Feral Halfling

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Organized Play Member. 10 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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I use the bag that came with the special edition of Ruins of Myth Drannor computer game for my player set of dice. The sticker has fallen off and it always comes open but I still like it.

Better yet, I use Bertie Botts Every Flavor Beans Bag for my DM set.


How is your game going? I know this is a late post but it might help. Dragon had a lot of information on Impiltur in issue 346. I was also wondering how you handled the whole sin aspect of th AP? Impiltur seems to be a pretty shiny paladin country. How did you fit in the Hellknights? Durprar also seems like a really good idea. Shoanti barbarians from the Shaar... If you could provide more explanation on the Durprar idea that would be wonderful. This would fit in great since one of my players would like to be a gold dwarf warmage. Anymore ideas and suggestions would be greatly appreciated.


I remember Kaz killed the party's tank.They had to run and hide from him a couple of times. Finally after freeing the slaves, which were fortunately the new party tank and a thief, the new tank died under Kaz's blows as well. Same player too. I have to point out though, our group is stereotypical in that no one wants to play the cleric.


Nothing gold can stay. Having Dungeon and Dragon mags online is a good idea I think. I mean, it will keep me in shape running up and down the stairs each time I want to look at the magazine from the gaming table. And I'll have to get a second job if I want to afford the ink cartridges that I'd need if I wanted to have hard copies of everything on hand, it builds character! Plus the quality will be a lot worse since it is copier paper and a laser printer instead of glossy magazine paper. Paper clip or detailed spine with titles of articles and adventures for easy look up? It will build the memorization part of my brain (now which one was issue 160?)


What I would really like to see is that the new edition could be backwards compatible. I wouldn't mind using a new edition if it was an improvement on the old, but I'd want to use it easily if not seamlessly with my old adventures and Dungeon magazines(kind of like how you can play Gamecube games on a Wii or 3.5 with 3.0 adventures with little changes). I know WOTC has to stay with the times and a good way to make money is to change the way the product works so you make the people get the new and improved version but I am whole heartily against coming out with new version just for the sake of making money(I.E. new textbooks- change the picture from page 81 to 82 you have a new edition). Plus I'm a little mad that I bought the box set of 3.5 rulebooks last month, if I would have known I'd have at least kept my receipt.


So is this thread about weird campaigns? Because my first campaign was a good one... I started playing D&D when I was 12 in 2nd ed. My friend and I didn't have the monster manual, but we did have the monster compendium (2?) The one with Loxo in it. Anyways shooting from the hip, we made a good campaign world. We had a Loxo city and a human city named Loxotown and Humantown. They fought, made up, and ... intermingled... creating loxohumantown. Other ideas, were the town of Nestle, I think it had the copyright symbol next to it too, which had the big wizard guy. And his fathers tower who was a bigger wizard guy and was really based off of Elminster's Tower with the "Turn Back!" and "No Trespassing" signs out front. The main god was named Bob, he lived in the main city, he liked just messing with the PC's who were a goblin were-yak and human fighter. The goblins cohort was a three legged bunny rabbit with a vorpal(sp?) bite. Even though it was heavily influenced by Monty Python, an online creature compendium, and our own twisted 12 year old minds... I still think it was the best (as in most fun) campaign I've ever run.


What are they doing with them all? I am sure the town guard would take a couple,(weird little gnomes) but more than that? All I can picture is a group of PC's with a train of skulks in manacles following behind. Sort of like a reverse slaver ring. They don't try to escape? Anyways, interesting play style.


Heh, Maveric My group also named themselves "The Obsidian Hand". Other names that were kicked about were 7 Legs Adventuring Co. (4 PC's one with a wooden leg), Stars of Cauldron (a bit presumptuous for my taste), and the Obsidian Fist. They have also started a second band of adventurers, PC's in training so to speak... called the Off-hand.


I am running a 5 member party, with (sadly) frequent changes.

Elven Ranger3/werebaboon2
Halfling thief1/sorcerer4
Human Cleric(Pelor)4
Human Barbarian 4
Human Monk5

Originally
Elven Ranger
Human Thief(DEAD)
Human Duskblade(DEAD)
Human Cleric(bahamut)(DEAD)

Oh and I was wondering, what can I do to make my game less... deadly? I know they added a new chapter in the SC book and I hope that helps everyone but, 2 of my characters died fighting Kazmojen and another one perished fighting Tougneater. Both fights were TPK's that I fudged, ALOT.

ROCKSTEADY... I think you need healing. Especially in the first chapter. Plus I don't know what a Kineticist is but it looks like you might want some magic too, but its not needed.


Well, this is my first time posting, so I hope I am doing it right. I started running the SC about 2 months ago, just from the magazines. My group has just finished a side quest Gluttony, because I thought they were underpowered when fighting Toungeater. (Figures they added a new chapter in the book). Anyways... One of the characters was bitten by Tougneater, failed his save and is now a werebaboon. I've looked around a lot and I haven't seen anyone else with this problem (opportunity?). We'll heres how I handled it and I hope it helps another DM. I took the wererat progression table from Wizards.com wererat because direrat and baboon both CR2 critters and the lycanthropic progression depends on the critter that you turn into. Well, heres what I changed it into.

The Werebaboon

Tongueater is the main protagonist in the first part of the Flood Season adventure. He is the leader of a band of thugs and thieves that overran a roadhouse and killed its occupants. During the fight with tongueater and his minions one of the PC’s may get bit and fail their saves. A standard werebaboon’s CR is fairly low, so this creature makes an appropriate encounter for a low-level party. However, such characters are more likely than their higher-level counterparts to fail their saving throws against the curse of lycanthropy and become werebaboons themselves. Characters who choose to keep their lycanthropic curse can progress in the werebaboon template class to gain werebaboon abilities. This template class can also be used by natural werebaboons who wish to start play at lower levels and develop their powers, or for characters who somehow acquire this form of lycanthropy from another source.

This template class assumes that the character is aware of his condition, whether because he was born a werebaboon or because he realizes he is afflicted with lycanthropy. Any ability noted as applying to all forms is available to the werebaboon in his natural, hybrid, and animal forms, but not forms acquired via polymorph or other means.

Note that each lycanthrope template class has 3 levels, but only natural lycanthropes can take all the levels it offers. An afflicted lycanthrope can take only levels 1 and 2, since his level adjustment is +2 instead of +3.

Lycanthrope template classes also follow special rules relating to the benefits such characters acquire from their animal natures. The template allows for a level adjustment of +3 (or +2 for afflicted lycanthropes), but that value does not include the Hit Dice from the lycanthrope's animal form. So while a 1st-level human natural werebaboon warrior has a level adjustment of +3, his ECL is actually 5 -- 1 from his warrior Hit Die, +3 from the template, +1 for his baboon Hit Die. Likewise, a 1st-level natural werebear human warrior has an ECL of 10 -- 1 from his warrior Hit Die, +3 from the template, +6 for his bear Hit Dice.
Thus, in addition to the 2 or 3 levels offered via the appropriate lycanthrope template class, each kind of lycanthrope also has a separate (optional) class progression for his animal abilities. Essentially, a character progressing as a lycanthrope multiclasses into the template class and can also multiclass into the appropriate animal class if desired.

The animal class is entirely optional. No would-be lycanthrope is required to take it, but doing so is an advantage, since a character without it is weaker than other lycanthropes of the same type. Taking levels in the appropriate animal template class (or just 1 level, as is the case with the baboon animal class) gives the character the animal's Hit Dice and hit points (in all forms), saving throw bonuses (in all forms), skill points (in all forms), racial skill bonuses (in all forms), conditional skill modifiers (in animal form), ability score modifiers (in hybrid or animal form), natural armor bonus, and special attacks (such as the baboon’s ability to take 10 on climb checks even if rushed). Levels in the animal class may be taken at any point after the character takes 1 level in the lycanthrope template class. He is also free to take levels in other classes between levels of the template class and the animal class, as desired. The animal class, like the template class, does not count when determining whether a character takes an XP penalty for multiclassing.

An afflicted lycanthrope that is cured of his lycanthropy (as described in the Monster Manual on page 178) immediately loses all werebaboon template class levels and baboon class levels (if any). These levels cannot be restored with restoration or similar magic; they are simply gone. Most lycanthropes that do not wish to lose their lycanthropy in this way deliberately fail their saving throws against the spell in order to prevent this traumatic change.

Table SP-3: The Werebaboon Template Class
Level CR Special
1 +1 +2 Str, natural armor +1, alternate form (baboon), low-light vision, shapechanger subtype, werebaboon feat (Alertness)
2 +1 Alternate form (hybrid), damage reduction 5/silver, baboon empathy
3 +2 Curse of lycanthropy, damage reduction 10/silver, +2 Str

Werebaboon Template Class Features
All of the following are class features of the werebaboon template class.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
Natural Armor Improvements: At 1st level, the werebaboon's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
Alternate Form (Su): At 1st level, the werebaboon can take the form of a baboon, and he undergoes this change involuntarily on the nights of the full moon or in times of stress, as described in the Monster Manual. Unless the werebaboon is a natural lycanthrope, he does not automatically have control over this ability and must attempt a Control Shape check to intentionally change form or to resist an involuntary change. For an afflicted lycanthrope, Control Shape is a class skill for all classes as well as racial Hit Dice, if any. Natural lycanthropes have full control over when they change shape and do not need to take ranks in this skill. Changing form is a standard action that can be attempted once per round.

A werebaboon who is aware of his condition retains his identity and does not lose control of his actions when he changes. Each time he involuntarily changes to his animal form, however, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his lycanthrope type (lawful neutral for werebaboons) in all forms. Any voluntary change to baboon or hybrid form immediately and permanently changes the character's alignment to lawful neutral.

Until the character has taken the optional 1 level in the baboon animal class (see Baboon Abilities, below), changing shape to baboon form does not give him the abilities of a baboon -- he simply is able to take that creature's shape, as if he had a perfect disguise. Since this ability is of limited use, most characters taking levels in the werebaboon template class choose to take the optional 1 level of the baboon class as well in order to gain the full abilities of their animal forms.
At 2nd level, the werebaboon gains the ability to assume a hybrid form -- a shape between his humanoid and his baboon forms. As with the baboon form, this change is purely cosmetic unless the character has taken the baboon class to gain the appropriate abilities.

Shapechanger Subtype (Ex): At 1st level, the lycanthrope gains the shapechanger subtype.
Werebaboon Bonus Feats: At 1st level, the werebaboon gains the feats indicated on Table SP-3, assuming that he doesn't already have them. If the werebaboon doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.
Low-Light Vision (Ex): A 1st-level werebaboon gains low-light vision.
Baboon Empathy (Ex): Starting at 2nd level, a werebaboon in any form can communicate and empathize with normal or baboons. This ability gives him a +4 racial bonus on checks made to influence the attitude of baboons. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Damage Reduction (Ex): At 2nd level, the werebaboon gains damage reduction 5/silver. At 3rd level, a natural lycanthrope gains damage reduction 10/silver. An afflicted lycanthrope's damage reduction does not improve beyond 5/silver.
Curse of Lycanthropy (Su): At 3rd level, a natural lycanthrope can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a werebaboon in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Table SP-4: The Baboon (Lycanthrope) Class
Level HitDice BAB Fort. Ref. Will Skill Points Special
1 1d8 +0 +2 +2 +2 2 + Int mod. +4 Dex, +2 Con, bite, baboon abilities, climb, scent

Bite: The baboon animal class gives the werebaboon a bite attack. The bite is a natural weapon that deals 1d6 points of damage.
Baboon Abilities (Ex): Upon taking a level in the baboon animal class, the character gains the baboon's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), and skill points (in all forms), as well as the special abilities indicated on Table SP-4.
In baboon form, the werebaboon's speed changes to 40 feet, and he gains a climb speed of 30 feet. Class skills for the baboons racial Hit Die are Climb, Control Shape, Intimidate, Listen, and Spot. A werebaboon in baboon or hybrid form uses his Strength or Dexterity modifier (whichever is greater) for Climb and Swim checks. He has a +8 racial bonus on Climb checks in baboon form and can always choose to take 10 on Climb checks, even if rushed or threatened.
Scent (Ex): As a 1st-level baboon, a werebaboon in any form gains the scent ability.

Well, I hope that turns out better on the post. Anyways you can see how I just copied pasted and modified. I also was thinking about adding the Multiattack feat to the second level of the werebaboon class. What I really wanted though was feedback on what you all thought of this. Comments and suggestions will be greatly appreciated. Thanks.