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PFS StandardShore Gift [one-action] Feat 9

Concentrate Merfolk Polymorph Primal 
Source Howl of the Wild pg. 38 2.0

Using old magic, you slip off your tail like an item of clothing and walk on two feet, resembling a humanoid ancestry, usually human but possibly elf, half-elf, or something stranger. You're still recognizably yourself, as the Shore Gift doesn't change your upper body. While transformed, you lose your swim Speed from your ancestry (though you might still have a swim Speed from other sources) but gain a land Speed of 25 feet.

Using the Shore Gift also counts as creating a disguise when using Deception to Impersonate, and your transformation automatically defeats Perception DCs to determine if you're a normal member of whatever ancestry you appear to be; only creatures actively rolling Perception to examine you might notice the disguise. You can remain in your alternate form indefinitely and can shift back to your merfolk form by using this action again.

Traits

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Merfolk:

These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.

Polymorph:

These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.

If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.

Primal:

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to primal magic.