All core races are allowed, and featured races that have a point buy cost of 10 or lower. Along with the addition of the following new race. Fishmen.
These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water.
Fishmen are more fish-like than merfolk, usually looking like a combination between a man and a fish or other aquatic creature, such as an octopus, manta ray, or sawshark; however, they still have legs. They also have gills between their shoulders and necks, sometimes covered by their clothing, as well as often having webbed hands. Depending on species, they may have multiple limbs (this will not be allowed for players in designing a fishman). Size also differs between fishmen as some are tall standing at 6 ft, while others are rather small standing more in the 4 ft category.
Even though fishmen are part fish (or at least closer to fish biologically than human) and have been considered such by prejudice humans in the past, they are still mammals and give birth to live young. This prejudice that Fishmen face often leads them to either a life of piracy or in isolation from humans in the very depths of the ocean in their own island called Atlantiva. Most fishmen that people come across are Fishmen have been enslaved and are used as slaves. They typically fetch for a high price due to the difficulty of finding one and capturing one as they are stronger than most humans. Due to the Prejudice that Fishmen face, they have a deep hatred for humans.
+2 Strength; +2 Wisdom; -2 Charisma
Language: Common and Aquan
Members of this race are amphibious and can breathe both air and water.
Offensive Racial Traits:
Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
- Hatred Humans:
Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type.
-Gate Crasher (Replaces Bite):
Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
Deffense Racial Traits:
Members of this race gain a +1 natural armor bonus to their Armor Class.
-Resistant (replaces Natural Armor):
Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
- Integrated (replaces Hatred Humans):
Not all fishmen hate humans, in fact very few have managed tofind a way to live a life amongst the humans while concealing their fishmen heritage.
Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
-Deep Sight (replaces Water Sense):
Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.