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| Banatine04-16-07, 03:40 PM | Do you think it would be ok to make a variant of the elan? as in humans that are suffused with arcane energy, rather than psionic? This is what we have so far: Arconian Racial Traits -2 Wisdom: Arconians are often slightly reckless, and as such not as strong willed as normal humans. Aberration: Arconians are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, Arconians have no special bonuses or penalties due to their size. Arconian base land speed is 30 feet. Arconians (unlike most aberrations) do not have darkvision. Spell-like Abilities: Arcanians can use the following spell-like abilities: 3/day - Arcane Mark, Mage Hand, Prestidigitation. Caster level equals the Arconian's class levels. Resistance (Su): Arcanians can use the arcane energy that flows through their body to increase their resistance to various forms of attack. As an immediate action, an Arconian can expend one spell slot (of any level) to gain a +4 racial bonus on saving throws until the beginning of her next action. (This includes the Arconians spell-like abilities). Resilience (Su): When an Arconian takes damage, she can expend spell slots to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 spell level she expends. (using a 0-Level spell for this effect reduces the damage by only 1 hit point). Repletion (Su): An Arcanian can sustain her body without need of food or water. If she expends a spell slot (of any level), an Arconian does not need to eat or drink for 24 hours. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Sorcerer. Level Adjustment: +0. I also created a variation as a creature template, which i think is a bit better, and makes them more accessible. Here it is: Spellborn The spellborn are humanoids who have undergone a strange, obscure ritual to become naturally magical. With spellborn, magic flows through their very being, sustaining their life, and granting them inhuman resistance. Spellborn are often found within magical associations, and few if any do not have at least one arcane spellcasting class level. Spellborn take magic as a part of life, which can only be expected of those who feel its presence in their very soul. Spellborn look the same as humans in most respects, but there are some things about them that allow the trained eye to tell them apart. They often have a long, bright hair, ranging from vivid greens to shining silvers. Their eyes also change colour according to their mood. While they would be a pale blue when talking among their friends, they often turn a bloody red in the heat of battle. CREATING A SPELLBORN "Spellborn" is an acquired template that can be added to any humanoid creature with an intelligence or charisma score of 15 or more, providing they undergo the Ritual of Infusion (see below). The following traits replace all original racial traits (except for racial ability modifiers which remain and also the powerful build ability if the previous race had it)): -2 Wisdom: Spellborn are often slightly more reckless than they originally were, and not as strong willed either. Type: Spellborn become aberrations, and as such are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, spellborn have no special bonuses or penalties due to their size. Speed: Spellborn base land speed is 30 feet. Spellborn (unlike most aberrations) do not have darkvision unless they had it previously. Spellborn have a natural understanding of the workings of magic, and as such gain a +2 racial bonus to Spellcraft and Use Magic Device checks, and can also use the skills untrained. Spell-like Abilities: Spellborn can use the following spell-like abilities: 3/day - Arcane Mark, Ghost Sound, Mage Hand, Prestidigitation. Caster level equals the spellborn's class levels. Resistance (Su): Spellborn can use the arcane energy that flows through their body to increase their resistance to various forms of attack. As an immediate action, a spellborn can expend one spell slot (of any level) to gain a +4 racial bonus on saving throws until the beginning of her next action. (This includes the spellborn's spell-like abilities). Resilience (Su): When a spellborn takes damage, she can expend spell slots to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 spell level she expends. (using a 0-Level spell for this effect reduces the damage by only 1 hit point). Repletion (Su): A spellborn can sustain her body without need of food or water. If she expends a spell slot (of any level), a spellborn does not need to eat or drink for 24 hours. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Sorcerer. Level Adjustment: +0. The Ritual of Infusion: This is the process by which the arcane energies that make the spellborn what they are are bound to them. The ritual generally consists of the candidate sitting and meditating within a magic circle for a period of 24 hours. During this time, the candidate is covered with arcane marks, which serve as the foci for which the magic is implanted into their bodies. As the ritual reaches it's end, a magical aura fills the circle and is absorbed, through the arcane marks, into the candidates body, and the final bindings are set in place. The final binding normally takes the form of a type of scar where one of the arcane marks was drawn, and is often located on the spellborns chest. This is an incredibly exausting experience, and the (newly made) spellborn immidiately falls unconscuous for 1 hour after the ritual is complete. The components required for the ritual cost 4,000 GP. |
| RobbyPants04-16-07, 03:45 PM | I think it could be doable. It would be even easier if you were using the spellpoint varient from Unearthed Arcana, because then you could just give them bonus SP instead of spell slots. Even still, you could probably just take them as-is, give them a bonus level 1 spell slot (two might be a bit much), and/or some extra zero level spell slots (lots of cantrips could make for nice flavor). Remember that these extra slots wouldn't give you casting ability (similar to how bonus PP don't give you manifesting ability). Then allow them to burn a spell slot to get the resistance that normal elans get. Do the same for the whole food and water thing. |
| Banatine04-16-07, 03:57 PM | Maybe they could just get a racial ability somilar to the duskblades arcane attunement, getting X SLA's a day (nothing stronger than cantrips, of course, things like prestidigitation and ghost sound). Part of the reason i want to make this is because my character has suddenly realised that he is getting old fast, and he doesn't like it at all. :) |
| Witchcraft04-16-07, 04:12 PM | Maybe they could just get a racial ability somilar to the duskblades arcane attunement, getting X SLA's a day (nothing stronger than cantrips, of course, things like prestidigitation and ghost sound). Part of the reason i want to make this is because my character has suddenly realised that he is getting old fast, and he doesn't like it at all. :) Someone created one....I think it might have gone something like this: -2 Wisdom Something like +2 spellcraft/arcane checks. Umm....either you could get rid of Spell Per Days for resistances or something.....and Mage Hand/Pres. 1/day which could also be used for the resistances..... It was a while ago.....you could make one!:)! |
| Banatine04-16-07, 04:44 PM | I've had a quick bash at it. The name is a bit crappy, but that can be worked on. We can also pretty much modify the Elan fluff, since elan are almost exactly like my character anyway. Arcanian Racial Traits: -2 Charisma: Arcanians generally see themselves as better than others, and carry themselves in a way that other can find irritating. Aberration: Arcanians are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, Arcanians have no special bonuses or penalties due to their size. Arcanian base land speed is 30 feet. Arcanians (unlike most aberrations) do not have darkvision. Arcane Attunement: Arcanians gain the ose of the following spell-like abilities a combine total of times per day equal to your your INT modifier (min. 1): Read Magic, Dancing Lights, Mage Hand, Arcane Mark, Prestidigitation. Caster level equal to your character level. Resistance (Su): Arcanians can use arcane energy to increase their resistance to various forms of attack. As an immediate action, an Arcanian can expend one spell slot (of any level) to gain a +4 racial bonus on saving throws until the beginning of her next action. Resilience (Su): When an Arcanian takes damage, she can expend spell slots to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 spell level she expends. Repletion (Su): An Arcanian can sustain her body without need of food or water. If she Expends a spell slot (of any level), an elan does not need to eat or drink for 24 hours. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Wizard. Level Adjustment: +0. Enjoy. I will only be online for another half an hour or so, and then won't be on until tommorow night. Please still comment anyway. |
| Tectorman04-16-07, 04:51 PM | I've had a quick bash at it. The name is a bit crappy, but that can be worked on. We can also pretty much modify the Elan fluff, since elan are almost exactly like my character anyway. Arcanian Racial Traits: -2 Charisma: Arcanians generally see themselves as better than others, and carry themselves in a way that other can find irritating. Aberration: Arcanians are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, Arcanians have no special bonuses or penalties due to their size. Arcanian base land speed is 30 feet. Arcanians (unlike most aberrations) do not have darkvision. Arcane Attunement: Arcanians gain the ose of the following spell-like abilities a combine total of times per day equal to your your INT modifier (min. 1): Read Magic, Dancing Lights, Mage Hand, Arcane Mark, Prestidigitation. Caster level equal to your character level. Resistance (Su): Arcanians can use arcane energy to increase their resistance to various forms of attack. As an immediate action, an Arcanian can expend one spell slot (of any level) to gain a +4 racial bonus on saving throws until the beginning of her next action. Resilience (Su): When an Arcanian takes damage, she can expend spell slots to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 spell level she expends. Repletion (Su): An Arcanian can sustain her body without need of food or water. If she Expends a spell slot (of any level), an elan does not need to eat or drink for 24 hours. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Wizard. Level Adjustment: +0. Enjoy. I will only be online for another half an hour or so, and then won't be on until tommorow night. Please still comment anyway. As near as I can remember, normal elans automatically have a certain number of power points (don't remember how many, probably 2). This build gives the same abilities, but no way to use them unless the character has a level in a class with spell slots. The Arcanian barbarian, rogue, monk, knight, scout, etc. get nothing from the above abilities as they stand. I'd either add something like a virtual spell slot to allow any non-magic class Arcanian to use his race abilities, or explain how that was already there, anyway. |
| Banatine04-16-07, 04:55 PM | Sorry. I thought it was obvious that 'any spell slot' included the races SLAs. However, that could be seriously abused by warlocks, who get infinate SLAs. On the other hand, as they are an arcane race by their very birth and nature, it is highly unlikely that they will be purely melee classes, or even divine spellcasting classes (and i think i will have to add that divine spells cannot be used for the arcanians abilities). Maybe i should incluse that it applies for natural SLAs but not ones gained through things like the warlock. And finally, does anyone have an idea for a cool sounding name? My imagination has never been quite on par for this stuff. |
| calronmoonflower04-16-07, 05:12 PM | And finally, does anyone have an idea for a cool sounding name? My imagination has never been quite on par for this stuff. How about the Arcanis. |
| Banatine04-16-07, 05:34 PM | Arcanis is a problem, because that is the name of an incredibly important NPC in our campaign (as in, she is the person who we go to for absolutely everything). Not that it's a bad name, but my DM may make by take ability damage for lack of creativity. |
| calronmoonflower04-16-07, 09:26 PM | Arcanis is a problem, because that is the name of an incredibly important NPC in our campaign (as in, she is the person who we go to for absolutely everything). Not that it's a bad name, but my DM may make by take ability damage for lack of creativity. Just say ,"No bad DM no cookie." :D Let me check my thesaurus. Legerdemain might work. BTW I cannot believe that they listed psychic as a synonym for magic and mage isn't even included in its own entry. :headexplo |
| Banatine04-17-07, 12:56 PM | I thought that ledergemain was just theivery, but thats probably just because of the arcane trickster. Also, for the next write up, does the following mean they can use the names spells 3 times a day combined? (i've shrunk the spell selection to these for now, but i would like to put ghost sound back in, since i like to make the sound of church bells :D ): 3/day - Mage Hand, Arcane Mark, Prestidigitation. Thats how i interpret it anyway, because that simplifies things, and doesn't make them too powerful when they have rediculous INT scores from god knows where. I think i will also put that 0 level spells negate 1 HP of damage using resistance, instead of them being worthless for it. And to refer to the melee fighter comment, with this race full melee-oriented classes are practically unheard of. I think i will also change the favoured class to corceror, since they are magically infused, but then that doesn't stack to groovily with the -2 CHA. any other ideas? |
| Jagyr Ebonwood04-17-07, 01:10 PM | I don't mean to derail the thread, but I just wanted to express my disappointment... I clicked on this thread title thinking that it read "Arcane Flan" I was totally expecting anthropomorphic southern desserts with magical abilities...:( |
| Banatine04-17-07, 01:25 PM | I don't mean to derail the thread, but I just wanted to express my disappointment... I clicked on this thread title thinking that it read "Arcane Flan" I was totally expecting anthropomorphic southern desserts with magical abilities...:( :rofl: Don't worry, you are forgiven. You're lucky i'm a major Final Fantasy fan. |
| Banatine04-17-07, 05:13 PM | Arconians The arconians are a group of humans who, through use of a secret arcane ritual, are able to suffuse their bodies and souls with arcane energy. Although the first Arcanians were made, now most arcanians are the result of the currant ones . Personality: Arconians are generally just as adaptable as humans, but they aften have delusions of grandeur during their youth. During that time, many Arconians cannot fully control their powers, but thoise who can generally use them to inspire, for better or worse. Physical Description: Although Arconians share the same height ans wheight of normal humans, there are some ways to tell them apart. Most have unusually coloured hair, which is generally quite bright. This can range from vivid green to shining silver. Also, with many Arconians, their iris changes colour according to their mood, being a mild blue during calm conversation, orange when situations are more tense, or fiery red on the battlefield. Arconians have a considerably longer life span that humans. It is beleived that, as long as they are not destroyed, Arconians could use their arcane arts to continually energize and rebuild their bodies, possibly for thousands of years. Arconians also do not need to sleep as most other races do. In stead, they enter a meditative state of deep focus for 4 hours a day. An Arconian resting in this fashion gains the same benefits a human would through 8 hours of sleep. During this time, an Arconian concentrates on absorbing and suffusing her body with arcane energy, renewing her body, revitalising her spirit, and healing her wounds. Relations: Arconians freely mingle with members of other races, especially humans. However, they do generally attract a lot of second glances, but it is uncommon that anything comes of it. Alignment: Arconians tend toward no particular alignment, not even neutral. The best and worst can be found amont them. Arconian lands: Arconians are found wherever humans are. Religion: Arconians often beleive that their lives depend on their arcane nature, and as such generally venerate Boccob, the Lord of All Magics. However, Arconians are not as pious as members of other races. Language: Arconians speak Common. They generally like languages of magical or unusual natures, such as Celestial, Abyssal, and Draconic. Names: Arconian names vary as greatly as human names do, but their names are generally more exotic and flamboyant, taking parts of various languages. Adventures: Arcanian adventurers have a daring and ambition that only humans can match. Because many affects that damage humans, an Arconian can come through unscathed, they can seem extraordinarily, and often foolishly, brave to those who do not understand their nature. Arconian Racial Traits -2 Wisdom: Arconians are often slightly reckless, and as such not as strong willed as normal humans. Aberration: Arconians are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, Arconians have no special bonuses or penalties due to their size. Arconian base land speed is 30 feet. Arconians (unlike most aberrations) do not have darkvision. Spell-like Abilities: Arcanians can use the following spell-like abilities: 3/day - Arcane Mark, Mage Hand, Prestidigitation. Caster level equals the Arconian's class levels. Resistance (Su): Arcanians can use the arcane energy that flows through their body to increase their resistance to various forms of attack. As an immediate action, an Arconian can expend one spell slot (of any level) to gain a +4 racial bonus on saving throws until the beginning of her next action. (This includes the Arconians spell-like abilities). Resilience (Su): When an Arconian takes damage, she can expend spell slots to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 spell level she expends. (using a 0-Level spell for this effect reduces the damage by only 1 hit point). Repletion (Su): An Arcanian can sustain her body without need of food or water. If she expends a spell slot (of any level), an elan does not need to eat or drink for 24 hours. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Sorcerer. Level Adjustment: +0. Whew. I spent hours writing this. Anyway, i hope you enjoy version 2. Don't forget the feedback. :D |
| Banatine04-18-07, 03:39 PM | I have suddenly had a major thought on these guys. Instead of them being a race, it would probably be best of they were a tamplate for humans (or maybe humanoids). Then, flavour is less of a problem. Spellborn The spellborn are humans who have undergone a strange, obscure ritual to become naturally magical. With spellborn, magic flows through their very being, sustaining their life, and granting them inhuman resistance. Spellborn are often found within magical associations, and few if any do not have at least one arcane spellcasting class level. Spellborn take magic as a part of life, which can only be expected of those who feel its presence in their very soul. Spellborn look the same as humans in most respects, but there are some things about them that allow the trained eye to tell them apart. They often have a long, bright hair, ranging from vivid greens to shining silvers. Their eyes also change colour according to their mood. While they would be a pale blue when talking among their friends, they often turn a bloody red in the heat of battle. CREATING A SPELLBORN "Spellborn" is an acquired template that can be added to any human, providing they undergo the Ritual of Infusion (see below). The following traits replace all original human traits: -2 Wisdom: Spellborn are often slightly more reckless than normal humans, and not as strong willed either. Type: Spellborn become aberrations, and as such are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, spellborn have no special bonuses or penalties due to their size. Speed: Spellborn base land speed is 30 feet. Spellborn (unlike most aberrations) do not have darkvision. Spell-like Abilities: Spellborn can use the following spell-like abilities: 3/day - Arcane Mark, Ghost Sound, Mage Hand, Prestidigitation. Caster level equals the spellborn's class levels. Resistance (Su): Spellborn can use the arcane energy that flows through their body to increase their resistance to various forms of attack. As an immediate action, a spellborn can expend one spell slot (of any level) to gain a +4 racial bonus on saving throws until the beginning of her next action. (This includes the spellborn's spell-like abilities). Resilience (Su): When a spellborn takes damage, she can expend spell slots to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 spell level she expends. (using a 0-Level spell for this effect reduces the damage by only 1 hit point). Repletion (Su): A spellborn can sustain her body without need of food or water. If she expends a spell slot (of any level), a spellborn does not need to eat or drink for 24 hours. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Sorcerer. Level Adjustment: +0. The Ritual of Infusion: This is the process by which the arcane energies that make the spellborn what they are are bound to them. The ritual generally consists of the candidate sitting and meditating within a magic circle for a period of 24 hours. During this time, the candidate is covered with arcane marks, which serve as the foci for which the magic is implanted into their bodies. As the ritual reaches it's end, a magical aura fills the circle and is absorbed, through the arcane marks, into the candidates body, and the final bindings are set in place. The final binding normally takes the form of a type of scar where one of the arcane marks was drawn, and is often a swirl. This is an incredibly exausting experience, and the (newly made) spellborn immidiately falls unconscuous for 1 hour after the ritual is complete. The components required for the ritual cost 4,000 GP. There. That's much more manageable that the original. Maybe I should create an entirely new thread to put this in. Once again, any feedback is very much appreciated. |
| Witchcraft04-18-07, 06:00 PM | I like the v2. Because you dont need to eat!!!! Oh and just so you know, you say Elan in the repletion section. |
| Banatine04-19-07, 07:39 AM | Thanks witchcraft. thats been editted now. :) I also added the spellborn to the top post as well, as i think i prefer it to the arconians. It is easier to gain access to, and means i can use it rather than having to resort to the gates of dawn. |
| RobbyPants04-19-07, 11:14 AM | Arconian Racial Traits -2 Wisdom: Arconians are often slightly reckless, and as such not as strong willed as normal humans. Aberration: Arconians are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, Arconians have no special bonuses or penalties due to their size. Arconian base land speed is 30 feet. Arconians (unlike most aberrations) do not have darkvision. Spell-like Abilities: Arcanians can use the following spell-like abilities: 3/day - Arcane Mark, Mage Hand, Prestidigitation. Caster level equals the Arconian's class levels. Resistance (Su): Arcanians can use the arcane energy that flows through their body to increase their resistance to various forms of attack. As an immediate action, an Arconian can expend one spell slot (of any level) to gain a +4 racial bonus on saving throws until the beginning of her next action. (This includes the Arconians spell-like abilities). Resilience (Su): When an Arconian takes damage, she can expend spell slots to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 spell level she expends. (using a 0-Level spell for this effect reduces the damage by only 1 hit point). Repletion (Su): An Arcanian can sustain her body without need of food or water. If she expends a spell slot (of any level), an elan does not need to eat or drink for 24 hours. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Sorcerer. Level Adjustment: +0. So, basically, you swapped the +2 PP from the Elan for some bonus 0-level spells? I would think you could instead give a bonus first level spell slot, without it being too broken. It would be nicer at low levels, but nothing too crazy. Just an idea. All in all, I like it. If the elan can be considered LA +0, I would think that this race is too. They seem to be on fairly equal footing. Nice job :D |
| Banatine04-19-07, 12:31 PM | So, basically, you swapped the +2 PP from the Elan for some bonus 0-level spells? I would think you could instead give a bonus first level spell slot, without it being too broken. It would be nicer at low levels, but nothing too crazy. Just an idea. All in all, I like it. If the elan can be considered LA +0, I would think that this race is too. They seem to be on fairly equal footing. Nice job :D Thank you. I would prefer not to give them a 1st level spell slot, because that might tip them over the edge of the power scale. If i knew how to use it i would use the feature point system to evaluate them, but i've never been good at calculations. I'm thinking of making them magical creatures rather than aberrations, since that would inherantly make more sense. I also need a way to include that they can't abuse their abilities if they are a warlock (who get infinite SLAs which they can use to become immune to damage and most save-dependant spells) Also, can someone give feedback for the spellborn? i personally prefer the idea of becoming the race rather than being born the race, since i am already human and don't want to have to spend half my life searching for the gates of dawn or an equivelant. (as i said in the last post :) ) |
| FreAkOuTRG04-19-07, 12:55 PM | That's all well and good, but when's someone going to write up the stats for the Flan? :) |
| kyros_the_spawnslayer04-19-07, 06:05 PM | all I can say about this new race is that you can expend all those useless level 0 spell slots to have no need to eat. |
| Banatine04-20-07, 02:30 PM | all I can say about this new race is that you can expend all those useless level 0 spell slots to have no need to eat. elan can spend a single power point (a 0-level spell equivelant) to not need to eat or drink. The purpose of this race/template is an arcane variant of the elan, which is why i keptr that ability in. |
| Banatine04-30-07, 04:24 AM | :bump: |
| Banatine05-10-07, 08:01 AM | :bump: |
| Banatine05-18-07, 06:08 PM | :bump: |