Merfolk
Merfolk or Merpeople are legendary water-dwelling, humanoid beings. They are attested in folklore and mythology throughout the ages in various parts of the world. Female merfolk are called mermaids or merwomen while ale merfolk are called mermen.
CREATURE TRAITS (13 XP)
- Types Medium Organic Piscine Sapient Mortal (Aquatic, Merfolk)
- Reach 5 feet
- Speed Land 10 feet, Swim 30 feet
ATTRIBUTES (2 XP)
- +2 Dexterity, +2 Charisma
LANGUAGES (0 XP)
- Starting Languages: Common, Hydros.
- Bonus Languages: Any common languages.
INNATE ABILITIES (11 XP)
- Amphibious (1 XP): Merfolk can breath both in air and underwater.
- Darkvision (3 XP): Merfolk ignore penalties attack rolls and Perception checks resulting from dim lighting and darkness. They cannot see color in darkness, only shades of grey.
- Innate Armor (2 XP): Merfolk have a +1 innate bonus to their Armor Rating.
- Swimming Stride (3 XP): Merfolk have only a 15-foot land speed (-3 XP) but a 30-foot swim speed (3 XP) and +4 innate bonus to Athletics rolls made to swim.
- Water Resilience (2 XP): Merfolk have resistance to water effects, granting them a +2 innate bonus to defenses and saving throws against such effects.
VARIANTS
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Amabie (15 XP): Amabie are merfolk with birdlike beaks and three legs that resemble a cross between human legs and fish tails. They have +2 Wisdom instead of +2 Charisma and possess Augury as a tier 1 innate magical power.
Ceasig (15 XP): Ceasig are merfolk with +2 Strength instead of Dexterity.
Finfolk (17 XP): Finfolk are dangerous merfolk with Illusion (Visual) and Shadow Walk as tier 1 magical powers.
Fuath: +2 Str, +2 Wis shapeshifting (jellyfish, ghost, human with webbed digits)
Merrow: +2 Dex, +2 Wis seasong, magic cap (landwalking and airbreathing)
Ningyo: Small, +2 Cha, +2 Con, +2 Dex, -2 Str
Oceanid: +2 Con, +2 Cha fey, water magic
Undine: +2 Dex, +2 Cha fey, hydrokinesis
Arctic Merfolk (CR +1): Arctic merfolk live in the polar regions of the world, swimming in the iciest waters. They have the same statistics as merfolk, except they have cold resistance 5 and a +2 natural armor bonus. Arctic merfolk tend to be paler than their temperate and tropical kin. Their skin tones are waxen brown, gray, or snow white, and their tails can be gray blue, gray green, ice blue, pearly white, periwinkle, or silver. Source PAP124
Deep Merfolk (CR 3): Deep merfolk live near the ocean floor in the cold and lightless depths. While they have humanoid torsos and fish tails akin to other merfolk, their skin is murky and translucent, giving them a ghoulish look, and their long, silvery tails have red fins. Their eerie appearance leads to rumors that deep merfolk are evil creatures and that they worship demons and slaughter innocents. These rumors are unfounded, though; deep merfolk have the same reserved nature as their kin and generally keep to themselves. While individual deep merfolk may lead evil lives, the race as a whole is peaceful and neutral. Source PAP124
Astral Resilience: At 4th level, you gain the Astral Aestivation and Life Bubble abilities listed below under Starborn Additional Abilities. The tiers of each of these abilities is always one-half your paladin level rather than the tier listed.
Flight: At 5th level, you gain Fly as an innate biotic power that you can only use on yourself. It's tier is always half your paladin level -3 and has the Agile (+1), Extended Duration (+1), and Sonic Flight (+1) upgrades.
Astral Powers: All your magical and supernatural paladin abilities are innate biotic powers rather than divine magical ones. You can only use your Lay on Hands ability on yourself but you can activate it even while unconscious. You gain innate biotic powers rather than divine powers. You select any buff powers that only affects yourself and any evocation powers that deals damage so long as neither the buff or evocation powers have the evil or chaos descriptors. You can also select Bellow, Mimicry, Prestige, Skim, Starflight, and X-Ray Vision.
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ADDITIONAL ABILITIES
Merfolk begin with their innate traits and can gain additional traits from the following list as feats.
Fish Legs (2 XP): You gain Fish Legs as a tier 1 innate magical power. You must have both a land speed and swim speed for this power to function on you. It increases both your land speed and swim speed to 30 feet or they remain their current speed, whichever is greater. It also grants you the Amphibious trait if you don't already have it. If you already have the Amphibious trait, you also lose vulnerabilities and weaknesses such as Drying, which requires you to be emersed in water every 2 hours or suffer dehydration. This benefit only lasts until this effect ends.
Primordial Strength (4 XP): You treat atmospheric and aquatic hazards resulting from high pressure as one tier less severe to a minimum of none.