Thursday, June 18, 2015

Merfolk Sneak Peek

Explorers Beneath the Waves
As curious as they are adventurous, merfolk are a race with an insatiable thirst for knowledge. Members of this race constantly explore and seek new discoveries. Now you can play this mysterious race that lives in the waters of your game world. Face new dangers and seek new perils like never before!
Book of Heroic Races: Advanced Merfolk gives you everything you need to play a merfolk character. This 22-page supplement features:
  • Standard Racial Traits for playing a merfolk, 2 playable subraces, and 6 alternate racial traits to customize your character for this unique play experience
  • 4 New Character Class Options including a new archetype, a new rogue talent, and new bloodrager and sorcerer bloodlines
  • 4 New Feats granting you superior maneuverability and perception underwater
  • 5 New Aquatic-Themed Spells and Psionic Powers
  • 13 New Mundane Items, Alchemical Items, Magic Items, and Artifacts
  • A New Deity, dedicated to undersea life, the bounty of the sea, and the destructive power of the waves
  • Details on merfolk adventurers as well as suggestions on how to incorporate this race into your world
Be Heroic with This Advanced Race Today!
Download the Book of Heroic Races: Advanced Merfolk for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and

Below are the basic racial stats and a pair of alternatives to the traditional merfolk itself.

First up we have the basic Merfolk Racial Traits.

+2 Dexterity, +2 Constitution, +2 Charisma: Merfolk are graceful, hale, and beautiful.
Medium: Merfolk are medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Merfolk have a base speed of 5 feet. They have a swim speed of 50 feet.
Aquatic: Merfolk are humanoids with the aquatic subtype.
Amphibious: Merfolk are amphibious, but prefer not to spend long periods out of the water.
Low-Light Vision: Merfolk have low-light vision.
Armor: Merfolk have a +2 natural armor bonus.
Legless: Merfolk have no legs, and cannot be tripped.
Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan.

Next up, we have the angufolk, a variant of merfolk that live in the deepest sees, where sunlight dares not tread.
Except as noted below, the angufolk are treated as merfolk.
+2 Constitution, +2 Wisdom, –2 Charisma: Angufolk are heardy creatures that can withstand the pressures of the deep sea and perceive their prey in the great dark, but they lack a forceful personality.
Type: Angufolk are aberrations with the aquatic subtype.
Darkvision: Angufolk have darkvision with a range of 60 feet.
Bite: Angufolk have long sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.
Deep Dwellers: Angufolk do not take pressure damage from being in very deep water, nor do they take the nonlethal damage from hypothermia or exposure.
Lighted Lure: Angufolk are immune to light-based blindness and dazzle effects and are treated as one level higher when determining the effects of any light based spells or effects they cast (including spell-like and supernatural abilities). Angufolk with a Wisdom score of 10 or higher gain the following spell-like ability: at will—light.
Water Dependency: Since Angufolk are from deep waters, exploration on shore wears on them. They take 1 point of Constitution damage after every hour out of the water.
Languages: Angufolk begin play speaking Aquan. Angufolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Common, Draconic, and Undercommon.
Replaced Traits: Angufolk merfolk lose the following racial traits: humanoid type, amphibious, armor, legless, low-light vision

Last up, we have the octopi merfolk. This variant merfolk have the top half of a humanoid and the bottom half with eight tentacles.
Octopi have the same racial traits as merfolk except as noted below.
+2 Dexterity, +2 Constitution: Octopi are graceful and hale like most merfolk but lack their enchanting beauty.
Base Speed: Octopi merfolk have a base speed of 15 feet. They have a swim speed of 30 feet.
Type: Octopi are monstrous humanoids with the aquatic subtype.
Darkvision: Octopi have darkvision with a range of 60 feet.
Watersense: Octopi can sense vibrations in the water, granting them blindsight 30 feet against creatures that are touching the same body of water.
Octopod: Octopi merfolk gain a +12 racial bonus to CMD against overrun and trip attempts.
Ink Cloud (Ex): One per day, an octopi merfolk can release an ink cloud. Treat this as an underwater obscuring mist using the octopi merfolk’s character level as her caster level.
Camouflage: Three times per day, an octopi merfolk can adjust the color of her body to blend in with her surroundings, granting a +4 racial bonus to Stealth checks. The octopi merfolk can make Stealth checks without cover or concealment when using this ability, but cannot move more than 5 feet per round
Replaced Traits: Octopi merfolk lose the following racial traits: humanoid type, armor, legless, low-light vision

Here are some ways your merfolk character can survive on land, either for a single adventure or for a full on campaign.

This alternate racial trait draws its inspiration from the ’80 movie Splash:
Walk the Land A few merfolk have the rare supernatural ability to take the form of a human, allowing them to walk on land. The form’s appearance is static and cannot be changed. The merfolk gains a +10 racial bonus on Disguise checks made to appear as a human. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the merfolk does not adjust its ability scores. This racial trait replaces armored scales. While in human form, a merfolk loses the legless racial trait and has a base speed of 30 feet.

This new psionic power can help you walk just about anywhere:

Adapt Fin

Discipline psychometabolism; Level cryptic 2, psion/wilder 2, psychic warrior 2, tactician 2
Display visual
Manifesting Time 1 standard action
Range personal
Target you
Duration 1 hour/level (D)
Power Points 3
Your body automatically adapts when on land, forming legs that allow you to survive as if you were a creature native to that environment. You can move 30 feet per round.
Augment If you spend 5 additional power points, this power protects you from the harmful effects of your environment. If you would take damage every round from the environment, such as from acid or lava, you take only half the usual amount of damage. This does not reduce damage from magical sources such as spells or powers, nor does it reduce instantaneous damage such as from falling damage or weapon damage.
There’s a magic item that can change your fin into a pair of human legs.

Belt of the Land Walker

Aura faint transmutation; CL 5th
Slot belt; Price 11,000 gp; Weight 1 lb.


This thick and heavy belt is made from the skin and green scales of a large lizard. Its clasp of coral shows a tail fin crossed with a human-looking leg. Whenever its wearer emerges from water, their fins, flippers, or tail transform into legs and feet, allowing them to walk on land. The wearer loses any swim speed while on land but gains a base land speed of 30 feet. If the creature is immersed in water for 1 round, the transformation reverts, allowing it to swim normally.
This item only works on merfolk, tritons, seals, fish, and other creatures whose bodies or limbs are used mainly for swimming and are not suitable for walking. It does not give the wearer the ability to breathe air.


Requirements Craft Wondrous Item, fins to feet ARG; Cost 5,500 gp And sometimes, magic goes awry, affecting a merfolk whether she likes it or not. This new spellblight makes it so a merfolk cannot return to the sea, until it is removed.
Landwalker: A creature with the aquatic subtype affected by this spellblight has its fins split into a pair of legs. The creature gains a base land speed of 30 ft., losing the legless ability and any swim speed it possesses. If the creature already has legs, this spellblight does not affect it.

Below are three spells common among the merfolk people. These spells help landwalkers adapt to life beneth the sea and help merfolk hear what is going on around them better.

Fish Breath

School conjuration; Level antipaladin 1, arcanist/ sorcerer/wizard 1, bard/skald 1, bloodrager 1, cleric/ oracle/warpriest 1, druid/hunter 1, inquisitor 1, magus 1, paladin 1, ranger 1, shaman 1, summoner 1, witch 1
Casting Time 1 standard action
Components  S, M (a small bladder filled with air)
Range  touch
Target one creature
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A small pocket of breathable air surrounds the touched creature’s head. The air bubble allows the creature touched to breathe underwater or in similar airless environments.

Fish  Fins

School transmutation (polymorph);  Level  arcanist/ sorcerer/wizard 2, druid/hunter 2, magus 2, ranger 2, shaman 2, summoner 2, witch 2
Casting Time  1 standard action
Components  S, M (fish scales)
Range  touch
Target  one creature
Duration  1 minute/level
Saving Throw  Will negates (harmless);  Spell Resistance  yes (harmless)
The creature’s legs merge together, forming a single tailfin, granting it a Swim speed of 30 feet. The creature also gains a +2 enhancement bonus to all Acrobatics and Stealth checks while in water. This spell ends if the creature attempts to walk on land.


School  divination;  Level  alchemist/investigator 2, arcanist/sorcerer/wizard 2, bard/skald 2, bloodrager 2, magus 2
Casting Time  1 standard action
Components  V, S, M (a sliver of dolphin brains)
Range  personal
Target  you
Duration  10 min/level
You can hear everything that moves in the water and pinpoint it with perfect accuracy. While underwater, you gain the blindsight ability out to a distance of 30 feet. This blindsight is suppressed when you are not underwater, but the effect persists and will resume if you enter the water again within the spell’s duration.

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