Selkies are not my own creation; they were originally created by Squre Enix. However, the mechanical information regarding them is original.
Selkies are an enigmatic race of wanderers by sea. They were among the first people to discover the art of sailing by ocean, and used that ability to forge their way in the world. They call the Skipstones, an island chain off the southwest coast of Sarteri "home," but the only place they truly feel at home is on a ship.
Personality: Selkies are rugged individuals, often putting themselves before others. They are silver-tongued and laidback, preferring to put things off until tomorrow - a tomorrow that usually does not come. The only thing that most selkies truly care about - aside from themselves - is the ship they call home.
Physical Description: Selkies are physiogically similar to clavats, putting them somewhere between humans and dwarves in terms of height. Their features are finer, however, resembling elves in the same way that clavats resemble humans. They tend to mature quicker than other races, but this is also due to a slightly shorter lifespan.
Relations: Selkies have been known to excel at thieving and looting since they took to ships, which tends to strain relations. However, as a whole, selkies get along relatively well with clavats and moogles, as well as changelings, who also hail from an island home. They get along especially well with the island elves of the Boomerang Isles, who the selkies - as a whole - visit more often than almost any other race or locale.
Alignment: The vast majority of selkies are chaotic, with very few being lawful. A small number are evil, while an even smaller number are good. In terms of ideology, selkies value freedom above all else.
Selkie Lands: Selkies lay claim to the whole of the Skipstones, and usually have at least one primarily selkie port in every island chain. Despite this, however, selkies do not really consider themselves to have any lands; instead, their territory is the sea.
Religion: Many selkies will at least pay homage to Sardon, as lightning has been found to be dangerous to ships crafted of wood, which describes most selkie vessels. Some selkies worship the Eidolons, as they navigate by the stars. However, the vast majority of selkies tend to be non-religious.
Language: Selkies are raised in Lynaen, the language used most frequently in the Skipstones, and usually manage to pick up two or three - if not all - of the Trade languages. Most selkies who do trading with non-merchants also eventually learn a Common tongue. Beyond that, selkies rarely have a need for learning other languages, as they rarely go far onto land.
Names: Selkie names are rather unique. Rather than having family names, each selkie has a given name, and a name based upon the ship he or she was born on. Selkies not born on a ship simply are simply known as "Dat."
Male Names: Daen, Giy, Bak, Bal, Gan, Ji, Meh, Ra, Rah, Te, Zih.
Female Names: Beh, Bitta, Dah, Deh, Gul, La, Loo, Noo, Tiy, Soo.
Ship Names: Bois, Boon, Dahl, Dat, Em, Kul, Gaj, Gyle, Lena, Nam, Mee, Meon, Messa, Myrce, Odoh, Sie, Runa, Toh, Yis.
Adventurers: Selkies are adventurers the moment they are born. Their people are always seeking the fresh wind and salty spray of the sea, and it is in their blood to seek new excitement. While they avoid "real" work, the selkies are an adventurous sort, and will engage in some of the riskiest business around - if it involves the sea. Even if not born on a ship, all selkies feel the pull of the sea.
Selkie Racial Traits
- +2 Dex, -2 Wis. Selkies are exceedingly agile, but are sometimes prone to rash decisions.
- A selkie’s base land speed is 30 feet.
- Swim speed of 20 feet. A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
- Lowlight-vision with a base multiplier of x2.
- +2 racial bonus on Initiative, Pilot, and Sleight of Hand checks.
- Water Resistance 5. Selkies are raised on and intimately familiar with the spray of the sea and the elemental forces at play on the beaches of their homeland and the oceans they sail.
- Evasive Reflexes: Selkies gain this feat as a bonus feat. Selkies are agile beyond their appearances.
- Hold Breath (Ex): Selkies are extraordinarily good at holding their breath. A selkie can hold her breath for 1 minute per point of Constitution, rather than one round.
- Ambush (Ex): Selkies are trained in the ways of striking stealthily and fighting dirty. This entails two benefits.
- Deft Strike: If you do not have sneak attack or similar abilities that grant additional damage on a successful attack, you gain sneak attack at +1d6.
- Dirty Fighting: If you do have sneak attack or similar abilities that grant additional damage on a successful attack from a source other than this racial feature, increase the size of the dice of the additional damage by one step (ie, from 1d6 to 1d8).
- Automatic Languages: One Common language, three Trade languages, Lynaen. Bonus Languages: Any.
- Favored Class: Choose one - archer, corsair.