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

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.

Alternate Racial Traits

Darkvision (replaces low-light vision)

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 (replaces low-light vision)

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 language-dependent 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

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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