Savage halflings


Savage Tide Adventure Path


I tried this race on the D&D bords and got some good results, and since I'm going to use it in my campain I thought that I might get some help from these boards this race uses alot of the olmen culture I.E. gods and weapons

They heard a rustling in the bushes and a halfling jumped out, the fighter breathed ¡§it¡¦s just a halfling¡¨.
-Org the thrice disemboweled
Savage Halfling
A vast equatorial jungle, where tiny trading posts hacked from the vegetation dot the coast, giant vines and tree roots conceal cities of forgotten societies, and races that predate human civilization struggle to maintain their ancient traditions.
Personality
Savage Halflings are very territorial, and they guard their families and clans closely. They are not quick to trust strangers, but they form strong bonds with outsiders who do manage to earn their trust, which is one of the many reasons that the missionaries have been successful so far.
Physical Description
The Savage Halflings are about the same height and weight as a normal light foot halfling only the halfling rough, hide-sewn clothing and unkempt appearance and needle filled maw mark him as unusual.
Relations
The Savage Halfling¡¦s are very territorial, however they interact with other frequently and engage in activates such as trading and cultural exchange. As a result they often maintain good trading relations with other races such as the yuan-ti, Desmodu, elves, and rakastas these trades correspond with metal and special mounts for the halflings meat. But they have rarely traded with civilized cultures until recently.
Alignment
Savage Halfling¡¦s are mostly chaotic evil; however, their loyalty to family and tribe is high, so the second largest portion is chaotic neutral and the smallest chaotic good consisting of one tribe.
Lands
Savage Halfling¡¦s avoid heavily populated areas, settling in deep areas of the forest. They basically settle in large mounds constructed with mud and limber with numerous entrances and exits. These ¡§hives¡¨ are usually abuzz with activity, with the halflings doing various jobs such as ¡§upkeep of the hive¡¨ and ¡§organizing hunting parties¡¨. In addition to the hives, the halflings build numerous other structures such as thatch huts and barracks.
Religion
Savage Halfling¡¦s belong to the Church of the Gaping Maw and by extension Malgarius, so are very superstitious. Their already formidable respect for nature is heightened by this worship. Nonetheless they will follow any deity that promises a full stomach. They rely on their religious leaders (barbarians/savage bards) to give them spiritual guidance. Savage Halfling¡¦s have recently had an influx of missionaries and so have adopted numerous faiths. Some have quite taken to the gnome deity ¡§The Glutton¡¨. They are also attracted to the worship of Erythnul. One tribe has been introduced to Yondall. Reports are that they have successfully planted their first crop of maize (corn).
Languages
Savage Halfling¡¦s speak a very primitive form of halfling. Those who speak halfling can quickly pick it up. They speak all the languages of the races they trade with.
Adventurers
Savage Halfling¡¦s may set out into the world for a variety of reasons. Tribal elders task with retrieving an artifact of Crawling Jungle origin. Often, such a quest is only the beginning of the Halfling¡¦s adventuring career. He may be lured away from his people by the wonders of civilized society, or she may form a bond with outsiders who will never be welcome in his tribal lands. Every decade or so the elders of a tribe send out a halfling to ¡§check on the status of the food stuffs¡¨. They have seen recent and successful employment as mercenaries.

Savage Halflings
The Savage Halflings live a much more settled life than their normal counterparts do. They prefer to build their hives along rivers and start to blaze game trails. They gather the most abundant food source in their environment, fish, wild boar, and slaves, hunting with tooth and poison-tipped weapons.
Racial Traits
Savage Halflings have the following racial traits.
„h +2 Dexterity, -2 Strength, +2 wisdom
„h Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They use smaller weapons than human¡¦s use, and her lifting and carrying limits are three-quarters of those of a Medium character.
„h Natural weapon: bite (1d4)
„h Halfling base land speed is 30 feet.
„h Thanks to their strong noses savage halflings gain a +4 bonus when tracking by scent
„h +2 racial bonus on Climb, Hide, Jump, and Move Silently checks.
„h Weapon Familiarity: Savage Halflings are automatically proficient with the blowgun, macuahuitl (long sword), and the throwing axe. They treat all primitive exotic weapons (from frost-burn and dragon 331) as martial weapons and are automatically proficient with all primitive weapons in the players handbook. For jungle halflings, the axe is both a practical tool and a ceremonial item. They grow up using the other weapons for hunting and warfare.
„h Poison Use: Savage Halflings use poison extensively when hunting, and as a result never poison themselves when applying poison to a weapon or when using a poisoned weapon in combat. Jungle halflings make extensive use of poisons harvested from vermin, particularly those that damage Dexterity scores.
„h +2 racial bonus on Fortitude saying throws against poison: Jungle Halflings have adapted a resistance to their own favorite method of bringing down prey.
„h Immunity to the green fog of the crawling jungle, considered native to the crawling jungle
„h Scent (Ex): presented in the monster manual
„h Favored Class: Barbarian. A multi-class halfling's barbarian class does not count when determining whether she takes an experience point penalty for multi-classing. Jungle halflings live much closer to nature, and must rely on cunning, resourcefulness, persistence, courage, and mercilessness to survive.
„h LA+1


The main thing I don't like about your write up is that the tribal halflings are presented as superstious, animalistic, and cruel. Just becuase they are seperate from most 'civilization' doesn't automatically make them less advanced than other halflings. Halflings are not inherantly evil, and if you wanted to make a subrace that was, then there'd have to be a really good reason as to why Yondalla/Dalla Thaun hasn't wiped them out yet.

Another thing is that they are very simlar to the pygmy halfling in the Quintessential Halfling. I like the write up on pyrmy halflings more becuase Mongoose has made them cannabalistic but not evil. A pygmy halfling can be taught who is and isn't "meat" and therefore be introduced to society. Also, they are more lawful than chaotic becuase of the need to keep the family safe for future generations.

I like the poison use, scent, and bite that you gave the halflings though. I think with some work it could be an interesting concept.


I have toyed with introducing the Jerren on the IoD. They are a race of evil savage halflings. Brutal lil buggers. Thinking they could use terror birds as mounts and harass the PC's before dark mountain pass.

The jerren were written up in the BoVD, and they had a prestige class written up in Dragon (ish 300 IIRC)

You might try looking at these sources to compare your write up..


YeuxAndI wrote:

The main thing I don't like about your write up is that the tribal halflings are presented as superstious, animalistic, and cruel. Just becuase they are seperate from most 'civilization' doesn't automatically make them less advanced than other halflings. Halflings are not inherantly evil, and if you wanted to make a subrace that was, then there'd have to be a really good reason as to why Yondalla/Dalla Thaun hasn't wiped them out yet.

If you were to read the fricken religeon section You whould understand that they worship a fricken deamon lord (to help you understand this better look up the crawling jungle on the D&D website). there are meny tribes of these guys so they are going to have a hard time killing them, 1 tribe already worships Yondalle who strikes me as Benevolent.


Elgorfo wrote:
YeuxAndI wrote:

The main thing I don't like about your write up is that the tribal halflings are presented as superstious, animalistic, and cruel. Just becuase they are seperate from most 'civilization' doesn't automatically make them less advanced than other halflings. Halflings are not inherantly evil, and if you wanted to make a subrace that was, then there'd have to be a really good reason as to why Yondalla/Dalla Thaun hasn't wiped them out yet.

If you were to read the fricken religeon section You whould understand that they worship a fricken deamon lord (to help you understand this better look up the crawling jungle on the D&D website). there are meny tribes of these guys so they are going to have a hard time killing them, 1 tribe already worships Yondalle who strikes me as Benevolent.

No need to get snippy. I did notice the worship of demon lords and that is why I questioned as to why Yondalla had not wiped them out.

I didn't mean to come across as mean but was just telling you what I thought of the write up as is.

The Exchange

Some people can't handle constructive criticism. If you didn't want the opinion, why did you ask for it?

Sheesh.


Fiendish Dire Weasel wrote:

Some people can't handle constructive criticism. If you didn't want the opinion, why did you ask for it?

Sheesh.

You get stuck into him good Fiendish Dire Weasel!

No one should ever get angry or spiteful on these messageboards, unless it's fake anger and spite like the sort Logue and Pett have for each other.


no need to change there stats at all . u can make em deadly all by there self just like the PHB..ah i so do miss athas

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