Spelltide: Changing Seas

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Something went wrong long ago. The exact details are lost, and even the broader strokes are...
Wilmians
Question, though: for Wilmians, how 'mild' are we talking? Is it "still look normal human despite seaborne transformation"?
Wilmians have enlarged eyes, eight head tentacles, fused beaklike teeth, elongated limbs, lengthened fingers with webbing they can pull taut into fins, and at around their shins their legs open up into four bony tentacles each that they can walk on as claws, birdlike, and which can extend similar webbing as their hands to better swim through the water. Although they are only consciously able to use their innate shapeshifting to change the color and texture of their skin, they are saturated with the magics of the changing seas and can resist externally originated transformations with ease. Their language uses these abilities to convey nuance, and they are skilled at camouflage or disguise. Wilmians by Bailey Matutine
Adhoc vote count started by Bailey Matutine on Dec 30, 2018 at 4:30 PM, finished with 12 posts and 8 votes.

  • [X][RACE] Weaverling: Spiderlike folk with extra limbs, and a great familial loyalty to the ships they live upon.
    [X][CLASS] Armsman: Warriors who use the strength of their soul to transform objects into weapons.
    [X][TRAIT] On a quest to uncover the secrets of the past.
    [X][RACE] Wilmian: Amphibious folk who resist the transformations imposed by the changing seas with their own mild shapeshifting abilities.
    [X][CLASS] Armsman: Warriors who use the strength of their soul to transform objects into weapons.
    [X][TRAIT] Hired to defend an expedition into the heart of the continent.
    [X][RACE] Big Human: A fairly adaptable folk who can make themselves accustomed to any environment.
    [X][CLASS] Librarian: Scholars who use their diverse knowledge to enact mundane miracles.
    [X][TRAIT] On a quest to uncover the secrets of the past.
    [X][RACE] Wilmian: Amphibious folk who resist the transformations imposed by the changing seas with their own mild shapeshifting abilities.

    [X][CLASS] Armsman: Warriors who use the strength of their soul to transform objects into weapons.

    [X][TRAIT] On a quest to uncover the secrets of the past.
    [X][RACE] Wilmian: Amphibious folk who resist the transformations imposed by the changing seas with their own mild shapeshifting abilities.
    [X][CLASS] Armsman: Warriors who use the strength of their soul to transform objects into weapons.
    [X][TRAIT] On a quest to uncover the secrets of the past.
    [X][RACE] Weaverling: Spiderlike folk with extra limbs, and a great familial loyalty to the ships they live upon.
    [X][CLASS] Librarian: Scholars who use their diverse knowledge to enact mundane miracles.
    [X][TRAIT] On a quest to uncover the secrets of the past.
    [X][RACE] Wilmian: Amphibious folk who resist the transformations imposed by the changing seas with their own mild shapeshifting abilities.
    [X][CLASS] Shapehunter: Combatants who use their arcane presence to supplement their battle abilities.
    [X][TRAIT] On a quest to uncover the secrets of the past.
    [X][RACE] Big Human: A fairly adaptable folk who can make themselves accustomed to any environment.
    [X][CLASS] Shapehunter: Combatants who use their arcane presence to supplement their battle abilities.
    [X][TRAIT] Fleeing an unfortunate childhood in a land where none know you.

Adhoc vote count started by Bailey Matutine on Dec 30, 2018 at 4:30 PM, finished with 12 posts and 8 votes.

  • [X][RACE] Wilmian: Amphibious folk who resist the transformations imposed by the changing seas with their own mild shapeshifting abilities.
    [X][CLASS] Armsman: Warriors who use the strength of their soul to transform objects into weapons.
    [X][TRAIT] On a quest to uncover the secrets of the past.
    [X][RACE] Weaverling: Spiderlike folk with extra limbs, and a great familial loyalty to the ships they live upon.
    [X][RACE] Big Human: A fairly adaptable folk who can make themselves accustomed to any environment.
    [X][RACE] Wilmian: Amphibious folk who resist the transformations imposed by the changing seas with their own mild shapeshifting abilities.

    [X][CLASS] Armsman: Warriors who use the strength of their soul to transform objects into weapons.

    [X][TRAIT] On a quest to uncover the secrets of the past.
    [X][CLASS] Librarian: Scholars who use their diverse knowledge to enact mundane miracles.
    [X][CLASS] Shapehunter: Combatants who use their arcane presence to supplement their battle abilities.
    [X][TRAIT] Hired to defend an expedition into the heart of the continent.
    [X][TRAIT] Fleeing an unfortunate childhood in a land where none know you.
 
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Character Sheet
Name: (Bi)ru Rusha-(Gu)tha
Race: Wilmian
Class: Armsman
STR: 16 14 DEX: 16 18 CON: 14 INT: 14 WIS: 18 20 CHA: 12

Wilmian Physiology: Wilmians can swim in the water as fast as they can walk on land, and breathe equally well in either environ. Wilmian eyesight, adapted for underwater activity, has continued acuity even in low light conditions. However, Wilmians who spend too long on dry land without submerging themselves in water can find themselves succumbing to landsickness.
Wilmian Shapeshifting: Wilmians are saturated with transmutational energy, and thus have a chance of throwing off the effects of externally based magics that transform them. In particular, the waters of the changing seas can no longer transform them at all. Additionally, all Wilmians can use this energy for either disguise or camouflage.
Wilmian Upbringing: The Wilmian lifestyle grants a great deal of experience with outdoor skills, and exposure to a number of languages.
Unusual Exposure: Armsmen are familiar with a great number of weapons that most others might never use. They are proficient with all martial weapons and a growing pool of exotic weapons. You are familiar with the waveblade.
Combat Trance: For a limited amount of time, Armsmen may slip into a trance where their awareness of weaponry as a concept grows. While in this trance, they gain a bonus on some combat related checks as well as perception checks and certain appraise checks.
Combat Reflexes: With enough training, you can react to openings your enemies give you with enough speed that you can still react to the next opening.
Scholar of the Past: You make a study of ages long gone. You gain a +1 trait bonus on knowledge (history), linguistics, and knowledge (geography). In addition, you know one bonus ancient language.
Quartermaster: You know how to maintain a storeroom. You gain a +1 trait bonus on appraise and disable device checks, and on craft checks to maintain or repair existing objects.

EQUIPMENT: 1 Gold, 12 Silver, 4 Copper
Waveblade, Shark Leather Armor, Reinforced Shell Buckler, Explorer's Outfit
Masterwork Backpack, Waterproof Bedroll, Loose Robe, Slippers, Shovel
Waterproof Case, Journal, Book of Letters, Papers, Ink Bottles, Inkpen
 
Party Composition
Race: Weaverling
Weaverlings have four arms, four legs, and a layer of fluff over their bodies. They can craft a great many things out of their webs. The majority of weaverlings live on ships, taking the names of said ships as their family name.
Class: Librarian
Librarians are learned seekers of wisdom who use their collected knowledge to accomplish great feats. There are few tasks they can not bring their intellect to bear on. In particular, they are able to use what they know of various traditions of magic to craft scrolls.
Trait 1: Fresh Start
Something happened that you'd prefer to move on from.
Trait 2: Caregiver
You are skilled in anticipating and meeting the needs of others.
Race: Big Human
A people who are able to make themselves at home in any environment. Although not quite as lucky and nimble as their smaller cousins, the big human drive to adapt can give them an edge in suiting themselves to nearly any circumstances. There is a great camaraderie between the two human peoples, tracing back to the end of the magocracy.
Class: Shapehunter
Shapehunters are warriors with an arcane influence who use their mystic abilities to bolster their fighting skills. They have a variety of spells available to them useful in fields of conflict. In particular, they can change their very bodies, taking on more capable forms.
Trait 1: Mercenary
You're here to get paid, and to live to spend your coin.
Trait 2: Scholar
You have read up on various arcane mysteries.
Race: Small Human
A people who are able to make themselves at home in any environment. Although not quite as adaptable as their larger cousins, the luck and nimbleness of small humans can give them an edge in thriving under nearly any circumstances. There is a great camaraderie between the two human peoples, tracing back to the end of the magocracy.
Class: Speerscildan
Speerscildans are almost perfect bodyguards for the nobility through their divine abilities. By focusing on the ideals of safety and protection, they can call upon various spells that will keep those around them safe from threats both seen and unseen. In particular, they have a knack for unveiling hidden assailants.
Trait 1: Treasurehunter
You're keeping your eyes open for any opportunity that may come up.
Trait 2: Shopkeeper
You have a supply of additional goods to help you on your journey.
 
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