Aquatic Elves


Lost Omens Campaign Setting General Discussion

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Aquatic elves were only briefly mentioned in Elves of Golarion, and even then it was just a bit of fluff. (But GREAT fluff!) Is there another Pathfinder source that has information on aquatic elves?

I have a player that is interested in running one, so I need to come up with some crunch. Aside from stealing the Forgotten Realms aquatic elf stats, how would you go about creating one? I'm thinking of just adding the Aquatic sub-type and the Amphibious special quality, but I wanted to limit the amount of time the aquatic elf can remain on dry land.

Any suggestions?


Aquatic elves are certainly not specific to Forgotten Realms.
They are in the Monster Manual, with limitations out of water.

I personally give them a penalty out of water similar to the drow light vulnerability.


In 3.5, they had those traits (in addition to normal elf stuff)

  • +2 Dexterity, -2 Intelligence. These adjustments replace the high elf’ ability score adjustments.
  • An aquatic elf has the aquatic subtype.
  • An aquatic elf has a swim speed of 40 feet.
  • Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
  • Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the high elf’s low-light vision.

    I'd say, all we need is a generic "aquatic humanoid" template.

  • Aquatic Subtype: These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
  • Limited amphibic: Survive out of water for 1 hour per con score and then suffocate
  • swim speed: equal to base speed

  • Paizo Employee Creative Director

    Actually... "Aquatic" is a GREAT candidate for a new simple template, and something I'd like to see show up in Bestiary II. It'd probably look something like this:

    Aquatic Creature (CR +1)

    Creatures with the aquatic template are at home in the water, but lose the ability to breathe air.

    Quick and Rebuild Rules: Creature gains the aquatic template and a swim speed equal to its base speed (unless it already possesses a swim speed, in which case it increases to match the creature's base speed if the swim speed is lower than base speed). At your option, the creature can also gain the amphibious special quality.

    We'd likely call out aquatic elves as a great example of something to make into an aquatic creature.

    RPG Superstar 2009 Top 16, 2012 Top 32

    James Jacobs wrote:

    Actually... "Aquatic" is a GREAT candidate for a new simple template, and something I'd like to see show up in Bestiary II. It'd probably look something like this:

    Aquatic Creature (CR +1)

    Creatures with the aquatic template are at home in the water, but lose the ability to breathe air.

    Quick and Rebuild Rules: Creature gains the aquatic template and a swim speed equal to its base speed (unless it already possesses a swim speed, in which case it increases to match the creature's base speed if the swim speed is lower than base speed). At your option, the creature can also gain the amphibious special quality.

    We'd likely call out aquatic elves as a great example of something to make into an aquatic creature.

    Should aquatic and amphibious be the same simple template? It would be easier to know a monster's capabilities at a glance if the name "aquatic" meant non-amphibious aquatic and "amphibious" meant amphibious aquatic.

    The Exchange RPG Superstar 2010 Top 32

    Hmmmm, I can definitely see Amphibious as a CR+1, but it seems a bit harsh for non-amphibious Aquatic. What obvious something am I overlooking? :-)

    Paizo Employee Creative Director

    carborundum wrote:
    Hmmmm, I can definitely see Amphibious as a CR+1, but it seems a bit harsh for non-amphibious Aquatic. What obvious something am I overlooking? :-)

    Aquatic is certainly an advantage, especially when it's air-breathing PCs who'll be fighting an aquatic monster in a terrain that favors the monster. But amphibious? That's not really a combat advantage at all, since it only lets an aquatic monster function at a normal monster baseline without any problems. It's certainly an advantage for an aquatic PC, but CR scores aren't really involved in that part of the matter.

    Paizo Employee Director of Brand Strategy

    If you're looking for additional Golarion flavor on aquatic elves, check out Elaine Cunningham's Pathfinder's Journal fiction, Dark Tapestry. One chapter in particular, "When Mermaids Laugh," contains aquatic elves. You can find that chapter in Pathfinder 23: The Impossible Eye and the whole six-part novella in each volume of the Legacy of Fire adventure path.


    One of the mutations of otyughs mentioned in Dungeon Denizens Revisited is an aquatic or amphibious variant. I know that book was for 3.5e but would be nice to see the same option supported in PFRPG. (Personally, I would be tempted toward making all otyughs amphibious.)

    I'm looking forward to the aquatic/amphibious template. (Even if it is identical to what is posted above and I already have and can use it.)

    Dark Archive

    carborundum wrote:
    Hmmmm, I can definitely see Amphibious as a CR+1, but it seems a bit harsh for non-amphibious Aquatic. What obvious something am I overlooking? :-)

    Having been an obsessive aquatic elf junkie back in 2nd edition, I found that it worked one of two ways;

    1) Everyone could do the aquatic thing, in which case, it was just the new zero-sum.

    2) My character was the only one who could do the aquatic thing, and, in the rare instances the encounter had a source of water, it probably included an encounter designed for the entire party, not just the soon-to-be-eaten fool who said, 'Look ma, I have gills!' and dove into a situation where his allies couldn't accompany him.

    IMO, being able to go off on your own and get killed, whether it be by being aquatic or by having the ability to enter a dangerous dream-dimension or whatever, is worth shiny bupkiss.

    It's certainly not going to make the character a better Cleric, Fighter, Wizard or Rogue.


    Sea Elves have certainly been around for awhile.

    Dragonlance Adventures book (1st edition D&D) has Dargonesti and Dimernesti (two types of Sea Elves).

    Dimernesti can shapechange into sea otters, Dargonesti into dolphins.

    Elves are a natural choice to make aquatic, since their body shape is streamlined, if you picture them swimming they would move like eels or sea horses.

    You could have a coastal campaign with much travel in or on the water. A sea based trading or pirate campaign would work also.

    They could swim in lakes or rivers each day to retain their health as they may dry out. I would say -1 to all stats and rolls per day out of water (as in complete immertion for at least 1 hour).

    Recommend removing Elven magic and Elven immunities traits, replacing them with Water Breathing-10 minutes per constitution point, and Swimming speed of 40.

    Happy gaming! :)

    RPG Superstar 2008 Top 32

    Set wrote:

    2) My character was the only one who could do the aquatic thing, and, in the rare instances the encounter had a source of water, it probably included an encounter designed for the entire party, not just the soon-to-be-eaten fool who said, 'Look ma, I have gills!' and dove into a situation where his allies couldn't accompany him.

    Aquaman syndrome?

    Liberty's Edge

    Have we ever seen any official Aquatic/Amphibious template or Aquatic elf stats yet?


    Spirit of the Waters is an alternate race feature for elves in the APG. It's a good way to play an aquatic elf, even if you don't get the capacity to breathe underwater.

    Paizo Employee Creative Director

    2 people marked this as a favorite.
    Nodnarb wrote:
    Have we ever seen any official Aquatic/Amphibious template or Aquatic elf stats yet?

    Yes, although they're kinda squirreled away on page 25 of the Inner Sea World Guide.

    Inner Sea World Guide wrote:
    Aquatic elves are identical to normal elves, save that they have the aquatic subtype, the amphibious special quality, a swim speed of 30 feet, and replace the standard elf weapon familiarity with proficiency with rapiers, short swords, tridents, and any weapon with the word "elven" in its name.


    What bout Aquatic half-elves is there anything on them?

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    I included an aquatic half-elf named Captain Mase Darimar as a visiting Pirate Lord in the "Island of Empty Eyes"...i.e., Chapter 4 of Skull & Shackles. Here's the mechanical difference for him as compared to a regular half-elf:

    Water Child (Ex) Because of his aquatic elf ancestry, Mase gains a +4 racial bonus on Swim checks and can always take 10 while swimming. This alternate racial trait replaces the adaptability and multitalented racial traits.

    Also, if you don't mind spoilers...

    Spoiler:
    I set Darimar up to be a spy in the Shackles who's actually working for the aquatic elves of that region. He's half-Mwangi (Bonuwat) and half-elf (aquatic). After finding little acceptance on the mainland, he took to the sea as a pirate captain among the fleet of the Master of Gales. Converting to the faith of Gozreh, he then searched for his father's people below the waves. His wild shape ability came in handy, helping him dive to greater depths to locate the cities of the aquatic elves. And, once he gained the blessing of his long-lived father, he agreed to become a land-dwelling agent of the aquatic elves within the inner circle of the Pirate Lords. After all, the aquatic elves have a city just 30 miles off the coast of the Island of Empty Eyes. And they have their own concerns about what goes on across the Fever Sea. So, it was certainly my intention to make them fairly active in that part of Golarion...and yet, different from the elves of the Mordant Spire further north.

    Dark Archive

    Neil Spicer wrote:
    Water Child (Ex) Because of his aquatic elf ancestry, Mase gains a +4 racial bonus on Swim checks and can always take 10 while swimming. This alternate racial trait replaces the adaptability and multitalented racial traits.

    IMO, this is extremely conservative. I understand that how one values such things is pretty subjective (and often situational), I think Multitalented is worth more than this, and Adaptability quite a bit more.

    For replacing both of those traits, I'd expect (perhaps unreasonably!) something like a 10 ft. Swim speed (which comes with +8 swim checks, take 10 swim checks and the ability to use the 'run' action while swimming). Maybe even the ability to hold one's breath 50% longer or twice as long underwater (and only underwater, as the half-aquatic elf's body absorbs oxygen from the surrounding water).

    Paizo Employee Creative Director

    Pharier wrote:
    What bout Aquatic half-elves is there anything on them?

    Advanced Race Guide; there's an alternate half-elf race trait for them.


    James Jacobs wrote:
    Pharier wrote:
    What bout Aquatic half-elves is there anything on them?
    Advanced Race Guide; there's an alternate half-elf race trait for them.

    Ah okay. Thanks James :)

    The Exchange

    In the meantime there's always the sea elf from Alluria Publishings most excellent Cerulean Seas campaign setting book.

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