Showing posts with label Classes of Martapa. Show all posts
Showing posts with label Classes of Martapa. Show all posts

Tuesday, July 21, 2015

Classes of Martapa Part 34

Clan Warriors Part 5:
The Aniwahiya is a code of conduct that all Clan Warriors live by.  It is as follows:

 Above all else a charge's life must be a saved.  A Clan Warrior must not turn on his fellow warrior.  A Clan Warrior will always worship the Gods of Neutrality.  If a warrior worships the Gods of Evil they will be banished and their powers stripped from them.  Death by one's hand is more honorable then the loss of one's charge.  A Warrior's own pleasure comes after that of his charge and must never interfere with his charge's life.  A wolf warrior will be like a shadow to his charge.  (Later, after Moonshade, the charge was never allowed to know their protector because of complications she brought by revealing herself to her charge.)  A Warrior's charge can be taken if the High Council, (all the Clan Leaders), believes the charge or Warrior is deemed unworthy.

Grievous crimes are punished by banishment or the Penitence.  During a Penitence the one charged is tied to a pole and nine arrows are shot into him, one for each Nine major Gods.  If he still lives, they leave him or her to die.

Leaders are chosen by a test and purification. Three days of fasting, blood purification and offerings to Catiana and Targon, then the judging.  The people stand facing the Sunstone and Catiana through the stone will pick the Leader.  This must happen on the fourth day or it must be done again.

Monday, July 20, 2015

Classes of Martapa Part 33

Clan Warriors Part 4: There are 7 clans which a warrior can belong to.  They are as follows:
Wolf
Dragon
Unicorn
Griffin
Pegasus
Lynx
Lion

The Wolf Clan is, by far, the leader of all the Clans, since this is the one Veo Sunstar founded himself.  They are in mid-Taina and range through the Tsalagi Mountains and a little of the lands on either side.  The Dragon, Unicorn, Griffin and Pegasus were the next tier of Clans, founded by Veo's children and spread through out the continent of Taina.  The Griffins are more in the north east, while the Pegasus is more in the south east of Taina.  The Dragons are more in the north west of Taina, while the Unicorn was more in the south west.

The Lynx and Lion clans are in Ariella, with no distinct lines as to where they roam.  They were founded by Veo's grandchildren.  All Leaders of all the Clans, even to the current age in the time of the High King's Sword, are descendants of Veo Sunstar, and have red hair.

In the Clans' height there was  a meeting every five years, taking place at the "capital" of a different clan each year.  This large affair, called the Week of Worship, and as many clan warriors as could tried to make it.  Clans were ruled by a Clan Leader, who was protected by the High Guard, and usually didn't have a Charge of their own.  Under these two groups were the rest of the warriors.  Their position in elven society was above the commoner and even the nobles, though they gain little wealth and spend most of their time either training or protecting their Charge.

Tomorrow The Aniwahiya and the bonding of Charges.

Wednesday, July 15, 2015

Classes of Martapa Part 32

Clan Warriors Part 3: The Warriors on Martapa also receive the benefit of a magical mount at some point after they have become a warrior and have proven themselves.  (I would recommend 5th level or beyond.)  This mount depends on the clan, (which I will detail tomorrow).  If they are from the Wolf Warrior Clan or Dragon Clan they receive a wolf, (with exceptions), the Unicorn Clan receive unicorns, Griffin Clan receives griffins, Pegasus Clan receive pegasi and Lynx and Lion Clans receive lions or Tsula.

For Wolf Warriors they receive wolves as mounts usually, unless they are from the Veo Sunstar's line, (denoted by the red hair).  Then they receive unicorns from a special line.  They were given by Targon to this line because they knew, eventually, Amber Blackwolf would be born into the line and would need the extra magical help when the Chosen were needed.

Dragon Clan also receive wolf mounts except for a special few who bond with dragons.  This is a special bonus, and should only be given for something specially done.  I would not give this out as a mount unless the character is at least 15th level.

Last is the possibility that the Lynx or Lion Clan members will bond with at Tsula, (goat centaur).  They are sentiment, (like the Wolf Warrior special unicorn mounts or dragon mounts), and can make this decision on their own.  I would allow this at 7th level and treat the Tsula like a follower under the Leadership feat.  Otherwise they can have a lion mount at 5th level.

Tomorrow the 7 clans.

Tuesday, July 14, 2015

Classes of Martapa Part 31

Clan Warriors Part 2: The base spell list is as follows.  The Warrior has to have these spells, but can fill his other slots, (sorcerer progression), with other wizard spells.  The Warrior picks the order they receive the spells, but these spells have to be taken first.

0th level
Light

1st Level
Cure light wounds
Shield
Burning Hands
Spider Climb

2nd Level
Blindness
Bull's Strength
Darkness
Resist Elements

3rd Level
Haste
Summon Nature's ally 3
Fly
Flame Arrow

4th Level
Polymorph Self

*Call Dragon
*Create Dancing Sword

*These spells are ones not found in Pathfinder/D&D type settings.  Call dragon is special, where the warrior, in the most dire of circumstances can call on the aid of dragons.  The Dancing Sword spell allows for a free floating sword to be called to fight on their own, (which I believe there is similar spell, but maybe not at this level).  These do not take spell slots but can only be used once per week.  If the Call Dragon one is used this often there will be consequences, since dragons do not like to be called on like servants.

Monday, July 13, 2015

Classes of Martapa Part 30

Clan Warriors: This class might be termed a "prestige" class in some systems.  Clan Warriors are from 7 clans, which will be reviewed shortly, and are warriors who use swords and magic to protect someone of great importance.  Not all Clan Warriors have a "Charge", but all are trained to protect someone.  They can wear leather armor and the weapons they can use vary depending on which Clan they belong to.  Most use swords or bows, and are usually trained in more then one.  They also have small amounts of magic to help heal and protect.  They are more ranger like then fighter like, but aren't necessarily very in tune with nature.

They gain spells like a sorcerer, (so not every level), and are limited to a list which I will do tomorrow.  They gain diplomacy and a free language of their choice as extra skills.  They do not take a penalty for casting spells in leather armor.

Thursday, July 9, 2015

Classes of Martapa Part 29

Mages and Wizards:  These are technically two different classes on my world, but are set up pretty much the same way.  They are people who study the arcane and wield magical energies like some people wield swords.  They can wear only cloth armor, anything else will hinder their spell casting.  They use staves and daggers, but not many martial weapons.  They gain all the knowledge skills as class skills with a +3, (though they have to pick what their local knowledge would be at).  Some have familiars, creatures who help them with their magic, but they do not need them to be the most powerful they can be.

The major difference between mages and wizards comes from where they gain their power.  Targon rules the mages, and so most mages use only good or neutral energies to cast their spells.  They do not drain life energies or work with undead.  Where as wizards gain their spell magic from Kahalla and work almost exclusively in necromancy.  In game terms wizards would be necromancers, while mages would be all other arcane schools.  Mages aren't bared from necromancy, they just can't use anything that deals with undead or draws from others.  Cause Fear and Chill Touch would not be bared to Mages, (though they would be harder for them to cast), but Command Undead would definitely be off a Mages spell list.  Any necromancy spell uses a spell slot one level higher for a mage to cast.  Wizards can cast all mage/wizard spells, but anything which brings life, such as the spell False Life in Pathfinder, they would find hard to cast.  (Has to be cast using a spell slot one level higher).  Wizards are always some sort of evil, where mages can be good or neutral.

Wednesday, July 8, 2015

Classes of Martapa Part 28

Rogue Class: These people are out for adventure, wanting to see what is around the next corner, in the next hallway, in the next room.  They are good at finding their way into in accessible areas, unlocking doors and disarming traps.  Any race may hold one of these adventures people, though Akicitia are less likely to be rogues since they are a very open and honest race.

Rogues can wear leather armor, use small weapons such as daggers and short swords and gain a bonus for attacking from behind.  They gain the skills of remove traps and pick locks, (or the equivalent).  They are able to sneak in the shadows and can pick pockets. They gain knowledge: dungeoneering as a class skill with a +3 bonus.  Otherwise just stick to your base thief class for your system.

Tuesday, July 7, 2015

Classes of Martapa Part 27

Rangers: These people are men and women of the woods.  They know how to traverse the wilds, how to find food, water and good paths to get where you are going.  They aren't always the most friendly of people, but if you want to know how to deal with a certain threat from a predator or humanoid, they are the people to go to.

Rangers are proficient in bows, crossbows, hand crossbows, and most other range weapons, as well most swords, spears and axes.  They don't usually wear more then leather armor, but they can wear mail if they want.  Any skills that have to do with surviving in the out of doors are considered a class skill and they gain a +3.  Like many other ranger classes, the ranger has a foe they are knowledgeable in. Some rangers have animal companions, but most like to be loners.  (Depending on the system you are using they may or may not be allowed the animal companion.  If they can, just use the rules given in your system.)

Monday, July 6, 2015

Classes of Martapa Part 26

Paladin Class: On Martapa the Paladin Class would be Knights of Tridon.  This is usually a hereditary position, where the father, (or mother in some cases) was knighted before the would be paladin.  There are exceptions, such as if the King or House Leaders knight a new and deserving member of society.  If players want to be a paladin, but not from a House, they had better have a great back story reason for such things.   Paladins fight against the darkness of the world and try to right the wrongs of the world.  They uphold the Balance and the sanctity of Kingdom of Tridon.  They normally where platemail, though many in history have been known to use just mail, such as Richard of Varanath and Eric of Calabay during the Time of the Chosen.  They can use any martial weapon, but prefer sword and shield or axe in shield in the northern reaches.

Most Paladins will be humans, though there have been elf and dwarven Paladins.  They are usually Lawful Good, but any good alignment is permissible. Use the typical paladin class, but make sure they have knowledge history and nobility as class skills with a bonus of +3.  Spells are based off Charisma.  They are allowed access to all the same feats and skills as fighters, as well.

Thursday, July 2, 2015

Classes of Martapa Part 25

The Fighter Class: This class is about fighting for fame and wealth, maybe even helping out their friends or fighting for a righteous cause.  They learn to use their weapon as extension of their body.  They excel at martial combat and can take a beating, if need be. Groups usually have one or two of these muscular men and women to keep the healers and mages from being attacked by blades and bows.  Fighters can be found everywhere and in every race, even the peace loving Winged Elves.

Fighters can wear every type of armor and use any type of weapon.  They are so good at what they do, they are capable of learning all sorts of moves, (They get extra feats for weapon/combat, every other level).  They don't get any bonuses to skills, but should be able to take all the martial related skills as class skills.

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.

Thursday, May 28, 2015

Classes of Martapa Part 15

Clerics of Furere: His clerics are charged with spreading ill weather.  They number few, but are powerful. There are few temples, though sometimes sailors will carry a cleric of Furere to pray to the storm god to not bring on bad weather.  Usually an older cleric will take in a younger cleric to teach the ways of weather and replace him when he finally passes.  Clerics of Furere get seamanship as a skill free.  Anything weather related they also get as a class skill with a bonus.  They usually wear light leather armor or sailors outfits and carry long daggers or cutlasses.  Survival is also a class skill with a bonus to anything sea related.

Clerics of Furere bare a symbol of a lightning bolt and are usually chaotic neutral or chaotic evil.  Sailors and some druids may pay heed to him, while humans and minotuars are usually his clerics.