Editing
Selkie
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Selkie PCs== Like a number of other underwater humanoids, both mainstream and obscure, selkies received a PC writeup for [[Advanced Dungeons & Dragons]] 2nd edition in the article "Heroes of the Sea" in [[Dragon Magazine]] #250. Other benefactors of this treatment included [[crabfolk]], [[koalinth]]s, [[locathah]], [[malenti]], [[merfolk]], [[pahari]], and [[vodyanoi]], alongside the new "[[Liminal]]s" race - descendants of humans and merfolk. In this source, it is stated that PC selkies come from the unusual minority of their kind who can transform at will and maintain the transformation indefinitely. Most adventure out of curiosity about the surface world, but others are "crusaders" motivated by perceived threats and injustices done to the ocean. ::Ability Score Minimum/Maximum: Strength 3/17, Dexterity 3/18, Constitution 3/18, Intelligence 8/18, Wisdom 6/18, Charisma 8/18 ::Ability Score Adjustments: +1 Charisma, -1 Strength ::Racial Class & Level Limits: [[Fighter]] 8, [[Ranger]] 8, [[Mage]] 10, [[Shaman]] 5, [[Bard]] 12 :::Available [[Kits]]: Sellsword, Tribal Defender, Wilderness Protector, Hedge Wizard, Humanoid Scholar :::[[Multiclassing]]: Fighter/Mage, Fighter/Shaman, Ranger/Shaman ::Natural Armor Class: 10 in human form, 5 in Selkie form ::Special Advantages: Selkies in their true form have a swim rate of 36, suffer no movement or attack penalties when in water, receive Swimming as a bonus proficiency, and can hold their breath for '''45 + (Con score * 2) minutes'''. The modifiers for holding one's breath are taken from the Constitution-based ''addition'' to this time, not the base 45 minutes. ::Special Disadvantages: :::Roleplaying Disadvantage: Selkies may be mistaken for a breed of [[therianthrope]], such as a [[Seawolf]]. :::At 1st level, a selkie receives only ''half'' its normal weapon proficiency slots for its class, although kit-based bonus proficiencies are unaffected. ::Weapon Proficiencies: Sword, Trident, Harpoon, Cutlass ::Nonweapon Proficiencies: Natural Fighting, Navigation, Poetry, Singing, Storytelling, Weather Sense Like the [[Malenti]], despite clearly giving the selkie levels in Ranger, the article then contradicts that instead selkies are restricted to "pseudo-rangers" - fighters with the Wilderness Protector kit. Also like malenti, selkie wilderness protectors lose Tracking and swap Survival (Woodlands) for Survival (Aquatic). Furthermore, it claims they can't actually be true bards, but instead are [[Thief|Thieves]] with the Humanoid Bard kit.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information