Wildwood Red in Tooth and Claw [OOC]


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Hmmm... musical players?

If there's a spot open still... I'd be interested in playing...

Any chance of using Tome of Battle stuff? I could PM what I was interested in... actually... I could PM the whole character, lol.
 

There is a spot open but Tome of Battle stuff is not being used in this game except that I will consider stuff that WotC has posted on the web.
 

Great!

Okay...

I'm flexible... what is the most "needed" for party completion sake? I'll be making a gestalt and don't mind playing anything really, lol.

The current list you have up is...

Pyrex: playing Weylan elan gestalt psychic warrior soulknife [active]:
I read Weylan as a melee focused character with a focus on psionics as a buff/damage enhancer for melee attacks with some mobility/stealth focus thrown in.

Voidrazor: playing NR4ZN Large warforged power armor adept [active]:
Hmmm... basically a literal tank? A tree trunk? Cool! ;)

Shayuri: playing Inamar human gestalt warlock sorcerer [active]:
Hmmm... harder to pin down... light blaster/utility arcane caster... leaning towards what?

Sooo...

How about a Rogue 1 / Psion 1 then or a simple Rogue 1 / Wizard 1? That would make the character more of a support/utility character for everyone as well... but that's fine with me, lol. I suppose a Rogue 1 / <anything> would be fine. Hmmm... you've eliminated any real reason for a rogue though... are scouts acceptable? They're in Complete Adventurer but the breakout is also at Crystal Keep. Scouts get trapfinding and skirmish as opposed to trapfinding and sneak attack but since all skills are class skills the rogue loses one of it's primary perks and scout is a better flavor for what I'm thinking...

I'll post a rough here and work on it. :D

Thanks Voadam,

~ Ryfte
 


Party needs are pretty open to anything you want to play, there are two melee characters and one who specializes in ranged attacks and healing.

Rogues still get more skill points than anybody else and the modified trapfinding for an auto roll is pretty nifty for an adventurer IMO.

Scouts I've never been able to wrap my mind around skirmish for missile fire. I keep picturing this target paralyzed and the scout being more effective if he runs around the guy in a circle firing arrows or whatnot and no reason besides that is what the mechanics say happens. I can easily picture getting momentum up for a melee hit but the skirmish mechanics have nothing to do with catching an opponent off guard or making him lose his dex which are explanations I've heard and could get behind if the mechanics meshed for that.

I'll have to think about how I want to handle skirmish, I might leave it as is because situations where skirmish are silly are pretty rare, limit skirmish to melee, or change the mechanics so it works against opponents denied their dex and allow scout movement attacks to be something that generally denies dex except against uncanny dodge.

What type of scout concept are you thinking of?
 

Well...

As far as healing goes it appears Voadam solved that by allowing any caster to pick up healing... however... look further down in this post...

I wanted to give this a try. It's a custom race based very loosely on the halfling race. It's focused on greater dexterity, climbing and movement within trees. It's slighter than the standard halfling and suffers from cold iron vulnerability as well. I believe it's balanced but of course it's not on the source list as I... made it up, lol.

[sblock=Leafling Race]
Base concept was in an E.W. published book, another concept I snatched off of a website but similar was the base I used for this and then basically re-wrote the whole thing anyways. ;)

History: Long ago in the distant past a whole shire of halfling folk sought refuge from encroaching orc bands during a time of war. They did not want to impose upon the elves in the forests and moved ever deeper into the forested lands. Into the "deep" forests and forgotten places they travelled, where forgotten magics still pooled and the fey had no fears and gathered to feast and play. The fey creatures fled at the approach of the many halfling families and watched them for days stretching into weeks of hardship for the halfling people. A number of the more humanoid fey with stronger memories and personalities soon took pity on the struggling halflings attempting to live within the forest. They had been very careful to tend the trees and plants in the area they had chosen to settle with the aid of a lone elvish druid, Ardanaliel Tualien, who had accompanied them. The fey, realizing that the halflings motives were peaceful and their respect and care for the land and it's natural flora and fauna moved the fey to make contact with the halflings. Ardanaliel was a great aid in this matter and the fey and halflings soon became allies and close friends. Many of the fey stayed within the halflings small villages and the bond between the natural world and the halflings grew. As time went on and generation after generation passed away and was replaced small changes began to take place in the halflings of the woods. Their features, bodies and very being of their race altered and changed. Their villages were slowly crafte high up in the trees, similar to many elvish communities but even higher, and their ability to move about within the upper ways became highly developed. They became thinner and even lighter than their ancestral halfling stock and even took on a small fragment of wild magic as well. Taking a new name for their people, Leaflings, they have broadened their areas populated and kept the deep forests safe from harm where fey of all kinds work and play together with the Leaflings.

Personality: The Leaflings are very sheltered and reclusive in their small tree villages having little contact with the other races. They typically remain in their deep forests and even then within a small area although some exceptions to this do occur. Many elvish races that live in heavily forested areas have regular contact with Leaflings and small trade agreements typically help both communities out. They are a shy race but when dealing with strangers once their intitial shyness is overcome they are an extremely social people. They are natural story tellers and love to sing, dance and in general perform.

Physical Description: Leaflings can vary in appearance quite a bit but one who is unfamiliar with them might think they are very small elvish children. Their features are much sharper than the standard halfling races and their ears are longer and come to a tapered point almost identical to an elvish ear. Their eyes are large and round, not almond shaped, appearing almost childlike regardless of their age as they are oversized for their small narrow faces. Noticeably shorter than typical halfling stock they range from just a bit over 2' to about 2'8". They are amazingly slight as well and weigh between 15 to 23 pounds. Their skin has an olive green cast to it and their body hair consists of their eyebrows, very thin and angular, and a luxurious head of hair, often kept no neater than a ragged wild tangle, ranges from a black to dark green or brown.

Relations: There is still a deep sense of loathing for the Orcs which forced them into the forest, and they will only deal with an orc if proven by actions and behaviour. In fact, if an orc wishes to deal with them they will be forced to earn the individual right from each village unit separately. The leaflings distrust of the orcish race is so complete and ingrained that despite the close knit racial ties the word of one village is not accepted by another with regards to any orc. The other humanoid races are all accepted although they get along better with elves than most. Perhaps surprisingly, gnomes are the second favored race for leaflings over their own distant halfling relatives. Dwarves are often confusing to the tree loving leaflings but they still prefer them to the medium and larger sized humanoids most of the time. Particular sub-races are of course less well thought of and these are typically those that have little or nothing to do with trees and forests.

Lands: Leaflings have scattered to the forests of many lands and the fraction of leaflings that ever settle outside of a forest is amazingly small. Even in the largest of cities it would be uncommon to find a leafling and even unliklier that they have a permanent residence there.

Religion: Leaflings venerate nature in all of its many forms. Nature related gods from any pantheon are suitable choices for a leafling. Their belief however is not one typically found in other races. They don't try to spread their beliefs and have a "live and let live" type of religious belief.

Language: Leaflings speak sylvan and elvish typically while those who are brighter than most often pick up common for trading purposes. Truly intelligent leaflings might pick up a smattering of gnomish or even halfling as well.

Names: Leafling names are typically simple and tied to the natural world. They have a "called" or birth name which is replaced within the first few years of their lives as their personality and physical characteristics develop. This replacement name is typically a combination of a partial descriptive word coupled with an object the individual most represents to their parents. This is typically shortened into a single syllable but ocassionally both words stuck together without any truncating at all. The birth parents of the child typically have a surname based on their position or occupation and a clan name is the last part of a typical leafling name and typically associated with a representative animal, plant or other type of natural creature or item of the local woods in a fashion similar to their given first names. An honorary prefix of elder and great elder is added to those recognized by a treevillage as a wise leafling and guardian and great guardian is representative of those with exceptional martial abilities and leadership. Gender makes no difference in leafling names and any name can apply to either sex.

Typical First Names: Strong + Arm (could become) Stam, Sarm, or Strongarm; Broad + Leaf (could become) Braf, Breaf, or Broadleaf; Dark + Sky (could become) Dary or Darksky, etc.
Typical Surnames: Fisher, Guardground, Treeguard, Woodmaster, etc.
Clan Names: Ironoak, Bear, Blackbear, Deer, Lightsky, Dragonfly, etc..

Adventurers: Despite their close ties to forests leaflings have inherited the wanderlust of their halfling relatives. This typically takes the form of travelling about to different clans in various forests and woodlands but there have been a few leaflings with even greater wanderlust than most. Even those who wander the outside lands typically do not settle in any one spot or city and often return to a leafclan for true rest. Any leafling is accepted at any clan as are any companion travellers sworn to honor the forest except for those of orcish ancestry or blood. The very leaves and branches of a leafling treevillage have a magically extended ability formed by any leafling member bonding with a hometree that causes them to curl and point towards any of orcish blood within 500' of a hometree.

Racial Traits
• -2 Str, +4 Dex, -2 Con; Leaflings are much less hardy than their distant halfling ancestors having lighter bones and bodies, but they are also even more dextrous and agile than those same ancestors.
• Small; A leafling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons, and their lifting and carrying limits are three-quarters of those of a Medium character.
• Slight Frame: Despite their actual size leaflings have very petite frames. This allows them to function as if they were one size category smaller in a number of ways. Whenever they are subject to a size modifier or an opposed check size modifier (such as Hide), they are treated as one size smaller if doing so would be an advantage for the player. Their space and reach remains the same but they are able to squeeze through smaller restrictive spaces as well as use weapons sized for a creature an additional size smaller without penalty. This racial trait stacks with the effects of any powers, abilities, and spells that change size category.
• Move 20': Leaflings move at the same speed by foot as their ancestors.
• Climb 20': Unlike standard halflings, leaflings gain a climb speed. This grants them a +8 racial bonus on Climb checks. They retain their Dexterity modifier (if any) to AC while climbing and opponents get no bonuses against them. Additionally, they can use the run action while climbing as long as it is in a straight line and can "take 10" on any climb checks. This is true of any creature with a climb speed unless noted otherwise.
• Brachiation 40': Visitors to a clan are usually amazed at the incredible speed and grace displayed by leaflings moving through their tree villages. Launching themselves from one branch to the next and throwing themselves off the end of a branch to grab onto a branch on another tree and continue on can be shocking to see at first. Leaflings gain the brachiation feat as a bonus racial feat. They can move through trees by swinging in a manner identical to that of monkeys and they do so at an amazing speed.
• Low-light Vision: Leaflings have amazing eyes and can see with very little light. Their over-large eyes catch every bit of available light and enable them to see twice the distance a human in dim lighting conditions can.
• +2 Spot and Listen checks. These bonuses are increased to +4 in woodland environments.
• Graceful Climbing and Leaping: Leaflings apply their Dexterity modifier to Climb and Jump checks and are considered medium creatures (6') for any jumping restrictions.
• Leaflings can redirect their momentum from a fall by spinning about projections (branches, ropes, poles, etc.) taking no damage from falling if they are within reach of any protruding usable object. This ability should be treated in a similar fashion to the slow fall ability that the monk class gains.
• Halfling Blood: Leaflings are treated as halflings for all purposes related to race, such as using magic items designed to work differently for halflings.
• Cold Iron Vulnerability: Leaflings have diverged from their stock species even farther than most understand. Direct contact with cold iron of any sort inflicts 1pt. of subdual damage to leaflings. Any cold iron weapon deals an additional 1d6 damage and damaged dealt by cold iron weapons doesn't heal normally and must be healed by magical or psionic means.
• Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnomish, Halfling, Dwarvish, Orcish.
• Favored Class: Ranger or Druid. Leaflings can follow a military path or a natural caster path and neither count when determining any experience point penalty.[/sblock]

I always envisioned the skirmish ability with any weapon a matter of getting a "better angle" on the enemy thus enabling a scout (or any other class with the ability) an "opening" in their enemies defense which exposes a weak spot, an opening in their armor (or hide), etc.

Regardless of if you're okay with the leafling race I could do either Scout 1 / Cleric of Obad Hai 1 or perhaps a Scout 1 / Druid 1 ... hmmm... that sounds kind of fun. How about that? A Scout 1 / Druid 1? Since we're using the spontaneous caster rules for druids I could build in just as much healing as a cleric would have too! :D

If the leafling is out then I'd be looking at any suitable ECL0 woodland/fey oriented race.

Edit: The character would be a scout/summoner/buffer/healer who remained at range whenever possible for skirmish use, avoiding personal melee.

~ Ryfte
 

Divine magic brings a lot to the table, not just restoring HP damage. ;)

Leafling looks close to balanced, but given the other benefits it's probably fair to have Slight Frame apply to combat maneuvers as well. Or possibly just give up and make them tiny. (*has visions of the brownies from Willow*)

There's a published ECL 0 fey race in Races of the Wild (killoran I think) that might fit your bill.
 

Divine magic:
True that it does bring more... of course you do need to remember that they're following the spontaneous caster rules of the sorcerer though as per the Unearthed Arcana. That means they lose a LOT of their flexibility! For example, a Druid or Cleric 1 will know 4 0th and 2 1st level spells. Voadam, are you allowing them to swap out spells in a similar fashion to sorcerers as well?

I originally had them as tiny... but most DMs balk at having ANY tiny races as PCs, lol. It does allow the character to use virtually any animal companion as a mount which could be fun and does certainly bring visions of the brownies from willow to mind, heh. :D

I'll wait for Voadam's feedback on it. ;)

I didn't see the races books from WotC in the approved sources. I'm not sure that they would really match what I was looking for but I'll certainly take a look at 'em. :D Thx for the suggestion Pyrex!

~ Ryfte
 

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