Svirfneblin adjustment

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Anomandaris
Posts: 448
Joined: Sun Oct 06, 2019 10:56 am

Svirfneblin adjustment

Post by Anomandaris » Tue Oct 22, 2019 7:15 pm

ECL 2, +4 and -6 to stats and no major gifts, pretty limited build options and overall underwhelming race selection mechanically. They have such great lore and rp value. They should be “rare” but they are just a hard choice to take unless you reaaaaally want to play a svirf.

I propose an “update” to make it a more balanced race. I don’t want to be prescriptive about what that looks like, but here are some ideas (as few or as many as make sense).

-grant x points in craft mastery and/or UMD per level or something (they are master tinkerers after all).

-bump our SR cap 2-4 pts (Drow are way better in almost every way, this is a small but not unmeaningful boost in Svirf combat power).

-Drop ECL by 1 and let em take a major gift.

-Some bonus to mining gems (shinies!!!!).

-Buff to golems created and controlled by gnomes and if golem update comes give Svirfs some love by making svirf only golem.

Anyway I’d be stoked to see just one of these, or any other creative improvement to the class to enhance rp and make it more balanced. Thanks!!

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Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4690
Joined: Tue Sep 09, 2014 7:13 pm

Re: Svirfneblin adjustment

Post by Irongron » Tue Dec 17, 2019 9:12 am

I agree about how narrow the options are for svirfneblin, so with that in mind

Approved (for some of the above, subject to development discussion)

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