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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 2877372" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>SEALFOLK</strong></span></p><p><strong>Medium Monstrous Humanoid (Aquatic)</strong></p><p><strong>Hit Dice:</strong> 2d8+4 (13 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 40 ft.</p><p><strong>AC:</strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +2/+3</p><p><strong>Attack:</strong> Bite +4 melee (1d4+1) or iuak +3 melee (1d6+1/19-20/x2) or javelin +3 ranged (1d6+1/x2)</p><p><strong>Full Attack:</strong> Iuak +3 melee (1d6+1/19-20/x2) and bite -1 melee (1d4) or javelin +3 ranged (1d6+1/x2)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Weapon familiarity (iuak)</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., hold breath, low-light vision</p><p><strong>Saves:</strong> Fort +2, Ref +5, Will +5</p><p><strong>Abilities:</strong> Str 13 (+1), Dex 15 (+2), Con 14 (+2), Int 11 (+0), Wis 15 (+2), Cha 10 (+0)</p><p><strong>Skills:</strong> Climb +2, Listen +6, Spot +6, Survival +3, Swim +11</p><p><strong>Feats:</strong> Alertness, Weapon Finesse [sup]B[/sup]</p><p></p><p><strong>Continent/Region:</strong> Any northern sea (i.e. The North Sea, the Sunless Sea)</p><p><strong>Environment:</strong> Cold aquatic</p><p><strong>Organization:</strong> Solitary, pair, or herd (5–14)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually true neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p><em>This strange bipedal creature climbs out o the surf onto the rocks. It head and skin are like that of a seal, but the creature walks upright like a landdweller. It carries a large blade in one webbed hand and a pair of javelins in the other. Its feet are flipper-like but the creature appears to walk with easy.</em></p><p></p><p>Sealfolk are intelligent, bipedal creatures native to the northern seas of the World of Kulan. They are common throughout the seas north of Janardun and Harqual, but can also be found north and northwest of the continent of Kanpur. They are rare west of Janardun in the Sea of Frost near Ryaith and Kanpur’s northeastern coast.</p><p></p><p>Sealfolk are considered to be the children of the World Goddess, Mirella, but are more likely to have been created by a sea god. The most likely deity is the World God known as Eadro. However, that deity is the patron deity of the merfolk, and besides the locathah, few other seadwellers worship Eadro as a patron deity. And while some sealfolk do choose too worship Eadro they consider Mirella to be their patron deity. Sealfolk refer to Mirella as the Sea Matriarch.</p><p></p><p>Sealfolk speak Aquan and Shoal. While sealfolk don’t have a language of their own they can bark like seals, and understand the meaning behind a seal’s barking.</p><p></p><p><strong>Combat</strong></p><p>Sealfolk rarely initiate combat unless they feel the Tenets of the Balance are being threatened. They will defend their homes and ideals with vigor from both aquatic races and landdwellers. Their weapon of choice is the iuak, a machete-like blade (usually made of bone or stone), which they can use with great skill. They also use javelins as their ranged weapon of choice.</p><p></p><p>If fighting underwater they usually prefer to use their bite attack and fight unarmed, relying on their ability to swim rings around landdwellers. Against other aquatic races they prefer to fight them on land, as sealfolk can survive on land indefinitely, while most other aquatic races cannot.</p><p></p><p><em>Weapon Familiarity</em>: A sealfolk may treat the iuak as martial weapons, rather than exotic weapons. The iuak can be found in D&D Frostburn: Mastering the Perils of Ice and Snow (pg. 76).</p><p></p><p><em>Hold Breath</em> (Ex): A sealfolk can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.</p><p></p><p><em>Skills</em>: A sealfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p><strong>Sealfolk Society</strong></p><p>While sealfolk spend a great deal of time swimming in the seas of Kulan they are still mammals and require air. Thus, they make their homes along coastal regions, but prefer to live away from humans and other landbound humanoids. A sealfolk herd rarely constructs permanent settlements, as the race is migratory, going where fish and other food sources are plentiful. Sealfolk try not to live to close to where seals beach themselves, as they don’t wish to deplete the animal’s food sources. They live just close enough to protect the seals from greedy landdwellers who over hunt a region.</p><p></p><p>Sealfolk are stalwart believers in the Tenets of the Balance, but their view of the Balance tends to be skewed by their lifestyle. They care nothing for most landbound creatures or communities unless they are along the sealfolk herd’s migratory path. They see their race as being protectors of the Balance when it comes to the sea and their coastal homes, as well as seals and other similar sea mammals. They tend to have “blinders” on when it comes to such creatures and watch landbound fishermen and sea hunters very closely. They understand that many coastal-dwelling, landbound races depend on fish stocks and seal meat to survive, but they tend to see overreact when over hunting occurs, even if it wasn’t intentional.</p><p></p><p>As one of the few races native to cold seas, sealfolk rarely interact with other aquatic races. They are more likely to interact with coastal-dwelling landbound races such as humans. The few aquatic races they must deal with are rarely friendly, such as anguillians and the morkoth, and sealfolk avoid these races, as a rule. As these two races are deep dwellers, such encounters are very rare. The only aquatic humanoid race that sealfolk have friendly relations with are shoal elves. Shoal elves also follow the Tenets of the Balance. The only other creatures that sealfolk have decent relations with are the various aquatic giants and fey of Kulan’s seas such as the friendly ocean giants and the enigmatic ocean striders.</p><p></p><p><strong>Sealfolk as Characters</strong></p><p>Sealfolk favor the ranger class. They rarely multiclass and when they do so it is almost always as a ranger or as a druid. A sealfolk that chooses a class that requires an extreme alignment (such as a paladin) always becomes an outcast in sealfolk society. Sealfolk make excellent clerics, and clerics to sea gods are common in sealfolk herds. An unaligned sealfolk cleric can choose any two of the following domains: Animal, Ocean, Seafolk, Storm, Travel, or Water.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2877372, member: 2012"] [COLOR=DarkOrange][B]SEALFOLK[/B][/COLOR] [B]Medium Monstrous Humanoid (Aquatic)[/B] [B]Hit Dice:[/B] 2d8+4 (13 hp) [B]Initiative:[/B] +2 (Dex) [B]Speed:[/B] 30 ft. (6 squares), swim 40 ft. [B]AC:[/B] 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 [B]Base Attack/Grapple:[/B] +2/+3 [B]Attack:[/B] Bite +4 melee (1d4+1) or iuak +3 melee (1d6+1/19-20/x2) or javelin +3 ranged (1d6+1/x2) [B]Full Attack:[/B] Iuak +3 melee (1d6+1/19-20/x2) and bite -1 melee (1d4) or javelin +3 ranged (1d6+1/x2) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Weapon familiarity (iuak) [B]Special Qualities:[/B] Darkvision 60 ft., hold breath, low-light vision [B]Saves:[/B] Fort +2, Ref +5, Will +5 [B]Abilities:[/B] Str 13 (+1), Dex 15 (+2), Con 14 (+2), Int 11 (+0), Wis 15 (+2), Cha 10 (+0) [B]Skills:[/B] Climb +2, Listen +6, Spot +6, Survival +3, Swim +11 [B]Feats:[/B] Alertness, Weapon Finesse [sup]B[/sup] [B]Continent/Region:[/B] Any northern sea (i.e. The North Sea, the Sunless Sea) [B]Environment:[/B] Cold aquatic [B]Organization:[/B] Solitary, pair, or herd (5–14) [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually true neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 [I]This strange bipedal creature climbs out o the surf onto the rocks. It head and skin are like that of a seal, but the creature walks upright like a landdweller. It carries a large blade in one webbed hand and a pair of javelins in the other. Its feet are flipper-like but the creature appears to walk with easy.[/I] Sealfolk are intelligent, bipedal creatures native to the northern seas of the World of Kulan. They are common throughout the seas north of Janardun and Harqual, but can also be found north and northwest of the continent of Kanpur. They are rare west of Janardun in the Sea of Frost near Ryaith and Kanpur’s northeastern coast. Sealfolk are considered to be the children of the World Goddess, Mirella, but are more likely to have been created by a sea god. The most likely deity is the World God known as Eadro. However, that deity is the patron deity of the merfolk, and besides the locathah, few other seadwellers worship Eadro as a patron deity. And while some sealfolk do choose too worship Eadro they consider Mirella to be their patron deity. Sealfolk refer to Mirella as the Sea Matriarch. Sealfolk speak Aquan and Shoal. While sealfolk don’t have a language of their own they can bark like seals, and understand the meaning behind a seal’s barking. [B]Combat[/B] Sealfolk rarely initiate combat unless they feel the Tenets of the Balance are being threatened. They will defend their homes and ideals with vigor from both aquatic races and landdwellers. Their weapon of choice is the iuak, a machete-like blade (usually made of bone or stone), which they can use with great skill. They also use javelins as their ranged weapon of choice. If fighting underwater they usually prefer to use their bite attack and fight unarmed, relying on their ability to swim rings around landdwellers. Against other aquatic races they prefer to fight them on land, as sealfolk can survive on land indefinitely, while most other aquatic races cannot. [I]Weapon Familiarity[/I]: A sealfolk may treat the iuak as martial weapons, rather than exotic weapons. The iuak can be found in D&D Frostburn: Mastering the Perils of Ice and Snow (pg. 76). [I]Hold Breath[/I] (Ex): A sealfolk can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning. [I]Skills[/I]: A sealfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [B]Sealfolk Society[/B] While sealfolk spend a great deal of time swimming in the seas of Kulan they are still mammals and require air. Thus, they make their homes along coastal regions, but prefer to live away from humans and other landbound humanoids. A sealfolk herd rarely constructs permanent settlements, as the race is migratory, going where fish and other food sources are plentiful. Sealfolk try not to live to close to where seals beach themselves, as they don’t wish to deplete the animal’s food sources. They live just close enough to protect the seals from greedy landdwellers who over hunt a region. Sealfolk are stalwart believers in the Tenets of the Balance, but their view of the Balance tends to be skewed by their lifestyle. They care nothing for most landbound creatures or communities unless they are along the sealfolk herd’s migratory path. They see their race as being protectors of the Balance when it comes to the sea and their coastal homes, as well as seals and other similar sea mammals. They tend to have “blinders” on when it comes to such creatures and watch landbound fishermen and sea hunters very closely. They understand that many coastal-dwelling, landbound races depend on fish stocks and seal meat to survive, but they tend to see overreact when over hunting occurs, even if it wasn’t intentional. As one of the few races native to cold seas, sealfolk rarely interact with other aquatic races. They are more likely to interact with coastal-dwelling landbound races such as humans. The few aquatic races they must deal with are rarely friendly, such as anguillians and the morkoth, and sealfolk avoid these races, as a rule. As these two races are deep dwellers, such encounters are very rare. The only aquatic humanoid race that sealfolk have friendly relations with are shoal elves. Shoal elves also follow the Tenets of the Balance. The only other creatures that sealfolk have decent relations with are the various aquatic giants and fey of Kulan’s seas such as the friendly ocean giants and the enigmatic ocean striders. [B]Sealfolk as Characters[/B] Sealfolk favor the ranger class. They rarely multiclass and when they do so it is almost always as a ranger or as a druid. A sealfolk that chooses a class that requires an extreme alignment (such as a paladin) always becomes an outcast in sealfolk society. Sealfolk make excellent clerics, and clerics to sea gods are common in sealfolk herds. An unaligned sealfolk cleric can choose any two of the following domains: Animal, Ocean, Seafolk, Storm, Travel, or Water. [/QUOTE]
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