Interest Check - MtG's Tarkir setting for a 3.5 D&D / Pathfinder adventure

Started by LisztesFerenc, August 14, 2015, 05:52:36 PM

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LisztesFerenc

Tarkir - Dragons, Khans, mythic beasts, intrigue, betrayal, defeat, triumph, and more...





  Okay, so this is an interest check for a game based on the Magic: the Gathering setting Tarkir I’ve been considering for a while now. The game would use the 3.P system, using material from both D&D 3.5 I’ve changed some of the setting lore, so here’s a brief overview for both fans and people who have never heard of it before:

  Tarkir is a fantasy land inspired for the most part by the various cultures of mainland South East Asia. For hundreds of years, the five clans of the region battled five Elder Dragons and their offspring for control of the land. As it currently stands, we see the following layout:



   The folk of the Abzan Houses battle with Dromoka the Eternal for control of the Ash Desert, and the cities fight with each other for the honour to grow a seed of the First Tree. So far the cities have needed to unite against three crusades from Dromoka. Each time, the Elder Dragon and her forces have been beaten back, but the victories have all been hard fought. The Salt Roads are another important location, as the trade that happens along them are the lifeblood of the Abzan economy. When not fighting each other or awaiting the dreaded news of a new crusade, the soldiers of the cities are found patrolling these roads, protecting the caravans from bandits and other dangers of the waste. The Abzan worship two things: the trees at the centre of every one of their cities, and the spirits of their ancestors. The two are often linked, as it is a common belief that all spirits will eventually return to the trees.

   The Abzan were originally inspired by the Ottoman Empire, but I changed this to give them more of a Sumerian vibe. This faction will offer the most choice for races: human, orc, aven, ainok (hound-folk), even half-breeds and the spirits of ancestors can all be found here. This will also likely be the most “familiar” faction (by the standards of such fantasy worlds in any case), built on the concept of co-operation and diversity that is key to urban life in any age. Playing as a Herald of the Eternal would offer a similar selection of races (minus the spirit and orc option), however the social structure would leaner, and more militaristic.

The Abzan are united/ They celebrate their diversity, fearing isolation above all else.


   
Arashin, the Champion City of the Abzan Houses                                                                        Dromoka the Eternal surveys her marshaling forces
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   In the sweltering jungles and slowly oozing swamps, the Sultai Brood build palaces of limestone, monuments to wealth, power and decadence. Once the borsa (snake men) of the region were terrorized by the Elder Dragon Silumgar the Drifting Death, who flew above, raining down acid and venomous bile upon them, threatening to scour the entire land if he was not accepted as their ruler. It may have worked, had the borsa not struck a deal with several tribes of samāna lōka (cat-folk). A magocracy, the samāna lōka were better at magic than the borsa could ever hope to be. Together, they were able to force Silumgar out of the sky, metaphorically (and literally in some accounts) shredding his wings. Since then, he has been known as Silumgar the One Who Crawls.

  Freed from the threat of the skies, the alliance between the two people blossomed, and they were able to build up their empire, becoming the trading power of the realm. Now the borsa Shaman-Kings rule the palace towns of the lands, still reliant on the magic aid of the Rakshasa, the rulers of the samāna lōka. What the Sultai Brood lacks in manpower it compensates for with slaves and sibsig, animated dead, enslaved to their creator.  Silumgar still has aspirations of power, but he is a long way from being able to openly challenge anyone, and must use guerrilla warfare with the few followers he has. Since retreating from the skies, his only real victory (at least the only one known about) is kidnapping Tasigur, a past Khan of the Sultai Brood.

  The Sultai Brood were inspired by Cambodian pleasure palaces. They were originally naga, humans and rakasha. I changed the name of the naga to borsa, removed the humans and introduced the samāna lōka, with rakshasa being a rank within their society, rather than a separate race. Borsa and non-mage caste samāna lōka have a Cambodian aesthetic to their culture, whilst the mages are more Hindu. This faction would offer three choices for race: borsa, samāna lōka and additional any other humanoid, but they could only be mercenaries or slaves. The Sultai Brood will offer challenges and situations involving intrigue, hidden threats and resource control. By contrast, playing as one of The Crawlers will see your character as a terrorist operative, under a brutal and sadistic commander, working to hurt the Sultai wherever possible.


   
Sidisi, the Brood Tyrant. Officially he runs the Sultai Brood


   
  A rakshasa, leaders of the samāna lōka and the power behind the throne                                                                                     A Sultai Pleasure Palace, a place of coin, intrigue and every delight imaginable

   
Silumgar, when he was still known as The Drifting Death
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  Many years ago, the vast steppes were home to a clan of warriors known as the Mardu Hoard. Humans, orcs, goblins, even some ogres, they rode into battle on horseback, and fought with bravery and honour. They fought against the Abzan and the Sultai, the Jeskai and the Temur. But most of all, they fought against the Elder Dragon Kologhan the Storm’s Fury. Finally, at Goldengrade, Aisha Who Smiles at Death, Khan of the Mardu, met her own in the jaws of her foe, her blade wet with the blood of at least three dragons. Upon that day, the Mardu died, as the survivors bowed to Dragonlord Kologhan, taking her name in lei of their old one. Now the horseback tribes of the region live only to fight, spurred on by the warkites and the lightning shriekers into battle, with the greater dragon breeds joining them for particularly noteworthy assaults. Gone is any honour or restraint, as the Kologhan kill fiercely, desperate to appease their Lord’s lust for battle, least the offering of their enemies blood be insufficient, and their own added to it.

  The Mardu were loosely inspired by the Mongol Hoards, at least the popular understanding of them. The Kologhan were inspired by the thought exercise “What if Ghengis Khan had actually been Ted Bundy?” A game of Kologhan players would largely resemble a grind house movie, and explore the pattern and psychosis of people who live for violence out of necessity. The only way to expand upon this premise would be to have your characters defect, heading into the lands of another clan, and trying to adapt to a lifestyle beyond bloodlust and survival you had known until then.


Dragonlord Kologhan, the Storm's Fury, unleashes a swarm of lightning shriekers

A Kologhan Camp. It won't last for long, the call to battle and bloodshed beckons....  


A Kologhan charge, led by a Boltwing Marauder, one of the greater dragons of Kologhan's clutch.
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  In the Cori Mountains, a secluded clan of elves, djinn-folk and aven bask in the wisdom of Dragonlord Ojutai, the Soul of Winter and Great Teacher.  Dwelling in monasteries and hanging mountainside villagers, the Ojutai took on their master’s name when Shu Yun the Silent Tempest kneeled before the Dragonlord upon the conclusion of their second battle, acknowledging that he would never best him. The Great Teacher accepted the elf’s surrender, provided he cast aside the fire in his soul, forsaking it for the cold, absolute mastery of the self. Every member of the Ojutai now strives to master this, from the farmer, to the blacksmith, to the artisans and the graceblades to the whirlwind weavers, all ponder the puzzles and lessons of the Great Teacher.

  Hidden within the villages and in basements of the monasteries however is another view on the mysteries of life, an old one not quite dead: the Jeskai Way. They teach that without the fiery spontaneity of instinct, inherent to humanoid nature, the achievement of mastery over anything is empty. A small movement started by the now banished Narset, they are a little outmatched, but are nevertheless a thorn in the side for Dragonlord Ojutai. Their members even include a few efreet, who were banished from the mountainsides as it was clear they would never truly lose their inner fire.

  Playing an Ojutai could be problematic, as roleplaying “master the mysteries of life. No, you are not done meditating yet” may not prove that riveting an experience. However skirmishes with the other clans happen, so the game would likely be set on the border of the Ojutai domain, to give players more freedom in “interpreting” their Dragonlord’s commands. Alternatively the players could be members of the Jeskai Way, fighting to restore a passion struck from their fellow people’s heart a century ago.

Dragonlord Ojutai, the Soul of Winter and Great Teacher imparts a small sliver of his colossal wisdom upon his brightest students

Icefall, home to the Frozenbreath Regents, favoured children of Ojutai, second only to the Pristine Skywise

An efreet, found only among the ranks of the secretive, and outlawed, Jeskai Way

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  Of the five clans that make their home in Tarkir, only one of them is truly free from the Elder Dragon that fought to rule over them: the tribes collectively known as the Temur Frontier. Consisting of dwarves, ogres and aven living in a loose organization of tribes, the people of these lands worship the powers of nature, and the brilliantly painted sky. As a consequence to these practices, some of their have been touched by the forces of elements or the fey, becoming the tribes shaman and spiritual warriors. Their leader is the dwarf known as Surrak Dragonclaw, who sometimes receives the title King, but if more often simple Chief. His family has held this position for many years, and it was an ancestor of his, Yusova Dragonclaw, the Outrider and Tribe Queen, who upon her sabre tooth mount led the Temur against Atarka the World Render. The battle was fierce, but brief. The Elder Dragon was dragged to the ground with nets, and Yusova’s spear pierced her heart. Her children fled, to be hunted down over the next few decades to the brink of extinction. Now the Temur can live in peace, largely above the power plays of the other clans. For the most part they find too much wonder in the unexplored frontiers of their homeland to feel the need to actively meddle with others, though they must occasionally marshal in self defence.

  Players as Temur tribesmen would work pretty well, as there is much to explore in the frozen mountainsides and alpine forests of their land, many secret and treasures to be discovered, and many forces to challenge would be explorers. Tribal politics can also play a part, as they do sometimes quarrel over land, livestock or spiritual matters, but nowhere near the likes of the Sultai or even the Abzan. It is also rumoured that Narset travelled to these land, upon her banishment from the Ojutai.

     
The Temur clan may not celebrate unity to the extent of the Abzan, but they are never the less a diverse bunch,                               A Temur camp, because if you are the only clan to actually beat the dragons, you may as well...
sharing their collective appreciation of the natural world.

  One of the last remaining dragons in Temur territory

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  Okay, hopefully that is enough pictures for everyone. So yes, this would be the general setting of the game. Please let me know if you would be interested, and if so, which faction you would be a part of and in what way. Don't feel restricted to one option here, if you like the sound of tho, three, all, let me known. If you want to know more about a certain clan, feel free to ask.

  So some anticipated questions -

What system will this game use?
Pathfinder system, but 3.5 material will also be allowed.

What will be the starting level?
Probably between 1 and 6.

Can I play as a dragon or rakshasa?
Maybe. If I get enough interest to have at least one full sized group of "regular" PCs, I will allow more exotic character choices.

Do I need to know anything about Magic: the Gathering to play in this game?
No. In fact this may even be beneficial, given that people familiar will need to unclear several parts of the lore which I have tweaked.

So no Planeswalkers?
Not really. They exist, but they're in the background. They won't appear in the story beyond mythology and references.

  Any I missed? Ask away.

PaleEnchantress

I do love D&D. I might be interested in the Sultani Brood faction or the Ojutai. I tend to play pretty boys who are evil and domineering.
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Chulanowa

I'm fairly interested in temur. Mmmm, shamanic barbarian tundra-whackers.

One question, the races listed for each faction - are they just the "dominant" races within that faction, with others scattered through, or are we looking at "these races are only found here"?

LisztesFerenc

Quote from: PaleEnchantress on August 14, 2015, 06:36:56 PM
I do love D&D. I might be interested in the Sultani Brood faction or the Ojutai. I tend to play pretty boys who are evil and domineering.

  Both of those could work. Such individuals in would be at least somewhat common in the Sultai Brood. Ideas of evil and dominance would be discouraged in the Ojutai, but ultimately the demonstration of wisdom and prowess to the teachings of the Dragonlord are far more important, so a gifted student could get away with such things.

Quote from: Chulanowa on August 15, 2015, 02:52:23 AM
I'm fairly interested in temur. Mmmm, shamanic barbarian tundra-whackers.

One question, the races listed for each faction - are they just the "dominant" races within that faction, with others scattered through, or are we looking at "these races are only found here"?

  It depends on the race and the faction. The Abzan Houses have a long history of accepting others, Dromoka would be more strict though (certainly no orcs and spirits, since they're one of the reasons they fight). Ojutai and Sultai would probably be the least accepting of others races (although the latter does of course have other races as slaves and/or mercenaries).

Sorrow Singer

definitely interested, I'm far more familiar with pathfinder than i am with 3.5 but finding character inspiration for this world should be a snap. Just need some character creation outlines and ill throw start throwing something together.

MasterOfMyFate

"Arrows through your heart."
Master ON/OFF

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

LisztesFerenc

  Yep, there's still room. What faction's land is everyone interested in? You don't have to limit yourself to a single choice, but given how different the game would be depending on the location, its helps to narrow it down. Obviously the setting and your character do not have to match. You could play a Kologhan defector in the Temur Frontier, or a Sultai Emissary in one of the Abzan cities.

Quote from: Sorrow Singer on August 15, 2015, 05:02:11 AM
definitely interested, I'm far more familiar with pathfinder than i am with 3.5 but finding character inspiration for this world should be a snap. Just need some character creation outlines and ill throw start throwing something together.

  I'm thinking standard fantasy point buy (15), two traits, maximum HP at first level, then roll, rerolling 1s if you have d6, 1-2 for d8, 1-3 for d10 and 1-4 if you have d12. I'll get some stuff up for the new races as soon as I can.

PaleEnchantress

I'm getting some rather diabolical ideas, I might be able to play His Majesty the Queen after all. Though im probably dropping the insect theme. MtG had a touch of sci-fi horror elements in it that I can play off of.


Honestly why not leave race a (re)flavor thing, or just pick 2 pathfinder races that can function as said race. Like you could if someone was going to be a Samana Loka you could just let them pick any pathfinder player race and have their character look and like and be a Samana Loka for all story purposes.  It might seem odd but it's a way to retain balance and make sure everyone gets what they want.

Since it's possible I am considering playing a Samana Loka, but hypothetically lets say when you make the race they statistically are just like the oreads (Again hypothetical). Its obvious that is a race I wouldn't touch. My other option is the Borsa and they may or may not end up what i'd like in a race. Now I only have two choices and either way I'll be unhappy. - My real point is just consider that because race mechanics do actually make a difference in play style in Pathfinder the limited racial options make it less likely everyone will find what they want. The less options the more race is just about picking which ever one doesn't statistically screw over the class said player is choosing. Just something to keep in mind.
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Chulanowa

Quote from: PaleEnchantress on August 15, 2015, 05:24:48 PM
Honestly why not leave race a (re)flavor thing, or just pick 2 pathfinder races that can function as said race. Like you could if someone was going to be a Samana Loka you could just let them pick any pathfinder player race and have their character look and like and be a Samana Loka for all story purposes.  It might seem odd but it's a way to retain balance and make sure everyone gets what they want.

Becuase then everypne plays Aasimar... just like htye always do in ever Pathfinder game :D

PaleEnchantress

Quote from: Chulanowa on August 15, 2015, 08:59:17 PM
Becuase then everypne plays Aasimar... just like htye always do in ever Pathfinder game :D

AH sounds like a great idea
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LisztesFerenc

  I will try and make options for races open, as I do appreciate PaleEnchantress's concerns, especially for the Sultai and Ojutai, as they are the more exclusive than the other three factions. However I do want something a bit more meaningful than races just being cosmetic, for one, aven fly. That's going to need to addressed mechanically. Right now what I am leaning towards is tweaking races so that they only get a bonus to 1 stat, but then giving a culture bonus depending on where they grew up. Here's the Abzan races and culture bonus:

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Human

Standard Racial Traits
Ability Score Racial Traits: Rather than choose a bonus to one of two culture stats, humans receive the bonus to both.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.

Feat and Skill Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Orcs

Standard Racial Traits
Ability Score Racial Traits: Orcs are brutal and savage. They gain +2 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom, and –2 Charisma.
Type: Orcs are humanoids with the orc subtype.
Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Orcs have a base speed of 30 feet.

Offense Racial Traits
Ferocious and Feral: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0, gaining a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.

Senses Racial Traits
Darkvision: Orcs can see perfectly in the dark up to 60 feet.

Weakness Racial Traits
Near Sighted: Orcs take a -2 penalty to ranged attacks, and double all distance penalties to sight based perception checks, as their vision degrades over distance quickly

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Half-Orc

Standard Racial Traits
Ability Score Racial Traits: Rather than choose a bonus to one of two culture stats, half-orcs receive the bonus to both.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.

Defensive Racial Traits
Sacred Omen: To some, half-orcs are an omen of times to come, a living unity destined for greatness. They gain a +1 luck bonus on all saves.

Offense Racial Traits
Ferocity: Half-orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. They are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.

Senses Racial Traits
Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

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Half-Elf

Standard Racial Traits
Ability Score Racial Traits: Rather than choose a bonus to one of two culture stats, half-elves receive the bonus to both.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.

Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Dual Mind: A sacred unity between man and a Child of the Great Teacher, half-elves must automatically "take" a 19 on the first will save they choose to roll each day.

Feat and Skill Racial Traits
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Child of the Water: Elves receive a +4 racial bonus to Swim checks, and treat their constitution modifier as being 4 points higher for determining how long they can hold their breath.

Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Other Racial Traits
Elf Blood: Half-elves count as both elves and humans for any effect related to race.

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Ainok

Standard Racial Traits
Ability Score Racial Traits: Ainok are sharp and competitive, but find it difficult to express themselves to non-Ainok. Ainok get +2 to Intelligence and -2 Charisma.
Type: Ainok are humanoid with the canine subtype.
Size: Ainok are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Ainok have a base speed of 30ft.

Defense Racial Traits
Natural Armor: Ainok hides are remarkably tough, granting them a +2 natural armor bonus.
Iron Stomach: Ainok get a +4 bonus on fortitude saves required against ingested substances, and gain sustenance from a variety of scavenged scraps that would only sicken other races.

Offensive Racial Traits:
Bite: Ainok gain a bite attack that deals 1d4 points of damage.

Feat and Skill Traits
Born to a Pack: Ainok gain a +2 all charima based checks made for or against other Ainok.

Senses Racial Traits
Darkvision: Ainok have darkvision and so can see perfectly in the dark up to 60 feet.
Scent: Ainok have the scent ability and a +4 racial bonus to survival checks used in conjunction with the ability.

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Aven

Standard Racial Traits
Ability Score Racial Traits: Avens need to be lightly weighted to be able to fly, with hollow bones and thin frames, and thus take -2 to Constitution.
Size: Aven are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Aven are humanoids with the aven subtype.
Base Speed: Avens have a base speed of 30 feet, and a flight speed of 40 feet with average maneuverability (but see restrictions).

Flight Racial Traits
Glide: Avens can use their wings to direct their descent. Unless their wings are impeded or restricted, aven never take damage from falling, and they can move 20ft for every 5ft of descent.
Flight: Avens can fly with a speed of 40ft and average maneuverability; however they can only fly continually for a number of rounds equal to their constitution modifier (minimum 1), then they must rest their wings for 2 round. They can double the duration of the flight, but then they become fatigued. Note that since they can still glide whilst resting their wings, aven can stay airborne for hours, and some natural phenomenal (heat spirals) can even allow them to ascend whilst gliding. An aven can “run” whilst airborn, provided they move in a straight line, but this is treated as 2 rounds of being airborne. Aven cannot fly when encumbered or exhausted. Whilst airborn, aven cannot use short or longbows, and other attacks with ranged weapons take a -6 penalty. Aven casters can use their magic on wing, but must always choose to cast defensively.
  When an airborne aven charges a target on the ground whilst wielding a piercing weapon, rather than the usual modifiers of a charge, they instead get a +4 bonus to attack and damage rolls, and a -4 penalty to AC.

Feat and Skill Racial Traits
Wing and Claw: Aven can use their wings to assist in jumping, gaining a +10 racial bonus to acrobatic attempts to make long or high jumps. Furthermore Avens get a +2 bonus to athletic checks to climb, as they can make a strong and tight grip with their feet.
Unerring Direction: Aven always know which way is north, even when inside or underground.

Senses Racial Traits
Low-Light Vision: An aven can see twice as far as a human in dim light.

  Breeds:
There are three primary breeds of aven in Tarkir, but none of them show any significant differences other than aesthetics. All of them have the same wing structure, triple jointed limbs with a four fingered hand sprouting from just below the second joint. When not airborne, the fifth, elongated finger can be folded back, to avoid it getting in the way. Most of the breeds favour one of three clan’s territories and appear as follows:
Voron – Short in stature with dark black feathers, voron have large eyes and a short, straight beak. They can be found on the Frontier and shed and replace feathers at twice the rate of other breeds.
Laoy – With feathers specked white to dark brown, laoy are the tallest of the three breeds, but an inch or two, although they can sometimes have reddish, flowing crests on their heads. Laoy reside in the mountains of the Ojutai, forever living in the shadows of the flying dragons.
Akub – Long necks, greasy black feathers, and hooked beaks, akib can be found in the Abzan cities. Very rarely, this breed can have lighter feathers, but the neck and beak remain.

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Spirit – Normally observable only as a vague impression, spirits can sometimes forcefully manifest themselves on the material plane, though their ghostly essence clings to their form.

Standard Racial Traits
Ability Score Racial Traits: The life essence of a spirit is weak, but they are wise….beyond their years? They receive -4 strength, -2 Dexterity, -4 Charisma and +2 Wisdom.
Note: Being undead, Spirits have no constitution score. Being quasi-incorporeal, spirits sometimes have no effective strength score
Type: Spirits are undead.
Size: Spirits are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Spirits have a base speed of 20 feet, and ignore all difficult terrain as they glide a foot above the ground.

Skill and feats Racial Traits
Knowledge Collective: All knowledge skills are class skills for spirits, and they receive a +1 racial bonus to all such checks.

Defense Racial Traits
Lingering Ethereal: When not incorporeal, spirits take half damage from all attacks that do not have the force descriptor or are delivered with silver weapons.
Incorporeal Movement: When moving, spirits become incorporeal automatically. Whilst still, they may activate this ability for 1 round as a standard action.

Weakness Racial Traits
Vulnerability to Ghost-touch: A Spirit takes double damage from ghost touch weapons.
Home-bound: A spirit is bound to the land of the Abzan, unable to stray too far from the kin-trees.

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Abzan Houses
Might and Endurance: Abzan value physical power, and as such may choose to gain +2 Strength or Constitution.

       Inheritors of the Waste: Used to a life in the desert, Abzan may choose one of the following benefits:
Unbroken Under the Sun - Gain a +4 bonus to constitute checks and fortitude saves to resist desert phenomena and non-magical fatigue effects.
Sand Step - Ignore difficult terrain derived from sand and rock.
Tamer of Beasts – You gain a +4 bonus to Handle Animal and Ride checks for any creature native to the Ash Desert. You may use these skills untrained, and can teach such creatures 2 tricks in a week instead of 1.

       A Community of One: Abzan are use to co-operation with all member of their community, and as such gain one of the following benefits:
Side-by-Side – When an Abzan fights adjacent to an ally, they gain a +1 circumstance bonus to the attack roll if they attack the same enemy. If they both attack defensively, they also gain a +1 circumstance bonus to AC as well. These bonuses become +2 if both allies have this trait.
Imitate – As a swift action, an Abzan may attempt to imitate an ability their allies posses. Whenever they see an ally perform an action in which they benefitted from a feat they posses. By succeeding on a sense motive check with a DC equal to the 10+the target’s BAB, you may gain the benefit of that feat for 1 round. You must still meet all other preqs for it.
Guidance of the Ancestors – An Abzan may attempt to contact their collective ancestors, tapping into their knowledge. Making this connection requires a one hour ritual. Success is automatic, and upon its conclusion the Abzan may make a single knowledge check untrained. If they can touch a tree in an Abzan city, the ritual instead takes 1 minute, and they gain a +2 bonus on the check. Who knows what would happen if the first tree could be touched for this ritual.

The Dromoka
The Heralds of the Eternal are much the same as their Azan cousins, as bitter enemies as they may be. However, there are two notable differences:

1.   Fit for a Purpiose – Highly regimented and trained, motivated for results by the undeniable charisma of Dromoka the Eternal, her subjects get a bonus feat, in addition to any others they may have.

2.   For a Community of One, the Dromoka may not take “Guidance of the Ancestors”, instead their options are: Side-by-Side, Imitate and Blessing of the Scale Lords.
Blessing of the Scalelords – You have been touched by a Sunscortch Regent, the pride of Dromoka’s clutch. You gain a +2 inherent bonus to your lower attribute stat. If this is tied, you may choose which one receives it.

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  Does that sound good?

PaleEnchantress

That does look rather nice! Solves things beautifully
I intend to talk more with you in messages so we can decide how to best replicate what I want anyway.
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LisztesFerenc

  Okay, here the is the Samāna lōka along with the Sultai culture traits:

Samāna lōka

Standard Racial Traits

Ability Score Racial Traits: Samāna lōka are agile, but often lack common sense. They gain +2 Dexterity, –2 Wisdom.
Type: Samāna lōka are humanoids with the feline subtype.
Size: Samāna lōka are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Samāna lōka have a base speed of 30 feet.

Offence Racial Traits
Bite: Against a grappled, restrained or helpless target, Samāna lōka  may employ a bite attack, dealing 1d8 points of piercing damage, with triple damage on a critical hit.

Feat and Skill Racial Traits
Falling Grace: Catfolk receive a +2 racial bonus on Acrobatic checks and never fall prone when taking lethal damage from a fall.
Low Stamina: Not build for drawn out exertions, samāna lōka take a -4 racial penalty to constitution checks to avoid non-lethal damage for extended activities.
Clever Cat: Samāna lōka are crafty in all manner of social situations. Most see social obstacles as games to be played and won. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.

Senses Racial Traits
Low-Light Vision: Samāna lōka have low-light vision allowing them to see twice as far as humans in dim light.
Scent: Samāna lōka have the scent special ability.

Breed Trait:
There are three primary breeds of samāna lōka, all of them slightly different. Choose one from the bellow:

   The Banab have dark grey fur mottled with spots of dark brown and black, good camouflage for dwelling in the Segu Forest. They also have white whispers and bushy tails. The Banab excel at hunting prey from trees and other high vantage points. Such samāna lōka possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).

    The Satvak have striped fur of orange and black, and stand several inches above the other samāna lōka and borader in the shoulders and hips, with large noses and fangs. They settled in the occupied lands of Kheru, and developed the ability to see in the dark. The Satvak have darkvision with a 60ft range.

    The Kromhu have coats of deep yellow to aubergine with faint black streaks, far less visible than the Satvak. Their fur is also shorter, thick paws and wide. They live in the Gurmag swamps, and as such these samāna lōka possess a swim speed of 15 feet (along with the +8 racial bonus on swim checks a swim speed affords).

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Borsa

Standard Racial Traits
Ability Score Racial Traits: Borsa are strong, but tend to find logic troublesome. They gain +2 Strength and –2 Intelligence.
Size: Borsa are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Borsa are humanoids with the reptilian subtype.
Base Speed: Having a tail instead of two legs, borsa have a base speed of 20 feet, but ignore the penalty for moving over non-magical difficult terrain.
Shedding Growth: When they reach middle age, borsa increase in one size upon their next shed. The stat changes for growing in size are in addition to those for reaching middle age.

Defense Racial Traits
Armored Scales: Borsa have a +1 natural armor bonus from their scaly flesh.
Shed: On one day a month, a borsa sheds their skin, awakening with soft scales. They find this process reinvigorating, and double the amount of hitpoints and ability damage regained from the night’s sleep, but lose their racial bonus to natural armour for the day.
Resistant (Ex) Borsa receive a +2 racial saving throw bonus against mind-affecting effects and poison and their CMD is treated as being 4 higher against attempts to trip them.

Offence Racial Traits
Twisting Coils: Borsa get a +2 bonus on attempts to start a grapple or a pinning check, and their CMD is 2 higher for opponents trying to escape. Furthermore they may constrict, dealing 1d6 + strength modifier damage (1d8 + str mod) for large borsa.

Feat and Skill Racial Traits
Serpent's Sense (Ex) Borsa receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Senses Racial Traits
Low-Light Vision: Borsa have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Tongue Scent: Borsa have a scent like ability, except that it works at a 15ft range, regardless of potency and conditions.

Breed Traits
There are two primary breeds of borsa, all of them slightly different. Choose one from the bellow:
Vealop – Preferring the swamps and other watery regains of the Sultai land, such borsa have blue scales, ranging from teal to near black, and some have small fins sprouting on their elbows or head. Developing at slow and patient hunters, they possess a swim speed of 10 feet (along with the +8 racial bonus on swim checks a swim speed affords).
Psa Dae – Originally living in the trees of the Segu Forests, Psa Dae are thicker in body with sharper facial features and smaller nostrils than their vealop kin, their scales green to brown. Such borsa possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).
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Sultai
Wit and Charm: The Sultai value the ability to navigate the treacherous waters of the power hungry masses of their palaces, and may choose to gain a +2 bonus to Intelligence or Charisma.

   Predatory Nature – As much as they have built up their empire, the borsa and the samāna lōka are still predators at heart, though their methods have become refined. This also rubs off onto the slaves and mercenaries they employ. A Sultai may choose one of the following benefits:
Gaze of the Predator – In combat, as initiative is rolled, a Sultai can select a single opponent, and focus their predatory instinct upon them. The target must make a will save (DC = to 10 + ½ your level + your cha mod), or be shaken for 1 round and have an initiative total reduced by 5. Additionally the first time you attack the target, they take an extra 1d6 points of damage. This is a mind effecting ability. At the GM’s discretion, this ability can be used in social situations to unnerve another.
Poison Master – The Sultai loves venom, and will never accidently poison themselves from handling a coated blade, and gains a +4 bonus to craft (alchemy) checks to brew poisons. They may also use the appraisal skill to identify poisons.
Ripple Lurker – Used to hunting in the lakes, rivers and swamps of their land, the Sultai is adept at ambushing prey from the water. They gain a +4 bonus to swim checks and a +4 bonus to stealth whilst in the water, and in the surprise round never treat water as difficult terrain.


       Child of the Palace:Life within the walls of the pleasure palaces shapes all Sultai in some way. Such a character may choose one of the following benefits:
Game of Lies – Sultai must lie, often on a daily basis, and so must in turn be prepared for this. Often however, they are far better at lying. A Sultai who suspects they are being lied may engage the individual in a minute long conversation, dancing around the topic. At its conclusion, they each make an opposed bluff check. If the Sultai wins, the target inadvertently reveals some details of why they lied.
Magic Familiarity – Growing up in a magocracy, Spellcraft and Knowledge (arcane) are class skills for the Sultai. If either of those skills were already class skills, they instead get a +2 bonus to them. Additionally you can automatically detect magical auras of strong or overwhelming level as you feel a tingle down the back of your neck.
Flesh Expert – The living lie, the dead, less so. This Sultai has taken to seeking truth from corpses, pioneering the science of autopsying. Heal is a class skill for you, if it was already a class skill, you get a +2 circumstance bonus to such checks. Furthermore, you can learn a lot from cutting apart a corpse, such as their age, why they died, how strong they were, and other things at the GMs discretion. You may also cut apart a defeated undead specimen, discovering similar information, as well as possibly how powerful the mage who raised it was.

  Optional – Any character raised within Sultai society, may opt to also take “Decadence” and “Wealth Beyond Measure”.
Decadence – Used to a life of luxury, the Sultai are often ill equipped to rough life, missing something you grew use to in the palaces. The penalties for not having what you crave are roleplay based, not mechanical, with the exception of "Substance".
Shinnies – The Sultai feels naked without their wealth upon their bodies. They must have jewellery or clothing on their selves worth 75sp x their character level at all times, or start feeling nervous immediately. Additionally, proximity to particularly beautiful object will likely prove distracting.
Luxury – You crave the life of the palaces: rich foods, good drink, the comfort of fine clothes and silken sheets, slaves to cater to your whims, bath and perfumes, all of it. When living outside of a Sultai pleasure palace and not able to compensate with the luxuries you are use to, you start to have “withdrawal” after a fortnight.
Substance – Rather than the good life in general, you are addicted to one specific substance, typically a drug. If you are unable to feed this addiction, withdrawal will typically begin after a week.

Wealth Beyond Measure – Coin flows freely through the Sultai lands, and all of them have their claim to some of it. You start the game owning some minor venture, or a stake in a larger one. This is worth anywhere from 50 to 250 silver pieces a month and could also give you contacts based on your supplies and customers, depending on the specifics.

The Crawlers
The agents of Lord Silumgar are hunters just like the Sultai, but are neither children of the palaces, nor do they have the opportunity to be so decedent or wealthy. As such they may not take the optional trait, and instead “Child of the Palace” choose a benefit from “Silumgar’s Reward”:
Damnable Pact – You have touched Lord Silumgar’s mind, and emerged, scarred, but improved. Reduce your Constitution and Wisdom scores by 2 each, but gain the ability to cast spells as a bard of your character level. The spells must be chosen from the Necromancery, Illusion and Enchantment schools and must be on the Sorceror/Wizard list.
Fear No Other – Lord Silumgar is fear incarnate, next to him, nothing else can stricken your resolve. Your dreams are haunted by visions of what will happen if you fail him, and in the morning you must make a will save (DC: 17) or awaken awaken exhausted. You are immune to all other fear effects.
Black Hand – Lord Silumgar has gifted you with a small sliver of his necromantic might. You may use Deathknell as a spell like ability at will. You may choose to use it as a swift action, but then you may not use the ability for the rest of the day.

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  Will that work, or should I also post the borsa? Both Samāna lōka and Borsa now posted.

  To everyone else, what culture traits and or races should I be working on next? I know Chulanowa is interesting in Temur. Anything else?

LisztesFerenc

  Okay, here the Temur races and culture bonus.

Dwarf

Standard Racial Traits
Ability Score Racial Traits: Dwarves are tough, but also a bit gruff. They gain +2 Constitution, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Defense Racial Traits
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Cold Tolerance: Dwarves receive a +2 racial bonus on saving throws against cold damage and effects and can comfortably survive in conditions of severe cold to hot without needing to make fortitude save against environmental effects.

Feat and Skill Racial Traits
Healers of the Clan: Dwarves have an innate understanding of mending flesh, receiving a +2 racial bonus on heal checks. When using the skill on themselves and other dwarves, they may also attempt to stabilize them as a swift action.

Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

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Ogre

Standard Racial Traits
Ability Score Racial Traits: Ogres are large and powerful, but are little clumsy and gullible. They gain +8 Strength, +4 Constitution and -2 Dexterity, –2 Intelligence and Wisdom.
Type: Ogres are humanoid with the giant subtype.
Size: Ogres are Large creatures and thus gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size penalty on Stealth checks.
Base Speed: (Slow) An ogre’s stooped shoulder make it slow for its size, its base speed is 30ft.

Defense Racial Traits
Natural Armor: Ogres have thick, greasy skin, granting them a +2 natural armor bonus.

Offense Racial Traits
Reach: Owing to their large size, ogres have a reach of 10ft.
Rage: Whenever an ogre takes damage, they must make a will save or enter a state of rage. This gives them no benefit, as they are not hitting any stronger, but it does cloud their mind, restricting their choice of actions as per the barbarian’s rage ability. This condition lasts until the end of combat + 1 round. At the GM’s discretion, ogres may need to roll a save to avoid raging when provoke without taking HP damage (such as being targeted by a spell, having mud threw upon them, or having some of their property destroyed).
Thick Fingers: Ogres are not only a little clumsy and slow, they also struggle with fine manipulation. They take a -4 penalty to Disable Device and Sleight of Hand attempts, and proficiency with martial and exotic weapons merely half the penalty to -2, as they cannot seem to grip them right.

Senses Racial Traits
Darkvision: Ogres have darkvision and so can see perfectly in the dark up to 60 feet, but double all distance penalties to sight based perception checks, as their vision degrades over distance quickly.
Fear What is Tamed: Ogres take a -4 penalty on saving throws vs. spells, and those of the Temur cannot choose the “Deny the Tamed Magic” benefit. Anyone using spells (rather than spell like or supernatural abilities) receives a +5 circumstance bonus on intimidation checks, and the ogre is treated as medium size for the purpose of modifiers to the check.

Breed traits:
There are two main breeds of Ogre, fairly different, at least in appearance. Choose one from the bellow:
Obez – With manes of white, brown or black hair, and tuffs of it running down the back of their arms, Obez inhabit both Temur and Kologhan territories. They have deep coloured flesh, flat noses, long arms and a set of fearsome teeth, including two tusk’s where a human’s incisors would be. They have a bite attack, dealing 1d8 points of damage, and a climb speed of 20ft.
Slon – Unique to the tundra of the Temur Frontier, Slon ogres are almost hairless, with rough, grey skin. Their heads and ears are larger than the Obez, as is their nose, which can extend to as long as 2 feet in length. Their arms are shorter, their feet thicker, and their tusks are each 9 inches long. As such, Slon have a gore attack for 1d12 damage, but tend to find that they cannot use them in the close confines of a brawl. Furthermore, Slon get a -4 racial penalty to Constitution as they are actually surprisingly fragile, but +2 racial bonus to Wisdom from long term exposure to the magical landscape of the Frontier, and only need to save against rage until they are at 50% or below.

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Aven

Standard Racial Traits
Ability Score Racial Traits: Avens need to be lightly weighted to be able to fly, with hollow bones and thin frames, and thus take -2 to Constitution.
Size: Aven are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Aven are humanoids with the aven subtype.
Base Speed: Avens have a base speed of 30 feet, and a flight speed of 40 feet with average maneuverability (but see restrictions).

Flight Racial Traits
Glide: Avens can use their wings to direct their descent. Unless their wings are impeded or restricted, aven never take damage from falling, and they can move 20ft for every 5ft of descent.
Flight: Avens can fly with a speed of 40ft and average maneuverability; however they can only fly continually for a number of rounds equal to their constitution modifier (minimum 1), then they must rest their wings for 2 round. They can double the duration of the flight, but then they become fatigued. Note that since they can still glide whilst resting their wings, aven can stay airborne for hours, and some natural phenomenal (heat spirals) can even allow them to ascend whilst gliding. An aven can “run” whilst airborn, provided they move in a straight line, but this is treated as 2 rounds of being airborne. Aven cannot fly when encumbered or exhausted. Whilst airborn, aven cannot use short or longbows, and other attacks with ranged weapons take a -6 penalty. Aven casters can use their magic on wing, but must always choose to cast defensively.
  When an airborne aven charges a target on the ground whilst wielding a piercing weapon, rather than the usual modifiers of a charge, they instead get a +4 bonus to attack and damage rolls, and a -4 penalty to AC.

Feat and Skill Racial Traits
Wing and Claw: Aven can use their wings to assist in jumping, gaining a +10 racial bonus to acrobatic attempts to make long or high jumps. Furthermore Avens get a +2 bonus to athletic checks to climb, as they can make a strong and tight grip with their feet.
Unerring Direction: Aven always know which way is north, even when inside or underground.

Senses Racial Traits
Low-Light Vision: An aven can see twice as far as a human in dim light.

  Breeds:
There are three primary breeds of aven in Tarkir, but none of them show any significant differences other than aesthetics. All of them have the same wing structure, triple jointed limbs with a four fingered hand sprouting from just below the second joint. When not airborne, the fifth, elongated finger can be folded back, to avoid it getting in the way. Most of the breeds favour one of three clan’s territories and appear as follows:
Voron – Short in stature with dark black feathers, voron have large eyes and a short, straight beak. They can be found on the Frontier and shed and replace feathers at twice the rate of other breeds.
Laoy – With feathers specked white to dark brown, laoy are the tallest of the three breeds, but an inch or two, although they can sometimes have reddish, flowing crests on their heads. Laoy reside in the mountains of the Ojutai, forever living in the shadows of the flying dragons.
Akub – Long necks, greasy black feathers, and hooked beaks, akib can be found in the Abzan cities. Very rarely, this breed can have lighter feathers, but the neck and beak remain.

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Goblins – Small, monkey-like creatures, goblins are pink skinned, with thick white hair, leading some to claim they are descendants from the Obez.

Standard Racial Traits
Ability Score Racial Traits: Goblins are agile, but are also rather mischievous. They gain +2 Dexterity, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Despite their small size, goblins have a base speed of 30 feet, as well as a Climb speed of 20 feet.

Feat and Skill Racial Traits
Nimble: Goblins have a +2 racial bonus on Acrobatics and Stealth checks.

Offence Racial Traits
Heel Cutter: Against adjacent opponents who are at least two size categories larger, goblins get a +1 racial bonus to hit and damage.

Senses Racial Traits
Low-Light Vision: A goblin can see twice as far as a human in dim light.
Darkvision: Goblins see perfectly in the dark up to 60 feet.

Other Racial Traits
Prehensile Tail: A goblin has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

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Temur Culture
Patience and Survival – Above all else, the Temur value endurance in the mind and body, and may choose to gain a bonus of +2 to Constitution or Wisdom.

   Flow of Magic – The Temur grow up surrounded by the ebb and flow of magic of the natural world, and learn how to tap into them, or fight their perversions. You may choose one of the following benefits:
Feed the Earth: The Temur may sprinkle the ground with their own blood, taking 2 points of constitution damage to cast Plant Growth as a spell like ability, except the area is reduce to a 20ft radius for the “overgrowth” use and a 250ft radius for “enrichment”. Both versions take 10 minutes to cast, as the area in question must be sprinkled with your blood.
Seek the Horizon: When sleeping under the night sky, the Temur may ask a single question and receive an answer as if they had cast augury, caster level equal to their character level. If the Path of Whispers (Aurora) is visible in the night sky, they may ask three questions, and their caster level is treated as 20.
Deny the Tamed Magic: Whilst the Temur respect natural magic, they take a less fond view of attempt to subdue magic. You gain a +2 bonus on saving throws vs. any spell and a +2 dodge bonus to AC against touch spells.

          Rule of Three - The Temur believe three things only are needed in life: a hot fire, a full belly, and a strong companion. Their proximity to the natural forces aids them in attaining one of these:
Fire: The Temur can create fire out of nothing; all they need is a fire pit. The flame occupies a 5ft square, will resist light rain and burns without fuel for 8 hours. After you use this ability, you must then light a fire using your own skill and gaze upon it until you fall asleep. Only then may you use this ability again.
Food: Once per week, the Temur may pray for food. If there is an animal within 10 miles, they approach and kneel before you, allowing themselves to be slain. Eating the flesh, cooked or raw, has the additional effects of a Cure Light Wounds and Lesser Restoration spell (CL = the animal's hitdie). After using this ability, you must then capture an animal of similar size, thank it for its kin’s sacrifice, then let the creature go. Only then may you use this ability again, and still no more than once per week.
Companion: The Temur with this ability can choose to enter a union with another creature, typically an animal, fey or humanoid. Both participants must be willing but only one need possess this trait. The specifics of the ritual vary across the tribes of the Temur, usually taking a couple of hours. The union lasts indefinitely, and as long as it is active, if you possess this trait you may know the direction of your companion relatively to you simply by taking a move action. Furthermore, you automatically know if your companion is within a mile of you.

Optional – Any character born into Temur society may have been touched by the fey. If they do, they receive the following stat modifiers and four traits, in addition to any other culture traits they may have.
Fey Touched: You are weaker in body, but strong in soul. You gain +2 Charisma and -2 Constitution.

  Iron bane: Any weapon forged of pure iron deals and additional 6 points of damage to you. A weapon forged of steel instead deals an additional 1d6 points of damage. In either case, the additional damage is the same type that the weapon would normally deal.

  Agent of Commotion: You are drawn to disorder, becoming agitated in places of order. When in a place where nature is being infringed upon (a city, a formal gathering), you must act to counter balance it, stealing something, or using the bluff skill at least once a day.

  Trackless step: You cannot be tracked by mundane means. You may suppress this ability, but only with continuous and considerable effort.

  Tricks of the Elements – 1/day you may cast one of the following spells as a spell like ability:
Fearie Fire
Mighty Fist of the Earth
Gentle Breeze
Wave Shield

   Once you use one of these abilities, you cannot use it again and must choose another the next day. Once you have used the last ability, all four are once again available the next day. If you do not use a single one on any given day, you lose access to them for 48 hours.

Ghostwheel

Interested in the game as well, thinking of doing a kineticist... they could be one of the spirit shamans of the Temur Frontier, but I think I'm liking the flavor of the Abzan houses more.

Chulanowa


PaleEnchantress

Quote from: Ghostwheel on August 19, 2015, 02:57:03 PM
Interested in the game as well, thinking of doing a kineticist... they could be one of the spirit shamans of the Temur Frontier, but I think I'm liking the flavor of the Abzan houses more.


Wow that would make an interesting foil to my character. My character is a telepath with a collective, hes going to be fighting with the Temur barbarians, capturing them, doing terrible sexual tortures to them and then assimilating them. I don't like straight PvP but our characters would sure be an occasional thorn in each others side.
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Ghostwheel

Quote from: PaleEnchantress on August 19, 2015, 03:21:48 PM

Wow that would make an interesting foil to my character. My character is a telepath with a collective, hes going to be fighting with the Temur barbarians, capturing them, doing terrible sexual tortures to them and then assimilating them. I don't like straight PvP but our characters would sure be an occasional thorn in each others side.

Aren't we all going to be on the same side? O.o

LisztesFerenc

Quote from: Chulanowa on August 19, 2015, 03:17:53 PM
So... How's character creation going?

  Added the Temur races (edited into reply 14), if that's what you mean, sorry about the delay. I forgot there were also goblins.

Chulanowa

Well, are we starting at level 1? is there a point spread for abilities or are we -gigglesnort- rolling the things? Traits allowed/ Y'know, character creation stuff :)

PaleEnchantress

I heard something about 2 traits being allowed. I thought we were starting at level 6, but I have no official answer.
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LisztesFerenc

Quote from: Chulanowa on August 19, 2015, 06:55:09 PM
Well, are we starting at level 1? is there a point spread for abilities or are we -gigglesnort- rolling the things? Traits allowed/ Y'know, character creation stuff :)

  I'm thinking standard fantasy point buy (15), two traits, maximum HP at first level, then roll, rerolling 1s if you have d6, 1-2 for d8, 1-3 for d10 and 1-4 if you have d12.

  I said something like starting level 1-6, I think I'll go with 3.

Chulanowa

A'ite, I'll start poking around on my Temur after work tomorrow.

PaleEnchantress

The Temur barbarians have no human equivalent, just dwarves, bird people, ogres and goblins? What type of people are in the furs in the image you posted?
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Chulanowa

if I understand correctly, those are more like the "showcase" races, those found somewhat uniquely within the faction.

I know from M:tG itself, that the Temur have humans (obviously), a splash of Orcs (and thus half-orcs) and some Aniok (which are basically gnolls or dogmen) in addition to the races noted.

LisztesFerenc

Quote from: PaleEnchantress on August 20, 2015, 01:37:59 AM
The Temur barbarians have no human equivalent, just dwarves, bird people, ogres and goblins? What type of people are in the furs in the image you posted?

  Those were probably humans, since they they were prominent in all 5 factions in the original source, I changed this to make them less of a dominant race. There still are humans in the Temur Frontier, but not as much as the original artwork would indicate.

Quote from: Chulanowa on August 20, 2015, 02:54:07 AM
if I understand correctly, those are more like the "showcase" races, those found somewhat uniquely within the faction.

I know from M:tG itself, that the Temur have humans (obviously), a splash of Orcs (and thus half-orcs) and some Aniok (which are basically gnolls or dogmen) in addition to the races noted.

  Oh yeah, I'd forgotten about the orcs and the ainoks. Well ainoks are still a part of the Frontier, but orcs probably less so. There's still some, but they are rare.

Sorrow Singer

So to clarify. If we want to roll a human do we use the standard pathfinder human template, do we use one of the cultural templates, or do we use some combination of the two?
Also for the characters themselves, what do we expect to be doing? what is the story that brings the party together and what sort of trials do we expect to face?

LisztesFerenc

  You get racial bonuses and culture bonuses. For example, Borsa are usually Sultai. They always have +2 Strength, -2 Intelligence, this is in there genes, then they gain +2 to either Intelligence or Charisma, as these are the attributes their culture values. But, whilst unheard of it would not be impossible for a Borsa to be raised in an Abzan city (maybe they were abandoned to die in the desert as a child). If that were to happen, they retain their racial traits, including +2 Strength, -2 Intelligence, but now they choose between between +2 to Strength or Constitution as their additional stat modifiers.

  Humans thus present a slight problem. I think I will still give them Skilled and their bonus feat, but instead of choosing any attribute to receive +2, they instead gain +2 to both their culture's stats, rather than needing to choose.

  As for the game, it will be a sandbox, hence why I want to try and narrow down the area the group starts in. Kologhan is out by the sounds of it, Ojutai too by the sounds of it, so that leaves Sultai, Temur and Abzan, each presenting a different kind of environment to explore and be challenged by.

LisztesFerenc

  Updated the Abzan culture bonus post with the races as well.

Ghostwheel

Bamgara
Sultai Apprentice-Slave

Race: Half-Elf
Class: Sorcerer
Background: The slave's story does not begin with himself, no. Instead it begins with an elf maiden far from the Sultai Brood in the high Cori Mountains. There she attempted day after day to follow the Ojutai teachings, but was unable to center herself. Always there seemed something to do, somewhere to go, some pressing matter that had to be attended to. Her behavior caused the masters there no end of anguish and irritation, and after a time she was exiled from the hallowed meditation halls. With little else to turn, she joined the hidden Jeskai ways, and all too often spoke within concealed basements and darkened cellars of her desire to see the world. The others counselled her that the world was a dangerous place, not fit for one such as she, and that she would perish, but after time and time of her speaking brazenly of the world outside they gave her their blessings, and she left.

She traveled then, and made her way slowly throughout the region. On her travels she joined a caravan, and was instantly smitten by a human guard, who too fell in love with her. Urged by her talk of leaving everything behind and seeing the wide world, she turned his head with stories and convinced him to leave with her once the caravan reached its destination. And so the two journeyed for years, seeing the wonders of the world in all its glory and taking in every sight and sound imaginable. The natural course of things led to her becoming heavy with child, and that child was the purest form of joy either could imagine. But it was not to last.

One day, while travelling to the East of regions that Kologhan ruled, they were beset by a pack of slave traders. The man fought valiantly, and the elven lady through spell after spell, but eventually they were overcome. Still, their spirit was not broken, and though the child was ripped from their arms, they vowed to break free. And so they did--for a few moments. But the slave traders were too perceptive, and the two were quickly captured, and executed only after having killed more of the guards. Words of love and fury at their captors were the last things on their lips, none of which the young babe, only a few years of age, would remember in the years to come.

The boy was presented as a gift to the rakshasa who presided over this specific caravan, for while the guards were not his direct servants, it tarnished his reputation a smidgen to have guards in his caravan slain in such numbers. The rakshasa accepted the gift, and plotted, for he had need of an apprentice to handle the busywork of the laboratory he meticulously kept, and the boy would do well... eventually. The rakshasa named the boy Bamgara, a fitting slave name for one so young, and in private would refer to him simply as "boy" or "Bam" when the boy did something worthy of note. Bam studied at the feet of this master, knowing no other life than that of orders and being a slave.

The boy grew up with a gift for the magical arts, and the rakshasa even saw to it that the boy had some training among the priesthood; while the rakshasa itself was a master in its arts, it had always had a fascination with the Borsa rites and rituals, and knew that the boy would make a perfect spy to learn the machinations of the priests. And while Bamgara was not fully inducted into the priesthood, he picked up more than a few tricks that he incorporated into his own magical style which he would take to the end of his days.

The boy matured, and was a loyal apprentice to the rakshasa who rewarded his efforts with petty gifts that meant nothing to him, but the world to Bamgara. Finally, he decided on a test for the unwitting boy; on the one hand, if he survived, it would mean that he was worthy of further investment. If he failed, well... that just meant that this was all the boy was worth. He tasked Bamgara to go to the temple of Sidisi, and make an offering. It would be accepted, and the boy, now a man (though always "Boy" to the rakshasa) would prove his worth, or he would be an affront to the priests, comporting himself improperly, and they would give him a swift death for impugning the unholy ground of the temple.

Bamgara dutifully went, but not all was at it had seemed to be. In the midst of the temple, unbeknownst to any who stood within, was one of the Deathclaws of Silumgar, the One Who Crawls, lay in wait, ready to deal a deadly blow to the Sultai citizens by destroying a temple thought to be beyond attack by any of Silumgar's forces. And as Bamgara came to present his offerings, showing the proper obeisance to the priests and following protocol precisley, the Deathclaw revealed itself. The priests and onlookers rushed forward, intent on dealing with the enemy, but the Deathclaw was too strong. Talons raked out, drawing the lifesblood of the priests, spells flew that rent souls from their very bodies. A laugh reverberated through the temple, as the only one left standing was the Deathclaw. Only the few slaves remained, as well as Bamgara, laying on the floor, shuddering in fear as they knew they would die this day.

But instead, the Deathclaw melded its mind to theirs. Such a sickening feeling of dread and nausea none of the slaves could have ever imagined filled their senses. Roiling, undiluted hate and vileness coursed through their thoughts, as the Deathclaw made its intent clear. They would carry word that none of Sidisi's citizens were safe, even here in the heart of their most sacred place. And just as swiftly, the Deathclaw was gone, leaving the slaves to fall into unconsciousness, burdened with nightmares that few mortal minds could withstand.

It was days later that Bamgara woke up, sweating and feverish from the ordeal. He would learn that none of the other slaves had awakened, and none would ever do so from the onslaught upon their minds. At first all he could do was gibber incoherently, but the rakshasa was patient if nothing else, seeing a chance to turn this misfortune into a gain that few of the other rakshasa could boast about. It took days, but finally Bamgara was able to function properly, giving the proper respect to the rakshasa and go about his duties. However, a miasmalay within his mind, unknown to either himself or his master, one that might influence his thoughts and actions. Still the rakshasa was supremely gleeful at the chance to show off his slave; what others could compare to one who had survived a confrontation with a Deathclaw? And so he did, presenting Bamgara almost as a trophy, gaining prestige among the other rakshasa for owning such a specimen.

As a reward for his mettle, the rakshasa gifted the young half-elf with a beast of burden to see him through the coming days, a young ankylosaurus of excellent breeding. The rakshasa thought it would be a mere trifle, and that the boy would soon become weary of keeping the companion, but the two soon became inseparable; in fact, it was the presence of the dinosaur, Mekal as Bamgara named him, that helped the man forge through the nightmares and be able to resume his duties, though he was never quite the same.

Time continued to pass, as it tends to do, and while Bamgara was not quite as he had been, his master decided that he needed an operative in the field, a talon that he might guide. And so, Bamgara was sent to distant lands with specific instructions to work the rakshasa's will on the world, carrying within himself the mental effluvium the Deathclaw had left within him.

LisztesFerenc

  Looks good Ghostwheel, though I may need to go over a couple of points regarding your character sheet. In any case Bamgara would likely be accompanied by two mercenary guards, though he may have lost them by the time the story begins, we can discuss the details.

  Is starting level 3 good for everyone? Would some people prefer something a little higher?

  Also, I think I will use a variant WBL guide, make magical item bonuses more innate. The details can be found here:
http://dnd-wiki.org/wiki/Balanced_Character_Wealth_by_Level_%283.5e_Variant_Rule%29

  This will allow money to be treated as an actual resource of the setting, and allow me to alter it. The party could gain a fortune, and yet not be over empowered in a combat encounter, it should work well. Also the default currency here is silver, not gold. This is just an aesthetic change, gold should be a rare thing, even for adventurers.

Ghostwheel

I'd personally like to be higher in level, if possible. 6 sounds good to me.

PaleEnchantress

Quote from: LisztesFerenc on August 21, 2015, 12:43:59 PM
  Also, I think I will use a variant WBL guide, make magical item bonuses more innate. The details can be found here:
http://dnd-wiki.org/wiki/Balanced_Character_Wealth_by_Level_%283.5e_Variant_Rule%29

  This will allow money to be treated as an actual resource of the setting, and allow me to alter it. The party could gain a fortune, and yet not be over empowered in a combat encounter, it should work well. Also the default currency here is silver, not gold. This is just an aesthetic change, gold should be a rare thing, even for adventurers.

Since I love to use magic item crafting, I really dislike this variant rule. I'll be okay with it though, especially if it makes your job easier. I'll fine some other fun things to blow my magic capitol on.

By default currency being silver, not gold. Does that just mean NPC's instead of saying "that costs 10 gold" will say "That costs 100" silver? Also did you check out my background yet? I wanted to make sure you were okay with it before I posted it. 
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Ghostwheel

Quote from: PaleEnchantress on August 21, 2015, 03:32:30 PM
Since I love to use magic item crafting, I really dislike this variant rule. I'll be okay with it though, especially if it makes your job easier. I'll fine some other fun things to blow my magic capitol on.

Did you check the end of the variant for the crafting rules? It lets characters be a LOT more flexible with consumables, while eliminating the ability to double your wealth via crafting (which has a large effect on character power, since usually wealth = power).

Plus as you gain levels (from level 4 and higher) you can craft custom items from leveling, letting you get some of the items you desire.

Chulanowa

Quote from: LisztesFerenc on August 21, 2015, 12:43:59 PM
  Is starting level 3 good for everyone? Would some people prefer something a little higher?

1-3 is actually perfect for me. I dislike starting at the higher levels because, maybe it's just me, but i like that "babe in the woods" feel. I'd rather be Bilbo than Gandalf, basically :D

QuoteAlso, I think I will use a variant WBL guide, make magical item bonuses more innate. The details can be found here:
http://dnd-wiki.org/wiki/Balanced_Character_Wealth_by_Level_%283.5e_Variant_Rule%29

I think I used this before, but i'm not too familiar. Again, not a problem.

QuoteThis will allow money to be treated as an actual resource of the setting, and allow me to alter it. The party could gain a fortune, and yet not be over empowered in a combat encounter, it should work well. Also the default currency here is silver, not gold. This is just an aesthetic change, gold should be a rare thing, even for adventurers.

And "Ye Aulde Magick Geare Shoppe" can go away? YAY! As for silver? pfft, my favorite fantasy setting uses steel as its primary form of currency, so no biggy there.

LisztesFerenc

Quote from: PaleEnchantress on August 21, 2015, 03:32:30 PMBy default currency being silver, not gold. Does that just mean NPC's instead of saying "that costs 10 gold" will say "That costs 100" silver?

  No it means they'll have 10 silver, and an item that is normally 2gp will now cost 2 silver. The currency is:

Iron - Copper - Silver - Gold - Gold

Sorrow Singer

I have a pretty solid character concept ready i just need a few hours to sit down and write it up. Looking like a Cavalier or Samurai. I haven't decided yet. Should have time to get it done tomorrow.

PaleEnchantress

"I am the Calabim. I am the absolute law."
-The entity now called The Queen

Race: Augmented Borsa
Class: Customized Telepath


The Queen




The Borsa are known for their decadence, cruel nature and vanity. Among them there are those who even they view as wicked, monsters that scare other monsters.  Perhaps none are seen as more sinister than Rannavalora III, the last monarch the Borsa would ever have.

Her early life was rather unremarkable, Typical for the children of the royal family. Rannavalora was most known for her beauty and was not first in line to inheret the throne, but shortly after her brother was crowned he became one of the first victims of a terrible plague. The young king had yet to be formally married and left no heir so then the throne passed to his oldest sister Rannavalora.

She secured the support of the richest merchant family through marriage, but the plague was spreading and there was little time to celebrate. The queen was anything but an idle aristocrat. She was a very powerful sorceress, an infernalist.  It is unknown if it was the devils she summoned, or her own mind that came up with the idea that the plague was a spiritual malady caused by lack of loyalty and faith. Those who had been known to speak against the royal family were the first sacrificed. Their deaths gave Ranavalora the power to create a inquisition  made nearly entirely of devils she had summoned.  The sick, the poor, the mad, those shunned or not welcome were gathered and scarificed to summon even more devils so they they may make an army to conquer other nations.

Everyone feared her, but despite that the country enjoyed a time of extreme prosperity. Slaves and the riches of conquest poured forth in massive quantities. It was during that time that her son was born.  It was obvious by his glowing white skin that he was not normal. The baby looked more like an alabaster statue than a living child.  It was obvious he wasn't the child of her official prince consort, and rather that of one of her diabolic lovers. Though none would dare say such a thing outloud. She had many dalliances but if she was capable of loving anything it was her son who she named Na'Amah.

Over a decade would pass where the Queen would sacrifice so many conquered people many of the lands were barren of human life. It's theorized that she may even have been partly responsible for humanities racial decline. By time the prince was in his teens his mother was more like a dragon from hell itself than a Borsa. Her crazy demands got ever the stranger as earthly concerns ceased to be an issue to her. Her husband soon found himself sacrificed to the devils as part of a pact to bless her son with great power over others minds. Her black magic divinations revealed that her son would never betray her, and that he would become a most unique monarch in his own right. The exact words of the prophecy are much debated by scholars, but they all agree that at the very least that was how Ranavalora interpreted it.

As the slave population dwindled Ranavalora once again turned to sacrificing her own people. She had long grown tired of them anyway, desireing instead to make Takir, or at least her kingdom within it part of hell itself. The lands were thrown into terror as she gathered everyone she could to sacrifice them all and forge a massive permanant link with the hells. Fortunately for the Takiri people the Elder Dragons had finally decided to interviene.

There is debate on which dragons specifically attacked The Borsan Queen and her devilish armies, but Sliumgar was certainly who led the attack. The devils and their mad queen were not easy to overcome, even for beings of such power. Attrition was the eventual downfall of Ranavalora's armies. Unable to continue her sacrifices she had no reinforcements. When Sliumgar finally made to to her palace she had killed everyone within except for herself and her son. The Queen's power fading, The Drifting Death killed her and her only heir.

The Borsans no longer had to fear their mad sorcerer queen, but they were not free. Sliumgar itself would be their tyrant king. Ranavalora left such a dark shadow that even after Sliumgar's defeat the Sultari lands would never again have a monarch.  In recent times a small sect of diabolists had been rooted out and killed. The Sultari do not forbid dealing with fiends, but this sect had been rather fanatical. They lacked true power so many felt no need to track them to their lair and put an end to the trouble they were causing. Only one Raksha Deathdealer felt the need for it so he commanded several of his best fighters to destroy the cult.  They killed all the infernalists while they were distracted in ritual.

It was most wise of the Deathdealer to have acted. The cult had was getting rather close to their hidden goal: the resurrection of Ranavalora. With the crazy infenralists dead that plan was thwarted. A single prisoner had been rescued, a young Borsa an exceptional beauty who was pure white all over.  They figured the young man was crazy as he kept talking about a dragon attacking and other things that made little sense.

The Deathdealer though, knew from the story exactly who the young man was. The cult had not been able to ressurect Queen Ranavalors, but they did resurrect her son; Prince Na'Amah. The Rakshasa found a delightful irony in the fact that the handsome youth before him was, in a sense, the rightful king.  The situation excited the Rakshasa enough that he accelerated  a plan he had been working on. The Deathdealer explained  a little about what had happened. There was no one left to support him, and even if there were there was no throne for him to inherit. Na'Amah was given two options. With his striking looks he would be a true jewel in the harem of any Sultari lord. He could do that or he could swear alliance to the Rakshasa and get a chance to embrace his destiny to rule by way or charter into Temur lands.

The Rakshasa even offered Na'Amah a chance to be  imbued with even greater control over others minds. That with such power none could dispute that Na'Amah was a true monarch. He didn't mention that there was a chance the process would fail and kill him, as it had every person the Raksha tried it on. Compatible psychics were rare enough.  Even success would leave Na'Amah forever changed into something very different and alien indeed.

Na'Amah is a name better left to the annals of history. What had left the Rakshasa's pleasure palace was a Borsa only in a superficial sense.  It was a eldtirch force that hungered to expand and consume. Soon the Temur barbarians would find an enemy called The Calabim who wore the bodies of their lost brothers in arms. To the Calabim free will was an evil that had to be ended, all for the glory of their Queen.
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PaleEnchantress

Quote from: LisztesFerenc on August 21, 2015, 05:20:11 PM
  No it means they'll have 10 silver, and an item that is normally 2gp will now cost 2 silver. The currency is:

Iron - Copper - Silver - Gold - Gold

Ah, understood.  Wasn't sure what way you meant it exactly.

Quote from: LisztesFerenc on August 21, 2015, 12:43:59 PM
  Also, I think I will use a variant WBL guide, make magical item bonuses more innate. The details can be found here:
http://dnd-wiki.org/wiki/Balanced_Character_Wealth_by_Level_%283.5e_Variant_Rule%29

  This will allow money to be treated as an actual resource of the setting, and allow me to alter it. The party could gain a fortune, and yet not be over empowered in a combat encounter, it should work well. Also the default currency here is silver, not gold. This is just an aesthetic change, gold should be a rare thing, even for adventurers.

The more I read this the more I ended up liking it. Some of the things that, at first, I really disliked about it I saw were not as big an issue as I thought.

The five item limit seemed odd but when I realized most "Tool" type items don't count toward that limit. With the basic bonuses covered inherently 5 worn magic items can go a long way. My least favorite thing was the crafting limitations, but then I realized with a fairly high magic setting any item one would really want to buy will be able to be bought even if it has to be sent out for.  Another big thing that really made me love it was the five items aren't forever locked in. - A large treasure trove of stocked magic items is still awesome and beneficial since you can customize what you wear based on what you need AND the DM doesn't have to be overly concerned with how big your collection is since you may have more to chose from but you don't have more available at once.  Reminds me a bit of the wizards spellbook. The flexibility of choosing your spell per day from a big list is fun and its always nice then you get new spells to scribe, but even learning 10 new spells isn't a massive power spike since he still has his slot limits.  Finally with scrolls/potions/wands being as they are we can finally craft them at our own level. Thats a lot more choices available for them now. 

Also like the half bonus for familiar/animal companion rule.
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LisztesFerenc

  How are the characters come along, Chulanowa and Sorrow Singer?

Rajah

"They say even the proudest spirits can be broken...with love."

-The Beldame (CORALINE by Neil Gaiman)

Sorrow Singer

I'm still drafting mine, it's taking longer than id like. Things keep coming up but hopefully ill post her up by tonight

LisztesFerenc

Quote from: Rajah on August 23, 2015, 03:45:29 PMWhat would your Ojutai look like?

  Well the Ojutai consist of Djinn, Aven and Elves.

  Djinn look like this:


  Aven of the Ojutai tend to look like this:


  Elves are a bit harder, because there is no artwork of them, since I switch their humans for elves. But if you imagine this guy with elven features, you'll have what Ojutai elves look like:

PaleEnchantress

So glad Im enslaving humans, there are some real ugly races in this setting =P
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Chulanowa

Got commandeered for a family reunion and breakfast Saturday and this morning, so... Wuff! i know the direction i wanna go, just gotta fish up an inspirational image

CarnivalOfTheGoat

Tapping in to announce a likely Timur Ainok Flowing Water/Sacred Mountain monk (because Tibetan Mastiff anti-dragon monk seems like it's a thing!). One of Narset's many hurriedly-trained pupils but not one of her "special students."

Big damn rock-breaking paws!

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

LisztesFerenc

Langues of Tarkir
Sorry I didn't post this earlier, I'm a being a bit scatter brained. Hopefully next the Ojutai culture bonuses will be up. I thought I wouldn't need them, but looks like we may after all.

The Trade Tongue - Spoken in all regions, this is the language of the merchants. It can be used to communicate basic ideas, but will prove insufficient for a speaker trying to convey a more complex idea that has little to do with trade. There is no other universal language, no common.

Kologhan
Zail is the universal language of the Kologhan, with large dialectical differences between the various races and tribes.

Temur - Regionally divided:
Sever - Most of the Temur dwell on the vast reaches of the tundra between the Qal Sisma Mountains and the Forbodden Tomb, said to be the resting place of a powerful dragon, though this doesn't appear to be Atarka. This language is the most common among the clan.
Vostok - The tribes that speak Vostok live on the furthest reaches of the tundra, north even by the standards of the Temur Frontier.
Zaap – Spoken primarily by those that dwell in the alpine forests on the slopes of the Qual Sisma Mountains. Surrak Dragon claw speaks this language.

Ojutai - Racially divided.
Diguo - Spoken by the elves and Aven of the clan.
Feng Mí - Spoken by the djinn.
Huǒ Mí - The secretive language of the Jeskai Way, a deliberate bastardization of Feng Mí, with the help of Efreet.

Abzan
Yedin - Spoken by all the Abzan, with little dialectal differences. Some orcs will speak a bastardization of Zail, but this is very rare, and they will always use Yedin in the company of others.

Sultai - Racially divided, plus one region.
Boran - Spoken by the borsa and most of the samāna lōka.
Ecca - Spoken by the mage caste of the samāna lōka, and a select few of the borsa shaman-kings.
Pintou - Spoken in Kheru, the vassal state of the Sultai, taken from the Temur when Atarka still lived.

  Additionally, each of the 5 (well 4, since Atarka's clutch was effectively annihilated) have their own take on Draconic, separate enough to be considered its own language in turn.

CarnivalOfTheGoat

So when you say there is "No common." Do you mean "No other common." or do you mean that, quite literally, rather than characters having their regional + the trade tongue, they only have their regional, and the trade tongue must be acquired.

Apologies if that didn't make sense. It's been a long day.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

LisztesFerenc

Quote from: CarnivalOfTheGoat on August 24, 2015, 09:44:30 PM
So when you say there is "No common." Do you mean "No other common." or do you mean that, quite literally, rather than characters having their regional + the trade tongue, they only have their regional, and the trade tongue must be acquired.

  Everyone gets two languages by default (and more for a high intelligence as per usual). That can either be one of their starting faction's language + trade, or two of their faction's languages. Kologhan, Ojutai Crawlers or Herald of the Eternal can choose to speak their Elder Dragon's language, but would probably need a backstory reason for that, as it is not taught freely.

LisztesFerenc

  Okay, here's the races and culture bonuses for the Ojutai and Jeskai Way.

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Djinn

Standard Racial Traits
Ability Score Racial Traits: Djinn are strong, but find concentration difficult. They gain +2 Strength, and –2 Intellgience.
Type: Djinn are outsiders with the native subtype.
Size: Djinn are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Djinn have a base speed of 30 feet.

Defense Racial Traits
Energy Resistance: Djinn have fire resistance 5.
Breeze-Kissed: Breezes seem to follow most Djinn wherever they go, warding them from harm. A Djinn gains a +2 racial bonus to AC against all non-magical ranged attacks. The Djinn can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the Djinn's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Magical Racial Traits
By succeeding on a DC: 20 acrobatics check as an immediate action, a Djinn can benefit from the feather fall spell, even if they fail, they still only suffer non-lethal damage from falling.

Senses Racial Traits
Darkvision: Djinn can see perfectly in the dark up to 60 feet.

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Elves

Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, but their form is frail. They gain +2 Dexterity, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.

Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Forceful Lungs: Despite their frail constitution, elves are remarkable good at maintaining a steady breathing rate, even in less than ideal conditions. Elves are immune to altitude success, gain a +2 bonus on all fortitude saves resulting from anything inhaled, and can hold their breath for twice as long as other races.

Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
Elven Magic: Elves 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.

Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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Aven

Standard Racial Traits
Ability Score Racial Traits: Avens need to be lightly weighted to be able to fly, with hollow bones and thin frames, and thus take -2 to Constitution.
Size: Aven are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Aven are humanoids with the aven subtype.
Base Speed: Avens have a base speed of 30 feet, and a flight speed of 40 feet with average maneuverability (but see restrictions).

Flight Racial Traits
Glide: Avens can use their wings to direct their descent. Unless their wings are impeded or restricted, aven never take damage from falling, and they can move 20ft for every 5ft of descent.
Flight: Avens can fly with a speed of 40ft and average maneuverability; however they can only fly continually for a number of rounds equal to their constitution modifier (minimum 1), then they must rest their wings for 2 round. They can double the duration of the flight, but then they become fatigued. Note that since they can still glide whilst resting their wings, aven can stay airborne for hours, and some natural phenomenal (heat spirals) can even allow them to ascend whilst gliding. An aven can “run” whilst airborn, provided they move in a straight line, but this is treated as 2 rounds of being airborne. Aven cannot fly when encumbered or exhausted. Whilst airborn, aven cannot use short or longbows, and other attacks with ranged weapons take a -6 penalty. Aven casters can use their magic on wing, but must always choose to cast defensively.
  When an airborne aven charges a target on the ground whilst wielding a piercing weapon, rather than the usual modifiers of a charge, they instead get a +4 bonus to attack and damage rolls, and a -4 penalty to AC.

Feat and Skill Racial Traits
Wing and Claw: Aven can use their wings to assist in jumping, gaining a +10 racial bonus to acrobatic attempts to make long or high jumps. Furthermore Avens get a +2 bonus to athletic checks to climb, as they can make a strong and tight grip with their feet.
Unerring Direction: Aven always know which way is north, even when inside or underground.

Senses Racial Traits
Low-Light Vision: An aven can see twice as far as a human in dim light.

  Breeds:
There are three primary breeds of aven in Tarkir, but none of them show any significant differences other than aesthetics. All of them have the same wing structure, triple jointed limbs with a four fingered hand sprouting from just below the second joint. When not airborne, the fifth, elongated finger can be folded back, to avoid it getting in the way. Most of the breeds favour one of three clan’s territories and appear as follows:
Voron – Short in stature with dark black feathers, voron have large eyes and a short, straight beak. They can be found on the Frontier and shed and replace feathers at twice the rate of other breeds.
Laoy – With feathers specked white to dark brown, laoy are the tallest of the three breeds, but an inch or two, although they can sometimes have reddish, flowing crests on their heads. Laoy reside in the mountains of the Ojutai, forever living in the shadows of the flying dragons.
Akub – Long necks, greasy black feathers, and hooked beaks, akib can be found in the Abzan cities. Very rarely, this breed can have lighter feathers, but the neck and beak remain.

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Ojutai Cultural Bonuses

  The Wise and the Quick – The Ojutai value precision, wisdom and control. They can choose to gain a +2 Dexterity and +2 Constitution.

                      Secrets of Meditation – The Great Teacher dictates that mediation is the secret to overcoming the limit his students were imposed upon birth, robbed of the form of the dragon for mistakes from a past life.
Ripple Sense – The Ojutai gains tremor sense with a 100ft range, but only in water, such as a river or lake. At the GM’s discretion, exceptional torrents or other conditions can also satisfy the requirements for this ability.
Unity of the Mind – Just as the Abzan have their concept of unity, so do the Ojutai have their one. Two members may spend two hours in deep meditation to form a mental link that lasts until the next dawn. They must be some physical contact between the pair (though not too much, as that would mar the purity of the act). Assuming they are not interrupted, they may then communicate telepathically, but only if they are adjacent to each other. If only one of them has this trait, the communication can only be one-way.
Retrace – Whenever an Ojutai tries something a second time, they are always better, having perfected their attempt based on their previous efforts and mistakes. Whenever the Ojutai attempts a skill check after failing the first time, they get a +2-5 bonus on the check, depending on how similar the conditions are. This ability does not allow a skill check to be retried where they normally cannot be.

                     Ways of the Mountain – The Ojutai practice many fighting styles, most of which involve one of the three elements of the mountain in their own way: earth, wind and water.
Ice Shatter Style - Water isn’t always free and flowing, it can be hard too, and hard water breaks, its hardness becoming a liability. The Ojutai may take a swift action before hitting a creature denied their dexterity bonus to AC. If they do, their attack deals extra damage equal to that creatures armour or natural armour bonus (chosen by you when you make the attack). You may not gain this bonus damage more than 1/round.
Whirlwind Adept – Life is cyclical as dictated by the philosophy of the Great Wheel: the events of existence intertwined, in ones some would never imagine. You may voluntarily end a harmless spell currently affecting you, to immediately make a save against a second spell affecting you, even if you cannot normally save against it.
Graceblade – Whenever the Ojutai wields a one handed or light weapon they grafted themselves, they cannot disarmed, and the weapon receive DR: 50/- against all sundering attempting.

  The Jeskai Way
Whilst many elements of the Ojutai overlap with the Jeskai Way, they do have their own take on select subject matters. A Jeskai has a slightly different choice for their second stat bonus, and must choose generate at least one option from the Jeskai traits. The second may be Ojutai or Jeskai.

Agility – The Jeskai value speed in both mind and body. They can choose to gain a +2 bonus to Dexterity or Intelligence.

                     Secrets of Meditation – Mediation is meaningless, without the contrast of fiery passion and potential.
Bloodfire Trick – Forget one thing, remember another, the Jeskai’s take on the great wheel. The Jeskai chooses two feats they qualify for. As a swift action, they can lose access to a select feet, and gain one of the two feat (selected randomly) for 1 minute. Once you have used this ability, you must wait 5 minutes before using it again.
Mistfire – Under the morning sun, the Jeskai may cast a single spell just as the first light of the day hits them. If they do, that spell’s duration is doubled, without any increase in spell level. If the Jeskai is at least half immersed in water, or standing in a cloud of vapour, the spell slot isn’t expended.

                         Ways of the Mountain – The Jeskai know some things the Ojutai forgot, including the fourth element.
River Wheel Aerialist – A forgotten style before the Icefall was frozen, the practitioners of this style see water as a way to break the bounds of earth and sour into the skies.  When the Jeskai makes an acrobatic check to jump, they may make a second one at the peak of their jump without needing to land. To use this trait there must be water present in the air, either dropet from rain or splatter or a vapour cloud, such as a fog bank.
Twin Dragon Style - Whenever two ready an action to hit the same target, and do so on the same initiative step, they may use their readied action to instead make a full attack against the target.

CarnivalOfTheGoat

I am new to this balanced magic item system, so just to clarify: As level 3 characters everyone has a +1 to their (designated) Primary Ability, a +1 flat bonus to ALL their abilities, a +1 armor or shield enhancement, a +1 weapon enhancement, +1 Natural Armor (even if they haven't got natural armor by default), +1 to all resistances, and +1 to a secondary Ability score?

Also, goodness Lisztes, you're really putting a lot of effort into that and churning it out fast. Good show.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

LisztesFerenc

Quote from: CarnivalOfTheGoat on August 25, 2015, 01:56:36 PM
I am new to this balanced magic item system, so just to clarify: As level 3 characters everyone has a +1 to their (designated) Primary Ability, a +1 flat bonus to ALL their abilities, a +1 armor or shield enhancement, a +1 weapon enhancement, +1 Natural Armor (even if they haven't got natural armor by default), +1 to all resistances, and +1 to a secondary Ability score?

  Yep, that's correct. You also get a single least magical item, basically anything worth 4k or less.

Quote from: CarnivalOfTheGoat on August 25, 2015, 01:56:36 PMAlso, goodness Lisztes, you're really putting a lot of effort into that and churning it out fast. Good show.

  Thank you, I try my best.

CarnivalOfTheGoat

I just took a real, solid look at the two characters currently uploaded. One's neutral evil and the other, well...I don't see a sheet but they certainly don't sound good.

Is this an evil party? That's...Sort of something I would have expected to be mentioned/discussed, sorry.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

LisztesFerenc

Quote from: CarnivalOfTheGoat on August 25, 2015, 04:48:10 PM
I just took a real, solid look at the two characters currently uploaded. One's neutral evil and the other, well...I don't see a sheet but they certainly don't sound good.

Is this an evil party? That's...Sort of something I would have expected to be mentioned/discussed, sorry.

  PaleEnchantress's character isn't part of the group, they've got their own solo game going, as their character deviates from the rules a bit, and isn't much of a team player either. You may run into them later as third party, to spice up a scenario.

  As for Bamgara, you'd need to ask them, but I think he's neutral evil simply as a product of his upbringing. He was raised a slave, a pet, of a noble from a culture that practically views ruthless authority as a virtue. So the alignment of the party is still pretty open.

CarnivalOfTheGoat

Anyone else planning on bringing an evil character? Peh-ma is lawful neutral, but I'd have to think hard about why she'd be hanging around a bunch of sadistic psychopaths if that's the way we're heading.

Also I took a quick inventory of people who had said they were interested:

PaleEnchantress - (doing her own separate game)
Ghostwheel - Neutral Evil Sorcerer
Chulanowa - Temurian...something?
Sorrow Singer - Cavalier or Samurai?
Master of my Fate - ?
Muse - ?
Shunka Warakin - Temur Ainok - Monk of the Flowing Mountain


My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

LisztesFerenc

Quote from: CarnivalOfTheGoat on August 25, 2015, 06:40:19 PM
Also I took a quick inventory of people who had said they were interested:

PaleEnchantress - (doing her own separate game)
Ghostwheel - Neutral Evil Sorcerer
Chulanowa - Temurian...something?
Sorrow Singer - Cavalier or Samurai?
Master of my Fate - ?
Muse - ?
Shunka Warakin - Temur Ainok - Monk of the Flowing Mountain

  Pretty much. Also possible Rajah was interested in the Ojutai.

LisztesFerenc

  Even with just two players, I should probably open an OOC thread so you can discuss how you know each other and where you would be when the story opens. Any preference for the forum I post the game in? I usually go with NC, just to keep options open. Would that work?

Sorrow Singer

Cota Tsetseg
One Who Seeks Honor

Race: Human
Class: Samurai
Background:As with all aspirant heroes this ones story began many years before she was born. Decades past when the Elder Dragon Tyrant Kologhan and her brood defeated the proud Mardu horde. The Dragon did more than simply conquer the land and it's people, she corrupted them in her own image.
Upon that day in the battle of Goldengrade the last of the great khans fell in battle to Kologhans fury. With their leader slain and their mighty horde defeated Those men and women who did not submit to the dragon where slaughtered. Many joined the dragons and many others died instead, and some few fled. Kologhan The Storm's Fury enslaved the once mighty horse lords and took from them their pride, their honor and even their very name. Now a husk of their former glory the survivors are a mindless roaming war band of savages and barbarians. Killing without thought or reason under the yoke of their dragon overlords. 

Generations before her birth, Cota Tsetseg's family left the homelands of the once proud Mardu heritage out of fear of the dragons retribution. They fled north and west to the Temur Frontier, the home of the legendary dragon slayers, believing that if anywhere would be safe from Kologhan's onslaught it would be in the mountains and woods of the north.

Even after generations of exile the Mardu refugees stayed true to the old ways. Though few and scattered as they where in this strange new land the tribe had survived and even prospered. The remnants still bore the Mardu name with pride. honoring the tradition and fighting styles of their people and passing them down through the generations.

It was here, born the daughter of two of the tribes most formidable warriors that young Cota Tsetseg entered the world. A human daughter of the Mardu with fair skin, black hair and eyes. Healthy and energetic, Cota was always active and always eager to learn.  A promising warrior from a young age Cota took eagerly to the blade and the bow, the lance and the ways of the mounted warrior, quickly earning a reputation as a skilled hunter and a capable warrior.

Skilled with more than just the sword the young Cota was also an eager learner. She was astonishingly studious, especially when it came to matters of literature and history. As a child Cota loved few things better than listening to the stories of the past. Her favorites where always stories of her tribe and the Mardu of old before the dragons conquest. She loved hearing of the tales of the glorious old Khans and heroes, but none so much as the legendary Aisha Who Smiles At Death. This human woman had risen to the position of Khan through hard work and brilliant strategy, even if it had been under her rule that the tribes had met their ultimate end.

As a youth and later as a young adult, Cota strove endlessly to adhere to the principles set down by her ancient ancestors. Those bold and courageous warriors Who held strength honor and dignity above all else. She was always courteous and polite to those she encountered, graceful in victory and humble in defeat. and always respectful to her enemies and her prey, be they living or dead. By the time she was a young woman she was renowned as one of the finest riders among the tribes warriors, and a fearsome beauty as well.

It came as little surprise that by the time she was sixteen the girl dreamed of adventure, growing tired of the forest mountain rage where she had spent all her childhood years. She longed to venture forth and ride the plains, see beasts she has never seen and challenge the might and skill of warriors from distant lands. And so after her the last of her family had at last passed from natural causes that she set forth with her grandmothers armor and sword, a sturdy hunting bow and a mighty Mardu warhorse. Cota spent the next six years forging herself a name and reputation as a traveling warrior, taking work for coin or as barter for a place to stay the night and warm meal. Honing her own strength and skill as her ancestors did so long ago. Still holding onto her precious childhood dream to raise up her beloved tribe and take back their ancestral home from the clutches of the vile Kologhan, and unite the shattered tribes once more.


Sorry for the delay, I'm not sure why it was so rough getting her backstory together. I'll link a character sheet shortly that should take a great deal less time to iron out.

Chulanowa

Quote from: CarnivalOfTheGoat on August 25, 2015, 06:40:19 PM
Anyone else planning on bringing an evil character? Peh-ma is lawful neutral, but I'd have to think hard about why she'd be hanging around a bunch of sadistic psychopaths if that's the way we're heading.

Also I took a quick inventory of people who had said they were interested:

PaleEnchantress - (doing her own separate game)
Ghostwheel - Neutral Evil Sorcerer
Chulanowa - Temurian...something?
Sorrow Singer - Cavalier or Samurai?
Master of my Fate - ?
Muse - ?
Shunka Warakin - Temur Ainok - Monk of the Flowing Mountain

Aiming for a druid, shaman, warpriest, or witch. I want that "grubbing i nthe dirt" spellcaster feel. Unfortunately hard to find the proper juju in picture form while 1) preparing a move and 2) keeping in theme with the badass Siberian asskicker vibe :D

CarnivalOfTheGoat

Sorrow Singer's people have moved to Temur.
Chulanowa's character is going to be some sort of Temurian spiritualist.
And my character is kind of a Temurian warrior-monk, courtesy of Narset's heresy and the flight of her people (the Jeskai) into Temur.

Seems like (other than Bamgara) we're getting that high, snowy-mountain tribal vibe going! :D

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

LisztesFerenc

    Cota looks good Sorrow Singer. How do you want to handle culture bonuses for her, since he was raised in the Tmeur Frontier but seems to be rather attached to her Mardu heritage?

Sorrow Singer

I can just use the Temur bonuses if you don't want to write up another thing, but if you went through the trouble i would probably use the Kologhan bonuses.

PaleEnchantress

Quote from: CarnivalOfTheGoat on August 26, 2015, 12:47:13 AM
Sorrow Singer's people have moved to Temur.
Chulanowa's character is going to be some sort of Temurian spiritualist.
And my character is kind of a Temurian warrior-monk, courtesy of Narset's heresy and the flight of her people (the Jeskai) into Temur.

Seems like (other than Bamgara) we're getting that high, snowy-mountain tribal vibe going! :D

Im in Temur myself, capturing warriors and consuming their consciousness turning the into slaves of my collective. AND HI! I remember you from the eclipse phase game that almost happened.
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LisztesFerenc


LisztesFerenc

  Okay, here's the Kologhan. It may not be too useful for Cota, since the Mardu have changed a lot since with the rise of the Storm's Fury.

Kologhan

DIEDIEDIE! – The Kologhan value the ability to hurt their enemy, in melee or from afar. They may choose to gain a bonus of +2 strength or dexterity.

BLOODBLOODBLOOD! – The Kologhan are desperate to spill the blood of their foe, to avoid their replacing it. When the Kologhan first deals damage to an enemy in combat, if they have not yet taken damage you gain temporary hit points equal to 1d8 + your constitution modifier. For every 4 levels you have, the amount gained increases by an extra 1d8, but you still only add your constitution modifier once. If you take damage in combat before dealing any, you must make a will save (DC equal to 5 + damage dealt) or be panicked for 1 round.

                     My Dragon Lord’s breath will dance upon your bones! – Choose 1:
Slaughter the Skies – The skies are for dragons only. Whenever the Kologhan confirms a critical against a flying target with a ranged attack, if the target is not a dragon, it is immediately struck by a bolt of lightning, taking 5d6 lightning damage.
Twinbolt – The Kologhan can fire more than just arrows from their bows. The first time they make a ranged attack in combat, they may make a secondary attack at the same or a different target. This second attack has a range of 60ft, target’s touch AC, dealing 1d6 points of lightning damage.
Blood Chin Mark – Kologhan are often seen licking blood from their blades, and this is no idle indulgence. Once a Kologhan has drawn the blood of an opponent, they can take a move equivalent action to lick some of the blood off, and in doing so infuse the blood with the essence of the storm’s breath. As long as you attack only that opponent, each hit deals and additional 1d6 points of lightning damage for the duration of the encounter.

                        My life, my hoard – Some remnants of the unity these people shared in the time of the Mardu still remains. A Kologhan may choose 1 of the following benefits:
Run with the Hoard – Rather than have a horse, you simply keep up with them. When out of combat, for a number of hours equal to your constitution modifier, you came up with a horse’s canter without needing to make any skill checks or saves.
Trample – Your horse will not be stopped by mere mortal. Whenever your mount makes an overrun move, the target may not choose to avoid it, and your mount can make a hoof attack against it as a free action.
Wings of the Storm – Even the Kologhan require scouts, although they approach the concept with a madness only those living under the shadow of the Storm’s Fury could. The Storm Rider’s Rig is a frame of metal and leather, charged with the essence of the storm, they take to the air, travelling with a speed outmatched only by that of a dragon from Kologhan’s clutch, effectively gaining a 200ft for 1 round, but travelling too quickly to turn.  Characters with this trait do not necessarily start with a Storm Rider’s Rig, but they are accustomed to the manic pace so as not to require fortitude saves. Furthermore, you can tell how much energy is left in rig, other character’s must guess based on the intensity of the crackling.

                        CRUSH THEM! – Choose 1:
Demonlish – The Kologhan have no use for monument or trophies, leaving behind only ruins. You are adept at knowing how to bring a structure down, gaining a +8 competence bonus to knowledge checks to identify weak spots in a building. They may use knowledge checks untrained for this purpose.
Impact – Shatter the earth beneath your feet! When you charge, you may forgo your attack to instead make an acrobatics check to jump, and land with a smash. All creatures adjacent to you where you hit the ground are knocked prone if your jump check exceeded their CMD, and all terrain within 10ft of your counts as difficult for 1 turn.
Foul Tongue – You know a single word the Foul Tongue, an inversion of Khar Yari, the speech of the Kologhan and her clutch. Mortal lips where not meant to bear such words, and each time you use this ability you take 1d4 points of charisma damage, but using it you can insight fear into your enemies, and bloodlust into your allies. The exact effect vary, but the Kologhan find all very amusing.

Sleep Uneasy – Use to a life of constant travel, Kologhan get uneasy when sleeping the same place. If they spend three nights within the same 1 mile radius, they must begin making sill saves (DC: 12 + the number of night they have slept in the same place), or be confused when confronted with stressful or distracting situations for the duration of the following day.

LisztesFerenc

  Shaman or druid is probably works the best for the Temur since they seem to be tied to the concept of the spirits as a whole, whilst the Spiritualist seems more Abzan-ish, with their focus on an individual phantoms.

Chulanowa

Alright, we have a half-orc!



Name: Khulan Maa
Race: Half-Orc
Class: Shaman (Unsworn Shaman archetype)
Culture: Temur Frontier
Sheet: http://www.myth-weavers.com/sheet.html#id=406454
Background: Some children are the product of mutual love and respect. others are spur of the moment things, bumps in the night. and hten there are those who are unwanted, children of war. Khulan hails from the latter. her mother was a hunter in the Temur frontier, part of a little band of orcs and half-orcs making their home in the wilds. her father was some raider or bandit that fell on hte camp, drawn for who-knows-what. They took what they wanted, as they wanted, and sped off laughing all the while. Khulun entered the world some months later.

Her half-human parentage earned her more scorn than how that parentage happened, though; Even Khulan's mother found the half-orc to be unusually weak - at least to the senses of an orc. Khulan had to push twice has hard, fight twice as ferociously, just to earn nearly the same respect. And in all truth, she didn't even manage that all too often. She was too stubborn to simply wander off into the wastes, to assured that she could find her place and wrest prestige in her clan. it was the determination and drive that caught the eye of the clan mystic, Angulk Argat Alkai. Under the old seer's tutelage, she learned the names of the clan's two hundred and fifty-seven Ancestral Warriors. She learned which herbs could heal, and which mushrooms could kill. The rites to perform over a slain mammoth - which were not much different from those put over someone slain by one of the Grandfather Beasts.

But Khulan is not her ancestors. The mystic fire that calls to all shaman burns in her head as surely as any other, but she is... restless. For eighteen years she has been bound to traditions by those who very pointedly assert they are not her traditions. She feels a world full of spirits around her, and she has seen Angulk Argat Akai's pain when the ancestors are displeased with some minor taboo violation. No, that is not Khulan. She will not be cleave to the whim of some otherworldly entity, bound by oath and blood to its service until her last day. No, she will wrest their power, bring them to bear for the benefit of the tribe - whoever the tribe may be.

Personality: A lifetime of hardship and struggle - against both the land and people of her birth - has left Khulan an aggressive and ambitious person, passionate and driven to make her name. She strongly resists any efforts to tie her down, and does not make oaths or pledges lightly, and never out of sheer generosity. She's somewhat impulsive as well - while very aware of the past, "future" is more of a hazy concept; fate is decided anyway, why worry? Live in the now, take life by the tusks and have your way with it.

Character Does What?: Man, building a shaman is tough on 15 points! What I've gone with here is a flexible "support" character. Also, probably the most likely of the group to haul off and punch a mouthy innkeeper in the mouth, as far as I can tell. :D I've still got some wriggly bits - final statuson feats, figuring in the alternate wealth by level system, etc, but otherwise, all is well