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Possible ECL for this template?
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<blockquote data-quote="monboesen" data-source="post: 2305756" data-attributes="member: 4647"><p>It's still unplayable.</p><p></p><p>You need to realize that piling on a lot of weaknesess does not make up for a bunch of strong powers. Especially not when anyone using the template will obviously be a spellcaster and that makes every weakness (except the -4 con) neglible.</p><p></p><p>Try describing in words, not rules, what this race is actually about. Try defining what you see as the core powers of the race and that will tell what can be cut away.</p><p></p><p></p><p></p><p>Assuming you want something close to ECL +0-1 my suggestions are as follows. </p><p></p><p>1. The massive stat penalites and bonuses must go. Choose one Physical stat to penalize with -2 and a mental with +2. I would go with -2 con and +2 int.</p><p></p><p>2. Same thing for the massive skill bonuses. Again choose two and reduce the bonus to +2. My suggestion would be +2 Knowledge (arcana) and +2 Use magic device.</p><p></p><p>3. Drop the strange no weapona and armor rules. What if someone in the game actually wants to play a fighter of this race. Should they not have that option?</p><p></p><p>4. Ditch the flying and the Spell resistance. Both are very strong powers and each should bump the ECL by +1, making it +2 for them alone.</p><p></p><p>5. Reduce the number of bonus feats to one and make it Spell penetration.</p><p></p><p>6. Reduce the saving throw bonus vs. magic to +2. </p><p></p><p>7. Ditch the immunity to sneak attacks and criticals. Immunity to these powers are not due to the attacker not being able to see your vitals, but when you don't have any vitals at all (like a golem or undead).</p><p></p><p>8. Drop the ability to cast spells in anti-magic fields and absorb spells. Keep the the taking subdual damage in anti-magic field cause its cool and fitting.</p><p></p><p>9. Drop the gaze attack and spell like abilities. Way to strong for low ECL. Let them be able to use some 0-1 level spells from the Wizards spell list 3 day.</p><p></p><p></p><p>So boiled down something like this.</p><p></p><p>Magic Born</p><p></p><p>-2con, +2int</p><p></p><p>Size: medium</p><p></p><p>Movement 30ft</p><p></p><p>Skills: +2 to knowledge (arcana)and use magic device</p><p></p><p>Magic transformation (Ex): Whenever a magic born uses magic (spells or innate powers) they are surrounded by a dark blue glue. The light is as strong and has the effects of the spell faerie fire. </p><p></p><p>Bonus feats: spell penetration</p><p></p><p>Magic sustained: A magic born needs not to eat, drink or breathe. Magic alone sustains him with life.</p><p></p><p>Magic dependent: A magic born cannot sustain his life force in null magic areas. They take 1D4 subdual damage every round in an anti-magic field. </p><p></p><p>Magic sight (Ex): The magic born can use Detect magic at will.</p><p></p><p>Resistant to magic. Magic born gets a inherent +2 bonus to saving throws vs. magic.</p><p></p><p>Spell like abilities: Choose three 0-1 level spells from the wizard spell list. They can be used 3/day total (CL = HD).</p><p></p><p>ECL +0 (maybe a bit strong, but not enough to be +1 IMO)</p></blockquote><p></p>
[QUOTE="monboesen, post: 2305756, member: 4647"] It's still unplayable. You need to realize that piling on a lot of weaknesess does not make up for a bunch of strong powers. Especially not when anyone using the template will obviously be a spellcaster and that makes every weakness (except the -4 con) neglible. Try describing in words, not rules, what this race is actually about. Try defining what you see as the core powers of the race and that will tell what can be cut away. Assuming you want something close to ECL +0-1 my suggestions are as follows. 1. The massive stat penalites and bonuses must go. Choose one Physical stat to penalize with -2 and a mental with +2. I would go with -2 con and +2 int. 2. Same thing for the massive skill bonuses. Again choose two and reduce the bonus to +2. My suggestion would be +2 Knowledge (arcana) and +2 Use magic device. 3. Drop the strange no weapona and armor rules. What if someone in the game actually wants to play a fighter of this race. Should they not have that option? 4. Ditch the flying and the Spell resistance. Both are very strong powers and each should bump the ECL by +1, making it +2 for them alone. 5. Reduce the number of bonus feats to one and make it Spell penetration. 6. Reduce the saving throw bonus vs. magic to +2. 7. Ditch the immunity to sneak attacks and criticals. Immunity to these powers are not due to the attacker not being able to see your vitals, but when you don't have any vitals at all (like a golem or undead). 8. Drop the ability to cast spells in anti-magic fields and absorb spells. Keep the the taking subdual damage in anti-magic field cause its cool and fitting. 9. Drop the gaze attack and spell like abilities. Way to strong for low ECL. Let them be able to use some 0-1 level spells from the Wizards spell list 3 day. So boiled down something like this. Magic Born -2con, +2int Size: medium Movement 30ft Skills: +2 to knowledge (arcana)and use magic device Magic transformation (Ex): Whenever a magic born uses magic (spells or innate powers) they are surrounded by a dark blue glue. The light is as strong and has the effects of the spell faerie fire. Bonus feats: spell penetration Magic sustained: A magic born needs not to eat, drink or breathe. Magic alone sustains him with life. Magic dependent: A magic born cannot sustain his life force in null magic areas. They take 1D4 subdual damage every round in an anti-magic field. Magic sight (Ex): The magic born can use Detect magic at will. Resistant to magic. Magic born gets a inherent +2 bonus to saving throws vs. magic. Spell like abilities: Choose three 0-1 level spells from the wizard spell list. They can be used 3/day total (CL = HD). ECL +0 (maybe a bit strong, but not enough to be +1 IMO) [/QUOTE]
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