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  1. #1
    Community Member Xenostrata's Avatar
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    Default Update 13: Revenge of the Gnomes!

    New Weapon:
    Gnomish Hooked Hammer
    • Exotic Weapon
    • 1d10 damage die
    • Blunt and Piercing Damage
    • Two Handed Weapon
    • 20 critical range, x4 critical multiplier.


    New Race:
    Gnomes!
    • +2 constitution, -2 strength
    • Weapon Familiarity: Gnomes treat the Gnomish Hooked Hammer as a martial weapon
    • +4 racial bonus on Haggle and Listen checks
    • +2 racial bonus to will saves and illusion spells
    • +1 to the DCs of Illusion spells
    • +1 racial bonus to Attack against Kobolds and Goblinoids
    • +4 Dodge bonus to AC against Giant type creatures
    • Small Size: As small creatures, Gnomes get a +1 bonus to AC and attack and a +4 bonus to the Hide skill. They also have 3/4 carrying capacity as a normal sized creature
    • Can use Wild Empathy as a Spell Like Ability


    Enhancements:
    • Gnomish Pick Attack, AP cost 2/4 - +1/2 to attack with light picks, heavy picks, and gnomish hooked hammers.
    • Gnomish Pick Damage, AP cost 2/4 - +1/2 to damage with light picks and heavy picks, +2/4 to damage with gnomish hooked hammers.
    • Gnomish Critical Accuracy, AP cost 2/4 - +2/4 to confirm criticals and critical damage, and bypass 5/10% fortification.
    • Gnomish Giant Dodger, AP cost 1/2/3 - +1/2/3 to AC against Giant type creatures.
    • Gnomish Goblinoid Hatred, AP cost 1/2/3 - +1/2/3 to attack against goblinoids and kobolds.
    • Gnomish Illusion Mastery, AP cost 2/4 - Grants an additional +1/2 bonus to the DCs of illusion spells you cast.
    • Gnomish Strong Mind, AP cost 1/2/3 - Grants an additional +1/2/3 to the save against illusions and other will-based effects.
    • Gnomish Improved Animal Relations, AP cost 2 - Can use Improved Animal Empathy instead of normal Animal Empathy.
    • Gnomish Appraisal, AP cost 1/1/1 - Grants an additional +2/4/6 to your haggle score.
    • Gnomish Constitution, AP cost 2/4 - Grants +1/2 to your constitution score.
    • Racial Toughness, AP cost 1/2/3/4 - Grants +10/20/30/40 to your total HP.


    New Spells:
    • Disguise Self - Wiz/Sorc 3, Brd 2 - You create an illusion that causes you to look like an ally to your enemies. Any time an enemy sees you, it makes a Will save to disbelieve. Attacking ends this spell, and taking any action (eg using a lever) causes any monster that can see you to reroll their will save. Speaking with anyone/thing ends the spell.
    • Ghost Sound - Wiz/Sorc 1, Brd 1 - You create an illusory noise in the heads of your enemies, causing them to think something is approaching in the opposite direction. A Will save allows them to discern your actual location.
    • Hallucinatory Terrain - Wiz/Sorc 3, Brd 2 - You create an illusion that causes monsters to believe they are trying to move through very thick mud. After entering the area the illusion is cast on, the monster must make a Will save or be Slowed until exiting the area. Only one will save is allowed, even upon reentering the area.
    • Major Image - Wiz/Sorc 4, Brd 3 - You create an illusory creature. Once created, the creature immediately appears to attack the selected enemy, and on a failed Will save that creature ignores everything else to focus on defending itself. Any surrounding enemies will also attack the illusion, but gain additional will saves to disbelieve every 10 seconds.
    • Minor Image - Wiz/Sorc 1, Brd 1 - You create an illusory creature. Once created, the creature will remain stationary, but attract the attention of nearby enemies. These enemies will continue to attack the illusion, getting a will save every 6 seconds to disbelieve the illusion.
    • Mirage Arcana - Wiz/Worc 5, Brd 5 - You create an illusion that causes creatures to believe they have been transported to the middle of a dense jungle or other exotic terrain. Monsters entering the area must make a will save to disbelieve the illusion, if they fail they must make a second will save or become dazed. Even if they succeed, they are Slowed as they try to move through the strange terrain. You gain a +5 bonus to attack and hide, move silently, and intimidate checks against creatures who have not disbelieved the illusion.
    • Mirror Image - Wiz/Sorc 2, Brd 2 - You create 1d4 + 1 per 3 caster levels (Max 1d4+4) copies of your self, that follow you around and mimic your movements. Any creature that fails a Will save will attack one of them (or you) at random. Upon being dealt any damage, an image will disappear. Lengthy cooldown to avoid spamming.
    • Mislead - Wiz/Sorc 6, Brd 5 - You create an Major Image of yourself while immediately turning yourself invisible. Any monster that was attacking you must make a will save to disbelieve the illusion or immediately redirect its efforts to your double.
    • Rainbow Pattern - Wiz/Sorc 4, Brd 4 - You create a ball of glowing light. Upon entering, a creature must make a will save or become fascinated by the flowing patterns. The ball will move slowly in whatever direction the spell was directed at until it hits an obstacle, at which point it will move at random. Any creature that becomes fascinated will follow the ball, attempting to remain within it. If the ball leads any creature over something hazardous (eg a trap), they are given an additional save to break free. Regardless, creatures are given additional will saves every 16 seconds.
    • Screen - Wiz/Sorc 8, Brd 6 - Empowers any offensive illusions you cast for the duration fo the spell. Any spell you cast while under the effects of a Screen cannot be pierced by True Seeing. (Does not apply to blur, displacement, or invisibility).
    • Seeming - Wiz/Sorc 7, Brd 5 - Acts as a Disguise Self, but works on multiple targets. Note that the Will save to disbelieve is rolled for each person under the effects of that spell, and that if one person is discovered going to their aid will break your own disguise.
    • Shadow Evocation - Wiz/Sorc 5, Brd 4 - Cast Fireball, Lightning Bolt, Frost Lance, or Force Missles. Will save for 1/5 damage.
    • Shadow Evocation, Greater - Wiz/Sorc 8, Brd 6 - Cast Chain Lightning, Delayed Blast Fireball, or Otiluke's Freezing Sphere. Will save for 1/5 damage.
    • Silence - Wiz/Sorc 4, Brd 4 - Protects again sonic based spells (including Power Word spells).
    • Weird - Wiz/Sorc 9 - You create an illusion that uses the subjects' deepest fears against it. Any creature within the range of the spell must make a Will save to disbelieve the spell. Upon a failed Will save, the subjects must make a successful fortitude save or die of fright. Upon a successful fortitude save, the subject is instead stunned for 6 seconds and takes 2d6 per caster level in damage. Creatures immune to fear are not immune to this effect, however, creatures immune to mind-based attacks are. If cast on a Telepathic creature (currently only mindflayers), there is a 25% chance that if they succeed on their will save the Weird is instead turned upon you.
    • Ventriloquism - Wiz/Sorc 3, Brd 2 - You make an enemy say something incredibly offensive, causing any enemy not attacking anything to turn on it for 6 seconds.


    We can always hope, eh?
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  2. #2
    Community Member dredre9987's Avatar
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    NO...How about all the PrE's get finished before adding more.

  3. #3
    Community Member Bodic's Avatar
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    Actually well thoughtout, granted always pushing for the next update. M&M already said they had a full work load planned until Jan 2013.

    Things will happen as they do in their course our suggestions will do didillysquwat.

  4. #4
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by dredre9987 View Post
    NO...How about all the PrE's get finished before adding more.
    Cause this PrE would be great on my WF Barbarian ...

    Great ideas on the spells, really well thought out.

    Issue I can see (and possibly developers can see it too) is that while the gnome you have depicted here is appropriate it isn't really a money maker except for people who love gnomes.

    A solution in another thread that I started that I liked was to release Gnome along with some subraces such as Tinker and Svirfneblin. You can have Vanilla Gnomes as F2P, Tinker can be free to VIPs/purchased in store and Svirfneblin can be favour unlock/purchased in the store.

    Also, rather than introducing a weapon which is possibly OP due to dual damage types just let Gnomes wield picks like normal people are supposed to be able to wield bastard swords. If you don't have an item in your offhand it becomes 2 handed and does a higher damage dice. This would give gnomes a melee combat niche.

  5. #5
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    Quote Originally Posted by dredre9987 View Post
    NO...How about all the PrE's get finished before adding more.
    /signed

  6. #6
    The Hatchery GeneralDiomedes's Avatar
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    Quote Originally Posted by Bodic View Post
    Actually well thoughtout
    Agreed, spell selection is extremely well thought out. +1.

  7. #7
    Community Member Grenada's Avatar
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    Those spells would make Illusionists fun to play.
    Quote Originally Posted by Ungood View Post
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  8. #8
    Community Member Symar-FangofLloth's Avatar
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    I like those spells!
    /signed
    Former Xoriat-er. Embrace the Madness.

  9. #9
    Community Member Xenostrata's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Cause this PrE would be great on my WF Barbarian ...

    Great ideas on the spells, really well thought out.

    Issue I can see (and possibly developers can see it too) is that while the gnome you have depicted here is appropriate it isn't really a money maker except for people who love gnomes.

    A solution in another thread that I started that I liked was to release Gnome along with some subraces such as Tinker and Svirfneblin. You can have Vanilla Gnomes as F2P, Tinker can be free to VIPs/purchased in store and Svirfneblin can be favour unlock/purchased in the store.

    Also, rather than introducing a weapon which is possibly OP due to dual damage types just let Gnomes wield picks like normal people are supposed to be able to wield bastard swords. If you don't have an item in your offhand it becomes 2 handed and does a higher damage dice. This would give gnomes a melee combat niche.
    I like this idea, except that the Svirfneblin are pretty much just gnomes with +2 wis, -2 charisma, and spell resistance (and +4 bonus to AC, but that should be removed - a bit OP).
    I couldn't find stats on the Tinker gnome though, could you elaborate? Never remember playing one.

    I don't really see the double weapon type as OP, since Piercing only really breaks Rakshasa DR, and isn't that big of a deal. x4 crits are nice on a blunt weapon, except that the main monster that has blunt DR - undead - is immune to crits anyway. It would yield some nice effect bursts, but not much else.

    Edit: Also, I think gnomes with their boost to Illusion DCs could get some play as niche Illusionists. They only lose 1 DC to humans/drow from stats, and then they get 2 more over them through enhancements. If the spells I suggested come out, then the Gnome Illusionist could be a force to be reckoned with.
    Last edited by Xenostrata; 10-23-2011 at 01:39 AM.
    Fear the Koala.
    Jial, Wyllywyl, and an ever-changing list of alts.

  10. #10
    Community Member Xenostrata's Avatar
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    Quote Originally Posted by Grenada View Post
    Those spells would make Illusionists fun to play.
    I think my personal favorite would be rainbow pattern. It would act kind of like Bowling for Kobolds, where the ball moves away from your position and any monster it runs into that fails a will save gets caught up into it and follows it around. It would be extra fun if it could do things like go off cliffs or into water/lava, but that would be too easily exploited, so it would probably be best to just have it redirect when it comes to an edge.

    That or Mislead, I really like the idea of a Panic Button that allows you to immediately dump agro even when soloing.
    Fear the Koala.
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  11. #11
    Community Member Asmodeus451's Avatar
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    all those illusion spells and no Rainbow Wall? (aka Prismatic Wall)
    The Funniest Thing I've Ever Read
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  12. #12
    Community Member thwart's Avatar
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    But ... why do they need revenge?

  13. #13
    Community Member dkyle's Avatar
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    Quote Originally Posted by thwart View Post
    But ... why do they need revenge?
    http://www.youtube.com/watch?v=4UqFPujRZWo

  14. #14
    Community Member dkyle's Avatar
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    Quote Originally Posted by Asmodeus451 View Post
    all those illusion spells and no Rainbow Wall? (aka Prismatic Wall)
    Prismatic Wall isn't an Illusion.

    http://www.d20srd.org/srd/spells/prismaticWall.htm

    It would be pretty insane in DDO with the lousy AI that would get kited through it.

  15. #15
    Community Member Xenostrata's Avatar
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    Quote Originally Posted by dkyle View Post
    Prismatic Wall isn't an Illusion.

    http://www.d20srd.org/srd/spells/prismaticWall.htm

    It would be pretty insane in DDO with the lousy AI that would get kited through it.
    I'd prefer prismatic sphere. Same general idea, centered on you, and you move at 50% speed until it expires or is dispelled (certain things, like attack immunity, would have to go - just leave the guard effects).
    Fear the Koala.
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  16. #16
    Community Member jortann's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Issue I can see (and possibly developers can see it too) is that while the gnome you have depicted here is appropriate it isn't really a money maker except for people who love gnomes.

    A solution in another thread that I started that I liked was to release Gnome along with some subraces such as Tinker and Svirfneblin. You can have Vanilla Gnomes as F2P, Tinker can be free to VIPs/purchased in store and Svirfneblin can be favour unlock/purchased in the store.

    Also, rather than introducing a weapon which is possibly OP due to dual damage types just let Gnomes wield picks like normal people are supposed to be able to wield bastard swords. If you don't have an item in your offhand it becomes 2 handed and does a higher damage dice. This would give gnomes a melee combat niche.
    Totally agree here. Make it a Tinkerer Gnome with +2 to INT, +1 Illusion Spell DC and enhancements for crafting. Then people will be lining up to pay their 1295TP and TR their wizards.

    I know I would.

    Save me a Spot at the Front of the Line

    Of course this will also lead to ....

    Update 14 - Gnerf of the Gnomes

    ..
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  17. #17
    Community Member kilagan800's Avatar
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    I like all of it, it should definately be used! Thanks for posting!

  18. #18
    Community Member Yehediah's Avatar
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    Default Gnomes have my vote!

    Gnomes have my vote!

    It's high time (or is that low time?) for gnomes since it's the last core race/class missing from DDO.

    Of course, they do need to fix bugs and prestiges - but, we all know how well that's worked for years. At least they slowly get around to fixing quests that "break" from updates!
    Yehediah (Dwarf Cleric), Zeddek (Human Favored Soul)
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  19. #19
    The Hatchery CaptainSpacePony's Avatar
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    Nice work OP +1. I just fear that gnomes, if they ever find their way into DDO will be less played than halfling bards.

    May not be a good investment of Turbine's resources.

  20. #20
    The Werewolf Skavenaps's Avatar
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    Quote Originally Posted by Yehediah View Post
    Gnomes have my vote!

    It's high time (or is that low time?) for gnomes since it's the last core race/class missing from DDO.

    Of course, they do need to fix bugs and prestiges - but, we all know how well that's worked for years. At least they slowly get around to fixing quests that "break" from updates!

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