Coastal Merfolk: Difference between revisions

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'''Aquatic:''' You gain a swim speed of 30 feet, proficiency on athletics checks when swimming, and can breathe both water and air.
'''Aquatic:''' You gain a swim speed of 30 feet, proficiency on athletics checks when swimming, and can breathe both water and air.


'''Waterway Traders:''' You have proficiency with persuasion
'''Waterway Traders:''' You have proficiency with persuasion.


'''Merfolk Blood:''' When you roll a 1 on a saving throw, you can reroll the die and must accept the new roll.
'''Darkvision:''' You have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet o f you as if it w ere bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.


'''Languages:''' You can read, speak, and write common, aquan, and one other language of your choice
'''Languages:''' You can read, speak, and write common, aquan, and one other language of your choice

Revision as of 00:35, 19 October 2014

The Coastal Merfolk are an aquatic race that has populated many of the world’s oceans. Communities exist in mountain lakes, coastal reefs, kelp forests, rivers, and even inside polar ice shelves, but are most common along on the continental shelf of temperate regions. They are an ancient species and are therefore even more physically diverse than humans.

Background

Physical Description: All Coastal Merfolk have the upper bodies of slender, tall and shapely humans and the lower bodies of powerful scaled fish that are at least twice as long as human legs. Their skin can be almost any color, but dark greens, silver, blue, brown as well as most human pigments are common. Many Merfolk also have dramatic and brightly colored stripes, rings, spots or other patterns similar to those found in sea creatures all over the world. Some have long colorful hair on their heads while others have feathery fins or crests. Merfolk have specially adapted gills instead of lungs that can breathe both water and air. Their tails allow powerful swimming, but are equally capable of supporting the rest of the body upright on land as they slither along.


Society: The Merfolk are an optimistic people, who approach life with vigorous gusto. The natural bounty of the sea allows Merfolk to lead relatively labor free lives with plenty of free time for a passionate love of arts, athletics, magic, business, and leisure. Many devote their extra hours to all manner of professions simply for the enjoyment of them or to compete for prestige. Merfolk culture has a heavy emphasis on commerce, and all merfolk develop an affinity for negotiation. Rather than give live birth, Merfolk lay large soft eggs that must be kept in well oxygenated water at all times. For this reason, Merfolk communities are never seen far from water.


Relations: Coastal Merfolk are the gatekeepers to the waterways, and this gives them a position at the center of commerce. They have contact with all manner of races who wish to use rivers, lakes, and oceans for trade or transport. However, despite how engaged and personable Merfolk appear to be while on the surface interacting with other races, they are extremely protective and secretive of their lives and communities under the water surface. A Merfolk will gregariously discuss all manner of happenings above the waves, but will turn stoic and silent if the conversation turns to Merfolk affairs. Merfolk generally regard themselves as distinct and apart from the other common races due to their unique bodies, but their agreeable enthusiastic attitude usually makes relations easy. Merfolk get along best with humans because they most often create waterside communities. Merfolk find little in common with the grim and stoic dwarves and their mountain citadels are even more difficult to reach for aquatic peoples. Coastal Merfolk blood has vague magical properties which has caused some groups and individuals to predate on merfolk communities. Any groups that do so are viewed with a burning hatred.


Alignment and Religion: The exuberant personality of many Merfolk tends to make the lawful alignments a minority. Individuals generally worship a wide pantheon rather than a single deity. City temples are usually very large combined buildings for all the gods. Each deity has a section within the great temple devoted to its particular tenets. Merfolk worshippers may offer prayers and sacraments to which ever god has purview over their current situation.


Adventurers: A Merfolk's reasons for becoming an adventurer are as diverse as the merfolk themselves. Some want to experience the world, to test themselves, to bring home vast treasures, to discover ancient secrets, to earn prestige, or to achieve a specific goal. Coastal Merfolk’s wide variety in characteristics and interests allows them to be gifted in any adventuring class.

Coastal Merfolk Racial Traits

Pathfinder

+2 to one ability score: Merfolk characters receive +2 to one abilitys of their choice at creation to represent their varied nature.

Medium: Merfolk are medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Merfolk have a base speed of 20 feet, but are never encumbered by heavy load or armor.

Aquatic: Merfolk gain a swim speed of 30 feet, a +8 racial bonus to swim checks, and can breathe both water and air.

Merfolk Blood: Merfolk receive +1 to all saving throws.

Waterway Traders: Coastal Merfolk gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Bonus Feats: Coastal Merfolk select one extra feat at first level.

Languages: Coastal Merfolk begin play speaking Common and Aquan. Merfolk with a high intelligence score can choose Gnomish, Orcish. Sylvan, Elvish, Draconic, and Halfing.


D&D 5E

(if anyone has recommendations for the 5e traits, your input is welcome)

Ability Score Increase: Your charisma increases by 1 and one ability score of your choice increases by 2

Size: Your size is medium.

Alignment: Any

Speed: Your base speed is 25 feet.

Aquatic: You gain a swim speed of 30 feet, proficiency on athletics checks when swimming, and can breathe both water and air.

Waterway Traders: You have proficiency with persuasion.

Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages: You can read, speak, and write common, aquan, and one other language of your choice

Related Links

Go back to Merfolk homepage

Coral Merfolk

Abyssal Merfolk

Arctic Merfolk

Crustaceids


Coastal Merfolk Gallery