Thursday, April 4, 2013

Hundred Posts, woot... also Alfar


Got to hundred views last week, so huzzah. Now I will be releasing a new race; Alfar.  They are Elves, similar to the high elves of golarion. As a side note, after the first hundred posts I would like to tell something a little of Sernelius; right now their are three moons in orbit around the world, as well as what appears to be eight rings; similar to saturn. SO here's the race, post comments below, and thank you for your time.

Alfar
Alfar are a free-spirited race and a kind hearted people, unlike their more stoic cousins - which is but one of the many differences. Alfar are more open to those they first meet; opening up with bright greetings. Once this occurs, they determine who the person is before further opening up to them or shunning them. Alfar have the same attachment to their environment as their kin; morphing and altering due to their environment, although it is at a quicker pace, happening over a matter of months. Alfar who live with the shorter-lived races see this time should be spent having as many joyous occasions as possible, making sure each moment is as worthwhile as the last.
Physical Description: Alfar are near identical when it comes to their kin in physical weight and height, taller than humans and a lanky physique accentuated with pointed ears, but differ in both hair and their eyes. Their hair is typically unkempt varying in colors from dark brown to bright green and fire red to dark purple; typically the same color as the natural fauna they were born in. Although their hair is typically the same as the area they live in, their eyes vary in all forms of colors from yellow to lavender, to black to white. Alfar clothes are loose and practical; worn not for appearance purposes, rather for use in hunting, work, and survival.
Society: Alfar feel a great bond with the forest; an eternal being that gives and takes from all that choose to reside within her. They see anyone who chooses to alter nature in anyway as rash and incapable of learning from the more natural things. Alfar move from one land to another every season over the course of a two week venture. If they find the area to beuninhabited, they will establish it as their new home, however if it is inhabited, they will move again and continue this process.
Relations: Alfar easily dismiss those who disregard nature, seeing these people as fools, but they are excellent judges of character. Alfar honor their Chori kin, and many tribes of Alfar let them into their groups with open arms. Alfar see many humans living to quick; not taking enough time to see nature and its beauty. Alfar have a deep bond with the Marleth, a great bond amongst their people a few millennia’s ago was formed, thus it’s been seen that some Alfar groups have Marleth with them. Alfar honor the commitment that the Huldufolk have with the forest, but they see that the alteration of the forests as weird counterproductive to the natural simplicity of nature. The Ursan full commitment to the order of nature is a great connection they have with one another, but Alfar see the Ursa as too ferocious and rash, unlike the calm of the forest they worship. Just as the Marleth, the Alfar have a bond with the Gardna, although a different form. The Alfar have a deep hatred for the Gardan and their kind after a betrayal that occurred thousands of years ago. Many Alfar feel this way to the Gardna, but some have grown to look past that, typically those in the east of the world of Sernelius. Alfar see the Batidaens similar to them, honoring their connection with nature and using the terrain to survive, but they find them curious and weird with their great connection to fighting and war.
Alignment and Religion: Most Alfar are Chaotic Neutral, They prefer gods and deities that follow their views; typically Nethys and Rodvervor. Nethys, because of Alfar deep connection to magic and Rodvervor, because she is the embodiment of nature itself. Many Alfar worship Coosath because he is the embodiment of Alfar and their ideals.
Adventurers: Many Alfar seek to embark on adventures to seek and see the beauty of the natural world, as well as to seek further insight and knowledge. For those raised in urban environments, Alfar see adventure as a deep seeded calling. Alfar traditionally seek to be away from melee, rather preferring classes that either use magic, psionics, and other forms of ranged combat.
Male Names: Aikanaro, Angrod, Arafinwe, Elessar, Elladan, Elrond, Findecano, Finwe, Oropher, Taurnil, Valandil
Female Names: Anie, Aredhel, Celebrian, Earane, Elemmire, Enelya, Finduilas, Idril, Isilwen, Lessian, Nienna

Alfar Traits
-+2 Dexterity, +2 Wisdom, -2 Constitution: Alfar are agile in body and insight, but are frail in body.
-Medium: Alfar are Medium creatures and have no bonuses or penalties due to their size.
-Normal Speed: Alfar have a base speed of 30 feet.
-Low-Light Vision: Alfar can see twice as far as humans in condition of dim light. See chapter 7 of core rulebook.
-Elven Immunities: Alfar are immune magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
-Elven Magic: Alfar receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
-Poison Use: Alfar are skilled with poison and never risk accidently poisoning themselves when applying it to weapons.
-Keen Senses: Alfar receive a +2 racial bonus on Perception skill checks.
-Weapon Familiarity: Alfar are proficient with longbows (including composite longbows), short bows (including composite short bows), and treat any weapon with the word "elven" in its name as a martial weapon.
-Languages: Alfar begin speaking Common and Elven. Alfar with high intelligence scores can choose from the following: Batinese, Draconic, Gardna, Gnoll, Goblin, Guttural, and Sylvan.



Racial Traits
Agile Striker
You have mastered combat with guile and finesse. You receive a +1 trait bonus to bluff check to feint in combat and +1 bonus to acrobatics checks to move through a threatened area. One of these skills (your choice) is always a class skill.

Forest Hunter
You are a master of the forest and can easily find any prey. You receive a +1 trait bonus to Follow Tracks while in forests and a +1 to get along with the wild in forests. Survival is always a class skill.
Favored Class Options
Alchemist Add +1/2 to the number of bombs per day the alchemist can create.
Barbarian Add 1 to the Alfar’s base speed. In combat this has no effect unless the Alfar has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability.
Bard Add 1 to the Alfar total number of bardic performance rounds per day.
Cavalier Add +1 hit point to the cavalier’s mount. If the Alfar 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 Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For Alfar druids, whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the Alfar replaces her animal companion, the new companion gains these bonus skill ranks.
Fighter Add +1 to the Alfar's CMD when resisting a disarm or sunder attempt.
Gunslinger Add +1/4 to the Gunslinger's Grit maximum.
Inquisitor Add +1/2 on Sense Motive checks and Knowledge checks to identify fey.
Magus Add +1/4 to the Magus's Arcane Pool.
Monk Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Ninja Add +1/2 bonus on Acrobatics checks to move through threatened space and Bluff checks to create a diversion to hide.
Oracle Reduce the non-proficient penalty for one weapon by 1. When the non-proficient penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Paladin Add +1/2 bonus to one save type (maximum +4)
Ranger Choose a weapon from the following list: longbow, long sword, rapier, short bow, short sword, or any weapon with “elven” in its name. 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.
Rouge Add a +1/2 bonus on Disable Device checks regarding magic traps and a +1/2 bonus to trap sense regarding magic traps.
Samurai Add +1 hit point to the samurai's mount. If the Alfar 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 samurai's class.
Sorcerer Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner Add +1/4 to the Eidolon's evolution pool.
Witch Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

EDIT: Changed Alfar, Elven Magic added and what not.

Friday, February 22, 2013

Chori edit

I'm sorry, I haven't posted in a while, so I decided to post this; the Chori. Basically, my take on half-elves. So here is the race, two weapons, some subraces... need to finish favored class options. Here you go everybody.


Chori
"It seems, sir, that their is an oasis on the other side of the valley, although it seems their is a hoard of monstrous scorpions surrounding it. What is your command?"
"You should know by now what we are going to do."
"Understood sir, I will advance the caravans."
"Good, nothing better than a meal with a drink. The total relaxation package."
-Sanguine and Azure Darksand
Chori clanhead and warrior in training

A race of Humanoids, Chori are known simple as "The Nomads of the Sea." It is unknown where they hail from, some theorize another plane altogether, but wherever there are seas; the race is surely to be found. They are known for their tenacity to never give up in combat and to even die trying to defend their family and allies. They travel the seas and search for structures which they call home, using as much as they can without creating anything unnecessary, and destroying the nature in the process.
Personality: Chori are a very serious race, but they'll joke around when they have nothing to fret. Due to living in the seas for, what one could assume, their entire races history, they must be serious in any case so that their clan is safe as possible. They will never give up on their goal if one is set before them, making sure that they accomplish it no matter the level of difficulty. Although this may be the case, they tend to help out anyone they meet while traveling the seas, but their precautious for those who they meet. They tend to not take kindly towards prideful individuals, and even less so to manipulators, in some cases even mortally wounding these people.
Physical Description: Chori are average in height and build, although for some reason they appear to be slim no matter the weight. Their height can range from 4-1/2 to 6 feet tall and weighing on average 115 lb. for females and 135 lb. for males. Even if males or females are heavy, they don't appear to be, in fact, they always appear to be thin. Although in some matriarchal clans, the females are said to appear fat; nobody knows why, but it occurs randomly. They are very agile, but tend to be frail. Although they have lived in the seas, their skin is incredibly pale. It ranges from white to a light tan and having hair that is usually comes in the shades that are natural to humans. Chori have body hair typical for humans, some males grow beards usually only on their chin's. They prefer simple clothes, only wearing what is necessary to survive the sea, but is typically white baggy clothing to hide weapons from their enemies as well as their skin from the sun, although it doesn't affect them at all. Their facial appearances are usually referred towards females as cute, and males as stoic. A Chori reaches adult age at around 80 years old and can live up to more than 500 years old. All Chori lack Irises, but their eyes are instead one solid color, ranging from white to dark purple. Chori also have pointed ears very similar to elves, although they are longer than most high elves.
Relations: Chori consider most races as the same, nothing against them, but nothing for them either. They have no true relations towards any race, but will help anyone that they find that wanders the sea. They always show the greatest amount of aspiration and kindness towards individuals who seek adventure and appreciation for nature. The only time they have tenacity towards any person, or group, is either due to cowardice, pride, or the destruction of nature itself.
Alignment: Due to the Chori's belief that all should be helped, unless they show signs of weak will, they gravitate towards good. Chori don't care too much of the idea of law or chaos, usually leaning towards neutrality.
Chori Lands: Although it is unknown where the Chori originally hail from, they currently rreside in Siblinthias. Most Chori live in the seas living in nomadic clans usually numbering from 20 to 70 individuals, in some extreme cases 100 individuals. They seek the seas for it is the only place that has not been touched by other races and altered in anyway. It is the epitome of survivability, something they view as symbolic to themselves. They travel across the seas, looking for abandoned structures, oasis's, caves, and underground tunnels so that they can build their homes. They frequently meet others through their travels and protect them while they can. Chori met in anything other than seas are usually on a pilgrimage to protect and save others, as well as to see the destruction of the natural world from other races.
Religion: Chori don't worship any particular god, but instead view that the world itself should be worshiped. Although this may be the case, clerics in Chori society tend to worship Barufax and Suisund due to the two gods connection to the sea.
Language: All Chori know common along with elven. Elves view this language as crude, and they refer it to having an accent. The Elves aren't entirely sure how the Chori know elven, but for as long as the Chori have been, they have spoken both languages.
Names: When a Chori is born, they are immediately named within minutes. Chori first names are usually named after synonyms to color, usually referring to either their eyes or hair. All Chori have the same surname, the exact same as the clan they are born into. The surnames are based around things that are seen in the sea. Some Chori are given a middle "nickname" in life after being observed during childhood and they are seen as unique. These names refer to how they act, and are chosen by their parents, the clan head, or the elder council of the clan.
Male Names: Alabaster, Atramentous, Azure, Beryl, Ocherous, Sanguine, Violaceous, Xanthous.
Female Names: Amaranthine, Amber, Cerulean, Melanoid, Pallid, Scarlet, Titian, Viridian.
Surnames: Blazingsun, Darksand, Flatland, Gushingflood, Nightplain, Sandrose, Shadowdune, Stormcloud, Sunoasis, Windgust.
Middle Names: Angst, Curiosity, Despair, Ecstasy, Grief, Lust, Jealousy, Pity, Remorse, Sorrow.
Adventurers: Chori take adventuring to bring good to society and to see and experience the ideas of nature and civilization. Chori seek to help out others, and adventuring is what they view as the best way possible. They also wish to see the rest of the world, soaking up the natural environment wherever they go.

Chori Racial Traits
- +2 Dexterity, +2 Intelligence, -2 Constitution: Chori are agile and intelligent,but frail. A Chori's finesse makes him a better at dodging blows while in combat.
-Medium.
-Chori base speed is 30 feet.
-Low-light vision: A Chori can see twice as far as a human in starlight, moonlight, tochlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
-Weapon Proficiency: Chori receive the Exotic Proficiency feat for the Karambit and the Wind and Fire Wheels. The Chori use these weapons through their travels with great proficiency, training with them at a very young age.
-Elf Blood: Chori count as both elves and humans for the purposes of items, classes, etc.
-Elven Immunities: Chori are immune to magic-induced sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Keen Senses: +2 racial bonus on Perception checks: Due to the Chori's great ears they can easily hear well than humans.
Indomitable Reactions: Chori have Improved Initiative as a bonus feat.
-Automatic Languages: Common and Elven. Bonus languages: Batidaen, Gardan, Guttural, Huldish. Chori learn the languages of the primary races while along their sea travels, just in case they aren't as truthful as they say.

Weapons
The Chori use two weapons not commonly found in most countries, both weapons created by them; the Kambit and the Wind and Fire wheels.
Karambit: This light one-handed exotic weapon is similar to a hooked dagger usually a foot long in length. While this weapon is weilded the user gains a +2 bonus to resist disarm checks and can use these for climb checks as well.
Wind and Fire Wheels: These duo light-handed weapons are always used as a pair, and are sold as such. The weapons is fifteen inches in diameter. One quarter-segment has a padded grip with a cross-guard; the other three segments have protruding flame-styled blades. With one wheel in each hand, the practitioner can slash, stab, parry, or disarm an opponent. The user gets a +2 bonus on disarm checks when using these weapons.
Weapon Cost Damage Critical Range Weight Type                                                                                                                    Karambit 25 gp 1d6 19-20/x3 - 2 lb. S or P  
Wind and Fire      60 gp      1d6                   18-20/x2     -       5 lb.        S                                                                                    Wheels
Random Height and Weight
Race Base Height Base Weight Height Modifier Weight Modifier
Chori, Male 4' 8" +2d8 100 lb. x (5) lb.
Chori, Female 4' 5" +2d8 80 lb. x (5) lb.

Random Starting Ages
Barbaian Bard Cleric                                                                     Rogue Fighter Druid Sorceror Paladin Monk Adulthood Ranger Wizard
Chori 80 +3d8 +4d8 +5d8

Aging affects
Middle Age Old Vernerable Maximum Age
163 years 244 years 325 years +2d% years

Subraces
The above info describes what most consider the "True Chori", otherwise the most common variety. Their are four other major subraces of the Chori, so similar to the race, that many believed they were originally Chori with minor mutations.

En-Chori
Unlike their so-called cousins, the En-Chori are naturally tough and lack agility that their brethren have. They appear the same as their relatives, excluding their bulkier and taller appearences as well as darker range of skin. The En-Chori are commonly found within Chori clans and families, commonly suited towards being body guards due to their natural tough exteriors. They have also been known to live in their own clans, but are usually always found with at least one "True Chori" within their group.
En-Chori Traits (Ex): These traits are in addition to the True Chori traits, except where noted.
- +2 Constitution, +2 Wisdom, -4 Dexterity. These adjustments replace the True Chori's ability score adjustments.
- Darkvision out to 60 feet. This trait replaces the True Chori's low-light vision.
- Weapon Proficiency: Unlike their cousins, the En-Chori trained with a different set of weapons from youth. En-Chori have proficiency with the Siangham and the Halberd. This replaces the True Chori's weapon proficiency.

Il-Chori
Very similar to the True Chori, the Il-Chori are very good at subterfuge and sneak attacks. The Il-Chori have the same build as the their cousins, although their skin appears in shades of blue and their hair is is commonly white. Il-Chori are found in small tight knit clans, usually refraining from meeting outside individuals. They are sometimes hired for assasination's due their innate ability to not be seen.
Il-Chori Traits (Ex): These traits are in addition to the True Chori traits, except where noted.
- +2 Dexterity, +2 Intelligence, -2 Charisma. These adjustments replace the True Chori's ability score adjustments.
- Weapon Proficiency:  Unlike their cousins, the Il-Chori trained with a different set of weapons from youth. Il-Chori have proficiency with the Eagle's Claw and the Fingerblade. This replaces the True Chori's weapon proficiency.
- Natural Stealth: The Il-Chori have a natural aura about them that makes them hard to Notice. Il-Chori recieve a +2 bonus towards Stealth checks. This replaces Desert Runner.

Ar-Chori
The Ar-Chori are distant relatives to the True Chori, they are known for their riding skills. The Ar-Chori are built the same as the True Chori, although they do look scrawnier than their brethren. Ar-Chori are found in clans the same size as the True Chori, although they are commonly found herding animals of the sea. They are commonly found passing through towns within the sea, unlike their cousins, and give safe passageway for in exchange of food.
Ar-Chori Traits (Ex): These traits are in addition to the True Chori traits, except where noted.
- +2 Dexterity, +2 Charisma, -2 Strength. These adjustments replace the True Chori's ability score adjustments.
- Weapon Proficiency:  Unlike their cousins, the Ar-Chori trained with a different weapons from youth. Il-Chori have proficiency with the Lance and Halberd. This replaces the True Chori's weapon proficiency.
- +2 racial bonus to Ride checks; The Ar-Chori have been training to use mounts since they were young. This replaces Keen Senses.

Tu-Chori
The Tu-Chori are near exact duplicates to the True Chori, excluding a few qualities. Unlike the True Chori, the Tu-Chori are commonly found in cold plains opposed to warm seas like their cousins, but have the same idealogy. They share the same group dynamics as their cousins, although they are more serious than their brethren.
Tu-Chori Traits (Ex): These traits are in addition to the True Chori traits, except where noted.
- Weapon Proficiency: Unlike their cousins, the Tu-Chori trained with a different set of weapons from youth. Il-Chori have proficiency with the Ice Axe and Iuak. This replaces the True Chori's weapon proficiency.


EDIT: Chori are considered Half-Elves for favored class options; traits however are not.

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.

Friday, December 21, 2012

Getting Serious

So since I wish to start the year better, I am keeping to a stricter schedule, which means a post on here every Friday starting in the new year. This will be anything that is tied to the home brewed world, be it race, history, or otherwise. Thanks for the those who are watching,that is if their is anyone who is indeed watching