Merfolk Chanter (CR 9)
XP 6,400
Merfolk Bard 9
NG Medium Humanoid (Aquatic, Merfolk)
Init +9; Senses Low-light vision; Perception +14
DEFENSE
AC 21, touch 14; flat-footed 17 (+5 armor, +4 dex, +2 natural)
hp 76 [108] (9d8+36)
mp 32
Fort +6, Ref +11, Will +8
Defensive Abilities Hard Scale, Legless, Well-Versed; Resist Water 5;
OFFENSE
Speed 5 ft., swim 50 ft.
Melee +1 Rapier +12/+7 (1d6+3/18-20)
Ranged Shortbow +11/+6 (1d6/x3)
Special Abilities Bardic Performance (31 rounds/day), Countersong, Distraction, Fascinate (DC 19), Inspiration (4d6), Grant move action (2/day), Inspire Competence +3, Inspire Courage +2, Inspire Greatness, Troubadour (5/day)
Special Attacks Dissonance (9/day, base DC 19), Resonance (8/day)
Spells Known (Bard CL 9th, Concentration +14)
At will (DC 15) – Boom, Ghost Sound, Lullaby, Song of Serenity
1st (DC 16) – Army’s Paeon, Elemental Carol, Elemental Threnody, Foe Requiem, Hideous Laughter, Inspirational Boost, Joyful Noise, Quick Etude, Sheepfoe Mambo
2nd (DC 17) – Battle Hymn, Blurring Melody, Foe Lullaby, Lively Step, Silent Verse, Sword Madrigal
3rd (DC 18) – Advancing March, Battlefield Elegy, Foe Requiem II, Nixie’s Lure, Quick Etude II, Reviving Finale
STATISTICS
Str 14, Dex 20, Con 16, Int 12, Wis 14, Cha 20
Base Atk +6/+1; CMB +8; CMD 23 (cannot be tripped)
Feats Extra MP, Extra Performance, Improved Initiative, Point-Blank Shot, Weapon Finesse
Skills Acrobatics +15, Bluff +17, Disguise +17, Perception +14, Perform (Harp) +17, Perform (Sing) +24, Spellcraft +13;
Languages Aquan, Common, Draconic
SQ Additional Song (+2), Amphibious, Clear Mind, Major Aura +2 (Motivate Attack, Steady Hand), Minor Aura (Demand Fortitude, Force of Will, Master of Opportunity, Master of Tactics, Watchful Eye), Seasinger, Skilled Performer (Sing +5), Trident Expert, Versatile Performance (Sing, String)
Gear cure potion (4), +1 rapier, +1 chain shirt, shortbow, arrows 20, harp
SPECIAL ABILITIES
Amphibious (Ex)
Merfolk are amphibious, but prefer not to spend long periods out of the water.
Hard Scale (Ex)
Merfolk have a +2 natural armor bonus.
Legless (Ex)
Merfolk have no legs, and therefore cannot be tripped.
Seasinger (Ex)
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 charm and fascinated effect spells.
Trident Expert (Ex)
Merfolk are proficient with tridents.