Amphian

The amphians are a race of charismatic nomads. Like most merfolk, they revere art in all forms, but have a special fondness for song, dance, and other forms of entertainment. Regarded by other races as scoundrels, thieves, tricksters, and wastrels for centuries, amphians have developed a unique and close-knit culture. Their knack for psionic power has done nothing for fostering trust among the common folk who already regard psionics with a high measure of suspicion. Consequently, superstition has become the hallmark of the amphian, both from how they are perceived and within their own society.

**Physical Description:** Sages have much to say about the peculiar appearance of the amphian, but they all seem to agree that their likeness to a clown fish is no mere coincidence. Their own culture recollects a time when they began as a tribe of particularly gifted cindarians. According to amphian legend, a hero among their tribe stole a powerful artifact from Poseidon himself, as nothing more than a prank to impress the chieftain’s daughter. As a punishment, the angry god transformed the prankster and his tribe to resemble a mixture of jester and clownfish, so that he and his people would have a hard time securing respect as anything but professional fools.

Aside from their jesterly markings and colorful orange and white striped lower halves, the amphians also vary quite remarkably among gender and share an astonishing biological difference from other merfolk. All amphians begin their lives as males. “Adult” male amphians are hairless and Small-sized, reaching a maximum of 4 feet in length. At around age 40, the “change” occurs. The male amphian begins to sprout bright red- orange hair on his head, and over the course of one-years’ time grows another 2 or 3 feet in length. At the culmination of the change (12-16 months after onset), the amphian becomes fully female and lives out the rest of her life as this new gender.

**Society**: Amphians have a rich culture that is brimming with tradition and superstition. Males and females share an equal role, though these roles vary greatly from individual to individual. While all amphians seem capricious and child-like to most other races, many do take their vocations quite seriously. A male amphian is just as likely to be highly skilled in a particular class as a female one, despite obvious age differences and apparent experience. An amphian is not expected to “grow up” at any particular time, and some even revert back to a more juvenile outlook after the change.

Like clownfish, the amphians share a special kinship with giant sea anemones. They make their homes in these beautiful, flower-like, but deathly toxic creatures. Being a nomadic culture that can range several thousand miles, their anemone homes are easily transported on the backs of giant crustaceans and sea turtles. If there is any truth to the legend that the amphians originated from the cindarian race, the evidence would surely be in their closeness to nature and natural animals of the sea.

**Relations:** Most races have a love-hate relationship with the amphians. Despite their reputation for swindling and theft, they are also highly renowned entertainers. In some areas, the amphians are driven out completely and are not welcome to return. In others (especially ones who are visited by amphians infrequently) they are sought-after curiosities. Some amphian families cater to this fascination by incorporating large traveling carnivals into their routine.

**Alignment and Religion:** The phrase “lawful amphian” is somewhat of an oxymoron, as the race is centered on personal freedom and having fun. However, no culture can persist without some measure of structure, and a few individuals do serve as keepers of the law and tradition. While highly superstitious, the amphian recognize a hodge-podge of deities and only in a very cursory manner. They revere both Mariblee and Poseidon; though often know little of the specifics of those religions. Consequently, amphian clerics, paladins, and inquisitors are exceedingly rare.

**Adventurers:** Despite their apparently easy-going lifestyle, amphians have a particularly strict caste system based on birth order and astrological sign. The only way to escape the often rigorous duties assigned to each caste is to take up an adventuring class. Each class holds a prestigious rank among the amphian and some are given special racial titles. For example, amphian wilders are affectionately known as Jokers. Many titles are “tongue-in-cheek” though carry no less respect among amphian culture. Case in point, even the greatest amphian warriors are known as “Fools” and to be called this is actually a great honor.

**Names:** Because amphians keep the same name throughout their life, there is no distinction between male and female names. Amphians have no set naming practice, and generally adopt the names common to other cultures that they encounter.

## AMPHIAN RACIAL TRAITS

* **+2 Charisma, +2 Dexterity, -2 Strength:** Amphians are as charming as they are nimble, though seldom possess great physical strength.
* **Racial Buoyancy:** -15A (males), -60A (females); **Depth Tolerance:** 300 feet
* **Merfolk:** Amphians have the merfolk subtype, as described in the CERULEAN SEAS CAMPAIGN SETTING.
* **Small or Medium:** Amphians are Small-sized if male, and Medium Sized if female.
* **Fast/Normal Swim Speed:** Amphians have a swim speed of 30-feet regardless of their base size.
* **Gills:** Merfolk can breathe underwater indefinitely through gills in their neck and sides. Consequently, most merfolk are water dependent, and can breathe for a few hours on land before having to submerge. Nommo begin suffocating immediately upon leaving the water.
* **Seawalker:** Merfolk were never meant to move on land. They do so at a movement rate of 5 feet (though may move faster by using the Climb skill, see Chapter 4 for details). This feature generally precludes them from a land adventure at low levels, which should not be a major issue for an entirely aquatic campaign. At higher levels, spells and magic items may help merfolk explore dry-land in short intervals, with more permanent solutions becoming obtainable at the highest levels.
* **Psionically Attuned:** Amphians must take the Wild Talent feat as the bonus first level feat received from being a merfolk. If the amphian begins first level in a psionic class, she gains the Psionic Talent feat instead.
* **Wild Psionic Aptitude:** When an amphian takes a level in the wilder psionic class, she can choose to gain an additional power point instead of a hit point or a skill point.
* **Venom Resistance:** Amphians are immune to the venom of naturally occurring and giant varieties of poisonous sea animals including anemones, jellyfish, lionfish, and stingrays. In addition, they receive a +2 racial bonus on savings throws against any other form of poison.
* **Languages:** All merfolk begin play speaking Common, which is their native language. Merfolk with high intelligence scores can choose any language they want (except secret languages and Pelagic).