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651125
2224133
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.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012