13th Age Compatible: Under the Sea
Although initially cautious around members of other races (for land dwellers have long coveted the riches of the sea), merfolk are insatiably curious about the world that exists above the waves. They are rare compared to other races, but certainly not unheard of. Perhaps their perceived rarity is also due to merfolk adventurers disguising themselves as humans or elves, fearful that revealing their true identity might repel their newfound friends or draw undue attention to their aquatic cities. Bards, commanders, and sorcerers are highly prevalent among this race due to their natural charismatic bent.
Merfolk Racial Traits
+2 Con OR +2 Cha.
Magical Amphibian: Merfolk can magically morph their fins and tail into legs, or vice versa back into half-fish form, with a full-round action. They can move and fight in water as well as a flying creature can in open air when they are in their half-fish form.
Siren Song (Racial Power)
As a move action once per battle, you can sing a beautiful melody reminiscent of a gentle sea breeze, or a mournful dirge that carries the portent of tidal waves. Until the end of your next turn, all nearby allies add the escalation die to their defenses, OR all nearby enemies subtract the escalation die from their defenses (your choice).
Champion Feat: Using your siren song is now a quick action.