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 Help with a Wemic Racial Progression

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T O P I C    R E V I E W
Chosen of Moradin Posted - 09 Aug 2007 : 16:18:38
Hello, fellow scribes.

I'm starting a new campaign in the Vilhon Reach, but I don't have a good grasp in the Savage Species rules (to be honest, I don't have the book)

So, I'm asking if someone could help me to develop a racial progression for a wemic.


Thanks in advance.
23   L A T E S T    R E P L I E S    (Newest First)
Kyrene Posted - 07 Aug 2008 : 19:52:40
A slightly different (33K) take on sleyvas' level progression for the wemic. I tried to follow the Savage Progression rules, with an equal spread of enhancements over all the levels. Also, a wemic starts with +5 BAB, not +4, and that would affect the racial level progression.
Purple Dragon Knight Posted - 02 Aug 2008 : 20:04:14
The easiest way to create a high HD humanoid is to say, create a 1st-level version (i.e. in the case of the wemic, 5 monstrous humanoid HD and 1 HD from say, a fighter level).

Fully build the character up, complete with skills and feats allocation for that 6 HD wemic ftr1; then, if the rest of the party is at 1st HD (i.e. a level 1 party), then have the wemic take a -5 penalty on all attacks, saves, and skill checks (which is recommended at the end of PGtoF). Every take you "level up," the wemic goes to -4, -3, etc. until there are no penalties left when the wemic has XPs equivalent to a "regular level 6" adventurer (i.e. a human, dwarf, elf, etc. adventurer).
Kyrene Posted - 02 Aug 2008 : 19:13:33
quote:
Originally posted by Sian

place the skill points together with the HD's i would say ... much easier


Sorry to dredge up an old scroll like this, but while searching for some Savage Progression stuff I came accross this. Just for clarity to anyone not having a good grasp on Savage Species rules:
quote:
Races of Faerūn page 151

Monstrous Humanoid Skills: A wemic’s monstrous humanoid Hit Dice grant him skill points equal to (2 + Int modifier, minimum 1) x8. Class skills for these skill points are Hide, Jump, Listen, Move Silently, Spot, and Survival.

(emphasis mine)

This equates exactly to (2 + Int modifier) x4 at first racial HD, plus four more allocations of (2 + Int modifier) x1 for the remaining racial HD.

Therefore, Sian's suggestion is not only good but also correct (not detracting from Ergdush's suggestion in any way). The player would still get the x4 skill points at first level, but according to the creature type. This is in fact the reason for...
quote:
Races of Faerūn page 151

A wemic does not get the x4 multiplier for skill points acquired from his first class level.
Chosen of Moradin Posted - 11 Aug 2007 : 18:48:06
quote:
Originally posted by Ergdusch

quote:
Originally posted by Sian

place the skill points together with the HD's i would say ... much easier



mmmhh......... good point there, Sian! That would of course work as well too and might be even a better aproach, as skill points are Hit dice related anyhow.





Really makes more sense. Thanks, Sian!
Ergdusch Posted - 11 Aug 2007 : 10:36:03
quote:
Originally posted by Sian

place the skill points together with the HD's i would say ... much easier



mmmhh......... good point there, Sian! That would of course work as well too and might be even a better aproach, as skill points are Hit dice related anyhow.

Halidan Posted - 10 Aug 2007 : 20:24:34
Very impressive work Sleyvas. You gotta admire those Red Wizards, they're good at what they do.
Sian Posted - 10 Aug 2007 : 15:12:13
place the skill points together with the HD's i would say ... much easier
Chosen of Moradin Posted - 10 Aug 2007 : 15:10:44
hmmm... this appears more logic for me too, Ergdusch. I take a look in the DM Guide, concerning this matter, and I think that this is the best approach!
Ergdusch Posted - 10 Aug 2007 : 09:26:11
I just though of something last night concerning the skill points. That is, every first lvl charachter gets his skill point multiplied by 4 (x4). According to the RoF a wemic char does not get this x4 multiplier at first class level due to his monstrous skill points.

Due to this fact and my suggestion your wemic character is only getting his normal amount of skill points at the start of the game. (that is 2 + INT mod) That might result in some difficulties -either balance wise or because the player is frustrated about only having so few skill points while playing with e.g. a human thief (easily 48 skill points at 1st lvl).

That made me reconsider my approach. therefore skillpoints according to the following:

1st lvl: (2 + INT modifier) x4 (which equals the amoint of e.g. a dwarf cleric at first lvl)
Thereafter: every even level (2nd,4th,6th & 8th) additional 2 + INT modifier
freyar Posted - 10 Aug 2007 : 04:54:52
Sleyvas, this looks great! Now I know who to ask if I ever want a racial progression done.

Don't forget to make the PC take all the racial levels first...
Chosen of Moradin Posted - 10 Aug 2007 : 01:51:46
Yes, that make the things very clear!
Thanks for the help, my friends.

Now, I'll permit a wemic of 2nd level (that one day will be a wemic paladin) in the campaign.
Ergdusch Posted - 09 Aug 2007 : 21:41:42
quote:
Originally posted by Chosen of Moradin

Hum, it appears interesting... thanks, Sleyvas. I will take a good look later (now I'm at work). ^^

Question: How I manage the skill points?



First, impressive work, Sylvas. And looks good to me too, after the first quick glance.

To the the skill points, that is the easiest part of it all.

According to the stats of RoF the wemic gets 2 + INT modifier per Character Level (that is x8 in this case) See also above under Monstrous Humanoid Skills.

Since you would probably devide his level advancement into 8 lvls you give the player 2 + INT modifier per Level.

Do you catch on..........?


.........and you are most welcome!

Ergdusch
Chosen of Moradin Posted - 09 Aug 2007 : 21:20:03
...and thanks to KEJR, freyar, Ergdush and turox.

Your help is very apreciated!
Chosen of Moradin Posted - 09 Aug 2007 : 21:18:37
Hum, it appears interesting... thanks, Sleyvas. I will take a good look later (now I'm at work). ^^

Question: How I manage the skill points?
KnightErrantJR Posted - 09 Aug 2007 : 20:20:10
Darn it, Sleyvas you worked it out before I could even get home to look things up . . . looks good from where I'm sitting though.
sleyvas Posted - 09 Aug 2007 : 20:04:21
Yes, with 5 HD and +3 LA, it would be an 8 level class. Thus, you'd take these abilities and spread them out over 8 levels

- +8 STR, +2 DEX, +2 CON, -2 CHA
- Creature type: Large, wemics suffer a -1 size penalty on attack rolls and AC. also a -4 size penalty on Hide checks. However, keep the other options for large creatures in mind. (esp. weapons and carrying capacity)
- Facing is 10 feet and Reach is 5 feet
- Land speed 40 feet
- +4 nat. Armor
- Darkvision 60 feet
- Proficient with simple weapons and shield
- +8 racial bonus to Jump checks
- Monstrous Hit Dice: 5d8 (following that is a +4 base attack bonus, +1 Fort, +4 Refelx, +4 Will)
- Monstrous Humanuid skills: (2+ INT modifier)x8, Class skills are: Hide, Jump, Listen, Move Silently, Spot, Survival (which was Wilderness Lore in 3.0 IIRC)
- Monstrous Feats: 2 feats (due to his hit dice), typically Alertness and Great Fortitude
- Natural attack: 2 claws - 1d6 dmg; when using one-hand weapons his off-hand claw can attack as well (normal offhand weapon rules apply, -5 penalty to attack & only half STR modifier to dmg)
- Automatic Languages: Sylvan, Common

Plus

So, lets give it a try:

1st lvl HD 1d8 BAB +1 Ref +2 Will +2
Ability scores: +4 str -2 Cha
1st feat
size medium
natural attack: 1d4 dmg
land speed: 30
darkvision: 30 feet
+1 racial to jump
proficiency simple weapons and shields
Languages: sylvan and common

2nd lvl Fort +1
Ability scores: +2 dex
+1 natural armor
+2 racial to jump


3rd lvl HD 2d8 BAB +2
Ability scores: +2 con
land speed: 40
+3 racial to jump

4th lvl Ref +3 Will +3
size: large
+2 natural armor
+4 racial to jump

5th lvl HD 3d8 BAB +3
natural attack: 1d6 dmg
+5 racial to jump

6th lvl Ability scores: +2 str
2nd feat
+3 natural armor
+6 racial to jump

7th lvl HD 4d8 BAB +4 Ref +4 Will +4
darkvision: 60 feet
+7 racial to jump

8th lvl HD 5d8
Ability Scores: +2 str
+4 natural armor
+8 racial to jump

Phillip aka Sleyvas
KnightErrantJR Posted - 09 Aug 2007 : 20:03:53
Well, without coming up with the proper details yet, the general progression would divide the hit dice into their own levels as well as the level adjustments, meaning that between the hit dice and level adjustment, this would be an 8 level class (as freyar notes above).

Most likely for first level this would mean that the wemic would start out as a medium sized creature, but other than that starting comment, I'd have to scrutinize the rules a bit more to come up with more specific answers.
freyar Posted - 09 Aug 2007 : 19:29:48
It sounds to me like CoM wants to write an 8-level "wemic class" in order to start a wemic character at level 1. I don't have Savage Species myself, but maybe you can figure out how to do this given the normal wemic based on the Savage Progressions feature on the WotC website (go to the archives and then retired articles). I'd be interested to hear how it goes!
Ergdusch Posted - 09 Aug 2007 : 18:28:37
quote:
Originally posted by turox

CoM, do you have Races of Faerun? On page 149 it covers the Wemic there. They have a +3 Level Adjustment.



Here is what you would find on that page (assuming you don't have that tome already):

- +8 STR, +2 DEX, +2 CON, -2 CHA
- Creature type: Large, wemics suffer a -1 size penalty on attack rolls and AC. also a -4 size penalty on Hide checks. However, keep the other options for large creatures in mind. (esp. weapons and carrying capacity)
- Facing is 10 feet and Reach is 5 feet
- Land speed 40 feet
- +4 nat. Armor
- Darkvision 60 feet
- Proficient with simple weapons and shield
- +8 racial bonus to Jump checks
- Monstrous Hit Dice: 5d8 (following that is a +4 base attack bonus, +1 Fort, +4 Refelx, +4 Will)
- Monstrous Humanuid skills: (2+ INT modifier)x8, Class skills are: Hide, Jump, Listen, Move Silently, Spot, Survival (which was Wilderness Lore in 3.0 IIRC)
- Monstrous Feats: 2 feats (due to his hit dice), typically Alertness and Great Fortitude
- Natural attack: 2 claws - 1d6 dmg; when using one-hand weapons his off-hand claw can attack as well (normal offhand weapon rules apply, -5 penalty to attack & only half STR modifier to dmg)
- Automatic Languages: Sylvan, Common
- Bonus Languages: by region
- Favored Class: Barbarian
- Level Adjustment: +3 (Character level +8)


Now, there you go. Any more infosneeded?!?

Ergdusch



turox Posted - 09 Aug 2007 : 17:17:34
CoM, do you have Races of Faerun? On page 149 it covers the Wemic there. They have a +3 Level Adjustment.
Chosen of Moradin Posted - 09 Aug 2007 : 17:08:45
KEJR: Yes, I've checked Dragondex and here at Candlekeep, and don't have find nothing...

Ergdusch: yes, you understand correctly: it's for a player character. I'm using the 3.5 rules.
KnightErrantJR Posted - 09 Aug 2007 : 16:49:28
I double checked the "Savage Progressions" section of WOTC's site to make sure that this wasn't already covered by SKR when he did those articles.

I would check the DragonDex to see if it has come up in Dragon, but I can't do that from work (I thought it would make more sense to make sure it hadn't been done yet).
Ergdusch Posted - 09 Aug 2007 : 16:46:17
Mmmh - do I understand you correctly? you would like to develop the Wemic species as a players option? Are we talking 2nd. or 3rd. Edition than?

Sorry that I'm asking for clarification.......

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