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651125

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2224133

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

651125

651125

2224133

Merfolk

Merfolk have the upper torsos of well-built and attractive

humans and lower halves consisting of the tail and fins

of a great fish. Their hair and scales span a wide range of

hues, with merfolk in a given region closely resembling

each other. Merfolk can breathe air freely but move on dry

land only with difficulty, and rarely spend long periods

out of water. As a race, merfolk are insular and distrustful

of strangers, but individuals, especially adventuring

merfolk, break the mold and can be quite garrulous.

Merfolk concern themselves more with nature and the arts

than with morality and ethical debates, and have a strong

inclination toward neutral alignments.

ALTERNATE RACIAL TRAITS

The following racial traits may be selected instead of existing

merfolk racial traits. Consult your GM before

selecting any of these new options.

Darkvision: Some merfolk favor

the lightless depths over shallower

waters. Merfolk with this racial trait gain darkvision with

a range of 60 feet and light sensitivity. This racial trait

replaces low-light vision.

Seasinger: The beautiful voices of the merfolk are

legendary. A seasinger gains a +2 racial bonus on Perform

(sing) checks and a +1 racial bonus to the save DC of languagedependent

spells. This racial trait replaces low-light vision.

Strongtail: A few merfolk have broad, strong tails that

are more suited for land travel than the typical merfolk

tail. Merfolk with this racial trait have a land speed of 15

feet and a swim speed of 30 feet.

FAVORED CLASS OPTIONS

The following options are available to all merfolk who have

the listed favored class, and unless otherwise stated, the

bonus applies each time you select the favored class reward.

Druid: Add +1 hit point to the druid’s animal companion.

If the merfolk ever replaces her animal companion, the new

animal companion gains these bonus hit points.

Ranger: Add +1 hit point to the ranger’s animal companion.

If the ranger ever replaces his animal companion, the new

animal companion gains these bonus hit points.

Sorcerer: Add +1/2 to the sorcerer’s caster level when

determining the range of any spells with the water descriptor.

RACIAL ARCHETYPES

The following racial archetype is available to merfolk.

Wave Warden (Ranger)

The wave warden patrols beneath the sea, preserving the

safety and secrets of merfolk communities. Though he fares

best beneath the water, dry land is no haven to his quarry.

Deep Sentinel (Ex): A wave warden adds half his level

(minimum +1) on Perception checks made to notice

creatures underwater. This ability replaces track.

Merfolk Racial Traits

+2 Dexterity, +2 Constitution, +2 Charisma: Merfolk are graceful, hale,

and beautiful.

Medium: Merfolk are Medium creatures and have no bonuses or penalties

due to their size.

Slow Speed: Merfolk have a base speed of 5 feet. They have a swim speed

of 50 feet.

Aquatic: Merfolk are humanoids with the aquatic subtype.

Amphibious: Merfolk are amphibious, but prefer not to spend long periods out

of the water.

Low-Light Vision: Merfolk have low-light vision.

Armor: Merfolk have a +2 natural armor bonus.

Legless: Merfolk have no legs, and cannot be tripped.

Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high

Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan.

194

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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