Merfolk

Ancestry Traits

 
Common Traits
  • Ability score modifiers: +2 Dexterity +2 Constitution
  • Size: Medium
  • Type: Humanoid (Aquatic)
  • Base speed: 5ft
  • Swim Speed: Merfolk have a swim speed of 50ft which gives a +8 racial bonus to swim checks. As creatures with a swim speed, they can always choose to take 10 on a Swim check, even if distracted or endangered when swimming, and can use the run action while swimming, provided they it swims in a straight line.
  • Legless: Merfolk have no legs and cannot be tripped.
  • Amphibious: Merfolk are amphibious, but prefer not to spend long periods out of the water. They suffer a -2 penalty on all attack rolls, ability checks, skill checks, and saving throws while not submerged in a natural body of water.
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Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Darkvision: Merfolk with this trait have darkvision 60ft. If a merfolk takes this trait twice, they instead have 120 ft darkvision.   Enchanting: Merfolk sometimes manifest magical powers they are unwilling to explain to non-merfolk, leading scholars to speculate that the magic originates from the merfolk’s rumored eldritch patrons. Such merfolk add +1 to the DC of any enchantment spells they cast, and if they have a Charisma score of 13 or higher, they gain the ability to cast the following spell-like abilities: At will—speak with animals (aquatic animals only 1/day - charm person, hypnotism, and memory lapse. The caster level for these spells is the merfolk’s level     Fin to Feet: Merfolk with this trait can change their form to interact with the land bound folk they come across. They gain the following spell like ability: 1/day—fins to feet (self only). This use stacks with the use from the Enchanting trait   Nerid Gaze: Some merfolk possess the unnatural grace and beauty of the nereid. Merfolk with this trait can focus on a creature using two actions to attempt to fascinate a creature within 60ft. The target creature must have an intelligence of 3 or greater and be able to see the merfolk. If the creature fails a will save, it is fascinated by the merfolk for one round. The merfolk can attempt its gaze attack any number of times per day, but creatures affected by the gaze or which successfully save against the effect cannot be affected again for another 24 hours. The DC for this is equal to 10 + ½ level + Charisma modifier.  
Powerful Tail: Merfolk with this trait have a broad powerful tail which can be used to make a slam attack for 1d6 damage. This tail also increases the base land speed of the merfolk by 5ft.   Seasinger: The beautiful voices of the merfolk are legendary. A seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of language-dependent spells.   Tough Scales: Merfolk with this trait gain +1 natural armor. This trait stacks with itself and Tougher scales.   Tougher Scales: Merfolk with this trait have an even thicker coat of scales. This grats them a +2 to natural armor which stacks with tough scales.  
 

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