Mermaid of the In-Land Sea – Generic Race/Class for S&W Core

A quick and messy race/class for play in S&W Core but could easily be converted to most OSR game systems. Opinions, as always, are highly sought and welcomed.

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Mermaid of the In-Land Sea
Mermaids of the In-Land Sea are an ancient race that until recently have remained unknown to the surface races of the world. This was mainly due to a policy of killing anyone who discovered the existence of a mermaid as well as the mermaid who was discovered.
A proud people, the Mermaids of the In-Land have a long tradition of questing and gaining fame through the noble quest and acquiring wealth.  
Attribute Prerequisites: Dexterity 12, Charisma 17
Prime Attribute: Dexterity +13 (5% experience bonus)
Hit Dice: 1d4
Weapons Permitted: Daggers, Short Swords, Spears
Armor Permitted: Leather
Move: 6[30’]/12[60’] Swimming
Mermaid of the In-Land Sea Abilities
Mermaid Form – Whenever the Mermaid comes in contact with salt water he or she will revert back to their mermaid form. While in this form the mermaid can breathe normally in salt water and swim up to twice his or her normal speed.
Mermaid’s Charm – Whenever a mermaid sing, his or her voice acts like a charm spell that will affect anyone within a 60’ radius of the mermaid.
Dark Vision – Mermaids can see up to 60’ away in complete darkness and up to 120’ away in low light conditions. However, certain magic can block this ability.
Sonic Scream – Mermaids have a natural vocal range that can increase to levels that are harmful to other beings. One such ability is the sonic scream with causes 1d4+level damage to anyone or thing within a 90’ foot cone of the mermaid.
Thief Skills – Mermaids have access to the Thief Skills Table as listed for the Thief class in Swords & Wizardry Core.
Level
Experience
Hit dice (d10)
Saving Throw
1
2,000
1
16
2
4,000
2
15
3
8,000
3
14
4
16,000
4
13
5
32,000
5
12
6
64,000
6
11
7
128,000
7
10
8
256,000
8
9
9
400,000
9
8
10
540,000
10
7
11
680,000
1HP
6
12
+140,000
+1HP/LVL
6

 
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