Merfolk Sea Watch (CR 1)
XP 400
Merfolk Fencer 1
NG Medium Humanoid (Aquatic, Merfolk)
Init +3; Senses Low-light vision; Perception +1
DEFENSE
AC 18, touch 14; flat-footed 14 (+3 dex, +2 armor, +1 dodge, +2 natural)
hp 8 [13] (1d10+3)
Fort +2, Ref +5, Will +1
Defensive Abilities Hard Scale, Legless; Resist Water 5;
OFFENSE
Speed 5 ft., swim 50 ft.
Melee Rapier +5 (1d6+1/18-20)
Ranged Shortbow +4 (1d6/x3)
Special Attacks Deeds, Panache (2 pts)
STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 15 (cannot be tripped)
Feats Weapon Focus (Rapier)
Skills Acrobatics +6, Bluff +6, Diplomacy +6, Escape Artist +6;
Languages Aquan, Common
SQ Amphibious, Duelist Stance +1, Seasinger, Trident Expert, Weapon Finesse (Rapier)
Gear cure potion (1), rapier, leather armor, shortbow, arrows 10
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.