Difference between revisions of "Merfolk"
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==Innate Abilities== | ==Innate Abilities== | ||
− | *Merfolk revert to their natural form in water, giving them | + | *Merfolk revert to their natural form in water, giving them -4 [[movement delay]], +50 [[stealth]], and +25% [[EV]] (min +2, max +9). Their [[boots]] meld into them (even if [[cursed]]) and stop functioning, however. |
==Preferred Backgrounds== | ==Preferred Backgrounds== | ||
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==Level Bonuses== | ==Level Bonuses== | ||
− | * | + | *+1 to a random [[stat]] every 5th level. |
− | * | + | *Average [[HP]]. |
− | * | + | *Average [[MP]]. |
− | * | + | *+3 [[magic resistance]] per level. |
==Difficulty of Play== | ==Difficulty of Play== |
Revision as of 15:49, 11 July 2013
This page is about the player species. For the monster, see Merfolk (monster). For a list of all merfolk monsters, see List of merfolk.
The Merfolk are a hybrid species of half-human, half-fish that typically live in the oceans and rivers, seldom venturing toward land. However, Merfolk aren't as limited on land as some myths suggest; their tails will quickly reform into legs once they leave the water (and, likewise, their legs will quickly reform into a tail should they ever enter water). Their agility is often misjudged, and they tend to be surprisingly nimble on land as well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water.
The Merfolk have developed their martial arts strongly on thrusting and grappling, since those are the most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they can also use longer swords quite well. As spellcasters, they tend to be quite good in specific areas. Their mystical relationship with water makes it easier for them to use poison and ice magic, which use water occasionally as a material component. The legendary water magic of the Merfolk was lost in ancient times, but some of that affinity still remains. The instability of their own morphogenic matrix has made them very accomplished transmuters, but most other magic seems foreign to them. |
Contents
Innate Abilities
- Merfolk revert to their natural form in water, giving them -4 movement delay, +50 stealth, and +25% EV (min +2, max +9). Their boots meld into them (even if cursed) and stop functioning, however.
Preferred Backgrounds
- Warriors: Gladiator, Assassin
- Zealots: Berserker, Abyssal Knight, Death Knight, Healer
- Warrior-mages: Skald, Transmuter, Enchanter
- Mages: Ice Elementalist, Venom Mage
- Adventurers: Artificer
Level Bonuses
- +1 to a random stat every 5th level.
- Average HP.
- Average MP.
- +3 magic resistance per level.
Difficulty of Play
Simple • Intermediate • Advanced |
Merfolk are an easy race to play because of their strong fighting capabilities (especially with polearms), decent specialization in magic (especially in transmutations), and the ability to traverse water unhindered.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 1 | Armour | -3 | Spellcasting | -1 |
Short Blades | 2 | Dodging | 3 | Conjurations | -2 |
Long Blades | 1 | Stealth | 2 | Hexes | 0 |
Axes | -2 | Stabbing | 2 | Charms | 1 |
Maces & Flails | -2 | Shields | 0 | Summonings | 0 |
Polearms | 4 | Traps | -1 | Necromancy | -2 |
Staves | -2 | Translocations | -2 | ||
Unarmed Combat | 1 | Transmutation | 3 | ||
Fire Magic | -3 | ||||
Throwing | 0 | Ice Magic | 1 | Invocations | 1 |
Slings | -2 | Air Magic | -2 | Evocations | 1 |
Bows | -2 | Earth Magic | -2 | ||
Crossbows | -2 | Poison Magic | 1 | Experience | 0 |