Ekon Race
Ekon Race
Ekon Race
As an Ekon you are one of many different types of vampires although you resemble what
you once were almost perfectly. The only things that give you away are the thirst for blood and
supernaturally fast movements and reaction times.
When playing Ekon list it as your class too. Otherwise do not use this race. Your GM will
probably hate you if you use the race as is with a class as you will probably break their
campaign, one-off, etc.
Class Skills (PF): Disguise, Stealth, Survival, Sleight of Hand, Sense Motive, Perception,
Bluff, Diplomacy, Escape Artist
Class Skills (DnD): Deception, Perception, Insight, Persuasion, Sleight of Hand, Stealth,
Survival, Investigation
Also for purposes of healing, you are living but are treated as undead.
100 BP max.
Feats:
Bite: All Ekons gain a natural bite weapon which when you land a hit with grants 20
blood points (BP) which can be used to activate other abilities. This attack can be upgraded but
to do so you must spend one feat unlock to do so every 5 levels until lvl 20. 1: 2d4, 5: 2d6,
10:2d8, 15: 3d6, 20: 1d20 (lvl 1). This attack also grants the user fast healing 2 for 3 turns.
Gives 20 BP.
Offensive Abilities:
Offensive Abilities are just that, offensive abilities meant for use in combat but of course can
have other uses. They are upgradable unlike the other abilities except bite.
Claw: Manifest the blood you have drained into a claw capable of damaging both the
undead and the living. This ability can be upgraded every 10th level until level 20 by spending a
feat unlock. 1:2d6, 10: +1d6, 20: +2d6 (lvl 1) This ability costs 10 BP to use and has a cooldown
of 3 rounds.
Bloodspear: Turn the blood you have drained into a spear that you throw that pierces all targets
in a line, 5 feet wide and (your land speed) long. 3d6 piercing. This ability is upgradable by
sacrificing a feat unlock per every ten levels until level 20. 10: +1d6, 20: +2d6. (lvl 1) Costs 15
BP to use and has a cooldown of 3 rounds.
Shadow Mist: Spread a cloud of black mist. After a round it detonates dealing 4d6 damage to all
caught in the blast radius including the Ekon if they dont get away. The detonation leads to
shadow hands attacking and harrassing those in the blast radius when it detonates (for visual
purposes only). 30 BP cost to use, cooldown of 3 rounds. This ability is upgradable every 10
levels by sacrificing a feat unlock until level 20. 10: +1d6, 20: +2d6 (lvl 1)
Evasion: Move 5 feet immediately and increase AC by +2 until target of one attack. (lvl
2)
Autophagy: Expend 25 BP to heal for half of your hit die. Cooldown of 3 rounds. (lvl 3)
Tactical Abilities:
Tactical Abilities are used to gain an edge on opponents or avoid combat all together. Only one
can be chosen and cannot swapped out at any time afterward.
Pounce: If within 50 feet of the target you wish to strike leap to target as a swift action.
(lvl 5) Cooldown of 2 rounds.
Shadow Veil: Expend 10 BP to become invisible. 10 BP will be drained for each turn the
ability is active. Once deactivated, it has a cooldown of 5 rounds. (lvl 5)
Defensive Abilities:
Defensive Abilities are used for defense or offense without dealing any direct damage. Only one
may be chosen and cannot be swapped out at any time afterward.
Blood Shield: Manifest a frontal barrier made from the blood you have drained to block a
single attack. Two attacks may be blocked at level 20. (lvl 10) Costs 50 BP and has a cooldown
of 5 rounds.
Coagulation: Stun target for one round until target takes damage. (lvl 10) Has no BP usage but
has a cooldown of 5 rounds.
Voracity: Each claw or bite attack forces the target to roll a DC (13 + Ekon lvl) fortitude
check or begin bleeding. Bleeding can drive an Ekon to frenzy gaining two attacks in one turn
but be forced to only target the bleeding target. Striking Bleeding opponents gives an Ekon 10
BP. (lvl 15)
Ultimates:
Ultimates are the most powerful abilities available to the Ekon. Only one Ultimate can be chosen
and cannot be changed out at any point afterward.
Rage: The Ekon lets the Beast within take over. Faster than the eye can see the Beast strikes
all targets (friend or foe) within a radius equal to the land speed of the user for 3d8 and force all
targets to roll a DC (15 + targets hit) Fortitude check or begin bleeding. This move can only be
done once a day. The Ekon can expend 25 BP to add 1d6 damage to the move’s total possible
damage per 25 BP expended on this move. (Lvl 20)
Abyss: The Ekon commands the shadows to lash out at the intended area. It triggers when a
creature in the area attempts to cast a spell, attack, or move. When Abyss triggers the actions
mentioned before are cancelled and Abyss impales the target for 5d8. Can only be used once a
day. The Ekon can expend the rest of their BP to add +2d8 to the damage total. (lvl 20)
Blood Cauldron: The Ekon commands the target’s blood to boil dealing 4d6 fire damage for 2
rounds. The target’s blood cells are altered to explode after 2 rounds for 3d6. Can only be used
once a day. The Ekon can expend 50 BP to add +1d6 to the explosion damage total. (Level 20)