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Namor (Sub-Mariner)

Sub Mariner, Namor, (Sub-Mariner)
This is the front cover art for the book Namor the Sub-Mariner written by Michael Turner. The book cover art copyright is believed to belong to the publisher, Marvel Comics, or the cover artist.

Namor the Sub-Mariner is a fictional character featured in the Marvel Comics Universe, and one of the oldest superhero characters.

The son of a human sea captain and of a princess of the mythical undersea kingdom of Atlantis, he possesses the super-strength and aquatic abilities of the “Homo mermanus” race. Through the years, he has been alternatively portrayed as a good-natured but short-fused superhero, or a hostile invader seeking vengeance for perceived wrongs that misguided surface-dwellers committed against his kingdom.

The first known comic book anti-hero, the Sub-Mariner has remained a historically important and relatively  popular Marvel character.

Originally  Posted by Bane of the Dicefreaks forums.

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Namor McKenzie, The Sub-Mariner
Medium Human (Atlantean)
 Wounds68 WP, Vitality 618 VP (30d10+420 )
Speed30 ft., fly 200 ft. (perfect), Swim 262 ft.
AC39 (+6 Dexterity, +13 defense, +10 natural) touch 29, flat footed 20
Base Attack/Grapple+30/+56
AttackUnarmed Strike +56 melee (4d6+34 /18-20)
Full AttackUnarmed Strike +56/+51/+46/+41 melee (4d6+34 /18-20)
Space/Reach5 ft. /5 ft.
Special  AttacksElectrical Generation
Special QualitiesDamage reduction 20/-, half-Atlantean, immunity to cold, King of Atlantis, resistance to electricity 30, superstrength, water mastery +10
SavesFort +30, Ref +19, Will +22
AbilitiesStrength 55, Dexterity 22, Constitution 38, Intelligence 17, Wisdom 19, Charisma 20
SkillsAppraise +23, Bluff +15, Climb +37, Diplomacy +24, Disguise +12, Escape Artist +21, Gather Information +15, Intimidate +32, Jump +37, Knowledge (Atlantis) +29, Knowledge (business) +17, Knowledge (civics) +13, Knowledge (history) +18, Listen +8, Search +13, Sense Motive +14, Spot +24, Survival +19, Swim +82, Treat Injury +9, Use Magic Device +10
FeatsCleave, Combat Brute, Combat Reflexes, Clever Wrestling, Frightful Presence, Great Cleave, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Critical (unarmed strike), Improved Grapple, Improved Initiative, Improved Power Attack, Improved Sunder, Improved Toughness, Improved Unarmed Strike, Iron  Will, Leadership, Power Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Devastating Critical (unarmed  strike), Dire Charge, Epic Leadership, Epic Reputation, Epic Weapon Focus (unarmed strike), Legendary Wrestler, Overwhelming Critical (unarmed strike), Superior Initiative
OrganizationSolitary (Unique)
Challenge Rating35

Electrical Generation: Much like an eel Namor is able to generate a massive burst of electricity.

  • He can do this once per week.
  • The electricity inflicts 20d6 damage to anyone that Namor is touching.
  • In the water it causes the damage over a 60 ft radius.
  • Anyone that is not grappled by Namor can attempt a Reflex save (DC 30) for half damage.

Half-Atlantean: Namor is the son of an Atlantean princess and a human. This has made him much more powerful then either species. His unique physiology is suited to both land and the sea though he excels in the latter.

  • Able to breathe both water and air
  • Wings on his feet allowing Namor to fly
  • Resistance to extreme ocean pressure and able to operate normally in water as if he had freedom of movement

King of Atlantis: As the future King of Atlantis Namor has received intense training in combat and skills to help him lead his nation.

  • Bonus feats as a fighter of his hit die.
  • Moderate Defense
  • His Leadership skill provides  10x the typical number of followers.

Superhuman Strength Level 4

Namor possesses superhuman strength and is able to lift 16x what his Strength score indicates.

  • +8 bonus on melee damage
  • +4 bonus on grapple and  bull rush checks.
  • When in contact with water, Namor increases to Superhuman Strength Level 9. This applies for 1 minute after  leaving the water.

Water Mastery

Namor gains a +10 bonus to attacks, damage, armor class, and saves so long  as he is submerged in water. This bonus applies for 1 minute after leaving the  water.


Namor  must return to water periodically or he begins to weaken. After one day Namor  is fatigued, the next day he is exhausted. For each day after that he takes 1d6 points of vitality damage that cannot be healed until he is able to reach  water. This damage never inflicts wound damage. If he is submerged in water  for a full round he will instantly recover from the exhaustion and regains the lost vitality points at a rate of 10 points per round.

Namor is partially vulnerable to fire and heat, which dries him out. If struck by a fire attack he must make a Fort save (DC=damage inflicted) or be affected just as if he had been out of water for 24 hours.



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