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| EternalWizard02-23-07, 07:51 PM | This might be too long to read, but i hope it's worth it! :) If u have no time for extra readind, plz just read the racial traits and tell me if u find this race balanced. ;) Malquins The Malquins are an exquisite race, created by the gods quite later than other races. They are beautiful creatures, that resemple a more refined form of the humanoids that dwell on the Forgotten Realms. Due to their bond with the history and civilisation of all races in the realms, they are more intelligent than most other races. They are ususally a little shorter than humans and thinner as well. Their ears are also longer (even compared to those of elves) and pointed, but they extend backwards, sticking mostly to the head. Their hair radiates a dim aura of a colour that matches their eye colour. Their skin, eyes and hair may be of any colour. In fact, there have been cases when two parents with pale green skin and yellowish eyes had a a child with copper-red skin and eyes. This race is actually the carrier of all civilisation as it is known among the realms, since this was the reason why the gods created them: to ensure that civilisation and everything that the races of the Forgotten Realms have achieved will continue to exist no matter what. At first they were placed in a totally new plane of existence that was specially created for them to live in. This is called the “Ashlah deri Malquini”, which in Malquan means the ”Malquins’ Shelter” (Although they come from another plane of existence, they are not consider outsiders since they were created to exist like normal races). No other race can exist on this plane. Even with use of spells or other kind of support no creature that is not a Malquin can live more than one round in this plane. Of cource this has not been proven yet, because nobody has managed to enter this plane except the Malquins themselves. No Malquin would ever expose the unique way to enter the Ashlah deri Malquini (the “Greatest Of All Secrets” as they call it). Should one of them try to do it, he would have to succed on a Will save (DC 45) or die instantly, before exposing any information. Even if the save was successful he would still suffer 20d20+50 points of damage. Finally, if the Malquin survived, he would have to succeed on a Fort save (DC 60) or fall unconcious for 4d4+4 days. Next time the Malquin attempts to say anything about the Secret, the same penalties exist, with the only difference that the DC’s increase by 10 each and the damage taken increases by 5d20. No Malquin is known to have tried to expose the Secret so far. Malquins that are forced to expose the Secret by any means become shaken for one minute. All magical, psionic or other attempts that assault a Malquin’s brain in order to find information about the Secret automatically fail. After the “Incubation Time”, during which the Malquins increased in population, the “Productive Era” began. This is when the Malquins started developing a new civilisation of their own, apart from the civilisations of the other races, which they were preserving at the same time. This is also when the first Malquins decided to leave the Ashlah deri Malquini and live in other planes as well. Most of these Malquins have dwelled in the Forgotten Realms since then, since it has been the most familiar place for them, after their home plane. Malquins may only breed in the Ashlah deri Malquini and nowhere else. So this effectively means that they may not breed with other races. However they tend to live quite long, so their number in the Forgotten Realms changes slightly among the centuries. The exact population of Malquins is not known, but it is concidered to be similar to the population of other races, although split between many planes. Age: 0-40: Childhood, 41-80: Adolescence, 81-600: Adulthood, 601-900: Middle Age, 901-1100: Old Age, 1100- 1400: Venerable Age After the age of 1400, all Malquins return to the Ashlah deri Malquini and it is unknown whar happens to them next. Malquins’ Traits Abilities: +2 Dex, -2 Con, +6 Int, +4 Cha. Malquins are beautiful and graceful creatures but tend to be more fragile than humans. They are extremely smart because they bear the knowledge of the whole world. Size: Medium Racial Hit Dice:A Malquin begins with three levels of Outsider which provide 3d8 Hit Dice, a base attack bonus of +3 and base saving throw bonuses of Fort +3, Ref +3, Will +3. Racial Skills: A Malquin’s Outsider levels give them skill points equal to 6x(8+Int modifier). A Malquin’s class skills are: Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Sense Motive, Spellcraft, Use Magic Device Racial Feats: A Malquin’s Hit Dice give them two feats. Arcane Affinity: Malquins cast spells as a 3rd level wizard. Malquins add their Outsider levels to any Wizard levels they may possess, to determine all features gained from this class. Weapon Proficiencies: As Outsiders, Malquins are proficient with all simple and martial weapons. Supirior Low Light Vision: Malquins can see three times as far as humans and discern details and colours in conditions of low illumination. This replaces the Outsiders’ Darkvision. Ignore Gravity: As creautures from a totally different world, there is nothing to hold them bound to the ground. So they usually hover above the ground instead, unless they choose not to. This means that they usually float 1 foot above the ground, when moving, standing, sitting, liyng or even jumping and running. This is a supernatural ability that also grants them a +8 circumstance bonus to Move Silently. Saves for exhaustion from running or walking long distances are also made with a +2 bonus, unless they carry heavy load. Always concider that Malquins are under the effects of a Featherfall spel, unless they choose to fall at normal speed. Their base speed is 40 feet. Great Ancestors: Because of their origin Malquins know a majority of things about the world. This in effect means that every second skill point they alot in any Knowledge skill counts as double. The limit of skill points in Knowledge skills is equal to 150% of the normal limit (round down). Telepathy: The Malquins’ knowledge about all the different cultures gives them a great insight in others, that grants them the ability to communicate telepathically with any creature within 100 feet that has an intelligence score of at least 3 (they do not need to share a common language, nor does the creature that communicates with the Mlaquin need have a language at all). The Malquins can talk to and be talked to by any creature they wish within range. This communication is for the Malquin as easy as normal conversation. Detect Thoughts: A Malquin can continuously use Detect Thoughts as the spell (caster level equals character level). The Malquin can suppress or resume this ability as a free action. The Will save has a DC of 15 + Intelligence modifier. Magic Power: Malquin Spell-Casters add to their Effective Caster Level a +1 bonus. This means that they cast their spells as a character with one additional level in their spell-casting class. Damage rolls and other Caster level related features are also affected. This ability grants no extra spells known, spells per day or ather abilities, but grants Malquins a few other bonuses: they make all Spellcrast checks at +2 and Knowledge (Arcana) is always concidered a class skill with four free skill points. Skills: +2 Listen, +4 Sense Motive, +2 Bluff Meditation: Malquins do not have to sleep as Native Outsiders. Instead they must meditate 6 hours every night. During this time they are aware of their environment and can seize the meditation as a free action. Thus concider them awoken when deciding wether they are caught flat-footed or not. If they fail to meditate enough, they suffer the ill effects that humans suffer when they have not slept. Immunities: Malquins are immune to all forms of diseases, even magical ones, because of their origin, and to sleep spells and effects. Native Outsider: Malquins are considered to be Outsiders. However their perfect integration with the Prime Material Plane grants them the Native Outsiders traits, unless else noted. What is more, spells and effects that specifically harm humanoids do not affect Malquins. Languages: Automatic: Malquan (a mostly beautiful Language consisting of many vowels) and Common plus one native Language, depending on where they have lived, Bonus: Any, except secret ones. Although Malquins have access to such languages, they respect the fact that they are to be used by few and never learn them (unless when they gain these languages from another source, e.g. for being a Druid) Favoured Class: Wizard C.R. : +2 L.A. : +3 Special Ritual If a Malquin decides to return to his origin plane, there is a special ritual that must be conducted. Before the ritual begins, the Malquin must visit the temple of any god, as long as the god’s alignment is not directly opposed to that of the Malquin. For example, a lawful evil Malquin would not be able to visit the temple of a god whose alignment is chaotic or good, whereas a neutral Malquin would be able to visit any temple. The Malquin must spend in the temple one full day, asking from the gods to help him return to his homeland. If the Malquin cannot find a temple to pray, he must spend instead three full days in complete isolation, in order to contact with the gods. After the above prerequisites have been met, the actual ritual must take place within a period of three months. It lasts one week. Every day the Malquin must spend eight hours reciting the lyrics of a text that will infuse him with the magical energy to travel to the Ashlah deri Malquini. Every Malquan knows this text from birth and will never forget it in his whole life. The Malquin must be uninterapted while reciting. Otherwise he must start the process from the beginning (although the first stage that lasts one or three days needs not be conducted again). The seventh day the Malquin is surrounded by a blue aura that radiates strong divine magic. When the 8th hour of reciting has been completed, the Malquin is automatically transferred to the Ashlah deri Malquini. Special Rules Malquins may never be forced into becoming undead. However, if they chosse to, they may become undead by means of any process that other creatures may undergo to become undead. Especially when becoming a lich, the great energy that lies within each and every Malquin leads to the creation of a dreadful creauture, the “Aeliar deran Malquinan” which means in Malquan the “Remnants of a Malquin”. The creation process for an Aeliar deran Malquinan is the same to that for a normal lich with one difference, the join may never fail and the Malquin may never become a semi-lich. Creating an Aeliar deran Malquinan Hit Dice: Increase to d20 Speed: Double the character’s normal speed AC: The Aeliar deran Malquinan has +8 natural armor or the character’s natural armor class, whichever is better Damage: Aeliere deran Malquinan without natural attacks gain a touch attack that uses negative energy to deal 2d10+10 points of damage to living creatures; a successful Will Save with a DC of 10 + Aeliar deran Malquinan HD + Aeliar deran Malquinan Charisma modifier reduces the damage by half. Aeliere deran Malquinan possessing natural attacks can use eitheir their natural attacks or this touch. Special Attacks: An Aeliar deran Malquinan keeps all of the character's special attacks and also gains those listed below. All saves have a DC of 12 + 1 per the Aeliar deran Malquinan HD unless otherwise noted. Fear Aura (Su): The powerful Aeliere deran Malquinan are surrounded by a horrific aura of negative energy. Creatures of less than 10 HD in a 80 foot radius from the Aeliar deran Malquinan must make a successful Will save or be affected as though by a fear spell as cast by a sorcerer of the Aeliar deran Malquinan level. Paralyzing Touch (Su): As per the lich. Spells: As per the lich. Special Qualities: An Aeliar deran Malquinan retains all of the character's special qualities. In addition, the following qualities are gained, as is the undead type. Turn Resistance (Ex): A Aeliar deran Malquinan has +12 turn resistance. Damage Reduction (Su): The body of the Aeliar deran Malquinan has damage reduction 20/+2. Fly (Sp): Twice per day the Aeliar deran Malquinan may fly as per the Fly, as cast by a sorcerer of the Aeliar deran Malquinan level. Screen (Sp): A screen spell is permanently in effect upon the Aeliar deran Malquinan. Any creature attempting to use a scrying spell or device on the Aeliar deran Malquinan location will never see the Aeliar deran Malquinan. Immunities (Ex): As per the lich. Saves: +4 to all saves. Abilities: An Aeliar deran Malquinan gains +2 to Strength and Dexterity and +4 to Intelligence and Charisma. As an undead creature, it has no Constitution score. Skills: Aeliar deran Malquinan receive a +8 racial bonus to Gather Information, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise, same as the character. Feats: Same as the character plus Leadership. C.R. : +6 L.A. : +6 |
| EternalWizard02-24-07, 12:09 PM | this is the first time i post anything here what do u think of my race? plz tell me if this balanced or not, so that i can fix it if necessary. but i need your comments guys! |
| Kolbane_Ferretmaster02-25-07, 12:55 AM | What do you mean by C.R: +3? Other than that, I pretty much like it. |
| EternalWizard02-26-07, 05:53 PM | ty for your comment :) C.R. stands for "Challenge Rating" this is sth that a dm uses to determine the level of the encounters that your party fights with, so CR practically shows how strong a combatant you are e.g. Standard lich: LA: +4 CR: +2 |
| EternalWizard03-11-07, 06:28 PM | OMG ppl, i NEED your comments!!! (im trying to figure out whether this race is balanced and convince my DM that it actually is.... ;) ) |
| morbid_freak03-11-07, 06:58 PM | I'm not very good at balancing races higher than ECL 1. But so far this race seems a little too powerful. The skill bonuses along with the ability adjustments are probably strong enough to require the +2 LA. Then you have the 3rd-level wizard spells with magic power which calls for a +5 LA. They remind me of the mursaat from Guild Wars. Cool idea though. |
| Kolbane_Ferretmaster03-13-07, 01:28 AM | ty for your comment :) C.R. stands for "Challenge Rating" this is sth that a dm uses to determine the level of the encounters that your party fights with, so CR practically shows how strong a combatant you are e.g. Standard lich: LA: +4 CR: +2 Yes, but why the plus? Ive never seen one in CR before. |
| bobothechimp03-13-07, 02:18 AM | Level Adjustment, +3? You're joking, right? No, seriously. You ARE joking, right? |
| Dradjeel03-13-07, 04:02 AM | I'm not a mechanics expert, but I have problems with the background. Basically, these guys are carriers to what I'd call the "Tolkien Elf Effect", in that they're prettier, wiser, more gifted, practically immortal, magical creatures that make the rest of the guys look like hairy apes. It's not good for party cohesion, for one thing. |
| EternalWizard03-20-07, 06:29 PM | The truth is that when i was thinking of this race i was thinking of making it REALLY powerful and give it a much higher level adjustment and more racial hit dice. However when the description was ready i liked it so much that i wanted to use this race. The race had to be powerful, because of the backround, and playable as well. So what i did was give them the features which a race that holds all knowledge should have, but will not make this race too powerful in combat. So they get skills and some other abilities but if you compare this race to another that has the same racial hit dice and LA they are not too powerful! |
| EternalWizard03-20-07, 06:37 PM | anyways, if anybody feels that this race is actually too powerful in combat and needs another LA plz make suggestions on how to balance it without rasing the LA |
| EternalWizard03-29-07, 07:52 PM | Suggestions plz!! I know this race has nothing to do with the officialones sry if its not well written but i did my best plz let me know what u guysnk about it |
| skydin03-29-07, 08:19 PM | waaaay overly powerful for an la =3, either weaken or lose a good half the abilities, or raise the la...alot. |
| Finfreeze03-29-07, 10:48 PM | Eh. Wonky, but 3 HD and 3 LA may be enough since it's mostly a caster-type. But why does a Malquin lich have a d20 HD? No class has a hit die that large, and Malquinses have constitution penalties in the first place, so d20 HD seems absurd even for an undead. Plus-based DR doesn't exist anymore, it's now just DR/Magic, Epic (+6 or higher weapons), Alignment, and/or Material. And becoming a lich gives you leadership ability? Huh? Like I said, wonky. |
| EternalWizard03-30-07, 06:30 PM | If used to make a wizard this race is powerful indeed. However for any other classes this race SUCKS! So most of the times Malquins are not that powerful after all. Plus as Finfreeze said it's not just the +3 LA, Malquins also have 3 racial HD. As far as the lich is concerned, it's not that weird that it gets d20's. if u check the Drowlich (Complete Guide To Liches) u 'll see that it gets d20's as well, although Drow have a -2 to Con Ok with the Leadership feat, i guess i 'll have to drop it (although the Vampire Template does give extra feats). And sry about the DR, i was looking for some rules about that but couldn't find any! |
| vampymage03-30-07, 07:34 PM | I wouldn't use the Complete Guide To Liches as a reference since its third party material and as for the race it self i agree with the other posters it needs to be either toned down a lot or given a much bigger LA |
| EternalWizard03-31-07, 12:42 PM | ok guys i guess i 'll have to make some changes i was just hoping that the fact that most of the abiliies Malquins get are not combat-oriented would allow me to keep the LA low w8 for the revised Malquins! |
| EternalWizard04-18-07, 07:22 PM | i did a few changes. what do u think now? (according to some LA calculator it's ok now) Malquins’ Traits Abilities: +2 Dex, -2 Con, +6 Int, +4 Cha. Malquins are beautiful and graceful creatures but tend to be more fragile than humans. They are extremely smart because they bear the knowledge of the whole world. Size: Medium Racial Hit Dice:A Malquin begins with two levels of Outsider which provide 2d8 Hit Dice, a base attack bonus of +2 and base saving throw bonuses of Fort +3, Ref +3, Will +3. Racial Skills: A Malquin’s Outsider levels give them skill points equal to 5x(8+Int modifier). A Malquin’s class skills are: Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Sense Motive, Spellcraft, Use Magic Device Racial Feats: A Malquin’s Hit Dice give them two feats. Arcane Affinity: Malquins cast spells as a 2nd level wizard. Malquins add their Outsider levels to any Wizard levels they may possess, to determine spell-casting gained from this class. Weapon Proficiencies: As Outsiders, Malquins are proficient with all simple and martial weapons. Superior Low Light Vision: Malquins can see three times as far as humans and discern details and colours in conditions of low illumination. This replaces the Outsiders’ Darkvision. Ignore Gravity: As magically infused creautures from a totally different world, there is nothing to hold them bound to the ground. So they usually hover above the ground instead, unless they choose not to. This means that they usually float 1 foot above the ground, when moving, standing, sitting, liyng or even jumping and running. This is a supernatural ability that also grants them a +8 circumstance bonus to Move Silently. No penalties for moving over difficult (e.g. rough or slippery) terrain apply. Saves for exhaustion from running or walking long distances are also made with a +2 bonus, unless Malquins carry heavy load. Always concider that Malquins are under the effects of a Featherfall spel, unless they choose to fall at normal speed. Their base speed is 40 feet. Telepathy: The Malquins’ knowledge about all the different cultures gives them a great insight in others, that grants them the ability to communicate telepathically with any creature within 80 feet that has an intelligence score of at least 3 (they do not need to share a common language, althousg the creature must have a language). The Malquins can talk to and be talked to by any creature they wish within range. This communication is for the Malquin as easy as normal conversation. Detect Thoughts: A Malquin can use Detect Thoughts as the spell (caster level equals character level) a number of times per day equal to the Malquin’s Intelligence modifier (minimum 1). The Malquin can use this ability as a free action. The Will save has a DC of 18 + Intelligence modifier. Magic Power: Malquin Spell-Casters add to their Effective Caster Level a +1 bonus. This means that they cast their spells as a character with one additional level in their spell-casting class. Damage rolls and other Caster level related features are also affected. This ability grants no extra spells known, spells per day or ather abilities, except that Malquins make all Spellcrast checks at +2 and Knowledge (Arcana) is always concidered a class skill with four free skill points. Skills: +2 Listen, +4 Sense Motive, +2 Bluff Meditation: Malquins do not have to sleep as Native Outsiders. Instead they must meditate 6 hours every night. During this time they are aware of their environment and can seize the meditation as a free action. Thus concider them awoken when deciding wether they are caught flat-footed or not. If they fail to meditate enough, they suffer the ill effects that humans suffer when they have not slept. (Spell-casters need an additional 2 hours of rest to prepeare their spells) Immunities: Malquins are immune to all forms of diseases, even magical ones, because of their origin, and to sleep spells and effects. Native Outsider: Malquins are considered to be Outsiders. However their perfect integration with the Prime Material Plane grants them the Native Outsiders traits, unless else noted. What is more, spells and effects that specifically harm humanoids do not affect Malquins. Languages: Automatic: Malquan (a mostly beautiful Language consisting of many vowels) and Common. Bonus: Any, except secret ones. Although Malquins have access to such languages, they respect the fact that they are to be used by few and never learn them (unless when they gain these languages from another source, e.g. for being a Druid) Favoured Class: Wizard C.R. : +2 L.A. : +3 CHANGES: Reduced the Racial HD Fixed Arcane Affinity Removed the Great Ancestors feature Reduced the range of Telepathy Detect Thoughts is no longer always active Removed one Language |
| EternalWizard04-20-07, 05:07 PM | any thoughts??? feel free to say your opinion (i want to play this so i want to know whether it's balanced or not) P.E.A.C.H. |
| bobothechimp04-20-07, 05:34 PM | Still overpowered. Add hit dice and/or level adjustment or remove some of the benefits. |
| EternalWizard04-21-07, 02:15 PM | i added 2 more racial HD as bobothechimp suggested. is it ok now??? Malquins’ Traits Abilities: +2 Dex, -2 Con, +6 Int, +4 Cha. Malquins are beautiful and graceful creatures but tend to be more fragile than humans. They are extremely smart because they bear the knowledge of the whole world. Size: Medium Racial Hit Dice:A Malquin begins with four levels of Outsider which provide 4d8 Hit Dice, a base attack bonus of +4 and base saving throw bonuses of Fort +4, Ref +4, Will +4. Racial Skills: A Malquin’s Outsider levels give them skill points equal to 7x(8+Int modifier). A Malquin’s class skills are: Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Sense Motive, Spellcraft, Use Magic Device Racial Feats: A Malquin’s Hit Dice give them three feats. Arcane Affinity: Malquins cast spells as a 4th level wizard. Malquins add their Outsider levels to any Wizard levels they may possess, to determine spellcasting gained from this class. Weapon Proficiencies: As Outsiders, Malquins are proficient with all simple and martial weapons. Superior Low Light Vision: Malquins can see three times as far as humans and discern details and colours in conditions of low illumination. This replaces the Outsiders’ Darkvision. Ignore Gravity: As magically infused creautures from a totally different world, there is nothing to hold them bound to the ground. So they usually hover above the ground instead, unless they choose not to. This means that they usually float 1 foot above the ground, when moving, standing, sitting, liyng or even jumping and running. This is a supernatural ability that also grants them a +8 circumstance bonus to Move Silently. No penalties for moving over difficult (e.g. rough or slippery) terrain apply. Saves for exhaustion from running or walking long distances are also made with a +2 bonus, unless Malquins carry heavy load. Always concider that Malquins are under the effects of a Featherfall spel, unless they choose to fall at normal speed. Their base speed is 40 feet. Telepathy: The Malquins’ knowledge about all the different cultures gives them a great insight in others, that grants them the ability to communicate telepathically with any creature within 80 feet that has an intelligence score of at least 3 (they do not need to share a common language, althousg the creature must have a language). The Malquins can talk to and be talked to by any creature they wish within range. This communication is for the Malquin as easy as normal conversation. Detect Thoughts: A Malquin can use Detect Thoughts as the spell (caster level equals character level) a number of times per day equal to the Malquin’s Intelligence modifier (minimum 1). The Malquin can use this ability as a free action. The Will save has a DC of 18 + Intelligence modifier. Magic Power: Malquin Spell-Casters add to their Effective Caster Level a +1 bonus. This means that they cast their spells as a character with one additional level in their spell-casting class. Damage rolls and other Caster level related features are also affected. This ability grants no extra spells known, spells per day or ather abilities, except that Malquins make all Spellcrast checks at +2 and Knowledge (Arcana) is always concidered a class skill with four free skill points. Skills: +2 Listen, +4 Sense Motive, +2 Bluff Meditation: Malquins do not have to sleep as Native Outsiders. Instead they must meditate 6 hours every night. During this time they are aware of their environment and can seize the meditation as a free action. Thus concider them awoken when deciding wether they are caught flat-footed or not. If they fail to meditate enough, they suffer the ill effects that humans suffer when they have not slept. (Spell-casters need an additional 2 hours of rest to prepeare their spells) Immunities: Malquins are immune to all forms of diseases, even magical ones, because of their origin, and to sleep spells and effects. Native Outsider: Malquins are considered to be Outsiders. However their perfect integration with the Prime Material Plane grants them the Native Outsiders traits, unless else noted. What is more, spells and effects that specifically harm humanoids do not affect Malquins. Languages: Automatic: Malquan (a mostly beautiful Language consisting of many vowels) and Common. Bonus: Any, except secret ones. Although Malquins have access to such languages, they respect the fact that they are to be used by few and never learn them (unless when they gain these languages from another source, e.g. for being a Druid) Favoured Class: Wizard C.R. : +2 L.A. : +3 |
| EternalWizard04-22-07, 08:34 PM | ok now, anybody that feels this race is overpowered please make an actual suggestion, about what i must do to balance it i don't want the LA to be any higher, although i have no problem at all with adding more racial HD, as long as the Arcane Affinity feature stays so please tell me what to do (i really like the flavour, so i want to make this playable) |
| Imragarn_The_Wise04-22-07, 08:59 PM | Giving it hitdice has no purpose if they have the arcane affinity... the hit dice you are giving them are better than their wizard levels!!!! you are basicaly making a wizard with d8 hit dice, 8+int skills, all good saves, and full base!! The only way to balance it out is to take away the arcance affinity or boost the LA by alot. giving it more hitdice just breaks it more. if you want my advice, drop the arcane affinity and give them 4 hit dice LA +3.... the loss of spellcasting levels isn't that harsh. give them practiced spellcaster as a bonus racial feat so their caster level will stay the same but wont give them access to higher level spells... thats just my thoughts. |
| EternalWizard04-24-07, 12:21 PM | Giving it hitdice has no purpose if they have the arcane affinity... the hit dice you are giving them are better than their wizard levels!!!! you are basicaly making a wizard with d8 hit dice, 8+int skills, all good saves, and full base!! that's exactly what i was thinking when i reduced the racial HD the second time i posted this race however i really don't want to drop the Arcane Affnity, or increase the LA (as i said earlier) what is THAT POWERFUL that requires more than 2 racial HD and more than LA +3???? |
| bobothechimp04-24-07, 04:37 PM | Your race, obviously. |
| Allenodden95pokemon04-24-07, 05:43 PM | i'm kinda new to the game, but i think its a balanced rece. i'm going to use it in my next game. |
| EternalWizard04-29-07, 03:08 PM | Your race, obviously. very funny mate i just wanted to say that apart from the Racial HD that provide better Wizard levels and maybe some bonuses to skills there isn't anything else really powerful help plz! just expalin why the race is powerful?? comparing it to other races with same LA this isn't powerful at all |
| Ryusage04-29-07, 04:10 PM | You've essentially made a race simply to play a wizard. I suspect that you knew you wanted to be a wizard before creating the malquin. Removing arcane affinity will do nicely if you want to lower the ECL. |
| Eragon_seer04-29-07, 04:44 PM | :rofl: You have got to be kidding this is the most over powered race i have seen in a long time. look what you have created should not ever be a race it is specificly built for wizards one it gets magic power and for another thing Arcane affinity which tips them way into lala land i mean the entire point of racial hitdice for a race is basicly to make a caster less powerfull from that race, what you have done is made those racial levels a boon to a wizard because those racial levels are basicly wizard lvls with a d8 hitdice. then also you give them a bunch of social bonuses like the detect thoughts and telepathy ability which in most games might be worth quite a bit, oh and theres ignore gravity which may or may not be a problem but it still just tips this race farther away in the realm of non playable races... there is only a few ways to salvage it one is to dump the arcane affinity, and two raise the la to atleast +4 |
| BattleofEvermore04-29-07, 05:42 PM | make it - 2 strength, +6 int, +2 dex, +3 cha and - 3 con. In other words make so that they can dish damage through magic like crazy but if they get into direct combat they're screwed. |
| EternalWizard05-01-07, 08:18 AM | what you have created should not ever be a race it is specificly built for wizards one it gets magic power and for another thing Arcane affinity which tips them way into lala land i mean the entire point of racial hitdice for a race is basicly to make a caster less powerfull from that race, what you have done is made those racial levels a boon to a wizard because those racial levels are basicly wizard lvls with a d8 hitdice. u know this isnt sth i invented, there are lots of creatures with abilities like this (take for example the Jackal Lord, the Pharimn and the Nymph. and i do realize that these are more powerful wizard levels but then agin that's why Malquins get theis LA |
| EternalWizard05-01-07, 08:33 AM | i 'll try again guys. lets see.... Malquins’ Traits Abilities: -2 Str, +4 Dex, -2 Con, +6 Int, +2 Cha. Malquins are beautiful and graceful creatures but tend to be more fragile than humans. They are extremely smart because they bear the knowledge of the whole world. Size: Medium Racial Hit Dice:A Malquin begins with eight levels of Fey which provide 8d6 Hit Dice, a base attack bonus of +4 and base saving throw bonuses of Fort +2, Ref +6, Will +6. Racial Skills: A Malquin’s Outsider levels give them skill points equal to 11x(6+Int modifier). A Malquin’s class skills are: Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Sense Motive, Spellcraft, Use Magic Device Racial Feats: A Malquin’s Hit Dice give them three+Int bonus feats. Arcane Affinity: Malquins cast spells as a 8th level wizard. Malquins add their Fey levels to any Wizard levels they may possess, to determine spellcasting gained from this class. Weapon Proficiencies: As Fey, Malquins are proficient with all simple weapons. Superior Low Light Vision: Malquins can see three times as far as humans and discern details and colours in conditions of low illumination. This replaces the Fey's Low-Light Vision. Ignore Gravity: As magically infused creautures from a totally different world, there is nothing to hold them bound to the ground. So they usually hover above the ground instead, unless they choose not to. This means that they usually float 1 foot above the ground, when moving, standing, sitting, liyng or even jumping and running. This is a supernatural ability that also grants them a +6 circumstance bonus to Move Silently. No penalties for moving over difficult (e.g. rough or slippery) terrain apply. Saves for exhaustion from running or walking long distances are also made with a +2 bonus, unless Malquins carry heavy load. Always concider that Malquins are under the effects of a Featherfall spel, unless they choose to fall at normal speed. Their base speed is 40 feet. Telepathy: The Malquins’ knowledge about all the different cultures gives them a great insight in others, that grants them the ability to communicate telepathically with any creature within 80 feet that has an intelligence score of at least 3 (they do not need to share a common language, although the creature must have a language). The Malquins can talk to and be talked to by any creature they wish within range. This communication is for the Malquin as easy as normal conversation. Detect Thoughts: A Malquin can use Detect Thoughts as the spell (caster level equals character level) a number of times per day equal to the Malquin’s Intelligence modifier (minimum 1). The Malquin can use this ability as a free action. The Will save has a DC of 18 + Intelligence modifier. Magic Power: Malquin Spell-Casters add to their Effective Caster Level a +2 bonus. This means that they cast their spells as a character with one additional level in their spell-casting class. Damage rolls and other Caster level related features are also affected. This ability grants no extra spells known, spells per day or ather abilities, except that Malquins make all Spellcrast checks at +2 and Knowledge (Arcana) is always concidered a class skill with four free skill points. Skills: +2 Listen, +2 Sense Motive, +2 Bluff Meditation: Malquins do not have to sleep as Fey. Instead they must meditate 6 hours every night. During this time they are aware of their environment and can seize the meditation as a free action. Thus concider them awoken when deciding wether they are caught flat-footed or not. If they fail to meditate enough, they suffer the ill effects that humans suffer when they have not slept. (Spell-casters need an additional 2 hours of rest to prepeare their spells) Immunities: Malquins are immune to all forms of diseases, even magical ones, because of their nature, and to sleep spells and effects. Hard To Charm: Malquins are immune to Enchantment spells and effects. Languages: Automatic: Malquan (a mostly beautiful Language consisting of many vowels) and Common. Bonus: Any, except secret ones. Although Malquins have access to such languages, they respect the fact that they are to be used by few and never learn them (unless when they gain these languages from another source, e.g. for being a Druid) Favoured Class: Wizard C.R. : +4 L.A. : +4 -Changed Outsider HD to Fey HD and increased them (now they definatelly suck when trying to do anything else but cast spells) -Increased LA and CR -Changed Ability Modifiers (worse now) -Reduced bonus to Skills (from a total of +16 down to +12) -Adjusted Arcane Affinity and Magic Power -Replaced the "spells and effects that specifically harm humanoids do not affect Malquins" with "Hard To Charm" What do u think now?? |
| Eragon_seer05-06-07, 07:13 PM | Now this I can live with. It is still a bit over powered but bearable. and playable though i think it would work beter if the La was +5 |
| FatMonkey1305-06-07, 08:10 PM | Arcane Affinity: Malquins cast spells as a 8th level wizard. Malquins add their Fey levels to any Wizard levels they may possess, to determine spellcasting gained from this class. I assume you do not mean that a Malquin 1st level Wizard cast Wizard spells as 9th level wizard with a caster level of 17. So do not say that it's Fey levels are added. Creatures that cast/manifest spell/powers as a class already stack the abilities. Racial Feats: A Malquin’s Hit Dice give them three+Int bonus feats. Feats are not based on Int bonus any more Telepathy: The Malquins’ knowledge about all the different cultures gives them a great insight in others, that grants them the ability to communicate telepathically with any creature within 80 feet that has an intelligence score of at least 3 (they do not need to share a common language, although the creature must have a language). The Malquins can talk to and be talked to by any creature they wish within range. This communication is for the Malquin as easy as normal conversation. You do not need to say so much why not just say "The Malquins can communicate telepathically with any creature within 80 feet that has an intelligence score of at least 3. The Malquins can talk to and be talked to by any creature they wish within range." Also does this give creatures the ability to talk to it telepathically? Detect Thoughts: A Malquin can use Detect Thoughts as the spell (caster level equals character level) a number of times per day equal to the Malquin’s Intelligence modifier (minimum 1). The Malquin can use this ability as a free action. The Will save has a DC of 18 + Intelligence modifier. Charisma bonus based abilities are more common Magic Power: Malquin Spell-Casters add to their Effective Caster Level a +2 bonus. This means that they cast their spells as a character with one additional level in their spell-casting class. Damage rolls and other Caster level related features are also affected. This ability grants no extra spells known, spells per day or ather abilities, except that Malquins make all Spellcrast checks at +2 and Knowledge (Arcana) is always concidered a class skill with four free skill points. You say "+2" then "one additional level" which is it? Try "Malaquin Spell-Casters cast spells as though their caster level were two levels higher, have a +2 bonus to Spellcraft checks, and always consider Knowledge (Arcana) a class skill." Skills: +2 Listen, +2 Sense Motive, +2 Bluff You should specify that these are racial bonuses C.R. : +4 L.A. : +4 add ECL = CL + 12 to reduce confusion. I think that it seems OK (a 12th level Human/Elf/Dwarf/Gnome Wizard is a better wizard but this gets special abilities), if the assimtions I made are true, but it may be a little iffy. As for the flavor I do not like the whole secrecy of their world and how they are so favored by the gods. It seems so intrusive and disruptive to a campaign world. One alternative is to say that they have the information removed from them magically like the Deep Imaski (sp?) do and that their superiors back home will recall them. Also generally there is not to much flavor (text) in a race/monster's abilities description. It is better to try to keep things concise. |
| EternalWizard05-07-07, 04:21 PM | thank u very much FatMonkey13 Arcane Affinity: I pointed that out because it is also pointed out in the Jackal Lord discription (off cource the Racial HD stack only once with the wizard levels) Racial Feats: I saw this in a Monster Manual (i also checked the errata but no changes were mentioned, but maybe i wasnt paying much attention :) ) Telepathy: Just some extra flavour :) Magic Power: My mistake, sry (at first this ability added one extra Effective Caster Level, and when i editted it i forgot to change the second line) Skills: Ok those are racial bonuses About the flavour: Malquins were intented to be unplayable and that's why they seem to be so great and powerful and favoured by the gods in the flavour. I guess that saying that the ones that have left their home world lost their status until they return there (since their extraordinary powers were granted to them to safekeep the world's knowledge and they only do that while they are in their Home Plane) is enough, isn't it? So how many feats does a fey with 6 racial HD get? |
| FatMonkey1305-07-07, 05:17 PM | 3 just like a 6th level character. |
| EternalWizard05-24-07, 09:56 AM | 3 just like a 6th level character. are u sure man? i mean, check MM 2, pg. 8 i do know it is 3rd edition, but i found an errata in this site (V3.5 Accessory Update) and it seems nothing has changed as far as fey feats are concerned, according to the errata am i missing sth here?? |