Arkamoi
Arkamoi are the thinkers, leaders, and arcane spellcasters of the ushemoi. They have an innate ability for arcane magic, and their keen minds allow them to lead with ruthless efficiency. Though arkamoi are physically weaker than others of their kind, the other ushemoi take a deferential attitude toward them. Lashemoi and turlemoi are happy to acquiesce to the arkamoi's natural leadership, while hadrimoi recognize the arkamoi as savvy commanders with a knack for turning a situation to their advantage.
When an arkamoi casts spells, for a time the energy flowing through its body sharpens its mind and improves each spell it subsequently casts. As its spellcasting skill soars, an arkamoi becomes increasingly deadly.
Arkamoi Ability Adjustments: +4 Dex, +4 Con, +4 Int, +2 Wis, +4 Cha
Favored Class (Sorcerer): A multiclass Arkamoi's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Low Light Vision
- Base movement of 30
- Weapon Proficiency (Simple)
- Spell Resistance: Innate spell resistance of 10, plus 1 per character level
- Natural Armor Bonus: Racial natural armor bonus of 2
- Damage Reduction: Innate damage reduction of 5/- to bludgeoning damage
- Strength from Magic (Ex): For each arcane spell cast, an arkamoi increases the save DC of subsequent arcane spells it casts by 1. Additionally, the arkamoi gains a +2 bonus on damage rolls for subsequent spells, and gains a +2 deflection bonus to AC. These benefits last for 1 minute. Bonuses stack each time an arkamoi casts an arcane spell, to a maximum of a +5 bonus to save DCs, a +10 bonus on damage rolls, and a +10 deflection bonus to AC.
- Arcane Mastermind (Ex): When an arkamoi's bonus to spell save DCs from its strength from magic ability is +3 or higher, once per round, as an immediate action, the arkamoi grants a +2 bonus to an ally's next attack roll.
- Monstrous Humanoid: Arkamoi are considered Monstrous Humanoid for the purpose of spells
- Sorcerer Casting: Arkamoi cast spells as a Sorcerer of their hit dice (4th level)
(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +4
Racial Hit Dice/Class: 4 of Monstrous Humanoid