| Post/Author/DateTime | Post |
|---|---|
| xephnin03-08-07, 01:01 PM | One of my players wants to create what he calls a Gnalfling. Its basically a Gnome/Halfling hybrid. Does anyone have any ideas on how I would go about this? My first thoughts are to combine the abilities of both base races and bump it up to a +1 race instead of a +0. Any thoughts or suggestions? Your opinions will be greatly appreciated. |
| Ebonyte03-08-07, 02:00 PM | My Toria setting had a nation of city-states composed of Gnomes, Halflings, their offspring, which I called "Gelder", and Tallshanks, which were a gnomish experiment to create an ideal servant race of laborers by combining ogre and halfling breeds. Ironically, they came out roughly human. I never did get around to stattin the Gelder out. I would say remove the sling proficency and the gem cutting skills. Just get rid of thigs that are uniquely gnomish or halfling culturally, and keep things inborn, like the spell-like abilities. |
| JarionSilverblades03-08-07, 02:36 PM | At one time I was working on creating a Gnome/Halfling race called Gnomlings, but once I found out someone else had already created a similar race (Never found the Thread) I started to rework the race and ended up with the Njalsbrandur. |
| xephnin03-08-07, 05:09 PM | Would this make a good Gnome/Halfling hybrid? Gnalfling: +2 CON, -4 STR, +2 DEX Small Size Base Land Speed 20 feet Low-Light Vision +2 save VS illusion +1 to difficulty on illusions cast by Gnalflings +4 Dodge bonus to AC against creatures of (Giant) type +4 racial bonus to listen +2 racial bonus to craft (alchemy) +2 to climb, jump, and move silently +1 racial bonus to all saving throws +2 morale bonus against fear checks Spell-Like Abilities: 1/day - speak with animals (burrowing mammals only, duration 1 minute) with a CHA of 10+ a Gnalfling has 1/day - dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + Gnalfling's CHA modifier + spell level) That's my idea. I took out the gnome's ability to wield the Gnome Hook Hammer as a martial weapon seeing as that leaned more towards a Gnome life style. So my question is, is that too much, too little, just right? Thank you for all current and up coming opinions. :) |
| DCP03-08-07, 05:15 PM | I think that a gnome/halfling would be a neat combo, but what I think would make more sense would be a gnome/dwarf combo. For one, they both live closely together in mining communities, two they share more in common than gnomes and halflings do. However the racial bonuses would be better with the gnome/halfling combo, thats just how I see it. :) |
| JarionSilverblades03-08-07, 07:39 PM | Would this make a good Gnome/Halfling hybrid? Gnalfling: +2 CON, -4 STR, +2 DEX I think you should choose either Con or Dex, not both, the -2 Str make sense. Small Size Base Land Speed 20 feet Low-Light Vision No problem here. +2 save VS illusion +1 to difficulty on illusions cast by Gnalflings +4 Dodge bonus to AC against creatures of (Giant) type +4 racial bonus to listen +2 racial bonus to craft (alchemy) +2 to climb, jump, and move silently +1 racial bonus to all saving throws +2 morale bonus against fear checks Spell-Like Abilities: 1/day - speak with animals (burrowing mammals only, duration 1 minute) with a CHA of 10+ a Gnalfling has 1/day - dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + Gnalfling's CHA modifier + spell level) You basically just gave them the abilities of both parent races, with what you have here this race is an LA +1 easy. +2 save VS illusion +2 morale bonus against fear checks I would remove these racial bonuses and keep, +1 racial bonus to all saving throws, maybe give them a +1 against illusion and fear. +4 racial bonus to listen Both races gain a +2 to listen checks, that’s all this race should get. If both the parent races have good hearing (+2) then the child would have good hearing, not great hearing (+4). +4 Dodge bonus to AC against creatures of (Giant) type +2 racial bonus to craft (alchemy) +2 to climb, jump, and move silently I just don't see a half breed race having the same bonuses as the parent races. Spell-Like Abilities: 1/day - speak with animals (burrowing mammals only, duration 1 minute) with a CHA of 10+ a Gnalfling has 1/day - dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + Gnalfling's CHA modifier + spell level) I can see them keeping the "speak with animals", but the other Spell-like abilities are to much, maybe one but not all 3. I did the same thing, giving a half-breed race that I created the abilities of both parent races. See Orc-Elves in my Home-brewed races. |
| sigma99903-08-07, 07:46 PM | If you want to add up all bonuses, cut them in half and round down. Like instead of: +2 save VS illusion +1 to difficulty on illusions cast by Gnalflings +4 Dodge bonus to AC against creatures of (Giant) type +4 racial bonus to listen +2 racial bonus to craft (alchemy) +2 to climb, jump, and move silently +1 racial bonus to all saving throws +2 morale bonus against fear checks it would be +1 save VS illusion +2 Dodge bonus to AC against creatures of (Giant) type +2 racial bonus to listen +1 racial bonus to craft (alchemy) +1 to climb, jump, and move silently +1 racial bonus to one saving throw +1 morale bonus against fear checks Or figure out a select number of bonuses that adds up to the power of an elf or dwarf. |
| xephnin03-08-07, 07:54 PM | thank you all for the various input :D |