Merro -- Rival's War

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==Racial Traits==
+2 Strength, +2 Intelligence (2): They are strong from swimming and have sharp minds. 
Aquatic (0): Humanoids with the aquatic and merro subtypes. 
Medium (0): Medium creatures receive no bonuses or penalties due to their size. 
Normal Speed (0): Base speed of 30 ft. 
Swim (2): Swim speed of 30 ft. and +8 racial bonus to Swim checks. 
Low-Light Vision (1): Can see twice as far as humans in conditions of dim light. 
Armor (2): +1 natural armor bonus. 
Weapon Familiarity (2): Proficient with spears, tridents, nets, and javelins. 
Seasinger (1): Caster level treated as 1 level higher when casting spells with the water descriptor or using powers of the Water domain, bloodline powers of the Aquatic bloodline, or revelations of the oracle's Waves mystery. Does not give early access to level-based powers; it only affects powers they could already use without this trait. 
Granted Passage (2): Once per day each as spell-like abilities, can use air bubble and touch of the sea. Their caster levels are equal to the merro’s character level. 
Sea Home (2): +2 racial bonus to Knowledge (Nature) and Survival checks related to water or beach terrain. 
Amphibious (2): Can breathe both air and water. 
Languages (0): Begin play speaking Common and Coranna. Merro with high Intelligence scores can choose from seven languages that are appropriate to the peoples of their region.
==Section heading==
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Category:Main Game - The Rival's War