D&D 3e (3.0/3.5) Rules
May the Blood give us wisdom, as the Flame grants us strength.
The Keena are the spiritual leaders of the Tarmak tribes. Originally a distinct race that dwelled on the Island of Ithin'Carthia, they became a servitude clan among the Tarmak where their propensity towards the spiritual eventually earned them a role of some respect among the Tarmak.
Many Keena fill the role of Priest/ess, lorekeeper, and scholar, and act as intermediaries between the spirits world and the Khanwhelak (King or Chieftain).
Traditionally Keena are not allowed to marry outside of their ethnic grouping.
Tradition within the Tarmak is to have one Imshallik, who is always male, and functions as the spokesperson to the King or Chieftain, and various Keena (both priests and priestesses), initiated acolytes, and students serving the Imshallik.
The Keena are housed in the temple, and most of their material needs are taken care of by the tribe as a whole, novice students usually live in smaller dwellings on the temple grounds until they have been initiated as an acolyte.
Appearance: The Keena are racially distinct from their Tarmak masters (use the racial traits for human as outlined in the Player's Handbook) but share some visual characteristics with the Tarmak.
Keena average around six feet in height, but tend towards smaller builds than the Tarmak, and share the pointed ears of the indigenous people of Ithin'Carthia, although they are usually less dramatic than the Tarmak.
The Keena priests traditionally wear a mid-calf-length, black, sleeveless tunic, breaches, and a wide leather belt. Priestesses wear full length black robes.
Hair is worn long, and usually braided. Priestesses often paint their faces with the "red dye", symbolic of blood.
Keena priests have permanent tattooing in spiraling patterns of blue and red covering most of their bodies.
To qualify to become a Keena, a character must fulfill all the following criteria:
Alignment: Lawful only
The Tarmak Keena's class skills (and the key ability for each skill) are Concentration, Craft (alchemy), Diplomacy, Handle Animal, Heal, Knowledge (history, nature, and religion), Listen, Spellcraft, Spot, Survival, and Swim.
All of the following are class features of the Tarmak Keena.
Weapon and Armor Proficiency: Keena are proficient with all simple and martial weapons, and light armor, but not shields.
Spell Selection: All Keena have levels in either a "divine" or "arcane" spell casting class. Keena gain +1 spell casting level at each level indicated as if progressing in the spell casting class they belonged to prior to taking the Keena prestige class.
Marks (SU): Keena receive permanent tattoos using the magical paints they produce. A Keena upon initiation within the order (beginning the class) receives his initiation marks, which include family and clan symbols as well as his personal glyph. The initial marks grant the Keena a permanent +2 natural armor, and Fast Healing 1.
Resist Fear (EX): A central part of the Keena philosophy, is mastering their fear. At second level a Keena may add a +1 inherent bonus to any Will save vs fear. This bonus increases by +1 every three levels thereafter.
Mark of Body (SU): After completing his physical conditioning trials at 3rd level, a Keena receives the Mark of Body, and gains a +1 inherent bonus to Strength, Dexterity, or Constitution (choose one).
Slippery Mind (EX): A Keena's conditioning allows them the ability to resist effects that would compel them. If a Keena fails a saving throw against an "enchantment" effect, he may attempt the save again in 1 round at the same DC.
Mark of Mind (SU): At 5th level the Keena is eligible for the Mark of Mind, and gains a +1 inherent bonus to Intelligence or Charisma (choose one).
Perceive (EX): A Keena's training focuses heavily on observation of the world around them, they add their Wisdom bonus to all Listen, Search, Sense Motive and Spot checks.
Mark of Soul (SU): At 9th level, the Keena receives the Mark of Soul, and gains a +1 inherent bonus to his Wisdom score.
Compel (SU): The Keena has mastered the art of focusing his will on others, and may add his Wisdom modifier to all Bluff, Diplomacy, Gather Information, and Intimidate checks.
Imshallik Progression: There can only be one Imshallik within a Tarmak settlement (or city) at any given time. All other Keena suspend level progression at 10th level.
A Keena that wishes to continue advancement, must challenge the existing Imshallik to a trial by combat (usually to the death), at which point he may continue to progress through the Imshallik levels.
Bonus Domain: At 11th level, the Imshallik gains a bonus domain of his choosing. A bound Imshallik must still choose a domain that is within those listed in the portfolio of his chosen deity.
Seer (SU): At 12th level, the Imshallik gains a +1 caster level to all divination spells.
The Keena in the Age of Mortals: Prior to the Age of Mortals, most Keena gained their spell casting abilities from Sirrion, Takhisis, or to a lesser degree Zivilyn, but with the disappearance of the gods at the end of the Summer of Chaos, the Keena were forced to explore other options. As a result, most Keena in the Age of Mortals are mystics or sorcerers.
With the return of the gods, Sirrion, and Zivilyn are eager to re-establish their connection to the fierce Keena. Sargonnas has shown an interest in the Tarmak, but currently his followers among the Keena are few.
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