Potestas: a D&D3E supplement
Chapter Two: Races
Mercanians (part-arcane giants)
The mercanians are lesser giants, and resemble large humans of about 9 to 10
feet in height. They live in the far south where it is cold for almost all the
year, and generally have fair skin and hair like the humans who live around
the Mistral Sea. Mercanians tend in temperment towards the violent and excessive
emotions and sense of honour associated with the giants.
Like all lesser giants, mercanians can breathe both air and ether freely, and
live for one and a half to two centuries. They can interbreed with humans, and
the offspring of such unions are fertile.
Racial Traits
- Large Size: mercanians receive a -1 size penalty to AC,
-1 size penalty to attack rolls, -4 size penalty on Hide checks, and a +4
bonus to grapple checks. Their innate attack is 1d4, they may use larger weapons,
and their lifting and carrying limits are twice that of Medium creatures.
They have 10 feet reach.
- Characteristic Modifiers: +4 Strength, +2 Constitution,
and -2 Wisdom. Mercanians are strong and robust, but they are often foolish
and intemperate.
- Base Speed: 40 feet.
- Natural Armour: mercanians have base +2 natural armour.
- Giant blood: mercanians can breathe both air and ether
without difficulty, and are considered giants for all special abilities and
effects.
- Saving Throws: +4 racial bonus on saving throws against
cold, -4 racial penalty on saving throws against heat and fire.
- Cold Tolerance: mercanians do not have to make Fortitude
saves in cold conditions.
- Cold Resistance: mercanians have energy resistance 10 against
cold attacks, which means they reduce all cold damage by 10 points before
applying the damage to their hit points.
- Automatic Languages: all mercanians automatically speak
the giant language and the local language.
- Favoured Class: Berserker.
- Racial Hit Dice: mercanians begin with two levels of giant,
which provide 2d8 hit dice (12 hit points), +1 base attack bonus, +3 base
Fortitude save, one feat, and skill points equal to 5 x (2 + Int modifier,
minimum 1). Class skills for these levels are Climb (Str), Craft (Int), Handle
Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis),
Ride (Dex), Spot (Wis), and Swim (Str). Mercanians do not double the hit points
for their first level in a character class.
- Level Adjustment: +2.
maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 2 August 2003