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PostPosted: Wed Sep 27, 2017 8:41 am 
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Gongfarmer

Joined: Tue Sep 26, 2017 5:15 pm
Posts: 2
FLGS: Gateway Games
Used this class for DCC, but this is more my MCC version of the class, difference is mostly just in the name and terminology.

Occupations: 1d5
Mer-folk kelp farmer | trident | kelp filled giant clam
Mer-folk animal husbandres | crook(as stave) | sea-horse/seal/sea pig
Mer-folk performer | short sword | hymnal book/instrument
Mer-folk man-at-arms | Halberd♤ | leather armor
Mer-folk scholar | dagger | alchemy kit & "sea blood"(1hp heal potion)

Background lore:
The Mer-folk of Atlanta are a prideful lot, lamenting the loss of thier homeland. Always searching for the elusive lands of Atlanta. A nomadic people for the most part, being owed to the loss of thier great royal family generations ago.

When found it is always because they are on the move, looking for work, or in search of a new home. Few are found above the waves, an when encountered they are generally looking for aid in boon companions. They are a mystic people spinning songs of arcane beauty, as well as terrifying combatants.

The crunchy information:

Hit Dice: D6/level

Weapons training: Atlanteen Mer-folk are very skilled with the Trident, any number for Polearms, the Halberd♤, Nets, Daggers, as well as Long or Short swords. It is rare that armor is worn because it has the tendency to slow them down, when they do wear it will commonly be lighter fair, mostly leathers or hides from sea creatures, however protective belts & harnesses, shields and helms are quite practical and fashionable. The most magnificent armors known are from craftsman making scale mail from the scales of giant dragon sea turtles, that were passed down along long lineages or to sadly be lost to the tides of time.
♤Halberds may be used 1 or 2 handed doing either 1d6 or 2d5 respectively.

Alignment: A Lawful people by birth, accustomed to strict monarch rule. The More nomadic of the species are neutral , following the whims of the changing tides. The most chaotic of the race are land lovers commonly seen on dry land.

Darkvision: sight up to 120' in low or no light.

Aquatic: On land, Mer-folk skin dries and they become slightly lethargic their movement slowing from 30' to 20'. While underwater Mer-folk can swim 60' and receive an additional D14 action die.

Resistances: Related to their level(1 point of cold resistance /level), Mer-folk are accustomed to the cooler temperatures experienced in the underwater deeps.

Languages: A 1st level Mer-folk will know Common, Bubble speak, the language of Aquatic intelligent life,as well a 1 additional language per intelligence modifier.

Luck: 1st level Mer-folk luck modifier applies to thier cold resistance (Int. Mod x2), and checks when doing Sea Song.

Sea Song: The songs of the deep sung by Mer-folk are passed down from generation to generation. Table:MA-1 for list of songs by level. Sea Songs do not have a corruption effect associated with them, however they may still be lost & misfired however. Manifestation and mercurial effects are rolled as a Wizard. Select 1 song per level from the Table:MA-1. At higher levels you may select a lower level song as a pick. Mer-folk do not get bonus songs for exceptional attribute scores. The check for Sea Song is Mer-folk level + Personality Mod + Action Die.

Action Dice: Action dice may be used for attacking or to make a Sea Song check, However, Only the Primary Action die may be used for a Sea Song check.

Table MA-1:
LEVEL | SONG CHOICE
1 | Ventriloquism or Cantrip
2 | Charm Person
3 | Animal Summoning or Sleep
4 | Magic Missile
5 | Forget or Magic Mouth
6 | Spider Web
7 | Scare or Water/Air Breathing*
8 | Lightning bolt or Slow or Haste
9 | Dispell Magic
10 | Breath of Life
*Air breathing can temporarily negate the Mer-folks out of water vulnerability.

Table MA-2:
LEVEL | CRITICAL | ACTION DICE | REF / FORT / WIL
1 | 1D8/I | D20 | +0 / +1 / +1
2 | 1D8/I | D20 | +0 / +1 / +1
3 | 1D8/I | D20 | +1 / +1 / +2
4 | 1D8/II | D20 | +1 / +2 / +2
5 | 1D10/II | D20 + D14 | +1 / +2 / +3
6 | 1D10/II | D20 + D16 | +2 / +2 / +4
7 | 1D12/II | D20 + D20 | +2 / +3 / +4
8 | 1D14/II | D20 + D20 | +2 / +3 / +5
9 | 1D16/II | D20 + D20 | +3 / +3 / +5
10 | 1D20/II | D20 + D20 + D14 | +3 / +4 / +6


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