sub type: magic
-4str -4con -4dex +6int +6wis +6cha
size: medium
movement: 15ft
Spell Resistance: 15+HD
Bonus feats: spell penetration, greater spell penetration
Skills: +8 to concentration, knowledge (arcana), spellcraft, use magic device
-4 to all str and dex based skills.
+4 vs. spells and spell like abilities
DC 15 will save or take double damage from melee or ranged weapons.
Immune to sneak attacks and criticals as the vital areas cannot be seen through the
magic skin of a magic born.
-4 on melee and ranged non magical attacks, +2 on all magical attacks (such as ranged
touch attacks with rays)
Magic Aura: magic aura, like the spell faerie fire, surrounds the magic born
and projects light in a 30 ft radius. The aura can be surpressed but
no magical action can be taken while doing so.
Forsaken Weapon: Magic born gave up the art of weaponry because of the primitive nature
of them. This over rides all class weapon proficiencies. Staffs are
the only weapon aloud by a magic born since they are prestigous for
magic users and used as a walking stick for the frail bodies.
Forsaken Armor: Magic born can not wear armor of anykind except robes. This over rides
all class armor profiencies.
Magic reinforcement: a magic born can use and cast spells in an anti-magic field like
it wasn't there but doing so causes physical harm to him. take
1D4 subduel damage every round in an anti-magic field.
Painful Absorbtion: Can absorb spells through the skin but it is very painful and wrecks
Havoc on a magic borns spell casting ability. You take HP damage
equal to the spell level. Also you may not use magic abilities for
that many rounds. example: if you are hit with magic missle you
can absorb it taking 1 points of HP damage and all spell casting
abilities are suspended for 1 round.
Teleport (Ex): as greater teleport except may only teleport himself and gear only.
Detect magic (Su): Detect Magic is an ability that is always active as the spell
detect magic (CL=HD)
Identify (Su): Like the spell Identify but only take 1 hour of the magic born to
identify the item. Must make an Int check to meet or exceed the
CL of the item being identified.
Spell like abilities: At will- mage armor, shield, magic missle, Ray of enfeeblement
CL=HD
just made this up for a new game and was just wondering what people thought the ECL should be. thanks
-4str -4con -4dex +6int +6wis +6cha
size: medium
movement: 15ft
Spell Resistance: 15+HD
Bonus feats: spell penetration, greater spell penetration
Skills: +8 to concentration, knowledge (arcana), spellcraft, use magic device
-4 to all str and dex based skills.
+4 vs. spells and spell like abilities
DC 15 will save or take double damage from melee or ranged weapons.
Immune to sneak attacks and criticals as the vital areas cannot be seen through the
magic skin of a magic born.
-4 on melee and ranged non magical attacks, +2 on all magical attacks (such as ranged
touch attacks with rays)
Magic Aura: magic aura, like the spell faerie fire, surrounds the magic born
and projects light in a 30 ft radius. The aura can be surpressed but
no magical action can be taken while doing so.
Forsaken Weapon: Magic born gave up the art of weaponry because of the primitive nature
of them. This over rides all class weapon proficiencies. Staffs are
the only weapon aloud by a magic born since they are prestigous for
magic users and used as a walking stick for the frail bodies.
Forsaken Armor: Magic born can not wear armor of anykind except robes. This over rides
all class armor profiencies.
Magic reinforcement: a magic born can use and cast spells in an anti-magic field like
it wasn't there but doing so causes physical harm to him. take
1D4 subduel damage every round in an anti-magic field.
Painful Absorbtion: Can absorb spells through the skin but it is very painful and wrecks
Havoc on a magic borns spell casting ability. You take HP damage
equal to the spell level. Also you may not use magic abilities for
that many rounds. example: if you are hit with magic missle you
can absorb it taking 1 points of HP damage and all spell casting
abilities are suspended for 1 round.
Teleport (Ex): as greater teleport except may only teleport himself and gear only.
Detect magic (Su): Detect Magic is an ability that is always active as the spell
detect magic (CL=HD)
Identify (Su): Like the spell Identify but only take 1 hour of the magic born to
identify the item. Must make an Int check to meet or exceed the
CL of the item being identified.
Spell like abilities: At will- mage armor, shield, magic missle, Ray of enfeeblement
CL=HD
just made this up for a new game and was just wondering what people thought the ECL should be. thanks