Merfolk Dancer 9
NG Medium Humanoid (Aquatic, Merfolk)
Init +5; Senses Low-light vision; Perception +13
AC 23, touch 20, flat-footed 23 (+5 dex, +5 cha, +1 AC bonus, +2 natural)
hp 76  (9d8+36)
Fort +10, Ref +12, Will +5
Defensive Abilities Evasion, Hard Scale, Improved Uncanny Dodge, Legless, Uncanny Dodge; Resist Water 5;
Speed 25 ft., swim 50 ft.
Melee Unarmed +11/+6 (1d10+2) or +1 Trident +11/+9/+6 (1d8+3 1d6+2)
Ranged Light Crossbow +11/+6 (1d8/19-20)
Special Attacks Battle Dance (25 rounds/day), Beguiling Dance (DC 19 Will negates), Dancer’s Strike (10 rounds/day), Rain of Blows +13/+13/+8 (1d10+2) or +13/+13/+11/+8 (1d8+3 1d6+2), Weavying Dance (DC 19 Will negates)
Special Abilities Contradance (1/day), Ki Pool (9 pts), Mystic Dances (Aspir Samba, Desperate Flourish, Haste Samba)
Str 14, Dex 20, Con 16, Int 10, Wis 12, Cha 20
Base Atk +6/+1; CMB +8; CMD 23 (cannot be tripped)
Feats Spear Dancing Spiral, Spear Dancing Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Trident)
Skills Acrobatics +17, Escape Artist +17, Perception +13, Perform (Dance) +21;
Languages Aquan, Common
SQ AC Bonus, Amphibious, Dance of the Floating Step, Dance of the Vexing Snake, Fleet (+20 ft.), Seasinger, Trident Expert, Unarmed Strike (1d10), Versatile Dance
Gear cure potion (4), +1 trident, light crossbow (underwater), 10 bolts, cloak of resistance +1
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.