Selki, Star
Medium Magical Beast (Shapechanger, Wildspace)
Hit Dice: 4d10+4 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Fly 30 (good) (6 squares)
AC: 18 (+8 natural), 10 in human form
Base Attack/Grapple: +4/+6
Attack: Butt +6 (2d4+2 plus special) or by khopesh +6 (1d8+2)
Full Attack: Butt +6 (2d4+2 plus special) or by khopesh +6 (1d8+2)
Space/Reach: 5 ft./ 5 ft
Special Attacks:
Special Qualities: Alternate form, innate spelljammer, darkvision 60 feet, spaceborne.
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 14, Dex 10, Con 13, Int 13, Wis 10, Cha 12
Skills: Diplomacy +6, Knowledge (space) +3, Listen +4, Sense Motive +5, Spot +13
Feats: Alertness, Flyby Attack, Exotic Weapon—KhopeshB
Climate/Terrain: Any
Organization: Solitary, Family (2-6, [2d3]), and Enclave (10-25, [5d4+5])
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +2
    Star Selkies are shapechangers. When in their human form they are strikingly beautiful. Like terrestrial selkies, they have striking green, blue, or black eyes, with irises that sparkle with an inner light. Though somewhat absent minded, they are highly intelligent and well versed in the lore of wildspace.
    In human form, the selkie communicates in both its own language and Common. In thier star selkie form they speak in a language that sounds much like a whale songs, to date no other race understands this musical language.

Combat
    In flight, star selkies in its natural form uses its armored prow as battering ram that does 2d4+2 points of damage, after impact the selkie then extrudes ten tentacles that automatically hit impaled victims. These tentacles, tipped with lamprey-like mouths, attach to the victims and drain 1 hit point per round. A successful strength check at DC 18 to destroys one tentacle. A victim can roll to destroy a tentacle once per round. When in human form it attacks with a weapon. The most common weapon found amoung star selkies are khopesh [Medium-sized Exotic Weapon—Melee: Cost 20 gp, Damage 1d8, Critical 19–20/x2, Range —, Weight 12lbs., Type Slashing. A Character can use a khopesh to make trip attacks due to its hooklike blade. If the wielder is tripped during a trip attempt, the character can drop the khopesh to avoid being tripped].
    Alternate Form (Su): A star selkie's natural form is a large bullet shaped body having razor sharp guide fins and a prow. I has a tough natural armor which protects it from harm. It can assume on other form, that of a medium sized human. The star selkie may retain thier human form two weeks at a time after which it must then spend alike amount of time in its natural from.
    Innate Spelljammer (Su): When no longer affected by the gravity of other nearby objects it has the innate ability to spelljam across great distances of wildspace (100 million miles per day). They have ability only carry along objects as long as she is not encumbered. Star selkies when not moving at spelljamming speeds moves either by flight, running or walking.
    Spaceborne (Ex): Star selkies have adaptations that allow them to surviving in void of wildspace. One such adaptation is a special gland that produces oxygen, allowing them to travel in space as long as there is food to eat. And another is they never suffer any combat penalties for fighting in zero-gravity.

STAR SELKIE AS CHARACTERS
Star selkie characters possess the following racial traits.
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+4 Strength, +2 Constitution, +2 Intelligence, +2 Charisma.
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Speed: Star Selkie's land speed is 30 feet, fly (good) 30 feet.
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Darkvision 120 feet.
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Racial Hit Dice: A star selkie begins with four levels of magical beast, which provide 4d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
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Racial Skills: A star selkie's magical beast levels give it skill points equal to 7 x (2+ Int modifier, minimum 1). Its class skill are Diplomacy, Knowledge (space), Listen, Sense Motive, and Spot. They also gain a +4 racial bonus to Spot checks.
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Racial Feats: A star selkie's monsterous beast levels give it two feats.
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Weapons and Armor Proficiency: Star Selkie's are proficient with all simple weapons, and with khopesh.
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+8 natural armor bonus when in its natural form (not its alternate form).
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Special Qualities (see above): Alternate form, innate spelljamming, spaceborne.
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Automatic Languages: Common and Star Selkie. Bonus Languages: Dwarven, Elven, Gonn and possibly others at DM discretion.
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Favored Classes: Star Selkie.
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Level Adjustment: +2.

In the Spheres
Star selkie communities resemble to their terrestrial counterparts with a egyptian style. If anything, star selkies are more gregarious than their sea-going kin, occasionally even settling larger human habitation in selkie enclaves. A number of selkie merchants deal in “reclaimed goods”. Some star selkies are attracted to a human and take him or her as a mate, offsprings form such unions breed true as selkies.
It is said that star selkies originated from a group of Ptah worshippers whose colony barge crashed on a barren asteroid. In answer to their prayers of salvation, Ptah turned them into the graceful, space-adapted selkies. However, there is only circumstantial evidence of this legend. The star selkie elders are said to be priest of Ptah.


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©2002 Wizards of the Coast, Inc.

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Star Selki, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Star Selki ©2003, Mark Doolan
Image by Ron Pollard

For those that want the 3.0 version of the Star Selkie just click the link.