Rag Marion Player Race
Rag marions are designed for the “No Strings” Anachronistic Adventures campaign setting for the Pathfinder Roleplaying Game. If not using Anachronistic Adventures, you can create a similar setting by allowing advanced firearms, humans and rag marions only for players and restricting classes to occult classes from Pathfinder Roelpalying Game Occult Adventures, and those classes with no access to innate spellcasting.
Rag marions are defined by their class levels—they do not possess racial Hit Dice.
Rag marions as constructs with the (marion) subtype.
*All rag marions have the following racial traits. –2 Strength, +2 Dexterity, +2 Charisma: Rag marions are (literally) boneless and thus have difficulty lifting and applying leverage, but they are flexible and nimble, and generally have strong personalities. As constructs, rag marions do not have a Constitution score.
*Normal Speed: Rag marions have a base speed of 30 feet.
*Small: Rag marions are Small creatures and gain a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to combat maneuver defense, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
*Big Hands, Big Feet: Rag marions are constructed to operate in a human world, and thus are built with limbs that allow them to use Medium weapons in addition to small weapons. Because part of their eldritch self-identity focuses on this, the ability does not function if the marion changes size.
*Shiny Button Eyes: Rag marions have low-light vision, unless their eyes are made of glass, in which case they have 60 ft. darkvision. A DC 10 Craft (rag doll) check and the proper supplies can swap a rag marion’s eyes out, but the marion feels the entire process and must make a DC 20 Will save, or have it’s alignment shift one toward chaotic Evil for 1d4 days. If the roll is a natural 1, this shift lasts until the marion gains a level.
*Spark of Life: Spells that heal living creatures can heal a rag marion, as long as a piece of cloth is added as a power spell component. Whenever this happens, the marion must make a Will save. On a failed save, the marion’s alignment shifts by 1 in a random direction for 1 day per point of healing. If the saving throw is a natural 1, the alignment shift is permanent.
Additionally, despite being constructs, rag marions are subject to magic effects that cause ability damage, ability drain, fatigue, exhaustion, energy drain, and nonlethal damage. they not, however, eat, sleep, or breathe.
*Rags: Craft (rag doll) can be used like the Heal skill for rag marions. If the rag marion has suffered an effect normally only restored by a restoration spell, this can be fixed with a DC 30 skill check, but doing so requires a DC 15 Will save to avoid permanent alignment shift (as noted in Spark of Life).
*Stuffed: A rag marion has DR 10/piercing or slashing, and takes half damage from firearms and effects that allow a Reflex save and don’t deal fire damage. A rag marion takes no damage from a fall. Any time a rag marions fails a saving throw against a fire effect, or takes fire damage in excess of its Strength score from a single attack, it catches on fire.
*Floppy: Rag marions do not take constriction damage, and gain a +4 bonus on Escape Artist checks. They suffer a -4 penalty on bull rush, drag, grapple, overrun, and reposition maneuvers. However, a rag marion can leap onto a creature and be surprisingly difficult to dislodge. This is a standard action that is an opposed Dexterity check. The marion can maintain this grip as a move action with a new opposed check each round. The gripped creature is not considered grappled and can move freely, but the marion goes with them. The marion must use 3 limbs to maintain this grip.
*Musty: Rag marions absorb scents easily into their cloth boddies, and their internal rags are hard to clean. Creatures without scent can track marions as if they had scent, and creatures with scent gain a +5 bonus to scent-based Perception checks against a marion. A DC 20 Craft (rag doll) check that requires cleaning supplies and one hour can remove a rag marion’s stink for 2d4 days, but each combat encounter the rag marion is part of reduces this duration by a day.
*Languages: Rag marions speak the common language of their creators (usually English or German), but also have a knack for languages tied to the eldritch magics that brought them to life. A rag marion with a high Intelligence score can choose from the following: any common language, Abyssal, Aklo, Boggard, Dark Folk, Gnome, Goblin, Infernal, Necril, Terran.
Posted on March 10, 2016, in Anachronistic Adventurers, Diesel Pulp, Game Design, Microsetting, Pathfinder Development and tagged #NoStrings, Anachronistic Adventurers, Development, Game Design, Pathfinder First Edition. Bookmark the permalink. Leave a comment.
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