PoL said:Zoveri can speak any language good creatures speak, and their voices carry underwater across distances of up to 500 yards (twice that above water).
MC8 said:If pressed to fight, they have long metal spears used to thrust for 1-6 points of damage. If they are above the surface of the water, these spears can be thrown with the range of a javelin.
PoL said:If severely pressed, however, the zoveri will fight back, using long metal spears. Underwater, these weapons are used to thrust for 1d6 points of damage - not enough to seriously harm most creatures, but enough to let them know the zoveri are not going to take abuse. Above the surface, the spears are used as javelins.
MC8 said:Zoveri are capable of making a darting escape in the water. This is used if fleeing from a situation is possible. When darting, a zoveri must drop anything he is carrying. The dart gives him a movement rate of 36 for two melee rounds and the zoveri is 70% likely to find a hiding spot during the dart.
PoL said:Zoveri can make a darting escape from an enemy if need be. If there's a way to escape from a combat situation, the zoveri'll take this route. They drop everything they are carrying and jet off at a speed of 36 for two melee rounds. If' their enemy pursues, there's a 70% chance the zoveri can find a hiding place while darting.
MC8 said:Additionally, zoveri have the following spell-like powers, at 10th level of spell-use unless otherwise noted, usable once per round, one at a time, at will:
• bless
• create food & water
• cure disease, 1 time per day
• cure serious wounds. 1 time per day per recipient
• detect evil
• dispel evil, I time per day
• forget
• fumble
• know alignment
• neutralize poison, I time per day per recipient
• resist cold
• water breathing, 20th-level spell use, 3 times per day
• water walk, 3 times per day
PoL said:All zoveri have several spell-like powers, usable at will though only one at a time; the abilities are usable once per round except as noted. Zoveri can use these powers as if they were 10th-level spellcasters. The abilities are as follows:
* Bless
* Create food and water
* Cure disease (once per day)
* Cure serious wounds (once per day per person)
* Detect evil
* Dispel evil (once per day)
* Forget
* Fumble
* Know alignment
* Neutralize poison (once per day per person)
* Resist cold
* Water breathing (at 20th-level spell use, three times per day)
* Water walk (three times per day)
MC8 said:Zoveri may, twice per day, change into elf form. In this shape they can leave the water and walk on land. The playful zoveri lave to walk on land, sometimes for long periods of time. However, the sea is their true love and to it they always return.
PoL said:In addition, zoveri can change into elf form twice per day. Since they love to walk on land, they go ashore and mingle with the petitioners and planars there. However, they always return to the sea.
MC8 said:If four zoveri gather, they may use a conjure elemental ability, summoning a 16 HD water elemental to aid them. To perform the summoning, the zoveri must form a circle and join hands. Using a complex swimming pattern-and ancient songs of beckoning, they can summon the elemental. The chance of the elemental arriving is 10% per round of swimming, cumulative. A water elemental will always come to the zoveri's aid to honor a pact they made millennia ago.
PoL said:Four zoveri together can do something extraordinary: They can conjure water elemental, summoning a 16-HD water elemental to them. To do this, they must swim an intricate dance until the elemental arrives. There's a 10% chance, cumulative for each round of swimming, that the water elemental will arrive. However, water elementals will almost always come to a zoveri's aid because of a pact made aeons past.
PoL said:Once per day, zoveri can spray a cloud of ink at their opponents. This cloud is equal to a darkness, 15-foot radius spell. They use this as a diversionary tactic so that they may escape under cover of the black ink.
PoL said:Males exude sperm to fertilize the tiny eggs.
I like Strength of 9 for them. Since they are elflike, we might want to lower Con and bump Dex up a little bit.BOZ said:I see ability scores of Str 13, Dex 14, Con 12, Int 14, Wis 12, Cha 16.
Not too bad… I was thinking that perhaps they are not too strong, because of this line: “Since zoveri so rarely fight, they make all their attack rolls at -1 (hence their THACO of 14).” So maybe a Str of 9 would be appropriate?
I'd add Diplomacy and Intimidate, since they prefer to avoid combat.BOZ said:For skills, they are given Escape Artist, Hide, Listen, Move Silently, Search, Sense Motive, Survival, Swim.
I'd replace 'em both, probably with Negotiator and Persuasive.BOZ said:For feats, they are given Endurance and Run. I’m not sure that Run is necessary however, since it looks like having a swim speed makes it irrelevant?
Yep, sounds supernatural.BOZ said:here’s an interesting one that the MC8 didn’t have. Vocal communication for 1500 feet below water, and 3000 feet above, sound magical to me!![]()
Let's make them +1 merciful longspears.BOZ said:should these spears (longspears?) have special properties, or should we just use normal spears with some sort of flavor text?
Use the jet ability from the giant squid:BOZ said:or would the Run feat cover this? Or is it already covered under the swim skill bonuses? Or should we make it an (Ex) ability? Sounds like they get a Hide bonus underwater as well.
Agreed with all this. Yes, work up water breathing into its own entry. We worked up fumble in the video game conversion thread...I'll locate it and reprint it here.BOZ said:how about_:
Spell-Like Abilities: At will – bless, create food and water, cure serious wounds (1/day per person), detect chaos, detect evil, neutralize poison (1/day per person), resist energy (cold only); 3/day – water walk; 1/day – dispel evil, remove disease. Caster level 10th. The save DCs are Charisma-based.
Perhaps we should rewrite water breathing into its own entry since it has a significantly higher caster level? How about switching modify memory for forget? Any suggestions for fumble?
Yep.BOZ said:alternate form, of course. Simple enough?
Aarakocra do, but svirfs now have to take a feat to do so. Here ya go:BOZ said:not sure how this will work. Don’t aarakocra and svirfneblin have something similar to this, regarding air and earth elementals respectively?
Borrowing from squid again:BOZ said:I only saw this one in the Planescape book. Should be (Ex) most likely. Since it’s sort of like an alchemical solution, should light spells affect it? It should be immobile, in a 15 (or 20?) foot radius sphere, centered on the square occupied by the zoveri at the time it was released.
We were born ready.BOZ said:ooh, I don’t think ENworld is ready for sex ed.![]()
I like Strength of 9 for them. Since they are elflike, we might want to lower Con and bump Dex up a little bit.
I'd add Diplomacy and Intimidate, since they prefer to avoid combat.
I'd replace 'em both, probably with Negotiator and Persuasive.
Yep, sounds supernatural.
Let's make them +1 merciful longspears.
Use the jet ability from the giant squid:
Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
And borrow this from the skulvyn:
Skills: *They also have a +8 racial bonus on Hide checks when in water.
Agreed with all this. Yes, work up water breathing into its own entry. We worked up fumble in the video game conversion thread...I'll locate it and reprint it here.
Aarakocra do, but svirfs now have to take a feat to do so. Here ya go:
Summon Large Air Elemental (Su): A group of five aarakocras that includes at least one cleric can cast summon monster VI to summon a Large air elemental. To perform the summoning, the aarakocras must perform an intricate aerial dance for 3 rounds.
Borrowing from squid again:
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
We were born ready.