Friday, January 11, 2013

First subrace; the Silver-Tongues

So the first subrace I am presenting you all are the Igma'i Marlethians; the much more charismatic, yet less intelligent, marlethian cousins. Igtma'i Marleth are similar in appearance to their cousins, but tend to be more sociable and are usually the first to greet outsiders.

-+2 Dexterity, +2 Charisma, -4 Intelligence: Igtma'i Marlethians are naturally agile and sociable, but lack intellect and understanding
-Medium: Igtma'i Marlethians are Medium creatures and have no bonuses or penalties due to their size.
-Normal Speed: Igtma'i Marlethians have a base speed of 30 feet.
Low-light Vision: Igtma'i Marlethians can see twice as far as humans in conditions of dim light.
Desert Runner: Igtma'i Marlethians receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue exhaustion, or other ill effects from running, forcedmarches, starvation, thirst, or hot or cold environments.
Pyromaniac: Igtma'i Marlethians are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage. This ability does not give members of this race early access to level-based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to user’s character level.
Animal Empaths: Igtma'i Marlethians have a deep understanding and connection to animals and wildlife. Igtma'i Marlethians receive a +2 bonus on Handle Animal checks.
Weapon Familiarity: Igtma'i Marlethians are proficient in bows and scimitars.
Hatred: Igtma'i Marlethians have a deep seeded hatred towards their ancient foes, the U-Ra, and their very kind. Marleth receive a +1 racial bonus on attack rolls towards aberrations.
Sociable: When Igtma'i Marlethians attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Languages: Common and Guttural. Bonus languages:  Batinese, Elven, Gardan, Goblin, Sylvan, Theron, Ursan.

Since this is just a subrace, and it doesn't feel like I am adding much, here is a little something extra; favored class options. These favored class options are for all types of Marlethians, including all subraces.


Favored Class Options
Alchemist Add +1/2 to bomb damage.
Barbarian Add 1 to the Marleth's total number of rage rounds per day.
Bard Add 1 to the Marleth's total number of bardic performance rounds per day.
Cavalier Add +1 hit point to the cavalier’s mount. If the elf ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier’s class.
Cleric Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid Add +1/2 bonus to Knowledge (nature) and Survival checks.
Fighter Add +1 to the elf ’s CMD when resisting a disarm or sunder attempt.
Gunslinger Choose a weapon from the following list: pistol, blunderbuss, or musket. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Inquisitor Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Magus Add +1/6 of a new Magus Arcana.
Monk Add +1/4 to the Monk's Ki pool.
Ninja Add +1/4 to the Ninja's Ki pool.
Oracle Treat the Marleth's level as +1/2 higher for the purpose of determining the effects of the oracle’s curse ability.
Paladin Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).
Ranger Add 1/2 bonus on Wild Empathy checks to influence animals and magical beasts that live in deserts.
Rouge Choose a weapon from the following list: Scimitar, shortbow, longbow. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Samurai Choose a weapon from the following list: Katana, longbow, naginata, or wakizashi. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Sorcerer Add +1/2 to fire spell damage.
Summoner Add 1 hit point to the Summoner's Eidolon.
Witch Add 1 hit point to the Witch's familiar. If the Marleth ever replaces his familiar, the new familiar gains these bonus hit points.
Wizard Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.


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