D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project


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excellent! :D

Halfling, Wild
Small Humanoid (Halfling)
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 13 (+1 size, +2 Dex)
Attacks: Halfspear +3 melee; or shortbow +4 ranged
Damage: Halfspear 1d6; or shortbow 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Halfling traits
Special Qualities: Halfling traits, low-light vision, scent
Saves: Fort +3 Ref +3 Will +1
Abilities: Str 10 Dex 15 Con 11 Int 10 Wis 10 Cha 10
Skills: Climb +2, Craft (trapmaking) +1, Hide +3, Move Silently +3, Pick Pocket +3
Feats: Track, Weapon Focus (halfspear)

Climate: Temperate forest and hills
Organization: Company (3-6), squad (7-30, plus 1 3rd-level fighter per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1-2 3rd-level druids, plus 1 6th-level druidess)
Challenge Rating: 1/2
Treasure: No coins, 50% goods, 100% items
Alignment: Usually neutral good
Advancement: By character class

Wild halflings, also known as Bramblings, are primitive humanoids that lack a civilized lifestyle. These shy, isolated halflings live secluded lives in deep woods, often in bramble-covered mounds. They fear all "Big Peoples" and are shy of all non-forest dwellers. Likewise, these so-called "forest children" exist only as fireside tales as far as most other humanoids are concerned. Travelers sometimes believe them to be spirits of dead children who were lost in the woods, thus the popular nickname for these small folk. These halflings are playful hunter-gatherers, living off the bounty of the wild woods rather than practicing agriculture. They have no metalworking skill, but are exceptional weavers.

Wild halflings are short even by halfling standards, but have developed senses much sharper than their civilized cousins. They are almost undetectable in natural surroundings, where they hunt for food by utilizing snares and traps. Forest children are as capable at tracking in the woods as rangers or elves. As such, wild halflings are nearly impossible to track if they are aware of being followed.

Brambling clothing is typically buckskin, some furs, and some woven fabric. They gather many fibers, including wild sheep's wool, vegetable matter for dyes, spider silk, and sometimes even their own hair.

Bramblings speak a dialect of Halfling that is ancient and somewhat crude with no written form, and is largely unintelligible to other halflings. Forest children live about 120 years on average.

Most wild halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Tribal leaders are female druids of 4th-6th level, who usually have one or two druid assistants of 1st-3rd level.

COMBAT
Wild halflings usually run away when threatened, but are fierce combatants if cornered. They will cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically may also carry a short bow, sling, dagger, club, net, or spear.

Skills: Wild halflings receive a +4 racial bonus to Hide checks in woodland settings. Their acute senses provide them with a +2 bonus to Search, Spot, and Listen checks. Like all halflings, they are agile and receive a +2 racial bonus to Climb, Jump, and Move Silently checks.

Feats: Wild halflings receive Track as a bonus feat.

WILD HALFLING SOCIETY
Wild halflings, like their more civilized relatives, are a nomadic people. They settle down in winter, but rarely stay in the same lair more than one winter in a row, if they can help it. In summer, the whole tribe migrates from one place to another. They adopt a leader for traveling, who may be of either sex. In the winter they find a hidden communal lair, usually in a copse of trees with a pool or stream nearby. They make their homes in briar-covered mounds in the sides of hills, though some groups prefer to live in the trees. Such wild halflings construct wooden tree houses, disguised with branches and leaves. Those wild halflings that choose not to migrate with the rest of the tribe often live permanently in these wooden constructs. They remain active even in winter, loving to play in the snow. They are usually knowledgeable of every plant or living creature nearby to their lairs.

The head of a Brambling tribe will always be a druidic wise-woman with a variety of special powers. She and her assistants are expert weavers, and weave all of the tribe's clothing, nets, bowstrings, and ropes for snares. A cloak made by the wise woman is usually given to one of the leaders, and has all the powers of a cloak of protection +1. The wise women are also master herbalists, teaching all wild halfling druids to make alchemical potions. The potions discovered by Brambling wise-women includes: a tonic that relieves exhaustion, a purgative that reduces the effects of deadly poisons, an antidote that neutralizes poison, a restorative that cures all magical confusion and mental handicaps, a sedative that causes the imbiber to sleep and regain health, and a nectar that sends the imbiber into a deep trance which supposedly grants insight.

The Bramblings have no domesticated hunting animals, but befriend songbirds, squirrels, and other such forest creatures living nearby, who in turn act as guards for the halflings, sounding an alarm if trouble threatens. Wild halflings are naturally very good at imitating birdcalls and other animal sounds, and use this ability for secret communication. They can call any friendly bird, squirrel, or other small animal within the vicinity to convey simple messages to another Brambling. Despite their intelligence, wild halflings are unable to grasp much knowledge other humanoids take for granted and often appear a trifle backward and simple, though beautiful and innocent in their pastoral setting.

Bramblings are curious folk and borrow items to see what they are, later returning them to their original locations, having mysteriously reappeared. They are friendly and have been known to aid injured travelers and hunters in very small groups.

Wild halflings are quite fond of song and poetry, keeping small skin drums and reed pipes, and an occasional primitive harp or ram's horn handy. They also enjoy playing practical jokes. Wild halflings are very adept at crafts such as woodcarving and basket weaving, although their sense of art and craftsmanship is rather crude.

WILD HALFLING CHARACTERS
A wild halfling's favored class is druid. Halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues or rangers.

Originally found in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Arthur Collins)
 

and here are the original stats and description:

HALFLINGS, Wild
Created by: Arthur Collins

FREQUENCY: Very rare
NO. APPEARING: 3-30
ARMOR CLASS: 7
MOVE: 9?
HIT DICE: 1-1 (2-5 hp)
% IN LAIR: 20%
TREASURE TYPE: See below
NO. OF ATTACKS: 1 weapon
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Missile use (+3 with bow or sling); possible spell use
SPECIAL DEFENSES: Save at 4 levels higher; possible spell use
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
ALIGNMENT: Neutral good
SIZE: S (3? tall)
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil
LEVEL/XP: III/18 + 1/hp and up

Known mostly only as a fireside tale, the so-called ?forest children? are in fact wild halflings: descendants of primitive halflings that never adopted the settled life typified by their civilized halfling cousins. Wild halflings constitute a fourth gene pool alongside the Tallfellows, Stouts, and Hairfeet. Known also as ?Bramblings? (because they sometimes live in bramble-covered mounds), the wild halflings live in secluded deep woods and are very shy of contact with nonforest dwellers. They especially fear ?Big Peoples? (humans, demi-humans, and humanoids). They are playful hunter-gathers, living off the bounty of the free forest. Wild halflings practice virtually no agriculture and have no metal-working talents or other such abilities (they are great weavers, however). Some travelers believe the forest children are the spirits of dead children who were lost in the woods, hence the popular name of these beings.
Wild halflings are small even for halflings, but their senses are even sharper than those of their civilized cousins. Forest children can remain perfectly quiet and still, being nearly invisible in natural surroundings, and can hear and see as well as elves. Their infravision is superior for halflings (extending to a 60? range), and their sense of smell is keen enough to identify most creatures at 120? when the wind blows in their favor. Wild halfings are limited to the 3rd level of fighting ability; they make up for this deficiency by utilizing their skills to set snares and traps (which is one of their preferred modes of hunting). The Brambling language has the same relationship to other halfling languages that Gothic has to modern English and German; it is a sister language, frozen in its ancient form, and is consequently, all but totally unintelligible to speakers of other halfling languages.
Most wild halfings are equivalent to 1st-level fighters, though few have more than 8 hp. One wild halfling in six has above-average fighting ability (2nd level). If more than 12 are encountered, a 3rd-level fighter is found among the group. These leaders wear ring mail armor or its equivalent.
Brambling lairs are usually located in a copse of trees with a pool or stream nearby. Their homes are usually briar-covered mounds in the sides of hills, although some groups prefer to live in the trees. In this latter habitat, the wild halflings construct independent structures similar to tree houses, which they disguise with branches and leaves. In their hidden communal lairs are found 2-12 additional forest children, including appropriate leaders and 3-12 young. Forest children rarely stay in the same lair two winters in a row, if they can help it. In summer, wild halflings are very nomadic. During this season, the whole tribe wanders from place to place. Males and females are met in equal numbers, and leaders are equally likely to be of either sex. Those wild halflings that do remain in one location often live in the wooden constructs amongst the trees as mentioned earlier.
Also in the communal lair is a wise-woman, who is the head of the tribe, and from whom the other leaders take direction. She is a 4th- to 6th-level druid of Sheela Peryroyl, with a variety of special powers. The wisewoman has 0-2 assistants of 1st- to 3rd-level druidic ability. The wild halflings have never domesticated any hunting animals, but songbirds, squirrels, and other such forest creatures living nearby are treated as friends and act as guards for the wild halflings?s lair, sounding a general alarm if trouble threatens.
Forest children have the saving-throw bonuses that all halflings have, as well as their concealment, surprise, and quiet movement abilities. In addition, they are as good at tracking in the woods as rangers or elves are. Conversely, forest children are nearly impossible to track if they know they are being followed. Dexterity and small size account for their AC, for they wear no armor. Brambling clothing is typically buckskin, some furs, and some woven fabric. The wild halflings gather many fibers: wild sheep?s wool, certain vegetable matter, spider silk, and their own hair. With these, they weave nets and cloaks, twist bowstrings, and make rope for snares. All of this weaving is done by the wisewoman and her assistants. A cloak made by the wisewoman is usually found on a leader-type (1-5 on 1d6). This cloak acts as a cloak of protection +1.
Wild halflings typically carry the following weapons:
Short bow 20%
Sling 10%
Flint dagger 10%
Club and net 10%
Spear 10%
If threatened, the wild halflings usually run away, but they are fierce in combat if cornered. If they must fight, males and females alike cast stones, wield stout sticks, or do whatever they can to protect themselves.
All wild halflings are very good at imitating bird calls and the like, and they use this ability to communicate without being discovered. They can summon any friendly bird, squirrel, or other small animal within the vicinity and use them as ?messengers? to convey simple messages, such as a request for another Bramling?s presence and so on (bird song and squirrel chatter are not very articulate languages). Wild halfling have no written form of their language, and speak no other language (leaders, however, might know 0-2 other languages of woodland folk; the wisewoman also knows one additional language per level. Pick all such languages from the druidic language choices). Despite their basically good intelligence, wild halflings are unable to grasp much of the normal knowledge their civilized cousins take for granted. As a result, wild halflings appear beautiful and innocent in their pastoral setting, but a trifle backward and simple (which may cause some underestimation of their abilities).
All wild halflings have thieving abilities commensurate with their level. They are curious folk and sometimes borrow things to see what they are. Later, the items are found in their original locations, having ?mysteriously? reappeared. Wild halflings have been known to aid injured travelers and hunters if there are only one or two victims. The wisewomen are master herbalists, and all such wild halfling druids learn to make the following potions:
First level: Tonic. This potion has the same effect as a dispel exhaustion spell cast by a 1st-level illusionist.
Second level: Purgative. This potion reduces the effects of deadly poisons to 2-16 hp damage, rather than allowing death to result (if taken within 10 minutes of swallowing the poison). Otherwise, the potion reduces the effects of nondeadly poisons by half. It can also be used in a poultice for drawing out insinuative poisons.
Third level: Antidote. This potion has the same effect as the druidic spell, neutralize poison.
Fourth level: Restorative. This spell cures all confusion and other such mental handicaps, whether caused by spells, magical items, or spell-like abilities.
Fifth level: Sedative. This potion causes the imbiber to sleep for 7-12 hours, gaining back 2 hp per hour of sleep.
Sixth level: Nectar. This potion sends the imbiber into a deep trance, wherein the entranced recipient is aware of all living things around him. It is equivalent to a commune with nature spell, lasting for 3-8 turns and allowing one fact to be gleaned per turn. After communicating the knowledge gained to anyone who might be on hand to hear it, the imbiber sleeps for 3-12 hours.
A lair contains 1-4 bottles of each potion the wisewoman is capable of making. These potions and their protective cloaks are about the only treasure wild halflings have, since money is unknown to them. There is a 20% chance of finding 1-8 pretty stones as personal ornaments among the wild halflings? belongings (maximum value: base 50 gp). Wild halflings are very fond of singing and poetry, and enjoy playing practical jokes (as do all halflings). Found among their personal belongings are small skin drums and reed pipes, and an occasional primitive harp or ram?s horn. Wild halfling are very adept at woodcarving and basketry, although their skills of pictorial representation are rather crude. In the fall, they secure their winter lair and gather food for the coming freeze. Wild halflings are nevertheless active even in winter, for they love to play in the snow. Forest children live about 120 years on average. Wild halfling are keenly aware of their surroundings and are usually knowledgeable of every plant or living creature within a day?s walk of their lairs.
 


not too enthused about these guys eh? :p i promise to try to breeze through them once we get the vagabond and Ma Yuan done.
 

See here for the reason. ;)

We should probably start with standard halfling traits and make any necessary changes:

Halfling Traits (Ex): Halflings possess the following racial traits.

+2 Dexterity, –2 Strength.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A halfling’s base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
Favored Class: Rogue.

Druid definitely makes sense as favored class.

It looks like they have a Con penalty (1-1 HD), and an Intelligence bonus (average to very),
so maybe for ability modifiers: Str -2, Dex +2, Con -2, Int +2, Wis +2?
 


I don't really blame Shade's reasoning. We got wild elves, wild dwarves, and of course cavemen and the like fit the role of "wild humans", do we really need wild halfings?

And besides, we really don't need to do anything with these guys except tweak the standard halfling anyway. This should be a quick conversion. :)

Only browsed though the origianl description quickly, but if they're so good at hiding in the woods, how about giving them ranger as favored class with druid leaders?
 

I don't mean to kill this conversion or give it any less effort that any of the others we've done. It just didn't capture my attention as quickly as some of the others. Besides, these threads are all about requests, so if someone wanted it, more power to 'em. :)

I agree that ranger would work just as well druid for favored class.
 

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