Atalanta


Atalanta is an ancient civilization, enduring in near isolation for several thousands of years. In an age long since past, the Atalantans ruled a vast empire that included the Far World, Pallin, Doria and Capitol. For some act of arrogance, however, the gods turned their wrath on the Atalantans, and smote their continent. Atalanta sank beneath the waves, and its entire populace would have died but for the grace of the sea god Triton, who saved a handful of Atalanta's races by transforming them. Thus were born the races of Atalanta: the Tritons, Sea Elves, Nixies, Merfolk and Sea Giants.

By the grace of their landborne origins, and the Blessing of Cleito (which is bestowed by the priesthood on all citizens of Atalanta), these aquatic characters are able to move about both on land and beneath the waves. For centuries, the Atalantans have used this to their advantage, engaging in trade and diplomacy with the surface kingdoms, meddling as they pleased with the outside world from behind the impenetrable shield of the Atalantaic Ocean. Recent technological innovations in Pallin, however, have rendered this shield somewhat lacking; the Triton King has unconditionally surrendered to the SCUBA-sporting Pallin Royal Marines and their submersible warships, and Atalanta now bows to the will of Pallin's King and Parliament.

Geopolitical Background

Atalanta's native rulers are the Triton King and Triton Queen. Their hold on the throne is entirely based upon their supposed direct-descendence from the god Triton himself, who is believed to have shaped the Triton race in his own image and placed his own mortal offspring to rule the Lost Continent. The current King is Kashekim Nedahk, and his wife, the Queen, is Tarovra Nedahk. The King and Queen rule from the Coral Palace in Atlas, the mighty capital city of Atalanta.

Beneath the Triton King and Triton Queen are the Nine Triton Barons, each one of which rules one of the nine major cities of the Empire. The Barons need not be related to the Royal Family, though by custom the rulers of Eumelus, Azaes and Diaprepes are almost always close kin to either the King or Queen. The King and Queen have the power of appointment over the Nine Barons, and once appointed the Barons have near complete autonomy over their respective territories.

Internal Background

Though the Triton King and Triton Queen are nominally still in charge of Atalanta, Pallin sustains a military presence and asserts significant control over the Kingdom. Pallin's Proconsular office is based on the atoll of Cleito, the only remnant of Atalanta that remains above the surface. From there, the Proconsul passes down orders to the Royal Marines, who in turn enforce Pallinite rule in the city of Atlas. The nominal goal of the Pallinite occupation is to bring democracy to the Atalantans, in the form of electing a Member of Parliament. Thus far, it has not been possible to hold successful elections in Atalanta simply because the Pallinites have not discovered a way to verifiably count Atalantan votes (since paper ballots are all but useless underwater). In lieu of an elected representative, Pallin has allowed the King and Queen to appoint their daughter, Princess Kidagakash, to serve as an interim Member of Parliament.
In addition to the strife between the native Atalantans and the Pallinite occupation, there is the constant threat of the races outside Atalanta's borders. Sahuagin, Morkoth, Ixitxachitl, Kapoacinths, Merrow and Scrags constantly plague the Lost Continent's outer rim, testing the resolve of the Coral Guard to defend their homeland. The Pallinite Royal Marines have contributed little at all to the effort to defend Atalanta, in large part because submarine deployment has become enormously expensive -- though this excuse hasn't improved the perception of Pallinites among the Atalantans.

Cleito is an atoll, and the last remnant of Atalanta to remain above the waves. It is home to the Temple of Poseidon and Cleito, and is named for the woman who is believed to be the mother of all Atalanta. The temple is staffed by priests of the various Atalantan races, who bestow Cleito's Blessing (the ability to survive both on land and in water) upon all citizens of Atalanta. Under Pallin's occupation, Cleito has become the home base of the Office of the Proconsul, and a Pallinite city has quickly sprung up out of the marble ruins that dot the atoll.

Atlas is the submarine capital of Atalanta, the location of the Coral Palace and the seat of power of the Triton King and Triton Queen. It is by far the largest city of Atalanta, and is home too members of all Atalantan races, from the various Children of Triton (Tritons, Sea Elves, Nixies, Merfolk and Sea Giants) to more recent arrivals in the Kingdom (Kna, Kopru, Locathah, Shark-Kin and Kuo-Toa).

Eumelus is the second-largest city in the Kingdom, and Atlas' sister-city. It is ruled by King Kashekim's younger brother, Baron Marcus Nedahk. Eumelus is one of the most heavily-fortified cities in Atalanta, being the Kingdom's west-most city and closest to the border with the barbarian races.

Evaemon and Ampheres are near constantly beseiged by the combined forces of the Sahuagin and Ixitxachitl. Twice in recent memory, Evaemon has nearly been taken by the Sahuagin, and once Ampheres was breached and Baron Caxctiou personally assaulted.

Mneseus is home to a rather large and fierce band of Locathah and Shark-Kin, who have merged together into a single mixed-race tribe called the Broken Hook. Broken Hook warriors have helped keep the city safe from barbarians; their warsongs are greatly feared by the Sahuagin and other barbarian races. The timely arrival of Baron Actonius and his elite Broken Hook war parties has saved Ampheres from falling on more than one occassion.

Autochthon and Mestor are ruled by Queen Tarovra's younger twin sisters, the Baronesses Maseea and Magdalene (respectively). These two cities are the homes of Atalanta's major intellectual and philosophical schools, and various institutions here are dedicated to the training of wizards and priests.

Mestor's Trench is a large chasm ripped right through the south-central region of the continent. This fissure was created as the continent fell beneath the waves, and remains as a significant geological feature of Atalanta. The Kuo-Toa have built small cities along the trench's walls, and have even managed to excavate passages inside the old sewers of the city of Mestor -- sealed for thousands of years since the Lost Continent's fall in preserved pockets of air.

The Bleeding Heart is an underwater volcano at the near center of the continent, nestled in the midst of a blistered frenzy of rocky protrusions at the northern end of Mestor's Trench. Some legends say that the volcano played a part in the Lost Continent's destruction, that it is the place where the Gods' wrath struck the continent, and the hot magma of its bubbling crater is evidence that the wound is still very much open. This superstition matters little to the Kopru, who make their homes in the rocks around the lava's edge and maintain the Kingdom's all-important foundries in the crater's oppressive heat.

Triton's Sanction is a large temple complex devoted to the sea god Triton, whom the native Atalantan races revere as their savior and protector. Next to the Temple of Poseidon and Cleito, it is the most important religious site for the Atalantans.

Allowable Races


Tritons

The Tritons are the ruling race of Atalanta. Atalantan myth holds that, when the god Triton rescued the races from the destruction of the Lost Continent, he set aside one race of men as his own beloved chosen, and made them in his image and even gave the race his sacred name. He set his mortal son on the throne, and his descendents have ruled ever since.
Tritons appear as blue, green or blue-green skinned humans, with similarly blue, green or blue-green hair. their legs boast fine, fish-like scales, and end in flipper/fin-like "feet." Together with the Sea Elves, Nixies, Merfolk and Sea Giants, Tritons are one of the races considered "Native Atalantan." While there are no legally protected advantages for Natives in Atalantan society, subtly sublimated racial preferences held by the society at large tend to favor the Natives over the non-Natives, and those same preferences favor Tritons above other Natives.

Ability Score Adjustments: Tritons can take one of two sets of ability adjustments. The first, geared toward Triton Warriors, is a set of adjustments of +1 Strength and Constitution, and -1 Dexterity. The second, geared toward Triton Wizards and Priests, is a set of adjustments of -1 to Strength and +1 to either Intelligence of Wisdom. All Tritons, due to their haughtiness, take a -1 penalty to Charisma, regardless of which adjustments they opt for.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Fighter-Mage, Cleric-Ranger, Cleric-Mage.

Kit Allowances: The kits below are drawn from various Brown Books, but especially the Age of Heroes and the Complete Fighter, Wizard and Priest handbooks.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Tritons swim at rate 15, and move on land at rate 3.

Bonus Languages: Triton, Common.

Special Advantages:
Natural Magic: All Tritons have inherent magical potential, a gift to the race from its namesake creator. Thus all Tritons can have some degree of spellcasting ability, as a 1st level caster of the appropriate type. Tritons with an Intelligence of 9 or higher can have the ability to memorize and cast a single 1st level wizard spell, and those with a Wisdom of 9 or higher can have the ability to memorize and cast a single 1st level priest spell. Tritons must select either wizardly or priestly magic; they cannot have both. This ability is available only to Triton Fighters and Rangers; Wizards, Priests and Racial-Classed Tritons do not have this ability (members of these classes have instead chosen to develop their innate spellcasting abilities by following a spellcasting profession).
Magic Resistance: Tritons have a natural magic resistance of 90%. This applies to both harmful and beneficial spells, though spells cast by other Tritons are not subject to resistance.
Conch Shells: When a Triton reaches 4th level, he or she is able to construct his own magic Conch shell. This horn allows a Triton to summon aid (in the form of Hippocampi, Sea Lions or Sea Horses) 1/day, with a 5%/level chance of success. Obviously, this effect can only be used while underwater. The Triton can also use the Conch to inspire fear in all marine creatures with animal intelligence or less within 60' -- again, only while underwater.

Special Disadvantages:
•None.

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Kna

The Kna are a race of large, coppery-scaled fish-men with a penchant for trade. With the Kuo-Toa, the Kna are some of the premier merchants of submarine Atalanta. The Kna are one of the oldest non-Native races in the Kingdom, and for their loyalty to the Triton King are highly regarded by all races. Their entrenched position in Atalantan society has protected them from the more recent, incredibly fierce competition from the Kuo-Toa.

Ability Score Adjustments: +1 Strength, -1 Dexterity.

Class Restrictions:

Multi-Class Allowances: Mage-Shaman.

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids and the Complete Fighter and Wizard handbooks.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Kna swim at rate 15, and move on land at rate 3.

Bonus Languages: Kna, Triton, Common. Kna are also fluent in a special sign language that only members of their race are familiar with.

Special Advantages:
Infravision: 120' range.
Natural Attacks: Unarmed Kna can make three natural attacks in a round: two claw attacks (1d4 each) and a bite (1d3).
Weapon Affinity: Kna have a +1 to hit with crossbows.
Tough Skin: The thick hide of a Kna affords it incredible protection from harm. Blunt weapons deal only half damage to a Kna, and they have a +1 to save against Fire attacks.

Special Disadvantages:
Large Size: Kna take damage as large creatures.

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Kopru

The Kopru are sea-dwelling squid men with great mental powers. Even though they are tolerated as part of civilized Atalantan society, they are still feared for their ability to mentally dominate and enslave other creatures. Kopru are man-sized creatures with a scaly humanoid upper body. Their heads are smooth, with large eyes and a tentacled, sphincteral mouth. The Kopru's two arms end in webbed, clawed hands, and its sinuous lower body ends in three fluke-like prehensile tails, each tipped with a sharp hook.
The race's close resemblance to the Illithid (Mind Flayer) often makes life hard for Atalantan Kopru who migrate to the surface world.

Ability Score Adjustments: +1 Constitution, -1 Charisma.

Class Restrictions:

Multi-Class Allowances: Mage-Shaman.

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids and the Complete Wizard's handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 3; Kopru swim at rate 15, and move on land at rate 3.

Bonus Languages: Kopru, Triton, Common. Despite their daunting mental abilities, Kopru are not able to innately communicate telepathically.

Special Advantages:
Natural Attacks: Unarmed Kopru can attack with a rasping bite (1d4 damage) and a ripping lash with their three tail-hooks. Tail-hook damage increases with level, but begins at 1st level at 1d6.
Fire Resistance: Kopru behaves as though protected by a Resist Fire spell: the Kopru is immune to mild exposure to flame/heat, and receives a +3 save bonus against more intense, damaging fire/heat effects. All saves against fire/heat damage are for one-quarter (if successful) or one-half (if unsuccessful) damage.
Magic Resistance: Kopru affinity for magic allows them to develop a special resistance over time. Starting at 6th level, a Kopru gains a +2 bonus to all saves against magic and magical-effects (this is cumulative with the Kopru's fire resistance, in the case of fire-based magic).
Domination: Also at 6th level, the Kopru develops the abilty to mentally Dominate any intelligent creature within 40', if the victim fails a save vs. Death. Dominated victims are completely under the sway of the Kopru. The Kopru knows the thoughts and memories of any creature it has dominated, and it can control a dominated creature over any distance. Kopru are limited in the number of creatures they may dominate: all Kopru may dominate at least one creature. Kopru with high Intelligence scores may dominate multiple creatures:

A Kopru's Domination can be broken by a Dispel Magic spell (cast against the Kopru's HD for dispelling purposes), a Wish spell, or by the death of the controlling Kopru. A Kopru's victim is allowed a Save vs. Death every month to break free of the Kopru's domination. If a creature successfully saves against a Kopru's domination, it can never be dominated by a Kopru: the creature's will is just too strong to be manipulated. Anyone who is dominated and then either breaks free or has the domination removed remains open to being dominated again -- but a successful Saving Throw against a subsequent domination attempt prohibits the creature from ever being affected again.

Special Disadvantages:
Monstrous Reputation: The Kopru's monstrous appearance and frightful mind-control powers do not make them the most popular of races. Kopru suffer a -5 reaction adjustment outside of Atalanta. Even within Atalanta, Kopru suffer a -1 reaction adjustment -- even their own countrymen find them kinda creepy.

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Kuo-Toa

The Kuo-Toa originally hail from the Underdark, but fierce territorial rivalries with the Drow, Illithids and Beholders forced them to flee or be killed. They found their way to the ocean floor, only to again suffer attacks from the Sahuagin and Ixitxachitl. They finally found refuge in Atalanta, and there they have stayed.
Kuo-Toa are a race of man-sized, fish-like humanoids. Their heads are unmistakably fish-like, and their hands and feet are webbed. Kuo-Toa possess fish-like tails, and their bodies tend to be pudgy. Their scaly hides are dark, growing lighter and pastier toward their prodigious bellies.
Kuo-Toa are traditionally quite evil, but their flight from virtual extinction has somewhat tempered their outlook. They are happy in their new home, and have taken like... well, like fish to water in their mercantile competition with the Kna.

Ability Score Adjustments: None.

Class Restrictions:

*Atalantan Kuo-Toa do not worship Blipdilpoolp; they regard their constant flight from persecution, and near extinction at the hands of various Underdark powers, and then later the Sahuagin and Ixitxachitl, as signs that they have fallen out of the Goddess' favor. Therefore, these survivors have taken to worshipping the other gods and goddesses of Atalanta, though they have not yet developed specialty priesthoods for these new gods.

Multi-Class Allowances: Priest-Thief, Fighter-Thief.

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 4; Kuo-Toa swim at rate 18, and move on land at rate 9.

Bonus Languages: Kuo-Toan, Undercommon, Common.

Special Advantages:
Infravision: 60' range.
Keen Senses: Kuo-Toa vision is based on movement, and they can spot even invisible, astral or ethereal targets so long as they are in motion. They can sense vibrations up to 10 yards away and are surprised only on a roll of 1 in 1d10.
Natural Attacks: Unarmed Kuo-Toa, or Kuo-Toa wielding only a dagger, can make a bite attack (1d4+1 damage).
Skin Secretions: 75% resistant to attempts to grapple, grasp, tie or web.
Various Resistances: Immune to poison and paralysis; save vs. electrical attacks for half or no damage; spells that generally affect only humanoid types have no effect; 1 damage from Magic Missiles; immune to Illusions.

Special Disadvantages:
Light Sensitivity: Kuo-Toa suffer -1 to attack rolls, ability checks and proficiency checks while exposed to daylight or a Light spell.
Weak against Fire: Save vs. fire at -2; +2 damage per die from Fire.
Monstrous Reputation: Outside Atalanta, the Kuo-Toa are still remembered as one of the terrors of the Underdark. Thus, in these cultures (especially Capitol, Ghed and Doria), they suffer a -4 reaction adjustment.

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Locathah

The Locathah are a semi-nomadic race of lanky, green-scaled fish-men with a sad history of being enslaved by other races (the short list includes Sahuagin, Ixitxachitl and, yes, the Kuo-Toa). They are characterized by their gaping, underbiting jaws and slightly sad-looking, large eyes. Despite the centuries of cruelty inflicted upon their race, Locathah are not angry or vengeful toward their oppressors. They rejoice in the freedom they have found in Atalanta.

Ability Score Adjustments: +1 Constitution, -1 Intelligence.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Ranger-Cleric, Fighter-Shaman, Ranger-Shaman.

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids and the Complete Fighter's, Priest's and Druid's handbooks.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Locathah swim at rate 12, and move on land at rate 3.

Bonus Languages: Locathah, Triton, Common. Locathah are also able to innately communicate with eels of all kinds.

Special Advantages:
Infravision: 120' range.
Indomitable Will: The constant and repeated ordeals of slavery have taught the Locathah to value their freedom highly. As a result of this, Locathah gain a +2 bonus to save against all manner of attempt to take away their free will, including charm magics, domination effects, or other abilities that force them to act against their will.
Fight for Freedom: When Locathah are fighting against an oppressor, or fighting with the explicit goal of freeing themselves, other members of their race or tribe, or trusted friends or allies from imprisonment or slavery, Locathah gain a +2 bonus to attack and damage rolls, and a +2 bonus to AC.

Special Disadvantages:
None.

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Merfolk

These creatures are, like Tritons, the descendents of Atalantan humans who were transformed by the God Triton in order to survive the destruction of their continent. Merfolk appear as humans from the waist up, with a long fish-like tail in place of their human legs. Merfolk who move onto land with Cleito's Blessing are able to stand upright on this fish-tail, and move about with a sweeping slither of their tail-flukes.

Ability Score Adjustments: +1 Dexterity, -1 to either Constitution or Intelligence (player's choice).

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Ranger-Cleric, Mage-Shaman, Fighter-Bard, Bard-Shaman, Fighter-Bard-Shaman.

Kit Allowances: The kits below are drawn from the Age of Heroes and the Complete Fighter's, Priest's, Wizard's and Bard's handbooks.

Hit Dice: By class.

Natural Armor Class/Move Rate: 7; Merfolk swim at rate 18, and move on land at rate 3.

Bonus Languages: Merfolk, Triton, Common. Merfolk are also able to innately communicate with Barracudas, Dolphins and Whales.

Special Advantages:
Dolphin Song: Merfolk can sing the language of dolphins and whales, communicating with any dolphin or whale (or character who also knows the Dolphin Song) within 500'.
Weapon Affinity: +1 to hit with spears, tridents and nets.
Barracuda Affinity: Merfolk of any class can tame wild Barracuda as a Ranger.

Special Disadvantages:
Fire Weakness: Merfolk suffer double damage from fire attacks.

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Nixies

Kin to Pixies and Sprites, Nixies are Atalanta's native faerie race. There were once fairies of all kinds throughout Atalanta; those that survived did so only because Triton transformed them into their current incarnation. For whatever reason, Nixies are now all female. They are cross-fertile with Pixies, Sprites, Brownies and Leprechauns, and for as long as any can remember the Nixies have made pilgrimmages to Alfland when the time comes to produce more offspring.

Ability Score Adjustments: +1 Dexterity and Charisma, -2 Strength.

Class Restrictions:

Multi-Class Allowances: Mage-Druid, Fighter-Thief.

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 7; Nixies swim at rate 12, and move on land at rate 6.

Bonus Languages: Nixie, Pixie, Triton, Common. Nixies can innately communicate with small fishes.

Special Advantages:
Charm Person/Mammal: Ten Nixies together can cast a Charm on any creature within 120'. Each participating Nixie may only contribute to one charm/day. A Nixie who belongs to the Nixie racial class is able to hone her Charm ability, and eventually is able to cast a Charm all on her own.
Water Breathing: 5/day, a Nixie can bestow Water Breathing on a single target. The recipient is then able to breathe water for a full day.
Magic Resistance: 25% flat resistance.
Friend of the Fin: Each Nixie PC is able to summon a Giant Bass companion. The Giant Bass is bound to the Nixie, and benefits from Cleito's Blessing, serving the Nixie as a mount and familiar both underwater and on land.

Special Disadvantages:
None.

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Sea Elves

The Sea Elves are the descendents of Atalantan Elves, rescued by Triton from the destruction of their sinking continent. They resemble normal elves, save for their greenish-cast skin and hair.

Ability Score Adjustments: +1 Dexterity, -1 Intelligence; or, alternately, +1 Intelligence, -1 Wisdom.

Class Restrictions:

Multi-Class Allowances: Fighter-Mage, Cleric-Ranger, Cleric-Mage.

Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Book of Elves and the Complete Fighter, Wizard, Priest and Bard handbooks.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Elves swim at rate 15 and move on land at a rate of 9.

Bonus Languages: Elven, Triton, Nixie, Common.

Special Advantages:
Infravision: 360' range.
Magic Resistance: Sea Elves enjoy a 90% resistance to Sleep and Charm-based effects. Even if their resistance fails, they still get a normal save against the effect.
Dolphin Song: Sea Elves can sing the language of dolphins and whales, communicating with any dolphin or whale (or character who also knows the Dolphin Song) within 500'.
Weapon Affinity: Sea Elves have a +1 bonus to hit with Tridents and Spears.
Concealment: Sea Elves can move almost invisibly through coral reefs or kelp forests; so long as they are not moving, they have a 95% chance of not being detected. When moving at 1/4 speed the chance to not be detected drops to 70%.

Special Disadvantages:
None.

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Sea Giants

The few giant-kin races that lived alongside Atalanta's races were also spared by Triton, and transformed into the race of Sea Giants that now dwells in the underwater kingdom. They are large creatures, averaging about 14' tall, with skin colors ranging from brassy yellow to pale blue and hair ranging in color from blue-black to light green to blanch white.

Ability Score Adjustments: +2 Strength, -2 Dexterity.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids and the Complete Fighter's Handbook.

Hit Dice: By class, with a +9 hp bonus at 1st level.

Natural Armor Class/Move Rate: 9; Sea Giants move on land and underwater at speed 12.

Bonus Languages: Common, Trollish, Ogrish.

Special Advantages:
Natural Attack: Sea Giants can pummel with their bare fists when they are unarmed. At 1st level, a Sea Giant's fist deals 1d3 damage. At 10th level, the fist attack maxes out at 3d6 damage.
Sea Giant Weaponry: Sea Giants are able to wield Giant-kin weapons, and can wield size L weapons in one hand with no penalty.
Damage Bonus: At 10th level, all physical damage dealt by the Sea Giant gains a +2 bonus.
Age-Thickened Hide: As a Sea Giant rises in level, his base AC improves. The rate of improvement is 1 point/level, to a maximum of AC 0 at 10th level.
Water Blast: At 10th level, a Sea Giant can push water with great force once/turn. The Giant creates a cone-shaped underwater current 50' long and 30' wide at the base. All creatures within this cone are swept away at great speed (no saving throw) and each one must make a save vs. Death or be stunned for 1d6 rounds. On the water's surface, the current is a wave with the same effect but of greater size (120' long and 60' wide). Any vessel in its path takes 2d6 hull points of damage.

Special Disadvantages:
Size: Sea Giants take damage as large creatures.
Experience Penalty: Sea Giant Fighters, Shamans and Witch Doctors require double experience to advance in level.

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Shark-Kin

A race believed to be related to the evil Sahuagin, Shark-Kin are humanoid cousins of true sharks. Shark-Kin only survive today by way of their settlements in Atalanta; Atalanta has given the Shark-Kin shelter from the Sahuagin and Ixitxachitl, who would have wiped the race out long ago without the underwater kingdom's protection. Shark-Kin appear as man-sized sharks with hides ranging from reddish brown to dark blue or blue-black. The creature's dorsal fin is actually a fin that crests off the back of the Shark-Kin's head and continues down along its back. In place of pectoral fins, the Shark-Kin has a pair of muscular humanoid arms ending in webbed, clawed hands, and a pair of short, stubby webbed-footed legs sprout just ahead of the creature's tail.

Ability Score Adjustments: +1 Dexterity and Strength, -1 Intelligence and Charisma.

Class Restrictions:

Multi-Class Allowances: Mage-Shaman, Fighter-Witch Doctor.

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids and the Complete Fighter's and Wizard's Handbooks.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Shark-Kin swim at speed 24 and move on land at speed 3.

Bonus Languages: Apart from Common, Shark-Kin speak only their own tongue.

Special Advantages:
Natural Attack: When unarmed, Shark-Kin can attack with their claws (1d3 damage, 2 attacks) and bite (1d6 damage).
Bloodlust: The Shark-Kin can smell blood within 150'; the character must pass a Wisdom check upon smelling fresh blood or else enter a frenzy. On a failed roll, the shark-kin goes berserk, rushing toward the source of blood and attacking anything perceived as an enemy. Once the shark-kin kills his victim another wisdom check is allowed to try and break the frenzy. Shark-kin are allowed a +4 bonus to their wisdom checks if they are ever faced with the prospect of turning on friends or allies. In bloodlust, shark-kin have a +2 to hit and gain a +2 to save against fear attacks.
Shark Empathy: Shark-kin can communicate empathically with sharks within 50 yards. No speech is required, but only simple emotions can be expressed. On a successful wisdom check, shark-kin can end the feeding frenzy of sharks. Shark-kin can tame wild sharks as a Ranger.
Legs: In the light of a full moon, Shark-Kin grow legs. Legs increase a Shark-Kin's land movement rate to 12.

Special Disadvantages:
None.

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