Merfolk White Mage 7
NG Medium Humanoid (Aquatic, Merfolk)
Init +7; Senses Low-light vision; Perception +14
AC 16, touch 14; flat-footed 12 (+3 dex, +2 natural, +1 dodge)
hp 52  (7d6+28)
Fort +5, Ref +5, Will +9
Defensive Abilities Hard Scale, Legless; Resist Water 5;
Speed 5 ft., swim 50 ft.
Melee Trident +4 (1d8+1/19-20)
Ranged +1 Water Power Staff +7 (1d6+4 water)
Special Abilities Lay on Hands (Heal 3d6; 5/day), Divine Seal (1/day), Metamagic Enhancement (4/day), Innate Spell (Mage Armor; [1/day each]
Spells Known (White Mage CL 7th, Concentration +11)
At will (DC 16) – Alleviate, Daze, Guidance, Holy Orb, Purify Food and Drink, Virtue
1st (DC 17) – Blind, Cure, Dia, Heal, Mage Armor, Regen, Shell, Shield, Water Blast
2nd (DC 18) – Aid, Blindna, Cure II, Dia II
3rd (DC 19) – Blindga, Cleanse, Shell II, Regen II
4th (DC 20) – Cure IV, Disable
Str 12, Dex 16, Con 16, Int 10, Wis 18, Cha 12
Base Atk +3; CMB +4; CMD 17 (cannot be tripped)
Feats Dodge, Extend Spell, Extra MP, Improved Initiative
Skills Perception +14, Spellcraft +10;
Languages Aquan, Common
SQ Amphibious, Auto-Regen, Clear Mind, Divine Caress, Focused Caster, Mage Talent (Concentrate, Empowered Magic, Healing Spell [5/day]), Seasinger, Spell Proficiency, Trident Expert, White Magery (Spell Mastery x2)
Gear cure potion (3), +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.