They are also detected by detect good/evil due to their fiendish nature, i think this can be kept as is though i think detect evil in s&w is more along the lines of detect curse of intent.
The toper is interesting, it stating that instead of sleep they enter a toper for 4 hours but unlike an elf in 5e you can still be put to sleep by magic, this could probably be kept as is, idk if it would have much mechanical influence given rules as written rests are days in length rather than in 5e where they are 8 hours.
The last ability they have is a profane legacy which determines which of their origins is most dominant, this infers resistances and some in built magic, in s&w most resistances could be changed to a +4 to save vs that dmg or effect as with the dwarfs poison resistance for instance, in built magic is also possible in the design but not all the spells (especially the cantrips) would directly translate so im going to change the cantrips to once a day level one spells and find the closest fit in S&W spell lists
Cabalus: flesh golem is the most dominant origin, resistance to lightning and poison (+4 vs lighting and poison) mending cantrip, at 3rd level once a day cast of create food and water, at 5th level once a day cast of alter self
Infurnus: the fiendish is the most dominant origin, resistance to fire and poison (+4 vs lighting and poison) the thaumaturgy cantrip 3rd level a once a day cast of hellish rebuke (and at 5th level a once a day cast of darkness
And lastly Necru: the undead is the most dominant origin, you have resistance to necromantic and poison dmg (+4 vs poison and um necromantic isn't that well defined in s&w magic so ill have to find something else for this...) They also get the chill touch cantrip,
At 3rd level a once a day cast of false life, and at 5th level a once a day cast of ray of enfeeblement,
So for classes hollows can have unlimited levels in thief, up to 8th level in magic user (9th with 18 int) up to 4th level fighter (5th with 18 str) and can multi class as fighter magic user, thief magic user or thief fighter magic user,
They gain a +4 to saves vs poison and a +4 to saves vs either fire, lightning or death( so save or death effects etc)
They are detected by the detect evil spell as a being of evil magic regardless of what alignment they are.
Ill leave it there for now as im unsure how exactly to translate over the inbuilt spells many of them don't have direct tie in's in s&w and with the ability to be a magic user thief/fighter such ideas may be redundant either way ill talk to Obliviums creator about it.
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