Selkie (Article Race)

:For other Selkie, see Selkie (disambiguation).
==Selkie (Dragon Magazine #250)==
Ability Score Adjustments. In human form, selkies are very attractive. Whatever their form, they have winning personalities. They tend to be small and lithe, however, and are not the strongest of folk in either form. PC selkies add 1 to their Charisma scores and subtract 1 from their Strength rolls.
 Ability Score Range
Ability 	Minimum	Maximum
Strength 	3 	17
Dexterity 	3 	18
Constitution	3 	18
Intelligence	8 	18
Wisdom 	6 	18
Charisma 	8 	18
 Class Restrictions
Class 	Maximum Level
Warrior 	
Fighter 	8
Ranger 	8
Paladin 	—
Wizard 	
Mage 	10
Illusionist 	—
Priest 	
Cleric 	—
Druid 	—
Shaman* 	5
Witch Doctor	—
Rogue 	
Thief 	—
Bard 	12
: Selkies may be multi-classed as fighter/mages, fighter/shamans, or ranger/shamans.
: * Selkie shamans worship Surminare, described in Monster Mythology.
Hit Dice. PC selkies receive hit dice by class.
Alignment. Selkies tend toward neutrality with strong leanings toward good. PC selkies may be of any alignment.
Natural Armor Class. 5 (10 in human form).
Background. Selkies are a race of shapechanging humanoids native to arctic and subarctic waters. In their natural form, selkies are nearly indistinguishable from normal seals. They do have hands (with webbed fingers) instead of fore flippers, and their legs remain somewhat separate, though still very well-adapted for swimming. Most selkies can take human form once a month for no longer than a week. Certain rare selkies, through exceptional abilities or simply exceptional desire, are able to assume their human form at will and maintain it indefinitely All PC selkies are assumed to fall into this category. The human forms of selkies are unique to the individual, tending toward rich tan skin, black or gray hair, and bright-colored eyes-emerald green or light blue. They live to about 80 years.
Languages. Selkie, common.
Roleplaying Suggestions. Most selkie adventures are movitated by sheer curiosity about the "overworld," and move about in human guise to learn the customs of their land-dwelling neigbors. Such characters will be inquisitive in the extreme and very imitative of human mannerisms and customs.
Other selkies are moved to spend more time on land out of concern for their environment. These selkies try to pass as humans to influence the policies of human communities with regard to the selkies' native habitat. they tend to possess a crusader mentality and are only as friendly with the overworlders as they need to be to accomplish their goals.
Special Advantages. In their natural form, selkies can move in water at a rate of 36. They have no movement or attack penalties when in water and receive swimming as a bonus proficiency.
Selkies in their natural form do not breathe water, unlike other aquatic races. They can hold their breath for very long periods, however: a base of 45 minutes, plus twice the character's Constitution score. Modifiers from the Player's Handbook apply to the addition, not to the base. Thus, a selkie character with a 15 Constitution could normally hold her breath for 75 minutes (45+ [15 x 2]). If she were exerting herself, the time would be reduced to 60 minutes (halving the addition). If unable to get a good gulp of air, her time underwater would be reduced to 60 minutes normally or 53 minutes (45+ [15/2], rounding up) if she were also exerting herself.
Special Disadvantages. Humans tend to view selkies with a great deal of fear and superstition, confusing them with seawolves and other horrible lycanthropes. Any selkie whose true nature is discovered by a human community is in life-threatening danger.
Selkie PCs, unaccustomed to using weapons, receive only half the initial number of weapon proficiencies they would normally receive based on their class. Any bonus proficiencies from their kit are received normally, however.
Monstrous Traits. Transformation ability, taste for raw fish, suseptibility to intoxicants.
Superstitions. Selkies tend to fear fire and heat.
Weapon Proficiencies: Sword, trident, harpoon, cutlass.
Nonweapon Proficiencies. Natural fighting, navigation, poetry, singing, storytelling, weather sense.
Available Kits: (Warrior) sellsword, tribal defender, wilderness protector, (wizard) hedge wizard, humanoid scholar, (priest) shaman, (rogue) humanoid bard.
Note that selkie rangers, while they must take the humanoid wilderness protector kit, do not receive tracking as a bonus proficiency. They receive survival-aquatic instead of survival- woodlands, but otherwise conform to the kit description presented in The Complete Book of Humanoids.
Average Height and Weight: Height: 60/54+ 1d12. Weight: 145/80 + 8d10.
Age: Starting Age: 15+ 1d4. Maximum Age Range: 90+ 2d20. Average Maximum Age: 110. Middle Age: 45 years. Old Age: 60 years. Venerable: 90 years. 
Maximum Functioning Depth: 1,500 feet.
Vision: x2
Category:Dragon Magazine Race Articles