They are mostly humanoid in shape but with very pale skin with green markings in a veiny, tile like pattern. Clansmen are have a muscular but light and reedy build. Interestingly they are one of the tallest races on average to found on the Tanbylan continent. Marshfolk are often filthy. They become covered in muds and algae as it is unavoidable in the marshes.

The various tribes dress in very little clothing as it is quickly soaked through from traversing the marshes and swamps. In the warmer months they will often go nude except for a type of soft shoe they where. Often individual tribes/clans have specific methods of dress or ornamentation specific to them (For example the Snapping Turtle Clan will often where turtle shells on their back which they will use for defensive purposes).


This info pending.

Average Height:5’8” – 6’4”
Average Weight120-200 lb.
Ability ScoresNo Adjustment
Size: Medium
Base Speed: 30ft.
Languages: Swamptongue
Racial Class: ????
Swampland Fortitude : Clansmen recieve a +4 Fort. Save bonus vs. non-magical poison and disease.
Illiterate: Clansmen are a society without written word. Illiterate may be overcome by spending 2 Skill points

Hit Dice:d8
Skill Points:2 + Intelligence Modifier (x4 at 1st)

Level Base Attack Bonus Fort. Save Ref. Save Will Save Special
1 +0 +1 +0 +1 Hold Breath
2 +1 +2 +0 +2 Hardened Veins
3 +2 +3 +1 +3 Unnatural Growth

Class Skills

When undergoing Racial Advancement available class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Hold Breath

The watery lifestyle that a Clansman causes many of them to develop much better swimming techniques. Clansmen can hold their breath for a number of rounds equal to their constitution score x2 before they need to start making saves.

Hardened Veins

A clansman makes a pilgrimage to their sacred waters where they Mystic Snake Clan offers wisdom and spiritual leadership. During this time physical changes brought on by the magical energy concentrated in the area harden the veins that pattern them. They receive +3 Natural AC.

Unnatural Growth

Further exposure to the rampant magical energy causes extreme growth in Marshfolk (Much like many of the marsh dwelling monsters). They move up 1 size category, incurring all bonuses and penalties from doing so.


Nadiel vibilo