Axolotls:(From Mardek RPG Chapter 3)Axolotls are a tribal race of amphibious salamander people. They live in freshwater lakes and forests as well as caves that are beside lakes or are otherwise flooded. They tend to worship aquatic serpents as gods, feeding them and presenting them with treasure. Occasionally the desire to explore grabs hold of an axolotl. These creatures are tattooed and armed, wished well, and sent out into the world. Axolotl tribes rarely take in outsiders, but lone axolotls recognize that they can't be picky about company. Their skin color ranges from translucent white, to pale blue or green. Axolotl eyes are generally black, and the gills are a fleshy pink when healthy, changing redder or paler depending on sickness. They may regenerate limbs over time, and may regenerate even lost halves of the body, if the existing parts are in good enough condition. This can sometimes result in axolotl 'cloning', an event that usually results in one of the clones leaving the tribe, to prevent complications. The clone may take the same name or a new one.
Average Height and Weight: Axolotls generally stand anywhere between 3' and 3'6" tall. They tend to weigh around 60 to 90 pounds.
They can live indefinitely, and thus tend not to breed unless the population runs low. The average lifespan, though, is around 200. They can live much longer, but are sometimes food for large fish, and meet an early demise.
Ability Score Racial Traits:Axolotls are nimble and hard to kill, though they lack in other respects. +4 Con, +1 Dex, -2 Int, -1 Str
Type:Amphibious Aquatic Monstrous Humanoids
Size:Axolotls are small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Movement:Axolotls are slow on land, with a movement speed of 20. Axolotls have a movement speed of 60 in water, and can swim in any armor they are proficient in.
Languages:Axolotls typically speak draconic in a sea serpent dialect, due to the fact that many worship sea serpents. Those tribes that do not are descended from tribes that do, resulting in a further deviation of the serpent dialect of the draconic language. Those that travel tend to pick up common and undercommon, or whatever is spoken where they spend enough time to be able to learn a new language.
Racial Traits and Feats:Axolotls are proficient in light armors and bladed or pointed martial weapons as well as all simple weapons The adventurers may occasionally wield bows, but tribesmen tend not to, as they don't work well underwater.
Defense Racial Traits:Evade Grasp: Due to the fact that axolotls exude a slick slime, once per day, if a grapple check would succeed against the Axolotl, you may have that check fail instead.
Watery Evasion: An axolotl is very agile underwater, gaining a dexterity bonus of +4 and a 20% chance to evade any attacks made underwater.
Feat and Skill Racial Traits: An axolotl gain a +5 bonus to swim checks and any dexterity based checks made underwater.
Magical Racial Traits: An axolotl gains fast healing equal to 2 per hit die it possesses.
The axolotl is also able to regrow and reattach lost limbs, even the limbs of other axolotls. A lost arm or leg takes 1 month to re-grow, a portion of the skull or brain, if treated, can regrow in 2 weeks. If the axolotl is bisected, if extremely carefully treated, both sides take 24 hours to regain essential body functions, and regrow the other side in 2 months, resulting in two axolotls, one being an npc.
Senses Racial Traits: An axolotl has darkvision up to 30 feet and low light vision up to 90 feet.
Favored Class Options:Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Rogue: Add a +1/2 bonus on Stealth and dexterity checks made while in water or moist environments.
Fighter: Add +3/4 to the fighter's CMD.
Ranger: Add +1 hit point to your animal companion, add +1.5 if the animal companion is aquatic, amphibious, or serpentine.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.