Welcome to the d20 point-buy section!
Eclipse Classless d20 Character Construction Cribsheet and Sample Character List
If there are any special requests, rules questions, or things anyone wants to know how to do in point-buy, simply leave a comment and I’ll try to get back to you on it as soon as possible. The links on this page have now been updated and organized: I’ll try to keep them up to date from now on. Non-d20 material can be found on its own tabs – or you can take a general survey of everything on the site on the Index tab. If you’re looking for the most recent entries try the Home tab and scroll down: the main index and this page are organized by topic, not date.
All of our campaigns use the classless point-buy rules from Eclipse: The Codex Persona and the magic design rules from The Practical Enchanter (both available via the links below). Eclipse is the only d20 character-creation and power book we’ve needed in quite awhile – and none of the local players are willing to use anything else any more anyway – so all of the various characters, races, and templates listed under the general d20 or specific campaign settings are suitable as sample designs. Since Eclipse is fully compatible with 3.0, 3.5, Modern, Future, and many other d20 products, there should be something here for most d20 gamers.
The Books We Use:
- Eclipse: The Codex Persona: Print Edition (Lulu.Com), Electronic Edition (Lulu.Com), Electronic Edition (RPGNow.Com), Shareware Edition (at RPGNow.Com), and Shareware Edition (Box.Net Download).
- The Practical Enchanter: Print Edition (Lulu.Com), Electronic Edition (Lulu.Com), Electronic Edition (RPGNow.Com), Shareware Edition (at RPGNow.Com), and Shareware Edition (Box.Net Download). Handy for designing special powers and items. There’s a nice RPGNow Staff Review too.
- Paths of Power (a free d20 magic supplement, including a revised spell and psionic ability acquisition method with numerous new paths, domains, spells, and other systems). Paths of Power II, Monstrous Pathsis available in PDF form HERE. The Complete Paths of Power – combining the two – is available in Print Here.
- Eclipse Web Expansion One: a free expansion for Eclipse: The Codex Persona. Includes races, a level-by-level sample build, levels without XP, d20 without levels, and FAQ.
- Magic the Gathering; The RPG. This was originally designed as a submission to WOTC, but they were uninterested in any submissions related to M:TG. The system stretches d20 to the limit, since it uses magic cards as character attributes - but since the playtesters havelet the draft files out, here it is. Who knows? Maybe Wizards of the Coast will see it and decide to pick it up after all (not likely, but we reserve any commercial rights that may apply just in case). The playtesters had a lot of fun with it, and – for personal use in its current form – it’s entirely free.
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A quick Fourth Edition Review.
General d20 Point-Buy Sample Characters, Races, and Templates: Similar information for particular settings can be found under the campaign headings.
- 3.5 Races for Eclipse. The standard Players Handbook races – plus Elan, Satyrs, and Centaurs – broken down for Eclipse: The Codex Persona
- The Revised Human: why humans are unique – and more than just the “baseline” for playable races
- Level-by-Level Base Class Breakdowns: Barbarian, Bard, and Cleric, Druid, Fighter, and Sorcerer, Paladin and Ranger, Rogue and Wizard, Psion and Psychic Warrior, Monk,
- The Merchant. This is a level-by-level, level one through level twenty, point-buy sample design.
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Sample level one Builds: ”Iron Dragon” (unarmed and unarmoured tank), Shamanic Adept (a speaker to spirits), the Vedic Master (a matter transmuter and self-enhancer), The Bulwark (a MMORPG – or 4′th Edition D&D – style tank/controller), the Kabalistic Ritualist (a ritual mage with several variants), The Street Rat (a roguish street kid with several variants), The Wraith (a short-range teleporter), the Swashbuckler (with a dozen variants), The Primal Warrior (a shapeshifter-berserker), the Animist-Wizard (a non-spellcasting wizard who speaks with creatures and objects), the Scholarly Priest, the Hellguide (a revenant from the abyss), the Werewolf (a young ECL1 shapeshifter), The Cyber-Warrior (and how to buy Cyberware), the Runesmith and building spells, Tollers (characters who summon essences into themselves, the Poseur or Mad Cultist (single-school spellcasters), the Mystic Adept (design-it-yourself spontaneous spell point casters), the Collector (a ritualist and collector of magical devices), the Tech Wiz (a build for hackers, security breakers, and tinkerers), the Hotshot Pilot (whatever the type of vehicle), the Investigative Reporter, the Elementalist (a specialist in a particular branch of magic), the Fortunate Hero (a character who can provide his own lucky breaks), the Bloodmarked (a victim of his or her own innate powers), the Courtly Witch, the Paladin of Death (a guardian of lifes cycle),
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Building Spellcasters. Various magical options in point-buy.
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Building d20 Psychics – Sample Level One Classless Builds: Power Sources and Basics, Types of Psychics and The Battlerager, the Witch, the Gifted Psion (a second-edition style build), the Dweomer Master (and some notes on flexible powers), the Starfire Adept (a stress-powered master of psychic skills), the Revised Psion (and variants), and the Transhuman (also known as the “mutant” or the “superhero”).
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Advanced Companions or Upgrading your Critters: Templates for Companions, Familiars (Spirit Fetches, Liflings, and Shadow Guardians and the Wealth Level Templates from the Practical Enchanter), Mounts and Companion Creatures (Flying Steeds, Firehawks, Stormcrows, and other beasties), and Animal Companions.
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A Dealing with Dragons – how a young dragon might take advantage of the Companion rules, and a series of possible encounters with him
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The Harbringer of Doom Eclipse Optimized First-Level Skirmish Build.
- Cadmel, Anime Sorcerer. A roguish anime-style sorcerer with unlimited use of his spells.
- The USS Charleston. Yes, this is a WWII Cruiser designed as a character. Silly, but doable with Eclipse.
- Doctor Wrath, a power-armor supervillian who can fit nicely into most d20 parties.
- Esteria, a slightly senile old woman with poor control of her magic and entirely too many dragon-cats.
- Khamsin The Wanderer, a warrior-mage designed to buy each of his spells, and their casting level, individually.
- Lesser Outsider Template. A generic +1 ECL template for those who want to play minor angels, demons, spawn of chaos, jinn, or whatever.
- Li Kao. A d20 Samurai and Shintoist mystic. Exchanges favors with spirits for his magical talents.
- Raven: Character Sheet and Wyld Magic Template, History, and Friends and Allies. A Druid/Thief who’s been wandering about since first edition.
- The Ri’aal: A change-of-pace nonhumanoid player-character species for d20 games which has innate magical powers instead of the ability to use tools and equipment.
- Sith and Jedi Templates and Powers: How to build Sith, Jedi, and similar psychics in Eclipse: The Codex Persona.
- Building the Warlock. How to build (and make variations on) a Warlock-style character in Eclipse: The Codex Persona.
- Incarnum Weilders. How to build, and vary, Incarnum users in Eclipse: The Codex Persona.
- The Silmarils - and how they break down for a d20 game.
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d20 World Tree: The Prime Races and Special Abilities from World Tree for Eclipse: The Codex Persona Classless d20.
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The Allomancer Template – available for anyone who wants to build a Mistborn character, or for talismanic magical systems in general.
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Converting a Balor to Eclipse: The Codex Persona – so that you’ll know how a demon can come up through the ranks when someone wants to play one.
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Building Gandalf and the Balrog in Eclipse - and why they’re not really all that high a level.
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A few Minor Relics for Eclipse.
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Inaro Montban, a mystical agent of the Limbo Wheel.
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Felix Moreau, a speed-obsessed cheetah-morph secret agent / minor superhero.
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Sir Laurent Onn, a knight who channels celestial energies into magical auras.
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Haurgrim the Sagacious, a magus, mystical artist, and demonstration of how to build an advanced skill.
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The Iron Raptor, a basic superstrong / flying / super-tough superhero build.
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“Types” as “Classes” in Eclipse: The Codex Persona
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Duskblades and Magically-Enhanced Fighters for Eclipse Classless d20
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Kysen Nial, a nemesis for low-level characters.
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The Time Lord Template and Building the TARDIS.
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Building Reserve Feats in Eclipse.
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Buying Cyberware in Eclipse.
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Fitting characters to the world with Eclipse – the world of Vindahl and the Courtly Witch level one build.
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The Battling Business World Accounting occult skill.
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Thaumaturgy – Machine Mastery and Chaos Magic (in two flavors).
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Building Weapon Specialists in Eclipse
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Eclipse Race Creation Examples: Gargoyles and Bat-Winged Electric Cat Mutates.
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Elven Variants: Basic elves and better than a hundred variants broken down for Eclipse.
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Building the Fair Folk: Races and Templates for Lesser, Greater, and High Fey, along with the powers of the fey.
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Common Races for Eclipse: The Blink Dog, Bugbear, Gnoll, Goblin, Hobgoblin, Janni, Lizardfolk and Ogre broken down for Eclipse.
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Building the Thaumaturgist in Eclipse: A more detailed look.
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The Malconvoker and the Master Summoner variations.
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Thematic abilities for those who have returned from death: Deathly Feats and Spirit Riders (powers bestowed by symbiotic spirits).
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Building the races/templates from Monte Cook’s World of Darkness White Wolf adaption in Eclipse: Vampires, Werewolves, Demons, Awakened and Mages (with sphere-based magic and notes on the innate specialization of the various White Wolf games).
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The Narrative Powers Template: Building characters who can manipulate the storyline in Eclipse.
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Star Wars d20 Base Classes for Eclipse
Random d20 information:
- Eclipse Power Packages. Answers to requests on how to build particular powers with Eclipse.
- Archetypes and Roles – Power Packages to suit a variety of character types for Eclipse: The Codex Persona classless d20. Part I, Part II, Part III, Part IV, and the How-to-use-them guide.
- Literary Magic Items and Sample Relics: Part I, Part II, Part III, Part IV, Part V, Part VI, and Part VII (with Index and Summary)
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The Celestial Martial Arts. Some additional martial arts for d20 characters built using Eclipse.
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Mecha Design System. A simpler, and more versatile, system for building d20 Future Mecha.
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Harpist of the Weave Mystic Martial Art. A martial art designed to channel and enhance magical powers.
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Bright Blades Recruiting Poster. Just for fun, although appallingly accurate as to how characters tend to be played…
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Medieval Price List and Economics. A realistic price list for medieval settings, for both major and minor purchases.
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Dark Ages Cultural Worldviews. For Celtic, Nordic, and Christian characters in classical medieval settings.
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Weapon Benchmarks. Damage benchmarks for improvised hand- through major strategic- weapons in d20.
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A quick Fourth Edition Review.
- The Corruption of Power: How does power corrupt and what can be done to prevent it?
- Small Changes: An essay on the impact of relatively small racial changes on cultures.
- Large Changes – a companion piece, on how sometimes large racial changes don’t really mean much after all.
- Ceremonial Magic – a general system for classical ceremonial and ritual magic, suitable for use in a variety of settings and game systems.
- Charms and Talismans of the Rings: Matching up the Charms and Talismans from The Practical Enchanter with the items used in the Lord of the Rings.
- Building Gandalf and the Balrog in Eclipse - and why they’re not really all that high a level.
- The Realm of Kadia - some expanded rules on how to build your own private dimension with an example of doing so.
- Political Positions: some rules for playing a politician, ambassador, general, or other influential individual.
- The World of Iselin: A quick d20 campaign setting. The map is linked both in the post and here, for your convenience.
- The Mystic Companion Prestige Class. For aides, assistants, and familiars.
- The Practical Maladiction: Additional information on the Maladiction Spell Template from The Practical Enchanter.
- Building a Swashbuckling Campaign, Part I and Part II (the basic swashbuckler build).
- The Wolf Wood and the Pool of Shadows – a location for adventure: Part I – The Basics, Part II – The Keeper and his Pets.
- Shapeshifters and Cursed Lycanthropes. Making Lycanthropy something to fear.
- Revised d20 skill system. For making rarely-taken skills more attractive (and less costly).
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The Half-Giant: Broken down for Eclipse.
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The Ancient One +2 ECL Template – for a mortal suddenly infused with many lifetimes worth of ancient memories.
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The Transhuman Template: For characters in futuristic worlds.
- Thaumaturgy and Dweomer. Details and three new schools of magic.
- High Level Spells Index. Why should the spell list stop at level nine?
- The Magical Languages of the Twilight Isles: The unusual effects of languages. Eclipse d20 mechanics, but not much of them.
- Glowstone Alchemy: the Basics (including the benefits and costs of using Glowstone) and the Items – for when you want to introduce radioactive temptation into your world.
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Federation-Apocalypse Campaign:
Subpage: Since this is the primary game in play at the moment, it gets its own subpage for updates…
Federation-Apocalypse Characters and Templates:
- The Battling Business World Sub-Index: For all your extremely-violent-businessmen-with-knives needs.
- A’ikana Kalil (and an updated version with skills; A’ikana Kalil), a psychic monk, a dimension walking chi master and agent of the Unified Church.
- Anime World Laws, Anime Template, and Anime Identities for Kevin, Marty, and Smoke.
- Arnold Jeremyn: a cyborg superhero.
- Benedict: a mystic swordsman of the manifold, and his Homeworld.
- The Preatorian template: a +5 or more ECL template for physical juggernauts.
- Adam, Praetorian Nightmare: a melee death-machine nightmare for entire high-level parties.
- Dragon Template: a +0 ECL Race or +1 ECL Template for those who want to play low-level dragons.
- House of Roses Package Deal: an exceptionally good sample package deal.
- Lotus Lefarge: an influential on-the-spot reporter who can influence what happens with what she says.
- Ithulsin the Outcast: a powerful mentalist with the Krell Psychic Adept template.
- Jarvian Mitchell: a wandering mechwarrior and his mech)
- John Jack: a paranoid James Bond-style gadgeteer/secret agent.
- Kelsaru Ana’Nasu, a crystal dragoness, powerful telepath, and Kevin Sanwell’s girlfriend…
- Kevin Sanwell, unseelie knight and would be demon lord: Character Sheet, Contacts, and Identities (the examples at the bottom of the page). Also includes some information on his Thralls – human youngsters infused with dark energies to serve as his aides and minions – and where they’ve all wound up at the moment (along with a Thrall Assignment Update). As a bonus, here’s the Realm of Kadia – Kevin’s (semi-)private afterlife for his followers, along with some rules on building your own dimension. Here too are some updated – and more powerful Identities (Knight of Faerie, Roman Lordling, Sorcerer Antihero, Victorian Spy, Demon, Eccentric Hedge Wizard, Werewolf, Red Wizard, Gray Jedi/Sith Force User, Anime Swordsman, and Dragonfire Master), plus two absurdly overpowered identities for him (Ailill the Dragon and Lord of Kadia).
- Lingering Smoke: A quick conversion of a Sidereal Exalted character to Eclipse classless d20, a minor favor for a friend.
- Marty, a cartoon battling businessman: Original Character Sheet and some Offsite Links – his Updated Character Sheet, History and Contacts, Identities, and the rules he operates under – the Battling Business Regulations. Here also is a possible upgrade - The return of Martin Tabard (a grotesque power-build upgrade) and some new Identites – Martin O’Dale (a wandering bard), a nameless extortionist, Black Marty (a pirate-captian), and The Animator (a comic supervillian) (some offsite links). Here also we have the The Battling Business World Sub-Index for all your extremely-violent-businessmen-with-knives needs.
- Neanderthal Template: a familiar, yet very different, species.
- NeoDogs and NeoDolphins: Templates and racial histories for two genetically-engineered uplifted animal races.
- Neohuman Template: a cheesy build for augmented humans.
- Peter Leland (Offsite Link), a cartoon business raider and possum breeder.
- “Pureblooded” Humans: the majority genetically-enhanced human race for the Federation-Apocalypse setting.
- Raphial Midwater (offsite link): cyborged master technologist and computer programmer.
- Ruth Gelman: A young – if very deadly – level one sharpshooter from the Federation-Apocalypse setting.
- The Sentient Office Device Template for Battling Business World.
- Sith and Jedi Templates and Powers: How to build Sith, Jedi, and similar psychics in Eclipse: The Codex Persona.
- Terin Aderath, mystic ritualist and martial-artist assassin.
- MLELF Cyborg Super-Soldier, another take on the augmented cyborg soldier with a mere +1 ECL modifier.
- Jamie Wolfe - a MLELF Cyborg Super-Soldier
- Limey, a sentient laptop computer from Battling Business World, along with his new Identities (Offsite Link).
Federation-Apocalypse Background Information:
- The Federation Campaign Sheet and the Federation Campaign Sheet (both should be identical).
- Introduction to the Manifold Setting: The Quantum Worlds, Intro to Quantum Realities, Realms, Souls, and Mana
- Playing in the setting: Identities and Wealth (two of the more important skills for the setting), Skill and Purchase Benchmarks, and Sith and Jedi Powers(a breakdown of Sith and Jedi Powers – and the minimum requirements for each – for Eclipse: The Codex Persona).
- Federation Timeline and some Timeline Extensions, as well as the Ecumenical Council and the development of Modern Education.
- Some Notable Inhabitants: Major Factions (Updated Faction List), Multiversal Personalities, and Encountered NPC’s (Updated Encountered NPC’s)
- Equipment: Basics of Federation Technology, Common Gadgets, Small Arms, Effectors and Remotes, Medical Care, Mecha and Power Armor, Core Psitech, Weapon Benchmarks, Battlemech Conversions (and a few more d20 Battlemech Conversions), Flit, Orb, and Starship Shields, Orb Stats and Singular Tech, The Mirage – a Mech using both Singular and Core technology – and the uses of Singular Nanotechnology.
- Life in Core: (1) People and Economy, (2) Wealth, and (3) Law.
- Character Information: Personal Motivations
- Shadows in the Twilight, Walking: A mood piece for the setting.
- The Silmarils of the Manifold.
- Statistics on Populations, Openers, and Gatekeepers.
- The Linear Realms: a heavily-populated region of the Manifold.
- The Disaster Realms: Places where stolen souls have been sequestered.
- The Crusader Kingdoms – a Setting and World of the Manifold.
- The Battling Business World Accounting occult skill.
- Battling Business World Medicine – and how it does really strange things (Offsite Link).
- The Sentient Device Profiles for how the various kinds of devices interact with their world (Offsite Link).
- The Updated Battling Business World Subindex: For all your extremely-violent-businessmen-with-knives needs
Federation-Apocalypse Campaign Log: Session 1, Session 2, Session 3, Session 4, Session 5, Session 6, Session 7, Session 8, Session 9, Sessions 10-11, Sessions 12-13, Session 14, Session 15, Session 16, Session 17, Session 18, Session 19, Session 20, Session 21, Session 22, Session 23, Session 24, Session 25, Session 26, Session 27, Session 28, Session 29, Session 30, Session 31, Session 32, Session 33, Session 34, Session 35, Session 36, Session 36a, Session 37, Session 38, and Session 39, Session 40, Session 41, Session 42, Session 43, Session 44, Session 45. Session 46, Session 47, Session 48, Session 49, Session 50, Session 51, Session 52, Session 53, Session 54, Session 55, Session 56, Session 57, Session 58, (due to interludes, Session 59 was Marty’s Vacation, but has been listed after session 60 to keep thing in sequence), Session 60, A Draconic Interlude (Part I, Part II, and Part III), Marty’s Vacation Interlude, Session 61. Session 62, Session 63, Session 64, Session 65, Session 66, Session 66a, Session 66b, Session 66c, Session 67a, Session 67b, Session 68, Session 69, Session 70, Session 71a, Session 71b, Session 72, Session 73, Session 74a, Session 74b, Session 75a, Session 75b, Session 76, Session 76b, Session 77, Session 78, Session 79, Session 80a, Session 80b, Session 80c, Session 81. Along these lines we have a the Current Timeline (and the previous Timeline Update), a Current Projects list (and the older Things to Do list), and a Session Timeline to help keep track of plots and developments.
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Twilight Isles Setting:
- Twilight Isles Subindex
- Background
- Races
- The Ikam: Culture and Racial Traits.
- The Shadow Elves: Culture and Racial Traits.
- The Thunder Dwarves: Culture and Racial Traits.
- The Veltine: Culture and Racial Traits.
- Sample Characters:
- Ishinomorel. Shadow Elf Archer-Runemaster. Level Two Upgrade.
- Tristan. Shadow Elf Pirate-Elementalist. Level Two Upgrade.
- Ysmir. Shadow Elf Scout-Firemaster. Level Two Upgrade.
- Vehn Rageclaw: Veltine Warrior-Mad Scientist.
- Rudra Mogzul, Thunder Dwarf Warrior. Level Two Upgrade (offsite link).
- You can also look at several posts related to Fredronon, a Shadow Elf Conjurer, over at his player’s blog
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Shandar Campaign
Shandar was the original test setting for Eclipse: The Codex Persona. As such, the players were allowed to go hog-wild with their builds. They needed to: the place was incredibly lethal.
- Shandar: The Fallen World. An introduction – History, the World, the Balefire of the Cinghalum, Glowstone, and Languages.
- Starting Areas. A selection of starting locations, with the advantages, disadvantages, and usual character types for each.
- Glowstone Alchemy: the Basics (including the benefits and costs of using Glowstone) and the Items – for when you want to introduce radioactive temptation into your world.
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Ironwinds Campaign
- Sample Character: Arith Lewauken. A tribal warrior and witch-doctor turned mecha pilot.
- Ironwinds Timeline. How the Ironwinds world wound up in its current mess.
- Ironwinds Campaign Sheet. Character build restrictions and bonuses for the Ironwinds setting.
- Psychic Pilots Powers Sheet. How to build especially-talented mecha pilots in Eclipse: The Codex Persona.
- Mecha Design System. A quicker, and more versatile system, for designing mecha in d20 Future.
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Atheria Campaign
Sample Characters:
- Races of Atheria. A selection of fairly high-powered human variants for the Atheria setting. All of them are point-buy +0 ECL races, but – in keeping with the “no weak races” rule of the setting – are about as powerful as a +0 ECL race can get. Uncommon Atherian Birthrights include Absolute Command, Divination, Venom, and Warding,
- The DragonBorn - the template for extradimensional visitors and those exposed to the primal interdimensional flux.
- Julius Gaius Maximus, a healer-priest of the Imperium.
- Thrall, a jackal-barbarian Lesser Dark Lord.
- Xaliotl, an obsessive fire mage. Also, due to player whimsy, available in a Draconic Champions version.
- Flowing River, an Ankorath Smuggler
- Sem the Sin-Eater, and oathbound “Paladin” from Kharidath.
- Fauve, a Chelmian Adventurous Scholar.
- Ragnar the Questionable, a prismatic warror from the Illusion Domain.
- The Alarian Legionaire Build and some Sample Legionaires.
Atheria Background Material:
- Atheria Character Design Sheet. The restrictions and bonuses which apply to all Atherian characters.
- Atherian Glossary. Common Atherian terms plus the rules on using the Blood of the Dragon to reduce spell levels.
- History of Atheria. Basic information that any Atherian character should know.
- An Overview of the Realms and Domains of Atheria - to give everyone a better idea of the various relationships.
- The Ritual of Naming. A vital part of life on Atheria in every culture.
- The major Magical Domains include the Thousand Realms (Dimensional Birthright), Kharidath (Solar Birthright), the Ourathan Isles (Lunar Birthright), HuSung (Elemental Magic Birthright), the Great Savannah of the Ankorath Tribes (Life Birthright), Parack (Storm Birthright), the Barbarian Lands (Totemistic Birthrights), Chelm (Blood or Shadow Magic Birthrights), the Alarian Imperium (Order Birthright), and the Isles of the Sunset (Light Domain). The Minor Domains are discussed in Part One and Part Two.
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Some basic information on Atherian Ritual Magic.
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The (Un-)Forgotten Gods of the Ancient Realm, as remembered in Kharidath and the Mri Desert.
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Lost Artifacts and Expeditions. Notes on some of the legendary items which may lie within the borders of Chelm.
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The Order Of Arelm- What Alaria does with children with Chelmian Birthrights.
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The Varnic Church – a warrior-faith and one of the major religions of Western Atheria.
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Principles of Plant and Animal Birthrights for the Atheria Campaign.
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Darkweird Campaign
Sample Characters:
- Amber the Dragon Sorceress. A young (ECL 6) dragon-sorceress.
- Charles Stevenson. An exceptionally deadly martial artist and master of C’hi Manipulation via Acupressure.
- Edward Elric, the Full Metal Alchemist.Yes, it’s the anime character. Someone wanted to know how to build him in Eclipse.
- Kristin Stanwell. A cyborg firearms expert.
- Matthew Carrington. An anime-styled paladin-archer and servant of the light.
- Shadow-of-Dark-Wings. A Dark Reaper, responsible for capturing evil spirits which have escaped into the human world.
Campaign Character Design Sheet. The restrictions and bonuses which apply to all Darkweird characters.
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Cemar Campaign Setting:
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The Theology of Cemar and the Xin Clerical Orders
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Thera Campaign Setting
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The Book of Thoth: The count of ages, the great cycle, the prophecy, and the relationships between the elements, races, gods, and powers of Thera.
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Theran Faiths and Religions.
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The Mystic Companion Prestige Class. For aides, assistants, and familiars.
- Thera: The Runelord Epic Class and the Epic Hero Class. Thera’s two possible epic paths - the Path of Godhood and the Path of Exaltation.
- Thera: Channeling Exotic Forces. Rules for channeling order, chaos, fire, transformation, and many other forces beyond positive and negative energy.
- Thera: Magical Basics. Rules for Mana, acquiring and casting spells, using items, the Rule of Three, and working circle and rune magic on Thera.
- Thera: ShuKenja. The spell-improvising wizard-priests of the eastern empire.
Just curious,
On p 189 of Eclipse: The Codex Persona there is a blurb saying:
“If you want to run a game without using experience points at all, you’ll want to consult our OGL web supplement. We can’t tell you how to do that in a d20 product”
What exactly was this referring to and what became of it?
Hmm. Checking back, it looks like that file went missing when the original site was hacked. I’ll get a revised version up here shortly. As for what it was, well, the d20 license – as distinct from the open game license – prohibits including rules on how to apply experience to a character to advance their level. Ergo, no experience point chart and no options for doing without one.
I’d love to see that file if you have it somewhere.
The Practical Enchanter says that curses can be cast by people who do not have magical abilities, yet then it goes on to categorize curses as spells with levels. If curses are spells and commoners have no spellcasting ability, how’s that work?
It’s easy enough: almost uniquely, the spell level modifiers on a curse can reduce it’s level below zero – and there are no requirements for casting such “spells”. For example, if an ordinary person – possibly after being aided by someone who kept them from dying or having a lingering death for dramatic purposes – is cursing a child of theirs (-2) who personally inflicted a mortal wound on them (-2), and is willing to suffer severe backlash (-2), and fuels the curse with (1d4 x 500 XP) (-1), they wind up with a net modifier of -7 spell levels. If they attempt a curse with a base level of 6 or less, they’ll wind up with a net spell level of (-1) – which anyone can manage.
Of course, that’s an extreme example, and a rarity even under such circumstances. Most people don’t have the focused malice, the concentration, or the inclination to lay good curses – although this does provide a reason to avoid pointlessly slaughtering the peasantry. Even minor curses can be annoying.
Still, if the foul Prince Karnacht stabs his father the King with a poisoned blade and leaves him to die (a prelude to blaming a neighboring kingdom for his death and declaring war upon it while simultaneously seizing the throne), he should not be surprised to find that his father, while only an eighth-level noble with no spellcasting ability, has cursed him with his dying breath and words written in his own blood “to be brought down by the children of his deeds”. As a sixth-level curse this Affliction can use a “Suggestion” effect six or seven times per day – which it will use against the King and his commanders to try and allow the occasional vengeful child to escape the upcoming massacres. When a few such children grow up and become adventurer’s (thanks to more subtle Suggestions), King Karnacht may well meet his doom at their hands. After all, the avengers will be mysteriously “lucky” enough to have an suggestible old servant absent-mindedly reveal the location of the secret passage to his chambers…
Now that’s a pretty classical plot, but now you actually have some reason for it; King Karnacht often failed to follow the rules of the Evil Overlord List because he was being magically manipulated. His officers mysteriously took pity on the occasional child, or committed obvious blunders, for the same reason. Why did the kids come together? Why did they become adventurers? Why did they stay determined to seek revenge? Why were they the only ones to stumble on the secret passage? Because the curse is fulfilling it’s wording. There may be more efficient ways to get things done, but this is a curse, not an engineer on assignment.
In classical terms, the existence of such curses equates to the purported ability of dying people to curse their murderers with terrible fates and with the supposed ability of parents to lay curses and blessings on their offspring – a notion goes back as far as we have records, and can be found in sources ranging from Sumeria to pre-dynastic China and the old testament.
In d20 terms, spells with negative spell levels are only possible if they’re either bits of folk magic with no actual game effect – such as kitchen charms to keep cakes from falling, cellar charms to help keep the bugs out of the stored vegetables, cleansing charms, and a thousand other tiny items – or if all the real work is carried out by someone else. Thus you have the occasional efficacy of perfectly ordinary people offering prayers to gods or cursing their tormentors. There are things out there that listen – sometimes even to people who don’t have the magic to reach them directly and reliably.
Hey, thanks for the great reply. Before I read your response, I had thought about a system like what you described. I had a problem with it because I would think a spell level cap would apply even for a -1 spell. In other words, you need an ability score of 10 + the spell level to cast that level spell. So for a -1 curse, you’d need an ability score of 9 to cast it. But what ability is used, for commoners who have no main spellcasting stat? Also, how do you calculate the DC?
Also, with your system curses are very easy to pull off, and even players would get into the action, casting them “for free” all over the place.
So… I posted to En World a different homebrew method of applying your book. That is here:
http://www.enworld.org/forum/d-d-3rd-edition-house-rules/257391-curses-those-who-cant-cast-spells.html
It’s far more harsh — it sets level -5 spells as the only ones that are free, and it eats up levels instead of just a bit of XP (my problem with the XP cost as it normally stands is that it is a HUGE cost for a commoner with no XP, but is downright insignificant to a level 20 fighter, making them super-cursers). By eating levels instead, it seems to reign in the overpoweredness.
Anyway, although your system is probably much simpler and much more enjoyable to you, I hope you can appreciate at least some aspects of my proposed implementation. I’m wishing for a way to combine the ease of your system with the “only gets used in rare situations” structure of mine.
Feel free to add my alternative system to your document, if you wish. Just keep my name in there somewhere if you do. :)
Easy enough again:
Normally spell level caps don’t apply to effects with negative levels. As noted, those include things like folk magic and “praying”, which seem like they ought to be available to anyone. That would also mean that the save DC would normally simply be (10+Effective Spell Level) – which, since the spell level is normally (-1) or less, means a DC of 9 or less. This will work sometimes – but most high-level opponents are likely to have at least a +7 will save after bonuses (and may have some method of making occasional rerolls too) – hence such targets will only fail to save on a 1 and 95% or more of all unskilled curses directed at powerful opponents will be wasted. That’s a definite pain if you’re using the “fueled with XP” modifier.
If you want to use a spellcasting attribute you can either use constitution (as used with monster abilities), use Charisma (following the tradition of innate-magic Sorcerers), or just let whoever’s laying the curse pick one if you’re feeling really really generous.
Unskilled curses by player-characters are unlikely to include any “Target is” modifiers (major villains usually aren’t a player character’s children, close relatives, or beyond their ability to harm otherwise), and usually haven’t personally killed the character laying the curse, that means that the maximum modifier they can stack up is (-6) – including automatic backlash, an escape clause, and a lengthy delay in taking effect. That’s enough for a curse with a base level of 5, but not enough to put it outside the range of curses that can be removed with “Greater Remove Curse” (exactly like Greater Dispel Magic). They can throw in the “extremely difficult to remove” modifier, but that will both weaken the curse and make it even harder for them to get rid of the backlash.
Players are quite welcome to have their characters start throwing around curses; after all, with each curse they throw, they’re intentionally demanding the attention of malevolent spirits that like to cause trouble for people. Ergo, the note about “Backlash” occasionally occurring even if you don’t use the modifiers that force it to. Player characters who throw a lot of curses are likely to cause a great deal of trouble for themselves. That’s why cursing is traditionally a last resort. Player characters may throw curses to give their friends an advantage against the foe that just struck them down – but this is poor strategy, since they’re likely to inflict long-term problems on themselves in exchange for a very short-term advantage. Most of the time the player characters either win or fall back anyway; total party kills are relatively uncommon.
As a secondary problem, characters who attempt to select specific results and the mechanics thereof , rather than wording a dramatic curse and letting the game master pick the exact mechanics to fit within the level of the curse they’re using, are subject to the +2 level penalty for “worded in terms of game mechanics”. Players who try to min-max the mechanics for maximum efficiency are thus automatically penalized.
Now, the base range of a curse is touch, +1 level for +1 range category (Close +1, Medium +2, Long +3, Unlimited +4). That makes it awkward to strike back at people you can’t see. I was assuming that Prince Karnacht either touched his father while pulling his dagger out of his back or later passed through the hall or room where his father’s curse was waiting for him, but that seemed reasonable enough.
The final requirement for an unskilled curse is that it be backed by a powerful emotion – preferably by “festering bitterness” and a sense of powerlessness. Player characters are rarely powerless – and are usually involved in making practical plans for dealing with or escaping their opponents rather than in brooding over their grievances. Trying to curse their enemies as a tactical maneuver simply isn’t likely to work.
The same goes for most NPC’s. Most dying people focus on prayers and professions of faith, providing for friends and relatives, issuing final instructions, the pain and other symptoms, trying to cling to life, disbelief or denial, and sheer shock, rather than on spewing vindictive curses. Most people throughout history have believed in the power of dying curses – but they’re still unusual.
Many real deaths are much more lingering than is usual on d20, which is why I allow mortally-wounded or just-deceased characters to issue some final words or take some small action if they want to have a dramatic death scene (if they were merely mortally wounded, the strain of doing this automatically kills them). Presumably their soul animates their body for a few final moments before taking it’s leave. That actually comes up more with NPC’s than PC’s; it means that a technically dead – and thus beyond the reach of healing magic – individual can speak a few final words, or entrust some item or errand to the characters, without the pesky party healer simply fixing him or her up. I’m sure you’ve seen that routine when the Game Master tries to be dramatic:
“The dying man is gasping through the blood that’s dripping from his mouth. He feebly pulls you down so that you can make out his dying request to save his daughter from the bandits before he falls back – dead.”
Except for the fact that the pesky healer will inevitably announce “Cure (Whatever) Wounds” around the third or fourth word. Ergo, the “Death Scene” rule.
I’ll take a good look at your alternative system this evening or tomorrow, and probably mirror it here as an alternative. More options are always good.
[...] Having written that house-ruled system, I also asked the author about it, and he posted that anything below a cantrip/orison was clearly a freebie. So his rule is actually almost exactly like mine, except that he made level -1 spells free. My [...]
Over a year ago, I wrote my own version of a section of The Practical Enchanter regarding the number of unique spells in a game world, stretching it out a bit to also include a population breakdown. Looking back, I think that I completely forgot to mention it to you, even though you wrote the original essay.
Here’s the link: http://www.enworld.org/forum/blogs/alzrius/732-spells-spellcasters-campaign-world.html
I’ll say it again: The Practical Enchanter is a SPECTACULAR book! ^_^
Well, it’s always nice to see people putting the material to use – and I’m glad you’re evidently still enjoying the book!
I hope that you’ll find some of the other material on this site useful as well – although I must admit that there have been a lot more questions about Eclipse (mostly “how do I build this?”) than about The Practical Enchanter.
That’s a nicely-developed essay over there; I fear that restricting things to one page wasn’t really enough to do the topic justice.
I have considered going back and fixing the left-out modifier in the campaign resources section – but it wouldn’t change the basic result and, so far as I know, you’re the only one who’s ever noticed. Still, I really must get to it one of these days. So many projects, so little time.