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Cascene
The Cascene are a nomadic people that have recently begun to carve out their own territory and settle there, after spending more than a 100 years roaming parts of the land that they share with the other races. Their origins are clouded in mystery, but many sages speculate that they are offshoots of the human race altered by powerful magic or that the blood of some forgotten creature runs through them. Others claim that they have been specially bred to champion some cause and that they are meant to fulfile a yet unspoken prophecy.
Stranger still is the fact that all confirmed contacts with them only go back a couple of hundred years, yet even the elves seem to think that they have always been there. This has leaded many to believe that they have been around much longer than that but did not choose to make themselves known.
Physical Description: They appear almost human except their eyes have a cat-like look to them. They have hair that grow down their neck to their shoulders and their skin has stripes similar to that of a tiger but it is the same color as their hair which varies in shades of green. They all use human age and weight categories.
Personality: Being much like their human counter parts their personality can vary. They tend to be quite secretive however, and do not open up easily. Their trust has to be earned and they tend to go you extremes to ensure their own survival. They are known for being vengeful and for holding a grudge for a long time.
Relations: Apart from the occasional trade they do not associate much with other races. Things might be changing now that they seem to be abandoning their nomadic lifestyle. They generally tend to get along with good and neutrally aligned races apart from dwarves, which they view as humorless and to war like.
Alignment: The chaotic alignments are more common among them but they can be of any alignment.
Cascene Lands: No-one can point to their ancestral lands. Being a nomadic people they have wander over large territories. The do prefer temperate climates.
Religion: They do not venerate a god of their own. Instead they have adopted many of the human gods.
Language: They seem to speak the same languages as their human kin.
Names: Their names have three parts a first name, their tribe’s name and a suffix at the end of the tribal name.
Male Names: Avra, Bela, Bhanar, Hhanji, Grigori, Kamal, Karol, Nicu, Nanak, Thotin, Vasile.
Female Names: Abisa, Ana, Chiha, Eliza, Fari, Lela, Khoti, Mira, Natasza, Papuza, Prani, Vuma.
Tribal names: See Tribal Heritage for the tribes names.
Suffixes and there meanings: The suffix is an earned part of their name.
‘a’ke = Healer of the tribe
‘za’va = Master of Force magic
‘na’ke = Teacher of nature
‘ve’o = Tribal Leader
‘fu’va = Master of Fire Magic
‘wa’va = Master of Water Magic
‘a’va = Master of Air magic
‘e’va = Master of Earth magic
‘ge’ke = Teacher of Magic
‘gen’ke = Teacher of the past
‘na’va = Master of Nature Magic
‘ha’gen’ke = Teacher of War Magic
‘ha’gen’va = Master of War Magic
‘ha’ge’va = Master of Fighting
‘ha’ge’ke = Teacher of Fighting
‘he’u = Tribal Warrior
‘u = Tribal wanderer
‘o = outcast of the tribe
‘ha’u = Tribal Protecter
‘e = Tribes person (the common people of the tribe)
‘ve’a = Spiritual Guide
‘o’ha = Reformed outcast (one who has earned re-entry into a the tribe by a heroic deed)
‘wa’u = Sea Wanderer (a corsair or sailor)
‘gen’u = Wanderer of the Past (a scholar who seeks out lost secrets and relics, an adventuring sage or bard)
‘o’va = Master Outcast (a rogue or scoundrel)
‘o’na = Unnatural (any undead or planar creature)
‘o’na’va = Master of the Unnatural (a necromancer)
‘o’na’ke = Teacher of the Unnatural
‘e’un’va = Master of the Natural World
‘e’un’ke = Teacher of the Natural World
‘ir’u = Tribal hero
Sample Name and Name Formate:
Name formate: First name, Tribe name/suffix
Sample name: Thotin Bhranda’za’va
Adventurers: They view adventuring, as a way of satisfying their curiosity about the worls hey live in. Money and power is rarelt their main motivation.
Cascene Racial Traits
* +2 Dexterity, -2 Constitution, +2 Wisdom, -2 Charisma. In their time as nomads they have learned a lot but have become more self-centered.
* Medium-Size: As Medium-size creatures, Cascene have no special bonuses or penalties.
* Cascene base speed is 30 feet.
* Low-light Vision: Cascene can see twice as far as a human in starlight, moonlight, torchlight, and similar canditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
* Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
* Tribal Heritage: A character must select a tribe from the following list at the time of creation, reflecting his branch of the race
Bharanda: +1 racial bonus on spellcraft and knowledge (acrana) checks. +1 racial bonus on the DCs of all spell cast. LA: +1. They have had a long time around magic and there natural ability to understand and channel magical energy has improved over time.
Favored Class: Wizard
Corrara: +2 racial bonus on Open Lock, Sleight of Hand, Hide and Move Siliently checks. LA +0. There time on the road has sharprend there ability to steal and get what they need when they need it.
Favored Class: Rogue
Ghanukka: +2 natural armor and +2 racial bonus to initiative checks. LA: +1. Having the most strongest connection to how they came to be has given the, and still gives them, tougher skin and better reative time.
Favored Class: Fighter
Ladawna: +2 racial bonus on Listen, Spot and Survival checks. LA: +0. Consisting of exiles and outcasts from other tribes, they were never tolerated by other Cascene tribes. Originally they were shunned shunned by the majority of the Cascene because of their brutality and recklessness in war.
Favored Class: Barbarian
Masaluk: +2 racial bonus on Knowledge (nature), Heal and Profession (herbalism) checks. LA +0. They have spent there time healing and keeping the race in good shape and it shines in them like nothing else. They have bean known to show up at the ends of wars to help heal the sick and heart.
Favored Class: Druid
Zasawna: Naturally Psionic: Zasawna cascene gain 1 bonus power point as 1st level. This does not grant Zasawna cascene the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. LA +0. While the other tribes looked outward for skills the Zasawna looked in to them selves for what they needed. The unlocked a talent like none of the other tribes have sean one of which can bring bigger things to them as they grow.
Favored Class: Psion
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Maglin
The maglin, not many people know where they came from. What little world they came from is still in question. One thing is certain they have magical abilities that out do many races. They have natural talents in magic that can put many other races to shame. Some think it might be that they are magic given life or that they might be on the off chance be from the same world that the mercane where once from. All is known that they are commonly seen living in large cites. If they are from the same world as the mercane then that might explain why they have some magic powers that have grown stronger and others that have grown weaker as time has gone bye. The fact that they are small while they’re blue skinned kin are larger then most races. The fact that they don’t share some of the traits that the mercane have other then magical talent is odd and the fact that they don’t run out of sigil like a mercane does. In fact sigil seams to be one of their more favorite places to live as if it is and always has been there Home City. They have just started moving to other places since the factions left the city. As if now there free and in that way some have been moving in large numbers looking for new and different homes in other worlds. It might have been a deal they made with the lady when the mercane made their big deal all those years ago. Only one person knows the truth and trying to get it out of her is like saying humans don’t live every place.
Personality: The maglins seam to be fun loving and uncaring. But they are caring and can be quite to the point when they need to be. They have been known to go out of their way to help people in need even when it might not have been the best idea to do so.
Physical Description: Maglin are small humanoids who typically stand between three and for feet tall and weigh between 30 and 35 pounds. On average maglin men tend to stand slightly taller and weight more then females. Maglin are very similar to halflings in terms of physical description and musculature.
The most obvious difference is there skin is black. All maglin also belong to a birth school, which determines what color their hair and eyes are. Below are the colors for each birth school and a brief description of how it might affect a maglin’s appearance.
Abjuration (Silver): A maglin of this birth school typically has silver-white hair and eyes that glow with a silver sheen.
Conjuration (Gold): A maglin of this birth school typically has gold-blond hair and deep golden eyes.
Divination (Bronze): A maglin of this birth school typically has bronze-brown hair and bright bronze eyes.
Enchantment (Blue): A maglin of this birth school typically has blue-white hair and dark blue eyes.
Evocation (Red): A maglin of this birth school typically has fiery red hair and deep crimson eyes.
Illusion (Purple): A maglin of this birth school typically has dark purple hair and light purple eyes.
Necromancy (Gray): A maglin of this birth school typically has ash gray hair and dark gray eyes.
Transmutation (Green): A magline of this birth school typically have light green hair and dark green eyes.
Maglin age like gnomes and use halfing height and weight categories.
Relations: Maglin tend to blend into city life like its there nature. They seam to get along with many of the races out in the multiverse all but two. One of them most races fear, the Mindflares, the other race is the Rakshasa; not much is known why they have a dislike for them.
Alignment: Maglin tend towards no particular alignment, not even neutrality. The best and worst are found among them.
Maglin Lands: Maglin have no real lands of their own. Since their resent freedom they have been seen migrate to areas of high magical activity and centers of arcane study. They still seam to live in large cities with the comfort of warm, clean homes surrounded by overflowing volumes of arcane lore. Maglin are gracious hosts and welcome people with open arms unless they’re doing some magical study.
Lately in human lands, maglin have been highly prized as royal wizards, teachers, and archmages. Many times maglin wizards have been brought in as instructors in prominent universities of magical study.
Religion: As with their spectrum of alignments, maglin religion tends to be equally diverse. Most maglin worship gods of magic (most the time human gods of magic) or knowledge. Many have adopte the religious customs of the lands in which they now reside.
Language:The maglin speak an arcane language that seams like a mix of eleven and dragonic in sounding. The also commonly learn, planer trade, common, draconic, and elven. The maglin language uses the draconic alphabet.
Names: Maglin names vary greatly. Without a unifying deity to give them a touchstone for their culture. With there long time in sigil and a wide contact with many other races that come and go from the city. They commonly have names from any place and any race you can think of.
Adventurers: Maglin adventurers’ adventure to see the multivers as well as gain fame with friends and family. They are willing to fight for any causes that look like they can either help other people or can give them mass fame.
Maglin Racial Traits
* -2 Str, -4 Con, +4 Int, +4 Cha. Maglin have a sharp mind and a sharp wit, but there frail and week bodes cant take much punishment.
* Small: As small creatures, maglins gain a +1 size bonus to Armor Vlass, a +1 bonus on attack rolls, and a +4 size bonus on hide checks, but they must use smaller weapons than humans use, and there lifting and carring limits are three-quarters of that of a Medium-size characters.
* Maglin base speed is 20 feet.
* Superior Low-Light Vison: Maglin can see 3 times farther than a human can in starlight, moonlight, torchlight, ans similar conditions of poor illumination.
* Energy Resistance: Maglin have acid resistance 1 and fire resistance 1. This trait represents but a lingering portion of the resistances that the race once had.
* Birth School Benefits: The player of a maglin character must choose his birth school during character creation. The character is infused with magical power of this school and receives the following benefits:
Increased Caster Level: Maglin are considered to have an effective +1 caster level in all their arcane spellcasting classes when using spells from his birth school. The effective caster levels becomes +2 if a maglin is a specialist wizard in his birth scool. Thos effetive caster level only appliys for the maglineds birth school and does not increase any other class abilitys for the maglin in his birth school.
Arcane Ability: Maglins with Charisma scores of 12 or higher have the racial ability to cast a 0-level spell (cantrips) a number of times perday equal to the maglin’s Charsima modifier, chosen from the sorcerer and wizard spell lists (see PHB, chapter 11: Spell, “Sorcerer/Wizard Spell”) this spell must be in the maglins birth school. Also, a maglin need not need be a sorcerer or wizard to use this ability—it is a power the maglin is born with and learned to cultivate naturally during their childhood. When casting these spells, the maglin’s caster level is equal to his character level; this spell is subject to any chances of arcane spell failure.
Incresed Spell DC: When the character casts a spell from his birth school, the saving throw DC to resist the spell is increased by 1.
* Spell Resistance: A maglin has spell resistance equal to its class levels + 9.
* +1 racial bonus to Concentration, Knowledge (arcana), and Spellcraft checks.
* Automatic Languages: Maglin, Common, and Planer Trade. Bonus Languages: Abyssal, Celestial, Draconic, Elven, and Infernal.
* Favored Class: Sorcerer or wizard. A multiclass maglin’s sorcerer or wizard class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, “Multiclass Character,” XP for Multiclass Characters). Maglin are known for their heritage as masters of arcane spellcasting; some train their talent (becoming wizards) while others tap into their natural affinity (becoming sorcerers). The choice of sorcerer or wizard as a character’s preferred class must be selected as soon as the character acquires a level in either sorcerer or wizard class, and it cannot be changed thereafter.
* Level Adjustment: +1. Due to their arcane power, maglin are somewhat more powerful yet gain character levels more slowly than most other races.
The Cascene are a nomadic people that have recently begun to carve out their own territory and settle there, after spending more than a 100 years roaming parts of the land that they share with the other races. Their origins are clouded in mystery, but many sages speculate that they are offshoots of the human race altered by powerful magic or that the blood of some forgotten creature runs through them. Others claim that they have been specially bred to champion some cause and that they are meant to fulfile a yet unspoken prophecy.
Stranger still is the fact that all confirmed contacts with them only go back a couple of hundred years, yet even the elves seem to think that they have always been there. This has leaded many to believe that they have been around much longer than that but did not choose to make themselves known.
Physical Description: They appear almost human except their eyes have a cat-like look to them. They have hair that grow down their neck to their shoulders and their skin has stripes similar to that of a tiger but it is the same color as their hair which varies in shades of green. They all use human age and weight categories.
Personality: Being much like their human counter parts their personality can vary. They tend to be quite secretive however, and do not open up easily. Their trust has to be earned and they tend to go you extremes to ensure their own survival. They are known for being vengeful and for holding a grudge for a long time.
Relations: Apart from the occasional trade they do not associate much with other races. Things might be changing now that they seem to be abandoning their nomadic lifestyle. They generally tend to get along with good and neutrally aligned races apart from dwarves, which they view as humorless and to war like.
Alignment: The chaotic alignments are more common among them but they can be of any alignment.
Cascene Lands: No-one can point to their ancestral lands. Being a nomadic people they have wander over large territories. The do prefer temperate climates.
Religion: They do not venerate a god of their own. Instead they have adopted many of the human gods.
Language: They seem to speak the same languages as their human kin.
Names: Their names have three parts a first name, their tribe’s name and a suffix at the end of the tribal name.
Male Names: Avra, Bela, Bhanar, Hhanji, Grigori, Kamal, Karol, Nicu, Nanak, Thotin, Vasile.
Female Names: Abisa, Ana, Chiha, Eliza, Fari, Lela, Khoti, Mira, Natasza, Papuza, Prani, Vuma.
Tribal names: See Tribal Heritage for the tribes names.
Suffixes and there meanings: The suffix is an earned part of their name.
‘a’ke = Healer of the tribe
‘za’va = Master of Force magic
‘na’ke = Teacher of nature
‘ve’o = Tribal Leader
‘fu’va = Master of Fire Magic
‘wa’va = Master of Water Magic
‘a’va = Master of Air magic
‘e’va = Master of Earth magic
‘ge’ke = Teacher of Magic
‘gen’ke = Teacher of the past
‘na’va = Master of Nature Magic
‘ha’gen’ke = Teacher of War Magic
‘ha’gen’va = Master of War Magic
‘ha’ge’va = Master of Fighting
‘ha’ge’ke = Teacher of Fighting
‘he’u = Tribal Warrior
‘u = Tribal wanderer
‘o = outcast of the tribe
‘ha’u = Tribal Protecter
‘e = Tribes person (the common people of the tribe)
‘ve’a = Spiritual Guide
‘o’ha = Reformed outcast (one who has earned re-entry into a the tribe by a heroic deed)
‘wa’u = Sea Wanderer (a corsair or sailor)
‘gen’u = Wanderer of the Past (a scholar who seeks out lost secrets and relics, an adventuring sage or bard)
‘o’va = Master Outcast (a rogue or scoundrel)
‘o’na = Unnatural (any undead or planar creature)
‘o’na’va = Master of the Unnatural (a necromancer)
‘o’na’ke = Teacher of the Unnatural
‘e’un’va = Master of the Natural World
‘e’un’ke = Teacher of the Natural World
‘ir’u = Tribal hero
Sample Name and Name Formate:
Name formate: First name, Tribe name/suffix
Sample name: Thotin Bhranda’za’va
Adventurers: They view adventuring, as a way of satisfying their curiosity about the worls hey live in. Money and power is rarelt their main motivation.
Cascene Racial Traits
* +2 Dexterity, -2 Constitution, +2 Wisdom, -2 Charisma. In their time as nomads they have learned a lot but have become more self-centered.
* Medium-Size: As Medium-size creatures, Cascene have no special bonuses or penalties.
* Cascene base speed is 30 feet.
* Low-light Vision: Cascene can see twice as far as a human in starlight, moonlight, torchlight, and similar canditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
* Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
* Tribal Heritage: A character must select a tribe from the following list at the time of creation, reflecting his branch of the race
Bharanda: +1 racial bonus on spellcraft and knowledge (acrana) checks. +1 racial bonus on the DCs of all spell cast. LA: +1. They have had a long time around magic and there natural ability to understand and channel magical energy has improved over time.
Favored Class: Wizard
Corrara: +2 racial bonus on Open Lock, Sleight of Hand, Hide and Move Siliently checks. LA +0. There time on the road has sharprend there ability to steal and get what they need when they need it.
Favored Class: Rogue
Ghanukka: +2 natural armor and +2 racial bonus to initiative checks. LA: +1. Having the most strongest connection to how they came to be has given the, and still gives them, tougher skin and better reative time.
Favored Class: Fighter
Ladawna: +2 racial bonus on Listen, Spot and Survival checks. LA: +0. Consisting of exiles and outcasts from other tribes, they were never tolerated by other Cascene tribes. Originally they were shunned shunned by the majority of the Cascene because of their brutality and recklessness in war.
Favored Class: Barbarian
Masaluk: +2 racial bonus on Knowledge (nature), Heal and Profession (herbalism) checks. LA +0. They have spent there time healing and keeping the race in good shape and it shines in them like nothing else. They have bean known to show up at the ends of wars to help heal the sick and heart.
Favored Class: Druid
Zasawna: Naturally Psionic: Zasawna cascene gain 1 bonus power point as 1st level. This does not grant Zasawna cascene the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. LA +0. While the other tribes looked outward for skills the Zasawna looked in to them selves for what they needed. The unlocked a talent like none of the other tribes have sean one of which can bring bigger things to them as they grow.
Favored Class: Psion
____________________________________
Maglin
The maglin, not many people know where they came from. What little world they came from is still in question. One thing is certain they have magical abilities that out do many races. They have natural talents in magic that can put many other races to shame. Some think it might be that they are magic given life or that they might be on the off chance be from the same world that the mercane where once from. All is known that they are commonly seen living in large cites. If they are from the same world as the mercane then that might explain why they have some magic powers that have grown stronger and others that have grown weaker as time has gone bye. The fact that they are small while they’re blue skinned kin are larger then most races. The fact that they don’t share some of the traits that the mercane have other then magical talent is odd and the fact that they don’t run out of sigil like a mercane does. In fact sigil seams to be one of their more favorite places to live as if it is and always has been there Home City. They have just started moving to other places since the factions left the city. As if now there free and in that way some have been moving in large numbers looking for new and different homes in other worlds. It might have been a deal they made with the lady when the mercane made their big deal all those years ago. Only one person knows the truth and trying to get it out of her is like saying humans don’t live every place.
Personality: The maglins seam to be fun loving and uncaring. But they are caring and can be quite to the point when they need to be. They have been known to go out of their way to help people in need even when it might not have been the best idea to do so.
Physical Description: Maglin are small humanoids who typically stand between three and for feet tall and weigh between 30 and 35 pounds. On average maglin men tend to stand slightly taller and weight more then females. Maglin are very similar to halflings in terms of physical description and musculature.
The most obvious difference is there skin is black. All maglin also belong to a birth school, which determines what color their hair and eyes are. Below are the colors for each birth school and a brief description of how it might affect a maglin’s appearance.
Abjuration (Silver): A maglin of this birth school typically has silver-white hair and eyes that glow with a silver sheen.
Conjuration (Gold): A maglin of this birth school typically has gold-blond hair and deep golden eyes.
Divination (Bronze): A maglin of this birth school typically has bronze-brown hair and bright bronze eyes.
Enchantment (Blue): A maglin of this birth school typically has blue-white hair and dark blue eyes.
Evocation (Red): A maglin of this birth school typically has fiery red hair and deep crimson eyes.
Illusion (Purple): A maglin of this birth school typically has dark purple hair and light purple eyes.
Necromancy (Gray): A maglin of this birth school typically has ash gray hair and dark gray eyes.
Transmutation (Green): A magline of this birth school typically have light green hair and dark green eyes.
Maglin age like gnomes and use halfing height and weight categories.
Relations: Maglin tend to blend into city life like its there nature. They seam to get along with many of the races out in the multiverse all but two. One of them most races fear, the Mindflares, the other race is the Rakshasa; not much is known why they have a dislike for them.
Alignment: Maglin tend towards no particular alignment, not even neutrality. The best and worst are found among them.
Maglin Lands: Maglin have no real lands of their own. Since their resent freedom they have been seen migrate to areas of high magical activity and centers of arcane study. They still seam to live in large cities with the comfort of warm, clean homes surrounded by overflowing volumes of arcane lore. Maglin are gracious hosts and welcome people with open arms unless they’re doing some magical study.
Lately in human lands, maglin have been highly prized as royal wizards, teachers, and archmages. Many times maglin wizards have been brought in as instructors in prominent universities of magical study.
Religion: As with their spectrum of alignments, maglin religion tends to be equally diverse. Most maglin worship gods of magic (most the time human gods of magic) or knowledge. Many have adopte the religious customs of the lands in which they now reside.
Language:The maglin speak an arcane language that seams like a mix of eleven and dragonic in sounding. The also commonly learn, planer trade, common, draconic, and elven. The maglin language uses the draconic alphabet.
Names: Maglin names vary greatly. Without a unifying deity to give them a touchstone for their culture. With there long time in sigil and a wide contact with many other races that come and go from the city. They commonly have names from any place and any race you can think of.
Adventurers: Maglin adventurers’ adventure to see the multivers as well as gain fame with friends and family. They are willing to fight for any causes that look like they can either help other people or can give them mass fame.
Maglin Racial Traits
* -2 Str, -4 Con, +4 Int, +4 Cha. Maglin have a sharp mind and a sharp wit, but there frail and week bodes cant take much punishment.
* Small: As small creatures, maglins gain a +1 size bonus to Armor Vlass, a +1 bonus on attack rolls, and a +4 size bonus on hide checks, but they must use smaller weapons than humans use, and there lifting and carring limits are three-quarters of that of a Medium-size characters.
* Maglin base speed is 20 feet.
* Superior Low-Light Vison: Maglin can see 3 times farther than a human can in starlight, moonlight, torchlight, ans similar conditions of poor illumination.
* Energy Resistance: Maglin have acid resistance 1 and fire resistance 1. This trait represents but a lingering portion of the resistances that the race once had.
* Birth School Benefits: The player of a maglin character must choose his birth school during character creation. The character is infused with magical power of this school and receives the following benefits:
Increased Caster Level: Maglin are considered to have an effective +1 caster level in all their arcane spellcasting classes when using spells from his birth school. The effective caster levels becomes +2 if a maglin is a specialist wizard in his birth scool. Thos effetive caster level only appliys for the maglineds birth school and does not increase any other class abilitys for the maglin in his birth school.
Arcane Ability: Maglins with Charisma scores of 12 or higher have the racial ability to cast a 0-level spell (cantrips) a number of times perday equal to the maglin’s Charsima modifier, chosen from the sorcerer and wizard spell lists (see PHB, chapter 11: Spell, “Sorcerer/Wizard Spell”) this spell must be in the maglins birth school. Also, a maglin need not need be a sorcerer or wizard to use this ability—it is a power the maglin is born with and learned to cultivate naturally during their childhood. When casting these spells, the maglin’s caster level is equal to his character level; this spell is subject to any chances of arcane spell failure.
Incresed Spell DC: When the character casts a spell from his birth school, the saving throw DC to resist the spell is increased by 1.
* Spell Resistance: A maglin has spell resistance equal to its class levels + 9.
* +1 racial bonus to Concentration, Knowledge (arcana), and Spellcraft checks.
* Automatic Languages: Maglin, Common, and Planer Trade. Bonus Languages: Abyssal, Celestial, Draconic, Elven, and Infernal.
* Favored Class: Sorcerer or wizard. A multiclass maglin’s sorcerer or wizard class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, “Multiclass Character,” XP for Multiclass Characters). Maglin are known for their heritage as masters of arcane spellcasting; some train their talent (becoming wizards) while others tap into their natural affinity (becoming sorcerers). The choice of sorcerer or wizard as a character’s preferred class must be selected as soon as the character acquires a level in either sorcerer or wizard class, and it cannot be changed thereafter.
* Level Adjustment: +1. Due to their arcane power, maglin are somewhat more powerful yet gain character levels more slowly than most other races.
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