Note: Mermen are slightly re-imagined water gensai, and are a replacement for them.

The merpeople are an amphibious race that look like blue skinned half-elves. They mostly keep to themselves, living in large cities built from the drowned ruins of cities past. They are only comfortable in shallow seas, and tend to keep near the coast.

They trade frequently with any surface dwellers, and are generally very easy to get along with. However, they can be very clannish, and any threat to any of their race is taken poorly by all of them.


  • +2 Str, +2 Int. Living most of their lives swimming against strong currents has strengthened the average Merman beyond most humans. Having to live in fear from attack in all three dimensions has made them quick witted and clever.
  • Merpeople have gills and webbed limbs giving them a base Swim Speed of 6 and Water Breathing
  • Darkvision
  • Skill Bonuses +2 Nature and Endurance
  • +2 Racial Bonus to save against any ongoing damage
  • Trident Proficiency
  • Merpeople can speak the language of any of the higher order Aquatic Mammals, ie Whales, Dolphins, and their ilk.
  • Water Manipulation - Once per day a Merperson can cause up to 5 Gallons of water to move up to 12 squares. They often use this power to shower themselves off, when they can't go for a real swim. 3 times per day they can take a small handful of water and reshape it as they see fit. They can only reshape about 6 cubic inches of water in this fashion. The water will retain its shape, but will not become rigid or otherwise capable of causing damage.
  • Storm Surge: All merefolk can use the Storm Surge Encounter Power

Storm Surge
With a moments concentration, you summon up the full force of the sea's fury and drive your enemies before you.
Minor Action
Until the start of you next turn, all your powers move any target hit by one extra square. If the power does not normally move the target, it now Pushes them one square.


Balantine's Blades
You have trained in your Patron Goddess' favorite weapons, mastering the art of underwater combat. You gain Proficiency and +1 Damage with Spears, Tridents, and Crossbows.

This bonus increases to +2 at Paragon Tier and +3 at Epic Tier.

Blood Tide
The ebb and flow of the sea lives in the tidal beat of every creature's heart. You have learned to attune yourself to that primal flow just as you are attuned to the moods of the sea. Any living creature that you have already encountered cannot gain Concealment from you once they are bloodied.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.