* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Changelings for AD&D Started at 03-12-07 04:54 PM by NeoRaven01 Visit at http://forums.gleemax.com/showthread.php?t=807922 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : NeoRaven01 Date : 03-12-07 04:54 PM Thread Title : Changelings for AD&D I play with a group of 2nd editions AD&D zealots and wish to play a 3.5 changeling(Ebberon race), but the main thing of a changeling is its Minor Change Shape ability, which is based off of the 3.5 spell Disguise Self. What I'm asking is what are your idea of converting it to 2nd AD&D? Below are its major statistics and also the Disguise Self spell, 3.5 of course. Help, pl0x! Racial Traits: -medium size -Land speed of 30ft -+2 bonus racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds. -+2 racial bonus to Bluff, Intimidate, and Sense motive checks: Changelings are inherently skilled in deception and intimidation, and though they cannot actually detect thoughts as doppelgangers can, they can intuitely read body language and attitude with surprising accuracy. -Natural Linguist: Changelings add Speak Language to their list of skills for any class they adopt Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possesions. This ability is not an illusory effect, but minor physical alteration of a changeling's facial features, skin color and texture, and size, within limits described for the spell A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling recieves a +10 circumstance bonus on Disguise checks. Using this ability is a full round action. Disguise Self Illusion (Glamer) Level: Brd 1, Sor/Wiz 1, Trickery 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Agathokles Date : 03-12-07 05:33 PM Thread Title : Re: Changelings for AD&D I play with a group of 2nd editions AD&D zealots and wish to play a 3.5 changeling(Ebberon race), but the main thing of a changeling is its Minor Change Shape ability, which is based off of the 3.5 spell Disguise Self. What I'm asking is what are your idea of converting it to 2nd AD&D? This spell is called Change Self in AD&D. -+2 bonus racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds. You can keep these bonuses as they are, or give them the same abilities as a standard AD&D Half-Elf (I'd probably go with the latter). -+2 racial bonus to Bluff, Intimidate, and Sense motive checks: Changelings are inherently skilled in deception and intimidation, and though they cannot actually detect thoughts as doppelgangers can, they can intuitely read body language and attitude with surprising accuracy. Use the Empathy Trait from Player's Options: Skills & Powers. -Natural Linguist: Changelings add Speak Language to their list of skills for any class they adopt This ability cannot be applied in AD&D, since Modern Languages is a general NWP. I'd allow each slot spent in Modern Languages to buy 2 languages. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : NeoRaven01 Date : 03-12-07 06:08 PM Thread Title : Re: Changelings for AD&D Thank you very, very much. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : oralpain Date : 03-12-07 07:21 PM Thread Title : Re: Changelings for AD&D Yes, disguise self is simply the 3E name for change self. Personally, I would change the +2 bonus to bluff, intimidate, ect to a +1 or +2 bonus to reaction checks (as they are used for such interactions in the core 2E rules). No need for the empathy ability from S&P, though it would work fine if you are using those rules. Allowing two languages per slot is fine. They could also be assume to gain a bonus proficency in any language they have been exposed to for reasonable period of time. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:21 AM.