Potestas: a D&D3E supplement
Chapter Two: Races
Merfolk (part-arcane humanoids)
The merfolk are playful, marine-dwelling people. They have the upper bodies,
arms, and heads of a land-dwelling humanoid race, but the lower parts of a fish
or a cetacean.
Merfolk is a template that can be added to any davinan, human or kattar. The
creature (referred to hereafter as the base creature) does not have to meet
any characteristic minimums. It uses all the base creature's statistics and
special abilities except as noted here.
Racial Traits
- Characteristic Modifiers: +2 Dexterity, +2 Constitution,
and +2 Charisma.
- Low-Light Vision (Ex): merfolk can see twice as far as
humans, kattar and davinans in starlight, moonlight, torchlight, and similar
conditions of poor illumination, and can distinguish colours without difficulty.
- Base Speed: 5 ft, swim 50 feet.
- Underwater Breathing (Ex): merfolk who are part-fish may
either breathe air or breathe underwater without difficulty. Merfolk who can
breathe underwater cannot breathe air without recourse to magic of some kind,
such as the air breathing spell (Drd 3, Bard/Sor 3, comparable to
the water breathing spell) or shapechanging. Merfolk who are part-cetacean
always breathe air.
- Skills: merfolk have a +8 racial bonus on any Swim check
to perform some special action or avoid a hazard. They can always choose to
take 10 on a Swim check, even if distracted or endangered. Merfolk can use
the run action while swimming, provided they swim in a straight line.
- Automatic Language: all merfolk automatically speak the
local language and the language of either fish or cetaceans.
- Level Adjustment: +1.
maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 2 August 2003