Starting Languages: Aquan & Elven
Bonus Languages: Common, Sylvan, Terran, Gnome, Halfling, Draconic, Auran
Weapon Familiarity: Marelune are proficient with tridents, nets, and treat the Marelune Trident. They also treat every weapon with the "elven" descriptor as a martial weapon.
Low light vision: Marelune can see twice as far as humans in dim light
Marelune Metamorphosis(Ex): A Marelune can shift between two physical forms: landform (legs) and waterform (tail). Changing form is a move action and does not provoke attacks of opportunity. A Marelune cannot change forms while grappled, entangled, pinned, or bound.
Water-Dependent (Ex): A Marelune must immerse at least part of their body in natural water (river, lake, ocean, tidepool, heavy rain) once every 24 hours. If they fail to do so, they become Fatigued until they spend at least 10 minutes immersed in natural water. Magically created water does not remove this condition unless it originates from a natural source.
Stillwater Sense (Ex): Marelune receive a +2 racial bonus on Perception checks made near bodies of natural water (ocean, lakes, rivers, rain).
Tidecall (Ex): A Marelune can hold their breath for a number of rounds equal to 4 × their Constitution score before risking drowning.
Alsala's Children
Children of furious waters and crashing waves, these Marelune get a +2 racial bonus on Intimidate and Acrobatics checks.
Miraela's Children
Children of calm seas, reflection, and silence, these Marelune get a +2 racial bonus on Heal and Stealth checks.
Thalassa's Children
Children of currents, rhythm, and shifting tide, these Marelune get a +2 racial bonus on Diplomacy and Sense Motive checks.