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

Ahh, but regular halfings have bonus to thrown weapons and slings. ;)

Scent is worth a +1 level adjustment. Nothing else begs for higher LA.
 

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Actually, I'm more of a Blues and Rams fan. (I know, pity me this year.) ;)

I'm happy for the Cards, though. It would be fun if they faced another squad of Sox this year.

Are these fellas ready for some Homebrewin'?
 


Should speed be 20 feet like other halflings?

Add the -4 size penalty to grapple.

Remove Track as bonus feat from feats line.

Change fighter to ranger on Org line. (???)
 



sounds fine.

took a good look at the flavor text and fixed a few minor items. this is the only thing that i want to fix up:

"The head of a Brambling tribe will always be a druidic wise-woman with a variety of special powers. She and her druid 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 bits on the druidic wise-women from the original text:

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.
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.
 

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