Pahari

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In Dungeons & Dragons, Pahari are a subspecies of merfolk native to the waters surrounding Zahakara, the realm of the Al-Qadim subsetting of the Forgotten Realms. An all-female race of oceanic fey, pahari resemble merfolk, having the upper torso of a beautiful woman and the tail of a massive, brilliantly colored (blue, green or ruby red) tropical fish. But they are also shapeshifters who can freely transform into the forms of a regular fish and a regular (but still gorgeous) human woman, though they are fully amphibious and can magically breathe air and water in both forms.

Appearing in the Al-Qadim Monstrous Compendium Appendix, pahari are characterized as a shy, peaceful race usually found living in communities of 2d10 members of their own kind. They build homes from shells and/or coral, and tend to small gardens of kelp and seaweed; pahari regard eating fish with the horror a human would regard cannibalism, so their diets are largely vegetarian, supplemented with mollusks and shellfish. Though they prefer to avoid trouble, they have a surprising adventurous streak, and also regard themselves as protectors of the water, resulting in their enmity for more malevolent sea-dwelling creatures, such as sea hags. Though they dislike physical violence, they have a strong affinity for magic; most are at least middling-skilled wizards (2 Wizard levels per hit dice, in AD&D) and they are almost always Sea Wizard specialists.

Ironically, pahari find the surface world highly intriguing and humanoids to be fascinating. Whilst most restrict this curiosity to sunbathing on coastal rocks or conversing with sailors at sea, they tend to obsessively collect anything that pertains to life above waves. Lucky sailors may be welcomed into pahari communities in exchange for tales of their homeland - fortunately, a pahari can grant the power of water breathing for a day on any surfacer she kisses. Especially bold pahari, usually the younger ones, may even venture onto land with their human form for a day or so to experience life on the land. Some stay for longer periods of time, though the older pahari tend to discourage this.

As an all-female race, pahari mate with human men to procreate, although their 300-400 year lifespan means relationships tend to end tragically with the pahari outliving her paramour; for this reason, older pahari tend to prefer short but frequent encounters with surface dwellers.

The last official appearance of pahari thus far has been in the article "Heroes of the Sea" in Dragon Magazine #250, where they were presented as a playable race with the following stats:

Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/17, Constitution 3/18, Intelligence 3/18, Wisdom 3/17, Charisma 3/18
Ability Score Adjustments: +2 IONtelligence, -1 Wisdom, -1 Dexterity
Racial Class & Level Restrictions: Wizard 14 (Mage or Elementalist only), Bard 15
Available Kits: As per Human Wizard or Bard; DM may mandate kits from Al-Qadim
Natural Armor Class: 7
Special Advantages:
Pahari can freely shift between three forms; true form, fish form, and human form. In their true form, they can breathe air and water and have a Swim speed of 18. In their fish form, they can only breathe water but have a Swim speed of 24. In human form, they can only breathe air and have no Swim speed.
No movement or attack penalties in water in fish or true form.
Swimming as a bonus proficiency.
Magic Resistance 5% per level, maximum of MR 25% (5th level).
From 3rd level on, a pahari can grant Water Breathing (1 day) at-will via her kiss.
Special Disadvantages: The pacifistic nature of pahari means they can never learn any weapon proficiencies, which results in the appropriate penalties to trying to use weapons.
Nonweapon Proficiencies: Any