Martians
Martians are an advanced, beautiful, sophisticated, and violent race that greatly resembles the human race. Although they greatly resemble humans, martians are more alien than humans, with tall and slender bodies, deep jet-black blood, eyes, hair, and nails, and deep crimson skin. In ancient times, having nearly destroyed their own world with countless terrible wars, many colonized earth in an effort to begin anew. In time those colonists adapted to their environment and even fused their genetics with the those of the predominant native humanoid species. The resultant protohumans were less intelligent and used as beasts of burden for thousands of years. Eventually the protohuman spawn rebelled against their oppressive masters and killed them. Degenerating even further, the protohumans interbred with one another and with the formerly predominant humanoid species, eventually producing humans. Any remaining martians either fled or were never part of earth-based colonization attempts. Any martians alive today are the descendants of those martians.
Martian Traits: All martians have the following racial traits.
- All martians have -2 Strength (-22 (or -2) in normal-gravity or -42 (or -2) in high gravity - see Low-Gravity Origins.), +22 Dexterity (+2 in normal-gravity or high-gravity - see Low Gravity Origins.), +2
Intelligence, +2 Wisdom, -4 Charisma (+4 Comeliness).
- Medium: As Medium creatures, martians have no special bonuses or penalties due to their size.
- Monstrous Humanoid: All martians are monstrous humanoids and have the psionic subtype.
- All martians have a base land speed of 40ft. and a burrow speed of 10 ft.. Extremely rare martians have bat-like leathery wings and can fly at a speed of 120 ft., maneuverability class perfect.
- Special Attacks: All martians have the following special attacks.
- Hunter Extraordinaire (Ex): All martians have a +1 to attack and damage rolls against creatures of the animal, humanoid, or monstrous humanoid type.
- Natural Weapons (Ex): All martians can bite for 1d6 and claw for 1d4; though they prefer to rely upon their far more sophisticated technologies. Certain elite specimens have fiendish horns, growing from their heads and long, whip-like, prehensile tails. Horned martians can use their horns in lieu of a bite attack, inflicting 2d4 damage and acquire an additional attack with their tails, inflicting 1d4 damage. Even rarer still are those that possess wings. Winged martians can attack with their wings, in addition to their normal attacks, inflicting 1d3 damage.
- Special Qualities: All martians have the following special qualities.
- Alien Physiology (Ex):All martians are carbon-based lifeforms that can breath methane, nitrogen, and/or oxygen. All martians can digest any organic compounds and derive sustenance there from.
- Heightened Senses: All martians have heightened senses pertaining to their environment.
- Darkvision (Ex): All martians have darkvision 60 ft..
- Lowlight Vision (Ex): All martians can see twice as well as a human in lowlight conditions.
- Stonecunning (Ex): All martians have a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A martian who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a martian can use the Search skill to find stonework traps as a rogue can. A martian can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Martians have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
- Tremorsense (Ex): All martians have tremorsense out to 60 ft..
- Low-Gravity Origins (Ex): All martians' speed decreases by -5 ft. (to a minimum of 0 ft.) in a normal-gravity environment or -10 ft. (to a minimum of 0 ft.) in a high-gravity environment. This penalty applies to all of a martian's modes of movement. A martian's flying maneuverability, if any is worsened by one maneuverability class in a normal-gravity environment or by two maneuverability class in high gravity environment. All martians suffer a 20 point Strength reduction and take 1d6 Strength damage upon first entering a normal gravity environment or a 40 point Strength reduction and take 2d6 points of Strength damage upon first entering a high-gravity environment. A martian may heal this heal this damage normally. As this completely cripples most martians, they tend to wear antigravity devices. All martians are affected normally by zero-gravity environments.
Prolonged exposure to normal gravity or high-gravity environments permanently increases the martians Strength score by +1 point per year (to a maximum of +20 in a normal-gravity environment or +40 in a high gravity environment) and decreases a martians Dexterity score by -1 point per year (to a minimum of -20), while returning to a low-gravity environment permanently decreases their Strength score (to a minimum of -20 if readapting from a normal-gravity environment or -40 if readapting from a high-gravity environment) and increases their Dexterity score (to a maximum of +20), if it was increased by prolonged exposure to a normal-gravity or high-gravity environment, at the same rate. A martian's ability scores are never decreased/increased to a level greater than the level by which they were increased/decreased. A martian's speed and maneuverability penalties, if any, are negated once it's Strength reaches it's normal levels. Effectively simulating the rate at which they adapt to normal-gravity and high-gravity environments and the rate at which they readapt to a low-gravity environment.
Remarkably, a martian's ability to adapt to variable gravities has no visible impact upon their physiologies, nor do they alter in density. A martians ability to adapt to variable gravities functions on a biochemical level and cellular level. When a martians Strength is at it's normal level it is considered to be native to the gravity-level of the environment in which currently resides. This incredible adaptability has allowed them colonize many alien worlds. A martians need for sustenance increases by a multiplier of x1 for each point of strength it has acquired, to a maximum of x20 in a normal gravity environment or a maximum of x40 in a high gravity environment, effectively increasing their needs from 1/50th to 2/5ths and 4/5ths perspectively, as their bodies use more air, energy, food, and water to survive.
- Survivor Extraordinaire (Ex): All martians have heightened survival capabilities.
- Armor Class Bonus (Ex): All martians have a sixth sense for danger due to their environment. A martian adds it's Wisdom modifier (if positive) to it's armor class when unarmored and unencumbered. This ability does not stack with a Monk's AC Bonus.
- Chameleonic (Ex): All martians have chameleonic skin that allow them to blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.
- Damage Reduction (Ex): All martians have damage reduction 5/cold iron.
- Elusive Prey (Ex): All martians have a +2 racial bonus to saving throws against traps. This ability does not stack with a Rogue's Trap Sense ability.
- Immunities (Ex): All martians are immune to blindness, disease, exhaustion, fatigue, poison, and radiation.
- Minimal Sustenance (Ex): All martians require only 1/50th the air, drink, food, and sleep a normal human would require.
- Regeneration (Ex): All martians regenerate 1 hit point per round. A martians regenerates lost body parts and extremities normally. A martian only takes lethal damage from cold iron or if it's Constitution score has been reduced to 0 or less. After regenerating a martian must consume one pound of organic matter for every hit point regenerated, within 10 minutes of regenerating, or it suffers 1 point of temporary Constitution damage per 5 hit points regenerated.
- Resistances (Ex): All martians have resistance to cold 30 and fire 30.
- Survivalist (Ex): All martians receive a +2 racial bonus to saves vs starvation and thirst.
- Telepathic (Su): All martians have Telepathy out to a range of 100 ft. This ability allows them to communicate telepathically with any creature that has a language.
- Skills: All martians have a +2 racial bonus on Survival checks. All martians also have +4 extra skill points at 1st level and +1 extra skill point at each additional level.
- Automatic Language: Martian. Bonus Languages: Any (other than secret languages). See the Speak Language skill.
- Feats: All martians have the Zero-G Training feat as a bonus feat as well as +1 extra feat at 1st level.
- Favored Class: Any psionic. When determining whether a multiclass martian takes an experience point penalty, his or her highest-level psionic class does not count.
- Level Adjustment: +7 (+9 if winged).
Martians are an advanced, beautiful, sophisticated, and violent race that greatly resembles the human race. Although they greatly resemble humans, martians are more alien than humans, with tall and slender bodies, deep jet-black blood, eyes, hair, and nails, and deep crimson skin. In ancient times, having nearly destroyed their own world with countless terrible wars, many colonized earth in an effort to begin anew. In time those colonists adapted to their environment and even fused their genetics with the those of the predominant native humanoid species. The resultant protohumans were less intelligent and used as beasts of burden for thousands of years. Eventually the protohuman spawn rebelled against their oppressive masters and killed them. Degenerating even further, the protohumans interbred with one another and with the formerly predominant humanoid species, eventually producing humans. Any remaining martians either fled or were never part of earth-based colonization attempts. Any martians alive today are the descendants of those martians.
Martian Traits: All martians have the following racial traits.
- All martians have -2 Strength (-22 (or -2) in normal-gravity or -42 (or -2) in high gravity - see Low-Gravity Origins.), +22 Dexterity (+2 in normal-gravity or high-gravity - see Low Gravity Origins.), +2
Intelligence, +2 Wisdom, -4 Charisma (+4 Comeliness).
- Medium: As Medium creatures, martians have no special bonuses or penalties due to their size.
- Monstrous Humanoid: All martians are monstrous humanoids and have the psionic subtype.
- All martians have a base land speed of 40ft. and a burrow speed of 10 ft.. Extremely rare martians have bat-like leathery wings and can fly at a speed of 120 ft., maneuverability class perfect.
- Special Attacks: All martians have the following special attacks.
- Hunter Extraordinaire (Ex): All martians have a +1 to attack and damage rolls against creatures of the animal, humanoid, or monstrous humanoid type.
- Natural Weapons (Ex): All martians can bite for 1d6 and claw for 1d4; though they prefer to rely upon their far more sophisticated technologies. Certain elite specimens have fiendish horns, growing from their heads and long, whip-like, prehensile tails. Horned martians can use their horns in lieu of a bite attack, inflicting 2d4 damage and acquire an additional attack with their tails, inflicting 1d4 damage. Even rarer still are those that possess wings. Winged martians can attack with their wings, in addition to their normal attacks, inflicting 1d3 damage.
- Special Qualities: All martians have the following special qualities.
- Alien Physiology (Ex):All martians are carbon-based lifeforms that can breath methane, nitrogen, and/or oxygen. All martians can digest any organic compounds and derive sustenance there from.
- Heightened Senses: All martians have heightened senses pertaining to their environment.
- Darkvision (Ex): All martians have darkvision 60 ft..
- Lowlight Vision (Ex): All martians can see twice as well as a human in lowlight conditions.
- Stonecunning (Ex): All martians have a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A martian who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a martian can use the Search skill to find stonework traps as a rogue can. A martian can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Martians have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
- Tremorsense (Ex): All martians have tremorsense out to 60 ft..
- Low-Gravity Origins (Ex): All martians' speed decreases by -5 ft. (to a minimum of 0 ft.) in a normal-gravity environment or -10 ft. (to a minimum of 0 ft.) in a high-gravity environment. This penalty applies to all of a martian's modes of movement. A martian's flying maneuverability, if any is worsened by one maneuverability class in a normal-gravity environment or by two maneuverability class in high gravity environment. All martians suffer a 20 point Strength reduction and take 1d6 Strength damage upon first entering a normal gravity environment or a 40 point Strength reduction and take 2d6 points of Strength damage upon first entering a high-gravity environment. A martian may heal this heal this damage normally. As this completely cripples most martians, they tend to wear antigravity devices. All martians are affected normally by zero-gravity environments.
Prolonged exposure to normal gravity or high-gravity environments permanently increases the martians Strength score by +1 point per year (to a maximum of +20 in a normal-gravity environment or +40 in a high gravity environment) and decreases a martians Dexterity score by -1 point per year (to a minimum of -20), while returning to a low-gravity environment permanently decreases their Strength score (to a minimum of -20 if readapting from a normal-gravity environment or -40 if readapting from a high-gravity environment) and increases their Dexterity score (to a maximum of +20), if it was increased by prolonged exposure to a normal-gravity or high-gravity environment, at the same rate. A martian's ability scores are never decreased/increased to a level greater than the level by which they were increased/decreased. A martian's speed and maneuverability penalties, if any, are negated once it's Strength reaches it's normal levels. Effectively simulating the rate at which they adapt to normal-gravity and high-gravity environments and the rate at which they readapt to a low-gravity environment.
Remarkably, a martian's ability to adapt to variable gravities has no visible impact upon their physiologies, nor do they alter in density. A martians ability to adapt to variable gravities functions on a biochemical level and cellular level. When a martians Strength is at it's normal level it is considered to be native to the gravity-level of the environment in which currently resides. This incredible adaptability has allowed them colonize many alien worlds. A martians need for sustenance increases by a multiplier of x1 for each point of strength it has acquired, to a maximum of x20 in a normal gravity environment or a maximum of x40 in a high gravity environment, effectively increasing their needs from 1/50th to 2/5ths and 4/5ths perspectively, as their bodies use more air, energy, food, and water to survive.
- Survivor Extraordinaire (Ex): All martians have heightened survival capabilities.
- Armor Class Bonus (Ex): All martians have a sixth sense for danger due to their environment. A martian adds it's Wisdom modifier (if positive) to it's armor class when unarmored and unencumbered. This ability does not stack with a Monk's AC Bonus.
- Chameleonic (Ex): All martians have chameleonic skin that allow them to blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.
- Damage Reduction (Ex): All martians have damage reduction 5/cold iron.
- Elusive Prey (Ex): All martians have a +2 racial bonus to saving throws against traps. This ability does not stack with a Rogue's Trap Sense ability.
- Immunities (Ex): All martians are immune to blindness, disease, exhaustion, fatigue, poison, and radiation.
- Minimal Sustenance (Ex): All martians require only 1/50th the air, drink, food, and sleep a normal human would require.
- Regeneration (Ex): All martians regenerate 1 hit point per round. A martians regenerates lost body parts and extremities normally. A martian only takes lethal damage from cold iron or if it's Constitution score has been reduced to 0 or less. After regenerating a martian must consume one pound of organic matter for every hit point regenerated, within 10 minutes of regenerating, or it suffers 1 point of temporary Constitution damage per 5 hit points regenerated.
- Resistances (Ex): All martians have resistance to cold 30 and fire 30.
- Survivalist (Ex): All martians receive a +2 racial bonus to saves vs starvation and thirst.
- Telepathic (Su): All martians have Telepathy out to a range of 100 ft. This ability allows them to communicate telepathically with any creature that has a language.
- Skills: All martians have a +2 racial bonus on Survival checks. All martians also have +4 extra skill points at 1st level and +1 extra skill point at each additional level.
- Automatic Language: Martian. Bonus Languages: Any (other than secret languages). See the Speak Language skill.
- Feats: All martians have the Zero-G Training feat as a bonus feat as well as +1 extra feat at 1st level.
- Favored Class: Any psionic. When determining whether a multiclass martian takes an experience point penalty, his or her highest-level psionic class does not count.
- Level Adjustment: +7 (+9 if winged).
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