Mardrin-My Homebrew Race


Homebrew and House Rules


This is my first attempt to make a race for 2E. More crunch than fluff though. Let me know what you all think. Thanks.

Spoiler:
Mardrin

The Mardrin value education and the discovery of knowledge. They live in larger cities with tall spires. They are very friendly to outsiders and have a strong sense of community.

Physical Description
Mardrin are short with very slender bodies and very prominently pointed ears. They are sometimes called halfling-elves, but have no ancestral relation to the fey folk.

Hit Points
6

Size
Small

Speed
25

Ability Boost
Intelligence
Free
One determined by your heritage

Ability Flaw
Strength

Languages
Common
Mardrin
Free common
Additional languages equal to your Intelligence modifier (if positive). Choose from the list of common languages and any other languages that you have access to.

Traits
Humanoid
Mardrin

Low-light Vision
You are able to see in dim light as if it were bright light

Mardrin Heritages
Explorer’s Heart
Your ancestors believe that the best way to gain knowledge is by experiencing it first-hand, so they travel around to gain experiences. You gain a +1 to diplomacy checks and an additional common or uncommon language. Your ability boost is to Charisma.

Library Brat
You were raised to gain knowledge from the largest repository of knowledge: books. When using a skill to recall knowledge you are able to discern and disregard incorrect information; treat a critical failure as just a failure. Additionally, you are trained in two additional lore skills. Your ability boost is to Wisdom.

Magical Indoctrination
Your ancestors have always delved into magic as the means to gain knowledge. You are able to cast the detect magic cantrip as an arcane innate spell at will. The cantrip is heightened to a spell level equal to halve your level rounded up. Additionally, you gain a +1 circumstance bonus to checks to identify magic and to Decipher Writing of a magical nature. Your ability boost is to Wisdom.

Quickling Mardrin
Your quick mind translates to a quick body. Your speed is 30 ft, you get a +1 to initiative. Your ability boost is to Dexterity.

Stout Mardrin
Your ancestors are a little bit bigger boned than the average Mardrin. You gain 2 extra hit points, and a +1 to fortitude save to avoid fatigue. Your ability boost is to Constitution, also your ability flaw can be Strength or Dexterity.

ANCESTRY FEATS

1ST LEVEL

BOOK WEIGHTS
You are used to carrying a heavy load from all the books you carry around. Treat your strength as two higher when calculating bulk limits and for overcoming armor penalties.

COOPERATIVE
When you are giving aid to an ally, you get +2 on your check to determine success.

FRIENDLY NATURE
You are trained in the diplomacy skill. You don’t critically fumble unless you are 12 below the DC. A natural 1 can still lower the level of success down to critical failure.

KNOWLEDGE OBSESSION
Chose two lore skills, you are now trained in these skills. At 2nd level you gain expert proficiency, at 7th level you gain master proficiency, at 13th level you gain legendary proficiency.

MARDRIN LORE
You are trained in Arcana and Occult. If you get these skills trained from another source choose a different skill. You are also trained in Mardrin Lore.

STUDIED MAGIC I
Choose an arcane cantrip. You are able to cast it as an innate spell at will. The cantrip automatically is heightened to a spell level equal to half your level (rounded up).

5TH LEVEL

STUDIED MAGIC II
Prerequisite: Studied Magic I
Choose a first level arcane spell. You are able to cast it as an innate spell once per day.

TACTICIAN
One-action, 60 foot emanation, verbal
Your knowledge of combat and tactics helps in combat. You call out to your teammates to coordinate efforts. They gain a +1 status bonus to attack and defense for one round.

9TH LEVEL

EXPERT TACTICIAN
One-action, single target within 30 ft, verbal
You are able to give your ally advice on tactics during combat. They gain an extra action on their next turn that can be used for a strike or a move action.

STUDIED MAGIC III
Prerequisite: Studied Magic II
Choose a second level arcane spell. You are able to cast it as an innate spell once per day.

13TH LEVEL

LOREMASTER
Prerequisite: an ability or feat that gives training in a lore skill.
You add half your level to untrained lore checks.

LEGEND LORE
You gain knowledge of and are able to cast the Legend Lore ritual even if you don’t have the level or skill requirement. You are able to substitute another skill for the occult skill, provided it is related to the subject. You gain a +4 bonus to the check.


Gotta say, half-elf, half-halfling sounds pretty bizarre, but I'm sure love finds its way.

From a glance, Lore Obsession is a lot more powerful than the equivalent feat that Gnomes get. You should probably change it to 1 single lore, and have it become legendary only at level 15.


Frogliacci wrote:

Gotta say, half-elf, half-halfling sounds pretty bizarre, but I'm sure love finds its way.

From a glance, Lore Obsession is a lot more powerful than the equivalent feat that Gnomes get. You should probably change it to 1 single lore, and have it become legendary only at level 15.

They aren't actually the combination of a halfling and elf, it just looks like it. They are a distinct race.

The Gnomes do get a second lore skill increase as well, it is just from their background. The 13/15th level thing seems like an error on my part. I fixed it on my master copy. Thanks

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