Makari (4e Race)

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Makari[edit]

Born with powerful energies in their blood, Makari are masters of rituals.

Racial Traits
Average Height: 5'6" - 6'
Average Weight: 120-200 lb.
Ability Scores: +2 Intelligence, +2 Wisdom or Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of two others
Skill Bonuses: +2 Arcana, +2 History
Birth School: Choose one Ritual Catergory from below. This is your birth school, it cannot be changed. The Makari has mastered and can perform the innate rituals associated with its birth school without a ritual book. The Makari can perform one of its innate rituals once per day without expending material components. (Focuses are still required)

Birth Schools and their associated innate rituals:
Binding: Create Campsite (PH2), Magic Circle (PH1)
Creation: Amanuensis (FRC), Duplicate (FRC)
Deception: Glib Limerick (PH2), Hallucinatory Item (PH1)
Divinition: Corpse Light (Open Grave), Object Reading (Arcane Power)
Exploration: Explorer's Fire (DRG 366), Leomund's Secret Chest (PH1)
Restoration: Gentle Repose (PH1), Cure Disease (PH1)
Scrying: Extend Senses (New Ritual), Wizard's Sight (PH1)
Travel: Traveler's Chant (PH2), Steed Summons (Eberron)
Warding: Silence (PH1), Arcane Lock (PH1)

(Note: some rituals listed aren't of the associated school. This is because in my campaign I have house ruled some ritual's into different schools, for example Traveler's Chant seems more like travel than exploration.)

Ritual Master: The Makari gains +4 racial bonus to ritual checks associated with his birth school.
Read Magic: The Makari can decipher magic inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not invoke the magic contained in the writing.


Blood Ritual Makari Racial Power
Using the blood coursing through his own veins as a power source, the Makari can invoke a ritual without the aid of any other materials.
Daily
Free Action Personal
Trigger: None
Requirement: Must be out of combat and have at least one healing surge left
Effect: Lose one healing surge: The Makari can perform any mastered ritual of its birth school without expending material components (except brew potion and enchant magic item). He can also make an arcana check in place of any skill check the ritual requires. (Focuses are still required)
Decrease ritual casting time to half at 11th level.

Decrease ritual casting time to one round at 21st level.


While many Makari spend much of their lives in libraries and academies, others prefer to seek out knowledge first hand. Those that choose a life of adventure prefer to seek out ancient and hidden places, where they might stumble upon lost knowledge to add to their collection.

Play a Makari if you want...

  • To play a race who can perform rituals with ease.
  • To always be searching out forgotten knowledge and powerful rituals.
  • To be a member of a race that favors the wizard, invoker, and psion classes.

Physical Qualities[edit]

Makari resemble humans, though they are shorter and thinner. They have white, silver, or brown hair which they often grow out, and males almost always have some sort of facial hair. Their eyes are the one thing that distinguishes them from humans: they are very bright hues of any color.

Playing a Makari[edit]

Makari are smart and wise. They believe the pursuit of knowledge is paramount, as well as sharing what they have learned with anyone else seeking to learn. They can also be very philosophical, pondering deep questions about existence.

Heavily religious Makari often choose the life of a cleric, unless they were born an invoker. The rest are at least mildly religious. Ioun is the most commonly revered god, while others associated with birth schools are worshiped too. For example, a Makari born of the deception school might worship Sehanine, while Makari of the exploration and travel schools may worship Avandra. Evil Makari are very rare, but those that are almost exclusively worship Vecna, seeking to gain his favor in hope that he will share his dark secrets.

Makari don't have cities of their own, instead they setup small societies within large cities. They center themselves around establishments of research and learning, which are run by Makari, but open to all who wish to learn from their vast sources of information. Makari don't pursue wealth beyond having enough to get by, as they consider knowledge to be the only true form of currency.

Makari Characteristics: Smart, quick thinking, wise, well read, calm, quiet but friendly

Male Names: Azori, Etaro, Jarrel, Mazaar, Narzeim, Quarral, Vizkal, Zerius

Female Names: Aalei, Ayari, Kalei, Leaari, Maela, Quina, Raela, Zeahra

Makari Adventurers[edit]

Three sample Makari adventurers are described below.

Mazaar is a Makari wizard born of the divination school. He uses his powers of divination to track down lost knowledge, in hopes of one day retiring and founding a great academy, where he can share a lifetime of knowledge with anyone who is willing to learn.

Aalei was born with even more power than most Makari. Not only does she have the powers of the exploration school, but also the innate powers of an invoker, her powers granted to her by Avandra. Her journeys take her to every remote corner of the world, where she records everything she sees in her journals.

Born to the school of restoration, Zerius is a Makari cleric of Pelor who seeks to cleanse the world of all illnesses. He travels the realms with a group of like minded individuals, hunting down any beasts who seeks to spread their afflictions to the world. Whenever possible, he uses his powers to heal the sick and wounded, asking nothing in return, though he certainly appreciates donations.

Racial Options[edit]

Heroic Tier Feats: Absorb Ritual,Careful Preparation,Ritual Defense

Paragon Tier Feats: Empowered Blood


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