Wildlings [Archive] - Wizards Community

Post/Author/DateTimePost
sonofzeal

03-29-08, 11:12 PM
Alright, so one of my current gaming groups is working together on a homebrew campaign setting involving the colonization of a new continent. To set them apart from the standard "civilized" races, the indigenous peoples are all anthropomorphic animals (yes, "furries"). These indigenous races, called Wildlings, cover a wide range of tech levels , physical attributes, and personalities. Some of these are heavily adapted from official WotC content, some are straight re-flavourings (in which case I merely refer to the origional entry), some are completely original. In all cases, what we want is a race that mechanically catches the flavour of the species, and (very importantly!) is balanced compared to the official races. We only have text descriptions for a few of them so far, but that will come in time. So please, in the mean time, any comments about balancing or flavour would be appreciated!




Catfolk Wildling
- "Catfolk" from Races of the Wild

Catfolk hunt in the forests, grasslands, and mountains of Santhil. They are a quick-moving, mercurial people with rapidly shifting moods, often seeming selfish, lazy, or aloof to other races, but equally likely to be pleasant, inquisitive, and playful when something catches their attention. Catfolk value their independence, and most live alone or in small family groups; they are capable of deep affection and loyalty, but only on their own terms, not out of obligation. This, combined with their unpredictable moods, gives them a tendency towards Chaos over Law. The most commonly encountered catfolk have the tawny coloration of lions, but others have spots, stripes, or the features of other wildcats. Their current technology level is late Bronze Age*.



Foxkin Wilding

+2 Dex, -2 Con
Small size (+1 AC/attack, +4 Hide, -4 Grapple)
Base speed 30
Low-Light Vision
+1 Dodge bonus to AC
Speaks Common and Canid
Favored Class: Scout

Foxkin are small and fast, but not very durable. They prefer to stay in motion as much as possible, and often come across as hyperactive or nervous to other races, which is often the case. As one of the smaller and weaker Wildlings, they often bear the brunt of aggression from enemies who are tougher and stronger than they are, and become very talented at avoiding attacks. In conversation they are often forthcoming and quick to talk, and sometimes forget when to stop talking. They tend to try to avoid notice, but they are usually sociable and eager to please when given attention. Foxkin Wildlings speak the same language as Wolfkin, but rarely get along with them. Their current technology level is late Iron Age*.



Wolfkin Wildling

+2 Str, +4 Con, -2 Charisma
Medium size
Base speed 30
Darkvision out to 60 feet.
+1 natural armor bonus.
+4 to Intimidate
Speaks Canid
Favored Class: Warblade
Level adjustment +1
Special: Wolfkin can take the Scent feat at lvl1

Wolfkin are aggressive and competetive hunters who live in medium to large sized groups. They tend towards Law over Chaos and prefer to live in a complex hierarchy of social dominance, which governs everything from recreational behavior to food distribution and mating rights. This hierarchy is based both on physical combat prowess and on force of personality, and high-ranking positions are regularly challenged. Usually these challenges are resolved ritually or by collective agreement, but it is not uncommon for a fight causing death or serious injury to result. Wolfkin are deeply spiritual, investing their social structures and rituals with great metaphysical significance and attaching supreme importance to loyalty within the pack. They are quite hostile to wolfkin from opposing packs, as well as to foxkin and catfolk who compete for their niche as hunters. Foxkin either run away or attempt to submit and placate the wolfkin, while a sufficiently organized group of catfolk will sometimes use their greater speed combined with ranged weapons to fight back. Their current technology level is mid Bronze Age, but they sometimes take Iron Age goods from Foxkin by force.*



Rattakin Wildling

-2 Str, +2 Dex, -2 Cha
Small size (+1 AC/attack, +4 Hide, -4 Grapple)
Base speed 30
+2 to Hide and Move Silent
+4 to Balance, Climb, and Swim
take 10 on Swim
Darkvision 60
Bite attack (1d4+str+disease)
Filth Fever (Fort DC 10+con, damage 1d3 Dex and 1d3 Con, see Dire Rat)
- harmless to Ratfolk but can be "cured" anyway.
Speaks Common, Undercommon, and Watercommon
Favored Class: Rogue

Rattakin are small and stealthy Wildlings. Like Foxkin, they often bear more than their share of attacks from other races, but they do not attempt to appease and placate their foes the way that a Foxkin would. Instead, Rattakin fight back viciously when threatened, and hide from others most of the rest of the time. Rattakin gather underground or in deep undergrowth – or, in more civilized areas, in the alleys and slums of large cities. If they are well-treated by others and lose their racial paranoia, they usually turn out to be pleasant, affectionate, and inquisitive people, similar to halflings. However, many more civilized people – and even other Wildlings – fear them, seeing them as harbingers of theft and disease, and this is the way that most Rattakin like it. The “fever” of a Rattakin is the result of small parasites that most Rattakin cultivate in their fur, harmless to Rattakin but harmful to most other races, and deliberately tolerated by most Rattakin in order to increase the deadliness of their bites. Rattakin who desire to integrate peacefully with civilization will usually have the parasites removed. Their current technology level is late Iron Age.*



Skink Lizardfolk
- "Poison Dusk Lizardfolk" from Monster Manual 3

Gila Lizardfolk
- "Lizardfolk" from Monster Manual 1

Monitor Lizardfolk
- "Blackscale Lizardfolk" from Monster Manual 3

Lizardfolk are the only Wildling race to currently perform ritual sacrifices on a large scale. Their current technology level is stone age.



Featherkin Wildling
- "Raptoran" from Races of the Wild

Featherkin are flying hunters that live in the forests and mountains of Santhil. Most of them bear a resemblance to eagles, hawks, and falcons, though there are isolated tribes that resemble owls, ravens, or other birds. Although they are no more or less intelligent than other races, Featherkin place a high value on mental activity and prefer to be ruled by the most intelligent and perceptive among them rather than the most powerful. They enjoy having long philosophical debates or constructing mental puzzles for each other, and many are also highly musical. Most featherkin are accomplished travelers who fly or glide for long distances in order to increase their knowledge of the world. Their current technology level is Stone Age, but their bows are better than those produced by any of the other wildling races.*



Otterkin Wildling

-2 Str, +2 Dex, -2 Wis
Small size (+1 AC/attack, +4 Hide, -4 Grapple)
Base speed 30
+2 to Hide and Move Silent
+4 to Balance, Tumble, and Swim
take 10 on Swim
Low-Light Vision
Hold Breath (Con*4)
Proficient with all simple weapons
Speaks Common and Watercommon
Favored Class: Rogue

Otterkin are an agile and inquisitive race who trade up and down most of the major rivers of Santhil. They make little of their own, but are fundamentally cheerful and affable beings and have good relations with all but the most xenophobic Wildling tribes, and are the sole source of outside contact for many isolated communities. As a result, they are the main source of trade goods and news throughout most of Santhil, and supply many outlying communities with tools in exchange for food to be sent to the cities. They rarely get involved with local politics and cheerfully service both sides equally unless one or the other (or both) take action against the Otterkin trade routes. Those that do aggravate them enough often find their food spoiling and their well befouled, and tend to have many dangerous farm equipment malfunctions. Many believe that [[Lady Luck]] smiles upon the Otterkin, and that these accidents are a form of divine punishment, a view that Otterkin are all too happy to encourage. Otterkin have no natural technology level, since almost everything they ever own is aquired from one of the races along their trading routes.



Oxfolk Wildling

+2 Str, -2 Dex, +6 Con, +2 Wis
Large size
Base Speed 30
Space/Reach: 10/10
+3 Natural Armor
Gore attack (1d8+str)
Powerful Charge - Gore does (2d6+str) on charge
Speaks Common and Bovine
Favored Class: Knight
Level adjustment +2

Oxfolk are tough and hardy Wildlings who farm the unforgiving terrain of Santhil's western grasslands. Lacking the nervousness and volatility of many other Wildling races, Oxfolk know that one-on-one they are more than a match for any normal predator. Because of this comparative security, they are generally gentle and placid, only attacking when very strongly provoked. Young, elderly, or sick Oxfolk are at more of a risk, and the rest of the Oxfolk – both male and female – will band together to defend these individuals if there is any threat to them. Oxfolk do not have quite the same mystical connection to the earth as Rabbitfolk, but they are competent farmers and hard workers, and their harvests tend to be plentiful. Oxfolk have a mild tendency towards Good and Law, but an evil Oxfolk can be a very powerful and dangerous bully. Their current technology level is early Iron Age.*



Rabbitfolk Wildling

-2 Str, +2 Wis
Small size (+1 AC/attack, +4 Hide, -4 Grapple)
Base speed 30, Burrow speed 5
Gnaw - as a full-round action, Rabbitfolk can chew through rope and bindings
+2 Balance, Jump
Speaks Common and Lapin
Favored Class: Druid
Special - Rabbitfolk Druids are prohibited from assuming the form of a predator through Wildshape, Shapechange, or similar abilities as part of their Druidic oath.

Rabbitfolk are quiet and timid Wildlings, very shy around outsiders, but gentle and peaceful when they are at ease. They live in well-hidden shelters woven from local vegetation or, where terrain allows, in burrows in the ground. Home and family are extremely important to rabbitfolk, though they do not tend to divide themselves into nuclear families like most other races. Instead, they live in large groups of between five and ten unrelated rabbitfolk of breeding age, plus all of their children and sometimes a few elderly or disabled relatives. A tribe of rabbitfolk will usually contain several dozen of these family groups. Although most Rabbitfolk can hear, they do not like to make noise; their language, Lapin, is only partly comprised of words, and much of the meaning in the language is conveyed through eloquent hand signs, facial movements, and body language. Rabbitfolk share an especially deep connection with the land and have the most highly-developed agriculture of all the Wildlings, and the highest proportion of Druids. Rabbitfolk Druids form a relatively cohesive collective, often working together on larger projects [feats to reflect this may be added later]. However, it is believed that a Rabbitfolk Druid who assumes the form of a predator too often will eventually be consumed by bloodlust and devour his own kin. The truth of this has not been tested in generations, but each warren contains its own legends. Their current technology level is Bronze Age.*



Frogling Wildling

+2 Dex, +2 Con, +2 Int, +2 Wis, -2 Cha
Small size (+1 AC/attack, +4 Hide, -4 Grapple)
Base speed 20, swim 20
+4 to Swim and Escape Artist
+2 to Spot and Search
take 10 on Swim
Low-Light Vision
Cannot suffocate while skin is exposed to fresh air or water
Headbutt attack (1d4+str)
Pincer staff (1d10/x2, twohanded, free grapple on hit)
Proficient with all simple weapons
Speaks Watercommon
Favored Class: Factotum
Level Adjustment: +1

Froglings are very curious characters and more than a bit strange. Their body language is incomprehensible to most other races, making them difficult to deal with. They are perpetually in a war of attrition with the Skink Lizardfolk, but are well-liked by traveling Otterkin traders who have taken the time to learn their mannerisms, because of their distinctive craftsmanship. When threatened, Froglings of all ages fight as a group, without regard to age or social position. Their culture is heavily based around the weather and seasons, and know more about climate patterns and marshland navigation than anyone else. Adventurers who can open dialogue often find them willing to offer all kinds of assistance in exchange for information and curious trinkets. Their current technology level is Bronze Age.*


* All tech levels reflect the state of the general racial community at the point at which they made contact with the colonial races. Pocket communities often vary substantially from that average, and many individuals (especially among the Foxkin and Otterkin) have adopted the Early Industrial technology of the colonizers. Wildlings of any race encountered in cities should be expected to be reasonably competent with the general technology of that city, though of course some take more naturally to it than others.
Enzeru Shi

03-30-08, 03:32 AM
I don't know about that frogkin species... seems a bit overpowered compared to all the rest. You could have just gone with the grippili that Dragon redid for 3.5.
sonofzeal

03-30-08, 03:52 AM
I don't know about that frogkin species... seems a bit overpowered compared to all the rest. You could have just gone with the grippili that Dragon redid for 3.5.
I haven't seen Grippili, and idea where exactly I might be able to chase it down?


As to Frogkin... basically, I see the Frogkin as a number of small bonuses that don't really add up to anything in particular. Catfolk (which are official) have a total +6 to stats (4 dex, 2 cha). Frogkin's stat boost block looks like a lot because it's so spread out, bit it totals to +6 as well, and few characters are going to benefit from all of that unless they suffer from serious MAD. The Wis and Con would be nice for a Druid, but not worth the LA. The only other thing that comes to mind is a touch-spell wizard (who's similarly hurt by the LA), or a Warblade (who's held back by the small size and slow speed; -6 to jump check is enough to keep most Warblades out of Tiger Claw). Factotum benefits too, but the majority of Factota would be much better served by Human, for an extra 1.333 feats to pump into Font. Really, as far as I can see the class that makes the best use out of all of that is the legendarily underpowered Monk.

Long story short, I try to balance based less on a table of pluses and minuses and more on how useful I see them being at the table (hence the unusual Rabbitfolk restriction), and I see Frogkin as being about as useful as Catfolk and other popular LA+1 races. Let me know if I'm missing anything though!
sonofzeal

04-01-08, 07:49 PM
Otterkin have been updated with racial flavour, and lower strength but higher int, to reflect their small size and inquisitive nature. This makes them mechanically weaker in general, and I'm considering removing the Wis penalty too, or adding in a bonus on Diplomacy. Do any of you have any thoughts on this front?
Asymptote

04-01-08, 08:28 PM
Since you're incorporating stuff from other books, how about some Goatfolk (MM3) or Desmondu (I forget what book, but they were a bunch of batlike-ish people)?

Also, are there Shifters (from Eberron) in this campaign setting, and if so, what are you going to do with them? I know they're supposed to be associated with lycanthropes, but it might be cool to have half- or part-Wildlings who could similarly take on animal characteristics at will.
QuiZZer

04-02-08, 07:03 AM
Wolfkin Wildling

+4 Str, +2 Con, -2 Int, -2 Charisma
Medium size
Base speed 30
Darkvision out to 60 feet.
+1 natural armor bonus.
Speaks Common and Canid
Favored Class: Warblade
Level adjustment +1


I really like the idea and your races so far. I do however have one question with regards to the races.

A Wolf is one of the most intelligent hunters (almost all carnivores are intelligent) and have both a strict pack hierarchy and highly efficient hunting packs.

Why does your conversion penalize it's intelligence and charisma? I can see the bonus to constitution making sense but not so much the strength as opposed to increased wisdom (which at least would make more sense to me).
sonofzeal

04-02-08, 10:38 PM
Since you're incorporating stuff from other books, how about some Goatfolk (MM3) or Desmondu (I forget what book, but they were a bunch of batlike-ish people)?

Also, are there Shifters (from Eberron) in this campaign setting, and if so, what are you going to do with them? I know they're supposed to be associated with lycanthropes, but it might be cool to have half- or part-Wildlings who could similarly take on animal characteristics at will.
Goatfolk are almost identical to the Wolfkin, except with racial hitdice. Even removing those, the race really doesn't capture the essence of goat-ness for me in any way. It would be easier to start from scratch on goats, I think.

Desmondu... are ECL 15 or so. That's a bit of an issue for a playable race. Again, batfolk might be worth doing but we'd probably have to start from scratch on them.

Shifters are a nice concept though, I hadn't thought of that. It does raise a host of interbreeding questions - would we use the same stat mods for each race? Can they interbreed with more than humans? What about wildling/wildling crossbreeding? I'd welcome any input on how to handle this.

I really like the idea and your races so far. I do however have one question with regards to the races.

A Wolf is one of the most intelligent hunters (almost all carnivores are intelligent) and have both a strict pack hierarchy and highly efficient hunting packs.

Why does your conversion penalize it's intelligence and charisma? I can see the bonus to constitution making sense but not so much the strength as opposed to increased wisdom (which at least would make more sense to me).
To be honest, I penalizes Int and Cha because that's what Gnolls have, and hyenas are quite similar to wolves in a lot of ways. Raising Strength made sense to me, because of the predator species we've done so far, Wolves are the largest and strongest and that should be reflected in their stat block. We already have several Dex races (primarily Foxkin and Catfolk) and a Con one (Oxfolk), so Wolfkin was our idea for a Strength-based race. Would they still be balanced without the Int penalty? How would you set up their stats?
QuiZZer

04-03-08, 04:25 AM
Well, Oxen would most likely look more natural with a bonus to Strength, at least compared to a Wolf.

I'm not quite sure how I'd set up a Wolf, though I must admit I have problems putting any minuses in his stat block...

http://en.wikipedia.org/wiki/Wolf
Reading the part on Physical Characteristics might give a few hints.

I'd honestly try something like this:

+2 Con, +2 Wis
Medium size
Base Speed 30 feet
Low-light vision
Endurance feat
Speaks Common and Canid
Favoured Class: Ranger
LA: +1

Perhaps allow them to take the Scent feat if they choose.

If you really want a Strength based race I'd go for something like a Bear or Puma.

Though you could always use the rules set up in Savage Species, though they might not be 100% balanced.
ragoftag

04-03-08, 11:26 AM
sonofzealShifters are a nice concept though, I hadn't thought of that. It does raise a host of interbreeding questions - would we use the same stat mods for each race? Can they interbreed with more than humans? What about wildling/wildling crossbreeding? I'd welcome any input on how to handle this.
The easy way out, for me was: humans are the catalyst race, they can interbreed with the most other races, yet hold the greatest prejudices against half breeds. Good RP material (think Shrek) where a dwarf/human race is slowly growing in numbers in Dwarf and human lands. Neither of the parent races dares offend the other, but both were caught off guard by the 'unexpected' romances and fertility rates. Although the numbers are small (2% in a human/dwarf land of 75%/12%), the stodgy old coots on both sides are offended. The rulers see a solid family structure of hard workers who make little demands on government, meaning happy nobles. This was a facet of my game mid-90s and has resolved by the current age. As my current group are younger, they don't see racism in this 'history', just stupidity. BTW, most of the nobility are of half elven stock, whether they actually are or not.
sonofzeal

04-04-08, 06:15 PM
Well, Oxen would most likely look more natural with a bonus to Strength, at least compared to a Wolf.

I'm not quite sure how I'd set up a Wolf, though I must admit I have problems putting any minuses in his stat block...

http://en.wikipedia.org/wiki/Wolf
Reading the part on Physical Characteristics might give a few hints.

I'd honestly try something like this:

+2 Con, +2 Wis
Medium size
Base Speed 30 feet
Low-light vision
Endurance feat
Speaks Common and Canid
Favoured Class: Ranger
LA: +1

Perhaps allow them to take the Scent feat if they choose.

If you really want a Strength based race I'd go for something like a Bear or Puma.

Though you could always use the rules set up in Savage Species, though they might not be 100% balanced.
Alright, after talking it over, here's our rewrite. Tell me what you think!


Wolfkin Wildling

+2 Str, +4 Con, -2 Charisma
Medium size
Base speed 30
Darkvision out to 60 feet.
+1 natural armor bonus.
+4 to Intimidate
Speaks Canid
Favored Class: Warblade
Level adjustment +1
Special: Wolfkin can take the Scent feat at lvl1

....they're better than they were before, granted, but still should be in line with what's reasonable for an LA +1 race.
sonofzeal

04-18-08, 06:16 PM
The Wolfkin entry has been updated, and flavour text has been added for the Wolfkin, Catfolk, and Rabbitfolk. I'm especially interested in feedback on the Rabbitfolk, now that all their info is up - are they balanced? Is there any class that makes them obviously broken? Is the druidic restriction fair? Opinion on the flavour text?
sonofzeal

04-21-08, 09:13 PM
Alright, almost all the flavour text is up! Yay!

Still looking for comments on flavour and balance.

(edit - added tech levels to each)
QuiZZer

04-22-08, 06:15 AM
I like it so far, both the flavour of the races and the stats seem quite good.

I'm wondering a bit about the Frogs stats, but that's more because of the +2 to Strength and Small size than anything else.

The Technology levels of the different races also have me a bit puzzled. Is it mostly based on the location of the races or their need?

It seems odd to place the most intelligent race at the Bronze age while a race that's reviled by most is at Late Iron Age (Rattakins).

Also, is it completely impossible for Rabbitfolk to Wild Shape into predator form or will they simply loose their Druidic abilities if they do?
Another note, it would be interesting to make it possible for them to change, but they would then suffer from some form of shock afterwards and possibly become deranged with time if they continued.
sonofzeal

04-22-08, 11:35 AM
I like it so far, both the flavour of the races and the stats seem quite good.

I'm wondering a bit about the Frogs stats, but that's more because of the +2 to Strength and Small size than anything else.
Ah, typo, sorry. Fixed now. Thanks for pointing that out.

The Technology levels of the different races also have me a bit puzzled. Is it mostly based on the location of the races or their need?

It seems odd to place the most intelligent race at the Bronze age while a race that's reviled by most is at Late Iron Age (Rattakins).
Technological levels here resemble progress in the real world, with progress being determined by a combination of intelligence, need, availability of resources, personality, available free time, and oppertunity to trade ideas with others. Froglings have the first but fall short on the others, and living in a swamp makes it prohibitive to set up a proper forge. Hence, they make do and are reasonably creative with what's available to them, rather than progressing technologically. Rattakin and Foxkin, on the other hand, are surrounded by larger creatures who dislike them, and much of their drive towards technological progress is to give them an edge in self-defence.

Also, is it completely impossible for Rabbitfolk to Wild Shape into predator form or will they simply loose their Druidic abilities if they do?
Another note, it would be interesting to make it possible for them to change, but they would then suffer from some form of shock afterwards and possibly become deranged with time if they continued.
Well, Druids are already bound by a few arbitrary restrictions, such as no metal armor (but wearing metal helms, amulets, rings, weapons, etc is fine for some reason). The only logical explaination I can think of is that it's merely a part of the oaths that Druids take in gaining their powers, in which case adding another clause should be fine. So... it would be technically possible for the Rabbitkin to assume a predator shape, but he'd lose Druid powers in the process. He might not revert immediately though, but he'd certainly lose spellcasting and other benefits. There's a potential PrC here, but that's a long way off.
baby_kamikaize_kobold

04-22-08, 08:17 PM
I like your idea for these races. I personally would love to see a bat race. I could see running a campaign where these races have replaced the standards. Good job.
QuiZZer

04-23-08, 03:28 AM
Sounds really good =)
Now I'd love to see Insanity points used on the poor Rabbitfolk everytime they transform to a predator shape.

Now I just need a way to play in your world.... *plots*
Midwoka

05-07-08, 06:29 PM
I like the Rabbitfolk so far, but I think Listen should be higher on their list than Balance (only a Wisdom-based +1? with *these* ears?), Jump would be nice to have a bit higher (I agree with the Strength penalty, being Small and gentle creatures, but it eats up half their Jump bonus), and they'd be well suited for Low-light vision (most rabbits have great night-vision, having so many species that are burrow-dwelling, nocturnal, or both). The skills are especially important given that their favored class doesn't get either Jump or Listen as class skills, which are such iconic bunny traits.

The big problem is that these are tough to balance off; the most appropriate negatives I see would be further penalties to Constitution or Strength (producing a race that even kobolds could arm-wrestle).
QuiZZer

05-08-08, 09:19 AM
If you wanted to balance further bonuses to Listen and Jump, why not penalize Intimidate and Bluff?

It would make sense given their gentle and careful nature I would believe.