Physical Description: Grippli are small humanoid frogs. They have shiny skin mottled in patterns of bright colors. They have long tongues, and sticky pads on their long fingers and toes. Grippli hatchlings develop into adults in less than a year. They can live 60 years, their skin graying and losing its luster as they age. A Grippli stands just over 2 feet in height and weighs 30 pounds.
Society: Most Grippli live in remote tribal groups led by a council of elders. They are primitive, with little or no metallurgical knowledge, but they fish and hunt and trade for weapons and tools with more advanced civilizations when possible. When individuals or small groups do live among a more advanced society, they quickly assimilate new cultures and technology. They are especially welcomed on ships crews because they are equally at home in the water and the rigging, and there are a number of well known merchant and pirate vessels crewed and captained entirely by Grippli.
Religion: Grippli do not have their own gods, instead revering one or more of the Gods of the World, and revering the spirits and memories of their ancestors. Different tribes choose different gods to dedicate themselves to, Atlaua, Ometochtli and Oxomoco being common choices.
Relations: Grippli are technologically primitive, but they are shrewd and intelligent. Most tribes are on good terms with whatever races border their territories, and trade is common. In addition to teh usual trade goods, they often are able to procure rare plants and unusual magical reagents, and valuable pearls and uncut gems from deep in their forests and under the ocean. In exchange they acquire tools and weapons they do not have the knowledge and raw materials to make for themselves.
Alignment: Grippli culture is fairly relaxed and individuals are expected to aid the tribe when needed, but otherwise are left to do what they please. Most Grippli are Neutral Compassionate.
Adventurers: Curious and intelligent, Grippli have a long history of leaving their tribes in search of adventure and knowledge. They learn quickly and rapidly assimilate languages and cultures.
Grippli Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Gripplis are nimble and alert, but spindly.
Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Grippli: Gripplis are humanoids with the grippli subtype.
Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Aquatic: Grippli receive a +5 racial bonus to Swim checks and suffer no Armor Check Penalty to swimming from wearing Light armor. They also can hold their breath for an amount of time equal to quadruple their Constitution score.
Darkvision: Gripplis can see in the dark up to 60 feet.
Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp or shallow water (such as a shore line or riverbed). Magically altered terrain affects a grippli normally.
Weapon Familiarity: Gripplis are proficient with nets.
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.
Alternate Racial Traits
The following racial traits may be selected instead of existing grippli racial traits. Consult your GM before selecting any of these new options.
Glider: Gripplis’ aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.
Princely: The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.
Toxic Skin (Ex): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage.
Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.
Gripplis have access to the following feat.
Your long pink tongue is capable of manipulating small items and even stealing objects.
Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/uncommonRaces/merfolk.html with original content added