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A Gnome Variant: Looking for critique...
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<blockquote data-quote="Arkhandus" data-source="post: 2608727" data-attributes="member: 13966"><p>Seems rather over-the-top as it is right now, especially with the spell-like abilities. Even without the spell-like abilities, it seems a bit too great for Wizards. The +4 Int, +2 Dex, +2 size bonus to AC and attack rolls (such as rays), +1 caster level and spell DCs, and +2 Spellcraft and Knowledge (Arcana)...... Just too much in favor of wizards.</p><p></p><p>For a race with no real drawbacks as wizards, anyway; no level adjustment, no required racial hit dice, nothing but a -2 Constitution really. The other stuff doesn't hurt Gnome Wizards one bit. They can still manage a Con of 14 or 16 at character creation, so it's not like they're going to be fragile stick-men. All wizards really need is good Intelligence, and decent or good Dex and Con. I'd suggest planting a +1 Level Adjustment on your version of the Gnome, unless you want to strip away some of its benefits.</p><p></p><p>As it stands, your gnome as a wizard far outshines dwarves and half-orcs as warriors; that is, your gnome's wizardly benefits are much greater than a dwarf's or half-orc's warrior benefits, and warriors are already the most limited and more-or-less weakest classes.</p><p></p><p>The spell-like abilities effectively double the normal number of 0th-, 1st-, 4th-, 5th-, and 6th-level-equivalent spells per day a gnome wizard would have at upper levels (not to mention the lower levels!). And they're fairly useful spell-like abilities too, especially since they're useable several times per day each. Since your gnome gets Spellcraft as a free class skill, even non-wizardly gnomes will have access to all that magic at the same levels. Regardless, the race makes good rogues and bards as well as wizards, and makes fairly good sorcerers.</p><p></p><p>If you want to avoid a level adjustment but still have some respect for balance, then you'd have to do something like removing all but the 0-level spell-like abilities, and lowering the Intelligence bonus from +4 to +2.</p><p></p><p>Also, as a side-note; typically, Tiny-sized creatures would have a -4 Strength penalty instead of -2 (they're not much more than knee-high to a human!), and would normally have a +4 to Dexterity instead of +2, so unless your version of gnomes are supposed to be portly and robust like dwarves (albeit shorter), they should likely have their Strength and Dexterity adjustments shifted 2 points.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2608727, member: 13966"] Seems rather over-the-top as it is right now, especially with the spell-like abilities. Even without the spell-like abilities, it seems a bit too great for Wizards. The +4 Int, +2 Dex, +2 size bonus to AC and attack rolls (such as rays), +1 caster level and spell DCs, and +2 Spellcraft and Knowledge (Arcana)...... Just too much in favor of wizards. For a race with no real drawbacks as wizards, anyway; no level adjustment, no required racial hit dice, nothing but a -2 Constitution really. The other stuff doesn't hurt Gnome Wizards one bit. They can still manage a Con of 14 or 16 at character creation, so it's not like they're going to be fragile stick-men. All wizards really need is good Intelligence, and decent or good Dex and Con. I'd suggest planting a +1 Level Adjustment on your version of the Gnome, unless you want to strip away some of its benefits. As it stands, your gnome as a wizard far outshines dwarves and half-orcs as warriors; that is, your gnome's wizardly benefits are much greater than a dwarf's or half-orc's warrior benefits, and warriors are already the most limited and more-or-less weakest classes. The spell-like abilities effectively double the normal number of 0th-, 1st-, 4th-, 5th-, and 6th-level-equivalent spells per day a gnome wizard would have at upper levels (not to mention the lower levels!). And they're fairly useful spell-like abilities too, especially since they're useable several times per day each. Since your gnome gets Spellcraft as a free class skill, even non-wizardly gnomes will have access to all that magic at the same levels. Regardless, the race makes good rogues and bards as well as wizards, and makes fairly good sorcerers. If you want to avoid a level adjustment but still have some respect for balance, then you'd have to do something like removing all but the 0-level spell-like abilities, and lowering the Intelligence bonus from +4 to +2. Also, as a side-note; typically, Tiny-sized creatures would have a -4 Strength penalty instead of -2 (they're not much more than knee-high to a human!), and would normally have a +4 to Dexterity instead of +2, so unless your version of gnomes are supposed to be portly and robust like dwarves (albeit shorter), they should likely have their Strength and Dexterity adjustments shifted 2 points. [/QUOTE]
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A Gnome Variant: Looking for critique...
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