Difference between revisions of "Sith-makar"

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* '''Breath Weapon (Su)''': The Sith-makar gains a breath weapon he can use once per day as a standard action. Each time he uses the breath weapon it takes the form of a 15-foot cone. This breath weapon deals 1d8 + Con modifier points of damage (2d8 at 4th or higher level and 3d8 at 7th or higher level); a successful Reflex save (DC 10 + 1/2 the sith-makar character level + Sith-makar Con modifier) halves the damage. He may choose acid (chlorine gas), cold, electricity or fire. The decision is made at character creation and cannot be changed later. A sith-makar has energy resistance 5 to the same type of energy as their breath weapon.
 
* '''Breath Weapon (Su)''': The Sith-makar gains a breath weapon he can use once per day as a standard action. Each time he uses the breath weapon it takes the form of a 15-foot cone. This breath weapon deals 1d8 + Con modifier points of damage (2d8 at 4th or higher level and 3d8 at 7th or higher level); a successful Reflex save (DC 10 + 1/2 the sith-makar character level + Sith-makar Con modifier) halves the damage. He may choose acid (chlorine gas), cold, electricity or fire. The decision is made at character creation and cannot be changed later. A sith-makar has energy resistance 5 to the same type of energy as their breath weapon.
 
* '''Hold Breath: '''Sith-makar can hold their breath for a number of rounds equal to three times their Constitution score. For one hour a day they can Breath Water.
 
* '''Hold Breath: '''Sith-makar can hold their breath for a number of rounds equal to three times their Constitution score. For one hour a day they can Breath Water.
* '''Languages''': All Sith-makar begin play speaking Common and Draconic. Sith-makar with high Intelligence scores can choose any of the following bonus languages: Celestial, Dwarven, Infernal, Giant, and Orc.
+
* '''Languages''': All Sith-makar begin play speaking Common and Draconic. Sith-makar with high Intelligence scores can choose any of the following bonus languages: Celestial, Dwarven, Giant, Infernal and Orc.

Revision as of 20:31, 5 July 2010

Sithmakar03.jpg

Largely concentrated in the distant jungles of Am'Shere, east of the known world, the Sith-Makar are but one part of three clans of a group of reptile humanoids who call themselves the Children of the Flame. They are an evolved breed of Lizardfolk who have embraced their draconic heritage and elevated themselves above and beyond the common variety of their species. The exact origins of The Children of the Flame is somewhat debatable and shrouded by numerous conflicting reports, but it is generally believed that they are the descendants of a type of precursor race of draconic humanoids that were used as laborers, slaves and foot soldiers by dragon overlords during the early years of the second age, after the passing of the Time of Glaciers. In those days, it is said that some of dragon kind, likely good dragons, grew sympathetic to the plight of their children and spirited some away to several hidden enclaves scattered across The Great Continent. One such enclave was in what is now known as Am'shere, a thick jungle region in the deeps of the largely unexplored sub-continent of Jammur. Since that time the species devolved into various branches of reptilian based creatures but of them all those who were the Lizardfolk retained the most belief in their draconic heritage and the memory of the blood that remained deep within them caused signs of this heritage to appear quite often through sorcererous bloodlines and the development of certain innate powers that set them apart from their fellows. In time various clans of these Lizardfolk developed full on draconic powers such that scholars who encountered them came to refer to them as being "dragon-touched," special sith-makar who reigned as a type of noble class over the more common veneer of Lizardfolk. Stories tell of a pact made between the Lizardfolk and active dragons of good and neutrality who, by ritual and agreement, jump-started the latent power in the willing, thus resulting in the sith-makar beginning to truly reflect their draconic heritage and beginning a phase that their shamans refer to as "the Rebirth." It is this new class and breed of sith-makar that are available for play on Ea, as the sith-makar as a people move forward to explore this Rebirth and re-establishment of their ancient heritage.

For the most part the Children of the Flame who were based in Am'shere involved themselves in a devastating insular and cyclical civil war with one another when they were not exploring the depths of the jungles and expanding their territory. Contact with other species occurred but tended to be limited to fringe contacts wherein the sith-makar where the most accommodating to explorers and travelers from The Great Continent and often came to serve as guides as these travelers sought to explore Am'shere or expose the sith-makar to cultures beyond their own. The status quo of racially-driven conflict remained. A century again, scouts from the empire of Charn encountered the clans and in a violent clash, set the precedent for years to come. Charn was using Am'Shere as harsh training grounds for their own elite troops in the war against Myrddion and in the process they were destroying the lands held by the Children of the Flame. The clans briefly united against this threat but discovered several portals leading from Am'shere back to the Great Continent which they began to use to send envoys of their own back out to the depths of the continental interior. The sith-makar sought metal, trade and exploration. Several generations have passed since then and the sith-makar are making their presence known in scattered parts of the world though their evil cousins are likewise making their way and their own alliances. Some time has passed since this and sith-makar trade caravans, settlements and even members of the adventuring community have become a rare but accepted sight and additional insight into their isolated culture has occurred, bringing them more into the forefront of history.


Physical Description

Sithmakar02.jpg

Appearancewise, the "dragon touched" among the sith-makar reflect both saurian ancestry and their more ancient draconic ones, having colorations and structures that imply the metallic and chromatic bloodline at the root of their history. Overall there is no one universal look for them. In general, family lines tend to determine this sort of variance as well as their caste-based system. They are large and, due to their reptilian nature, physically imposing but deceptively fast on their feet, with long tails to counterbalance them, and horns or dramatic, colorful frills to add accent to words or dialogue that can slip past a human tongue. Their unique features can play a distinctive role in their communication: their heritage is a language based on old draconic, whose original speakers possessed similar traits. They are comparable in size to half-orcs, being somewhat taller then humans, possibly even approaching seven feet in height.

Society and Lands

The major sith-makar society is the one in Am'shere on the continent of Jammur. Though not the only one, as other enclaves was established across The Great Continent, Am'shere represents the iconic sith-makar establishment and place of sovereignty. Ruled by their Silver Queen, a descendant of the ancient silver dragon said to have spear-headed the initial spiriting away of the precursor race.

The sith-makar cultivate a strict caste system based on talent and inclination. The birth of children is a celebrated event in their dangerous environment, and gradually, a child will be guided into an appropriate caste of a hunter, a warrior, a gatherer, a priest, and so on based on their talents and inclination. While one of their oldest traditions, the Rebirth and emergence of the "dragon-touched" has fractured this somewhat, and a "dragon touched" individual is considered a member of a higher class even within these groupings. Among these, they may form subgroups based on coloration. Though not overpowering (the blood has distilled through the years, and they have had many years to form together as a people), the long-ago bloodline can provide a slight drive. This too, however, is tempered by the Memory of Blood, which guides the sith-makar in their path as they reclaim their ancient heritage, and forge it anew.

Other Races

They are not an industrious race, having spent centuries in isolation and only within the past century or so having begun moving out to experience the idiosyncrasies of the outside world. By and large, as a result, sith-makar will get along with other species with a, If you don't bother me, I wont bother you type of attitude.


Alignment and Religion

For many generations, the sith-makar knew nothing of the ancient gods and instead had developed a very animistic and spiritual viewpoint on the higher powers of the universe. A form of nature worship had developed which led to complicated hierarchies of druidic circles that studied the world as best they understood it. Layered on top of this was worship of dragons and dragonlike beings. In recent years, missionaries from The West have brought the educated knowledge of the gods to The sith-makar and with mixed results. In the past, they did did gain knowledge of the gods and began to refer to them as the higher spirits and by varying titles and names. Recent understanding of things have exposed sith-makar more and more to western traditions but in doing so they simply reconcile their understanding of the gods with their own traditions to create a unique perspective.

Sith-makar tend towards neutrality. Being a bestial race that grew up in the deeps of the jungles of Jammur, they don't necessarily have the same perception on morality as western societies, instead focusing on the necessity of survival. That said, exposure to the gods of good and evil and the mingling of societies has produced more variances in the sith-makars' outlook. The Memory of Blood also impacts this by giving the sith-makar, and the new "dragon touched" among them an instinctual leaning and disposition that are fractured mirrors of their parent races but this is distilled down over the long ages such that it is mostly a sub-conscious thing than them somehow being forced one way or the other due to their colorations.

Adventurers

Sith-makar explorers who are learning much of the western world in order to take news back to distant Am'Shere are the most common type of explorers someone is likely to encounter. Trade caravans are not unheard of though still relatively rare. Sith-makar who are curious about the world beyond what they have known for so long often join these caravans and make their way slowly from the distant east into the great western lands. Sith-makar who adventure are quick to adopt the customs and ways of other races that they come into contact with. They are interested in the magic, weapons, armor, wealth and appearances of other cultures.


Sith-makar in the Pathfinder Campaign

The phenomenon that is the "Memory of Blood" is a recent one by Sith-Makar reckoning, triggered by a pact made by ancestral Sith-Makar with good dragons that triggered the power of their ancient bloodline. As a result the "dragon touched" have risen as a type of ruling class among the Sith-Makar. More standard Lizardfolk who lack their same potential for epic deeds and a fervor of study into their draconic heritage exist as the large bulk of Sith-Makar population but have proven unsuitable for the development needed to transcend their current status into becoming "dragon-touched." It is hoped that one day the great enthusiasm of some to embrace this new status quo will envelop all members of the Children of the Flame and usher in a new era.


Sith-makar Racial Traits

Sith-makar mature at the age of ten and live roughly 350 years. While the race possesses traditional, natural weapons, these weapons are limited by effect ingame and may not be used for combat or other purposes, though they may exist as part of the character, much as horns or fins may on other creatures.

Sith-Makar Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
Sith-makar, male 4f. 10in 150 lbs +2d10 x2d6 lbs
Sith-makar, female 4ft 10in 120 lbs +2d10 x2d6 lbs


  • +2 Constitution, +2 Charisma, -2 Intelligence: Sith-makar are incredibly tough and exude a powerful presence due to their draconic blood, but they are not prone towards complex thinking due to their more instinctual outlook on life.
  • Medium Size: Sith-makar are Medium sized creatures and so have no flaws or benefits due to their size.
  • Normal Speed: Sith-makar have a base speed of 30 feet.
  • Natural Armor: Sith-makar hides are very tough. They have a +2 AC of natural armor.
  • Memory of the Blood: Sith-makar are humanoids with the reptilian subtype.
  • Immunities: Sith-makar are immune to the frightful presence ability of dragons, as if they were dragons. They are also immune to sleep effects and paralysis effects.
  • Draconic Vision: Sith-makar have Darkvision 60ft and Low-light vision.
  • Breath Weapon (Su): The Sith-makar gains a breath weapon he can use once per day as a standard action. Each time he uses the breath weapon it takes the form of a 15-foot cone. This breath weapon deals 1d8 + Con modifier points of damage (2d8 at 4th or higher level and 3d8 at 7th or higher level); a successful Reflex save (DC 10 + 1/2 the sith-makar character level + Sith-makar Con modifier) halves the damage. He may choose acid (chlorine gas), cold, electricity or fire. The decision is made at character creation and cannot be changed later. A sith-makar has energy resistance 5 to the same type of energy as their breath weapon.
  • Hold Breath: Sith-makar can hold their breath for a number of rounds equal to three times their Constitution score. For one hour a day they can Breath Water.
  • Languages: All Sith-makar begin play speaking Common and Draconic. Sith-makar with high Intelligence scores can choose any of the following bonus languages: Celestial, Dwarven, Giant, Infernal and Orc.