Merthings! and allied underwater stuff [Archive] - Wizards Community

Post/Author/DateTimePost
WizO_Iyala

07-02-03, 08:58 PM
I would like the merthings to be properly considered as a part of this world if no one objects. Yesterday I was looking at them and thinking "isn't it a shame that they're underwater. they can't do stuff". Now I know it's totally cliched but they could maybe be able to transform to having legs?

I'm now going to explain all my ideas about them and then look pointedly at Bandido ;)

http://www.strike9.com/file.aspx?path=/Liay/fullsize/merthing.jpg

The idea would be that most merthings would live happily underwater, nice and isolated from other races and more than happy to carry on like that. Merthings that were born to use magic however would have a constant desire to explore other forms of magic. Before echieveing higher ranks within their craft, tehy would need to go up onto the land and explore the world, learning about other elements.

A merthing sorcerer would have the innate ability to transform to legged form through magic however a few less magicly-inclined merthings could also transform into legged-ness using charms or amulets. These would often be worn by the sorcerer merthings too in order to protect against the possibility of their spells failing. Non-magic users traveling above ground would be rare, they might be diplomats at best but more likely they would be outcasts unable to continue living under the sea.

If the spel of amulet failed, the merthing would be stuck on dry land and would die unless they could get the protection back somehow but it'd be a fairly fatal problem on the whole.

Merthing culture is based very strongly on status and rank means everything to them. Magic users have the highest possible status among the merthings and anyone with any skill will train in the arts of magic.

http://www.strike9.com/file.aspx?path=%2fLiay%2ffullsize%2fmert hing+face.jpg

General stuff on the merthings:

They have the ability to tense their head tentacles to form a display quite similar to a peacocks. This is often more of an impulse than a choice.

When the merthings take a legged form, they always hide their legs. No merthing has ever managed to form legs that match those of a human, they are usually very mishapen and consequently merthings tend not to travel very fast or far if they can help it - thugh as their skill in magic improves so would their legs.

They favour very light armour. Traditionaly they wear breasplates carved from coral (which is fairly light) over their upper torsos. Whatever they wear it will always be very elaborate, above ground that tradition continues though whatever clothing they use to cover their legs will be light and loose fitting to hide the shape.

Underwater they are fast and graceful, on the ground they are fairly slow and clumsy when walking or running but they are good strong fighters when they can stand their ground.

A merthing in land-form:
Leaves

07-02-03, 09:53 PM
What do you mean "isn't it a shame that they're underwater" and "they can't do stuff"? You honestly want them to be the only people down there?

D&D has 5 marine races counting only the mundane ones, and all sorts of magical beasts, outsiders, and dragons with aquatic interests. It's possible to have a whole campaign underwater and never see a shore. Isn't this world going to be the same?

The concern about how elemental magic would interact with aquatic civilizations needs to be looked at, though. Earth is still available, but Fire is obviously going to be tough.

http://www.geocities.com/leaves_or/leafcool.txt
WizO_Iyala

07-03-03, 03:30 AM
There's been a recent change in Magic where the much loved merfolk have been removed as the archetypal blue race based on the fact that it makes no sense that a mage would call a merfolk into a battle. This is rather stupid logic :bored: (especially as they then temporarily replaced them with creatures such as cephalid vandal) Therefore, roughly in keeping with R&D policy for Magic as it stands, I'd prefer a (hopefully) archetypal blue race to not be limited to the water.

I don't want them to be the only ones down there, hence the "allied underwater stuff" title.
nick012000

07-03-03, 06:26 AM
off topic: that cephalid vandal card sucks! this one is better, and it is a common (i play magic too):
http://mi.wizards.com/global/images/magic/general/armadillo_cloak.jpg

actually, most of the DnD water races can go onto land, but they drown if they stay out of the water too long.
Bandido

07-03-03, 12:02 PM
Originally posted by WizO_Iyala
I'm now going to explain all my ideas about them and then look pointedly at Bandido ;)
<snip>
I can't even begin to imagine what you mean, Iyala. *whistles*

On a completely unrelated note (;) ), here is a D&D write-up of the merthings. What do you think? Balanced or not? Flavourful or not?

Merthings (come on, we need a name for these people!)

Racial traits:
Medium-size: As medium-sized creatures, merthings have no special bonuses or penalties due to their size. Merthing base swim speed is 20ft. A merthing gets a +8 racial bonus to all Swim checks, and can always take 10 on a Swim check, even if rushed or threatened. Merthings can use the run action when swimming as long as they swim in a straight line. Jet (Ex): A merthing can jet backwards in a straight line once per round as a double move action at a speed of 150 ft. Low-light vision (Ex): A merthing can see twice as far as a human in starlight, moonlight, torchlight, and other similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions. Gills (Ex): Merthings breathe salt water with ease. They can survive in fresh water for 1 hour per point of Constitution (after that, refer to the suffocation rule in the DMG). A merthing immediately suffocates in air without the aid of magic (a merthing cannot hold his breath). Natural weapons: Tentacle slap 1. A merthing may not use his tentacle slap in the same round as any other type of attack. However, if a merthing is grappling an opponent with his tentacles, he may attack that opponent with other weapons. Improved Grab (Ex): To use this ability, the merthing must hit a small, medium-sized, or large target with his tentacle slap. If he hits, he may constrict, or attack the grappled target normally with other weapons. Constrict (Ex): A merthing deals automatic tentacle damage with a successful grapple check against small, medium-sized, or large creatures. Spellcasting Prodigy (Ex): For the purposes of bonus spells and the saving throw DCs of spells they cast, merthings treat their primary spellcasting ability scores for arcane spellcasting classes (Int for wizards, Cha for bards and sorcerers) as 2 points higher than the actual value. This ability applies to all arcane spellcasting classes the merthing has levels in. +2 racial bonus to Knowledge (arcana) and Spellcraft checks: The merthings are prodigious studiers of magic, which surprises many surface dwellers who can't fathom how an aqueous race reads underwater. 'Why doesn't the ink run?' Head tentacles (Ex): The head tentacles of a merthing move to reflect the merthing's mood, similar to a cockatiel's crest. This is a double-edged sword for the merthing; on one hand, it makes it easier for them to communicate their feelings, but on the other hand, it prevents them from concealing their intent! For this reason, the merthings get a +1 racial bonus to Diplomacy checks and a -2 racial penalty to Bluff checks as long as their heads are in view of the person (people) they are communicating with. Favoured class: Wizard. The studious nature of merthings, and their magocracy of a culture, makes them ideal wizards.
Bandido

07-03-03, 12:41 PM
Originally posted by WizO_Iyala
There's been a recent change in Magic where the much loved merfolk have been removed as the archetypal blue race based on the fact that it makes no sense that a mage would call a merfolk into a battle. Is that really the reason they gave? That is so stupid, especially as there are so many other rules that make no sense from that viewpoint *cough* combat damage going on the stack *cough* *cough* trample damage being dealt even if the creature with trample is dead *cough* trample damage being dealt even if the trampling creature is blocked by a creature with protection from the colour of the trampling creature *cough* *cough* *cough* .
WizO_Iyala

07-03-03, 06:53 PM
Ask Wizards November 5th (http://www.wizards.com/default.asp?x=mtgcom/askwizards/1102) . Yes, R&D need make some serious mistakes at times :( We want our merfolk back :(

Well done once again, Bandido, I like the flavour of that :) shiny new race :D

When I originaly considered the I had them in mind as fairly feral creatures that were more aggressivve than the ones I have in mind now but I'm thinking that particular tribe would be more isolated and barbarian-like than most of the merthing society.

I'm still in two minds about the leg thing, I know it's been done but if they don't have somethng like that not only will they not get about on the land but they'll just be merfolk with tentacles in place of a tail which is as good as saying "fine, take away our merfolk!we'll just put tentacles on them" and I'd like them to be something other than a variation on merfolk.

Do merfolk exist much in D&D? and if so, what sort of culture do they have? In magic they would probably be seen as a fairly warlike race.
nick012000

07-03-03, 08:14 PM
Merfolk
Medium-Size Humanoid (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 5 ft., swim 50 ft.
AC: 13 (+1 Dex, +2 leather)
Attacks: Trident +1 melee; or heavy crossbow +2 ranged
Damage: Trident 1d8; or heavy crossbow 1d10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Low-light vision
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 12, Int 11, Wis 11, Cha 13
Skills: Listen +4, Spot +4
Feats: Alertness
Climate/Terrain: Temperate aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level
lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Merfolk speak Common and Aquan.
Combat
Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents.
Merfolk Characters
A merfolk’s favored class is bard. Merfolk clerics can choose two of the following domains: Animal, Protection, and Water.

i think that DnD merfolk are more of the lieing on beaches, singing type of merfolk.
Aeolius

07-04-03, 12:38 AM
Originally posted by Leaves
It's possible to have a whole campaign underwater and never see a shore.

I've been running such a game since 1998 ;)
Leaves

07-04-03, 01:27 AM
Originally posted by Aeolius
I've been running such a game since 1998 ;)

Oooooo, fun! Can I join? It's only a little itty bitty commute....

http://www.geocities.com/leaves_or/leafwink.txt
nick012000

07-04-03, 02:22 AM
that's about a 24 hour drive, no, more than that. fron tennessee to colorado is a 24 hour drive.
Aeolius

07-04-03, 07:49 AM
Originally posted by Leaves
Oooooo, fun! Can I join? It's only a little itty bitty commute....

http://www.geocities.com/leaves_or/leafwink.txt

it's an online message-based game...take a gander at the background here:
http://www.lobi.com/bpaa/background
Dream Spinner

07-04-03, 03:26 PM
On the Cephalids, I believe the justification was the Cephalids are amphibians. They can breathe on land, but their fighting capabilities are really bad and they need to return underwater soon after going on land. (For more, read the Odessey cycle books.)

And an underwater species that's not just a variation of merfolk? Well, there are the water elves, but you want them to be able to go on land. Well, naturally able to go on land would mean their amphibians. Real amphibians are frogs, toads, salamanders, and those other icky stuff. Water creatures that go on land (or is it vice-versa?) regularly are turtles, crocodiles, alligators. Dolphins and whales breathe out of water. We could make a dolphin-race that does everything underwater but sleep. They'd have their buildings either completely submerged or partially (that'll be cool to design). Dolphins were supposed to be orginating on land and are intelligent creatures. Perhaps, though kinda farfetched, at a low level of sentience. Hey, may be higher than ours and we're only here because the dolphins created us to inhabit the land and bring it under control. But now we're out of control and any day now, the dolphins will rise up and wipe us out for our polluting ways!. :twitch:
Okay, ignore that last part.
WizO_Iyala

07-04-03, 06:10 PM
I read the Odyssey books, cephalds can't really breath much or survive on land, Llawan had to be in water when she visited Veza.

The original idea of an origin for the merthings was as a magicaly mutate race, I'd rather they weren't just a varation on an existing race. Of course we don't have to use them at all if we don't want *shrugs*

Originaly I planned the merfolk to be more barbaric and the isolated colonies still would be, I imagine them living within the skeletons of long-dead wales and other creatures, with woven walls of seaweed. The more sophisticated and proud societies would not dream of living inside somethng dead but their architecture would still mimic this and be more likely to mimic the form of caves rather than carved coral palaces of traditional underwater myth.

The isolated colonies would probably be fairly feared as predators whereas the "refined" cultures would consider themselves to be above all that. It might be fun to play with a race of sharp contrasts, one curious about the land-world, caring about status and art and civilization, the other out to survive any way they could.
Bandido

07-04-03, 06:43 PM
The dolphins were monkeys that didn't like the land....

Sorry, an Ian Brown moment there.

Amphibians that live in the sea are a bit unrealistic, as amphibians don't live in the sea. I suppose we could have frog-people in fresh water.... As for animals that spend most of their time in the water but can also go on land, there are also seals, sea lions, otters, and mudskippers. Mudskipper-people are strangely appealing....

Dolphin-people would be nice for an evil underwater race - dolphins are nasty pieces of work. Young male dolphins go round in pods fighting wars with each other for no reason, and also beating pregnant female dolphins until they miscarry. It's not unusual for dolphins to kill baby dolphins as well.

On dolphin intelligence - when a device was invented that allowed dolphins to communicate basic concepts to humans, all the dolphins did was ask for food. Yeah. Those things are so clever. :smirk:
Dream Spinner

07-05-03, 01:14 AM
Originally posted by Bandido
On dolphin intelligence - when a device was invented that allowed dolphins to communicate basic concepts to humans, all the dolphins did was ask for food. Yeah. Those things are so clever. :smirk:
Yeah, like if I were a dolphin and was plotting to kill all mankind, I'd go ahead and say it. :nonono: I'd pretend to be dumb and dive back down to our dolpin underwater lairs hidden from mankind and its polluting machinations and continue to invent a plague specifically designed to go after humans and kill them with seaweed, porcupine fish eyes, and octopus sucker-thingys. :rolleyes:
And I'm guessing you're not a dolphin fan?
I don't know. Here's one idea, but not a sentient creature:

Tidal Phoenixes. These pheonixes are pale-blue in colour and can naturally breathe in air or water. In air, tidal pheonixes are hard to spot in the sky and where their tears fall on land sprout springs. These springs are said to spout enchanted water, supported by incidences where ailing people healed much faster after drinking such water. The tidal pheonix may dive underwater, where it seems to "fly" just as well as it can in the air, if not better. Areas of water where tidal pheonixes reside tend to become healthier and life around there that associates with the water (drinks from it regularly, lives in it, etc.) thrives with great health. Every 500 years, like its fiery cousin, the tidal pheonix will die and be reborn. The tidal phoenixes don't immolate themselves, but instead break up into water, or seafoam, if at sea. From the water, the pheonix will eventually rise again, at first a liquid creature, and solidifying quickly after it comes up.

Is this the place for our own sea creatures as well?
I'll continue to think about the sentient sealife.
nick012000

07-05-03, 04:41 AM
Dolphin-people would be nice for an evil underwater race - dolphins are nasty pieces of work. Young male dolphins go round in pods fighting wars with each other for no reason, and also beating pregnant female dolphins until they miscarry. It's not unusual for dolphins to kill baby dolphins as well.
Like we're any better?

hmm...

Dolphin-folk
Medium-Size Monstrous Humanoid (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 5 ft., swim 50 ft.
AC: 13 (+1 Dex, +2 leather)
Attacks: Shortspear +1 melee
Damage: Shortspear 1d6,
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Blindsight 50', Deep Diver
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 12, Int 11, Wis 11, Cha 13
Skills: Listen +4, Spot +4
Feats: Alertness
Climate/Terrain: Temperate aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level
lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Dolphin-folk speak Common and Aquan.

Special Qualities
Deep diver(Ex): The dolphinfolk, although the cannot breathe water without the aid of magic, may hold their breath for up to 10 times longer than normal.

Combat
Dolphin-folk favor spears and mob tactics, and the typically surround one enemy with up to 26 dolphin-folk.

Dolphin-folk Characters
A dolphin-folk’s favored class is barbarian. Dolphin-folk clerics can choose two of the following domains: Evil, War, Chaos, and Water.

What about that? a monster stat block.
Bandido

07-05-03, 07:25 AM
Originally posted by nick012000
Originally posted by Bandido
Dolphin-people would be nice for an evil underwater race - dolphins are nasty pieces of work. Young male dolphins go round in pods fighting wars with each other for no reason, and also beating pregnant female dolphins until they miscarry. It's not unusual for dolphins to kill baby dolphins as well.
Like we're any better? *shrugs* Maybe not, but I'm just fed up with people thinking that dolphins are perfect, noble, benevolent sea-creatures. They're not. I've never seen anyone blind enough to think that humans were that nice.

Dream Spinner: :rofl:
Of course I like dolphins. They make my tuna sandwiches taste so much nicer. :devil:
Dream Spinner

07-05-03, 01:21 PM
Originally posted by Bandido
Dream Spinner: :rofl:
Of course I like dolphins. They make my tuna sandwiches taste so much nicer. :devil:
:eek:
WizO_Iyala

07-05-03, 08:15 PM
http://www.members.shaw.ca/eogan/emoticons/poke.gif Bad Bandido! :eek:

Dream spinner, I love the tidal pheonixes! That's a really great idea, I can picture them zooming about underwater :) would they look like birds? And how intelligent would they be?
Dream Spinner

07-05-03, 09:45 PM
Yeah, they're phoenixes. They just happen to live underwater most of the time.
Leaves

07-06-03, 05:41 PM
Originally posted by Bandido

Amphibians that live in the sea are a bit unrealistic, as amphibians don't live in the sea. I suppose we could have frog-people in fresh water.... As for animals that spend most of their time in the water but can also go on land, there are also seals, sea lions, otters, and mudskippers. Mudskipper-people are strangely appealing....

Your first statement is silly. Just because mundane amphibians in our world can't stand salt water, doesn't mean fantastic amphibians can't. There are animals on earth that can transition from salt to fresh-water. How about a race that started life as childlike, feylike creatures living around the sources of springs, then turned into an aquatic being at puberty that swam downstream to sea to live its adult life, finally returning to the stream of its birth to lay eggs before dying.

Other amphibious animals for your list: shorecrabs, penguins, marine iguanas, sea snakes.

Dolphin-people would be nice for an evil underwater race - dolphins are nasty pieces of work. Young male dolphins go round in pods fighting wars with each other for no reason, and also beating pregnant female dolphins until they miscarry. It's not unusual for dolphins to kill baby dolphins as well.

I'm sure you also want to classify huimans as evil. :rolleyes: You don't have to be evil to put your own interests above someone else's well being. http://www.geocities.com/leaves_or/twocents.txt

On dolphin intelligence - when a device was invented that allowed dolphins to communicate basic concepts to humans, all the dolphins did was ask for food. Yeah. Those things are so clever. :smirk:

I heard one where the dolphin got buttons to push for food, toys, or a belly rub. The dolphin pushed the last button so much he wore it out.

I'm ambivalent about the idea of dolphin-men, because I have yet to see anyone put arms on a dolphin and make it pretty, and I think elegance is an important part of dolphins. Other than that, the stats seem good. It might be cool to give them Speak with animals (dolphins) as a spell-like ability. Also either a vulnerability or resistance to sonic-type things?

The tidal phoenixes are neat as mythological creatures. I haven't seen the D20 stats for phoenixes: do you intend this creature to be low, middle, or very powerful?

http://www.geocities.com/leaves_or/leafcool.txt
Dream Spinner

07-06-03, 10:30 PM
Originally posted by Leaves
Other amphibious animals for your list: shorecrabs, penguins, marine iguanas, sea snakes.
There are also water striders, and other aquatic insects and arachnids.

Originally posted by Leaves
I'm sure you also want to classify huimans as evil. :rolleyes: You don't have to be evil to put your own interests above someone else's well being.
Well, actually I consider "evil" to be selfishness and putting yourself before others. It's how far your selfishness goes that really shows how "evil" someone is, in my own head.

Originally posted by Leaves
The tidal phoenixes are neat as mythological creatures. I haven't seen the D20 stats for phoenixes: do you intend this creature to be low, middle, or very powerful?
Tidal phoenixes would be about the same power level as a regular pheonex, except tidal pheonexes would probably be a little weaker, but more agile, especially in water. Also, I believe D&D phoenixes are fervent fighters for good? They fight evil wherever they see it, isn't that what it says in The Monster Manual? Well, tidal phoenixes wouldn't exactly stop all evil it sees (which wouldn't be much as they mostly live underwater), but they will help someone about to be murdered or something if they see it. The only other time it would attack another living being is if it's attacking it or it's polluting its waters in some way. For example, if some sort of vile plague-bearing zombie whale tries to get into the phoenix's area, it will drive it away or flatout kill it.
Side note: Tidal phoenixes cannot breathe fire. Actually, the original phoenixes couldn't either, but I believe D&D's ones can.
Bandido

07-07-03, 10:47 AM
Originally posted by Leaves
Your first statement is silly. Just because mundane amphibians in our world can't stand salt water, doesn't mean fantastic amphibians can't. Only to an extent - if frogs and newts don't live in the sea, why would frogmen or newtmen? If 'amphibian' was used in the more general sense of 'something that can live both in water and out of it', then that's different, but I assumed Dream Spinner was using it to mean frogs, newts, etc.

Originall posted by Leaves:
I'm sure you also want to classify huimans as evil. :rolleyes: You don't have to be evil to put your own interests above someone else's well being. http://www.geocities.com/leaves_or/twocents.txt I actually think the alignment human children have from birth until they are taught otherwise is Chaotic Evil, as children are extremely spiteful, nasty (pulling the wings of flies, etc), and selfish. Putting your own interests above those of others is chaotic rather than evil, IMO - I regard evil as being malice, and wanting to do others harm.

But that's off-topic. Phoenixes. D&D phoenixes are amazingly powerful (CR 24 - that's a reasonable challenge for four level 24 characters). They can use lots of different spells at will (especially lhealing spells, fire-related spells, and divinations), and although they can't breathe fire, they can immolate themselves and kill themselves to create a new phoenix, and that deals a phenomenal amount of damage. A phoenix doesn't involve itself in worldy affairs or join in earthly conflict, but neither does it shy away from attacking evil. - Monster Manual 2.

As Dream Spinner has said, Tidal Phoenixes are going to be a little weaker than this, so it would seem to be the right thing to gove them lots of water-related abilities, and remove the Immolation-style ability that the phoenix has. Then reduce the HD a bit and voilà! A tidal phoenix.
Aeolius

07-08-03, 11:50 AM
Years ago, I added this tidbit to my undersea campaign: "Ixanarix - A shimmering manta ray, with all of the powers of a phoenix, has been seen in the western waters near the floatweed drifts."

I also added a PrC that revered the phoenix. Members of the sect were in essence immortal, as they were reincarnated by the phoenix time after time.

My campaign is "Beneath the Pinnacles of Azor'alq". In Greyhawk Adventures, the Pinnacles were describes as "the nesting place of phoenixes, rocs, or the Dramidj Ocean's numerous dragons". Azor'alq, the Son of Light and Banisher of Darkness, wears a helm topped with peacock feathers. The phoenix was described as resembling a peacock. His worshippers are often mistaken for fire-worshippers.

It seemed like a natural fit.
Bandido

07-08-03, 07:27 PM
Aeolius: Ooooh, can we see this PrC?

:bounce:

I tried looking round your site, but all the links are broken :(
Aeolius

07-08-03, 09:48 PM
Originally posted by Bandido
I tried looking round your site, but all the links are broken :(

tried in the past week or so? :D
Leaves

07-09-03, 04:11 AM
Originally posted by nick012000

Dolphin-folk
Medium-Size Monstrous Humanoid (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 5 ft., swim 50 ft.
AC: 13 (+1 Dex, +2 leather)
Attacks: Shortspear +1 melee
Damage: Shortspear 1d6,
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Blindsight 50', Deep Diver
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 12, Int 11, Wis 11, Cha 13
Skills: Listen +4, Spot +4
Feats: Alertness
Climate/Terrain: Temperate aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level
lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Dolphin-folk speak Common and Aquan.

Special Qualities
Deep diver(Ex): The dolphinfolk, although the cannot breathe water without the aid of magic, may hold their breath for up to 10 times longer than normal.

Combat
Dolphin-folk favor spears and mob tactics, and the typically surround one enemy with up to 26 dolphin-folk.

Dolphin-folk Characters
A dolphin-folk’s favored class is barbarian. Dolphin-folk clerics can choose two of the following domains: Evil, War, Chaos, and Water.


http://images.deviantart.com/large/indyart/fantasy/dolphinfolk_hunting.jpg
http://images.deviantart.com/large/indyart/fantasy/Dolphinfolk_family.jpg

Had some ideas about what dolphinfolk might look like. I thought it might be neat to base their appearance off Pacific white-sided dolphins, rather than one of the more common varieties.
Dream Spinner

07-09-03, 04:53 AM
I like the pics. :) I'll admire anyone who can draw dolphins and keep them at least a little graceful, and you did arms on them! :bow:
Bandido

07-09-03, 07:00 AM
Leaves: Wow, I love the pics, especially the top one!

:bounce:

Aeolius: The site has changed! I still can't find the PrC though :(
WizO_Iyala

07-09-03, 07:01 PM
That's it, I officially hand over the pencils to Leaves and pass on the role of reluctant artist for the project ;) No more putting up with my sucky sketches. Well done on the dolphins :) They freak me out a little which can only be a good sign :)
Leaves

07-09-03, 08:37 PM
Originally posted by Bandido
Leaves: Wow, I love the pics, especially the top one!


It's funny, I like that one better, too, even though the original is all of 2 inches across and took about 5 minutes to draw. The second one took an hour or more. *sigh*

http://www.geocities.com/leaves_or/leafwink.txt
Aeolius

07-09-03, 09:25 PM
"...the dolphin boy..." - Corky and the Juice Pigs

Great...now I have that song stuck in my head. :D

http://www.lobi.com/bpaa/images/dboy.jpg
nick012000

07-09-03, 10:10 PM
did you draw(generate?) that?
Aeolius

07-09-03, 10:27 PM
Originally posted by nick012000
did you draw(generate?) that?

Yep, a quick render using Poser 4 (http://www.curiouslabs.com) . I took a human figure, saved the arms as props, then added them to a dolphin model.
Leaves

08-04-03, 03:17 PM
Idea for another aquatic-ish race.

Dabbs

Dabbs are a people whose distant ancestors were an aquatic bird. They are completely flightless, having arms instead of wings. They otherwise look like birds with a short stubby tail, short beak, and large, webbed feet. Their entire body is covered with dense feathers, like the feathers of a penguin, in subdued colors.

Dabbs are called Duckfolk by some people, but it is a misnomer. They are more like grebes than ducks.

Dabbs typically spend nearly their entire lives floating on the water. They are naturally bouyant: Even a dabb carrying 20 pounds of metal, completely waterlogged and drowned, will still float to the surface. Dabbs with more typical equipment, their lungs full of air, and their feathers fluffed with air float effortlessly upon the surface like little boats. Dabbs can sleep comfortably on the water, and are in little danger of drowning even in a fierce storm.

Even though dabbs are most comfortable on the water, they are also at home on land. They come out of the water to lay eggs and to escape dangerous sea monsters. A dabb waddles. They can move fairly quickly, but not as fast as a human.

Dabbs are nomadic almost by default: since they live their lives on the water, they don't have homes in the traditional sense. Still, a tribe of dabbs stays generally in the same area throughout the year, perhaps moving between foraging sites. Dabbs usually carry their livelihood with them. Some dabbish tribes raise fish in floating pens, or grow mussels and oysters in baskets. They also farm a variety of edible seaweeds. They trade these products for manufactured goods from shoreline communities.

The dabbish life is fairly dangerous, since there are many monsters and hostile races that live under the sea. Dabbs in combat are always in danger of being drowned by creatures that can breathe underwater. They defend themselves as they can with spears (either bone-tipped or with metal spearheads aquired through trade) and clubs. Mostly they try to avoid conflict by staying close to shore or island and away from deep water.

Although dabbish communities are close-knit, some dabb individuals leave to live among other races. They might apprentice as a blacksmith in a port town if they can, in order to give their tribe access to better tools and weapons. They might also sign on as a sailor on a ship, a welcome addition to any crew. Some dabbs have even sought fame and fortune inland, odd as it seems.

the bird I based the race on (http://www.southwestbirders.com/SS_20020111/pied-billed%20grebe_001s.jpg)
Obsidianjaerc

08-23-03, 05:32 PM
Just occurs to me that in Savage Species thre is an amulet of air breathing

Air Breathing is the opposite of water breathing and an amulet makes it permanent as long as you wear the amulet.

Just a thought.Sorry if info is reposted I have not read the entire thread.
ICE-T

08-30-03, 07:34 AM
any of you ever played LEGEND OF ZELDA: OCARINA OF TIME or MAJORAS MASK if we take the idea for the zoran people wich are kinda like merfolk things (they have leg/fins ) and they live underwater but can walk and breethe air i think (maybee they just hold their breth very long underwater) i think i got a picture here http://www.zelda-world.com/artworksOT.php (the picture is down the row its, a zoran girl.
it would solve the land or water problem i think they kinda reminds me of merfolk/human hybrids

i didn't put the picture up becaus
1) i dont know how to do it
2) dunno if it would be legal (but linking is)
nick012000

08-30-03, 07:45 PM
Hmmm... don't think it would be legal to include the zoras without Nintendo's permission.
ICE-T

08-31-03, 05:52 AM
Originally posted by nick012000
Hmmm... don't think it would be legal to include the zoras without Nintendo's permission.

i was not thinkin of copying them or including them just the idea of mertfolk/things with legs it could be made quite diffrent looking so not THEzorans but something simmilar, i just used the zorans as examble for a marfolk that could walk on land