Merfolk Bard 1
NG Medium Humanoid (Aquatic, Merfolk)
Init +6; Senses Low-light vision; Perception +5
AC 16, touch 12, flat-footed 14 (+2 armor, +2 dex, +2 natural)
hp 7  (1d8+3)
Fort +2, Ref +6, Will +3
Defensive Abilities Hard Scale, Legless; Resist Water 5;
Speed 5 ft., swim 50 ft.
Melee Rapier +1 (1d6+1/18-20)
Ranged Shortbow +2 (1d6/x3)
Special Abilities Bardic Performance (6 rounds/day), Countersong, Distraction, Fascinate (DC 13), Inspire Courage +1
Spells Known (Bard CL 1st, Concentration +3)
At will (DC 12) – Lullaby, Song of Serenity
1st (DC 13) – Army’s Paeon, Elemental Carol, Foe Requiem, Joyful Noise, Quick Etude
Str 12, Dex 14, Con 14, Int 12, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 13 (cannot be tripped)
Feats Improved Initiative
Skills Acrobatics +6, Bluff +6, Disguise +6, Perception +5, Perform (Harp) +5, Perform (Sing) +7, Spellcraft +5;
Languages Aquan, Common, Draconic
SQ Amphibious, Minor Aura (Watchful Eye), Seasinger, Trident Expert
Gear cure potion (1), rapier, leather armor, shortbow, arrows 10, harp
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.