I bought the Advanced Race Guide (to get the race creation rules) and wrote Kayla a custom selkie race. Please comment, particularly if this isn't amphibious enough to suit you (Hold Breath is ok, but... not that great. It could be extended without serious balance concerns, probably; being fully Amphibious is only 2 RP anyway.)
Selkie (10 RP):
Selkies are mischievous aquatic fey. Seal-like in their natural form, all selkies can also transform into a humanoid form unique to each selkie (usually a human or elf, but occasionally a gnome or goblin) in order to infiltrate coastal settlements.
+2 Dexterity, +2 Charisma, -2 Intelligence (0 RP): Selkies are as agile and beguiling as most fey, but usually do not feel drawn to intellectual pursuits.
Fey (2 RP): Selkies are fey creatures, connected to the First World.
Medium: Selkies are medium and have no bonuses or penalties for their size.
Slow Speed (-1 RP): Selkies (in their natural form) are ungainly on land and have a move speed of only 20 feet. This speed is never reduced by armor or encumbrance.
Swim (2 RP): Human form swim speed of 20 and +4 bonus on Swim checks; Seal form swim speed of 40 and +10 bonus on Swim checks. I mean, come on, seals are some of the best swimmers in the ocean. Selkies do not need to make Swim checks to swim normally, and may always take 10 on Swim checks even in stressful or dangerous situations.
Low-Light Vision: Selkies can see twice as far as humans in conditions of dim light.
Shape Change, Lesser (Su) (3 RP): Selkies can change into a single particular humanoid form, as the
alter self (
https://www.aonprd.com/SpellDi...temName=Alter%20Self) spell except that it does not change the selkie's statistics. This form is static and cannot be changed each time. The selkie gains a +10 bonus on Disguise checks made to appear as a true member of this other race (in its altered form). Assuming this form is a standard action. The selkie's humanoid form has the move speed typical to a member of its race (usually 30 feet).
Fey Fascination (Su) (3 RP): Once per day, a selkie can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's level + the user's Charisma modifier).
Hold Breath (1 RP): A selkie can hold its breath for a long time before risking drowning or suffocating. In human form, this is 6 times its Constitution score in rounds. In seal form, it is 10 times its Constitution score in minutes. (So, with a CON of 10, that's 6 minutes in human form or one hour forty minutes in seal form. (I base this on
https://www.nationalgeographic...oxygen-ocean-science which says that elephant seals frequently hold their breaths for 2 hours while hunting. A heroic one should be able to get a little over 3 hours.)
Languages: Selkies speak Common and Aquan. A selkie with a high intelligence score can choose from the following: any human tongue, Aboleth, Aklo, Draconic, Elven, and Sahuagin.
Also, would the undine Aquatic Ancestry feat also suffice to make an undine character playable in this campaign (if you wanted to keep the Hydraulic Push ability)?
This message was last edited by the GM at 17:00, Sat 03 Apr 2021.