Merfolk
System: Pathfinder | SRD | Source: Advanced Race Guide
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.
Racial Traits
+2 Dexterity, +2 Constitution, +2 Charisma
Medium
Slow Speed
Aquatic
Amphibious
Low-Light Vision
Armor
Legless
Languages
Alternate Racial Traits
Darkvision (replaces low-light vision)
Seasinger (replaces low-light vision)
Strongtail
Favored Class Options
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.
Source: Advanced Race Guide
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