Spirit Folk, Sea
Spirit Folk, Sea is a D&D 3.5 player race from OA. Medium Humanoid (good reflex), Level adjustment +0.
- Size
- Medium
- Type
- Humanoid (good reflex)
- Level Adjustment
- +0
- Water Breathing: Sea spirit folk can breathe water as easily as they breathe air.
- They do not need to make Swim checks to swim normally. They gain a +8 racial bonus on any Swim check to perform some special action or avoid a hazard, and they can always choose to take 10 on these checks, even if rushed or threatened when swimming. They can use the run action while swimming, provided they swim in a straight line.
- +2 racial bonus on saving throws against spells and spell-like effects with the fire descriptor.
- A sea spirit folk can make a Knowledge (nature) check (or an untrained intelligence check) with a +2 racial bonus to predict the weather for the next 24 hours. The DC is 15 .
- Low-light Vision: Spirit folk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination . They retain the ability to distinguish color and detail under these conditions.
- Spirit Subtype: Spirit folk have the spirit subtype, which means they can be affected by spells that specifically target spirits, such as protection from spirits and invisibility to spirits. Their human ancestry makes them humanoids, however, so they are also affected by spells such as hold person and charm person.
- Favored Class: Any. When determining whether a multiclass spirit folk suffers an XP penalty, her highest level class does not count.