Svirfneblin's spell like abilities and other things

Ideas and suggestions for game mechanics and rules.
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Hyme
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Svirfneblin's spell like abilities and other things

Post by Hyme »

Spoiler:
Svirfneblin Traits (Ex)
These traits are in addition to the rock gnome traits, except where noted.

-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome’s ability score adjustments.
Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Darkvision out to 120 feet and low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome’s racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome’s dodge bonus against giants.
Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages.
Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome’s spell-like abilities.
Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
+2 racial bonus on Craft (alchemy) and Listen checks.
+2 racial bonus on Hide checks, which improves to +4 underground.
Favored Class: Rogue.
Level adjustment +3.
http://www.d20srd.org/srd/monsters/gnom ... virfneblin

Can we have "Blur" and "Disguise Self" added as spell like ability?
Spoiler:
Illusion (Glamer)
Level: Brd 2,Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
http://www.d20srd.org/srd/spells/blur.htm
Spoiler:
Disguise Self
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
http://www.d20srd.org/srd/spells/disguiseSelf.htm

Also could we get "Blindness/Deafness" changed so its a permanent effect?
Spoiler:
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
http://www.d20srd.org/srd/spells/blindnessDeafness.htm
Last edited by Hyme on Wed Apr 10, 2013 5:00 pm, edited 1 time in total.
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Hyme
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Re: Svirfneblin's spell like abilities and other things

Post by Hyme »

Also is there anyway one can add +2 hide when underground feat.

+2 racial bonus on Hide checks, which improves to +4 underground.
http://www.d20srd.org/srd/monsters/gnom ... virfneblin
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Ithildur
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Re: Svirfneblin's spell like abilities and other things

Post by Ithildur »

What does NWN2 add to svirfs that 3.5e doesn't have to make up for the lost abilities?

Adding Blur seems simple enough, as it's a spell ALFA has implemented mechanically some time ago. Disguise Self would have to be RPed out no matter what, though it'd be neat if some of the disguise/head swapping script features from various NWN1 servers were available...

I guess the usual response applies, if you want it, do the work required to help get it in.
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Re: Svirfneblin's spell like abilities and other things

Post by Zelknolf »

They get entropic shield and invisibility instead.

Obviously, those have to go if you want the other stuff-- but yeah, there's only one svirfneblin PC and one set of spell-like illusions is replaced with another thematically-similar set of spell-like illusions of equal level (and greater power). I'm not calling this a terrible injustice, but also don't think that ALFA will rise up in protest if you want to nerf yourself for superior flavor.
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