Coral Merfolk

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Coral Merfolk are a tropical race of aquatic humanoids that are known for their stunning beauty. They usually have small to medium size communities in warm tropical waters around atolls, islands, and reefs. Coral Merfolk blood is naturally magical which allows many to become talented sorcerers, warlocks, bards and Oracles.


Physical Description: Coral Merfolk have the upper bodies of humans and lower bodies of a Tropical fish. Their most distinguishing feature is their bright multicolored skin and fins which form striking patterns across their entire body. Each individual has their own unique pattern and colors. Instead of hair, tropical merfolk have a variety of colored 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: Coral merfolk society is fiercely competitive and has a strong emphasis on sorcerous magic. Almost all Coral mer have some spontaneous casting ability. Many communities are organized by a tribal system. Each merfolk has loyalty and depends on the protection of his family tribe. There are relatively few institutions for the resolving conflict between individuals. Instead disputes are settled by the tribes through ritualized tests of sorcery.


Alignment and Religion: Coral Mer tend towards the chaotic neutral side of the alignment spectrum, although there is significant variation among individuals. The deity most associated with the coral merfolk is PLACEHOLDER, a demigod of freedom magic and blah blah


Relations: Coral Merfolk communities are often isolated, insular and suspicious of outsiders. Coral Merfolk blood has strange magical properties that many evil groups which to take by force. Settlements that receive regular traffic are often subject to predation by groups that wish to kill or capture them. Other settlements are often separated by hundreds of miles of open ocean which reduces the amount of outside contact. However, once a Coral merfolk has judged a person or situation as nonthreatening they are very sociable and friendly.


Adventurers: Coral Merfolk usually become adventurers to test and improve their magical powers or take revenge on enemies of their community. Oftentimes they will be given a task by a tribal leader. Most Coral merfolk adventurers are sorcerers, warlocks, bards or oracles.


Coral Merfolk Racial Traits

Pathfinder

Racial Attributes: Coral Merfolk gain +2 to charisma +2dexterity and -2 to strength

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

Slow Speed: Coral Merfolk have a base speed of 20 feet and are never slowed by armor or encumbrance.

Aquatic: Coral merfolk gain a swimspeed of 30 feet and +8 to swim checks. They can breathe water and air.

Merfolk Blood: Coral Merfolk gain a +1 racial bonus on all saving throws

Low Light Vision: Coral Merfolk can see twice as far as a race with normal vision in conditions of dim light.

Quick Reactions: Coral Merfolk receive improved initiative as a bonus feat.

Deep magic: Coral Merfolk gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.


D&D 5E

Ability Score Adjustment:

Size: Medium

Speed: 25

Aquatic: You can swim with a speed of 30 feet and have advantage to all athletics checks when swimming. You can breathe air and water.

Some other Ability:


Related Links

Go back to Merfolk homepage

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