Merfolk White Mage 1
NG Medium Humanoid (Aquatic, Merfolk)
Init +2; Senses Low-light vision; Perception +6
AC 14, touch 12; flat-footed 12 (+2 dex, +2 natural)
hp 6  (1d6+3)
Fort +2, Ref +2, Will +4
Defensive Abilities Hard Scale, Legless; Resist Water 5;
Speed 5 ft., swim 50 ft.
Melee Trident +1 (1d8+1/19-20)
Ranged Water Power Staff +2 (1d6+1 water)
Spells Known (White Mage CL 1st, Concentration +3)
At will (DC 16) – Alleviate, Daze, Guidance, Holy Orb
1st (DC 17) – Blind, Cure, Dia, Heal, Mage Armor
Str 12, Dex 14, Con 14, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +1; CMD 13 (cannot be tripped)
Feats Extra MP
Skills Perception +6, Spellcraft +4;
Languages Aquan, Common
SQ Amphibious, Seasinger, Spell Proficiency, Trident Expert, White Magery (Spell Mastery)
Gear cure potion (1), water power staff, trident
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.