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