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<blockquote data-quote="Cleon" data-source="post: 5372506" data-attributes="member: 57383"><p><strong>Silkie Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Silkie</strong></span></p><p><strong>Humanoid Form</strong></p><p>Medium-Size Fey (Shapechanger)</p><p>Hit Dice: 6d6+18 (39 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft., swim 30 ft.</p><p>Armor Class: 16 (+2 Dex, +2 leather armour, +2 shield), touch 12, flat-footed 14</p><p>Base Attack/Grapple: +3/+4</p><p>Attack: Masterwork battleaxe or masterwork warhammer +6 melee (1d8+1/×3) or shortspear +6 melee (1d6+1/×3) or masterwork shortspear +6 ranged (1d6+1/×3) </p><p>Full Attack: Masterwork battleaxe or masterwork warhammer +6 melee (1d8+1/×3) or shortspear +6 melee (1d6+1/×3) or masterwork shortspear +6 ranged (1d6+1/×3) </p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Spells</p><p>Special Qualities: Alternate form, children of the sea, DR 10/silver, magic sealskin, marine mammal empathy</p><p>Saves: Fort +7, Ref +7, Will +8</p><p>Abilities: Str 13, Dex 15, Con 16, Int 14, Wis 12, Cha 15</p><p>Skills: Concentration +12, Diplomacy +11, Handle Animal +11, Knowledge (arcane) +11), Listen +10, Spellcraft +13 (+15 with scrolls), Spot +10, Swim +9, Use Magic Device +13 (+15 with scrolls)</p><p>Feats: Great Fortitude, Iron Will, Weapon Finesse</p><p>Climate/Terrain: Cold aquatic</p><p>Organization: Solitary, shore party (2-8 and one leader of 1st-4th level), pack (2-8 plus 2-12 seals and one leader of 1st-4th level), family (5-10 plus 2-12 seals and 20% noncombatant young and 1-2 leaders of 1st-4th level and 0-1 subchiefs of 3rd-5th level) or band (10-40 plus 5-30 seals plus 20% noncombatants and 1 leader of 1st-4th level per 10 adults and 1-3 subchiefs of 3rd-5th level and 1 chief of 5th-7th level)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic, often good</p><p>Advancement: By character class</p><p>Level Adjustment: +4</p><p></p><p><em>A tall and handsome half-elf, black-haired and gray-eyed</em></p><p></p><p><strong>Seal Form</strong></p><p>Large-Size Fey (Shapechanger)</p><p>Hit Dice: 6d6+18 (21+39 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft., swim 80 ft.</p><p>Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13</p><p>Base Attack/Grapple: +3/+11</p><p>Attack: Bite +6 melee (1d8+6) or slam +6 melee (1d8+6)</p><p>Full Attack: Bite +6 melee (1d8+6) or slam +6 melee (1d8+6)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Capsize boat, spells</p><p>Special Qualities: Alternate form, children of the sea, DR 10/silver, hold breath, magic sealskin, marine mammal empathy</p><p>Saves: Great Fortitude, Iron Will, Weapon Finesse</p><p>Abilities: Str 19, Dex 15, Con 16, Int 14, Wis 12, Cha 15</p><p>Skills: Concentration +12, Diplomacy +11, Handle Animal +11, Knowledge (arcane) +11), Listen +10, Spellcraft +13 (+15 with scrolls), Spot +10, Swim +12, Use Magic Device +13 (+15 with scrolls)</p><p>Feats: Great Fortitude, Iron Will, Weapon Finesse</p><p>Climate/Terrain: Cold aquatic</p><p>Organization: Solitary, shore party (2-8 and one leader of 1st-4th level), pack (2-8 plus 2-12 seals and one leader of 1st-4th level), family (5-10 plus 2-12 seals and 20% noncombatant young and 1-2 leaders of 1st-4th level and 0-1 subchiefs of 3rd-5th level) or band (10-40 plus 5-30 seals plus 20% noncombatants and 1 leader of 1st-4th level per 10 adults and 1-3 subchiefs of 3rd-5th level and 1 chief of 5th-7th level)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic, often good</p><p>Advancement: By character class</p><p>Level Adjustment: +4</p><p></p><p><em>An exceptionally big seal with gray eyes</em></p><p></p><p>Silkie are a race of shapechanging fey. According to legend, they are descended from Angus MacOdrum, a powerful fighter-wizard who united clans of humans, aquatic elves and selkies into a new tribe. The silkie are allied with aquatic elves and selkies, and will aid them against their foes – particularly sahuagin and sharks. All silkie are innate sorcerers, and some are spellcasters of great skill.</p><p></p><p>Like their selkie cousins, silkie can take on the form of a seal, but they can only change into seals if they don a magical seal skin. Silkie tradition obliges a silkie to become the servant to any individual who captures the silkie's seal skin, the silkie cannot lie to his or her master and must deliver any reasonable service or ransom for the return of their skin. Any dishonorable or treacherous act on the captor’s part frees the silkie from obligation.</p><p></p><p>Some silkie families and bands live in sea caves, but the majority of the race dwell in Land Under Wave, a group of wondrous cities at the bottom of the sea. Powerful magic provides these cities with a dome of breathable air, an artificial sun and perpetually pleasant weather, so fine fruit and vegetables grow all year round. The cities are hundreds of miles apart, but are interconnected by permanent teleportation circle spells that allow instant travel between them. Time runs strangely in Land Under Wave, causing living creatures to age five times slower than they would outside the cities' magic.</p><p></p><p>The silkies of Land Under Wave have a tradition of taking humanoid children to raise as servants. Some of these were abandoned infants left to die of exposure, but the more chaotic silkies are not adverse to stealing unattended children and leaving a changeling in their place. These humanoid servants are adopted by silkie families and treated kindly, but have to serve the silkie for 50 years before being freed (although many elect to remain in Land Under Wave after finishing their service). The magic of the silkie's domed cities means the servants only age a decade during those 50 years.</p><p></p><p>Silkie look just like particularly tall and finely built half elves in their humanoid form, a typical silkie is between 5½ and 6 feet tall and weighs about 160 pounds in humanoid form. In seal form, a silkie is from 7 to 8 feet long and weighs around 500 pounds.</p><p></p><p>Silkies speak Aquan, Common, Elven and Sylvan.</p><p></p><p><strong>Combat</strong></p><p>Silkies fight with spells or weapons when in humanoid form and with spells or teeth in seal form. They usually start combat by casting spells, then melee or withdraw as the circumstances warrant.</p><p></p><p>In half-elf form, silkies protect themselves with sharkskin leather armor and shields and fight with stone-bladed weapons, favoring spears, battle axes and warhammers. The stone from which their weapons are made is magically treated to be as tough as steel. In seal form silkies fight with spells or their teeth, they often try to capsize boats used by land-dwelling opponents.</p><p></p><p> <strong>Alternate Form (Su):</strong> A silkie can assume the form of a handsome half-elf or an unusually large seal. It must be wearing its Magic Skin (see below) to assume seal form.</p><p> </p><p><strong>Capsize Boat (Ex):</strong> Silkies in seal form can capsize boats up to 50 ft. in length. They must succeed at a Strength check against a DC of 15 plus the boat's length in feet to capsize it (e.g. a 30 ft. boat has a DC of 15+30 of 45 to capsize). Any unsecured occupants or cargo in a capsized boat ends up in the water. Groups of silkies use Aid Another actions on this Strength check to tip over boats too big for a single silkie.</p><p></p><p><strong>Children of the Sea</strong><strong> (Su):</strong> Once per day, a selkie can call forth a pod of 2d4+1 porpoises as a standard action. These marine mammal allies arrive in 2d6 rounds and aid the selkie for up to 1 hour.</p><p></p><p><strong>Hold Breath (Ex):</strong> A silkie in seal form can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.</p><p></p><p> <strong>Magic Sealskin (Su):</strong> All silkies possess an enchanted sealskin which allows them to assume seal form (see Alternate Form, above). Should another creature steal this skin, the silkie is unable to attack them unless the skin's thief attacks the silkie first (as per the affect of the <em>sanctuary</em> spell). Furthermore, the silkie has a -4 penalty to resist all Charisma-based skills and saves against enchantment spells performed by the skin-thief.</p><p> </p><p> If a silkie's sealskin is destroyed, the silkie is able to create a new one by performing an hour-long ritual in the Land Below Waves with the assistance of a silkie with a magic sealskin.</p><p></p><p><strong>Marine Mammal Empathy (Ex):</strong> A silkie can communicate with any marine mammal and has a +4 racial bonus on Charisma-based checks against seals and porpoises.</p><p></p><p><strong>Spells:</strong> A silkie casts spells as a 6th level sorcerer.</p><p></p><p><em>Typical Spells Known (6/7/6/3, save DC 12 + spell level)</em></p><p><em><strong>0</strong></em>---<em>daze</em>, <em>detect magic</em>, <em>ghost sound</em>, <em>mending</em>, <em>prestidigitation, ray of frost,</em> <em>read magic</em>;</p><p><em><strong>1st</strong></em>---<em>charm person</em>, <em>magic missile</em>, <em>shield</em>, <em>unseen servant</em></p><p><em><strong> 2nd</strong></em>---<em>daze monster</em>, <em>gust of wind</em></p><p><em><strong> 3rd</strong></em>---<em>lightning bolt </em></p></blockquote><p></p>
[QUOTE="Cleon, post: 5372506, member: 57383"] [b]Silkie Working Draft[/b] [SIZE=4][B]Silkie[/B][/SIZE] [B]Humanoid Form[/B] Medium-Size Fey (Shapechanger) Hit Dice: 6d6+18 (39 hp) Initiative: +2 Speed: 30 ft., swim 30 ft. Armor Class: 16 (+2 Dex, +2 leather armour, +2 shield), touch 12, flat-footed 14 Base Attack/Grapple: +3/+4 Attack: Masterwork battleaxe or masterwork warhammer +6 melee (1d8+1/×3) or shortspear +6 melee (1d6+1/×3) or masterwork shortspear +6 ranged (1d6+1/×3) Full Attack: Masterwork battleaxe or masterwork warhammer +6 melee (1d8+1/×3) or shortspear +6 melee (1d6+1/×3) or masterwork shortspear +6 ranged (1d6+1/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Spells Special Qualities: Alternate form, children of the sea, DR 10/silver, magic sealskin, marine mammal empathy Saves: Fort +7, Ref +7, Will +8 Abilities: Str 13, Dex 15, Con 16, Int 14, Wis 12, Cha 15 Skills: Concentration +12, Diplomacy +11, Handle Animal +11, Knowledge (arcane) +11), Listen +10, Spellcraft +13 (+15 with scrolls), Spot +10, Swim +9, Use Magic Device +13 (+15 with scrolls) Feats: Great Fortitude, Iron Will, Weapon Finesse Climate/Terrain: Cold aquatic Organization: Solitary, shore party (2-8 and one leader of 1st-4th level), pack (2-8 plus 2-12 seals and one leader of 1st-4th level), family (5-10 plus 2-12 seals and 20% noncombatant young and 1-2 leaders of 1st-4th level and 0-1 subchiefs of 3rd-5th level) or band (10-40 plus 5-30 seals plus 20% noncombatants and 1 leader of 1st-4th level per 10 adults and 1-3 subchiefs of 3rd-5th level and 1 chief of 5th-7th level) Challenge Rating: 6 Treasure: Standard Alignment: Usually chaotic, often good Advancement: By character class Level Adjustment: +4 [I]A tall and handsome half-elf, black-haired and gray-eyed[/I] [B]Seal Form[/B] Large-Size Fey (Shapechanger) Hit Dice: 6d6+18 (21+39 hp) Initiative: +2 Speed: 20 ft., swim 80 ft. Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Bite +6 melee (1d8+6) or slam +6 melee (1d8+6) Full Attack: Bite +6 melee (1d8+6) or slam +6 melee (1d8+6) Space/Reach: 5 ft./5 ft. Special Attacks: Capsize boat, spells Special Qualities: Alternate form, children of the sea, DR 10/silver, hold breath, magic sealskin, marine mammal empathy Saves: Great Fortitude, Iron Will, Weapon Finesse Abilities: Str 19, Dex 15, Con 16, Int 14, Wis 12, Cha 15 Skills: Concentration +12, Diplomacy +11, Handle Animal +11, Knowledge (arcane) +11), Listen +10, Spellcraft +13 (+15 with scrolls), Spot +10, Swim +12, Use Magic Device +13 (+15 with scrolls) Feats: Great Fortitude, Iron Will, Weapon Finesse Climate/Terrain: Cold aquatic Organization: Solitary, shore party (2-8 and one leader of 1st-4th level), pack (2-8 plus 2-12 seals and one leader of 1st-4th level), family (5-10 plus 2-12 seals and 20% noncombatant young and 1-2 leaders of 1st-4th level and 0-1 subchiefs of 3rd-5th level) or band (10-40 plus 5-30 seals plus 20% noncombatants and 1 leader of 1st-4th level per 10 adults and 1-3 subchiefs of 3rd-5th level and 1 chief of 5th-7th level) Challenge Rating: 6 Treasure: Standard Alignment: Usually chaotic, often good Advancement: By character class Level Adjustment: +4 [I]An exceptionally big seal with gray eyes[/I] Silkie are a race of shapechanging fey. According to legend, they are descended from Angus MacOdrum, a powerful fighter-wizard who united clans of humans, aquatic elves and selkies into a new tribe. The silkie are allied with aquatic elves and selkies, and will aid them against their foes – particularly sahuagin and sharks. All silkie are innate sorcerers, and some are spellcasters of great skill. Like their selkie cousins, silkie can take on the form of a seal, but they can only change into seals if they don a magical seal skin. Silkie tradition obliges a silkie to become the servant to any individual who captures the silkie's seal skin, the silkie cannot lie to his or her master and must deliver any reasonable service or ransom for the return of their skin. Any dishonorable or treacherous act on the captor’s part frees the silkie from obligation. Some silkie families and bands live in sea caves, but the majority of the race dwell in Land Under Wave, a group of wondrous cities at the bottom of the sea. Powerful magic provides these cities with a dome of breathable air, an artificial sun and perpetually pleasant weather, so fine fruit and vegetables grow all year round. The cities are hundreds of miles apart, but are interconnected by permanent teleportation circle spells that allow instant travel between them. Time runs strangely in Land Under Wave, causing living creatures to age five times slower than they would outside the cities' magic. The silkies of Land Under Wave have a tradition of taking humanoid children to raise as servants. Some of these were abandoned infants left to die of exposure, but the more chaotic silkies are not adverse to stealing unattended children and leaving a changeling in their place. These humanoid servants are adopted by silkie families and treated kindly, but have to serve the silkie for 50 years before being freed (although many elect to remain in Land Under Wave after finishing their service). The magic of the silkie's domed cities means the servants only age a decade during those 50 years. Silkie look just like particularly tall and finely built half elves in their humanoid form, a typical silkie is between 5½ and 6 feet tall and weighs about 160 pounds in humanoid form. In seal form, a silkie is from 7 to 8 feet long and weighs around 500 pounds. Silkies speak Aquan, Common, Elven and Sylvan. [B]Combat[/B] Silkies fight with spells or weapons when in humanoid form and with spells or teeth in seal form. They usually start combat by casting spells, then melee or withdraw as the circumstances warrant. In half-elf form, silkies protect themselves with sharkskin leather armor and shields and fight with stone-bladed weapons, favoring spears, battle axes and warhammers. The stone from which their weapons are made is magically treated to be as tough as steel. In seal form silkies fight with spells or their teeth, they often try to capsize boats used by land-dwelling opponents. [B]Alternate Form (Su):[/B] A silkie can assume the form of a handsome half-elf or an unusually large seal. It must be wearing its Magic Skin (see below) to assume seal form. [B]Capsize Boat (Ex):[/B] Silkies in seal form can capsize boats up to 50 ft. in length. They must succeed at a Strength check against a DC of 15 plus the boat's length in feet to capsize it (e.g. a 30 ft. boat has a DC of 15+30 of 45 to capsize). Any unsecured occupants or cargo in a capsized boat ends up in the water. Groups of silkies use Aid Another actions on this Strength check to tip over boats too big for a single silkie. [B]Children of the Sea[/B][B] (Su):[/B] Once per day, a selkie can call forth a pod of 2d4+1 porpoises as a standard action. These marine mammal allies arrive in 2d6 rounds and aid the selkie for up to 1 hour. [B]Hold Breath (Ex):[/B] A silkie in seal form can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning. [B]Magic Sealskin (Su):[/B] All silkies possess an enchanted sealskin which allows them to assume seal form (see Alternate Form, above). Should another creature steal this skin, the silkie is unable to attack them unless the skin's thief attacks the silkie first (as per the affect of the [I]sanctuary[/I] spell). Furthermore, the silkie has a -4 penalty to resist all Charisma-based skills and saves against enchantment spells performed by the skin-thief. If a silkie's sealskin is destroyed, the silkie is able to create a new one by performing an hour-long ritual in the Land Below Waves with the assistance of a silkie with a magic sealskin. [B]Marine Mammal Empathy (Ex):[/B] A silkie can communicate with any marine mammal and has a +4 racial bonus on Charisma-based checks against seals and porpoises. [B]Spells:[/B] A silkie casts spells as a 6th level sorcerer. [I]Typical Spells Known (6/7/6/3, save DC 12 + spell level)[/I] [I][B]0[/B][/I]---[I]daze[/I], [I]detect magic[/I], [I]ghost sound[/I], [I]mending[/I], [I]prestidigitation, ray of frost,[/I] [I]read magic[/I]; [I][B]1st[/B][/I]---[I]charm person[/I], [I]magic missile[/I], [I]shield[/I], [I]unseen servant[/I] [I][B] 2nd[/B][/I]---[I]daze monster[/I], [I]gust of wind[/I] [I][B] 3rd[/B][/I]---[I]lightning bolt [/I] [/QUOTE]
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