Merfolk Fencer 7
NG Medium Humanoid (Aquatic, Merfolk)
Init +4; Senses Low-light vision; Perception +1
AC 23, touch 19; flat-footed 18 (+4 dex, +4 armor, +3 dodge, +2 natural, +2 deflect)
hp 66  (7d10+28)
Fort +5, Ref +9, Will +3
Defensive Abilities Deflect Arrows, Evasion, Hard Scale, Legless, Uncanny Dodge; Resist Water 5;
Str 14, Dex 18, Con 16, Int 10, Wis 12, Cha 18
Base Atk +7/+2; CMB +9; CMD 23 (cannot be tripped)
Feats Dodge, Fencing Grace, Power Attack, Weapon Focus (Rapier)
Skills Acrobatics +12, Bluff +14, Diplomacy +14, Escape Artist +12;
Languages Aquan, Common
SQ Amphibious, Duelist Stance +2, Elaborate Parry +2, Fencer Weapon Training +1, Mobility, Seasinger, Trident Expert, Weapon Finesse (Rapier)
Gear cure potion (3), +1 rapier, chain shirt, shortbow, arrows 10
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.