Merfolk Astrologian 4
NG Medium Humanoid (Aquatic, Merfolk)
Init +11; Senses Low-light vision; Perception +10
AC 16, touch 14; flat-footed 12 (+3 dex, +2 natural, +1 dodge)
hp 26  (9d8+36)
Fort +3, Ref +4, Will +8
Defensive Abilities Hard Scale, Legless; Resist Water 5;
Speed 5 ft., swim 50 ft.
Melee Trident +3 (1d8+1/19-20)
Ranged Water Power Staff +5 (1d6+3 water) or Star Globe +5 touch (1d4+3 non-elemental)
Special Abilities Draw (7/day), Lightspeed (6/day), Prescience (6/day), Royal Road
Spells Known (Astrologian CL 4th, Concentration +7)
At will (DC 13) – Burst of Light, Daze, Guidance, Message, Resistance
1st (DC 14) – Anitcipate Peril, Cure, Deprotect, Idenify, Mage Armor, Regen, True Strike
2nd (DC 15) – Aid, Cure II, Panacea, Paralyna
Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 14
Base Atk +4; CMB +5; CMD 19 (cannot be tripped)
Feats Extra Draw, Extra MP, Improved Initiative
Skills Appraise +12, Heal +16, Perception +16, Spellcraft +12;
Languages Aquan, Common
SQ Amphibious, Astrology Secrets (Starlight Agility), Forewarned, Seasinger, Spell Proficiency, Trident Expert
Gear cure potion (2), 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.