| PossibleCabbage |
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How are you suppose to play as one in most Adventure Paths which take place above the water? They only have a 5 foot movement speed till level 9, I just can not wrap my head around such a thing possibly.
I think the answer is mostly "you probably don't want to play a merfolk in a story where you think it's going to be extremely inconvenient to play one." After all there are relatively few stories in fiction where a merperson crosses a mountain range.
However, unless you come up with a way around this (like bonus speed from a class, being carried on a swarm of bees, etc.) there is a sort of wheelchair for aquatic people in the book.
| Zero the Nothing |
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Well, they errata'd the chairs to actually help Merfolk(and others as well). HoTW has an "Aquatic PCs" section on Page 9 that also says "just let them have Shore Gift or its equivalent as a bonus feat at Level 1" but suggests having narrative ties added. (Hoping OrgPlay allows the Shore Gift feat as a bonus feat or just as a Level 1 feat)
| Bluemagetim |
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I really like the merfolk ancestry and would very much play them in any environment. Im glad the book suggests options to give players at level 1 to accommodate land campaigns.
You can make a drawback like the movie splash, if you come into contact with water or are hit with an ability with the water tag your legs revert to fins. It could be fun.
| Agonarchy |
Merfolk limitations being built into the very concept, rather than just being a design issue, makes them tempting for a lot of unusual concepts to justify how and why they left the water in the first place.
A mermaid water kineticist, druid, barbarian, monk, gunslinger, alchemist, or inventor have so many great hooks
| Ezekieru |
Just FYI for those commenting without seeing today's errata, check this out:
Page 113: The supramarine chair, land-delver’s chair, and similar aquatic accessibility options are intended to allow aquatic creatures to operate on land. Add the last sentence to the item: “You increase your Speed to 20 feet or your swim Speed, whichever is lower.”
| Bluemagetim |
The book expects in land based adventurs GMs provide a merfolk pc either a chair or be given the level 5 ancestry feat that changes their fins to legs for free at character creation. They just suggest giving some kind of quirk to the gift like you go back to fins on a full moon.
| PossibleCabbage |
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Don't we have assistive items for handicapped characters?
Could a merfolk attach 2 leg prostheses and use 2 crutches to move?
I know there's an aquatic wheelchair, but what about other alternatives?
Don't the existing assistive items key on your land speed, which for a merperson would be 5'?
That's why the aquatic chair is useful- it specifically keys on your swim speed.
| Tunu40 |
Maybe as a heritage or lineage, they can have a Sea Lion option.
Sea Lions can move surprisingly fast on land (probably faster than an un-athletic human).
I always imagined (since PF1e) for a Strongfin Merfolk where it mixes the Climher Perch and Sea Lion together for a Merfolk with extremely strong “pectoral fins” that operate close enough to short legs. Closest I can get to that is a Nephilim Merfolk with Nimble Hooves.
The Strongtail feat’s mention of leaping to move around, I think is referring to the Mudskipper and how it folds it’s tail to jump on land.
There are fantastical ways to make Merfolk more land friendly, but honestly, I can see folks complaining how that’s “not fish like”. */shrug*
| graystone |
How are you suppose to play as one in most Adventure Paths which take place above the water? They only have a 5 foot movement speed till level 9, I just can not wrap my head around such a thing possibly.
Fire Kineticist with Burning Jet: 2 actions for a Stride of 40'. Sure it's only in a straight line, but it's the best option at 1st level.
| QuidEst |
ElementalofCuteness wrote:How are you suppose to play as one in most Adventure Paths which take place above the water? They only have a 5 foot movement speed till level 9, I just can not wrap my head around such a thing possibly.Fire Kineticist with Burning Jet: 2 actions for a Stride of 40'. Sure it's only in a straight line, but it's the best option at 1st level.
For something slower but more flexible, Unbound Step Psychic gives you two actions for 30 feet of movement, and you can use a focus point to do that with one action in an emergency.
Rocket merfolk has more style, though.
| graystone |
For something slower but more flexible, Unbound Step Psychic gives you two actions for 30 feet of movement, and you can use a focus point to do that with one action in an emergency.
What's nice with this is that it can be picked up with the Psychic Archetype Dedication, so any Merfolk with a Intelligence or Charisma of +2 can get it at 2nd level.