Noble Wild Game: Anyone Interested?


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Shadow Lodge

Link to the Noble Wild.

I was wondering if anyone would be interested in this type of game. I really have very little idea how to run such a game, but I enjoyed reading the book and was thinking about starting a freeform/rules-light game.

If someone who would like to DM shows up though..

The style of freeform/rules-light I've had the best experience with is a sort of "sandbox" style where everyone playing takes turns being the DM. Realms of Agartha is a game I played in that does this, and the game was really fun to be a part of.

EDIT: I think I should mention that you don't need the Noble Wild book/pdf to play in the freeform/rules-light version of the game.


I'm most likely in for a rules light/freeform version. Not sure if I even could do a regular game with this since I don't have access to the book. But it sounds like it could be fun.....can I play a cat? :)

Shadow Lodge

Of course! I don't have the book with me, but I know there are at least 60-70 different animals to choose from. I'll post the way the classes were changed to better fit animals in a couple hours. It's not much more than switching out skills.

Mouse is an option, for example, that I enjoyed making a blast sorcerer out of. Also: Melee type mice.


This might be interesting...I will pick up the PDF and check it out later this evening.

I would be willing to take a shot at DMing this as well...

Shadow Lodge

Checking your profile I remember why you seemd so familiar! Can't believe I forgot actually, since I'm playing in a game with you...

If you would like an idea, The War of Beast and Birds might interest you or inspire.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

I'd be interested though I don't have the book. With a bit of help I bet I could make a character.

Shadow Lodge

o.0

I see the prisoner's vacation time is over...

I will help anyone who wants/needs it!

dragonborn3@yahoo.com

EDIT: Lynora, check your email.


Ok I have purchased the PDF and am currently perusing it. So far, there are some things I like in it, and I think this would be a cool setting.

I will post more on this as I read the PDF. If you have any questions, just let me know.

Shadow Lodge

Here is an example I made to show what a 1st level Noble Animal character would look like.

Charon Skyhunter
Noble Bat, Male

Ranger Lv1
Hit Dice: 1d10+1+1
Hit Points: 12

Fur: Gray Eyes: Black Wings: Gray(not as dark as his fur)
Alignment: Chaotic Neutral
Serve or Challenge Humanoids: Serve(Lip service, doesn't care one way or the other)
Languages: High Fauna(Noble Animal Common), Bat

Saving Throws:
Fort: +3 =2(Class)+1(Con)
Ref: +7 =2(Class)+5(Dex)
Will: +1 =0(Class)+1(Wis)

Offense/Defense Stats:
BAB: +1 CMB: +6 CMD: 10
Size: Diminutive
Armor Class: 19 =10(Base)+5(Dex)+4(Size)
Touch: 15 Flat-Footed: 14
Base Speed: 5ft, fly 40ft(good)

Ability Scores:

Str 1 Dex 20(16+4) Con 12(14-2)
Int 12 Wis 12(8+4) Cha 8(10-2)

Bite(1, x2, BPS) +10(+1 BAB, +4 Size, +5 Dex) Damage is not modified by Strength(Bat Trait)

Skills:

Craft is not a Class Skill
Knowledge(Geography): +5 =1(Int)+1(Rank)+3(Class)
Knowledge(Nature): +5 =1(Int)+1(Rank)+3(Class)
Perception: +9 =1(Wis)+1(Rank)+3(Class)+4(Racial, Negated if Blindsense is negated)
Stealth: +21 =5(Dex)+1(Rank)+3(Class)+12(Size)
Acrobatics: +6 =5(Dex)+1(Rank)
Fly: +16 =5(Dex)+1(Rank)+6(Size)+4(Fly Speed)
Survival: +5 =1(Wis)+1(Rank)+3(Class)

Feats:

Lv1: Blind Fight
Bonus: Weapon Finesse

Deeds:

Bonus From Being a Ranger: By Fang Alone(From the Larger than Life Deed Tree)
For as long as you have a negative Strength modifier, you never need to apply it to melee damage inflicted with your primart attack form.

Ranger Class Features:
Noble Animal Rangers gain no proficiencies with Weapons of Armor of any kind(there are exceptions, but Bat isn't one of them), Favored Enemy(Animals, +2), Track, Wild Empathy(1d20, Can be used on Animals whose language the Noble Animal Ranger does not speak)

Favored Class: Ranger, +1 Hit Point

RPG Superstar 2008 Top 32

I removed a post that was not really necessary.

Shadow Lodge

Ross Byers wrote:
I removed a post that was not really necessary.

Thank you Ross!


Boy I hope it wasn't anything I said, he he.

Just a status update here, I am still reading the PDF, and should finish this evening. Like DB says, I can also answer questions about playing one of these races as well.

Is anyone else interested in being a DM here?

Shadow Lodge

If it helps you, we could Co-DM and conspire through emails. And take turns playing in the game too.

Co-DMing would make running a NW* game a lot less daunting for me, and if one of us has to go for an extended period of time the other can step up to the metaphorical plate!

Perhaps we should establish a point buy and start at level 1 so no one has to worry about Deeds, jujus, and the like.

*Noble Wild, not Never Winter!


Ahh, i remember this product. Reminds me of Redwall, Narnia in a few ways, plus others. I think a guy at the FLGS is the guy who made it. I'll be curious to see how this unfolds for you guys. (post-dotting!)

Shadow Lodge

Rathendar wrote:
Ahh, i remember this product. Reminds me of Redwall, Narnia in a few ways, plus others. I think a guy at the FLGS is the guy who made it. I'll be curious to see how this unfolds for you guys. (post-dotting!)

You should play.[/jedi mind trick]

Spoiler:
Just don't be a mouse, Lynora's character might eat you! :p


Dragonborn3 wrote:
Rathendar wrote:
Ahh, i remember this product. Reminds me of Redwall, Narnia in a few ways, plus others. I think a guy at the FLGS is the guy who made it. I'll be curious to see how this unfolds for you guys. (post-dotting!)

You should play.[/jedi mind trick]

** spoiler omitted **

haha.

/random
What if i was a mouse like rabid wombat!?
Hmm, despite the MtG reference, that screams barbarian.

Shadow Lodge

While the idea of a mouse barbarian is hilarious(much like my bunnybarian), I would not play for damage dealing purposes. Even with By Fang Alone(see Deeds in the example above, all the Tiny or smaller meleers get it for free), it will take a long time to get your strength to 12(and thus add damage to your attacks).

The Fiend or Spirit Totem may help with this though, as well as some of the Elemental rage powers.


Dragonborn3 wrote:

While the idea of a mouse barbarian is hilarious(much like my bunnybarian), I would not play for damage dealing purposes. Even with By Fang Alone(see Deeds in the example above, all the Tiny or smaller meleers get it for free), it will take a long time to get your strength to 12(and thus add damage to your attacks).

The Fiend or Spirit Totem may help with this though, as well as some of the Elemental rage powers.

t'was just a joke, a joke!


Dragonborn3 wrote:

If it helps you, we could Co-DM and conspire through emails. And take turns playing in the game too.

Co-DMing would make running a NW* game a lot less daunting for me, and if one of us has to go for an extended period of time the other can step up to the metaphorical plate!

Perhaps we should establish a point buy and start at level 1 so no one has to worry about Deeds, jujus, and the like.

*Noble Wild, not Never Winter!

Sounds like a winner, DB3.

Let me give you my email addrees:

Email:
swansoneric6 @ gmail (dot) com

Shadow Lodge

But t'was a joke I could help you make deadly! :)

EDIT: Email sent. I must also bid you good night.


This looks cool and interesting o.O I unfortunately lack the PDF/Book for this but if possible I'd still love to get in on this. The idea of a really tine creature being a barbarian seems like a lot of fun even if you aren't belting out damage like a normal barbarian.

I think I have a concept though, it's something me and my friend came up with. The actual concept WE made likely wont be something I can use but perhaps I could play a version of it for this :D

Nightglider, Flying Squirrel Rogue. ^_^


Daveth, there is a noble squirrel race you can select, however it does not have a fly speed. I think if you wanted to spend your first level feat on Vestigal Wings, they allow you a glide speed equal to your base speed. There may be a Deed tree we could do for you as well.

Here is the stats for a Noble Squirrel, which is a subclass of Noble Rodent.

Noble Rodent Species Traits:

• Tiny.
• Base Speed: 15 feet, Climb: 15 feet.
• Natural Weapons: bite (1d3).
• Vestigial Hands: Unlike most animals, rodents have vestigial hands that can be used to grasp tools. While their “natural” cousins still have not grasped the higher concepts involved in using tools, a noble rodent can use tools and weapons with only a -4 awkwardness penalty (provided they are of an appropriate size).
• Low-light Vision (Ex).
• Scent (Ex).
• Bonus Feat: Weapon Finesse.
• +4 racial bonus on Stealth checks, and a +8 racial bonus on Acrobatics and Climb checks.
• A rodent can always choose to take 10 on Climb checks, even if rushed or threatened.
• A rodent uses its Dexterity bonus instead of Strength
for Climb checks.
• Mammal.
• Automatic Languages: High Fauna and Rodent. Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Raptor, Serpent, Simian, Songbird,
Ursine, and Woodland.

Sub-Species: Noble Squirrel:

Noble Squirrel Species Traits
• 2 Strength (Squirrels always begin play with a Strength of 2 — this can be increased through level advancement as usual), +4 Dexterity
• A squirrel can use the run action while climbing, provided it moves in a straight line.
• Social Group: None.

Shadow Lodge

Ooh, a deed tree for squirrels.. I like it. >:)

Since we haven't heard from some of you in a few days, could you post again if you are still interested?


Eric Swanson wrote:

Daveth, there is a noble squirrel race you can select, however it does not have a fly speed. I think if you wanted to spend your first level feat on Vestigal Wings, they allow you a glide speed equal to your base speed. There may be a Deed tree we could do for you as well.

Here is the stats for a Noble Squirrel, which is a subclass of Noble Rodent.

** spoiler omitted **

** spoiler omitted **

Thats actually pretty awesome, I love the fact that they can climb while doing a run xD! I wouldent mind spending my first feat on those wings so I'm totally down for making Nightglider :D!


Dragonborn3 wrote:

Ooh, a deed tree for squirrels.. I like it. >:)

Since we haven't heard from some of you in a few days, could you post again if you are still interested?

Casual interest, though i'm not sure what to expect at this point.


Daveth Ashvale wrote:
Thats actually pretty awesome, I love the fact that they can climb while doing a run xD! I wouldent mind spending my first feat on those wings so I'm totally down for making Nightglider :D!

The gliding thing might work best as a Deed tree. Here is the explaination on how Deeds work:

Deeds:
Acquiring Deeds
As a noble animal character embarks on an adventuring career, he will hopefully perform heroic and legendary actions. Not having access to magic weapons and treasure like most humanoid characters, noble animals (and only noble animals) can gain the benefits of various “deeds” as a reward for their actions. Deeds are organized into “trees.” Each deed tree includes five separate deeds, each having a separate experience point cost and available at different character levels. Use the following table to determine the costs of the deeds. Deeds in a deed tree must be purchased in order; a character must have the 1st and 2nd deeds before he can purchase the 3rd deed in the same
tree. A character can have deeds from multiple trees, provided he meets the prerequisites for each individual deed. If the conditions for a deed are met, including experience point expenditure, a deed can be gained immediately, even while in the midst of an adventure.

Deed XP Cost Minimum Character Level
1st 125 1st
2nd 250 2nd
3rd 500 4th
4th 1,000 7th
5th 2,000 11th

Prerequisites
In addition to the level requirements and experience point costs, deeds also have prerequisites that must be met before they can be purchased – many deeds, for example, can only be taken by characters of a specific species. Other prerequisites are actions that the character must have performed before being eligible for the deed. A character cannot “save up” qualifying actions for deeds. Once an action is accomplished, the experience points must be spent for the deed at the very next opportunity. If a character has accomplished the prerequisite actions for more than one deed in a deed tree, only the lowest level deed the character qualifies for is counted. Actions for higher level deeds do not count toward prerequisites until all of the lower level deeds have already been obtained. Once a character has a deed, it cannot be taken away except through use of a bestow curse, wish, or other similarly powerful magics. If a deed is removed through use of bestow curse, it can be restored through the usual means remove curse, limited wish, etc.). A character can only take deeds from a single deed tree with a species requirement.

Creating New Deeds:

First, think of the theme of the deed tree. All of the deeds in a particular tree should reflect a similar theme. Also, try not to duplicate an existing tree; with the existence of Armored Aura, for example, there really is no need for another deed tree that provides enhancement bonuses to AC.
Next, choose or create five deeds, one for each level of the tree. The easiest and quickest way to do this is to simply have the deed duplicate the effects of an existing spell – there are hundreds to choose from, after all, and they cover a tremendous range of action. If a deed is based off of a spell, it is simple to assign it a level;
simply give it the same level as its spell level. Finally, present your proposed deed to your GM. Provided your deed tree makes sense using the “logic” of magic, is not unbalanced, and seems to fit the species it was created for, he may welcome the addition of a new deed tree to the arsenal (his NPCs can use it, too, you know). He should take a look at the benefit’s the deed provides, and devise the prerequisite actions needed to qualify for each deed. Players can make suggestions for this step, but the GM’s decision is final. The required actions should be a challenge for a character whose level brings him into eligibility for the deeds. If it is too hard, the player will never be able to gain the deed and may feel cheated. If it is too easy, it could unbalance your campaign by having powerful magic at the disposal of a character who is not yet ready for it.

Shadow Lodge

Rathendar wrote:
Casual interest, though i'm not sure what to expect at this point.

Well, if it helps...

Noble Animal Choices:

Noble Ape
*Noble Chimpanzee
*Noble Gorilla
*Noble Orangutan
Noble Baboon
Noble Badger
*Noble Skunk
Noble Bat
Noble Bear
*Noble Black Bear
*Noble Brown Bear
Noble Beaver
Noble Bird of Prey
*Noble Condor
*Noble Eagle
*Noble Hawk
*Noble Vulture
Noble Boar
Noble Camel
Noble Canine
*Noble Coyote
*Noble Dog
*Noble Fox
*Noble Wolf
Noble Cat
Noble Big Cat
Noble Great Cat
*Noble Lion
*Noble Tiger
Noble Cheetah
Noble Crocodilian
*Noble Alligator
*Noble Crocodile
Noble Deer
Noble Donkey
Noble Elephant
*Noble African Elephant
*Noble Asian Elephant
Noble Equine
*Noble Heavy Horse
*Noble Light Horse
*Noble Pony
*Noble Zebra
Noble Gazelle
Noble Goat
*Noble Sheep
Noble Herdbeast
Noble Hyena
Noble Lizard
Noble Monitor Lizard
Noble Mongoose
Noble Monkey
Noble Moose
Noble Otter
Noble Owl
Noble Parrot
Noble Porpoise
*Noble Dolphin
Noble Rabbit
Noble Raccoon
Noble Raven
*Noble Crow
Noble Rhinoceros
Noble Rodent
*Noble Mouse
*Noble Rat
*Noble Squirrel
Noble Snake, Constrictor
Noble Snake, Viper
Noble Songbird
*Noble Dove
*Noble Mina Bird
Noble Toad
*Noble Frog
Noble Tortoise
Noble Weasel
*Noble Ferret
Noble Wolverine

An * indicates that the animal is a subrace, like the squirrel being a Rodent.


It's been a bit crazy for me this week with birthdays, snow days, and all my classes having the same testing schedule. But I should have a little time tomorrow night to make a character for this game. Definitely going with cat. Regular cat, not big cat. I wasn't sure about class. A cat seems like it should be some sort of caster. Open to suggestions.


Dragonborn3 wrote:
Rathendar wrote:
Casual interest, though i'm not sure what to expect at this point.

Well, if it helps...

** spoiler omitted **

An * indicates that the animal is a subrace, like the squirrel being a Rodent.

Thanks , though i actually have the old 3.x one (not pf updated).

by what to expect, i mean...well...backdrop? general style? what to expect? vague metaplot perhaps? completely winging it?

wait, why are you pressuring me to play anyways? /panic.
I don't do well with pressure, time to bury my head in the sand!

i recognise your jedi mind trick earlier now


Rathendar wrote:
Dragonborn3 wrote:
Rathendar wrote:
Casual interest, though i'm not sure what to expect at this point.

Well, if it helps...

** spoiler omitted **

An * indicates that the animal is a subrace, like the squirrel being a Rodent.

Thanks , though i actually have the old 3.x one (not pf updated).

by what to expect, i mean...well...backdrop? general style? what to expect? vague metaplot perhaps? completely winging it?

wait, why are you pressuring me to play anyways? /panic.
I don't do well with pressure, time to bury my head in the sand!

i recognise your jedi mind trick earlier now

Your post me me look over the list again to see if there is a Noble Ostrich :P sadly there is not :(


Daveth Ashvale wrote:


Your post me me look over the list again to see if there is a Noble Ostrich :P sadly there is not :(

Varient the Noble Condor to a land speed instead of flight. ta daa.


If Noble Monkey's can get wings and work for evil witches, I may have to get this book.


niel wrote:
If Noble Monkey's can get wings and work for evil witches, I may have to get this book.

Ya know, I think there is a feat for that, called Wings, he he. At first level it gives you a glide speed equal to your base speed. At 5th or 6th level there is an Improved Wings feat which allows true flight.

Shadow Lodge

Eric Swanson wrote:
niel wrote:
If Noble Monkey's can get wings and work for evil witches, I may have to get this book.
Ya know, I think there is a feat for that, called Wings, he he. At first level it gives you a glide speed equal to your base speed. At 5th or 6th level there is an Improved Wings feat which allows true flight.

I thought that was going to be a deed tree! ;)

You could always be a monkey that is a witch...

Barbarian:
Craft is no longer a Class Skill. No Weapon or Armor Proficiencies(Dogs, Elephants, and Horses are proficient with light barding). If a Noble Animal Barbarian is size Tiny or Smaller, the receive the first deed in the Larger than Life deed tree, By Fang Alone, for free. Barbarians can use the Aggressive and Cautious Attitudes. Fast Movement will apply to it's base speed, fly speed, or swim speed, but not it's burrow or climb speed.

Bard:
Craft and Sleight of Hand are not Class Skills. Deft of Jaw and Survival are Class Skills. No Weapon or Armor Proficiencies(Dogs, Elephants, and Horses are proficient with light barding). Noble Animal Bards may use the Aggressive Attitude. Noble Animal Bards use blood components for spells instead of material components for casting spells.

Cleric:
Craft is not a Class Skill. Survival is. No Weapon or Armor Proficiencies(Dogs, Elephants, and Horses are proficient with all types of barding). Noble Animal Clerics may use the Aggressive, Cautious, or Sturdy Attitudes. May worship any deity if deemed appropriate, or may choose to worship their Ancestors(Animal Domain and one other of your choice). Noble Animal Clerics use blood components for spells instead of material components for casting spells.

Druid:
Craft is no longer a Class Skill. Noble Animal Druids gain no proficiencies with armor or weapons(no exception). Wild Empathy can be used on animals whose language the Druid does not speak. A noble animal druid may have a Humanoid Companion, an animal companion, or a cleric domain as his Nature Bond. A noble animal druid cannot have a animal companion that is the same species as itself. Druids use blood components for spells instead of material components for casting spells.

Shadow Lodge

Rathendar wrote:

Thanks , though i actually have the old 3.x one (not pf updated).

by what to expect, i mean...well...backdrop? general style? what to expect? vague metaplot perhaps? completely winging it?

Until Eric gets back to me on it, I believe we're winging it! Which explains the flying monkey and squirrels...

Rathendar wrote:
i recognise your jedi mind trick earlier now

Those were indeed the droids you were looking for.

EDIT: I'll go ahead and say we start at 1st level, with a 15 point buy for stats.


OK, we have decided to start at 3rd level, 20 point buy, and the first deed in a Deed Tree that we will assign on character creation. This should give you guys a fair chance at survival.

Here are the other class modifications for Noble Animals:

Fighter:

• Craft is no longer a class skill for a noble animal fighter.
• Survival is a class skill for a noble animal fighter.
• Noble animal fighters gain no proficiency with any weapons or armor. Dogs, elephants, and horses are exceptions to this rule, and have proficiency in all types of barding.
• Noble animal fighters can use the Aggressive, Cautious, or Sturdy Attitudes.
• If a noble animal fighter is size Tiny or smaller, he gains the first deed of the Larger Than Life deed tree, By Fang Alone, for free. If the character later wishes to gain the second deed of that tree, he must fulfill the requirements for both the first and second deed, but he
only needs to pay the experience point cost of the second.
• Attitude Training: At 3rd level, a noble animal fighter can move at their full speed even while they are using the cautious attitude. At 7th level, they can move at full speed while using the sturdy attitude.
• Weapon Training: Most noble animals will, of course, make use of the Natural weapon group for purposes of this class feature. In addition, the following new weapon group is available to noble animal fighters (as well as humanoid fighters who, for some reason, have access
to noble animal boons). Boon: any spectral natural weapon granted through temporary or permanent use of a boon.
• Attitude Mastery: At 20th level, a noble animal fighter gains DR 5/- whenever he is using either the aggressive or cautious attitudes. The DR granted by the sturdy attitude is increased to DR 7/-.
• Weapon Mastery: When the noble animal fighter chooses a weapon for this feature, it can be any one of their natural weapons or boon weapons. If the fighter has gained boon hands, then they can also use this ability for any humanoid weapon in which they are proficient.

Monk:

• Craft is no longer a class skill for a noble animal monk.
• Survival is a class skill for a noble animal monk.
• Noble animal monks gain no proficiency with any weapons or armor.
• Fast Movement: A noble animal monk’s Fast Movement does not apply to Burrow, Climb, Fly, or Swim movement rates.
• Flurry of Blows: For the purposes of the flurry of blows special ability, the monk’s natural weapons (even if those weapons are spectral “boon” weapons) are considered special monk weapons. A flurry of blows attack can be made with either unarmed attack damage, or with a single natural weapon.
• Unarmed Strike: A noble animal monk does the same damage with an unarmed strike that a humanoid monk of the same size category would do. This attack represents a disciplined and controlled use of the monk’s body, and not necessarily their natural weapons. The damage for the unarmed attack can be found on the table below:
Monk Unarmed Damage by Size
Level Diminutive Tiny Small Medium Large Huge
1st – 3rd 1 1d3 1d4 1d6 1d8 2d6
4th – 7th 1d3 1d4 1d6 1d8 2d6 2d8
8th – 11th 1d4 1d6 1d8 1d10 2d8 3d6
12th – 15th 1d6 1d8 1d10 2d6 3d6 3d8
16th – 19th 1d8 1d10 2d6 2d8 3d8 4d8
20th 1d10 2d6 2d8 2d10 4d8 4d10

Paladin:

• Craft is no longer a class skill for a noble animal paladin.
• Survival is a class skill for a noble animal paladin.
• Noble animal paladins gain no proficiency with any weapons or armor. Dogs, elephants, and horses are exceptions to this rule, and have proficiency in all types of barding.
• If a noble animal paladin is of size Tiny or smaller, he gains the first deed of the Larger Than Life deed tree, By Fang Alone, for free. If the character later wishes to gain the second deed of that tree, he must fulfill the requirements for both the first and second deed, but he only needs to pay the experience point cost of the second.
• Noble animal paladins can use the Aggressive, Cautious, or Sturdy Attitudes.
• Divine Bond: The divine bond for a noble animal paladin is slightly different than that for a humanoid paladin. The divine bond can still take one of two forms, but those forms are different. The first type of bond allows a noble animal paladin to call on the aid of a celestial spirit to temporarily possess one of the paladin’s own natural weapons, granting the same abilities as those listed for the divine bond weapon enhancements given in the core rules. The second type of bond allows a paladin to gain the service of a loyal escort to serve her in her crusade against evil. This escort is usually a humanoid with some distant celestial heritage who has felt a calling to serve in this manner. This escort functions as a druid’s humanoid companion, using the paladin’s level as her effective druid level. All of the special abilities and rules listed for the paladin’s mount can be applied to the paladin’s escort. The escort can be chosen from same list as the humanoid companions listed for the druid.
• Noble animal paladins use blood components in place of material components for casting spells

Ranger:

• Craft is no longer a class skill for a noble animal ranger.
• Noble animal rangers gain no proficiency with any weapons or armor. Dogs, elephants, and horses are exceptions to this rule, and have proficiency in light barding.
• If a noble animal ranger is of size Tiny or smaller when he becomes a ranger, he gains the first deed of the Larger Than Life deed tree, By Fang Alone, for free. If the character later wishes to gain the second deed of that tree, he must fulfill the requirements for both the first and second deed, but he only needs to pay the experience point cost of the second.
• Noble animal rangers can use the Aggressive Attitude.
• Favored Enemy: Most noble animal rangers focus this ability on other animals, which includes both normal and noble varieties.
• Wild Empathy: A noble animal ranger can use this ability even on animals whose language he does not speak.
• Combat Style: Few noble animal rangers will find any benefit in either the Archery or the Two-Weapon Fighting styles. They can, however, take the Wild Fighting style. If the ranger selects the wild fighting style, he can choose from the following list whenever he gains a combat style feat: Ability Focus, Multiattack, Versatile Beast, or Weapon Finesse. At 6th level, he adds Improved Multiattack and Improved Natural Weapon to the list. At 10th level, he adds Awesome Blow and Greater Multiattack to the list. The benefits of a ranger’s combat style only apply if he is under the Aggressive Attitude, or no Attitude.
• Hunter’s Bond: In addition to the options listed in the rules for hunter’s bond, a noble animal ranger may choose to take a humanoid companion. The ranger may choose from; dwarf, elf, gnome, half-elf, half-orc, halfling, and human. A humanoid companion can be very valuable for an animal character, but they tend to be a bit intractable, having personalities and agendas of their own. This ability functions like the druid humanoid companion ability (as seen above), except that the ranger’s effective druid level is equal to his ranger level -3. A noble animal ranger cannot have a companion of the same species as itself.
• Noble animal rangers use blood components in place of material components for casting spells.

Rogue:

• Craft and Sleight of Hand are no longer class skills for a noble animal rogue (except for apes, baboons, monkeys, and raccoons, who can still take Slight of Hand).
• Deft of Jaw and Survival are class skills for a noble animal rogue.
• Noble animal rogues gain no proficiency with any weapons or armor. Dogs, elephants, and horses are exceptions to this rule, and have proficiency in light barding.
• Noble animal rogues can use the Aggressive Attitude.
• Sneak Attack: The rogue’s sneak attack ability can apply to any natural weapons or special attacks

Sorcerer:

• Craft is no longer a class skill for a noble animal sorcerer.
• Survival is a class skill for a noble animal sorcerer.
• Noble animal sorcerers gain no proficiency with any weapons, armor, or defensive attitudes.
• While noble animal sorcerers still gain the Eschew Materials feat, they use blood components in place of material components when the value of those components is over 1 gold piece.
• If a Noble Animal Sorcerer who already has claws gains claws as a bloodline power, treat them as if they had taken the Improved Natural Weapon feat for both claws.
• In addition to the familiars available to humanoid wizards, noble animals can choose a humanoid familiar. Add the following to the list of available familiars:
Familiar Special
Dwarf Master gains a +2 bonus on saves versus magic
Elf Master gains immunity to magical sleep effects
Gnome Master gains 1 additional 1st level spell of the illusion school per day.
Halfling Master gains a +3 bonus to Stealth checks
Human Master gains a +3 bonus to Diplomacy checks
Orc Master gains a +3 bonus to Intimidate checks
All rules regarding familiars apply to humanoid familiars except for Intelligence. A Humanoid familiar has an average Intelligence for its race. A noble animal sorcerer may never take a familiar of his or her own species (noble or natural). In addition to the more traditional benefits bestowed by a familiar, humanoid familiars can carry equipment.

Wizard:

• Craft is no longer a class skill for a noble animal wizard.
• Survival is a class skill for a noble animal wizard.
• Noble animal wizards gain no proficiency with any weapons, armor, or defensive attitudes.
• Familiar: Noble animal wizards have access to the same familiars available to noble animal sorcerers.
• A Noble Animal wizard who decides to use the item option for the Arcane Bond feature can still do so with a couple of restrictions. Animals with current or previous contact with humanoids may have been given a collar or something similar, or even a treasured chewtoy. All other rules for arcane bonded items apply: a collar must be worn or a chew-toy must be in the mouth for the item to be used. Without humanoid contact, the arcane bond is unlikely to be used for an item (but it is not impossible).
• Noble Animal Wizards do not gain the Scribe Scroll Feat, instead getting the Create Juju Feat.
• Spellbook: Noble animal wizards do not keep spellbooks in the same way as humanoids. A noble animal wizard’s spellbook appears to be a collection of marks and smudges or the walls and floor of its lair. For a traveling spellbook, the wizard’s own body can become his spellbook; fur matted in unique patterns, scales with strange markings on them, even unusually colored feathers can serve.
• Noble animal wizards use blood components in place of material components for casting spells components for casting spells.


Eric Swanson wrote:

OK, we have decided to start at 3rd level, 20 point buy, and the first deed in a Deed Tree that we will assign on character creation. This should give you guys a fair chance at survival.

Here are the other class modifications for Noble Animals:

** spoiler omitted **...

I have 2 questions in regards to the Flying Squirrel. 1)What would the stat +'s and -'s be and 2) Shouldn't squirrels get Slight of Hand due to there Vestigial Hands?

Silly Question Time:
Any chance I can use the play test Ninja? I feel like making a turtle :P J/K

Shadow Lodge

Daveth Ashvale wrote:

I have 2 questions in regards to the Flying Squirrel. 1)What would the stat +'s and -'s be and 2) Shouldn't squirrels get Slight of Hand due to there Vestigial Hands?

** spoiler omitted **

The ststs for the Squirrel can be found higher up in this thread. Eric posted them.

Spoiler:
I have often thought of making a tortoise monk... ;)

I believe the game is going to be revolving around a humanoid army that has evil Noble Animal allies...


I've recently joined two PBP's, so I'm not commiting to this (yet). But I did order the book on Sunday.

Questions:
If I built a lame witch who was a monkey with glider wings, would the lame reduction in speed effect climbing movement? Gliding should be unaffected.
What familiars are available to witches? And how does it work to have your witch spells loaded in a humanoid familiar, presumbing that was an option?

Do the familiars for sorcerers and wizards have classes?

Shadow Lodge

Humanoid Companions/Familiars use tables similar to the ones found in the Core book. Humanoid Familiars/Companions can be chosen from the Core races, and have their own stats written for them(including equipment).

Are you perhaps thinking about the Oracle class and the Lame Curse? If so, Climb Speed would be effected, since monkeys use their legs to climb.

Witch's Familiars would work the same as they do in the APG. I do not believe their should be any difference, except that the survivability of a Humanoid Familiar would be much lower, since humanoids would go after the Familiar first, thinking it was the spellcaster.

There is a base class called Greater Familiar, but that's for PC's(and NPC's! >:) ) so if someone would like to play a familiar...


oops. Yep, I meant Oracle.

The witch question of familiar came from getting the familiar from the patron and having it hold your spells.

Shadow Lodge

I don't see why it would be any different.

Either the Patron sends a normal animal to a Humanoid or the Patron sends a Humanoid to a Noble Animal. The rules would basically stay the same, with the humanoid being the "witch's spellbook."


Does the humanoid know it's a familiar? It'd be interesting if the humanoid who is the animal-witch's familiar also uses the animal as the familiar for its own spell-casting class. Do the animals speak Common in this game?


To answer the two questions in your post:

Yes, the humanoid would know it was a familiar. Humanoids who serve as familiars do so because they have felt a "calling" that is difficult to explain to anyone who has not felt it.

Noble Animals can learn Common, but they all speak High Fauna.

To the non-question part of your post; the energies involved in being a familiar make it impossible to cast spells for yourself. If any character of the Greater Familiar class ever gets any levels at all in a spell-casting class, they cannot be a familiar anymore.

That said, it's YOUR game. If you think you have a way to make it cool, then go for it.

By the way, for a flying squirrel, simply use the stats as given for squirrel and add:

Membrane Wings: The character has wings made out of skin along the side of its limbs. This allows them to glide at a speed of 30 with a maneuverability class of poor.

Hope that's helpful. It's about as official as you're gonna get ;)

Also, pick up a copy of d-infinity issue number 1. I did a short bit in there giving stats for hedgehogs and porcupines, along with a deed tree for them.

If anyone comes up with a cool deed tree or variant species or anything else, please post it on Skirmisher Publishing's forum. We'd love to hear from you.

Lee Garvin


Lee Garvin wrote:

Hope that's helpful. It's about as official as you're gonna get ;)

Lee Garvin

hey Lee, are you down at the Game Parlor, in VA? I remember someone there talking to me about the game before i picked up the 3.5 version a while back.


Yep, that's me.


Lee Garvin wrote:
Yep, that's me.

hah, nice to see ya again then!


As a general update, i'm willing to make a character and see how things go if you guys feel you have enough to run something, i'll pick up the book this weekend and brainstorm a bit.

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