Tuesday, June 30, 2015

Classes of Martapa Part 24

The Druid Class: Druids are creatures of the forests and the wilds.  They commune with nature, trying to be part of it, not separate.  They usually have more animal friends  then they do humanoid friends, but will brave the more civilized areas of the world if the need is great enough.  They prefer more natural armors, so wood and leather, and weapons that deal more with nature and growing things, just as slings, spears, sickles, staves and daggers.  They will always have an animal companion, no matter where they are, and if they don't, you can make the conclusion that something bad has happen to their friend.

Look to your game systems class specifics, but here is what I would recommend. They have spells, most dealing with nature, and their spells are based on Wisdom scores, (or the equivalent).  They are usually neutral, though lawful neutral and chaotic neutral are very acceptable.  They hit almost as well as a fighter and have an animal companion appropriate to your campaign.

Monday, June 29, 2015

Classes of Martapa Part 23

Clerics of Wesa:  Clerics of Wesa are charged with helping animals and to help people see how to properly use and care for animals.  They will usually live in the wilds or near farming communities.  Most will heal farm animals, if they are in need, and heal the animals of the wild.  They can heal humans and the like, but it is harder for them to do so.  (In game terms healing a person as a cleric of Wesa drops the spell effectiveness by one level.  So a second level heal spell will act like a first level spell of the same name on people.)  They may wear robes, by most wear the garb of huntsman, so they can wear leather armor.  They have no issues using animals for food and clothing, they just don't want animals to be exploited, for using animals is part of nature.  They often have staves, bows and slings.  They get all nature skills as a class skill with a +3 bonus.  They also get healing (animal) as a free skill.  If they want healing (non-animal) they have to pay for it.  They can use healing (animal) on people, but with a minus 5 to their roll.

Clerics of Wesa are Neutral in alignment.  They bare the symbol of a roaring lion.  Their colors are greens and browns to blend in with nature.

Thursday, June 18, 2015

Classes of Martapa Part 22

Clerics of Vates: Clerics of Vates, the God of Bards, are charged with bringing music and story telling to the masses.  They keep the histories and spread the news both far and wide.  Their temples are usually places of learning for bards and take anyone in, even non-clerics, who wish to learn to play music.  Clerics of Vates receive any knowledge, profession and craft skill to do with music and history as a class skill with a +3 bonus.  They also receive Diplomacy or like skill as a class skill with a +3 bonus.  Clerics of Vates must know how to play the harp or the pan pipes.  Rapiers are weapon of choice and they can wear leather armor.

Clerics of Vates bare a symbol of a golden harp and usually wear flashy, swashbuckler type clothes or elegant dress, depending on their situation.  If you need an alignment they would most certainly be Chaotic Good.  Minstrels and bards follow Vates, even if they are not clerics. Clerics of Vates are sometimes seen with Clerics of Aiyana, since love always brings good music.

Wednesday, June 17, 2015

Classes of Martapa Part 21

Clerics of Tinaka: Clerics of Tinaka are charged with bringing healing and aid to those who need such things. They are also supposed to train others to be able to help others in their times of need. Their temples are usually places of healing and learning of healing. They turn no one away, save for the very evil.  Even Clerics of evil faiths will not harm Clerics of Tinaka.  Clerics of Tinaka receive healing as a class skill with a +3 bonus.  Any Knowledge skill doing with healing is also a class skill.  They use staves and wear cloth armor.

Clerics of Tinaka bare symbols of a mortar and pestle and wear thick, blue robes with white trim.  They should be neutral in alignment and will help anyone in need of healing, even evil people, if they are not in danger.  Even then they may help.

Monday, June 15, 2015

Classes of Martapa Part 20

Clerics of Sominare: Clerics of Sominare are charged with bringing bad luck to those around them.  Maybe they do this by spreading lies, by causing buildings to be robbed or burned, maybe wagons stolen.  They tend to use magic that changes the outcome of things to the bad, or into their favor, especially if it harms someone else.  Clerics wear dark, somber clothing, usually robes and use daggers.  Clerics of Sominare gain the ability to reroll one of their attacks a day if it helps them and harms someone else.

The Clerics of Sominare bare a symbol of a coin with a frowning man upon it.  They are usually Chaotic Evil for Sominare works against the best interests of people and is random on who she bestows her "gifts".

Thursday, June 11, 2015

Classes of Martapa Part 19

Clerics of Sircarius: Clerics of Sircarius are charged with training assassins and thieves and acquiring wealth.  They are to spread the fear of death in the night and having your most precious items stolen from right under your nose.  They can wear leather armor and prefer daggers and short swords.  They have all thief skills (such as pick pocket and sneaking).  They also get appraisal skill as a class skill with a bonus.

The symbol of Sircarius is a mask with a dagger and a pouch of gold.  Their clothes are usually dark in color, to blend in with their surroundings.  Temples are usually very dark and brooding and filled with traps.  If you have alignment, they are always chaotic, leaning toward Chaotic evil and Chaotic Neutral.

Tuesday, June 9, 2015

Classes of Martapa Part 18

Clerics of Shade: Shade's clerics are charged with spreading martial training.  They set up battle schools in most large cities and have their largest in Stormvale.  They take anyone who is willing to work hard, even those of the poorest beginnings. They often hire out as mercenaries, if the cause is right.  Clerics of shade are proficient in all martial weapons and armor.  They receive any skill related to war.  They also can take Blacksmithing or metalworking as a class skill.

Shade's clerics bare a symbol of two knights charging at each other.  Clerics wear chain or platemail and carry either two handed swords or a sword and shield.  They do use some magic, mostly healing to keep the battle going.  Knights and mercenaries usually follow her.  If you need an alignment, they should be true neutral.

Thursday, June 4, 2015

Classes of Martapa Part 17

Clerics of Molestus: Clerics of Molestus are charged with bringing pain and misery to the world.  Most torturers are clerics of Molestus.  They often spread misery by stealing from the poor, saying they are healing a person but actually making it worse, poisoning wells, etc.  They wear leather armor, carry a cat-o-nine tails, along with a very sharp knife.  Bluff, Diplomacy, Intimidate and Survival skills should be class skills with a bonus to their skill.

Clerics of Molestus are Chaotic Evil, wear black and other dark colors and bare a pair of bloody manacles as Molestus symbol. Their temples are usually small with a large torture chambers underneath.

Tuesday, June 2, 2015

Classes of Martapa Part 16

Clerics of Iktomi: Iktomi's clerics are charged with helping the natural world stay in balance.  They allow hunters and loggers to use forests, but not over use them  They help with growing crops, help wounded animals and cure diseased areas if it overburdens the people/animal populace.  They maintain small shrines, but no temples (save for the one in Stormvale), often living solitary lives near small villages as druids and hermits.  They usually use rough cloth or leather armor.  They use staves and wooden clubs.  They receive survival skills with a bonus, along with any nature related skills.

Clerics of Iktomi bare a symbol of a great oak tree and wear green or brown as their colors.  Clerics of Iktomi often have animal companions.  Their alignment is true neutral, since nature is neither good nor evil.  rangers and druids often worship him, even if they do not serve as clerics.