Merfolk Ninja 9
NG Medium Humanoid (Aquatic, Merfolk)
Init +5; Senses Low-light vision; Perception +14
AC 24, touch 17; flat-footed 19 (+5 armor, +5 dex, +2 wis, +2 natural)
hp 85  (9d8+45)
Fort +7, Ref +11, Will +5
Defensive Abilities Hard Scale, Improved Uncanny Dodge, Legless, Uncanny Dodge; Resist Water 5;
Speed 5 ft., swim 50 ft.
Melee +1 Katana +11/+6 (1d8+6/18-20), Wakizashi +9/+9 (1d6+3/18-20)
Ranged Light Crossbow +11/+6 (1d8/19-20)
Special Attacks Sneak Attack (+5d6)
Special Abilities Ki Pool (6 pts), Ninjutsu (Greater Ki Blade, Ki Blade, Shadow Clone, Sudden Disguise), Poison Use
Str 16, Dex 20, Con 18, Int 10, Wis 14, Cha 12
Base Atk +6/+1; CMB +9; CMD 24 (cannot be tripped)
Feats Slashing Grace, Two-Weapon Grace, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Katana)
Skills Acrobatics +15, Bluff +13, Disable Device +15, Escape Artist +15, Intimidate +13, Perception +14, Stealth +15, Swim +13;
Languages Aquan, Common
SQ AC Bonus, Amphibious, Light Steps, Ninja Tricks (Bleeding Attack, Evasion, Fast Stealth, Sneaky Shot), No Trace +3, Seasinger, Trident Expert
Gear cure potion (4), +1 katana, wakizashi, light crossbow (underwater), 10 bolts, +1 chain shirt
Merfolk are amphibious, but prefer not to spend long periods out of the water.
Hard Scale (Ex)
Merfolk have a +2 natural armor bonus.
Merfolk have no legs, and therefore cannot be tripped.
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.