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

Filby said:
Hm... I think I'd like to pick the wild halfling and the urd.

yep!

they do have some interesting flavor though. not *as* wild as the name implies, but definitely different than traditional halflings (although, oddly enough, not as different from the current "nomad" halflings).
 

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that said,

i can afford to drop the Dex a bit. i was probably basing it off the AC 7, and the "Missile use (+3 with bow or sling)" in the special attack line. what i probably didn't catch then, which i see now, is that they have an extra bonus with bows and slings (more than normal halflings), and not that they should have a rather high Dex. :)

also, to balance the ability scores better, they could use a drop in Cha as well. if i bring the Dex down to 14, and the Cha down to 8, their ability scores will be even with a normal halfling. (or, in the interest of keeping 3 odd-numbered ability scores as is often the case, i could make the Dex 13 and Cha 9).
 


OK, Dex 13 and Cha 9 it is. i'll work on this one today, so we can get it out of the way as quickly as possible. ;)

Let's break down the wild halfling. Some of this I did in my original conversion; some needs to be fixed.

"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 halflings 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 hide bonus is currently +4 in natural terrain (I did not include the size bonus originally). They get low-light vision to see like elves, and I may consider darkvision 60 ft (some 1E/2E halflings had infravision, but not all did), and like elves I gave them a +2 bonus to Listen, Search, and Spot. I also gave them the scent SQ. not sure what to do with that trap-setting thing (Survival bonus?).

"Most wild halflings 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."

So really, they are warriors like most humanoids, right?

"Forest children have the saving-throw bonuses that all halflings have, as well as their concealment, surprise, and quiet movement abilities."

Not quite sure what all of that pertains to.

"In addition, they are as good at tracking in the woods as rangers or elves are."

Thus, Track as a bonus feat.

"Conversely, forest children are nearly impossible to track if they know they are being followed."

Pass without trace?

"Dexterity and small size account for their AC, for they wear no armor."

Ah right, that is probably why I had the Dex so high. :)

"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)."

This could be useful. :)

"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)."

Maybe make them illiterate like barbarians. :)

"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."

So maybe a bonus to Slight of Hand in place of the usual bonus to Climb, Jump, and Move Silently (or in addition to it)?
 
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BOZ said:
"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 halflings 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 hide bonus is currently +4 in natural terrain (I did not include the size bonus originally). They get low-light vision to see like elves, and I may consider darkvision 60 ft (some 1E/2E halflings had infravision, but not all did), and like elves I gave them a +2 bonus to Listen, Search, and Spot. I also gave them the scent SQ. not sure what to do with that trap-setting thing (Survival bonus?).

I wouldn't give 'em darkvision. Give 'em a racial bonus on Craft (trapmaking) for the traps. (Kobolds have a +2 and it is their forte', so I wouldn't go any higher).

BOZ said:
"Most wild halflings 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."

So really, they are warriors like most humanoids, right?

Correct!

BOZ said:
"Forest children have the saving-throw bonuses that all halflings have, as well as their concealment, surprise, and quiet movement abilities."

Not quite sure what all of that pertains to.

Probably the +1 racial bonus on saves and the +2 racial bonus on Climb, Jump, and Move Silently checks of the PHB halfling.

BOZ said:
"In addition, they are as good at tracking in the woods as rangers or elves are."

Thus, Track as a bonus feat.

Perfect.

BOZ said:
"Conversely, forest children are nearly impossible to track if they know they are being followed."

Pass without trace?

Probably.

BOZ said:
"Dexterity and small size account for their AC, for they wear no armor."

Ah right, that is probably why I had the Dex so high. :)

I can see where you'd go there. ;)

BOZ said:
"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)."

This could be useful. :)

Yeah. Maybe speak with animals like the gnome?

BOZ said:
"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)."

Maybe make them illiterate like barbarians. :)

Borrowed from the neanderthal race in Frostburn...

Illiteracy: Neanderthals do not automatically know how to read and write. A neanderthal must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.

BOZ said:
"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."

So maybe a bonus to Slight of Hand in place of the usual bonus to Climb, Jump, and Move Silently (or in addition to it)?

I'd replace Climb and Jump with Sleight of Hand. Move Silently is a keeper (see above).
 

Wild Halfling Traits (Ex): These traits are in addition to the lightfoot halfling traits (see Player's Handbook p. 149), except where noted.

• Pass Without Trace (Ex): A wild halfling can move through any type of terrain - mud, snow, dust, and the like - and leave neither footprints nor scent. Tracking a wild halfling is impossible by nonmagical means.
• Scent special quality.
• Illiteracy: Wild halflings do not automatically know how to read and write. A wild halfling must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
• +2 racial bonus on Craft (trapmaking), Search, Sleight of Hand, Spot, and Survival checks. A wild halfling has a +4 bonus on Hide checks made in natural terrain.
• Track as a bonus feat.
• Wild halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb and Jump checks.
• Automatic Languages: Halfling. Bonus Languages: . In addition, a wild halfling can speak with small animals (a bird, squirrel, or the like). This ability is innate to wild halflings. See the speak with animals spell description.
• Favored Class: Ranger

The wild halfling warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 9.
 

You know, on second thought, I don't think they should get Track as a bonus feat. That just unnecessarily inflates their LA, when they get it anyway at 1st level of their favored class.
 

probably right, now that i changed their favored class to ranger. :) so the Survivial bonus is good enough for now? how are the rest of those traits?
 


not needed, if it is under the usual halfling traits.

well, nearly done, and as you can see not much was needed for these guys. :)

LA: +1 or +0?
 

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