8/19/2023 0 Comments Sepia snake sigil![]() Uur ("grace"): +1 bonus on Dexterity checks and Dexterity-based skill checks. Naen ("mind"): +1 bonus on Intelligence checks andIntelligence-based skill checks. Krau ("magic"): +1 bonus to caster level for all spells and spell-like abilities (up to a maximum value equal to the illumian's character level). Hoon ("life"): +1 bonus on Wisdom checks, Constitution checks, and Wisdom- or Constitution-based skill checks. The benefit of each power sigil is given below, along with the Common translation of each sigil's Illumian name.Īesh ("vigor"): +1 bonus on Strength checks and Strength-based skill checks. Depending on the combination of power sigils she chooses, an illumian gains one or more extra special abilities (see Illumian Words, below). On attaining 2nd level in any class, an illumian gains a second different power sigil, and the bonus granted by each power sigil increases to +2. A power sigil can be discerned from other sigils surrounding an illumian with a DC 10 Spot check, and identified with a DC 15 Knowledge (arcana) check. Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits her head, a 1st-level illumian has a single brightly glowing power sigil that grants her certain bonuses (see below). ![]() If an illumian's level equals or exceeds the spell's caster level, she is immune to the effect. Illumians have a -4 racial penalty on saving throws against these effects if their level is less than the caster level of the spell. When an illumian encounters such magic, one of two things happens: Either the illumian's resonance overpowers the spell, or the foreign magic corrupts the mystical language that defines the illumian. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol (such spells in the Player's Handbook include explosive runes, glyph of warding, greater glyph of warding, sepia snake sigil, and the various symbol spells). Glyphic Resonance (Ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells.An illumian wizard who casts a polymorph spell on herself retains her sigils, but an illumian who becomes a zombie loses them. An illumian's sigils remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of the form change. Luminous sigils (including power sigils see below) are insubstantial and disappear into any matter they touch. Restoring the sigils to visibility is a free action. Illumians can make their sigils disappear by concentrating for a moment (a standard action), but they don't receive the sigils' benefits and can't use any special abilities granted by illumian words (see below) while they're doused. Luminous Sigils (Su): The sigils that orbit an illumian's head glow softly, providing illumination equal to that of a candle.The more garish and outlandish an individual's makeup, the more likely it is that she wishes to be left alone. While some humans wear makeup to make themselves appear more attractive, illumians wear it for the opposite reason: to keep others at a distance. Illumians have a great distaste for dirt and take pains to keep their clothes clean, even in a wilderness or dungeon setting.Įlaborate facial makeup is also common among illumians, particularly older ones who have already mated for their cabal. ![]() Their bulky dress makes illumians look bigger and more muscular than they actually bare. Illumians-even poor ones-favor the most expensive dress they can afford, with fine embroidery, long robes and capes, and multiple layers. These sigils are described in detail below. ![]() Of course, their most significant features are the luminous sigils that float above their heads, endlessly circling. More than half of all illumians are bald, while the rest have blond or red hair. Illumians look like the humans who first learned the Ritual of Words Made Flesh-paleskinned and somewhat taller than average.
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