Murlocs as Player Characters
Murlocs as Player Characters
Murloc life is tightly constrained. Most never leave
their village and the surrounding waters, and never
become more than lowly huntsmen. Yet a few crave
more independence and more adventure. These
few also realize that the other races may not be as
vile as their shamans claim. These young murlocs
decide to explore the rest of the surface world and
see all its wonders and dangers themselves. They
walk away from their villages and their clans,
leaving their old world behind and searching for a
new one. These adventurous murlocs may also feel
the hereditary quest for personal power without the
accompanying need to save the race as a whole.
Murloc Racial Traits
• +1 Agility, +1 Spirit, –2 Charisma. Murlocs
are faster than most people realize, even above the
water, and surprisingly focused and strong-willed.
Their appearance makes most surface-dwellers
uncomfortable, however.
• Medium: As Medium creatures, murlocs have
no special bonuses or penalties due to size.
• Murloc base land speed is 20 feet. A murloc has
a base swim speed of 30 feet.
• Monstrous Humanoid: Murlocs are monstrous
humanoids, not humanoids. As such, they are
immune to hold person and other effects that
specifically target humanoids.
• Darkvision: Murlocs can see up to 60 feet in
total darkness. Darkvision is black and white only,
but it is otherwise just like normal sight.
• Amphibious: Murlocs can function as well in
water as without. They can breathe underwater
indefinitely, and take no penalties for movement
in water.
• Dehydration: Murlocs must immerse
themselves in water for at least 1 hour once per day.
A murloc who spends 24 hours without immersing
herself in water takes 1d6 points of damage and a
–1 penalty on attack and damage rolls, skill and
ability checks, and saving throws. Every 8 hours
thereafter, the murloc takes the same damage and
penalties, which are cumulative. Damage from
this effect cannot be healed by any means until
the murloc immerses herself in water for at least 1
minute for every hour she was out of water.
• Swim is a class skill for all murloc characters.
• A murloc has a +8 racial bonus on Swim
checks to perform a special action or avoid a
hazard. In addition, a murloc can always choose
to take 10 on a Swim check, even when distracted
or endangered. A murloc can use the run action
while swimming, provided she swims in a straight
line.
• Automatic Language: Nerglish.
• Bonus Languages: Common, Dwarven, Nazja,
Zandali.
• Racial Levels: Unlike humans and some other
races, murlocs can take a few levels in “murloc” as
a class to develop their racial qualities more fully.
• Favored Class: Scout. A multiclass murloc’s
scout class does not count when determining
whether she suffers an experience point penalty
for multiclassing (see World of Warcraft RPG,
Chapter 3: Classes, “Multiclass Characters,” XP
for Multiclass Characters).
Murloc Levels
Murlocs can take up to three levels in “murloc”
at any time. Murloc racial levels represent the
individual drawing upon his mysterious heritage
and training in the unique ways of his race.
Murloc levels stack with a divine spellcasting
class level for purposes of determining caster level
for spells. If the murloc has more than one divine
spellcasting class, add the racial levels to the
highest.
Hit Die: d8.
Skill Points at 1st Character Level: (2 + Int
modifier) x 4.
Skill Points at Higher Levels: 2 + Int modifier.
“Class” Skills: Concentration (Sta), Spot (Spt),
Stealth (Agy), Survival (Spt), and Swim (Str). See
Chapter 5: Skills in World of Warcraft RPG for
skill descriptions.
Weapon and Armor Proficiency: Murlocs with
levels in murloc are proficient in the use of simple
weapons and shields (but not tower shields).
Increased Swim Speed: A 1st-level murloc’s
swim speed increases to 40 feet. A 3rd-level murloc’s
swim speed increases to 50 feet.
Improved Darkvision: A 1st-level murloc’s
darkvision increases to 90 feet. A 3rd-level murloc’s
darkvision increases to 120 feet.
Bonus Feat: A 2nd-level murloc can choose
one of the following bonus feats: Point Blank Shot,
Quick Draw or Track.
Increased Land Speed: A 2nd-level murloc’s
base land speed increases to 30 feet.
Bonus Weapon Proficiency: A 1st-level murloc
gains proficiency with tridents.
A 3rd-level murloc gains proficiency with nets.
Murloc Murloc Murloc
Huntsman Nightcrawler Tiderunner Medium Monstrous Medium Monstrous Medium Monstrous
Humanoid (Aquatic) Humanoid (Aquatic) Humanoid (Aquatic)
Hit Dice: 3d8+6 (19 hp) 5d8+10 (32 hp) 6d8+24 (51 hp)
Initiative: +3 +8 +7
Speed: 30 ft. (6 squares), swim 50 ft. 30 ft. (6 squares), swim 50 ft. 30 ft. (6 squares), swim 50 ft.
Armor Class: 15 (+3 Agy, +2 natural), touch 13, 16 (+4 Agy, +2 natural), touch 14, 15 (+3 Agy, +2 natural),
flat-footed 12 flat-footed 12 touch 13, flat-footed 12
Base Attack/Grapple: +3/+6 +5/+7 +6/+9
Attack: Trident +6 melee (1d8+3) Trident +7 melee (1d8+2) Trident +9 melee (1d8+3)
Full Attack: Trident +6 melee (1d8+3) or javelin Trident +7 melee (1d8+2) or javelin Trident +9 melee (1d8+3) or
+6 ranged (1d8+3) +9 ranged (1d8+2) javelin +9 ranged (1d8+3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: None none none
Special Qualities: Darkvision 120 ft., amphibious, Darkvision 120 ft., amphibious, Darkvision 120 ft., amphibious,
dehydration dehydration dehydration
Saves: Fort +5, Ref +6, Will +2 Fort +6, Ref +8, Will +3 Fort +9, Ref +8, Will +4
Abilities: Str 16, Agy 16, Sta 15, Int 10, Str 14, Agy 18, Sta 15, Int 12, Str 16, Agy 17, Sta 18, Int 12,
Spt 13, Cha 10 Spt 14, Cha 10 Spt 15, Cha 10
Skills: Concentration +5, Spot +6, Stealth Concentration +7, Spot +8, Stealth Concentration +7, Handle
+7, Swim +16 +13, Swim +12 Animal +6 (+11 with aquatic/
amphibious), Spot +8, Stealth
+9, Swim +18
Feats: Point Blank Shot, Quick Draw, Track Combat Reflexes, Improved Bloodletter, Demoralizing Shout,
Initiative, Mobility, Run Improved Initiative, Leadership,
Point Blank Shot
Environment: Coastal/underwater coastal/underwater coastal/underwater
Organization: Solitary, band (3–8), or pack (12–30) Solitary, band (3–5), or pack (6–8) Solitary, band (2–4), or pack
(5–10)
Challenge Rating: 3 5 6
Treasure: Normal Normal Normal
Alignment: Usually chaotic neutral Usually chaotic neutral Usually chaotic neutral
Advancement: 4–12 HD (Medium) or by character 6–16 HD (Medium) or by character 7–18 HD (Medium) or by
class class character class
Level Adjustment: Use racial levels Use racial levels Use racial levels
The creature rises out of the water before you, its scales glistening as the moonlight hits them, its large, bulging
eyes luminous. In one webbed hand it holds a nasty-looking javelin, in the other a weighted net. It glides toward
you, apparently as comfortable walking as swimming.
Description
Murloc huntsmen are the standard adults of the
race. Their task is to seek and secure food for the
rest of the village. Huntsmen may also trade with
other races for information, food and other goods.
They do not like being out of water, and suffer
pain if not immersed daily.
The murloc huntsman presented above
represents a murloc with three levels in the murloc
racial class.
Combat
Murloc huntsmen prefer to fight from or in the
water when possible. They use their speed and
agility to dart around their foes, tossing weighted
nets to bind them and then stabbing with barbed
javelins. Huntsmen are neither brave nor stupid,
and retreat when faced with a clearly superior foe.
Amphibious (Ex): Murlocs can function as well
in water as without. They can breathe underwater
indefinitely, and take no penalties for movement in
water.
Dehydration (Su): Murlocs must immerse
themselves in water for at least 1 hour once per day.
A murloc who spends 24 hours without immersing
herself in water takes 1d6 points of damage and a
–1 penalty on attack and damage rolls, skill and
ability checks, and saving throws. Every 8 hours
thereafter, the murloc takes the same damage and
penalties, which are cumulative. Damage from
this effect cannot be healed by any means until
the murloc immerses herself in water for at least 1
minute for every hour she was out of water.
Skills: Murloc huntsmen have a +2 racial bonus
on Concentration checks and a +4 racial bonus on
Stealth checks.
Murlocs have a +8 racial bonus on Swim checks
to perform special actions or avoid hazards. In
addition, murlocs can always choose to take 10 on
Swim checks, even when distracted or endangered.
A murloc can use the run action while swimming,
provided she swims in a straight line.
Murloc Nightcrawler You catch a faint glimmer in the moonlight, and a
figure glides from the trees, a barbed trident in one hand
and a weighted net in the other. Scales glint along its body
and bulging fish eyes peer out of the shadows. Its fingers
are webbed where they wrap around the weapons, and
you notice a spiked fin above the creature’s head as it
stalks silently toward you.
Description
Murloc nightcrawlers are the race’s spies, scouts
and assassins on land. Nightcrawlers are even
quieter and quicker than other murlocs, and train
extensively on land. They scout new locations and
trade sites, and gather information on intended
targets.
Combat
Murloc nightcrawlers use their speed and stealth
to attack by surprise whenever possible. Their first
attack is to hurl weighted nets and hopefully bind
their opponents. In combat they retreat to nearby
shadows and circle around their foes, trying to
strike from behind. If the battle turns against them
nightcrawlers flee and fetch reinforcements.
Murloc Tiderunner The creature rises out of the water before you, its
scales glistening as the moonlight hits them, its large,
bulging eyes luminous. In one webbed hand it holds a
nasty-looking javelin, in the other a weighted net. It
glides toward you, apparently as comfortable walking
as swimming. As it moves you notice the spiked cords
adorning its neck, arms and torso. You also see several
dark shapes flitting about it in the water.
Description
Murloc tiderunners are the master warriors of the
tribe. They are expert huntsmen but also talented
animal handlers, and often have one or more tamed
sea beasts nearby for aid.
Combat
Murloc tiderunners prefer to fight from or in the
water. They send their aquatic pets in first to weaken
opponents. Then they use their nets to bind foes
and hurl javelins from a distance. If that fails the
tiderunner retreats, luring the enemy after him, and
summons additional creatures to his aid.
Skills: Tiderunners receive a +5 racial bonus on
Handle Animal checks when training or interacting
with aquatic or amphibious creatures.
Murloc Community:
K’s’litain 1st-Level Military Community/2nd-Level
Religious Community
Population: 130
Abilities: Force 13, Mobility 8, Resilience 13,
Learning 12, Awareness 14, Command 6
Wealth: 3
Defense Bonus: +2
Reputation Bonus: +1
Skills: Bluff +2, Craft (carving) +3, Craft
(weaving) +3, Gather Information +1, Handle
Animal +0, Heal +4, Intimidate +3, Knowledge
(geography) +3, Knowledge (local) +4, Knowledge
(nature) +4, Knowledge (religion) +6, Profession
(fisher) +6, Spellcraft +2
Feats: Basic Fortifications, Craft Wondrous Item,
Infamous, Shrine
Description: Each murloc tribe has at least one
village. K’s’litain houses the White Shark tribe.
The White Sharks live along the west edge of the
Howling Fjord in Northrend; it is the tribe closest
to Valgarde. K’s’litain is the easternmost village and
is less than two days’ run from Valgarde itself. As
with all murlocs, the White Shark tribe is religious.
They worship the Deep Mother, the water, and her
favored children. Shamans rule the village, dictating
who handles which chores and what must be done
from day to day. Strangers rarely visit K’s’litain (or
any murloc village) but those who show strength
and wisdom are sometimes tolerated. Those who
seem weak or foolish are attacked and killed.
[ 本帖最后由 安德尼拉斯 于 2008-1-17 11:20 编辑 ]