Ohjib'bwa

A terrible race hailing from the dawn of the world of Sert, the Ohjib'bwa have recently been unsealed and released into the modern world. In ancient times, the Ohjib'bwa ruled over most other sentient (and non-sentient) races, particularly during the second age, the Age of Corruption. The Ohjib'bwa created a utopian paradise for themselves, free from war or crime due to their iron-fisted rule and mastery of psionics. It was also a hellish prison for the "lesser races" they ruled, a time when slavery was commonplace. When the aether's flow was stemmed by the gods to punish mortals, and largely the Ohjib'bwa, they cleverly sealed themselves away once the former slaves began uprisings. Protected in special stasis vaults, the Ohjib'bwa weathered time immemorial to wait for the day the aether's flow would return to normal.

As luck would have it, a group of adventurers carrying the Echoes of the Infinite unsealed them from their stasis. Although disheartened by the fact the aether's flow hadn't returned to "normal," the Ohjib'bwa nonetheless seemed pleased to be back, and have wasted no time in remastering the hidden forces of both psionics and magic. The continent of Ithikalos is in trouble.

Race: Ohjib’bwa

Type: Monstrous Humanoid (Lizardfolk)

Size: Medium

Hit Dice: None

Speed: 40 ft., climb 20 ft., swim 30 ft.

AC: Natural Armor +4

Attacks: 2 claws and one bite

Damage: Claw 1d8, Bite 1d6

Special Attacks: Psionics

Special Qualities: Darkvision 90 ft., Blindsight 30 ft., regeneration 4, psionics, psionic defense modes, psionic aptitude, SR 15 + character level, construct affinity

Saves: Immunity to poison, +2 racial bonus on all saving throws

Abilities: +4 racial bonus to all ability scores

Skills: +4 to Intimidate, Diplomacy, Jump, Balance, Listen, Spot, Search, Sense Motive, Concentration, Psicraft and Wilderness Lore.

Feats: Combat Reflexes, Jack of All Trades, Multiweapon Fighting, Improved Toughness

Alignment: Usually lawful evil.

Regeneration 4: An Ohjib’bwa only takes real damage from cold damage and blessed weapons. All other damage dealt is subdual and regenerates at 4 points per round. If an Ohjib’bwa loses a limb, it can be reattached as a move action or regrown over 1d4 minutes, provided the injury wasn’t the result of a cold or blessed attack.

Psionic Defense Modes: While an Ohjib’bwa gains no psionic attack modes, they are assumed to have all psionic defense modes, and do not pay power points to use them.

Psionics: Depending on character level (not ECL), an Ohjib’bwa gains special psionic abilities. He manifests like a psion but uses no power points. He still must have a key ability score high enough for each specialization to manifest powers. For instance, to manifest a 5th level psychometabolism power, he must have 15 Strength (10 + the power’s level), and each power’s saving throw is 10 + the power’s level + the key ability score’s modifier. When choosing powers that have a limited use per day, the Ohjib’bwa can choose new powers when leveling up or the same power multiple times. If the Ohjib’bwa chooses the same power 5 times, it becomes an at-will ability, but an Ohjib‘bwa may only have one at-will ability from each of the six psionic disciplines at each power level (maximum six per power level, one for each key ability). All powers are cast as by a psion of equal level to your character level, and all powers must be chosen from the psion’s power list.

Level:

1: two 0-level powers 1/day

2: three 0-level powers 1/day

3: four 0-level powers 1/day

4: five 0-level powers 1/day, one 1st level power 1/day

5: six 0-level powers 1/day, two 1st level powers 1/day

6: seven 0-level powers 1/day, three 1st level powers 1/day

7: eight 0-level powers 1/day, four 1st level powers 1/day

8: nine 0-level powers 1/day, five 1st level powers 1/day, one 2nd level power 1/day

9: ten 0-level powers 1/day, six 1st level powers 1/day, two 2nd level powers 1/day

10: twelve 0-level powers 1/day, seven 1st level powers 1/day, three 2nd level powers 1/day

11: fourteen 0-level powers 1/day, eight 1st level powers 1/day, four 2nd level powers 1/day

12: sixteen 0-level powers 1/day, nine 1st level powers 1/day, five 2nd level powers 1/day, one 3rd level power 1/day

13: eighteen 0-level powers 1/day, ten 1st level powers 1/day, six 2nd level powers 1/day, two 3rd level powers 1/day

14: twenty 0-level powers 1/day, twelve 1st level powers 1/day, seven 2nd level powers 1/day, three 3rd level powers 1/day

15: 22 0-level powers 1/day, fourteen 1st level powers 1/day, eight 2nd level powers 1/day, four 3rd level powers 1/day

16: 24 0-level powers 1/day, sixteen 1st level powers 1/day, nine 2nd level powers 1/day, five 3rd level powers 1/day, one 4th level power 1/day

17: 26 0-level powers 1/day, eighteen 1st level powers 1/day, ten 2nd level powers 1/day, six 3rd level powers 1/day, two 4th level powers 1/day

18: 28 0-level powers 1/day, 20 1st level powers 1/day, 12 2nd level powers 1/day, seven 3rd level powers 1/day, three 4th level powers 1/day

19: 30 0-level powers 1/day, 22 1st level powers 1/day, 14 2nd level powers 1/day, eight 3rd level powers 1/day, four 4th level powers 1/day

20: 30 0-level powers 1/day, 24 1st level powers 1/day, 16 2nd level powers 1/day, nine 3rd level powers 1/day, five 4th level powers 1/day, one 5th level power 1/day

21+: Follow the progression, adding a new power level when the highest reaches 5 uses per day, to a maximum of 9th level powers, adding 2 casts each level after reaching 10 uses, and stopping eventually at 30 casts for each power level.

Psionic Aptitude: An Ohjib’bwa who becomes a psionic class gains +1 bonus power point for each psionic level he takes. He still must keep his racial psionic manifesting abilities separate from his class-based manifesting abilities.

Construct Affinity: If an Ohjib'bwa crafts a construct, reduce its total price by 20% (also effectively lowering the XP cost). He still must meet the prerequisites for its construction. Whenever a construct would take a harmful action against an Ohjib'bwa, it must make a Will save (DC = 10 + 1/2 Ohjib'bwa's character level + Ohjib'bwa's Charisma modifier) or be unable to take any harmful action towards the Ohjib'bwa for 1d4 rounds. After this time, the construct is subject to another saving throw if it still wishes to cause the Ohjib'bwa harm.

Languages: An Ohjib’bwa speaks Ohjib’bwa, Draconic, S’zeltoran, and High S‘zeltoran. Bonus languages: Undercommon, Common, Arithmeian, Kalmanchu, Runic, Dwarven, Elven, and Aquan.

Favored Class: An Ohjib’bwa’s favored class is psion and/or psychic warrior. When determining multiclassing penalties, his psion and/or psychic warrior levels do not count against him.

Level Adjustment (ECL): An Ohjib’bwa’s level adjustment is +7. This surprisingly low number is due to their complete lack of monstrous hit dice.