Wildwood Red in Tooth and Claw [OOC]

Ryfte, my first thought was to say no on the leaflings as they are not on the approved lists, but I like the flavor text a lot and it can lead directly into a plot hook I've been planning. So I will think about it and run it through the race cookbook calculator to get another thought on its LA.

A few first thoughts on them

Mechanically they have that +4 stat bonus at 0 ECL which is pretty strong but with the strength and con penalty it works out similar to the core orc which has three mental -2s.

The slender frame gives an extra attack bonus, AC bonus, and skill bonus that harmonize well with the strong +4 dex. This makes them tiny without the Tiny penalties?

I like the climb speed, I think it would be fun. The brachiation I think is a bit over the top though, monkeys and apes only have climb speeds equal to their land speed, not double.

Cold Iron vulnerability I might want to change to be the same vulnerability mechanic as the rest of the game has, an increase of 50% damage so as hits scale up in damage so does the impact of the vulnerability instead of a flat 1d6.

ECL 0 races in this game just means very high point buy, note the house rule allowing lower point buy for LA races.

Other fey type races from sources I have can be found in Mythic Races (including the high LA tiny Fairy), Children of the Fey, Little People, and Fairies. Arcana Unearthed also has Faen, a small race that with 3 racial levels can become tiny.

Also note the house rule that druids get one domain of known spells which could be summon animals for the summon nature spells and animal companion or another, you could even take healing and I'd be fine with a druid having that.
 

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Voadam said:
The slender frame gives an extra attack bonus, AC bonus, and skill bonus that harmonize well with the strong +4 dex. This makes them tiny without the Tiny penalties?

Nah, this is only for size modifiers or special size modifiers for opposed checks. It is for things like a Hide check (opposed check) or an Escape Artist check (flat DC to fit through a drainpipe). It wouldn't affect combat abilities at all. It would allow those skill bonuses for example as though they were tiny without giving them the negative modifiers such as a -8 grapple, 1/2 carrying capacity, etc. It is a slight but noticable advantage really. It's actually an official "feature" of the variant kobold from WotC called Slight Build. At least I don't think it includes anything like the combat mods... from the way I'm interpreting it.

Voadam said:
I like the climb speed, I think it would be fun. The brachiation I think is a bit over the top though, monkeys and apes only have climb speeds equal to their land speed, not double.

I was trying to incorporate a slight "magical-enhancement" perk somewhere in them that wasn't overkill and fit well with their feel. That meant keeping it in their environment and it just made sense to me for it to be faster movement as it wasn't related to height as much. Spider-monkeys despite their size are incredibly fast in trees and that's the image I had in mind but taken to a magical degree. The reason I figured it wouldn't be too unbalancing was the fact that it really only applied to a specific set of terrains thus limiting it's overall usefulness. Also... since most movement enhancers apply to land, swim or flight speeds there's no real concern about stacking issues. Most class movement bonuses only apply to land speeds as well, case in point being the scout. It doesn't add Fast Movement to all natural modes of movement, only "base land speed" identical to the monk. This may be a stretch but... have you seen the first Tarzan disney movie? That's exactly how I was picturing them moving through the trees, lol.

Hmmm... how about:

Arcane Brachiation: Leaflings have a metaphysical connection to forest and jungle vegetation, trees, vines, and other plants. As leaflings move through the branches and vines of trees the plants themselves bend and sway to help them with their movement. This coupled with their incredible agility allows them to move at a surprising rate through forests and jungles. They can move through light, medium and dense forest and jungle environments at their base land speed + 50% as long as they are at least 10 feet from the ground. This movement ignores any effects on movement due to terrain. Any inherent bonus granted to their land speed has an appropriate impact on their brachiation speed as well. This includes speed bonuses from class abilities which are constant.

That would put their move at 30', still faster than a standard small creature but the same speed as a medium creature on the ground. It enhances the basic brachiation feat by lowering the height requirement to 10' as well seeing as they are a small race. It also specifies that inherent and class bonus movement does impact their brachiation speed.

Would that work? It's less speed by default but it will scale up depending on class or inherent bonuses.

Voadam said:
Cold Iron vulnerability I might want to change to be the same vulnerability mechanic as the rest of the game has, an increase of 50% damage so as hits scale up in damage so does the impact of the vulnerability instead of a flat 1d6.

Doh! New something looked off about that! It should be +50% damage from cold iron, lol...

Voadam said:
ECL 0 races in this game just means very high point buy, note the house rule allowing lower point buy for LA races.

I'm not overly concerned about that... rather just trying to fine tune this race and "playtest" it. :D I'm assembling a source book to sell as a PDF and this is one of the races in it. The PDF is titled Diminutive Species and I'm just about done so I wanted to try this one out.

Voadam said:
Other fey type races from sources I have can be found in Mythic Races (including the high LA tiny Fairy), Children of the Fey, Little People, and Fairies. Arcana Unearthed also has Faen, a small race that with 3 racial levels can become tiny.

Only source I've got that matches is the Arcana Unearthed... and I would likely go that way if you don't allow leaflings.

Voadam said:
Also note the house rule that druids get one domain of known spells which could be summon animals for the summon nature spells and animal companion or another, you could even take healing and I'd be fine with a druid having that.

Yep, that is basically what I was thinking I'd do.

~ Ryfte
 

Arr, as far as role goes, I envision Inamar as being primary artillimage with some utility. Blasty spells will be supplementing warlock blast later on...

I'm planning on using a lot of force and non/elemental spells too. The "pure magic" route.
 

Ryfte, let's consider it a playtest then and go with it if we can work things out.

1 Slight Build. The WotC one says it is limited to opposed checks with a size modifier
Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character.

Yours says Size modifier or opposed checks.
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.

And size modifier affects AC and attacks.

Does size affect any skills beside hide?

2 All right, cold Iron at +50%. The more I think about it 1d6 flat can work too though, it would be like a reverse weapon energy enhancement (The race cookbook even has LA pricing measures for 1d6 vulnerability to metals including cold iron)

3 Brachiation, I can get behind supernatural faster speed or Tarzan style rapid quick tree surfing, but there are a couple issues I see.

Monks get an enhancement bonus to base movement (not an inherent one), Barbarian movement is just faster. Are you thinking Tarzan the barbarian goes quicker, but Shaolin leafling does not?

Longstrider affects base land speed but not other modes of movement like climbing, haste affects all modes of movement. Can druids enhance their brachiation?

50% means if land speed goes to 30' then brachiation goes to 45 whereas most speeds only go up by 10' increments (not really a problem just a difference).

Brachiation is like climb speed but without the land movement speed cap, the no running while climbing limitation, and climbing requires two free hands to move.

With the brachiation do you still want climb speed for up walls or do you just want them climbing trees and vines?

Do you want to specify the two hands required when brachiating? One hand so they can sling Jane over one shoulder?

Do you want it to be limited by encumbrance or armor?

Monkeys can climb 60' in a round. A commoner leafling can brachiate and run so either 120' for 30 base move or 160' in a round.

Would it work easier to just have a feature that allowed them to run while climbing in trees?

A 40' tree movement can certainly work, it would be similar to a 40' swim movement for effectiveness I was thinking, and supernatural quickling type tree magic is not unreasonable IMO.

4. Are they humanoid (halfling)s or fey with Halfling blood?

Its close on whether they are closer to LA+1 examples than LA 0. The special move, falling defense, and +4 dex puts them up there, though the -2 con and cold iron vulnerability are significant.
 

Crud...

I sent a detailed reply on this from home... and it doesn't appear to have worked... I'll repost a reply later today when I have time. :( grumble... grumble... I hate it when that happens... grumble grumble...

~ Ryfte
 

Leaflings

Okay...

Altered size to tiny (kept their speed at 20' though, monkeys as listed are tiny but have a land speed of 30' *shrug*), dropped the slight frame feature, dropped the climb speed (it was really only their for trees/vines/etc.), refined the arcane brachiation, added plant empathy, added a limited speak with plants ability (1/day for a minute), defined their type specifically.

I believe... as they are written they should be balanced now...

[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 except elves. 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. They tend to remain in trees whenever possible and a great number of them live out their lives without ever touching the ground!

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. Much smaller than typical halfling stock they range from 1' to no more than 1'6". They are amazingly slight as well and weigh between 1 and 6 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. The sun is important to leaflings as well and thus many leaflings honor sun dieties as well. They aren't missionaries and regardless of belief they remain neutral with regards to others beliefs having a "live and let live" type of culture.

Death: A somber event for leaflings, their passing is accompanied by a ritualistic event called the Great Bonding. The dead leafling is wrapped in the softest and most fragrant leaves available to the clan which are treated in a binding process before wrapping. Thus when the tiny body is wrapped the leaves remain. Every tree village of all leafling clans designates the oldest and grandest tree slightly less than half a days travel from the village as their tree of the dead. This can be any kind of tree initially and over time changes. The leafling elders gather around the uppermost trunk of the tree and the ritual of song is performed during which time the trunk opens, the leafling is placed within, and then the trunk closes again. [Not done with this yet]

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.
• Tiny; A leafling gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but they use much smaller weapons, they have a -8 modifier on Grapple checks and their lifting and carrying limits are half of those of a Medium character.
• Move 20': Despite being much smaller than their halfling stock leaflings are very quick for their size and move at the same speed as most small humanoids.
• Arcane Brachiation 40': Visitors to a clan are usually amazed at the incredible speed and grace displayed by these tiny beings 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. To those observing it often appears that the trees and other plants are bending and flexing to assist the leaflings. Leaflings have a supernatural connection with plant life and this coupled with their amazing agility and grace allows them unparalled movement through trees and other vegetation. Leaflings can use this movement to climb within vegetation as well. This ability is usable in light and denser environments. Spells which enhance or hinder a specific mode of movement can be altered to affect a leaflings speed and leafling rangers and druids often do so to reduce travel time between tree-clans. Leaflings can "run" while using this mode of movement but it must be in a straight line.
• Plant Empathy: The tiny leaflings have a bond with plants that is virtually identical to the normal Wild Empathy class ability of a druid of equivalent class level.
• Speak with Plants: Leaflings can speak with plants as the spell 1/day for up to 1 minute.
• 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.
• Type: Humanoid(halfling, fey) - Leaflings are treated as both halflings and fey for all purposes related to race, such as using magic items designed to work differently for these races or against them.
• 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]

New Feat:

Improved Leafling Brachiation
Description: A small number of leaflings, particularly those whom travel from clan to clan regularly, seem to possess an even greater agility amidst the trees and spin about and change direction in a blur as they move about.
Benefit: The run move may be used while brachiating in any path and can include any number of direction changes.
Normal: The run move may be used while brachiating in a straight line.
 
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I think I'm mostly OK with them. The major races are medium and small so tiny will hurt a little on looted weapons, but cold iron is fairly rare in the setting.

Brachiation, is it restricted to unarmored and unencumbered? Require two hands free? Can a leafling in full plate with two weapons out brachiate among the trees?

We'll work out those specifics but you can start to work up the gestalt character.
 

*nod* I think it's more balanced at Tiny than at Small with Slight Frame. Largely (heh) because you're going to get owned if you end up within melee-reach of a creature with Improved Grab.

Oh, and while I wouldn't ordinarily recommend such, it would be thematically appropriate to consider the Plant domain. Also, our Sorcerer already has Cure Light, so you might consider Goodberry instead.
 

Ack...

I had those specifics in my original post... about the encumbrance, armor and such...

Brachiation can only be done in light armor with a 0ACP while carrying no more than a light load with at least one hand free. As a tiny creature that's not a lot of weight, lol. "Here let me get that... button for you... ah, sorry... it's a bit heavy..." :o

What are you not okay with about them Voadam? ("mostly" suggesting there is some reservation) :heh:

Only having a single domain to pick makes it tough, lol. Taking the summon animal domain (that's a domain?) would be nice for the animal companion and of course summons... the healing domain and then of course the plant domain for thematic reason as well. Any feats that grant additional domain selections? ;)

~ Ryfte
 

Specifying light armor is plenty, specifying 0ACP is overkill. Not that any leafling will ever be wearing med/heavy armor with their dex scores anyway...

I believe he's created a new Animal Summoning domain; the concept being that you can trade your companion and spontaneous summoning abilities for a *different* clerical domain if you so choose. Probably not a good trade though. Animal Companion is worth at least a domain in and of itself, to say nothing of the Summon Nature's Ally series.

AFAIK, there are no pre-epic feats that grant extra domains, and only a small number of PrC's that do. And obviously those that do are going to be hard to qualify for as a Druid.
 

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