Abyssal Merfolk: Difference between revisions
1d4chan>Kapow No edit summary |
1d4chan>Kapow |
||
| Line 42: | Line 42: | ||
'''Weapon Familiarity''': Net bastard sword? | '''Weapon Familiarity''': Net bastard sword? | ||
'''Languages:''' Coral Merfolk begin play knowing common and Aquan. Merfolk with a high intelligence score can choose Gnomish, Orcish. Sylvan, Elvish, Draconic, and Halfing. | |||
== Related Links == | == Related Links == | ||
Revision as of 19:34, 9 June 2014

Abyssal Merfolk are an evil aquatic race that dwell in the dark depths of the oceans. They are known for their cruel militaristic society that frequently launches raids into the surface world to capture slaves and plunder.
Background
Physical Description: Abyssal Merfolk have the upper bodies of humans and lower bodies of cephalapods, especially octopi. Most Abyssal Merfolk have no hair, but a few have crests or fins on their heads. Many have glowing bio-luminescent spots or lures on their bodies and heads. Merfolk have specially adapted gills instead of lungs that can breathe both water and air. Their tentacles and water jet allow powerful swimming, but are equally capable of supporting the rest of the body upright on land as they crawl along. (maybe they shouldnt be able to walk on land, not having bones and all?)
Society: Abyssal Merfolk live in a state of unbending theocratic tyranny. Almost all Abyssal mer are drafted into the military once they reach adolescence. The center of each merfolk's life is his barracks. His unit has replaced his family. His officers have replaced his parents. Most menial work is performed by penal battalions of slaves who were either captured in war or demoted from the army as punishment. The desolate wastes of the ocean floor do not offer enough resources to support a civilization. As a result, abyssal mer must constantly raid and plunder the shallower and more fertile regions of the ocean.
Alignment and Religion: A large number of Abyssal Merfolk have a lawful evil alignment, which is well suited to their militaristic and pitiless society. A minority of Abyssal merfolk have other alignments. Evil individuals worship Dagobus, the demigod patron of the abyssal merfolk.
Relations: The long history of war and slavery with other races has created caused fear and hate to be the default reaction reputation with many other civilized races. This undercurrent of suspicion makes relations with other races difficult. Abyssal Mer get along best with dwarves, who rarely have previous knowledge of abyssal exploits.
Adventurers: Abyssal Mer usually become adventurers as part of a religious directive or atonement for some crime. More unusually, military deserters escape from their regimented military life. With no way to return to their former lives, and no friends or allies to rely on, these runaways turn to a life on the road as adventurers. Abysall Merfolk adventurers are usually martial classes such as fighters, rangers, and barbarians, but they can also become talented wizards.
Racial Attributes
Pathfinder
ability score: +2str +2int -2cha
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.
Grasping tentacles: Abyssal Merfolk receive the improved grapple feat.
Deepsight: Abyssal Mer are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Ink Spray: Once per day, Abyssal Merfolk may shoot a cloud of ink that creates a 15 foot radius circle centered on them. The ink blocks line of sight and provides total cover. The ink dissipates after 3 rounds. Characters gain an additional use per day every 5 character levels.
Military Drill: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Weapon Familiarity: Net bastard sword?
Languages: Coral Merfolk begin play knowing common and Aquan. Merfolk with a high intelligence score can choose Gnomish, Orcish. Sylvan, Elvish, Draconic, and Halfing.
Related Links
Go back to Merfolk homepage