The Lilty & Selkie (D&D-Style)

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I just want to first note that the races I am presenting here are, in fact, the Lilty and Selkie from Square-Enix's Final Fantasy: Crystal Chronicles series of games. Although these are races based in another world/setting, the two races that follow below are my interpretation of lilties and selkies based in the general Dungeons & Dragons setting and are not, in fact, perfect to the description of lilties or selkies in Final Fantasy: Crystal Chronicles.

It should also be noted that while these two races needn't both be used together in a campaign, as the fluff was designed with this in mind, it is suggested that they be, for obvious reasons. If they are to be used together, one might further note that selkies generally despise lilties, and vice versa, for the Liltian Empire were the ones to drive the selkie from their lands in the first place.


Lilties

The lility are a venerable warrior race with much to compare to dwarves. Having at one time strove to build a colossal empire spanning the entire world, they were defeated by a union of dwarves, elves, and gnomes, whom are now the lilties' allies in war. They can be coarse and impulsive at times, but they also have a mutual understanding with elves when it comes plant life and nature. Lilty society is very military oriented, though it is also big on family values. Lilities are also known for their unique, flower-like appearance, which is likely the source of their name.

Lilty SoldierLilties

Personality: Lilties have much in common with dwarves in how they act and think, though they are still very much a race of their own (for instance, lilties predominantly look down upon spirits, ale, and alcohol in general, but that's not to say that most can't hold their own in a drinking contest if need rises). Many believe themselves superior to other races, and thus can be arrogant and pompous. And though they can be hotheaded, they are also confident and down-to-earth. Some lilty are even carefree, undaunted by the majority of their society.

Physical Description: Lilties stand about 3-½ to 4 feet tall, and, unlike their good friends the dwarves, are a moreover rounded people, with a bit of bulk at the base of the torso while the rest is fairly average for their size, aside from their odd, round heads; they weigh 75 to 150 pounds. Lilty men are slightly taller and a bit more broad than lilty women. Liltian skin tones are strange, for their almost flower-like appearance ranges from a pinkish-red to an orangish-yellow pigment all over their body, while their face retains a pale skin tone, and their eyes are dark blue to indigo. They posses no factual hair. Rather, plant-like leaves sprout from the top of their head which are slightly darker shades of their skin's pigments. Bulkier, almost thorn-like petals also grow from out around a lilty's neck, with a single, larger leaf growing down and out from the top of their spine. This leaf ranges in colour from green to yellow and red to blue. Since they are very military oriented, the common attire amongst lilties is either some form of knightly armor or simply styled linen clothing. Lilty are considered adults at age 35, and can live to be over 225 years old.

Relations: Lilty get along very well with dwarves, a little less with gnomes, well enough with humans and half-elves, and have a mutual understanding with elves in regards to most, if not all forms of plant life. Lilty find halfling's annoying and problematic and half-orcs to be untrustworthy. They are fair in respects to how they judge individuals of each race, even half-orcs, though they generally view their own race in much higher regards to all others.

Alignment: The lilty are a proud and righteous people, often taking part in conflict after conflict in order to better themselves and their allies. Lilty are almost always lawful, and tend to lean toward either neutral or good, though the odd evil lilty isn't as uncommon as one might expect. In fact, many of the lilty's greatest generals have been right dastardly fellows, however, they prefer to keep such individuals low in the ranks nowadays, if they can help it.

Lilty Lands: Lilties used to make their homes all over the world when they had sought to control the majority of it, though nowadays their larger cities are found either at the base or on the side of mountains, close to the entrances of various dwarven kingdoms, or on the warmer peaks. Lilty villages are also found close to forests, often neighbouring elven villages, or even deep below mountains, sharing small dwarven and gnomish lands alike.
Lilties in human lands are more often than not mercenaries, armoursmiths, or weaponsmiths. Liltian metalworkers are just about as good, if not equal to those found amongst dwarves, though don't tell that to a dwarf.

Religion: Most individual lilty tend to worship Moradin and other dwarven gods out of respect for their close dwarven allies, for whom they share many commonalities. However, those lilty whom live the strict and rigid life of a soldier often dedicate themselves to Saint Cuthbert in hopes that his divine wisdom and guidance might allow them to better met out retribution upon their enemies. So great is the Cudgel's influence amongst the liltian military, that many of its modern leaders are righteous champions of the renownedly combative deity. Still, others worship Obad-Hai out of respect for plant life and nature as a whole. They do not worship their own gods or pantheons for they are unsure as to whom created them, thus they take to deities that fit well with their race's values.

Language: Lilties speak Liltian, which uses a shorthand and slightly less stylized version of the dwarven script. Liltian is a straightforward and simple tongue, if not down right divest of the more complicated intricacies of most other languages. It is also harsh-sounding and gruff, and will commonly sound insulting even if when congratulating a person on a job well done. Poets and the like often deem it nigh impossible to write eloquent prose or songs using the language of the lilties for it is often both far too bland and rough-sounding to be used in such a manner.

Adventurers: A lilty adventurer is one of a kind. With their lust for battle and excitement, lilties are renowned for their ability to slay even the biggest of creatures and keep some part of them as trophies. Most liltian adventurers are those whom found a life of military servitude less than enjoyable, while some are simple traders of weapons and armours with competitive prices, besting most dwarven wares of equal quality in this regard. Which ever the case, lilty are usually the front-line defence and most eager to fight in any group of adventurers.

Lilty Racial Traits
  • +2 Constitution, -2 Wisdom: Lilties are a proud warrior race with infamously short tempers.

  • Small: As small creatures, lilties gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters. However, see the powerful build ability description below for more details.

  • Lilty base land speed is 20 feet. However, lilties can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

  • Low-light Vision: Lilties can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.

  • Powerful Build: The physical stature of a lilty lets him function in many ways as if he were one size category larger. Whenever a lilty is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the lilty is treated as one size larger if doing so is advantageous to him. A lilty is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A lilty can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.

  • Proficient with shortspear, longspear, lance, and halberd. All lilty are taught at a young age on how to wield their race's favoured weapons.

  • +2 racial bonus on Appraise and Craft checks that are related to metal items. Much like their dwarven allies, lilties are knowledgeable with items made of metal and mass produce such weapons for both their allies' use and their own military.

  • +2 racial bonus on all Knowledge checks related to war. Lilties are extremely competent in all types of warfare.

  • -2 racial penalty on Diplomacy checks. The Lilty have a long history of aggression, and while most lilties have put aside their empirical drive, all too few are capable of interacting with others on an equal level, most thinking themselves to be superior in at least one way or another.

  • Automatic Languages: Common and Liltian. Bonus Languages: Dwarven, Elven, Giant, Gnome, Goblin, and Undercommon. Smart lilties are familiar with the languages of their allies and enemies.

  • Favored Class: Fighter. A multiclass lilty's fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see Player's Handbook, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).

  • Variant Favored Class: Warblade.


Random Starting Ages
 Race    Adulthood   Simple   Moderate   Complex

 Lilty   35 years    +4d6     +5d6       +8d6

Aging Effects
 Race    Middle Age   Old         Venerable   Maximum Age

 Lilty   115 years    167 years   225 years   2d% years

Random Height and Weight
                 Base     Height     Base     Weight
 Race            Height   Modifier   Weight   Modifier

 Lilty, male     3'4"     2d4        85 lb.   x (2d4) lb.
 Lilty, female   3'2"     2d4        70 lb.   x (2d4) lb.

Selkies

The selkie are an independent and rugged people, often putting themselves first in regards to all others. Scorned by the common races for their capacity for thievery, selkies as a whole have made an ill name for themselves. Once a flourishing and far-spread semi-tribal race, they presently posses next to no lands of their own, living mostly within human settlements. And even then, what little of a society they can put claim to nowadays is oftentimes simply the basis for a city's thieves guild and/or other dubious sects.

Selkie VagabondSelkies

Personality: The majority of selkie are viewed as being narcissistic kleptomaniacs, and whether or not this is true, it is a subject of question that is all too often answered aggressively and with egoistical passion by the selkie people. Regardless, their notorious selfishness cannot be denied as many of them believe that all things in the world were originally theirs. And while many selkies share the guise of banditry, all too few seem to go against their race's thieving ways, these ill-numbered individuals rarely ever given the benefit of the doubt. Crude, uncultured, and superficial, the selkie are a trying and strenuous people to handle; a particularly rowdy selkie being something of which a meagre few ever attempt to cross twice.

Physical Description: Selkies stand roughly 4-½ to 5-½ feet tall and typically weigh around 95 to 190 pounds. They appear similar to humans, but often have thick hair in a range of colours from blond, silver, blue, or light purple, and are generally skinnier than most humans. The women also appear to be better endowed than their human counterparts. Selkies are generally thought to be quite pale despite their semi-tribal culture, although even a heavily tanned selkie can't be seen as all that rare. However, for a semi-tribal race, the fashion sense of the selkies can be considered far ahead of the curb in comparison to those of similar cultural backings. Still, like any good tribesmen, a normal selkie's attire consists largely of furs and other various animal pelts and leathers. However, selkies, true to their shallow proclivities, regularly decorate their furs with accessories and portions of tailored fabric, most of which are often stolen goods, in order to add a bit of flair or distinction. Selkie are considered adults at age 20, and can live to be over 85 years old.

Relations: Selkie often make good friends with halflings due to their equally mischievous nature, but even they are weary of the selkies' penchant for taking things that don't belong to them. To most of the other races, however, selkies are nothing more than a nuisance, and an ill-mannered and thieving one at that. Strangely enough, selkies often find themselves on tremendously bad terms with gnomes, at least more so than any of the other common races, as these subterranean folk are most adverse to and punishing of a selkie's thievery, sparing no leeway when it comes to such things. And so, aside from their halfling compatriots, humans are practically the only other race that don't outright discriminate against the selkie people, and, really, only because a good many of them are just so talented at concealing themselves among human societies.

Alignment: As a self-serving and covetous people, it's not too often that a lawful selkie finds its way in the world, subjugating the well-known chaotic tendencies of its kinsmen. The majority of selkie steer firmly toward a moreover neutral alignment, with good selkie being somewhat of a rarity for these tribesmen. Evil selkies, on the other hand, while not the majority, are the worst of their kind and are the ones that have stripped clean what little reputation their race might have once had.

Selkie Lands: Selkie possess little to no lands of their own, having lost all knowledge pertaining to the whereabouts of their ancestral homes many, many centuries ago. Said to have come from the sea, there is evidence that suggests that they were also far more culturally developed in the past than they are now. Generally rejected in all lands except human ones, and barred entirely from entering most gnomish cities, it is in human settlements that selkies can most often be found.
Selkie have little to no family ties, the word "family" itself in the Selkic scripture having been lost long ago. And while it is rare for one to maintain a permanent homestead, similar to the behaviour portrayed by halflings, unlike halflings, most selkie are opposed to moving from city to city or land to land, preferring, rather, to remain in one place without laying claim to any one, specific area. This is due to their selfish nature and outlook on things, as many of them believe that everything in the world once belonged to them, making it alright for them to live wherever they please.

Religion: Almost every selkie pays homage to Fharlanghn, the Dweller on the Horizon, relying on the luck, protection, and safe passage his worship is said to bring. However, the selkie people are also notorious for their worship of Olidammara, the Laughing Rogue, for whom many pray to in order to ask that they might not be caught in the act of their next thievish endeavour. It is thought by many scholars that the selkie were originally the children of Procan, the Storm Lord and god of the seas. Unfortunately, he is unbridled in his silence upon the matter, answering it for no one.

Language: Selkies speak Selkic, which uses the archaic and mostly lost Selkic script. Not that it matters, as even few amongst the selkie actually write using their own language and its often puzzling script. Most see it as being overly complicated and outdated, preferring, rather, to write using the Common script and tongue. Derived from the ancient selkie people thought to have come from the sea, Selkic is an eloquent language filled with many subtleties and nuances. So copious and easy flowing is the spoken language of the selkies that they will commonly slip small tricks into their wordplay while speaking it. Surprisingly, Selkic is often considered to be a very romantic language to those whom hear it but are not fluent.

Adventurers: Selkies often find their own path in life, though such a path is all too similar for many selkie. Selkie adventurers usually travel in order to see new sights, and to pilfer new and interesting goods. "Treasure hunters" they call themselves. Still, others rely  on their skills as natural born athletes or as genuine thieves in order to make their mark on the world or strike it rich. They seek opportunity wherever it is to be met, facing it head on. And while their selfish ways are commonly no different from any other selkie, a selkie adventurer is a most ofttimes trustworthy and lifelong friend, as many will covet the lives of their comrades as if they were valuable possessions. Literally.

Selkie Racial Traits
  • +2 Dexterity, -2 Charisma: Selkies are a fast and agile race, though their often selfish demeanour leaves little to be desired.

  • Medium: As Medium creatures, selkies have no special bonuses or penalties due to their size.

  • Selkie base land speed is 40 feet.

  • Weapon Familiarity: Selkies may treat rackets (see below) as simple weapons rather than martial weapons.

  • +2 racial bonus on Jump, Sleight of Hand, and Tumble checks. Selkies are an athletic race, and no matter how hard they might try, can never fully turn from their thieving ways, which is not to say that many of them try, anyhow.

  • +1 racial bonus on Reflex saving throws. Selkies are prompt and swift to react, making them exceedingly good at dodging dangerous traps and spell effects.

  • +1 racial bonus on attack rolls with rackets and slings. Like their halfling friends, selkies all too often find a universal sport in the smacking around and slinging of stones of all sorts.

  • Automatic Languages: Common and Selkic. Bonus Languages: Goblin, Halfling, Orc, Selkic Sign Language, and Undercommon.

  • Favored Class: Rogue. A multiclass selkie's rogue class does not count when determining whether she suffers an XP penalty for multiclassing (see Player's Handbook, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).


Random Starting Ages
 Race     Adulthood   Simple   Moderate   Complex

 Selkie   20 years    +1d6     +2d6       +3d6

Aging Effects
 Race     Middle Age   Old        Venerable   Maximum Age

 Selkie   42 years     65 years   85 years    +3d20 years

Random Height and Weight
                  Base     Height     Base     Weight
 Race             Height   Modifier   Weight   Modifier

 Selkie, male     4'5"     2d8        95 lb.   x (1d6) lb.
 Selkie, female   4'5"     2d8        90 lb.   x (1d6) lb.

New Weapons
                                Damage            Range
Martial Weapons           Cost  (M)     Critical  Increment  Weight  Type

Ranged Weapons
  Racket                  2 gp  1d6     x2        50 ft.     3 lb.   Bludgeoning
    Bullets, racket (10)  1 sp  —       —         —          5 lb.   —

Bullets, Racket: Racket bullets are lead spheres, much heavier than stones of equal size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Racket: A racket resembles a rather large wooden spoon with a thin but durable animal hide leather canvas stretched taut over the shallow cavity of its circular frame, creating an almost drum-like surface. A racket is wielded in one hand and is used to belt lead bullets which are tossed into the air in front of you using your free hand, meaning you'll need at least two hands to use a racket, regardless of its size. You can't use a racket while mounted. Similar to thrown weapons, the process of belting lead bullets allows you to add your Strength bonus to damage while using a racket.
They're both cute, although the lilty's gluteus maximus muscle is a bit large for my taste.
Nice races you've got there Stado. While I would have put a +1 LA for the Lilties, the fact that they're small-sized pretty much balance it. However, if they are as aggressive as you say, why not put a -2 penalty Charisma. With this you could take out the penalty to Diplomacy, and sort of apply it to all Charisma-related checks.

The Selkies are well balanced, but my concerns are about the racket. How about "downgrading" it to a martial weapon and have its range increment increased to 50 ft ? With these, you'll now have an upgraded sling, right between the normal sling (simple, 1d4) and the dire sling (exotic, 1d8, found in Races of the Wild).
Love it. I myself am a great fan of Crystal Chronicles, and I must say you've done a pretty good job. One thing though, could you put in their type and subtype? I assume both to be humanoid, but can only guess at their subtypes. Selkies could have the human, or perhaps elf subtype, but I don't think Lilties are close enough to any DnD race to have their subtype, so I think they'd get (liltie/lilty) as a subtype.
They're both cute, although the lilty's gluteus maximus muscle is a bit large for my taste.

lol, that's actually one of my favourite parts of the lilty. Their big butts coupled with their flower-like appearance certainly makes them "unique", to say the least. Definitely my favourite of the two races.

Nice races you've got there Stado. While I would have put a +1 LA for the Lilties, the fact that they're small-sized pretty much balance it. However, if they are as aggressive as you say, why not put a -2 penalty Charisma. With this you could take out the penalty to Diplomacy, and sort of apply it to all Charisma-related checks.

The Selkies are well balanced, but my concerns are about the racket. How about "downgrading" it to a martial weapon and have its range increment increased to 50 ft ? With these, you'll now have an upgraded sling, right between the normal sling (simple, 1d4) and the dire sling (exotic, 1d8, found in Races of the Wild).

Well, it's not that lilty are uncharismatic. No, far from it. It's just that, due to their superiority complex and past aggressions, it's a bit difficult for them to be diplomatic, even with each other.

In regards to the racket, that's actually what I had to begin with, but I felt it might somehow be too much. I actually too feel it's a bit weak, so it's probably prudent that I up the range by 10 ft. (to match the sling) and make them martial weapons, instead. Thanks for the comments and advice.

Love it. I myself am a great fan of Crystal Chronicles, and I must say you've done a pretty good job. One thing though, could you put in their type and subtype? I assume both to be humanoid, but can only guess at their subtypes. Selkies could have the human, or perhaps elf subtype, but I don't think Lilties are close enough to any DnD race to have their subtype, so I think they'd get (liltie/lilty) as a subtype.

Thanks, I too am fond of the game, which is why I was prompted to stat these two races out.

And yes, they're obviously both humanoid, though I doubt they'd have a subtype akin to any of the current races. Selkies, while they appear to be human in many ways, are not. Nor are they elves. Their supposed subtype for the purpose of a ranger's Favored Enemy ability and similar effects would likely be Humanoid (selk). Lilties, on the other hand, would likely be Humanoid (lilty), or perhaps even Humanoid (plant).
I find bother to be pretty cool (I always liked playing the lilties when I played that game)

any chances that you would do the yukes?
any chances that you would do the yukes?

You'd think that'd be an obvious conclusion, but, while playing through FF:CC, I never really paid much attention to the Yukes and their culture, even though my character was a yuke itself. They were actually my least favourite race fluff-wise, even more so than the Clavats. Quite simply, I don't think I know enough about them (does anyone?) to do them justice.

There's also the problem of their actual racial traits. Most people would probably consider them overpowered for a LA +0 race, because their portrayal in the game warrants them, at least, a +2 bonus to both Intelligence and Wisdom. Of course, it would also probably be balanced out by a -2 penalty to both Strength and Constitution, but too many people feel that mental ability bonuses are "worth" more than an equal physical ability penalty. Plus, there's also the fact that yukes are more akin to living constructs (Warforged) than humanoids, having ritually given up their bodies in the search for greater magical prowess.

Mind you, I guess I could always try and see what people think, but quite frankly, my interest in doing so is less than terrific.
lol, that's actually one of my favourite parts of the lilty. Their big butts coupled with their flower-like appearance certainly makes them "unique", to say the least. Definitely my favourite of the two races.

They're cute little buggers...I'd have to go with them too.
Let's give this a bump, shall we?
Bonus points for the selkie female dressing like a street-walker. Of course, the stats alone are good enough to get one's attention, being somewhere between a halfling and an elf in the roles it would be suited for. A medium creature with a Dex bonus (and no tacked on Con penalty, as if being lithe means being frail) is an excellent touch. That racket, likewise, is very interesting. Does the ammunition take on the enchantments of the racket like a bow and its arrows?
Bonus points for the selkie female dressing like a street-walker.

Well, they're certainly "showy", which only keeps in line with the selkie's shallow tendencies.

Of course, the stats alone are good enough to get one's attention, being somewhere between a halfling and an elf in the roles it would be suited for. A medium creature with a Dex bonus (and no tacked on Con penalty, as if being lithe means being frail) is an excellent touch.

Indeed. While certainly a race with an obvious niche both mechanically speaking and fluff-wise, I feel I've done a fair job in balancing the selkies to the core races, with halflings only being the most obvious point of comparison.

That racket, likewise, is very interesting. Does the ammunition take on the enchantments of the racket like a bow and its arrows?

But of course. Think of it as the martial sling, if you will, only, when in the hands of a selkie, it too is considered a moreover simple weapon.
Well, in the very near future, we are going to start up a new campaign, and I have decided to put in Lilties and Selkies as playable races (prolly since I've been playing a lot of FFCC lately :P), but no Yukes. Instead, we've got another mage-y bird-like custom race to cover that, namely the Chozo, made by another member of this board. I dunno if I'll put in other FFCC elements, though, but Lilties and Selkies will certainly be in it. ;) I'll probably tweak the rackets a bit, though, or add a different kind of racket used for melee.
Glad someone other than myself got some use out of this, M-bark. Also, on the note of altering the racket, since I myself already house rule that slings can be used in melee at no penalty (instead of tossing the rock/bullet, you swing the loaded sling around and smack your enemies in the face with it), I would likely do the same for the racket. I mean, that makes even more sense since it basically acts as a wooden club.