-+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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