Friday, January 25, 2013

Mudafa"a and Quwwa


So this is the last installment for the Marleth, in this post I will be releasing two subraces; the Mudafa"a and Quwwa. The Mudafa"a wouldbe more of the scouts of the party, while Quwwa are more for single handed battle. Any questions you may have, I shall answer to you about my home-brewed world. Thank you for your time.

Mudafa"a Marleth
-+2 Dexterity, +2 Constitutioon: Mudafa"a Marlethians are naturally agile and tough.
-Medium: Mudafa"a Marlethians are Medium creatures and have no bonuses or penalties due to their size.
-Normal Speed: Mudafa"a Marlethians have a base speed of 30 feet.
Low-light Vision: Mudafa"a Marlethians can see twice as far as humans in conditions of dim light.
Desert Runner: Mudafa"a Marleth receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Bond to the Land: Mudafa"a Marleth gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
Trained Upbringing: Mudafa"a Marleth always consider Survival and Perception as class skills.
Weapon Familiarity: Mudafa"a Marleth are proficient in bows and scimitars.
Hatred: Mudafa"a Marleth gain a +1 racial bonus on attack rolls against aberrations
Languages: Guttural. Bonus languages:  Common, Elven, Goblin, Sylvan.

Quwwa Marleth
-+2 Strength, +2 Dexterity: Quwwa Marlethians are naturally agile and strong.
-Medium: Quwwa Marlethians are Medium creatures and have no bonuses or penalties due to their size.
-Normal Speed: Quwwa Marlethians have a base speed of 30 feet.
Low-light Vision: Quwwa Marlethians can see twice as far as humans in conditions of dim light.
Desert Runner: Quwwa Marleth receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Bond to the Land: Quwwa Marleth gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
Trained Upbringing: Quwwa Marleth always consider Climb and Stealth as class skills.
Weapon Familiarity: Quwwa Marleth are proficient in bows and scimitars.
Hatred: Quwwa Marleth gain a +1 racial bonus on attack rolls against aberrations
Languages: Guttural. Bonus languages:  Common, Elven, Goblin, Sylvan.

Friday, January 18, 2013

Zaki



The next subrace I provide are the geniuses; the Zaki. Along with this, I provided two racial traits, although I shall release more in time.


Zaki Marleth
-+2 Dexterity, +2 Intelligence, -4 Wisdom: Zaki Marlethians are naturally agile and knowledgable, but are considered arrogant.
-Medium: Zaki Marlethians are Medium creatures and have no bonuses or penalties due to their size.
-Normal Speed: Zaki Marlethians have a base speed of 30 feet.
Low-light Vision: Zaki Marlethians can see twice as far as humans in conditions of dim light.
Desert Runner: Zaki Marleth receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Enclave Protector: Zaki Marleth add +1 to the caster level of any abjuration spells they cast. Zaki Marleth gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user’s character level.
Ancestral Heritage: Zaki Marlethians have an ancient connection to their ancestors and their well-founded knowledge. Zaki Marlethians receive a +2 bonus on Knowledge (Engineering) and Knowledge (Nature) checks.
Weapon Familiarity: Zaki Marlethians are proficient in bows and scimitars.
Hatred: Marlethians have a deep seeded hatred towards their ancient foes, the U-Ra, and their very kind. Marleth receive a +1 bonus on attack rolls towards aberrations.
Languages: Guttural. Bonus languages:  Common, Elven, Goblin, Sylvan.

Racial Traits
Adept Fire Starter
You are even more well-trained then your brethren when it comes to fire. You count as 1 additional level higher for your Pyromaniac racial ability.

Skilled Hunter
You are a master of the wild and its creatures; you have always been able to find or to get in touch with the animals of the wild. Choose one of the following skills; Handle Animal, Ride, or Survival. You receive a +1 racial bonus towards checks for this skill and it is always a class skill for you.

Friday, January 11, 2013

First subrace; the Silver-Tongues

So the first subrace I am presenting you all are the Igma'i Marlethians; the much more charismatic, yet less intelligent, marlethian cousins. Igtma'i Marleth are similar in appearance to their cousins, but tend to be more sociable and are usually the first to greet outsiders.

-+2 Dexterity, +2 Charisma, -4 Intelligence: Igtma'i Marlethians are naturally agile and sociable, but lack intellect and understanding
-Medium: Igtma'i Marlethians are Medium creatures and have no bonuses or penalties due to their size.
-Normal Speed: Igtma'i Marlethians have a base speed of 30 feet.
Low-light Vision: Igtma'i Marlethians can see twice as far as humans in conditions of dim light.
Desert Runner: Igtma'i Marlethians receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue exhaustion, or other ill effects from running, forcedmarches, starvation, thirst, or hot or cold environments.
Pyromaniac: Igtma'i Marlethians are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage. This ability does not give members of this race early access to level-based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to user’s character level.
Animal Empaths: Igtma'i Marlethians have a deep understanding and connection to animals and wildlife. Igtma'i Marlethians receive a +2 bonus on Handle Animal checks.
Weapon Familiarity: Igtma'i Marlethians are proficient in bows and scimitars.
Hatred: Igtma'i Marlethians have a deep seeded hatred towards their ancient foes, the U-Ra, and their very kind. Marleth receive a +1 racial bonus on attack rolls towards aberrations.
Sociable: When Igtma'i Marlethians attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Languages: Common and Guttural. Bonus languages:  Batinese, Elven, Gardan, Goblin, Sylvan, Theron, Ursan.

Since this is just a subrace, and it doesn't feel like I am adding much, here is a little something extra; favored class options. These favored class options are for all types of Marlethians, including all subraces.


Favored Class Options
Alchemist Add +1/2 to bomb damage.
Barbarian Add 1 to the Marleth's total number of rage rounds per day.
Bard Add 1 to the Marleth's total number of bardic performance rounds per day.
Cavalier Add +1 hit point to the cavalier’s mount. If the elf ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier’s class.
Cleric Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid Add +1/2 bonus to Knowledge (nature) and Survival checks.
Fighter Add +1 to the elf ’s CMD when resisting a disarm or sunder attempt.
Gunslinger Choose a weapon from the following list: pistol, blunderbuss, or musket. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Inquisitor Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Magus Add +1/6 of a new Magus Arcana.
Monk Add +1/4 to the Monk's Ki pool.
Ninja Add +1/4 to the Ninja's Ki pool.
Oracle Treat the Marleth's level as +1/2 higher for the purpose of determining the effects of the oracle’s curse ability.
Paladin Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).
Ranger Add 1/2 bonus on Wild Empathy checks to influence animals and magical beasts that live in deserts.
Rouge Choose a weapon from the following list: Scimitar, shortbow, longbow. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Samurai Choose a weapon from the following list: Katana, longbow, naginata, or wakizashi. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Sorcerer Add +1/2 to fire spell damage.
Summoner Add 1 hit point to the Summoner's Eidolon.
Witch Add 1 hit point to the Witch's familiar. If the Marleth ever replaces his familiar, the new familiar gains these bonus hit points.
Wizard Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.


Friday, January 4, 2013

Marleth


So the first race that I am to introduce is the most common on my world; the Marleth. The Marleth, are a race of good goblins that are the remnants of a virus that were created due to a world war that happened more than a millenia before the current world time. I always liked goblins, so why not have them as a good primary race. Since their is a large amount of goblin population, their are in fact multiple breeds of the Marleth that will each be slightly varied from the most common Marleth; the ones that will have no additional aformentioned name. They will just always be considered "Marleth". Now, over the month I will reldase the additional variations of Marleth, but some of the kinks have to be fixed. Due to the playtest having severly changed, I have to edit the sub-races I had already written down. I hope this post will be a good start to my world and future posts.

Marleth
Marleth are travelers and nomads of the world. They survive by the sweat of their brow and live off the land.
Physical Description: Marlethians tend to have from a sandy brown, to forest green, and blood red when it comes to skin tone; and any of these colors mixed together. Their hair can be from fiery red, to onyx black, and to bone white. Eyes are any color, any really, and are large for their face. Their ears are similar to elves, but are swept back instead of up. They tend to be slightly shorter than humans, although their weight tends to gravitate towards certain spots in relation to ones gender; similar to how camels have weight distributed on their humps to survive treks across the desert. Marlethian weight is also proportionate to their height; so they are slightly lankier than humans, but not as much as an Elf however.
Society: Nearly all Marleth groups are lead by the most powerful member of the group, who appoints someone to serve under them to lead his, or her, orders. Marlethians respect power and will gladly follow the most strongest into battle with ready weapons.
Relations: Marleth see most people as is the same; outsiders. Marleth keep their relationships to those outside of their group as a relationship similar to a merchant and a trader; only their exchange and to profit from one another. Those who prove their physical worth in front of Marleth are usually seen as allies, and those who join their groups are treated as though they were family. Marlethians have a rooted animosity towards aberration, and tend to kill any they see on the spot.
Alignment and Religion: Marleth are commonly Chaotic, but Lawful ones aren't unheard of. Most Marleth worship Jareth and Rayfie Teearsae, although there have been some who worship the Old gods as well as those who sail and respect Suisund's guidance.
Adventurers: Marleth naturally travel from place to place, so adventuring is an easy transition for most Marleth. Those Marleth that seek adventure usually seek more for their roots of their race, and to claim a new home for their group to move too, although this isn't always the case. Some seek adventure for just the sake of finding strong individuals to test their merit.
Naming: The Marleth each tend to have four names; The first name to signify good character of the person, the second being the father's name, the third to tell when the child was born, and the fourth being the name of their tribe or famous ancestry.
Male Names: Badru, Chigaru, Fadil, Gahiji, Haji, Isesi, Khian, Parehu, Unas, Wenamun
Female Names: Akila, Dalila, Eshe, Ife, Khuit, Mereret, Nofret, Sanura, Tiaa, Yaret

Marleth Traits
-+2 Dexterity, +2 Wisdom, -4 Charisma: Marlethians are naturally agile and wise, but lack social skills with others.
-Medium: Marlethians are Medium creatures and have no bonuses or penalties due to their size.
-Normal Speed: Marlethians have a base speed of 30 feet.
Low-light Vision: Marlethians can see twice as far as humans in conditions of dim light.
Desert Runner: Marleth receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue exhaustion, or other ill effects from running, forcedmarches, starvation, thirst, or hot or cold environments.
Bond to the Land: Marleth gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
Nature Survivalist: Marlethians have an ancient connection to the wild and have natural prowess when it comes towards it. Marlethians receive a +2 bonus on Survival and Ride checks.
Weapon Familiarity: Marleth are proficient in bows and scimitars.
Hatred: Marleth gain a +1 racial bonus on attack rolls against aberrations
Languages: Guttural. Bonus languages:  Common, Elven, Goblin, Sylvan.