War-Marked Human [Archive] - Wizards Community

Post/Author/DateTimePost
Yeliv

08-12-07, 03:49 PM
Born of ancient magic and rituals long-forgotten, the War-Marked were bred for battle by their masters. There are several theories to who the beings called, "The All-Seers" by the War-Marked, are. Some say Mind Flayers, others say Dragons, and others say a whole new race undiscovered. Regardless of their origins, the War-Marked have emerged from their hiding on the Plane of Shadows, soaking up the ambient magic, strengthening their birth-marks. Only recently have they come to mingle with the rest of the world, to bring their unique gifts to the world.

Personality: The War-Marked are eager to prove to the world that they are good individuals, capable of adapting to any situation and working for the greater good. A strict caste system exists within the War-Marked cities, which are just newly forming, but to all others they are respectful and kind.

Physical Description: When first looked upon the War-Marked are thought to be human. Indeed they were once humans, but now they are something quite different. On average their skin is of a darker shade than that of a normal human, ranging from mocha to midnight black like a drow. Yet the most outstanding part of them is their War-Marks, from which they draw their names. The style of Marking they have determines their rank in society. Body hair, oddly enough, doesn't grow on War-Marked, except for their heads.

Interactions: War-Marked get along wonderfully with all of the cultured races, finding the elves wise and honorable, the humans their cousins, the dwarves respectable, the halflings humorous and enjoyable, and the gnomes brilliant. Half-breeds they treat with great curiosity and respect. Towards the savage races they have no negative feelings towards them, save the Goblins, who they loathe for some reason.

Alignment: In War-Marked society there is no written law. The only governing rule is the forwarding of the Supreme Good, a credo that they all swear to follow at adulthood. Neutral Good is the most common alignment. Those who are Chaotic or Lawful are seen as radicals, while those who are Neutral or Evil are seen as traitors and are exiled.

Lands: Many War-Marked have decided to join up with human cities and blend in with them seamlessly. However, a larger number have formed their own cities, erecting it with their great forces of will and persona. They favor the cool and dry, often building up near the base of mountains.

Religion: War-Marked do not frequently worship the common gods. They, instead, worship the manifestation of their alignment, what they call the Supreme Good. When they do worship other gods Heironius or Saint Cuthbert is favored.

Language: War-Marked speak Common, but, like humans, have a capacity and penchant for learning any other language under the sun.

Adventures: It is common for young adults to leave their people in order to spread the word of good and bring evil to its knees. They often take part in Crusades.

Racial Traits
There are five kinds of War-Marked, sub-species of the whole race. The difference is their abilities based on what manner of markings they have on them.
Shared Ancestry: Because of their shared past with the Human race and the closeness of their nature, any spell, such as Charm Person, that would affect Humans affect the War-Marked in the same way.

Blue-Marked:
+2 Str, +2 Dex, -4 Con: The Blue-Marked are the most common of all War-Marked, and they are strong and fast, but more fragile than their brethren. They are between 5' 4" and 5' 11", weighing in at 130-170 lbs.
Rapid Movement: After reaching 5 HD the Blue-Marked's body markings reach maturity and as such increase their alacrity. Blue-Marked recieve an additional 10 feet of movement speed and gain +2 Dex.
Favored Class: Blue-Marked find themselves in positions that make use of their speed and power. Scouts, Swashbucklers, Rogues, and Fighters are the common classes.

Red-Marked
+4 Str, +2 Con, -2 Dex, -2 Wis: Red-Marked form the second-lowest class, slightly above the Blues. They are the Elite Soldiers and Guards of the Mar-Marked. Standing between 5' 8" and 6' 5" the Red-Marked are tall. Their great strength is evident in their weight, between 170 lbs and 250 in extreme cases.
Powerful Build:The physical stature of Red-Marked lets them function in many ways as if they were one size category larger. Whenever a Red-Marked is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Red-Marked is treated as one size larger if doing so is advantageous to him. A Red-Marked is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Red-Marked can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Overcharge Muscles: After he reaches 5 HD once per day the Red-Marked can activate his markings to their fullest power. The Red must roll a DC 15 Fortitude check, if he succeeds he gains a temporary +10 Strength bonus. The bonus lasts as many rounds as he has levels. After the bonus fades he is fatigued and immobilized, the strain put on his muscles too great for him to move. The after-shock lasts 5 rounds.
Favored Class: Fighter, Barbarian, Paladin
Level Adjustment: +1

Black-Marked
+2 Intelligence, +4 Cha, -2 Str: The Noble class of the War-Marked, the Black are natural Wizards and Sorcerers. However, their Markings draw heavily upon their muscles from birth, and as such, they possess weak limbs.
Pledge of Servitude: A War-Marked who is born as a Black is bound fully and totally to the duty of serving the Supreme Good. If he ever loses his Neutral Good alignment he begins dying, losing 1 point of Constitution per week that he holds the incorrect alignment. An atonement spell can stop the loss but not restore the points of Constitution.
Masters of their Craft: After attaining 10 HD the Black-Marked can shatter his body to achiever superior arcane power. They immediately lose 10 hitpoints from their total, permanently. However, they gain a permanent +4 bonus to either Intelligence or Charisma (for wizards and sorcerers, respectively). This can be done once.
Favored Class: Wizard, Sorcerer, Warlock
Level Adjustment: +1

White-Marked
+4 Con, -2 Int, -2 Will, +2 Cha: The White-Marked serve as front-line soldiers, explorers, or diplomats. Their natural flair for speech and their toughness ensures them a welcome place at any ally's table. However, due to their conditioning and a strange mental condition that is caused by their markings they don't think normally nor do they detect the hidden.
Battle-Roar of the Broken: When a White-Marked reaches 7 HD his abilities activate to their fullest. The Marks on his body appear as they were before, but when he receives more than 5 damage in one attack he can unleash a powerful roar. All within 40 feet of the White-Marked must make a Fortitude save equal to 10+ the White-Marked's Con modifier and 1/2 his level. Those who fail are thrown back 20 feet and are prone. If anything obstructs the full path are treated as if they fell.
Pledge of Servitude: As the Black-Marked
Favored Class: Warlock, Bard, Knight
Level Adjustment: +2

Gold-Marked
+4 Str, +2 Con, +2 Dex, +2 Int, +4 Wis, +2 Cha: Born to be heroes and legendary leaders of their kin, the Gold-Marked are superior to their kin in all aspects. They are always visually attractive and are paragons of their race.
Pledge of Servitude: As the Black-Marked.
Restoration Maximize: As a full-round action the Gold-Marked can lay his hands on the Marks on his chest, which are shaped like phoenixes, and set his body's healing into over-drive. He must succeed in a DC 20 Will save or drop to 1 Hp. If he succeeds then the Gold-Marked is healed 5 hp/level. This can only be used after the Gold achieves 11 HD.
The Hope of the Clan: If the Gold-Marked would ever die of massive damage, a death effect, or anything else that would kill him instantly, save for Wish, Miracle, and their lesser counterparts, the Gold-Marked can attempt a DC 25 Fortitude check. If he succeeds the Gold only falls to 1 HP and can fight on. This can only be used at 17th Level.
Favored Class: Any
Level Adjustment: +4

((Whew! That was a great deal of work! Tell me what you guys think.))
PEACH Please :P
JLaurHughes

08-12-07, 04:26 PM
Born of ancient magic and rituals long-forgotten, the War-Marked were bred for battle by their masters. There are several theories to who the beings called, "The All-Seers" by the War-Marked, are. Some say Mind Flayers, others say Dragons, and others say a whole new race undiscovered. Regardless of their origins, the War-Marked have emerged from their hiding on the Plane of Shadows, soaking up the ambient magic, strengthening their birth-marks. Only recently have they come to mingle with the rest of the world, to bring their unique gifts to the world.

Personality: The War-Marked are eager to prove to the world that they are good individuals, capable of adapting to any situation and working for the greater good. A strict caste system exists within the War-Marked cities, which are just newly forming, but to all others they are respectful and kind.

Physical Description: When first looked upon the War-Marked are thought to be human. Indeed they were once humans, but now they are something quite different. On average their skin is of a darker shade than that of a normal human, ranging from mocha to midnight black like a drow. Yet the most outstanding part of them is their War-Marks, from which they draw their names. The style of Marking they have determines their rank in society. Body hair, oddly enough, doesn't grow on War-Marked, except for their heads.

Interactions: War-Marked get along wonderfully with all of the cultured races, finding the elves wise and honorable, the humans their cousins, the dwarves respectable, the halflings humorous and enjoyable, and the gnomes brilliant. Half-breeds they treat with great curiosity and respect. Towards the savage races they have no negative feelings towards them, save the Goblins, who they loathe for some reason.

Alignment: In War-Marked society there is no written law. The only governing rule is the forwarding of the Supreme Good, a credo that they all swear to follow at adulthood. Neutral Good is the most common alignment. Those who are Chaotic or Lawful are seen as radicals, while those who are Neutral or Evil are seen as traitors and are exiled.

Lands: Many War-Marked have decided to join up with human cities and blend in with them seamlessly. However, a larger number have formed their own cities, erecting it with their great forces of will and persona. They favor the cool and dry, often building up near the base of mountains.

Religion: War-Marked do not frequently worship the common gods. They, instead, worship the manifestation of their alignment, what they call the Supreme Good. When they do worship other gods Heironius or Saint Cuthbert is favored.

Language: War-Marked speak Common, but, like humans, have a capacity and penchant for learning any other language under the sun.

Adventures: It is common for young adults to leave their people in order to spread the word of good and bring evil to its knees. They often take part in Crusades.

Racial Traits
There are five kinds of War-Marked, sub-species of the whole race. The difference is their abilities based on what manner of markings they have on them.

Blue-Marked:
+2 Str, +2 Dex, -4 Con: The Blue-Marked are the most common of all War-Marked, and they are strong and fast, but more fragile than their brethren. They are between 5' 4" and 5' 11", weighing in at 130-170 lbs.
Rapid Movement: After reaching 5 HD the Blue-Marked's body markings reach maturity and as such increase their alacrity. Blue-Marked recieve an additional 10 feet of movement speed and gain +2 Dex.
Favored Class: Blue-Marked find themselves in positions that make use of their speed and power. Scouts, Swashbucklers, Rogues, and Fighters are the common classes.
I quite like this, Good balance here. A good rumor comes out of the fluff presented in this first part.

Red-Marked
+4 Str, +2 Con, -2 Dex, -2 Wis: Red-Marked form the second-lowest class, slightly above the Blues. They are the Elite Soldiers and Guards of the Mar-Marked. Standing between 5' 8" and 6' 5" the Red-Marked are tall. Their great strength is evident in their weight, between 170 lbs and 250 in extreme cases.
Powerful Build:The physical stature of Red-Marked lets them function in many ways as if they were one size category larger. Whenever a Red-Marked is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Red-Marked is treated as one size larger if doing so is advantageous to him. A Red-Marked is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Red-Marked can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Overcharge Muscles: After he reaches 5 HD once per day the Red-Marked can activate his markings to their fullest power. The Red must roll a DC 15 Fortitude check, if he succeeds he gains a temporary +10 Strength bonus. The bonus lasts as many rounds as he has levels. After the bonus fades he is fatigued and immobilized, the strain put on his muscles too great for him to move. The after-shock lasts 5 rounds.
Favored Class: Fighter, Barbarian, Paladin
Level Adjustment: +1
Nice, a good balanced +1 adjustment, however limit the Favored classes to one or two.

Black-Marked
+2 Intelligence, +4 Cha, -2 Str: The Noble class of the War-Marked, the Black are natural Wizards and Sorcerers. However, their Markings draw heavily upon their muscles from birth, and as such, they possess weak limbs.
Pledge of Servitude: A War-Marked who is born as a Black is bound fully and totally to the duty of serving the Supreme Good. If he ever loses his Neutral Good alignment he begins dying, losing 1 point of Constitution per week that he holds the incorrect alignment. An atonement spell can stop the loss but not restore the points of Constitution.
Masters of their Craft: After attaining 10 HD the Black-Marked can shatter his body to achiever superior arcane power. They immediately lose 20 hitpoints from their total, permanently. However, they gain a permanent +4 bonus to either Intelligence or Charisma (for wizards and sorcerers, respectively). This can be done once.
Favored Class: Wizard, Sorcerer, Warlock
Level Adjustment: +2
This is a weak +2. Losing so many hitpoints is a large penalty for a +4 bonus to either Int or Cha. The Wizard and Sorcerer have an average 35-45hp. It's too great a loss for the benefit. I would call this one a solid +1 LA.

White-Marked
+4 Con, -2 Int, -2 Will, +2 Cha: The White-Marked serve as front-line soldiers, explorers, or diplomats. Their natural flair for speech and their toughness ensures them a welcome place at any ally's table. However, due to their conditioning and a strange mental condition that is caused by their markings they don't think normally nor do they detect the hidden.
Battle-Roar of the Broken: When a White-Marked reaches 7 HD his abilities activate to their fullest. The Marks on his body appear as they were before, but when he receives more than 5 damage in one attack he can unleash a powerful roar. All within 40 feet of the White-Marked must make a Fortitude save equal to 10+ the White-Marked's Con modifier and 1/2 his level. Those who fail are thrown back 20 feet and are prone. If anything obstructs the full path are treated as if they fell.
Pledge of Servitude: As the Black-Marked
Favored Class: Warlock, Bard, Knight
Level Adjustment: +3
This is a really weak +3 LA, I think the Battle-Roar of the Broken can be duplicated with a whirlwind trip(Whirlwind Attack with Improved Trip feats used together). This is more of a solid +2.

Gold-Marked
+4 Str, +2 Con, +2 Dex, +2 Int, +4 Wis, +2 Cha: Born to be heroes and legendary leaders of their kin, the Gold-Marked are superior to their kin in all aspects. They are always visually attractive and are paragons of their race.
Pledge of Servitude: As the Black-Marked.
Restoration Maximize: As a full-round action the Gold-Marked can lay his hands on the Marks on his chest, which are shaped like phoenixes, and set his body's healing into over-drive. He must succeed in a DC 20 Will save or drop to 1 Hp. If he succeeds then the Gold-Marked is healed 5 hp/level. This can only be used after the Gold achieves 15 HD.
The Hope of the Clan: If the Gold-Marked would ever die of massive damage, a death effect, or anything else that would kill him instantly, save for Wish, Miracle, and their lesser counterparts, the Gold-Marked can attempt a DC 25 Fortitude check. If he succeeds the Gold only falls to 1 HP and can fight on. This can only be used at 19th Level.
Favored Class: Any
Level Adjustment: +7
While I like the concept of this version of the War-Marked, I think this is too high of a level adjustment for the abilities.
Restoration Maximize starts at 15th level in any class. Not an issue, but not worth the high level adjustment.
The Hope of the Clan This is an ability that's a very high level setup, again not worth the high level adjustment. The ability scores are only worth +1 or +2 at most, I would call this version unplayable at +7LA, but worth at least a +3 or +4 in total for the LA.

Otherwise, this is a really good race, different take on humans, slavery, and rebellion.
Yeliv

08-12-07, 04:35 PM
Alright! Those changes you suggest look very bullet-proof. I agree, and will make the changes as suggested. I'm glad you like the idea, and if you've got any more suggestions I'd be glad to implement them.
natzero

08-12-07, 08:12 PM
for the purposes of spells and other abilities are these variants considered human?

or are they outsiders? being from another plane.

just a question ;p
also do any other marked have alignment issues or just the black?
Yeliv

08-12-07, 08:20 PM
They're treated as Humans, so Charm Person works on them.

And all who have the Pledge of Servitude have the alignment issues.
JLaurHughes

08-12-07, 09:32 PM
If they are meant to be human, I would add the following line of text to the racial traits. Right above the sub-races, just to clarify. You can change the wording to suit your race as necessary.

Racial Familiarity War-Marked are treated as human for all intensive purposes. This is a common trait among all war-marked and provides no special benefits or penalties, however this means that any spell that affects humans, such as Charm Person can affect a war-marked.
Yeliv

08-12-07, 09:46 PM
Done. Any other comments and views? I welcome them all.
gullas

08-13-07, 12:54 PM
I kind of like this race......
i mean you could do a whole campaign around 'em:P
Yeliv

08-13-07, 05:30 PM
Thank you gullas. :)
Yeliv

08-14-07, 05:44 PM
:bump: :incog: