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.

Wednesday, May 27, 2015

Classes of Martapa Part 14

Cleric of Aiyana: Aiyana's clerics are charged with protecting innocents and spreading love, though not carnal love. They love to revel in joyous occasions such as marriages and births, they bless marriages with special blessings, and they protect run away brides who are in love with another as if they are their own children.  Their places of worship are usually bright and cheerful with lots of gardens.  It is said only those of good or love can enter the temples.  They train in the staff, but do not often use them. Their spells lean more toward enchantments, but not forceful ones, and protections.  They also heal, but rarely use offensive spells.  Diplomacy is a free skill with a bonus and they gain a +2 (or equivalent) to their Charisma.  They wear only cloth robes.


Clerics of Aiyana bare the symbol of a unicorn, sometimes with a rainbow, and women usually keep flowers in their hair.  Their alignment should be Neutral Good, for though she is good and pure, they may have to break some laws to make love come together.

Tuesday, May 26, 2015

Classes of Martapa Part 13

Cleric of Tymara: Clerics of Tymara are tasked with understanding the elements and explaining what they are about to the lay people. They are also to protect all winged creatures, whether intelligent or not.  Most cast spells only of elemental nature, though they are able to heal some what in a limited way.  They dress in light colored robes, never anything heavier.  Their favored weapon is a mace, usually of some bright metal.  Any knowledge which covers elements they get for free and with a bonus.  They also get survival skill (or similar one) as a bonus skill.  At higher levels they become immune to one type of elemental damage.  (I would do around 15+.)

Clerics of Tymara are usually Chaotic Good or Chaotic Neutral.  They bare a symbol of a bright sun, usually woven into their robes.  Their temples often have much gold gilding and have griffons roosting in their towers.  Winged elves, griffons, all intelligent fliers (save dragons) and intelligent elementals may be followers of Tymara, though maybe not clerics.  Elves and humans are usually the most common clerics of Tymara.

Thursday, May 21, 2015

Classes of Martapa Part 12

Clerics of Taniger:  Most Clerics of Taniger are dwarves, though there are humans and minotaur who follow him.  His clerics are charged with finding knew ideas for crafts and trades. But their greatest responsibility is healing dwarves on patrols or missions, along with fixing armor and weapons.  Their temples are always equipped with a blacksmith.  Clerics of Taniger get the blacksmithing profession for free with a class bonus, even though they might not normally.  Clerics of Taniger can use axes, war hammers, shields, and wear plate armor.

Their alignment should be Lawful Good, for if there was ever a God that followed the rules, it is Taniger.  Temple wear is that of a blacksmith, right down to the heavy leather apron.  Their symbol is a war hammer, and because Taniger favors the war hammer, most priests use a war hammer.

Wednesday, May 20, 2015

Classes of Martapa Part 11

Clerics of Pezuta: The Clerics of Pezuta are charged with spreading good luck, in the form of advice on how to handle ventures, since Pezuta only deals with good luck.  She often houses seers in her temples so people can receive their futures if they so choose.  Her temples are often huge, marble affairs with carvings of dancing joyous people.  Clerics of Pezuta can be found everywhere.  They dress in leathers, thus able to wear leather armor, often using as staff, dagger, or short swords. Once per day a cleric of Pezuta can call a mulligan and reroll any roll he wishes.  Clerics of Pezuta also get a bonus to perception, thieving abilities (which they can use as a thief) and use magical item.

Clerics of Pezuta bare a symbol of a gold coin with a ladies head upon it.  Alignment wise clerics can be chaotic good or chaotic neutral.  Some non-clerics that would follow her would be merchants, rogues and fortune tellers, though everyone has prayed to her one time or another.  She has no particular color, just bright and jubilant ones, except for those who specialize more in the thieving abilities.

Tuesday, May 19, 2015

Classes of Martapa Part 10

Clerics of Dasa: Clerics of Dasa are charged with breaking any innocent's heart, while gaining pleasure from the act and reveling in the thrill of the chase.  They also bring dark dreams, by use of spells and sweet words, to those around them.  Temples are often simple houses of ill-repute, though they do actually build temples to Dasa which are gaudy and impressive.  Clerics usually wear very little, though enough to just cover up the most important features, often in silks and sheer materials.  Because of this, they often have magical rings and bracers to give them armor.  They use daggers, get a bonus to persuasion as well as a bonus (+2) to Charisma.  Any spells are based off Charisma, not Wisdom.  The one exception is that Clerics of Dasa have a very limited spell list, mostly illusions and enchantments.  Other spells are very hard for Dasa's clerics to use, but can be done by using a  slot one level higher.

Clerics of Dasa bare the symbol of a black rose wrapped seductively around a red rose.  Colors are bright and colorful for their bright, sheer robes.

Thursday, May 14, 2015

Classes of Martapa Part 9

Cleric of Lokar: Clerics of Lokar are charged with bringing dignity to death, bringing power to Dark Magic, and bringing appreciation of the night.  Few clerics of Lokar wander far from their temple, unless tasked with easing the death of a great hero or leader. They also often serve as the undertakers in villages.  Though respected, they are also feared because they deal with death.  Cleric of Lokar should gain all Knowledge skills, and gain a bonus in any thing where the anatomy of the body would give them an advantage.  Clerics of Lokar usually carry a sickle and wear cloth robes.

Clerics of Lokar are usually Neutral Evil, though they can be true Neutral as well, since death is neither good nor bad.  The image they wear is a black skull with green flames encircling it.  Their robes are black with silver trim. Non-clerics who would follow Lokar are vampires and liches, along with necromancers who do not follow Kahalla.

Thursday, May 7, 2015

Classes of Martapa Part 8

Clerics of Kahalla: Clerics of Kahalla are to spread death and destruction, though the use of necromancy and power.  They are to work against the Balance and all the other Gods when ever they can.  His clerics are also to create chaos and create undead of any kind.  Clerics use small, ceremonial daggers as weapons, the better to draw blood for incantations. His Clerics should get all Knowledge skills as class skills, as well as diplomacy, perception and intimidation (based on Charisma, not Strength).  They can only wear cloth armor, and may carry staves.

If your system calls for alignment, Clerics are very chaotic evil, though some can be lawful or neutral evil.  The symbol of Kahalla is a skull with a sword through the top.  They always wear black robes lined with red.  Non-clerics would included really only Wizards of Shaniko.

Tuesday, May 5, 2015

Classes of Martapa Part 7

Clerics of Targon: Targon is the God of Magic, Arcane Lore and elves.  He is also considered the trickster God.  His clerics are supposed to spread the word about magic, how it works, and discover more arcane lore.  They wear only cloth armor, use staves, longswords, and daggers.  They should have access to all Knowledge skills, but have the regular "to hit" with weapons of a cleric.  They also have a goodly chance of using unknown magic items. They can use "detect magic" at will.  There is no limit, even if your system gives a limit for uses per day.

His avatar is a swashbuckler Wolf Warrior named Skaska Blademaster, an avatar he loves to be a lot of the time.  His symbol is a flaming, outstretched hand.  If your system has an alignment system then he is definitely Chaotic Neutral, as our his clerics.   Non-cleric followers include Warriors, wood elves, and mages.