Merfolk Bard 4
NG Medium Humanoid (Aquatic, Merfolk)
Init +7; Senses Low-light vision; Perception +11
AC 19, touch 13, flat-footed 17 (+5 armor, +4 dex, +2 natural)
hp 30  (4d8+12)
Fort +3, Ref +7, Will +5
Defensive Abilities Hard Scale, Legless, Well-Versed; Resist Water 5;
Speed 5 ft., swim 50 ft.
Melee Rapier +5 (1d6+2/18-20)
Ranged Shortbow +6 (1d6/x3)
Special Abilities Bardic Performance (13 rounds/day), Countersong, Distraction, Fascinate (DC 15), Inspiration (2d6), Inspire Competence +2, Inspire Courage +1, Troubadour (3/day)
Special Attacks Dissonance (5/day, base DC 15)
Spells Known (Bard CL 4th, Concentration +7)
At will (DC 13) – Ghost Sound, Lullaby, Song of Serenity
1st (DC 14) – Army’s Paeon, Elemental Carol, Elemental Threnody, Foe Requiem, Hideous Laughter, Inspirational Boost, Joyful Noise, Quick Etude, Sheepfoe Mambo
2nd (DC 15) – Lively Step, Silent Verse
Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +5; CMD 18 (cannot be tripped)
Feats Extra MP, Improved Initiative
Skills Acrobatics +13, Bluff +13, Disguise +13, Perception +11, Perform (Harp) +13, Perform (Sing) +15, Spellcraft +11;
Languages Aquan, Common, Draconic
SQ Amphibious, Major Aura +1 (Steady Hand), Minor Aura (Force of Will, Watchful Eye), Seasinger, Trident Expert, Versatile Performance (Sing)
Gear cure potion (2), rapier, chain shirt, 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.