Aquatic Elf

- Ability Scores: +1 Dexterity, –1 Wisdom.
- Starting Alignment: Chaotic Good, Neutral Good, Lawful Good, True Neutral.
- Appearance: Blue-green to green hair is most common, as is skin that appears silver-green. Aquatic Elves suffer no ill effects from daily water exposure. Aquatic Elves also often display tribal allegiances with large, elaborate tattoos.
- Size: Nearly all adult Aquatic Elves are size Medium: As Medium creatures, Aquatic Elves have no special bonuses or penalties due to their size. They are broad shouldered but slightly built, and average 5 feet 2 inches tall, and 125 pounds.
• Movement: Average Aquatic Elf Swim Movement Rate is 24.
- Darkvision: In total darkness, an Elf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Aquatic Elf eyes are usually light brown or green, or more rarely, hazel or blue).
- Low-Light Vision: An Aquatic Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Colours in view that correspond to the eye-colour of the Elf are seen as especially vibrant (often, these are the natural ocean surroundings of the Aquatic Elf).
- Bonus Skills: Aquatic Elves receive bonus Weapon Skills for the Trident, Dagger, and Javelin; +2 racial bonus on Perception skill checks. An Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it; +2 racial bonus on Stealth skill checks in aquatic terrain. Elves’ natural agility and ease in the wilderness enables them to move silently and nearly invisibly; +2 racial bonus on Survival skill checks in the character’s home environment. Elves’ familiarity with the water allows them to find their way.
- Bonus Disciplines: 3 bonus ranks of Spell Resistance for both Sleep and Charm Person spells, giving 99% resistance.
- Saving Throws: +5 racial saving throw bonus against Mental Magisterium spells and effects.
- Automatic Languages: Spoken Elvish.
Selkie

- Ability Scores: +1 Intelligence, -1 Dexterity.
- Starting Alignment: Neutral Good, True Neutral, Lawful Good, Chaotic Good.
- Appearance: Selkies are seal-like beings that can change into heartbreakingly attractive human form temporarily. Once a month, Selkies can assume human form for about a week to briefly visit the realm of men, which they call “the overworld”. In their true form, are almost indistinguishable from normal seals, apart from their arms and legs. Selkie eyes are bright emerald green or startling light blue.
- Size: Medium: As Medium creatures, Selkies have no special bonuses or penalties due to their size. Selkies average 5 feet 11 inches tall, and weigh 180 lbs.
- Movement: Average Selkie Swim Movement Rate is 28 (Land Movement 7).
- Low-Light Vision: A Selkie can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Bonus Skills: +6 racial bonus on any one Knowledge skill.
- Bonus Disciplines: 1 rank Vitality, 1 rank Saving Throw Bonus, 1 rank Thick Skinned, +3 discipline ranks at first level.
- Saving Throws: +1 racial bonus on all saving throws.
- Automatic Language: Spoken Selkie.
Locathah

- Ability Scores: +1 Strength, -1 Charisma.
- Starting Alignment: True Neutral, Neutral Good, Neutral Evil, Chaotic Neutral, Lawful Neutral.
- Appearance: Humanoid Fish, like a reverse Merman. Breathe using gills, will suffocate on land. Skin is made of fine but tough scales, ivory yellow on the underbelly, to a pale lemon yellow on the rest of the body. The fins on their ears and down their spine is ochre. Lack claws or teeth. Smell like fish.
- Size: Medium: As Medium creatures, Locathah have no special bonuses or penalties due to their size. Locathah average 5 feet 8 inches tall, and weigh 175 lbs.
- Movement: Average Locathah Swim Movement Rate is 28 (Land Movement 7).
- Low-Light Vision: A Locathah can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Bonus Skills: +6 racial bonus on Survival checks in aquatic environment.
- Bonus Disciplines: 1 rank Spell Resistance for Shocking Grasp, giving 33% immunity, 1 rank Sly, 1 rank Observant, +3 discipline ranks at first level.
- Saving Throws: +1 racial bonus on all saving throws.
- Automatic Language: Spoken Locathah.
Merfolk

- Ability Scores: +1 Wisdom, -1 Dexterity.
- Starting Alignment: True Neutral, Neutral Good, Neutral Evil, Chaotic Neutral, Lawful Neutral.
- Appearance: Marine dwelling piscine humanoid, with the top half of a human, and the lower half of a fish. Formerly human, transformed by Eadro. Skin tone is fair to tan, hair is usually dark brown, but occasionally fair. Scale colour ranges from green to silver. Adorn themselves with coral and shell decorations.
- Size: Medium: As Medium creatures, Merfolk have no special bonuses or penalties due to their size. Merfolk average 5 feet 10 inches long, and weigh 175 lbs.
- Movement: Average Merfolk Swim Movement Rate is 32.
- Low-Light Vision: A Merfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Bonus Skills: +6 racial bonus on Hunt checks in aquatic environment.
- Bonus Disciplines: 1 rank Blindfighting, 1 rank Divine Primal Magisterium, 1 rank Animal Affinity, +3 discipline ranks at first level.
- Saving Throws: +1 racial bonus on all saving throws.
- Automatic Language: Spoken Merfolk.
Sirine

- Ability Scores: +1 Charisma, -1 Strength.
- Starting Alignment: Any.
- Appearance: Sirines are beautiful, human-like females, at home in any aquatic environment. They have skin tones ranging to a light blue-green, and their hair can be almost any color, though silver and dark green is the most common. Sirines have beautiful figures and wear scanty clothing at best.
- Size: Medium: As Medium creatures, Sirines have no special bonuses or penalties due to their size. Sirines average 5 feet 8 inches tall, and weigh 120 lbs.
- Movement: Average Sirines Swim Movement Rate is 28 (Land Movement 14).
- Low-Light Vision: A Sirines can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Bonus Skills: +6 racial bonus on Perform (song) checks.
- Bonus Disciplines: 1 rank Deft Handed, 1 rank Nimble Fingered, 1 rank Discerning, +3 discipline ranks at first level.
- Saving Throws: +1 racial bonus on all saving throws.
- Automatic Language: Spoken Sirine.
Triton-Kin

- Ability Scores: +1 Strength, -1 Constitution.
- Starting Alignment: Neutral Good, Lawful Good, Chaotic Good, True Neutral.
- Appearance: Triton-Kin, like their Triton cousins, are sea dwelling humanoids with finned legs and feet, and webbed hands. Triton-kin have silvery skin on their top half, blending to silver-blue scales on their lower half. Hair is deep blue or green, or some mixture or tint of the two.
- Size: Medium: As Medium creatures, Triton-kin have no special bonuses or penalties due to their size. Triton-kin average 6 feet 4 inches tall, and weigh 170 lbs.
- Movement: Average Triton-Kin Swim Movement Rate is 32 (Land Movement 16).
- Low-Light Vision: Triton-Kin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Bonus Skills: Triton-Kin receive 1 rank Weapon Skill for the Trident, +2 racial bonus on Stealth checks in aquatic environment; +3 racial bonus to Perform (Conch) checks.
- Bonus Disciplines: 1 rank Erudite, 1 rank Vitality, 1 rank Martial One-Handed Weapons, +3 discipline ranks at first level.
- Saving Throws: +5 racial bonus on saving throws vs. Elemental (Water) spells or effects.
- Automatic Language: Spoken Triton.