Gnome Powers

xBloodCarverx

First Post
Ok, first of all im new to this forum so bear with me.

Now on to the question, could a gnome talk to a drow with that "speach to burrowing mammals" thing? I know this seems like a strech but I have reasons why this would and wouldn't work. I just kinda want a overall opinion on whether or not any DMs out there would let this slide.
 

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Yeah, but drow are mammals right? And they did dig out parts of the underdark right (cities and all)? Isnt burrowing just digging regardless of a burrowing speed. Granted this wouldnt work on anyone just digging, but as a race like drow.
 

xBloodCarverx said:
Yeah, but drow are mammals right? And they did dig out parts of the underdark right (cities and all)? Isnt burrowing just digging regardless of a burrowing speed. Granted this wouldnt work on anyone just digging, but as a race like drow.
No. First the subject needs to be a valid target for Speak with Animals, then within that set, they need to belong to the subset "burrowing mammals."

For the purposes of spell descriptions, "animal" is a game term, meaning a creature of the Animal type. A drow is a Humanoid, not an Animal. Therefore a drow isn't a valid target for Speak with Animals, regardless of whether or not a DM were silly enough to buy into the "drow are burrowing mammals" argument.
xBloodCarverx said:
I just kinda want a overall opinion on whether or not any DMs out there would let this slide.
Not in a million years. In fact, using the reasoning you have presented here would earn you a smack on the head, if not a kick in the nads, at my table.
 



xBloodCarverx said:
Ok, I think I get it. One last question, could a gnome build a car? In Arms and Equipment, they build submarines, so why not a car?
If the technology for building a car exists in your campaign setting, then a gnome could build a car. Presumably, so could many other species. Most campaign settings don't have that kind of technology available, so gnomes can't build cars there.
 

There must be something powering the screws of the gnome submarine. So the same power might be transplanted to the axle of a wagon. Then you have a crude car.
 

elfs are reptiles so no talking to drow:)

as for a car - if Ebberon can have a train then go for it

(ps kite powered carts were experimented with in the 17th Century and i've had a steam powered 'tank' in a fantasy game)
 

Why wouldn't it make more sense to use this ability to talk to a dwarf? Oh wait that is a language they can readily take right?

Actually a creature can only have one type at a time (although they can have mulotiple subtypes).

From the SRD:


Animal Type: An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.
Features: An animal has the following features (unless otherwise noted in a creature’s entry).
—d8 Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Fortitude and Reflex saves (certain animals have different good saves).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).
—Intelligence score of 1 or 2 no creature with an Intelligence score of 3 or higher can be an animal).
—Low-light vision.
—Alignment: Always neutral.
—Treasure: None.
—Proficient with its natural weapons only. A noncombative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
—Proficient with no armor unless trained for war.
—Animals eat, sleep, and breathe.


Humanoid Type: A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.
Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type.
Features: A humanoid has the following features (unless otherwise noted in a creature’s entry).
—8-sided Hit Dice, or by character class.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Reflex saves (usually; a humanoid’s good save varies).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.
Traits: A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
—Proficient with all simple weapons, or by character class.
—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
—Humanoids breathe, eat, and sleep.[/qiote]
 

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