26.01.2021 Views

[Pathfinder] beastisrfrt

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

651126

2224134

2224134

651126

651126

2224134

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

Uncommon Races 3

Aquatic Prowess Feat (Ex): At 2nd level and every four levels

thereafter, a wave warden selects a bonus feat that improves

his prowess in aquatic environments. He can choose these

feats even if he does not meet the prerequisites. Initially, he

may choose from the following feats: Dodge, Mobility, Net

Adept (Ultimate Combat), Net and Trident (Ultimate Combat),

Net Maneuvering (Ultimate Combat), Precise Shot, Rapid

Reload, Sea Hunter, and Two-Weapon Fighting. At 6th level,

he adds Improved Two-Weapon Fighting, Net Trickery

(Ultimate Combat), and Spring Attack to the list. At 10th

level, he adds Greater Two-Weapon Fighting and Improved

Precise Shot to the list. This ability otherwise functions like

and replaces the standard ranger’s combat style bonus feats,

including the limitations on armor worn.

Favored Terrain (Ex): At 3rd level, a wave warden gains

water as a favored terrain. At 8th level and every five levels

thereafter, his bonus in aquatic terrain increases by +2. He

does not gain additional favored terrains. This otherwise

functions like the standard ranger’s favored terrain ability

and replaces that ability.

Seaborn (Ex): At 7th level, a wave warden may move

through any sort of aquatic growth (such as coral or

seaweed) or across a wet surface at his normal speed and

without taking damage or suffering any other impairment.

Obstacles that are enchanted or magically manipulated

to impede motion still affect him. This ability replaces

woodland stride.

Watery Summons (Sp): At 8th level, a wave warden can

summon allies once per day as a full-round action. This

functions as summon nature’s ally III, except it can only

be used to summon creatures with the aquatic or water

subtypes. At 11th level, this ability improves to summon

nature’s ally IV, with this progression continuing every

three levels thereafter. The warden’s caster level is equal to

his ranger level. This ability replaces swift tracker.

NEW RACIAL RULES

The following options are available to merfolk. At the

GM’s discretion, other appropriate races may also make

use of some of these.

Merfolk Equipment

Merfolk have access to the following equipment.

Underwater Crossbow: An underwater crossbow

functions like its normal counterpart above water, and can

be used underwater. When fired underwater, the crossbow

has a range increment of 20 feet. Anyone proficient with a

normal crossbow can use an underwater crossbow.

Merfolk Equipment

Ranged Weapons Cost Weight

Underwater crossbow, heavy 100 gp 8 lbs.

Underwater crossbow, light 70 gp 4 lbs.

Merfolk Feats

Merfolk have access to the following feat.

Sea Hunter (Combat)

Your blows knock swimming opponents off balance.

Prerequisites: Combat Expertise, merfolk.

Benefit: When you make a successful melee attack

against a swimming target, as a free action you can attempt

to knock the target off balance. Treat this as a trip combat

maneuver. If you succeed, the target is considered off

balance (see Table 13–7: Combat Adjustments Underwater

on page 433 of the Core Rulebook) until it recovers its

balance, usually by making a Swim check on its turn. This

feat has no effect on creatures with a swim speed, those

using magic such as freedom of movement, and creatures

that can’t be tripped.

Merfolk Magic Items

Merfolk have access to the following magic item.

SEAFOAM SHAWL

Aura faint transmutation; CL 5th

Slot shoulders; Price 6,000 gp; Weight 1 lb.

DESCRIPTION

This shawl of delicate lace grants the benefits of the fins to feet

spell (see below) once per day.

CONSTRUCTION

Requirements Craft Wondrous Item, fins to feet; Cost 3,000 gp

Merfolk Spells

Merfolk have access to the following spell.

FINS TO FEET

School transmutation (polymorph); Level druid 3, sorcerer/

wizard 3, witch 3

Casting Time 1 standard action

Components V, S

Range touch

Target willing creature touched

Duration 1 hour/level (D)

Save none; Spell Resistance yes

You transform the target’s fins, flippers, or tail into legs and

feet, allowing it to walk on land. The target loses its swim

speed but gains a base speed appropriate for a humanoid of

its size (speed 30 if a Medium or larger creature, speed 20 if

Small). If the creature is immersed in water for 1 round, the

transformation reverts, allowing it to swim normally. One

round after leaving the water, the transformation occurs again,

allowing it to walk.

This spell only works on merfolk, tritons, seals, fish, and other

creatures whose bodies or limbs are used mainly for swimming

and are not suitable for walking. It does not give the target the

ability to breathe air.

195

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!