands form a vice-like grip on opponents smaller than you.

Prerequisites: Improved Unarmed Strike, Improved Grapple, base attack bonus +6, Dex 13.

Benefit: When attempting a grapple against a creature size medium or smaller, you do not take the normal penalties for attempting a grapple with only one hand.

Normal: Humanoid creatures without two free hands attempting to grapple a foe take a -4 penalty on the combat maneuver roll.

Maotikei Magic Items

Maotikei have access to the following Magic Items

Hand Shovels

Price: 50,400; Aura Faint transmutation ; CL 6; Weight: 40 lbs.

 

These large scoops attach to the Maotikei’s hand and grant the user a burrow speed of 15 feet (10 feet if wearing medium or heavy armor, or carries a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone.

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Construction Requirements

Cost: 25,200

Craft Wondrous Item, Burrow

Rock Throwing Gloves

Price: 14,000; Aura Faint Transmutation; CL 7; Weight–

 

These gloves let the Maotikei use their large hands to gain the Rock Throwing ability.

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Construction Requirements

Cost: 7,000

Craft Wondrous Item, Magic Stone, Stone Shape

Maotikei Spells

Maotikei have access to the following spells.

 

Earth Wave

School transmutation[earth]; Level druid 4, sorcerer/wizard 4

Casting Time 1 Standard Action

Components V,S

Range 30 foot

Area 30-ft. cone

Duration instantaneous

Saving Throw Reflex half; Spell Resistance no

 

You strike the ground with a mighty slam of your hands, causing the earth to travel and shatter in a wave. Creatures caught in the wave take 3d6 bludgeoning damage. Afterwards the targeted area is difficult terrain.

Rain Dance

School Evocation Level druid 3, cleric 3

Casting Time 1 hour

Components V,S, DF(a recently plucked leaf or petal)

Range See Text

Area See Text

Duration See Text

 

The power and range of this spell depends on the number of casters partake in the dance. The spell requires at least one caster, and as many as seven. For each caster, the range and area increase in radius by 30 feet, and the duration increases by 24 hours.

 

At midnight each night for the duration of the spell, a nutrient-filled rain falls in the area. This makes it so that any type of soil can support crops temporarily. As long as the crops don’t go more than two days without receiving the nutrients from the rain, they can grow even in infertile soil.

 

Special: Casting this spell more than twice in seven days has no effect. Any rainwater collected from this storm loses its properties after 24 hours.

 

Rain Dance cannot be cast using the feats Silent Spell or Still Spell.

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