Merfolk mobility


Advice


My Carrion Crown campaign is drawing to a close, and the next AP my group wants to do is Skull and Shackle.

I have a place who'd like to run a merfolk, and I'm generally the type of DM who's rather say "yes, but" instead of just "no."

I know that mobility will be a problem for a long time, at least until he can afford a seafoam shawl (and that only helps a few hours a day). Perhaps far more of a hindrance than playing an unusual race is worth.

In the interest of "yes, but," I was trying to brainstorm other means of helping this character move on land, and thought of a wheeled hand cart.

I figured it would increase his speed to 10 ft. or 15 ft., which is still quite slow but not as bad as 5 ft. He'd need at least one hand free in order to move.

I'd price it at about the same as a cart, 15 gp, because it would have to be a special order from a carpenter. I'm sure such hand carts aren't "off the shelf" in Golarion.

Any input, advice, or suggestions?


Gillman might be the way to go :-)


Thanks!

I have suggested that, or an undine with the amphibious racial trait.

I'm just trying to brainstorm ideas if he's dead set on playing a merfolk.

President, Jon Brazer Enterprises

If your group is open to Pathfinder Compatible material, might I recommend checking out Book of Heroic Races: Advanced Merfolk. This PDF has a number of methods and options that a merfolk can walk around.


Simply use the alternative racial trait Strongtail. It increases the land movement to 15 and decreases the swimming speed to 30.


Mysterious Stranger wrote:
Simply use the alternative racial trait Strongtail. It increases the land movement to 15 and decreases the swimming speed to 30.

^ This

Grand Lodge

Hazrond wrote:
Mysterious Stranger wrote:
Simply use the alternative racial trait Strongtail. It increases the land movement to 15 and decreases the swimming speed to 30.
^ This

That's going to cut the appeal if the player wants the merfolk for the fast swimming.

But when you want to play monster characters, you've got to make your choice on where you want to suffer.


Don't forget the feat "Fleet".

Adds 5 to move, and can be taken multiple times.

Grand Lodge

Strongtail trait solves it.

Suggest the player choose a speed increasing class, like the Monk, Barbarian, or Bloodrager.

If they are a caster, there is the Fins to Feet spell. You could drop a scroll or two, until they are high enough level to cast it themselves.


There's an alternate racial trait in Inner Sea Races that lets Merfolk cast Fins to Feet as a spell like ability once per day.

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