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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Selkies in Serpents and Sewers== Selkies are beastfolk who combine a humanoid stature with the features and traits of an otter. There are both river selkies and saltwater selkies, but both are mammals who are expert swimmers and divers and are as much as home in the water as on the dry land. ==Selkie Racial traits== * ''Abilities'': +2 Dexterity, –2 Strength. Selkies are mobile and nimble, but not as strong as larger species. * ''Small'': As a Small creature, a Selkie gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +2 size bonus on Stealth checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Due to their size, Selkies gain a -1 penalty to their Shock Value. * Selkie base land speed is 20 feet. They also have a Swim speed of 20'. Any features that increase the Selkie's land speed - class features, feats or temporary effects from spells - also affects their swim speed. Due to their swim speed, Selkies gain a +8 bonus to all athletics checks related to swimming, keeping afloat and so on. They still need to come to the surface to breathe, though. * ''Hold Breath'': A Selkie can hold its breath for a number of rounds equal to four times its Constitution score before she risks drowning. * ''Industrious'': Selkies have a high degree of manual dexterity and are very innovative and crafty when it comes to build or repair things. They gain a racial +2 bonus to all Craft checks. * ''Darkvision'': Selkies can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. * ''Natural Weapons'': Selkies have a primary bite attack that deals 1d3 points of piercing damage plus Strength bonus.Selkie teeth are long and needle-like. * ''Cold Protection:'' Selkie fur is to soft to offer much protection against blades or arrows, but the dense fur offers great protection against the cold: Selkies gain a +4 racial bonus to all Saving throws against cold weather or exposure, and an Energy Resistance against Cold of 3. * ''Favorite Class'': Pathfinder or Thief. Selkies who follow these two classes receive an additional skill point per level. ==Further Advancement of Selkies== {| border="1" !Level !Feature |- |4th |greater body control |- |8th |High Manual Dexterity |- |12th |Slippery |- |16th |Ability Boost |- |20th |Transcendence |- |} * ''Greater Body Control (Ex)'': At 4th level, a Selkie receives a +2 racial bonus to Acrobatics and Athletics checks. * ''High Manual Dexterity (Ex)'': A Selkie's hands can move like quicksilver. At 8th lvel , they gain a +2 racial bonus to all Legerdemain, Disable Device and Heal checks; they can also gain this +2 bonus to all tasks that require a high degree of manual dexterity. * ''Slippery (ex)'': A Selkie's fur is often oily and very slick, a side effect of the cold protection. Veteran Selkies can somewhat use this to wiggle out of grapples and holds. Selkies of 12 level and higher gain a racial +4 bonus to avoid being grabed or grappled or to squeeze themselves through tiht spaces. * ''Ability Bonus:'' On 16th level, Selkie characters gain a bonus to either Dexterity or Constitution. * ''Transcendence (ex)'': 20th level selkies cease to be more mortals and somehow establish a close connection to the elementary plan of water that is unknown anywhere else, apart from Genasi. A 20th level selkie counts as a Native Outsider instead of a humanoid, and can breath under water infinately. They also gain a +2bonus to resist all spells with the water descriptor and stop to age naturally; they no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Selkie still dies of old age when her time is up.
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