Opticoid (24 RP)
Type (0 RP): Humanoid (Opticoid)
Ability Scores (4 RP): +2 Str, +2 Dex, +2 Con, +4 Wis, -2 Cha
Size (0 RP): Medium
Speed (0 RP): 30 ft base speed
Languages (0 RP): Opticoids begin play speaking Common and Opticoid. Opticoids with high Int may select Intergalactic
Sensitive Vision (4 RP): Opticoids have the See in Darkness ability and gain a +2 racial bonus to perception checks. However, abrupt exposure to bright light blinds Opticoids for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Limitless Eyes (6 RP): Since Opticoids may form new eyes at will, they gain All-around Vision and immunity to being blinded (except from their sensitive vision).
Eye Bolts (4 RP): Opticoids have a special natural attack called an eye bolt. They possess two of these, both of which are primary attacks that have a range of 15 ft and deal 1d4 electric damage each. They may make these attacks with any part of their body.
Eye Beam (6 RP): Opticoids may harness their energy for a strong Eye Beam attack once per day as a standard action. This functions identically to a breath weapon. This takes the form of a 20 ft line that deals 4d6 electric damage.
Type (0 RP): Humanoid (Opticoid)
Ability Scores (4 RP): +2 Str, +2 Dex, +2 Con, +4 Wis, -2 Cha
Size (0 RP): Medium
Speed (0 RP): 30 ft base speed
Languages (0 RP): Opticoids begin play speaking Common and Opticoid. Opticoids with high Int may select Intergalactic
Sensitive Vision (4 RP): Opticoids have the See in Darkness ability and gain a +2 racial bonus to perception checks. However, abrupt exposure to bright light blinds Opticoids for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Limitless Eyes (6 RP): Since Opticoids may form new eyes at will, they gain All-around Vision and immunity to being blinded (except from their sensitive vision).
Eye Bolts (4 RP): Opticoids have a special natural attack called an eye bolt. They possess two of these, both of which are primary attacks that have a range of 15 ft and deal 1d4 electric damage each. They may make these attacks with any part of their body.
Eye Beam (6 RP): Opticoids may harness their energy for a strong Eye Beam attack once per day as a standard action. This functions identically to a breath weapon. This takes the form of a 20 ft line that deals 4d6 electric damage.