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==Sea Kin== The '''Sea Kin''' made their first - and to date only - appearance in [[Dungeons & Dragons 3rd Edition]], as one of the various "minor" races of the [[Races of Destiny]] [[splatbook]]. Sea kin are believed to be a result of either interbreeding between coastal humans and [[selkie|seal-like fey]], or the result of [[fleshcrafting|magical hybridization of humans with seals]]. Whilst they can pass for humans at a casual glance, a closer look reveals their differences; skin that constantly exudes a protective layer of water & cold-proofing oil (giving them a shiny, slippery texture), elongated hands and feet, tough webbing between their digits, pitch black eyes with a transparent secondary eyelid, pit black or metallic hair, and mouths full of small, needle-sharp fangs which can open much wider than a human's. Obviously, sea kin live near the sea, building partially submerged buildings amongst the shoals and coral reefs adjacent to the shore - rumors speak of open sea colonies as well - or amongst the rocky crags and cliffs of coastal mountains. Like most such creatures, sea kin have a deep spiritual affection for their home, and strive to live in harmony with the sea - they take pollution ''very'' seriously. For this reason, they are most likely to worship deities of nature and the ocean, such as [[Obad-Hai]], [[Eadro]], and [[Deep Sashelas]]. The mentality of the sea kin is one of contrasts. Whilst relatively shy, they are also intensely curious; as such, whilst new people and experiences intrigue them, sea kin tend to be quiet by nature, observing things from afar before coming in closer. They live fairly simple lives, but happy ones, and are typically a positive and up-beat race. They have little interest in material wealth, since they tend to make their living from the sea, but love to collect beauty - both natural and artificial. Sea kin get along with most other aquatic races; those closest alliances are with the [[Aquatic Elf|aquatic elves]], [[merfolk]] and [[locathah]], and they have been known to live together with those same races. They distrust [[triton]]s - but then, those guys look down on all other races anyway - and absolutely hate [[sahuagin]]... which, again, should be no fucking surprise. Their attitudes towards [[human]]s are varied; most like humans, but human nature means humans are as likely to pick fights with the sea kin as they are to live in peace with them. Sea kin have a particular affinity for pinnipeds - seals, sea lions, walruses, and so forth - and they welcome these creatures into their home in the way that humans would dogs. Consequently, they tend to take a very dim view of people who kill these animals, and let's face it, you can't really blame them; how would you feel if somebody broke into your backyard and tried to make a fancy lady's hat out of your beloved pet dog? Sea kin have strict guidelines about how names are granted to newborns. A male child must take the name of his great-great-grandfather, while a female must follow the same tradition on the maternal side. New names are imports, added when sea folk encounter an individual who greatly impresses them and who has aided the sea kin in some grand fashion. For this reason, linguists note more than a few [[elf]] and [[halfling]] names among sea kin communities. [[Orc]], [[dwarf]], and [[gnome]] names are almost entirely absent, indicating that either sea kin hold these beings in poor regard or they simply haven’t had enough contact with those races to warrant the inclusion of names from their languages. Sea kin generally prefer to stick close to the safety of their coral homes, occasionally trading with nearby land-dwelling people. That said, sea kin also have a strong sense of curiosity, and some individuals become adventurers out of sheer inquisitiveness. Other sea kin turn to adventuring after a particularly violent encounter with a dangerous race, becoming obsessed with hunting down those enemies. Because of their understanding of the natural ebb and flow of the sea and the seasons, sea kin are drawn to the path of the [[druid]], and many display an affinity for nature magic, particularly that associated with water, wind, and sea. Sea kin warriors are tough, persistent fighters who have few qualms about tackling their enemies head on. ===Sea Kin PC Stats=== ::Humanoid (human): Sea kin are humanoid creatures with the human subtype. ::Medium: As Medium creatures, sea kin have no bonuses or penalties due to size. ::Sea kin base land speed is 30 feet. Their base swim speed is 30 feet. ::Low-Light Vision: Sea kin can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. ::4 extra skill points at 1st level and 1 extra skill point at each additional level: Sea kin (like their human ancestors) are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in.) ::+2 racial bonus on Escape Artist checks: Sea kin naturally secrete a slippery oil to facilitate swimming. This secretion also makes it easy for them to slip out of restraints. ::Hold Breath (Ex): A sea kin can hold his breath for a number of rounds equal to 8 × his Constitution score before he risks drowning. ::Weapon Familiarity: Sea kin treat tridents and nets as simple weapons. ::Water Dependency: A sea kin must immerse his entire body in water at least once a week or suffer ill effects. After a week has passed, a sea kin must make a Constitution check every day thereafter (DC 10 + 1 per additional day) or take 1 point of Constitution damage. Once a sea kin immerses his body in water, he immediately regains 1d4 points of Constitution per hour that he remains in water. ::Automatic Language: Common. Bonus Languages: Aquan, Elven, and Sahuagin. ::[[Favored Class]]: [[Druid]]. A multiclass sea kin’s druid class does not count when determining whether he takes an experience point penalty for multiclassing.
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