Eclipse – Sample Races, Templates, and Characters Update

Here, at last, is an updated index to all the Eclipse-Style Races, Templates, Power Packages, and Sample Characters on the blog.I’m going to sticky this and try to keep it reasonably current from now on.

If you’re building a character, the usual sequence will be Race – Template (if any) – Basic Build, so that’s how this is organized. If you’re looking for “how-to” information, next up is the level-by-level class breakdowns and the general power-package information and examples. After that, for inspiration, swiping power packages from, and use in other games, comes the sample higher-level characters.

Character Creation and System Primer

Sample Races:

Sample Templates:

Eclipse Pathfinder:

Eclipse handles Pathfinder just fine – so here are Eclipse breakdowns for Pathfinder –Basics and Races and the class breakdowns for the  Alchemist, Barbarian, Bard, Cleric, Druid, FighterMonk, Paladin, Ranger, Rogue, Sorcerer and Summoner. The sample characters are pretty much all compatible with Pathfinder; if they don’t already have the Pathfinder Package Deal from Basics and Races simply add +2 to an attribute and +3 to their skills.

Sample Level One Character Builds:

Level-by-Level Class Breakdowns:

General Build Information and Power Packages:

Sample High-Level Characters:

. . Note that these characters were generally built for particular campaigns, and so are sometimes built using campaign-specific variants – usually a price break on especially-relevant abilities. These are covered in the Campaign Sheets for the relevant campaigns – Federation-Apocalypse Campaign, Ironwinds Campaign, Atheria Campaign, Twilight Isles Campaign, and Darkweird Campaign.

Level Two Sample Characters:

Level Three Sample Characters:

Level Four Sample Characters:

Level Five Sample Characters:

Level Six Sample Characters:

Level Seven Sample Characters:

Level Eight Sample Characters:

Higher Level Sample Characters:

Level Ten and Twenty Breakdowns:

Alzrius has also put up quite a few Eclipse characters on his Intelligence Check blog – including quite a few interpretations of popular characters from a variety of sources. Pretty much all of them are written up for Pathfinder, and usually use the Pathfinder Package Deal.

  • Rinoa, from Final Fantasy via Dead Fantasy, a powerful 15’th level spellcaster – along with the Hyne Witch template and a discussion of many of the other characters.
  • Pyrrha Nikos, a 7th-level Huntress-in-training, along with statistics for Vytal Humans, three Martial Arts, and some world background and discussion.
  • Sharalia, a Level One Fire Dancer – a character who controls flame through dance.
  • A 20’th level breakdown for an Antimage –  a “class” that specializes in negating the powers of dangerous spellcasters.
  • The Maedar – a racial template breakdown for a male medusa.
  • Sailor Saturn – a fragile young woman from the Sailor Moon anime with some exceptionally over-the-top powers.
  • Scorpion from Mortal Kombat, written up at the peak of his powers – along with the Netherrealm Ghost template and three Martial Arts.
  • Sam Winchester, a level three paranormal investigator from the Supernatural television series.
  • Varek, a Level Six Cleric with some support abilities.
  • Abraham Lincoln, Level Twelve Civil Warrior of the United States of America – with a touch of Vampire Hunter and including his Martial Art.
  • Agent Spin – a Second Level Elite Beat Agent who gets sent… to encourage people in trouble.
  • Gargamel, a First Level Incompetent Ritualist and Bumbler – perhaps fortunately, without statistics for Smurfs.
  • Spinnerette, a Level Five Spider-Style Superheroine/
  • Malecite, a Level Ten Villainous Mage from Suburban Knights, along with Malecite’s Hand, a vastly powerful relic and various new spells.
  • Dirk Markson, a Level One Dark Witch – and possible hero.
  • Barney Stinson (Scroll Down), a Level One Sitcom Inhabitant – from How I Met Your Mother.

Alzrius’s Eclipse d20 Ponies:

Alzrius built his ponies so as to fit into “standard” d20 games – whereas I used the “Superheroic” world template because it would allow my builds to reproduce the things that the ponies did on the show. Of course, that means that my builds will only work well in games based on the assumptions of Equestria; they won’t do so well in basic games. For those, courtesy of Alzrius, we have…

  • The Pony Races:  Earth Ponies, Pegasi, and Unicorns.
  • The Elements of Harmony:  Built as Eclipse Relics.
  • Rarity:  Starting off the series at level one! Commentary: Using the Elements of Harmony to cover the characters occasional incredible stunts.
  • Princess Celestia: As she generally appears on the show – as a ninth-level mentor-type who explains why she can’t handle things.
  • Adagio of the Sirens: Unreformed, still at large, and needing only an enchanted gem to make a comeback.
  • Lex Legis (And his Picture): Alzrius’s original character – and a very “gray” potential opponent.
  • Notes on Zecora: A discussion of just how much power – or lack thereof – is needed to build Zecora. Comments: My take on Zebras.
  • The Journal of the Two Sisters – and lapses in logic therein. Comments: Unicorn populations and birthrates, basic demographics – and why the “Unicorns losing their magic” story makes no sense in any terms.
  • Iliana, the Ponyfinder Queen: An examination of how to use Eclipse to customize – and slightly upgrade – a Ponyfinder queen to fit her history.
  • Lashtada, Ponyfinder Goddess:  As set up using The Primal Order for second edition.
  • Sonata Dusk: As appearing in his Fanfiction.
  • A Magical Medieval Society: Equestria: Building equestrian society using “A Magical Medieval Society”.
  • Baby Got Backlash: Flurry Heart and Magical Surges
  • Tempest Shadow: The movie antagonist escapes into d20, rather than remaining to face the friendship

Latest Material Index

Continue reading

Latest Material Index

Continue reading

Latest Material Index

. It’s once again time to get the latest material index updated and to transfer the material from the old one to the main index tabs at the top of the page. If you want the very latest material, it may be necessary to either scroll down or consult the “Recent Posts” listing-widget on the lower right. The previous Latest Materials Index can be found HERE and – for those who like to rummage at random – the full post-by-post index can be found occupying a great deal of space in the lower right column.

. Eclipse Classless d20 Character Construction Cribsheet / Sample Character ListCharacter Creation PrimerCompiled Martial Arts.

. Subindexes: RPG Design – Twilight Isles – BattletechChampionsd20Legend of the Five RingsShadowrunWhite WolfOther GamesBattling Business WorldStar Wars

. Cumulative General Index. Continue reading

Eclipse, Inventors, and Mad Science

Here we have another bit of character consultation – someone who wanted a “Clockpunk” package incorporating access to several devices pulled from a homebrew, “Inventor” class from the old WOTC boards. Fortunately I still have a download of it in my archives, so why not? It’s a reasonably good illustration of how to break things down for use in a game. I’ll include the original items and then talk about how to fit them into the existing rules.

Now, there are several different ways to run Inventors.

The first way is to let them develop actual technology – stuff that any decent craftsman can build once they know how. The stuff that changes the world. The trouble is, unless you want your setting to go from “classic medieval” to “far future scifi” quite quickly (and you want to justify why it hasn’t done so before) you want a “realistic” (very slow) rate of progress, or gods who don’t allow any progress, or some such. Yes, the Quern (a crank-driven handmill for grinding grain) was an incredible invention, it freed millions from endless drudgery and resulted in a genuine revolution in human society – and it is extremely boring as far as player characters are concerned. Eclipse provides Action Hero (Invention) for this sort of thing and makes it cheap so that the occasional interested player can dabble in Invention as a sideline. It’s just slow and takes many levels to make a difference in anything.

What most players want, however, is characters who are “Inventors” or (Mad) “Scientists” like they see in the movies or read about in Tom Swift books or the Girl Genius webcomic – people who somehow (via special powers) create incredible devices that never really spread across the world. That’s really just a variation on “magic items” of course, which is how d20 normally treats it – but the player in this case wants to convert a few specific items into something that he or she could get (and possibly hand out to friends) in a normal game. That, of course, is doable in several different ways (there are several such builds on the blog). So here’s the list:

A “Hollow Blade”:

This is basically a weapon that can store a dose of poison.

Original:

Hollow Blade (Requires a Hollow Chamber and a metal weapon, although arrowheads count): Allows weapon to release stored liquids on a successful attack. Because the liquid is stored in the blade, it is not exposed to the air until use. The channels weaken the weapon so that it deals one point less damage on a successful attack. For tiny items like arrowheads and caltrops this modification is per 20 items. Skill Requirements: Craft (Armorer) 7 ranks, 13 to eliminate the damage penalty.

Hollow Chamber: Installs a tiny compartment in the handle of a weapon or within a small object (such as a box, chest, or even a musical instrument). Large enough to store a small vial (2″) or anything else of that size. Requires a Search check (DC 25) to notice the hollow chamber. Skill Requirements: Craft (Armorer) 2 ranks.

I won’t be putting in the the “Tech Points” requirements, since they relate only to levels in the “Inventor” class that is, I suspect, no longer available anyway.

This is a standard item – the Weapon Capsule Retainer (Complete Adventurer, 100 GP to be able to hold one dose, 450 GP to hold three doses in separate capsules. No deleterious effect on the weapon. This version is technically external since it’s added to an existing weapon, but there is no reason why it cannot be built into one when the weapon is made or with the standard rules for hidden compartments). Arrows with internal reservoirs have been around since first edition of course, since they’re one-shot “hit and break to release” items (green slime was and is still a favorite payload although there is the version using a very small bag of holding and a very tightly folded portable hole if you want complete insanity). There’s no reason why this shouldn’t be usable with ammunition anyway, at the usual “Base Cost per Fifty” standard but if you must you can go with Pathfinder’s alchemical arrows. Finally, the Complete Scoundrel includes rules on installing hidden compartments of many differing sizes into all sorts of things. Wand Chambers (Dungeonscape) are really useful too; +100 GP to be able to stick a wand into another item and to be considered holding it as long as you’re holding the other item? Very, VERY, handy! The original rules say “weapons and armor/shields” only, but there’s absolutely no reason not to be able to install such things in any item of sufficient size.

There’s a spell for poisoning weapons, and some Feats, and the Venomous weapon property that poisons the weapon several times a day and the Injection property from Pathfinder (which stores three doses of poison), but those are expensive and – in general – not as useful as the Weapon Capsule Retainer. Still, my choice would be a Venom Blade – a Talisman from The Practical Enchanter. It stores up to a dozen doses, can release one on a hit, and never poisons the user. A bow variant would work, but you’d have to decide whether or not to poison the arrow as a part of the attack before rolling to hit, which is potentially wasteful.

The “Fatigue Limiter”

Original:

Fatigue Limiter: Provides a +4 bonus to any check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on). The bonus lasts for 24 hours. Drinking it is a standard action that provokes an attack of opportunity. Skill Requirements: Craft (Alchemy) 7 ranks. Improve: +1 check, + 3 ranks

So; very strong coffee. Rather like Pathfinder’s “Desert Coffee” that reduces exhaustion. Presumably boosted with magic to provide benefits equivalent to four years of endurance training (Baseline professional skill is +4, and – in the modern world – is basically college graduate level). for a full day. Despite the name it does nothing about Fatigue. This is a very minor variant on Endurance Elixir (from The Complete Scoundrel, 20 GP/Dose): Drinker gains a +4 alchemical bonus on all ability checks, skill checks, and saving throws made to resist natural environmental extremes, such as hot or cold weather, I’d also let this one go as a Charm (The Practical Enchanter) or Cantrip since it’s so conditional. After all… this is basically “you get a better performance when you work on some mundane task for a long time”. How often does that actually come up? Even actual laborers rarely need to be John Henry. And 20 GP (less if you make it yourself) is quite trivial and nearly matches the cost of a Charm anyway.

This doesn’t match the originals limitless potential for improvement, although I suppose that a Talismanic version might give a +8 – but so what? How often are you spending all day – say – digging a hole, and even if you are… why worry about your skill check modifiers? The hole will be big enough when the GM thinks it should be anyway.

The “Folding Tent”:

Basically this seems like a modern, spring-loaded, tent. Those can be put up or taken down very quickly indeed given ordinary physical abilities and a little practice.

Original:

Folding Tent: This tent neatly folds into a compact size within only 5 rounds. Requires: Craft (Blacksmithing) 6 ranks, Craft (Weaving) 2 ranks. Improve: -1 round/+5 ranks (minimum 1 round).

This was wanted for arranging a high-speed shelter, noting a bad experience with “Acid Rain”. Of course, it doesn’t say how long it takes to put it up – but the usual rule is “It can be put away in half the time it takes to put it up”, at least according to Pathfinder.

Or you could shove a beach umbrella with some canvas drop panels into your handy haversack. “Set up a tent fast” is basically a cantrip-level effect. A tent’s helpfulness with environmental hazards is limited due to cloth having no hardness and few hit points, but I suppose it could be alchemically treated or have one of Pathfinder’s Fortifying Stones (+5 Hardness, +20 HP) stuck on it. That should stand up to any normal acid rain damage (half energy damage versus objects, then hardness). So:

Instant Tent Charm. A minor variation on the Locking Tarp Charm. Toss the packet on the ground, a couple of seconds later it’s a small or medium sized tent. Start to break it down, and it folds up again. Talismanic versions are made of hide (Hardness 2, maybe 10 HP?) and so offer some protection. If you really want protection add a Fortifying Stone (Pathfinder, 1000 GP) and it will have Hardness 7 and 30 HP – sufficient to ignore up to 14 points of energy damage or bounce basic archery fire. A few little holes and you can fire out of a tolerably effective little strongpoint.

Alternatively take a “Lazy Camper” cantrip (instantly performs some minor camping chore, such as putting a tent up, building a basic campfire, pouring water over said campfire and stirring the ashes to make sure that it’s out, cleaning some dishes, setting up a couple of folding chairs, and so on). Unlimited use for 1000 GP and so much easier than doing it all yourself. This could go in a Talisman too, probably getting (3 + Level/3) uses daily. Or you could get a Survival Pouch (Magic Item Compendium). 3300 GP is pricey at low levels, but getting to pull out your choice of a days rations, two gallons of water, a (set up) tent and two bedrolls, 50′ of rope, a shovel, a campfire (or eight torches), a composite shortbow (+1 Str bonus) and a quiver of 20 arrows, or even a mule with bit, bridle, saddle, and saddlebags (it can’t fight, but it can carry stuff and it’s a dandy trap-springer, portable barrier, and heavy object to drop from a height) five times a day is pretty handy. Sure, stuff you don’t use only lasts for eight hours, but that’s generally plenty.

“Speed Shoes”

Running shoes I suppose.

Original:

Speed Shoes: +5 / +10 to movement. Skill Requirements: Craft (Cobbling) 6 / 11 ranks.

That’s actually kind of tricky. First up, pretty much everyone should be using these. Notably cutting down all the time you spend walking each day saves farmers, porters, and many others a good deal of time, letting them get more done each day. That’s BIG in terms of social benefits. In fact, pretty much every one IS using these. Ever notice that walking around barefoot is a lot slower than stomping around in work boots, at least if you don’t want injured feet?

In terms of equipment comparisons these are difficult because they’re so minor. A first level Longstrider spell lasts for hours and adds +10 to ground movement. I’m kind of reluctant to permit most straight “bonus to” items as Charms or Talismans since they tend to become semi-mandatory unless they’re easily surpassed by ordinary gear – and this really isn’t.

Ergo, this needs to be magic. It also needs to have a bonus type since untyped bonuses have a way of breaking the game. Boots of the Unending Journey (Magic Item Compendium) are only 4000 GP and continuously grant +10 to your ground movement, Pass Without Trace, and immunity to Fatigue and Exhaustion – but they’re a 3.5 Relic, and have alignment and religious and feat or spell requirements to get the full effect. Boots of Striding and Springing are very classic at 5500 GP, but the best bet here is Innate Enchantment or personal abilities like Celerity. Honestly, it’s probably too good to pass up – but almost any combative d20 character is going to want Innate Enchantment with Personal Haste. +30 movement and +1 attack at your full BAB when making a full attack is really useful.

The “Blunderbuss”

A classic; a muzzle-loading, large-bore, musket/shotgun, with a flaring nozzle (this was widely believed to help spread the shot. That effect is actually minuscule, but the flared barrel did make it easier to load the thing with loose powder and shot). The short barrel, lack of rifling, and loose loading made “accuracy” at anything beyond very short rangers something of a pipe dream.

Original:

Blunderbuss: A blunderbuss is similar to a musket but differs in that the blunderbuss is more like a shotgun. Damage is reduced by 2 points for every range increment after the first. Skill Requirements: Craft (Gunsmithing) 6 ranks. Cross-referencing to the musket we have: “per the rules found in the DMG”. Skill Requirements: Craft (Gunsmithing) 6 ranks.

Checking the DMG… 500 GP, 1d12 Damage, Crit 20/x3, 150′ range increment, 10 Lb, Piercing. Single shot, one round to reload. That makes little sense – a blunderbuss simply does not have that kind of range – but it’s not like these are particularly detailed rules. At base within the first range increment it is slightly better than a heavy crossbow if you want to spend the money and put up with the noise. On the other hand, it’s an exotic weapon – while the Crossbows are simple. Is it worth the feat tax? After all, at long range the Blunderbuss version quickly becomes completely ineffective. Why not just use the Musket? According to this it has the same statistics save for not losing damage with range increments. I’ve got to admit that a Blunderbuss looks cool though. Still, you can say that your stuff looks cool all you want; this IS a fantasy game.

D20 Past says that the Flintlock (and far more reliable version) does 2d10, Crit 20/x2, Ballistic, 5 ft Range Increment, Single Shot (two full round actions to reload), 14 Lb. It does not seem to have a “cone” option though. On the other hand, thanks to the vagaries of converting Price DC’s into Credits and Credits into Gold Pieces… it’s only 75 GP. Presuming that you use plane shift to visit an appropriate setting to buy it of course. And want to put up with that 5′ range increment. “-6” to hit at twenty feet? Ouch. This is a “get one shot off while they’re closing” weapon. Useful in the real world, but something that most characters will simply shrug off in d20.

The Pathfinder version is 2000 GP, has a one-in-ten chance of misfiring, and only does 1d8, but affects a 15′ Cone when firing pellets. I’d skip this one. Who needs that kind of misfire chance? Especially when it can be quite dangerous to the user?

Honestly, in Fantasy d20 terms… all of these are terrible. A bow has a far greater effective range, fires more quickly, costs less to start with, requires far less expensive ammo, and can readily do more damage. About the only actual advantage is the 15′ cone option, and that can’t critical since there’s no roll to hit with it – and under the original “inventor” rules and Pathfinder the thing is too expensive for the first few levels where it might do some good against a crowd of kobolds or something. Even going with the 2D10 version it’s not very useful. Especially for something that’s going to require a special weapon proficiency.

That’s a bit weird anyway: the advantage of early firearms wasn’t in accuracy, or in causing more damage, or being capable of rapid fire. The advantage was that training a bowman took years, and called for strength, dexterity, health, and constant practice – while training someone to use a musket took weeks. One bowman was far better than one musketman – but you could easily field a lot of fairly adequate musketmen, while decent bowmen were hard to come by. Does that say “needs a feat to learn to use” to you?

The simplest way to do this? Use a Talisman from the Practical Enchanter – a Tulthara (which effectively emulates a given weapon with special effects of choice) – and choose the DMG musket. Looks as cool as you want, no special weapon proficiency required, doesn’t need ammunition and can, arguably, fire at your normal attack rate. That’s a reasonably useful weapon, but not especially overwhelming.

We could also go with magic, using the Rod Of Frost (Original Version: Magic Item Compendium, 1400 GP. 3/Day) as a base for building an Elemental Blaster. 3/Day can be upgraded to Unlimited Use at a cost of x 5/3. I’ll round up to 2400 GP. I’ll also say that versions that produce 30′ Lines and 15′ Cones are available, but not interchangeable. Alternative elemental effects are obviously available as well, although the damage and secondary effects vary with the element. Doubling the cost to 4800 GP allows applying the “Rapid Casting” modifier, so that the “Rod” (Weapon) can be fired once per available attack (or as fast as the GM is willing to put up with anyway).

    • Frost: 3d6, Reflex DC 14 Half. Extinguishes natural fires, open water freezes to a depth of one foot.
    • Fire: 3d6 + on fire as per Flaming Oil, Reflex DC 14 Half and not on fire. The GM may opt to assign a -1 penalty for annoying smoke on some rolls in the area.
    • Lightning: 3d6 + Dazzled one round, Reflex DC 14 Half, makes a nice signal flare.
    • Sonic (Thunder) 3d4 + Deafened one round, also great for signaling and such.
    • Force 3d4 + Moved 5′ back. Loose items are tossed back as well. Reflex DC 14 Half and unmoved.

Or you could just grab a wand of Burning Hands at CL 3. Sightly cheaper and almost equivalent at the levels where this is a serious attack. Sure, the charges will run out, but it’s a niche attack so they should last quite a while anyway. Put it in a wand chamber in your usual weapon.

Now you can grab some highly-specialized automatic metamagic if you want to boost the area or extend the line, or increase the damage or – quite cheaply – allow you to switch between the five possible elements – but that’s a bit of a specialized art. See if your game master can be persuaded to put it into a martial art. Otherwise… this will be handy at times just because it is a small area of effect, but the extremely short range really hurts.

Next up we have:

“Fierce Weapon Designs”:

This was supposed to go on the Blunderbuss, providing a bonus to Intimidate while wielding it, presumably due to the giant muzzle. That might not mean much to a d20 character, where guns are vanishingly rare and size has little to nothing to do with destructive power, but why not?

Original:

Fierce Weapon Designs: Fearsome skull designs on the weapon add a +1 bonus to any Intimidate checks. Stacks with fierce armor designs. Skill Requirements: Craft (Armorer) 4 ranks. Can be improved at with additional +1 bonuses at +2 ranks.

First off, really? “Skull designs” won’t mean anything to a lot of creatures with alien mindsets or who can’t see – and who spends a lot of time looking at the ornamentation of a weapon in a fight anyway? Just as importantly… it isn’t hard to get craft skills sky high – allowing a massive untyped bonus to Intimidate. That can get very silly very fast. And you could do the same with your armor.

Still, what was actually asked for was a +2 to Intimidate, presumably while brandishing or using the weapon in question. That’s easy. Just throw in a Masterwork Tool for Intimidate at 50 GP. You can put it on the weapon, or a mask, or an intimidating uniform, or whatever. It will still be 50 GP.

The “Screamer”:

Finally we have the Screamer. This one… is tricky.

Original:

Screamer: This strangely configured item is twirled around, producing a loud wailing sound. All those not forewarned against it’s effects must succeed at a Will save (DC 10 + 1/2 Inventor level + Int mod) or be shaken similar to the byproduct of the fear spell. This effect lasts as long as the screamer is twirled. A successful save means the person is immune to its effects for 24 hours. Twirling the screamer is a move-equivalent action. Skill Requirements: Craft (Armorer) 6 ranks. Improve: +1 DC/+ 3 ranks

OK the Bullroarer (like the Carnyx and several other instruments) is supposed to make a very intimidating noise. They were (and are) sometimes used to impress people, as parts of various ceremonies, and – at least with the Carnyx and old stories of it’s use in battle – to try and undermine the morale of enemy forces.

Part of the problem here is that the range is unknown (Twenty feet? Global? Who knows?), the save DC apparently improves as the user’s Level and Intelligence Modifier go up without any change in the device, there’s nothing on how much space is needed or on what penalties you take in keeping the thing swinging around while trying to do other things, it doesn’t say if it is a sonic, mind-affecting, effect (I would guess so) which the game master kind of needs to know, as well as whether or not it works on creatures with relevant immunities, and it won’t work against someone who is “forewarned”. While that’s an obvious “does not affect the party” statement, what does it mean for others? After all, it also says that saving makes you immune for twenty-four hours. Wouldn’t you now be forewarned about the weird noise and permanently immune? Does the “Shaken” effect stack with other fear effects as usual? That could be incredibly powerful. Why is this an “invention” when tribal people around the world have been swinging the things around for thousands of years and it was an available bardic instrument in earlier editions? Isn’t this like classifying a walking stick as an invention? What are the chances that random creatures have already been “forewarned”? We kind of need to know at least some of that stuff, if only to argue with the rules lawyers.

Well, what it comes down to is that it’s something you can do in a fight to make scary noises that might fluster people, causing them to become Shaken. Just like screaming war cries, or uttering terrible phrases in the black speech of the abyss, or turning into Godzilla while screaming “KROM!!!”.

There is something for that that doesn’t require bardic powers. It’s, appropriately enough, under “Martial Arts”. You invest a few skill points in your combat skill – which every sensible combatant working under Eclipse rules WILL do – and take “Battlecry”.

So overall we’re looking at investing a couple of Feats:

  • Use of Charms and Talismans (Seven and Three. 6 CP / One Feat). These can have technological / “clockpunk” styling if you wish; it isn’t like what they look like really matters.
    • Usual Charms: Instant Tent, Klatchian Coffee (“Fatigue Limiter”), Elfin Cloak (Camouflage Suit), Foothold Boots (Rocket Boots), Sealed Helm (Gas Filter), Sovereign Ointment (Healing Salve), and a Tinkerstone (Repair Kit).
    • Usual Talismans: Helm of War (Concealed Last-Resort Armor), Tulthara (Musket), and Venom Blade.
  • Innate Enchantment (Up to 8500 GP Value. Corrupted / requires complex clockwork gizmos to focus the power into something useful, 6 CP).
    • Personal Haste (Clockwork-and-Wire Exoskeleton) (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP. +30′ Movement, +1 Attack at full BAB when making a full attack).
    • Elemental Blaster (Weird Pistol) (4800 GP, choice of element, normally the “Cone” variant, with the Rapid Casting modifier).
    • Healing Belt (First Aid Kit) (750 GP).
    • 12x Masterwork Tools (600 GP, +2 on twelve skills of choice).

That leaves 350 GP worth of stuff to go – most likely invested in some “mundane” gear.

I won’t be accounting for the Martial Art. Most warrior types have more than one anyway. Still, that’s a net cost of 12 CP / Two Feats for being a clockpunk fighter, which is a lot easier to manage than picking up levels in an unofficial third party class. It also doesn’t call for any exotic weapon proficiencies, which saves a feat right there. The character will have an advantage at low levels – as might be expected from taking a couple of heavily front-loaded options – but since those options don’t scale very quickly that will level off quickly.

Now, if you want to share this equipment around, what you want is permission from the game master and Blessing (Group Modifier). Specialize and Corrupt it since you only want to share this specific package, and – at a cost of 4 CP – there you go. Equip your friends.

Group use will change things – as an obvious example, a party with Elemental Blasters will be able to mow down rather a lot of low-level creatures – but that just calls for some tactical changes and if that’s the type of game you want there’s no reason not to go for it. Group use of Screamers… well, an entire party with Battlecry may be able to drive off quite a few encounters entirely at lower levels, but it will be something of a gamble.

And I hope that helps!

Eclipse – Specialty Campaign Advice

Today it’s a bonus post – a reply to some inquiries about setting up a specialty campaign. It’s taken quite a while to finish up, partly due to it getting very long and partially due to being overly busy. But here it is:

“I also find myself a bit unsure as to what you want;”

That’s fair. Maybe I haven’t communicated it very well. I’ll try to be more clear about what I’m trying to do.

  • Some variant of Wound and Vitality points (Unearthed Arcana).
  • Possibly Armor as DR (Unearthed Arcana).
  • Magic Rating – Like BAB, with all characters getting some at each level, perhaps with an Arcane / Divine split. Also more like Unearthed Arcana.
  • Generic Classes – Closer to full classless point buy and letting them go in whatever direction they feel they want to develop, but Generic Classes are a start.

Well, wound and vitality points work just fine, although they call for a bit of tweaking on all the healing systems – but they generally make combat substantially more risky unless they’re just a version of “you go unconscious when you’re out of Vitality and then start taking Wounds” (which is basically how it works now, with “wounds” being the spot between 0 HP and -10 or -Con depending on which rule you’re using). If there are ways – critical hits, special spells, whatever – to cause direct wounds, a few bad rolls can get you killed. That’s “realistic”, but many games rely very heavily on combat encounters for excitement. Either something else would have to be substituted for all that combat, or taking “wounds” would have to be extraordinarily unlikely (which rather defeats the usual purpose), or the life expectancies of the characters will drop considerably.

There’s nothing wrong with that, but it is very different from d20. For an example for everyone else, in Basic Role Playing (the version used for Runequest II since that is closest to hand) hit points came from your (3-18) Constitution, with small modifiers for very high or very low levels of Size and Power – and that base figure gave each hit location some hit points. So if you had 11 HP and took 11 in total, you were dying. If you took 22 you were extremely dead. If you had 11 HP your abdomen had 4 HP. Thus 4 HP to your abdomen put you down and 8 HP to your abdomen destroyed it, killing you instantly. And that wasn’t too unlikely; a farmer with a pitchfork or a maul could do it pretty readily with a single good roll. So most characters got the heaviest armor they could manage (which could absorb a few points per hit), and learned to parry (which gave you a fair shot at blocking hits), and avoided combat if they possibly could since a single lucky hit (a good attack check coupled with a bad defense check and a good damage roll) could kill almost anyone. You might want to go back to awarding experience points mostly for treasure instead of combat and cutting back on purchasable magic, rewarding stealth and planning instead of combat.

Armor as Damage Reduction (or the usual split between AC and DR) is a bit tricky. It can make a heavily-armored character near-invulnerable to low level critters – but against high-damage creatures armor becomes far less useful than usual. If a creature does 4d8+12 (average 30) damage per hit… suddenly a few points of AC and getting missed more often looks a lot better than a few points of DR. High-level warriors will run towards lightly armored agility fighters and psychic warriors and such instead of tanks. Again, there’s nothing wrong with that – but it will call for some adjustments.

If you’d like to simply upgrade the utility of armor a bit you can simply add a little bit of DR to it based on the material and coverage; Say a base of 1 (Bronze, Lamellar, Monster Bone), 2 (Steel, Dragonscale, Titanium), 3 (Mithril, Dragonbone, Ceramite), and 4 (Adamant, Life Fibers, Soulsteel). +0/1/2 for light/medium/heavy outfits. That would give most armor enough DR to be effective against low-damage creatures, without it being a particularly large power boost at higher levels.

For Magic Rating… Eclipses Magic Rating is generic, but limiting it to either Arcane or Divine would be Corrupted – so 4 CP/Level. I still get the feeling that it might be more in line with your goals to forgo generic spellcasting and caster levels entirely though.

So here’s a sample power package for that. This one is pretty optimized even if it provides a lot less magic overall – so it will tend to leave a lot of room for even primary spellcasters to do other things as well.

Shaping, Specialized for Increased Effect and corrupted for reduced cost / only to produce cantrip-level effects of a specific field of magic, effects require gestures, invocations or prayers, and some minor focus (wand, amulet, holy symbol, mistletoe, clockwork gizmo, intelligent device / familiar, spell component pouch, whatever) (4 CP) plus 2d6 Mana with Spell Enhancement, Specialized and Corrupted for reduced cost / only to enhance shaping spell effects, user may spend no more than 1/2/3 points on any given effect at levels 1+/4+/7+ (4 CP) plus Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to refill the spell enhancement pool above, requires at least ten minutes of rest per die (4 CP). This simply uses the characters level as his or her “casting level”, requires no spell lists (good, since the number of spells in the d20 system has long since reached an unmanageable total), and never exceeds third level effects – keeping magic from utterly dominating the late game and eliminating a lot of the problematic high-level spells and items. It also provides unlimited use of in-theme Cantrips, although some – such as Healing effects – will lose effectiveness on any given target after 2d6 (or just seven) uses per day. Cantrips aren’t enormously powerful, but letting the fire mage light his pipe with a thumb, produce light, snuff lanterns, heat his soup, pick up hot coals in his fingers, do light welding, throw flame darts, and so on as needed will add a lot of flavor to things.

And so for 12 CP and you can be a reasonable village healer, or dabble in fire magic, or have a notable talent for illusions, or spiritualism, or master animals, or know some divination, or know skill-boosting magic, or whatever. Or you could choose “Martial Magic” or “Buddha’s Palm Kung Fu” and Opportunist (gets to throw a boosting spell once per round as part of an attack, +6 CP) and be a bit of a martial adept. You want to be more versatile spellcaster? Spend another 12 CP – go up to 4d6 Mana (4 CP) and add another two fields (8 CP).

Since you seem to want simplification, that gives us “L4 Spellcaster (Priest): Light, Warding, and Healing. Mana Pool 18. Daily Recovery 5d6. 0/1/2 Mana for spells of levels 0/1/2, Cumulative L0 effects, such as Cure Minor Wounds, lose effect after 2d6 applications per day on any given target. Caster Level = Level. Daily recovery requires ten minutes/Die” (24 CP) .

Of course, a lot of that is redundant. We could just write “L4 Warlock: Fire, Illusions, Infernal Curses / Blessings. Mana Pool 13, (24 CP)” – and the few other entries are standard. That takes defining a “spellcasting class” down to twelve to fifty-odd words on the sheet. Buy some more mana and their pool will take several days to refill. Throw in the advanced applications and we’re still at a paragraph or less.

You’d still be using the d20 spell lists for ideas and reference, but the exact wording wouldn’t matter any more – taking the various spell and spell interaction exploits with it.

High level characters may add more Mana and, perhaps, a few more bonus uses on Rite of Chi – but 5d6/Day is already an average of 17.5 spell levels / day – the equivalent of spending more than four hours studying or praying in first edition. If you want to simulate the “spend a full day in study / prayer” dynamic, throw in +4 Bonus Uses for Rite of Chi / Specialized and Corrupted / user must spend at least eight hours studying magic, meditating, or engaged in religious practices to active (2 CP). That raises the average total to 31.5 (+1 for natural recovery) Mana per day or 32.5 spell levels worth – a good match for the 32 spell levels per day you could recover during a day of rest in first edition.

There’s one more way to expand on this: take Arcanum Minimus (from The Practical Enchanter – basically a version of the Compact metamagic with a longer list of possibilities, 6 CP). That will allow a caster using this system to get effects of up to sixth level (I’d set the level requirements at Level 10/13/16 for effects of levels 4/5/6) if they work on it. Of course, with Arcanum Minimus, that means things like seeking out (and using up) rare magical catalysts, asking mystical beings for favors (and paying them back), risking losing control of your spell, and taking damage casting it – at a ratio of one such problem per spell level reduction. That makes higher-level spells possible, but will keep them relatively rare and somewhat “pricey” to use.

For some similar mana-based effects the Skirmisher Ranger and Ki Tricks from the Complete Adventurer style Ninja provide quite a selection of (much more specific) special knacks, potentially roughly equivalent to a partial spellcaster, while Entreaty Magic makes for a decently powerful and extremely thematic mage or priest who has actual duties and requirements to get their magic. And – since all of those are Shaping based – none of them require a caster level.

The recent Runebearer and Planar Wizardry articles might prove inspiring as well, although they’d need some tweaking to function on a general resource pool.

Main goals that I’ve not yet ironed out:

  • Consolidating the many ability resource pools, to easily scale uses (or scale the recharge) to the amount of combat in my campaigns so the players aren’t always sitting at full resources if I’m not running combat-heavy dungeon crawls, and do more town / wilderness adventures. The slower pace of recovering slots on 2e spells is something I think I want to bring into my 3e Eclipse game. It seems a good pace for a game with a fair bit more on the rest side of the rest to combat ratio.
  • Bringing back more 2e style Priest spell lists with Spheres.

Consolidating the various pools can be done in several ways, but the easiest is probably to just use Mana with a recharge method. That has the pleasant side effect that resource pools can be kept relatively shallow, so that sometimes things are used up – or the non-mage may only have a few tricks to use in a fight while a mage might have considerably more. That can be set up for either “per encounter” or “per day” usage (as above). Neither is perfect of course; there are problems with “per encounter” while “per day” tends to lead to characters burning through all their powers quickly and then wanting to stop to rest. And while Mana is mildly costly, having an ability that normally provides some uses-per-day on it’s own to run on it counts as a Corruption – so the number of other abilities you can buy mostly remains constant.

It might be interesting to run a compromise system; use a medium-sized mana pool with a modest recharge between “encounters” and a larger – but not complete – daily recharge. That would mean that the pool might take several days to recover if entirely depleted, and so would require management and some conservation – but also that everyone would have a little power available for each encounter, but could conserve it to build up their reserves again. I’ve built a nod towards that kind of system into the suggested magic system above, but there’s plenty of room for tweaking it some more by adding something like “+4 Bonus Uses of Rite Of Chi / Specialized and Corrupted / only works after a good pause in the action, only one die before another action scene (2 CP)” or just allowing 1d6 between “encounters” (up to a maximum of three) and the remaining two dice over night. .

Clerics – I’ve never especially liked the 3e take on Clerics (I find it unsatisfying that a Cleric of a god of Assassins would get almost all the same spells as a Cleric of a god of Healing and Agriculture or a god of Artifice), and was thinking I might make a new spell list based on the Spheres in the 2e PHB, so that instead of only a couple domain spells, the Clerics would get a more custom tailored list to their god, with a much smaller common list. Not trying to copy every detail of the 2e clerics, but, the idea of grouping spells into Spheres and then giving them mixes of Spheres according to their deity. And again, ‘Difficult’ Recovery as above.

Spheres are harder, simply because there are too many spells in the d20 system. First and Second Edition had around 5000 official spells. 3.0/3.5/Pathfinder 1’st have at least that many counting “official” spells only (if you go third-party, such as The Practical Enchanter… well, the Enhance Attribute spell template will generate 59,520 individual spells even before you start adding the general modifiers. Including those, you get about a hundred times that many at a minimum. Given that the book contains many other spell templates, some far more complicated and versatile… there might literally be a billion options). Now, it is possible to limit this to a more reasonable total by sticking with the SRD spells and a limited range of extras. That’s what we did in another one of our books – Paths Of Power. That one breaks down all of the SRD spells (and some new ones) into Domains / Paths (including class core (several spells of each level representing the classes core competencies), elder, racial, alignment, general paths) and provides some options for more limited casting. That’s basically the Domain / Path option of buying spells of course, but it can be handy to have them broken down for you. The professional paths and quite a few others are in the free Paths of Power PDF – although I would, of course, recommend Paths of Power II as well.

Still, that’s why my recommendations for thematic casters run towards the more freeform magic systems these days. There are simply too many sourcebooks out there now – and no matter how many spells you include in your Spheres and Paths, half the players will have some favorite spells that you have never heard of.

Consolidation:

Maybe I will have a single spell slot progression, or maybe it will prove impractical, and I will only end up consolidating all of the 1/days to run on some kind of ‘Difficult’ Ki pool or Stamina pool, or perhaps let you burn HP, or similar. I haven’t settled on the exact options, but I know I want to not have them individually tracked for every ability.

Well, the design above was to use a Mana pool for pretty much everything. This would introduce the dynamic that quite a few special abilities last much longer than most spells. Thus a combatant might use a little mana to Shapeshift – perhaps to a powerful Lion-Man – and remain that way for quite some time whereas spells tend to wear off quickly. The spellcasters will still have far greater flexibility, but the combatants will have endurance.

The 5e Slots:

The build directions on how to make a spell slot progression separate from your list of spells known / available is pretty helpful as a start, but it doesn’t give spelless slots.

For the ‘lists’ I mostly know what I want them to be (I want most of the default PHB D&D lists, except Cleric, and weirder stuff I add will be added on top of that), I was just unsure how to go about pricing spell availability separately from slots to put them in. Like, say you have 10 levels of spell slots. How would you price it if that didn’t come with any spells known to put in them, and players had to pay separately for spells known. They might buy up to 10th level druid casting, and 7th level cleric casting, with the slots (bought separately) having to be shared between both types of spellcasting. That was the idea, but it may just not be practical. It was just an idea.

The default prices for spell knowledge are on page 11 (bottom right column). Cutting down on the amount of spells usable does work well, and difficult recharge is definitely a way to do it. Taking a spell progression that normally provides access to various spells at no additional cost without such access is generally at least Corrupted – although a spellcaster can just buy some Domain / Paths to use instead. There are several ways to acquire spells of course; which one a character uses is generally set by the limitations they’ve selected on their spell progression. (Page 11, “All magic levels are normally subject to at least two of the following limitations”).

If you want to buy spellless “slots” (or just a pool of spell levels that can be bound into prepared spells or channeled into any spell formulas you have that can be used spontaneously, you want either Generic Spell Levels (derived from Mana), using a psionic power progression converted to spell levels (Page 12, top right), or just go with the mana-based spellcasting systems noted above. If you want to combine the various resource pools… I’d go with Mana. That way you can buy abilities Corrupted (costs mana to activate) and forget all about the uses-per-day restrictions. The default cost is 2 Mana, but you can just default to Reality Editing to vary the prices for minor stuff.

I can at least reduce the slot progressions and slow the recharge down, so maybe I’ll just keep them separate pools for each list, and focus on consolidating all the little X/Day abilities to run on ‘Difficult’. Like, for instance, instead of having spell levels all automatically recover daily, have you study to recover them for 10 minutes per spell level. (Taking it as ‘Difficult’, in Eclipse Terms, I think, regardless of whether I consolidate the slots). I think that’s ‘Difficult’ Specialized, rather than ‘Difficult’ Corrupted.

Well, the Mana\-based spellcasting systems pretty much do that automatically. Now there’s a bit of “sunk cost” fallacy in that opinion since I’ve already written up the necessary mechanics – but it is a simple way to do it.

Other Feats & Features
Rages, Smites, Lay on Hands, Channel Energy, and whatnot, Ideally I would key to a small number of shared ‘Difficult’ ability pools.

There are several ways to do odd special abilities with a Mana pool, mostly based around simply replacing the usual cost with a mana cost. You can also use the Reality Editing subfunction of Mana for clusters of related abilities (such as the Ki Tricks referenced above) or go with Spontaneous Magic if you want unlimited versatility at the cost of a serious failure rate, side effects, high cost, and low upper limits. If taking that approach you may need to add a few dice to the mana pools noted above. If someone wants to power Berserker and Shapeshifting instead of spells, so be it!

What about GURPS Dungeon Fantasy Now?

The talk about the alternate class approach more inspired by GURPS DF, was that rather than a fixed level-by-level advancement track like in 3.5, the class would be a buffet of themed and priced abilities to be taken in almost any order (many drawn from the ones you’ve priced out from the base classes, for the base classes I end up keeping. I mentioned overhauling Priest because I don’t like 3.x Implementation as much, but also probably redoing Monk based on your old designs, and maybe also fighter, which also falls pretty flat) to take as a recommendation, but the players would be free to take the features in any order, or take something they felt was suitable for their character off-list. Treating it as more of a convenient list of suggestions for players who are overwhelmed by having a whole point-buy characters book to dig through. Much like for GURPS, where some players do a lot better if they can start with a template and make some customizations rather than if you just say “Okay you have roughly 400 points, build a GURPS Character for a Fantasy game”. Similarly, there’s a bunch of stuff I’m just pre-allocating and spending from the 504 point budget like how you give out an 8 pt HD with every level. I’m just giving everyone 1/2Lv Warcraft and Magic Rating, and pre-spending the points for their low saves and at least one good save, and 2 skill points per level (+6 at level 1), setting a slightly higher floor of stuff that everyone just gets levelups. And then they’ll only end up paying for the stuff they get on top of that, which will be fewer points for them to juggle, and I think it works in a more D&D-esque playstyle.

Pure point-buy does produce choice paralysis in some players and there are always a few who fail to understand the concept of supporting abilities (perhaps they are too used to the more common stand-alone abilities) – which is why my recommendation is always “Concept FIRST”. Don’t try to grab the “best” abilities; all of them can be built into something powerful with the right modifiers. Describe what you want to play and then start looking at ways to build it. It is notable that d20 characters tend to be a lot more innately durable than GURPS characters. Although there is always the Wonder Dog build…

The Monk Rebuild does use a small power pool (although not for very much). Witchcraft is an alternative possibility for “a settings only magic system” – quite a few characters have specialized and corrupted it into an effective magic system or built witchcraft-boosted warriors and such – but it peaks at fairly low levels and tends to be much more complicated than using Mana since pretty much everything has to be tailored with corruptions and specializations. That has it’s advantages – but it’s a higher burden on whoever is building the characters. Fighters, of course, can just use Ki Tricks or Martial Stances to vary things a lot.

BRP:

I do enjoy Gold Book BRP or Mythras once in a while. They’re fun for historicals, and pretty straightforward as well.

They are – although I mostly wind up using them for Call of Cthulhu and Runequest. There’s a certain amount of nostalgia there!

And I hope that helps, even if it is kind of late!

Role-Playing Intrigue Settings: Essential Elements

Intrigue (Noun): The pursuit of goals via the gathering of information, claiming or exchange of favors or services, the exertion of influence/blackmail, environmental or personal manipulation, and undercover actions.

So you want to run an intrigue-based game.

First up, there are a few things you need:

1) A Deadline. There has to be a point beyond which things simply go over a cliff. It should give the players some time (weeks is about the minimum, a couple of months may be just barely time enough to build connections and schemes), especially if they use it efficiently, but you want to cut off the socialite players who will be content with glacial progress or just outlasting the enemy. Like it or not, the “Elvish Strategy” of simply outliving your enemies isn’t very exciting. You also probably don’t want to schedule the end precisely; it should be obvious enough that it’s getting closer, but long-term foreknowledge will take away a lot of options for both the characters and the game master. After all, once the characters know that something is going to happen in (say) two days… long term plans will be abandoned and every effort is going to go towards tipping that final confrontation in the characters favor.

2) Mutually Assured Destruction. There will be players who want to use violence. In fact, a bunch of player characters will probably be able to dream up half a dozen methods of mass destruction. You’re going to have to allow a certain amount of this – mini-dungeons, rescues, fights with rebels or patrols (depending on which side they are supporting), rioting, and even strikes against major oppressive groups – but the player characters have to know that if they escalate too far the resulting mass destruction will probably eliminate all of them and any chance of “winning”. (Although that will only restrain them if they see a reasonable chance of “winning” in some other fashion. It is hard to blame them for listening to Sun Tzu – “On death ground, fight!” – if they see no other useful options).

On the other hand, this is a RPG. If the game is more “resistance movement” than pure politics revolving entirely around things like “Win the Emperor’s Favor!” the characters will probably come up with a lot of ways to commit targeted sabotage, to take out enemy troops, to sabotage the economy, to arm whichever side they approve of, and to otherwise do a lot of damage. Let them. If you want to have a purely intrigue game don’t introduce an oppressed population or desperate group as anything but background scenery or some of the characters will see the end goal as “overthrow/drive out/eliminate the oppressors”. And it is hard to blame them.

3) Factions. You will want several, mostly opposed to each other, with internal frictions to be exploited, various goals (some laudable, some repulsive), various areas of influence and resources, locations where they can be found, and opportunities for the characters to get involved with them – working both for and against them. This is tricky because most established factions won’t be inclined to trust random adventurers who just show up. You will likely need some unorganized would-be groups that the characters can try to collect and build up into their own faction if you have characters who aren’t already connected to an existing group.

4) Lots of NPC’s. Some decent folk, some dreadful, some blowing with the wind – and a solid majority who are just trying to get along. You will need people to help or pay off who can then share information or recommend you to important people, people to stop from doing things, and not a few who are just there to be rescued or to be in the way. A random name generator will be extremely helpful since most of them will not need details – but you will have to think fast to keep tying things back into the center of action.

5) A Way to Get Involved. It’s easiest if the PC’s have local connections or family, or have inherited property in the setting, or have bought some recently (possibly on the cheap), or have patrons who can direct them to try to resolve some situation, or there is someone who has heard of them and is trying to hire them, or are members of the Thieves/Adventurers/Sages/Whatever guild and will be drawn into things, or are among the local nobility or major clergy, or have been hired by someone and sent in with a mission, or are couriers or bodyguards or enforcers for some faction. To do any actual intriguing they’re going to have to interact with a bunch of important people who have little reason to know or trust them.

Now, it’s possible for outsiders to build up local connections and get involved – but it’s going to take a little time and will probably have to start small. Maybe they can charm their way into a local household, or the GM can give them a chance to rescue someone important, or they can drop in and take a job like Mary Poppins, or they can be bringing in supplies that can be purchased by a faction that’s having a hard time getting them – but in an intrigue-based game most important folk are going to be too paranoid to make that sort of thing quick and easy barring extraordinary abilities. On the other hand, anyone can tip the street kids well, rescue a servant-girl from a mugger, heal a few people, preach in the park, or rabble-rouse – and a little of that can get them started up the ladder of more important folks. Help out a gang member, become a possible recruit, do something impressive and get hired by their backer… Social climbing with teeth. Of course this is one reason for all those NPC’s; they’re the rungs on the ladder.

6) Some method of reasonably secure communications. A reliable messenger service – perhaps in the service of some god of messages or something – will do. But it is a LOT easier to plot, and to communicate with paranoid crime lords, politicians, and military folk if you can just send them a fairly secure note rather than having to build up enough trust for a face-to-face meeting. It also means that you can send a message to “The Head Of The Smith’s Guild” rather than having to try to find out who that is so that you can ask for an appointment. You might be able to get along with simply providing someplace to meet (it will need to be tolerably secure and to have some reason why no one too important is poking around – if only because it’s a horrible dump lost in a treacherous maze of back alleys infested with undead horrors) – but without something like this the characters will be spending half their time looking for each other. Few things will kill a game as quickly as the players being bored because they can’t reach someone they need. It’s hard enough to get characters in an intrigue game to work together in any case; don’t make it even harder.

There are things that will make it easier too.

1) Player characters almost always have exotic abilities, rare skills, and special equipment. They’re adventurers. Make sure that there are people who want to hire them. That’s an easy way to get connections, resources, and cash. Everyone knows that adventurers can be hired for special jobs. They also know that you don’t have to trust them much for basic stuff; adventurers are willing to accept being paid after the job is done because everyone knows that incompetent adventurers will fail or die (and so will not require payment) while failing to pay competent adventurers what you owe them is simply stupid. Those people just demonstrated that they are skilled, powerful, willing to take big risks for payment, and are specialists in wrecking stuff. Failing to pay them will get them pointed at YOU. Nobody sane wants that. If there is a business practice outside of actively committing suicide with a lower life expectancy than “cheating adventurers out of their pay” I do not know what it is.

2) Leave some advantages laying around for player characters who investigate things to pick up. This will put a priority on collecting information and get the player characters doing it voluntarily. Anything that keeps the players paying attention is useful.

3) Let the PC’s advertise. Let the warrior show off his or her combat skills at the arena. Let the wizard cast some powerful useful spell. Let the sage display his or her rare knowledge. Let them let the local VIP’s know that “There is a potential resource over here”!

4) Throw in some minor goals and events. They’ll let the characters build up some resources, gain experience, make friendships, gain allies, learn bits of information, get acclaimed by the general population, and help satisfy the players who want to know where the combat / parties / stage productions / local bards / sewer monsters / charity cases are. Let them try to figure out what is dehydrating random victims and leaving the mummified bodies in random rooms around the city. Sure, it’s a random monster, but RPG’s are full of random monsters and, if nothing else, it will be a chance to make connections. There’s no quicker way to get in good with a family than saving a valued family member from a monster attack – even if you have to summon the monster yourself (although that will be pretty tricky to get away with).

5) Note some choke points, blind spots, sally gates, secret passages, and short cuts around your setting (most likely a city or temple complex or some such). Mobility is important and being able to hinder mobility can be an important element in many undercover activities. Being able to move people in and out is obviously vital, but simply stalling someone who is going to bid on an incoming cargo can result in it’s sale to the person who arranged to stall the competition at a far cheaper price – a fine return for arranging a small disturbance in the streets. Buying a few minutes delay can be disproportionately important.

There are some things you don’t want to do too.

1) Don’t rely on character ethics. Sure, they may be vaguely good people – but this is an intrigue game. They’re going to have to be willing to use blackmail, to spy on people, to do a variety of questionable things, and quite likely to assassinate opponents via treachery. They may be more or less well-meaning, but loads of personal scruples will really limit an intrigue game.

2) Don’t expect all the characters to trust each other or to share a lot of information. Some may, or may even just assume that “the party” has been somehow drawn together for a reason, but a lot of players will take the position that oversharing will get them killed and that – as befits an intrigue game – sharing information is basically sharing their power and diluting it’s value.

3) Don’t forget that the local VIP’s will ALREADY HAVE support networks of people they know and whom they can at least somewhat trust. They won’t be hiring for simple jobs, and they aren’t going to trust some complete stranger that approaches them and wants to be hired for some secret job. They’re going to try to get information on who they’re working with and what they’re after before bringing them in on anything at all, much less bringing them in on something critical.

4) Don’t try and steer people to particular solutions. That can work in a dungeon, where the situation is (literally) narrowly contained and the goal is obvious – defeat the monsters. In an intrigue game the goals are at least half up to the player characters. So there is an evil overlord? Do they want him out of power, reformed, being blackmailed to behave, being forced to institute a Magna Carta, replaced by some other claimant, to help his targets escape, to trick him into offending some god, to wreck his finances so that he can no longer pay for the mercenaries who prop up his power? Who knows? Will they all be working on the same goal? Probably not! But an intrigue setting won’t have walls and corridors to channel the player characters from one preset encounter / goal to the next. There really isn’t any way around it.

5) Don’t try and control the options. That’s exactly equivalent to trying to control the tactics the characters are using on a dungeon crawl – and basically leaves you taking over the characters, making their decisions, and telling the actual players that they needn’t bother coming to the game; you are playing solitaire. If someone is trying to win the trust of the Overlords servants, then they have something in mind involving them. It doesn’t matter if they are entirely unimportant to anything you had in mind and you didn’t even bother naming any of them; they just became important BECAUSE a character is taking an interest in them. Make something up. An intrigue game means that the players will be plotting. That’s pretty literal. You are setting up situations. They are in charge of the plot and can go where they want.

Now that seems fairly basic – but I must admit that intrigue games really aren’t my specialty. I tend towards open sandbox games revolving around discovery, solving mysteries of the setting, and troubleshooting problems with a dose of “resistance movement” tossed in since the “final bosses” tend to be hugely powerful organizations – but if you want some inspiration you can’t go wrong with I, Claudius (1976, BBC TV, IMDB 8.8/10, available on various streaming services).

Shadows Of The Grave

The mist hangs low, drifting across the ground and curling around simple gravestones, elaborate tombs, and stone-cut sepulchers. Crumbling steps descend to ossuaries and catacombs, where the remains of the long dead slowly crumble while awaiting the last days. Here the sounds of the city are muffled, leaving only the occasional sound of shifting stone, trickling water, or soft footsteps to echo sourcelessly. The more sensitive feel lingering presences and whispering voices upon the wind, the thronging shades of the lingering dead gathered close to the warmth of the living realm. By day a place of peace. By night a place not of this world, and best avoided.

Graveyards are pretty much a standard feature of most fantasy settings.

In reality, graveyards are pretty practical. Just on the physical level… bodies are somewhat dangerous to have around. There are toxins generated by decay, they can harbor diseases that (obviously) do affect people (one of several practical reasons why cannibalism is unhealthy), they attract and feed vermin and dangerous creatures, and they become pretty offensive fairly quickly. It’s worse in d20, where dead bodies can apparently spawn Ju-Ju Zombie plants, slimes, and deadly fungi. So when people die, you need to get rid of the bodies. And while you could just feed them to wild animals or compost them their surviving families, friends, and acquaintances tend to get quite upset about “disrespect”, it’s a pretty messy process, and it potentially spreads diseases. Sure, there are worse risks – but bodies needed to be disposed of long before modern health care came into existence.

  • “Sky Burial” – putting the body up high and exposed to the air and weather, usually with some equipment, talismans, and clothing (Or sometimes just leaving it, although this is rare) – works pretty well as long as you can leave the area and not come back for a while. Nomadic groups, or those small enough that traveling to dispose of bodies isn’t too big a hassle, sometimes do this. It’s not too practical once populations go up and more of the land is in steady use though.
  • “Burial At Sea” – or the old “concrete shoes” routine – works well too, as long as there is a very large body of deep water handy (you really do not want to have bodies, or bits thereof, turning up again or contaminating your fishing grounds if only for psychological reasons – so you need weights and some way to hold all the decaying bits together that will stand up to things that want to eat the bodies) and there’s enough traffic on it to allow easy transport. The trouble is that there are a lot of areas that are just too far from a suitable body of water.
  • Destroying the body via fire, or corrosive chemicals, or solar furnaces, or magic, or petrification, or tossing them into pits full of slimes, is awkward in reality simply because it’s expensive – using a lot of fuel or other resources – and there generally isn’t a lot of return (I suppose one could claim that they got some calories out of disposing of bodies via cannibalism, but the health effects of that can get pretty bad). Thus this usually isn’t a large-scale thing in historical cultures. It might work in a magical world of course, but if there’s enough magic for this it should change the baseline setting in a lot of other ways as well.

All of those methods are also often upsetting to survivors, who often consider visiting the body to be something of a substitute for being able to visit their deceased family member or friend. “Going to the grave site to commune with, or feel the presence of, the dead” is considered a cliche for a reason.

  • Preserving the body through mummification (whether natural by dehydration in the desert or through contrivance), or magic, or taxidermy (like Ferdinand I of Naples) or freezing (sometimes resulting in another form of natural mummification) or even by turning them into undead horrors, is interesting, but generally impractical (at least as a general thing rather than for important people) since now you need to deal with the body in perpetuity. Moreover in magical worlds this is just inviting some horror or dark overlord to use the easy stockpile of components or minions that you’ve provided.
  • Earth Burials, or piling up stones, or similar techniques, gets the body out of the way, hopefully seals up any diseases until they lose potency, and provides a place where people can go and “visit” the dearly departed. This can contaminate groundwater, leaves open the possibility of grave-robbing, and can use up valuable real estate – but if there are stretches of otherwise useless ground nearby or the local population isn’t too large, this works very well. If space is at a premium – such as around most cities in medieval Europe – the dead may get disinterred after the flesh has had time to fully rot away and the more durable remaining bones may be transferred to ossuaries or catacombs for long-term storage, but this system works pretty well overall in reality.

It doesn’t work as well in d20 though. Graveyards and masses of body parts are boons to necromancers, spawn horrifically dangerous undead, attract nasty monsters, encourage grave robbers and lunatics building flesh golems, encourage death cults, and are outrageously hazardous in several other ways. There’s no real “visitation” either. In most d20 universes the general population KNOWS about the afterlife, knows that bodies aren’t important, and knows a lot of other details about death and the dead. There isn’t any “god needs the body kept intact” (priests can resurrect the dead and THEY don’t need that! Why should Gods?) or the classic Egyptian “the body must be preserved to preserve the soul”. Worse, there have been random encounter tables covering graveyards since first edition. Looking at the first edition Dungeon Master’s Guide…

  1. You rolled a one in six chance of an encounter every ten minutes – so you basically rolled once per hour.
  2. There were differing tables for day and night. For undead we’re interested in night, since that’s the table they appeared on. Evidently even undead that could come out in the daytime simply didn’t. That made graveyards fairly safe in the daytime.
  3. Encounters would only occur in “appropriate” areas. So you only actually encountered Undead in graveyards, crypts under funerary temples, and haunted places – although Vampires did wander around sometimes. They were an exception though.

So considering that d100 table the relevant “graveyard” encounters are:

  • 02) Bandits (3-12, plus leader). An unsavory bunch anyway.
  • 22-23) City (Graveyard) official with a highly variable selection of bodyguards.
  • 22) Cleric. In a graveyard at night likely an exorcist or dark cultist or some such.
  • 23) Demon (1). Evidently demons (and devils, below) were linked to places of death.
  • 24) Devil (1).
  • 36) Ghast or Ghoul (50/50, 2-8 in total)
  • 37) Ghost (1)
  • 38-42) Giant Rats (4-24).
  • 52) Laborer (2-12). Most likely grounds keepers, grave diggers, stone carvers, etc.
  • 53) Magic User. Likely a necromancer or some such. Level 7-12. Often plus apprentices and guards of up to level six or so.
  • 63) Night Hags (1-2).
  • 72) Raksha (1-3).
  • 74-80) Ruffians. Grave robbers, dark cultists, etc. 7-12 at L2, likely to have an assassin of level 5-8 along.
  • 81) Shadows (2-8).
  • 82) Spectres (1-3).
  • 83-88) Thief. Grave robber or some such. L8-11, possibly with some L1-4 apprentices.
  • 91-93) Wererats (2-5). Often found with Giant Rats. While not undead, werecreatures were often associated with the unquiet dead, so…
  • 94) Weretigers (1-2).
  • 95-96) Werewolves (2-5).
  • 97) Wights (2-5).
  • 98) Will-o-Wisps (1-2).
  • 99) Wraiths (1-4).
  • 100) Vampire (75%) or Lich (25%). The only undead that might occur outside a suitable location.

Ok, that’s only slightly more than a 40% chance per hour – but many of those are groups of powerful creatures! Strong enough to wipe out most smaller settlements and very much inclined to do so. Does THAT look like something you want in the middle of your town? Back in first edition almost everyone in town would be level zero. Unless something else was going on, a week or two worth of random rolls would wipe them out.

There must be some benefit to having a graveyard and something that automatically keeps the more blatant dangers – such as a classical self-reproducing undead apocalypse – under control. Early editions were pretty big on justifying the setting.

Wait… those rules also tell us something VERY important. Those creatures not only apparently just spontaneously arise in the graveyard, they also STAY in the graveyard.

Why would that be?

Undead only spontaneously arise in places filled with negative energy (which infuses and powers them) and the bodies of the dead (which are a necessary focus for those dark powers). Otherwise you should be able to whittle a skeleton from wood and use “animate dead” on it. After all, the wood is dead too.

Do people everywhere seek out places filled with negative energy to turn them into graveyards? And ONLY such places?

Obviously not; that would be profoundly stupid.

Ergo, the massed presence of the dead binds graveyards to the negative material plane, allowing it’s dark essence – cold, corrupting, and corrosive – to flow into the world. Evidently that also draws the lower planes closer as well, since there is apparently some relationship between evil, night, darkness, and negative energy. It’s not surprising that the vast majority of death gods are – at best – neutral. Even if such a god rejects the links between negative energy and death (perhaps supporting the natural order of life and death while crusading against unnatural death magic and the undead) it will be difficult to remain “good”.

D20 Alignments have always been awkward, Given that it started off with Michael Moorcock’s Law / Neutral / Chaos system being used as a quick labeling system for “people you can trust and should try to help”, “untrustworthy people who may be allies of convenience”, and “targets” what can you expect? Of course, at the time… heaps of money really didn’t do anything for you since you couldn’t really buy magic items – so it got spent on castles, or building orphanages, or other in-character background stuff.

In 3.5 we got “Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others”. We also got money=power and wealth-by-level. OK… if you have loads of money and power, why are you buying another pricey magic item to boost your personal power by some minuscule percentage rather than – say – spending that money and using that power to get all the orphaned children of the realm apprenticeships with good futures? How do Gods manage their large-scale responsibilities while respecting the dignity of millions of individuals?

Graveyards are chilly and shadowy compared to the rest of the area. Negative energy dims light, drains heat, and makes living things ill. (Normal plants do not technically count as living things in D&D; they’re objects or scenery, which is why you can’t heal the remains of that watermelon and eat it again. Still, they may be sickened or weakened too).

Graveyards tend to become depressions in the land, as well as developing underground chambers and catacombs where the constant trickle of negative energy has worn away the structure of the earth below them. Only especially durable things, such as metal, hard stone, and magical items, can endure in such an environment indefinitely. Thus treasures filter down to the lower levels as the earth gives way below them and swallows them up.

Being low and cold, graveyards accumulate stagnant water and mist.

All of that fits. So: graveyards are pits of negative energy. Like any area of lower potential, higher potentials (life energy) flow into them, feeding the undead – and also likely reducing the growth of uncontrolled life in the settlement around them, reducing the occurrence of plagues, weeds, and things like slimes, just as physical pit traps can entrap and contain dangerous wild animals.

So why are most of those undead trapped there?

Because they are manifested from that pool of negative energy. There’s only so much – which is why the lesser, generic, undead don’t accumulate indefinitely – and if they try to leave, they will no longer be supported by it. Even if they don’t simply vanish, they might even be dragged back into it as the negative energy infused into them is drawn back. They’re trapped.

More powerful undead (those Vampires and Liches) may be able climb out of that well and escape, but even they are likely to find it difficult, and they may well be gravely weakened thanks to the dearth of negative energy outside of it. Who knows? Perhaps negative energy weakens the bodies ability to resist diseases and curses (that seems reasonable enough) and that is why so many lycanthropes turn up around graveyards – possibly being motivated to stay through fear of losing their animalistic powers. That would make graveyards fairly effective monster-containment zones. Horrors check in, but they don’t check out.

During the daytime, of course, the negative energy is suppressed, driven deep below the ground – or so the encounter table tells us. During the daytime, graveyards are safe enough, and can be freely entered to inter more corpses.

What else do graveyards do for a settlement?

They are self-building dungeons. Convenient and safely self-contained training grounds for young adventurers – the people who will grow to be able to hold back dragons, armies, and major disasters. They provide small quests (I will tell you where I hid the money/grandfather’s magical sword/some other mcguffin if you save/tell my living relatives! Recover the sword from my grandfather’s tomb!), they provide plenty of minor undead opponents to let low-level adventurers gain experience, they teach adventurers when to fall back by occasionally presenting opponents far beyond their abilities, and they provide whatever modest amounts of treasure were put in with the bodies (after all, the d20 afterlives are well known and can be visited – and none of them let you “take it with you”) or brought in by slain would-be adventurers.

So being buried in a graveyard with a little treasure is a public service – the equivalent of donating your body for medical research or to the body farm or donating organs. A last gift to your children and your home.

And thus settlements with graveyards are more likely to survive and establish new colonies like themselves since they will produce plenty of adventurers to handle their major problems. And even if they get destroyed… that will only feed more bodies and energy to the graveyards. Their populations of undead will grow, and become more powerful, darker beings will manifest there as they draw closer to the negative plane, and the occasional raiding parties that make it out will gather in even more treasure from the ruins before being drawn back to their deathly home.

And high-level adventurers will be drawn in to defeat the horrors of the necropolis, to gain experience, to claim treasures, to tame the ruins and the wilderness – and to render the land about the graveyard once more safe, so that the surrounding settlement may be reborn and take root once more. And around a place of death will spring up new life.

What happens if those high-level adventurers fail? The situation may stabilize on it’s own until more come along – or in really extreme cases the graveyard may break through into the negative material plane and drop out of normal reality, vanishing in the night to become an accursed demi-plane of the dead, drifting through astral space. Ravenloft had to start SOMEWHERE – and this makes undead plagues self-limiting.

That’s purely speculative of course – but it’s always interesting to look and see if there’s some viewpoint from which the usual fantasy conventions make sense, it’s as well supported as most other AD&D/D20/Etc theories are, and it turns graveyards, funerary temples, and catacombs into self-perpetuating, but still limited, places of adventure. More of that is always good for a game.

The Ventus Elves of Modun

low angle shot photography of green trees

Photo by Felix Mittermeier on Pexels.com

And it’s Spellweaver81 again with the next race for the Modun Campaign Setting still under construction.  Once again apologies are in order for the delays in getting this material written and posted.  Today we’re finishing up with the elves tied to the element of Air.  Up next will be the Humans of Modun.

Ventus Elves of the World Tree Forests

Ventus Elves, also known as Silkweavers, Air Elves, Flying Elves, and the Windborne, live deep in the World Tree Rainforests, making their home in the tree canopies high above the ground. Aloof and mysterious, few people claim to have met a Ventus Elf and even fewer claim to have been to their settlements in the forests. What is known is that the Ventus Elves tend to be a simple people that cultivate flowers, engage in beekeeping for honey, and weave silk. While on a surface level this is the case, the deeper reality couldn’t be further from the truth as far more people have met a Ventus Elf than ever realize it.

The Ventus Elves are a race that excel in the role of being spies, saboteurs, and assassins and have agents across all of Modun. While officially the Ventus Elves are not involved in the affairs of the other races, they use these methods of subterfuge to keep unsavory elements of the Alliance from gaining power and disrupting the integrity of the Alliance. They do their work silently, swooping in either the shadows or from blinding light, before disappearing again. They are fast, nimble, capable of flight, stealthy, good at disguise, and impossible to track without the use of magic.

Appearance wise, they look like Aqua Elves with a copper complexion, and long pointed ears, and a slender body type except for the fact that they have wings like a butterfly or moth. While they can fold the wings down to hang on their back like a cloak, few realize that the Ventus Elves can cause their wings to withdraw into their bodies so it looks like they never had wings before manifesting them again seemingly from nowhere. As such, they tend to wear clothing that leaves the back exposed or provides slits through which the wings can unfurl while also coating their wings with beeswax to protect against the elements or bindings to achieve a similar result. The wings themselves, when fully extended, can nearly double their apparent height (ten to twelve feet, depending on the individual) and have a similar width. The wings are naturally a solid black, gray, or white in color, but are usually painted in a variety of colors and patterns when they become adolescents in a coming of age ceremony where artists paint the wings using a variety of floral dyes including bioluminescent and fluorescent inks in a pattern meant to reflect the adolescent’s personality and desired role in society.

The World Tree Rainforests in which the Ventus Elves make their home have been found in tropical, temperate, and even taiga climates with some forests overlapping all three. Believed to have been artificially created by someone unknown ages ago (possibly even before the elves arrived), the World Trees can grow in many environments and reach heights of up to five hundred meters for the tallest specimens. Other unusual features include: water reservoirs in the canopy that collect rain that then overflows and forms cascading waterfalls down the branches to the forest floor, branches forming prop roots that eventually grow into accessory trunks, and dangling vines full of colorful flowers that contain nectar that somehow concentrates light collected higher up in the canopy and slowly reemits it lower down in the shaded regions. Many of the branches are large enough to support full miniature ecosystems with soil, lakes, and various plant and animal species. A species of giant bees (roughly a meter in length) makes their home in the trees, gathering the glowing nectar and produce alchemically useful honey and wax.

Ventus Elf settlements are a mixture of cultivated plants and branches shaped into a useful framework and the use of lumber cultivated using daisugi techniques to gather straight logs without killing the larger trees. Such towns are frequently centered around one of the natural water reservoirs and consist of both structures on the “ground” and hanging from above limbs giving things a three dimensional aspect rarely found anywhere except in some of the underground cities of the Terra Elves. Around the reservoirs the Ventus Elves cultivate a wide variety of plants useful to them and will often build artificial habitats for the giant bees to make their hives in so that they can harvest the resulting honey and wax. Other things actively cultivated and harvested are the immense fruits of the World Trees, sap (for making resins, syrups, and alchemical amber), nectar, incense, and dyes. The nectar of the World Tree flowers can even be alchemically treated to store concentrated sunlight or even moonlight and thus serve as lamps. Larger settlements will also have an elaborate set of silver mirrors and transparent resin lenses set up throughout the canopy to gather and focus light from the Sun or Moon onto pools of alchemical nectar and to help provide light to darker regions underneath the canopy. There have even been reports of these setups even being used in the defense of their settlements by lighting enemy forces on fire.

Culturally, the Ventus Elves have a strong affinity for music and sounds. Wind chimes are ubiquitous throughout their settlements and crafting instruments of wood and silver is a highly regarded profession in their society. Some talented singers have learned the occult skill of using their natural ability to generate silk in combination with song to manifest elaborate woven silk fabrics with a song and gestures in an art called songweaving. Particularly adept songweavers can even produce things like rope, tripwires, bindings, clothing, blankets, and nets with only a few chords.

One of the other major artistic pastimes is to cultivate albinistic (technically leucistic) plants. These plants will be carefully grown using a rich mulch and a symbiotic fungus to provide the plants with nutrients in lieu of photosyntheis. The grown plants are then given water dyed in various colors to give them colors not seen in nature. These colored plants are then used for decorative purposes.

Like other kinds of elves, the Ventus Elves have a rare few born with the talent for shaping the element of Air. Those with this ability possess great ability to conjure winds, speed themselves along on currents of air, manipulate sounds, and even create basic illusions. Those with this talent frequently are the ones most likely to leave their settlements to go on adventures in the outside world as the ability to manipulate wind grants them a level of flight speed and endurance few others can match.

While widely seen as isolationist and at times unrefined, the Ventus Elves actually strive to be deeply involved in Modun. To the Ventus Elves, maintaining the Alliance between the races is critical, and any elements that threaten the stability of the Alliance are to be monitored and eliminated if need be. Since this can include espionage, sabotage, and assassination, the Ventus Elves take pains to keep their perceived involvement minimal through the use of disguises and stealth. They also use ultraviolet inks invisible to other races to leave messages for each other in plain sight so while one group of Ventus Elves scout out the target, another group then carries out the job using the messages as guides. The fact that they can silently swoop in from above and leave the same way once done also gives them an advantage. To this end, many of the weapons favored by the Ventus Elves tend to be ones that work well for hit and run tactics while avoiding interfering with their wings.

Which isn’t to say that the Ventus Elves are purely about the less savory aspects of diplomacy. They are active traders with those that come to their settlements and are particularly interesting in metal and stone given their home in the trees lack ways to extract meaningful ways to acquire such things in quantity. Their food and drinks are widely sought after (if thought to be a bit too sugary by many) and their silk and wood crafts are valued as luxury goods. There are even Ventus Elves who travel Modun doing various performance arts.

Like the other elves, the Ventus Elves have a rare few born with the talent for shaping the element of air. This allows them to manipulate the wind, aid movement, generate sounds, and even create basic illusions.

Basically the Airbending package seen here.

Shaping (6 CP), Pulse of the Dragon (6 CP), and Heart of the Dragon II (18 CP), Specialized and Corrupted for Triple Effect (produces effects of up to level three)/strictly limited to a particular element (Air), requires gestures, requires training (at least one martial art techniques in a relevant martial art per level of effect which can be produced). That’s 30 CP – in general, a +1 ECL template. Basic recommendation for martial arts is Wind Dance – a style a highly defensive, evasive, swift-moving style.

The magical traditions of the Ventus Elves focus on taking advantage of their flight ability to remain out of reach while still being able to strike at their enemies while simultaneously avoiding impeded their wings. To this end, the Ventus Elves have learned to make rods to channel magic through.

This is a package feat Ventus Elves can purchase.

    • Extension Metamagic – Specialized: Requires a specially crafted rod to act as a focus that costs 10,000 GP per level of the base spell to be modified. Said rod must be carried in a free hand while casting the spell. (3 CP)
    • Streamline Metamagic (Persistent) – Specialized: One reduced spell level applies to only the Extension Metamagic feat. (3 CP)

Relationship to Other Races:

Aqua Elves – The Aqua Elves are the elves the Ventus Elves get along with best. Both share an outward facing worldview (even if the Aqua Elves don’t always take things seriously), a general friendliness towards others, and a love for freedom of the seas and skies. It also helps that, at least on land and with their wings retracted, it is difficult to tell Ventus and Aqua Elves apart – a fact exploited by Ventus Elves to disguise themselves. Still, the frivolity of the Aqua Elves can get a bit tiring at times.

Ignis Elves – While not as hostile to the Ignis Elves as the Aqua Elves are, the Ventus Elves do still view the Ignis Elves as the source of some of the biggest problems for the Alliance. To that end, the infiltration of prominent Ignis Elf households is one of the main priorities, although the fierce temperatures of many Ignis Elf settlements makes the effort difficult without additional aides like Air Shaping or other magic.

Terra Elves – While the Ventus Elves have nothing but respect for the Terra Elves, the two races hardly interact with each other as Terra Elves find it difficult to get up into the trees and Ventus Elves find the underground cities to be claustrophobic. The Terra Elf propensity for actual isolationism as opposed to merely pretending to favor isolation is another point that makes relations uncommon.

Dwarves – The Dwarves are a useful source of stone, metal and other resources hard to find in the forest canopy. The semi-nomadic clan structure to their society – and the resulting clan feuds over territory – make skirmishes and even clan wars a frequent occurrence that have to be monitored and contained. Unfortunately, stopping these clashes once they’ve already started is quite difficult.

Humans – To the Ventus Elves, humans are a race that is endless fascinating and yet a source of endless headaches. Humans have the propensity for being indispensable allies and some of the biggest headaches to deal with. Humans lack a certain uniformity as their societies almost as a rule seem to harbor rogue elements (sometimes good, sometimes bad) that makes generalizations difficult to make. The fact that humans contain such immense cultural diversity despite lacking a commensurate level racial diversity like the other species of Modun is also perplexing. Still, some of the most useful allies to the Ventus Elves come from humans.

Gnomes – To the Ventus Elves, the wandering caravan life of the Gnomes is quite alien. Gnomes at times seem to be more defined by their trade relations to others than anything innate to themselves. Their obsessions with the sciences of alchemy, clockwork, and the stars is difficult to fully appreciate either, even if they do produce tangible results.

Halflings – As one of the few peoples to interact with the halflings on a regular basis, the Ventus Elves have a better understanding of the halflings than most everyone else. They recognize that the halflings are acting as guardians of Modun against threats left over from the invasions of the Dolls and other psionically active entities using magical talents uniquely suited to dealing with psionics. The halfling propensity for producing toxins and poisons is also of immense value to the Ventus Elves less savory operations like assassinations.

Statistics:

Immunity: Sleep Effects (Uncommon, minor, Major) (3 CP)

Occult Sense: Ultraviolet Vision (4 CP) Specialized and Corrupted: User can be blinded by lights others can’t see, can be impaired by effects that impact normal hearing, discerning colors as others understand them is difficult

Language: Speaks Elven as an Extra Language (1 CP)

Attribute Shift (6 CP) +2 Dexterity, -2 Strength

Skill Bonus: +2 to Deception, Perform, Stealth (6 CP)

Racial Weapons: Naginatas, Chain and Rope Weapons, Slashing Katana, Javelins, Shuriken, Chakram (3 CP)

Shapeshift (2 CP) Specialized and Corrupted: Only acts as a prerequisite for Hybrid and Verminform

Verminform (1 CP) Specialized and Corrupted: Only works in conjunction with Hybrid and allows moth/butterfly features

Hybrid (3 CP) Specialized: Only allows the user to extrude silk and produce moth/butterfly wings that can be retracted a number of times per day as per Shapeshift (Note: These wings provide flying speed 30 ft with perfect maneuverability and are silent, but not as fast or durable as other forms of wings. Silk is produced via glands in the fingertips.)

Innate Enchantment (8 CP, 7000 GP Allotted, 6,780 GP Spent)

  • Personal Haste (+30′ Move, +1 Attack at full BAB, from The Practical Enchanter, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP)
  • Light Foot (Below, +30 circumstance bonus ground movement speed a +10 circumstance bonus on jump checks, and DR 10 versus Falling Damage [only], Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP)
  • Stepping Disks (Below, Level Zero x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only x 2 Rapid Casting x .7 Only to allow the user to run over inappropriate surfaces and up walls or to break falls and such, only works while the user remains in rapid motion = 980 GP)
  • Pass Without Trace (Can pass through any type of terrain and leave neither footprints nor scent. Tracking subjects is impossible by nonmagical means. Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x 0.7 Personal Only = 1400 GP)
  • Message (Can whisper messages and receive whispered replies with little chance of being overheard. Spell Level Zero x Caster Level One x 2000 Unlimited-Use Use-Activated = 1000 GP)

Immunity: The normal XP cost of Innate Enchantments (Uncommon, Minor, Minor, Specialized/Only to cover initial racial abilities) (1 CP)

Melding (6 CP)

That is 44 CP, but the entire racial package is considered Corrupted for a total of 29 CP:

Blocked: Many of the above abilities including flight and movement related enchantments will not work if the character is wearing heavy armor or is heavily encumbered.

Obligations: May be requested by their people to undertake missions including investigation, espionage, escorting, sabotage, and even assassination from time to time to further the interests of the Ventus Elves.

High Metabolism: Ventus Elves burn a lot of calories compared to other races of similar size in order to sustain their flight and movement abilities. As such they must intake a significant quantity of sugary foods and drinks to help fuel these abilities.

And as a bonus Occult Skill, we have the already mentioned Songweaving.

Occult Skill: Songweaving (Cha) – This skill allows one to use hand gestures and song to produce finished cloth products in mere moments, although sadly these fade after a day unless some sort of raw material is used in conjunction to provide true substance (like a Ventus Elf’s ability to produce silk from their fingertips). Such temporary constructs have a shimmery translucent appearance that gives away its magical and temporary nature. Common things made with this skill include rope: nets, blankets, parachutes, tripwires, and to make and repair clothing. A Songweaver can produce 3 GP of temporary finished goods per rank in this skill per day, although as noted one can use an appropriate raw material in order to make the items permanent. Using this skill in combat

Eclipse D20 – Director Hræfngaldre

Rhitere (“Director”) Hræfngaldre (“Raven Mage”) of Clan Scinnhíw (“Phantasm)”

Gnomish Rogue-Illusionist, Level 2. Director, Actor, and Playwright.

Hræfngaldreis a character for the Modun setting, where psychic powers are considered quite suspicious. While he’s hardly a classical psychic, his abilities are based on Power rather than on spell slots or spell points – which is enough.

While the route was never quite the same twice, the circuit took most of a year to travel – stopping for a few days at each town, avoiding areas where there were major conflicts or had been trouble the year before, visiting new settlements prosperous enough to be profitable… There was always some suspicion of course; insular settlements found any outsider suspicious – and a troupe of actors, sellers of minor merchandise, tinkers, minor mages, entertainers, and sideshow workers could be a cover for virtually anything.

Hræfngaldre mostly worked the theater, where his talent in illusions and household magics were invaluable – later adding the ability to easily stow away the sets, directing and writing plays, and other useful talents to his repertoire as he grew older. But when he began directing, and thus was more in the public eye… it was only a matter of time before someone picked up on the fact that there was something… off… about his magic. A hint of strange and alien powers.

And the rumors began to spread.

Eventually… it became obvious to Hræfngaldre that he should disappear for a decade or two to let things settle down. After all, his kids were busy with THEIR kids, his wife had passed away, and becoming an adventurer should settle most of the rumors. After all… adventurers might be considered scruffy, violent, trouble on the hoof – but no one suspected them of much of anything else and everyone handled them with caution. You never knew WHAT an adventurer might have up their sleeve – and they always had wealth and usually had property and influence. Sure it was the kind of respect you gave a young dragon, but that would be good enough for his purposes.

Besides… he’d told the tales, and played the roles, of a thousand adventurers or more over the years. Tales of intrigue and battle, of monsters and distant lands. It would be interesting to see how well that matched the reality.

A few supplies and he was off.

Hræfngaldre is an example of a character type that’s almost forgotten these days – the unwilling adventurer (also a gnomish illusionist/thief, which was a lot more popular back in first edition). Those used to be pretty common – the lumberjack who took up his axe and went after the people who’d kidnapped his kid. The thief who fled the hangman’s noose into the wilderness. The elderly grandmother who wanted to get her grandchildren through a famine. The elder sibling who was looking after a younger one who wanted to adventure. Someone who’d been thrown out of their family, and were trying to make it on their own. The leader of a bunch of villagers fleeing a war. The little heroes, with smaller – and far more immediate goals. The ones who were trying to deal with personal or local problems, even if that might lead to something more later on. After all, in older editions… characters usually didn’t live very long. A small scale short term goal was something you might be able to achieve, while an epic long-term goal was something that would probably see most of the characters long dead before it was accomplished.

At 158, Hræfngaldre is about equivalent to a human in his mid-fifties – respectable for a dangerous d20 world, but nothing remarkable. At 3’6 and a slightly heavyset 50 pounds, his once fair hair has long since gone gray, but he is otherwise quite well-preserved – his bright green eyes, weathered olive skin, and teeth (admittedly thanks to a bit of hedge wizardry dental magic) all remain clear and smooth.

Basic Attributes: (Pathfinder 25 point buy): Str 10 (-2 Race -2 Size = 6), Dex 14 (+2 Size = 16), Con 14 (+2 Race = 16), Int 14 (+2 Age = 16), Wis 10 (+2 Age = 12), Cha 16 (+2 Age +2 Enh = 20)

Race: Allewellian (Metal) Gnome (+0 ECP)

  • Attributes: Con +2, Dex +2, Str -4
  • Skills: Craft, Linguistics, Persuasion, Survival all +3 and half cost, Perception +2
  • Senses: Low-Light Vision, Scent, can detect nearby natural resources.
  • Defenses: Fire Resistance 10, +1 to Saves, +4 Shield Bonus, +4 (Force) Armor Bonus, Immune to visual penalties from bright light, heat haze, dry eyes, sandstorms, etc.
  • Small: +4 to Hide, +1 to Attacks and AC,
  • Base d6 Hit Dice
  • Special: Orrery Engine Link, Create minor temporary equipment.
  • Innate Charms and Talismans (7/3):
    • Charms: Astrolabe, Bracers of Force, Elfin Cloak, The Ocean’s Arms, Sealed Helm, Seeing Crystal, Travelers’s Bedroll
    • Talismans: Rune Weapon (Shortsword), Ditty Bag (1 SP/Day – enough to feed his pony and himself if needed), Shifters Cloak (Raven, 8 Charges).
  • Racial Disadvantage: Gnomes are compulsive nomads, and find it impossible to settle down in one location (-3 CP)

Allewellian Gnomes make formidable rogues and mages. While they don’t get anything that an Eclipse character cannot buy anyway, they do get a fair chunk of useful stuff for free – and that’s always handy.

Package Deal: Gnomish Hedge Wizard

  • Shaping (Empower Charms and Talismans), Specialized for Reduced Cost / only for empowering a Gnome’s innate Charms and Talismans (3 CP).
  • Hedge Magic (The Practical Enchanter), Specialized for Reduced Cost / Does not include item crafting, adds hedge magic spells to the user’s spell lists (3 CP).
  • Access to an Occult Skill – any one of Gadgetry, Namegiving, Sealing, Secrets, Stealing the Scene, and Logistics (3 CP).
  • +3 to Greater Alchemy, Astrology, and Clockworks (3 CP).

Available Character Points: 72 (L2 Base) +10 (Disadvantages) +6 (L1 Feat) +4 (Duties) = 92 CP.

Basic Purchases (54 CP):

  • BAB: +1 (6 CP).
  • Hit Points: 18 (L1D12 +L2d6, 8, 6, 0 CP) +12 (Aqua Vitae, 4d4) +18 (6 x Con Mod) = 48 HP.
  • Racial Fast Learner, Specialized in Hit Dice (No Cost).
  • Saving Throws:
  • Fortitude: +1 (Pur, 3 CP) +3 (Con) +1 (Race) +2 (Mor) = +7
  • Reflex: +1 (Pur, 3 CP) +3 (Dex) +1 (Race) +2 (Mor) = +7
  • Will: +0 (Pur, 0 CP) +1 (Wis) +1 (Race) +2 (Mor) = +4
  • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP)
  • Proficiencies: All Simple Weapons (3 CP).
  • Skill Points: 8 (8 CP) + 10 (Fast Learner) +15 (5x Int Mod) = 33 SP
  • Fast Learner, Specialized in Skills for Double effect (+2 SP/Level) (6 CP)
  • Access to Occult Skills Sealing and Aqua Vitae (Bioware) (6 CP).
  • Adept: Deception, Engineering, Stealth, and Perception) (6 CP).
  • Adept: (Perform, Thievery, the Shadowed Moon Heart, and the Binding Arts (Namegiving, Sealing, and Aqua Vitae) (6 CP).
  • Armor Class: 10 (Base) +4 (Armor) +4 (Shield) +3 (Dex) +1 (Size) = 22
  • Initiative: +3 (Dex)
  • Movement: 30′ (Base)

Skills: (All +2 Comp, +2 Mor)

Note that Modun is using the Condensed Skill List, – and the GM has ruled that sets of three arguably-related Occult or Martial Arts skills can be purchased as a single skill. If they’re based on different attributes they can still wind up with different values though. 

  • Acrobatics: +2 (2 SP) +3 (Dex) = +9
  • Appraise: +1 (1 SP) +3 (Int) +2 (Aid) = +10 (+10% Treasure).
  • Athletics: +0 (0 SP) -2 (Str) = +2
  • Arcana: +1 (1 SP) +3 (Int) +2 (Aid) = +10
  • Concentration: +1 (1 SP) +3 (Con) = +10
  • Craft: +5 (2* SP) +3 (Int) +3 (Race) +2 (Tools) +2 (Aid) = +19
    • Writer, Alchemy, Carpentry, Tailoring, Smithing, Traps
  • Deception: +5 (2* SP) +5 (Cha) = +11
  • Engineering: +5 (2* SP) +3 (Int) +2 (Tools) +2 (Aid) = +16
  • Heal: +1 (1 SP) +1 (Wis) +2 (Belt) +2 (Tools) +2 (Aid) = +12
    • DC 15/25/35 for a L1/2/3 healing effect 1/Day.
  • Linguistics: +5 (2* SP) +3 (Int) +3 (Race) = +15
    • Common, Gnomish (The full language list for Modun isn’t yet available)
  • Local Knowledge: _+0 (0 SP) +3 (Int) = +7
  • Perception: +5 (2* SP) +1 (Wis) +2 (Race) = +12
  • Perform: +5 (2* SP) +5 (Cha) +2 (Tools) +2 (Aid) = +18
    • Acting, Strings, Oratory, Imagery, Storytelling, Cultural Arts (Gnome)
  • Persuasion: +5 (2* SP) +5 (Cha) +2 (Aid) +3 (Race) = +19
  • Religion: +0 (0 SP) +1 (Wis) +2 (Aid) = +7
  • Profession: +0 (0 SP) +1 (Wis) +2 (Aid) = +7
  • Scholar: +5 (2* SP) +3 (Int) +2 (Aid) = +14
  • Socialize: +1 (1 SP) +5 (Cha) +2 (Aid) = +12
  • Stealth: +5 (2* SP) +3 (Dex) +4 (Cloak) +2 (Sy) = +18
  • Survival: +4 (2* SP) +1 (Wis) +3 (Race) +2 (Aid) = +14 (+19 Astrolabe)
  • Thievery: +5 (2* SP) +3 (Dex) +2 (Tools) +2 (Aid) +16

The Recondite Arts: +2 (2 SP) +3 (Package) +2 (Comp) +2 (Mor)

  • Greater Alchemy: +3 ( Int) +2 (Tools) = +14
    • 3x Fireball Grenades (5d6, 4 Pts), 3x CSW Potions (4 Pts), 3x Dust of Tracelessness (3 Pts), Homunculus (3 Pts).
  • Astrology: +3 (Wis) = +10
  • Clockwork Engineering: +3 (Int) +2 (Tools) = +14
    • Steam Pistol (2d6, 20/x3, 40′ Range Increment, 8 Shots, 5 Pts), Piston Staff (Up to 20 ft, Str Mod +7, 3 Pts), Sleeve Grapnel Launcher/Rewinder (50′ Range, 3 Pts), Steam Launcher (As per Launch Bolt, 12 shots, 2 Pts)

The Shadowed Moon Heart: +5 (2* SP) +2 (Comp) +2 (Mor) (Martial Arts Group)

  • With Venom’d Blade: +3 (Int) = +11
  • And Silver Tongue: +5 (Cha) = +14
  • We Walk In Darkness: +3 (Dex) = +11

The Binding Arts: +5 (2* SP) +2 (Comp) +2 (Mor)

  • Aqua Vitae (Biotech) (+3 Int) = +12
    • 4d4 Extra Hit Dice (4), Immunity/Physical attribute loss due to age (4)
  • Namegiving (+Cha): = +13
  • Sealing (Dex): = +11

Usual Attacks:

  • Small Punching Dagger: +3: (+1 BAB +1 Enh –2 Str +2 MA +1 Size), 1d3-1. Crit 20/x3. (+3d6 Sneak Attack and triple damage backstab OR +2 AC, Combat Reflexes, and Deflect Arrows).
  • Steam Pistol: +4 (+1 BAB +3 Dex), 2d6, Crit 20/x3, 40′ range increment, 12 shots.

Master Of Illusions (27 CP):

  • Witchcraft II: Specialized and Corrupted for Increased Effect (Effects of L0/1-2/3 are available for 0/1/2 Power. Effects have a base range of 60 feet +60 feet per additional power spent, and a base Will save DC of (16 + Cha Mod). All effects are basically spells, require gestures, incantations, and a spell component pouch to work, can be interrupted during casting like any other spell (although trying to identify them via spellcraft is at +5 DC), spells cannot be taught to others, used to manufacture magic items, or used with spell trigger or completion items. and only offer access to a limited range of appropriately themed spells, with Shadowweave offering four of each level, Glamour two, and Dreamfaring only one, all approximating classical (first edition) illusionist spellcasting. Anyone who watches him spellcasting may make a DC (20+Spell Level) Spellcraft check to realize that his casting is abnormal, psychically-based, and suspicious (12 CP).
  • Pacts: Duties (Oppose Undead), Duties (Assist Children) (-12 CP).
  • +2d6 Mana as +6d6 Power. Corrupted / only to weave illusions with (8 CP).
  • Rite of Chi with +4 Bonus Uses, Specialized / only to refill the Illusion pool, above (6 CP).

Master of Illusions Spell List:

Spells of levels 0/1/2/3 become available at 1/2/4/6 hit dice.

Shadowweave:
L0) Dancing Lights, Light, Signal, Trifling Image.
L1) Color Spray, Disguise Self, Magic Mouth, Silent Image.
L2) Hypnotic Pattern, Invisibility, Minor Image, Mirror Image.
L3) Daylight, Invisibility Sphere, Major Image, Rainbow Blast.

Glamour:
L0) Ghost Sound, Message.
L1) Hideous Laughter, Hypnotism.
L2) Blindness/Deafness, Suggestion.
L3) Confusion, Fear.

Dreamfaring:
L0) Prestidigitation.
L1) Obscuring Mist.
L2) Rope Trick.
L3) Nondetection.

At higher levels the following spells may also be achievable (6 CP Per Category, effects of levels 4/5/6 cost 2/3/5 Power and become available at 8/10/12 hit dice):

Shadowweave:
L4) Greater Invisibility, Minor Creation, Greater Mirror Image, Shadow Conjuration.
L5) Chains of Light, Major Creation, Mislead, Shadow Evocation.
L6) Prismatic Duo (Generate a ranged touch attack ray of one prismatic color and a prismatic wall of a single color or two of either), Project Image, Shadow Evocation, Shadow Walk.

Glamour:
L4) Phantasmal Killer, Weave Emotion (Greater Invocation, creates any emotion-influencing effect of up to L3. Possible effects of L3 or less include Crushing Despair, Fear, Good Hope, Heroism (one hour per level), Malicious Spite, Rage, Overwhelming Grief, Smug Narcissism, and Terrible Remorse).
L5) Heroism (Greater), Suggestion (Mass).
L6) Dirge of the Victorious Knights, Veil.

Dreamfaring:
L4) Shadow Jaunt.
L5) Improved Blink.
L6) Maze.

  • Persistent Illusions: Streamline x 2, Metamagical Theorem/Stabilize, both Specialized and Corrupted /only to give Silent Image, Hypnotic Pattern, Minor Image, and Major Image durations of one minute per caster level past concentration and extend Veil to 2 hours per caster level with no concentration (6 CP).
  • Eldritch (Additional +5 versus Spellcraft Identification, 0 CP) and Subtle (Specialized and Corrupted / only for his witchcraft-based illusionist magic, 2 CP).
  • And From The Darkness Light: This makes Light and Darkness effects reversible. Elemental Manipulation Metamagical Theorem, Specialized and Corrupted / only applicable to spells that affect illumination, only to apply the +0 “change the elemental effect” modifier to switch between versions that provide light and versions that make it darker (2 CP). Thus Dancing Lights may be cast as Dancing Darkness, Light as Darkness, Color Spray as Darksight Spray, Daylight as Deeper Darkness, and Searing Light as Freezing Darkness.
  • Shadowmaster, Corrupted for Increased Effect (gives a bit of reality to a limited set of illusion spells that normally have none at all – the Image spells (including Mirror Images, which will take two hits to dispel). Specialized for Reduced Cost / only applies to those spells or variants thereof, only inflicts nonlethal damage and minor related effects, cannot inflict further damage after the victims go unconscious, disbelief and a successful save provides complete protection, even without disbelief the damage is determined by comparison to a similar spell effect of equal or lesser level to the illusion used and may allow saves for reduced effect, and the damage is limited by the targets expectations and experience – and so instant effects are rarely very effective, targets using nonstandard senses may be protected, and no effects will work on mindless targets or objects (3 CP).

Using this ability…

  • A Silent Image spell COULD be used to “collapse the ceiling”, but the (nonlethal) damage is not going to exceed the 1d4/Level (5d4 Maximum) that you could get with “Hail Of Stone” – and trying to affect a larger area is likely to bring that down to 2d6.
  • A Minor Image spell could be used to simulate a Fireball, but the actual results are likely to be a blinding flash and a momentary feeling of heat – likely resulting in victims taking two or three d6 of damage and being briefly dazzled. Turning the room into a “raging inferno” will probably be more effective, since that can be maintained over several rounds, even if it will only be 2d6 per round.
  • Using a Major Image to “cause an avalanche” or other major collapse might well get you up to Fireball damage – but a reflex save to “dodge the debris” will apply to halve that damage, even if those targeted fail to disbelieve.

That makes illusions versatile and somewhat effective attacks – but certainly not overwhelmingly powerful ones.

Obviously enough, this is a fairly cheap way to build what pretty much amounts to a first edition illusionist – a specialty that was a lot more effective back when your goal was to get the treasure while – if possible – avoiding the monsters. In current games this is good for tricks, for escaping, and for supporting other characters, but it’s never going to be an offensive powerhouse.

The Clan Scinnhíw Orrery Engine:

  • Sentience 8 (Int 20, Wis 14, Cha 14. Feats: Adept x2 (Half cost on Perform, Persuasion, Profession, Thievery, Appraise, Arcana, Engineering, and Heal),
  • Skill Points 56, Skills: Appraise +10 (Int, 2* SP), Arcana +10 (Int, 2* SP), Craft +10 (Int, 5 SP), Engineering +10 (Int, 2* SP), Heal +10 (Wis, 4* SP), Perform +10 (Cha, 4*), Persuasion +10 (Cha, 4* SP), Religion +10 (Int, 5 SP), Profession +10 (Wis, 4* SP), Scholar +10 (Int, 5 SP), Socialize +10 (Cha, 8 SP), Survival +10 (Int, 5 SP), Thievery +10 (Dex, 5* SP), +3 Specialty in the History of the Clan (1 SP).
  • Those bonded to it
    • Can use the basic spell scribing / sharing Heartstone effect IF 1) they are standard spellcasters and 2) have the Scribe Scroll Feat or equivalent.
    • May get it to “Take 10” on “aiding another” with it’s various skills.
    • Gain a +2 Competence Bonus to all Skills.
    • May manifest up to three Unseen Servants at any one time.
    • May use Cure Light Wounds (1d8+1) once per level per day.

While it could be enhanced with additional (and stronger) powers, that would be extremely expensive. For the most part, clans are content to simply allow their Orrery Engines to grow over time.

This one is very useful for traveling performers, but a few Unseen Servants and Cure Light Wounds a few times per day is not going to present a tremendous edge in adventuring.

Other Abilities (11 CP):

  • Create Relic, Specialized and Corrupted / Gnomish Pocket Watches Only (2 CP)
    • Gnomish “Pocket Watches” are 1 CP relics that can handle Innate Enchantment (along with a 1 CP immunity to the small amount of XP that would normally be required to activate enchantments cost 2500 GP or less), Reflex Training, and Shaping only.
  • Enthusiast, Specialized and Corrupted / the “floating” point may only be used for creating a Relic (1 CP).
  • Innate Enchantment 8 CP (Up to 7500 GP total value) plus Immunity to the XP cost of activating enchantments under 2500 GP (1 CP). In general, SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only (where applicable) or the cost of the item in question.
    • Personal Heroism. +2 Morale Bonus to Attacks, Saves, and Skill Checks (2000 GP)
    • Handy Haversack (2000 GP).
    • +2 Enhancement Bonus to Cha (1400 GP).
    • Healing Belt (750 GP): Includes +2 to Heal.
    • Boots of Landing (500 GP).
    • Everlasting Rations (350 GP, for 1 Medium Creature or 4 Small)
    • Ioun Torch (75 GP).
    • Pavilion (100 GP), with Table (5 GP), two Beds (with comfortable bedding, plenty of blankets, pillows, etc, 20 GP), Masterwork Cooking Gear / Assorted Pots (5 GP), Alchemists Lab (200 GP), Bathtub (10 GP), Small Stove (10 GP), 20 Bear Traps (60 GP), 2 Barrels (Water, 4 GP), Towels and Washcloths (1 GP). Normally set up as a quasi-real illusion and Camouflaged via Prestidigitation. (425 GP Total)
  • Mystic Artist (Imagery) (6 CP)
    • Inspiration: Emotion, Competence, Greatness, Excellence
    • Manipulation: (Skipped Fascinate), Hold Audience
    • Synergy: Block (Mostly used against heckling and such).
    • This is mostly used in stage productions; Granting Excellence to your major character actors and throwing in some illusions to provide special effects and to upgrade the scenery can turn a mediocre performance of an unfamiliar (but locally popular) play into a polished professional act. And THAT brings in audiences.
  • Reflex Training (Three actions per day variant), Specialized and Corrupted for Reduced Cost / only for defensive actions, only to avoid really major problems by evasion, leaves the user stuck with the equivalent of a Curse until he or she is treated (Heal DC 30), receives a healing spell of level 3+, or rests for a week (2 CP).

The Shadowed Moon Heart:

This trio of martial styles are based on Yin Qi or “Dark” C’hi, the descending arc of the Universal Energy that makes up the cosmos. In ascent, Yang – creating, blazing fury, in descent Yin, destroying yet sheltering in the mothering darkness. Splintered like light through a prism, universal energy becomes magic, psionics, and a myriad other forces. In balance there is life.

In the heart of the Shadowed Moon lie the arts of subtle destruction, the dance of Yin. In it’s companion styles, the arts of the Blazing Sun Corona, lie creation, life extension, and burning fire.

With Venom’d Blade (Int)

  • Focusing Dark C’hi through a blade is a difficult and unstable art. While it can greatly amplify the damage done if targeted with care, if an opponent is neither unaware or distracted enough for this, this art is far less effective.
  • Requires: Proficiency with Punch Dagger, Int 14+,
  • Basic Techniques: Attack 4, Strike, Synergy 3 (Acrobatics, Stealth, and Thievery)
  • Advanced and Master Techniques: Backstab (Double Damage, Corrupted for Increased (x3 damage) only when striking from behind against a foe who is unaware that the user is a threat), Sneak Attack x3
  • Occult Techniques: Inner Strength, Focused Blow, Touch Strike, Ki Focus.
  • Known Techniques (6):Attack 2, Synergy (Stealth), Backstab, Inner Strength, and Ki Focus.

And Silver Tongue (Cha)

  • The power of Dark C’hi is corrosive and terrible. When expressed through the voice, it grants that destroying power to words and social combat. Still, while this is dark, it is evil only if used that way. The rumors that undermine a tyrant are much the product of this discipline as the ones that drive some innocent to suicide.
  • Requires: Cha 14+,
  • Basic Techniques: Strike (Voice, Social Damage, 1d4+Cha Mod ranged touch), Synergy x3 (Deception, Persuasion, Socialize), Toughness 4 (versus Social Damage).
  • Advanced and Master Techniques: Mind Like Moon, Dragon Breathing Technique (Rite of Chi with +4 Bonus Uses, Corrupted for Increased Effect (Can be used to restore Inner Strength), Specialized for Reduced Cost / Only to restore inner strength), Whirlwind Attack (rumors attack groups), and Repartee (Social Combat Reflexes).
  • Occult Techniques: Inner Strength 2, Ki Focus, and Ki Block
  • Known Techniques (7): Strike, Synergy (Deception and Persuasion), Mind Like Moon, Dragon Breathing Technique, Inner Strength, and Ki Focus.
  • His possession of this style is why he was able to shrug off rumors and suspicion for decades.

We Walk In Darkness (Dex)

  • Anger. Fear. Aggression. Of the Dark C’hi are they. Easily they flow, quick to join you in a fight. For a million generations they have kept your line alive. Rationality has it’s place – but when you struggle to survive, let the elder Darkness guide you., whether in battle or escape.
  • Requires: Proficiency with Punch Dagger, Dex 14+,
  • Basic Techniques: Defenses 3, Attack 3, Synergy 2 (Athletics and Survival).
  • Advanced and Master Techniques: Breaking, Combat Reflexes, Improved Disarm, and Deflect Arrows.
  • Occult Techniques: Inner Strength 2, Vanishing, Light Foot.
  • Known Techniques (6): Attack 2, Defenses 2, Combat Reflexes, and Deflect Arrows.

Equipment Allowance: 900 GP. Light Encumbrance: 20 Lb. (Handy Haversack).

  • Mount: Combat-Trained Pony (45 GP), Saddle, Saddlebags, Tack, and Feedbag (15 GP). 1 Week’s Grain for Pony (3.5 SP, 35 Lb) (Normally fed from Ditty Bag).
  • Magic Items: Sleeves of Many Garments (200 GP).
  • Clothing: 2x Explorer’s Outfit (first outfit free) includes Boots, Hat, Scarf, Gloves, added Bandolier (for potions), Belt Pouch (12 GP, 2 Lb each, weight of worn clothing does not count against encumbrance).
  • Weapons: Punch Dagger, Sheathe, Cleaning Kit (3 GP, 1/2 Lb), Steam Pistol (1 1/2 Lb),
  • Masterwork Tools/Kits: Clockwork, Craft, Engineering, Heal, Thievery, and Perform (300 GP, 12 Lb).
  • Messkit (Aurora’s Whole Realms Catalogue. 8 GP, 1/4 Lb. Tinware, small pot, plate, 3 seasoning vials (Salt, pepper, herb of choice), silverware, normally one small collapsing cup, he’s added a couple more. Pg 137).
  • Rope Set (Aurora’s Whole Realms Catalogue. 40 GP, 4 Lb. 200 yards silk rope, two folding grapples, pack, and assorted spikes and pulleys. +10 bonus to Climb. Pg 17)
  • Writing Kit: A modest box containing a set of brushes/pens, sheets of paper, an inkstone, sticks of ink, charcoal sticks, two blank journals, a simple seal, and sealing wax. Suitable for the budding calligrapher, artist, scribe, author, or maker of scrolls. 2 Lb, 25 GP)
  • Magician’s Pouch: This modest bag contains various spell and ritual components, including packets of salt, beeswax, assorted colored chalks and small candles, origami paper, incense sticks and various common herbs, string, pen and ink, several pencil-sized “wands” (bone with lead bands, hawthorn, ebony with gold tips, elder, oak, magnetized steel, and mistletoe), a “scribing” tip (for the wands), 2 small knives (meteoric iron with oak handle, silver with rowan handle), silk cloths, 2 small bowls/bells/cups/incense burners/etc (silver and gold), a silver disc/mirror, tongs, wire, matches, a set of rune or “tarot” cards, a small key, some rings (Simple blank bands; 4 copper, 2 silver, 2 gold, and 2 iron), a small flute, embroidery thread, brass chime, holy symbol (Per user’s beliefs), some crystals, needles and thread, pins, and assorted vials (Holy and unholy water, assorted oils, alcohol, mercury, “fingerpaints”, a measuring cord, glue and healing herbs) in a padded roll. (60 GP, 3 Lbs.
    • An upgraded spell component pouch. Water-tight and somewhat resistant to fire, allows various applications of Spellcraft with +2 bonus and the performance of various bits of folk magic – charming warts, determining which of the village boys a village girl is most likely to marry, helping someone lose weight, making cattle less likely to stray, and so on).
  • Traveler’s Pouch: This light leather carrying bag contains a selection of items any traveler should have along – brush, comb, and razor, a little packet each of soap, sticking plaster or salve, wax, tacks and thread, needles, buttons, fishhooks and sinkers, string/fishline/twine, a match or “tindertwig” safe, small whetstone and file, a couple of small knives, a vial of insect “repellent”/ medication, a thin bag (Suitable for use as a pillow if stuffed with something yielding), and – where available – a compass. Usually found as a shoulderbag or mounted on a belt. 1 pound or less. About 12 GP if purchased (mostly due to the compass) – but most characters should be presumed to have this stuff. (Contents list and weight from “Woodcraft” by George W. Sears, circa 1880. Flint, steel, and tinder, should be substituted for matches if such items are not available in the setting).
  • Consumables: 10 Days Trail Rations (2.5 Lb, 10 GP), Incense Sticks (-), Pot of Glue (-), 10 Iron Spikes (1/2 GP, 5 Lb), 1 Square Yard of heavy leather (3 GP, for repairs, tie strips, etc. 2 Lb), 10 Flasks of Oil (1 GP, 10 Lb), Canteen (2 GP, 5 Lb with Water), 4 Lb Coffee (1 GP), 4 Lb Sugar (1 GP), Tea 2.5 Lb (1 GP).
  • Miscellany: Light Canvas Tarp (10 sq yards, 1 GP, 5 Lb), Crowbar (2 GP, 2.5 Lb), Grooming kit (1 GP, 1 Lb), Bullseye Lantern (12 GP, 3 Lbs), Violin (5 GP, 1.5 Lb), 2x Spell Compoent Pouches (10 GP). Bedroll, 2x Blankets, Pillow, Ground cloth (1 GP, 2 Lb), Towel (-, 1 Lb), Vials of Honing, Citronella, and Garlic Oil (6 GP), Small Steel Mirror (10 GP, 1/2 Lb).
  • Remaining Cash: 110 GP.
  • Total Weight: ~ 112 Lb.

Hræfngaldreis an excellent trickster, and has a wide variety of convenience powers – but he’s always going to be a hedge wizard, rather than an epic hero. Further development? Well, finishing off his “Illusionist Powers” won’t be that hard – although he’ll want more Power every few levels – and otherwise he’ll probably look a lot like a classical rogue; for him, confusion, illusion, and sneak attack is the way to go. He’s also a good example of a limited thematic spellcaster and of an “everyman” hero.  

Eclipse d20 – Kartikeya, Level Six Vedic Warrior

Today it’s a sample character that I helped set up for (someone else’s) Eclipse game set in the Forgotten Realms – however it was apparently set around a Nexus of Reality in the High Forest, and so allowed characters to wander in from all kinds of places. In this case, we have a Spearman from the battles of the Rig Veda with a fair number of oddities because – after all – it’s rather expected that anyone running an Eclipse-based game will customize things a bit. I’ve rummaged him out to help with some recent questions about how Presence can be used, since he makes extensive (or near-abusive) use of it. 

Kartikeya

  • Level Six Vedic Master Of The Divine Spear.
  • Male, Age 17, Black Hair, Green Eyes, Swarthy Skin, 5’9, 115 Lb, Patron Deity: Agni.

Species Template: Homo Sapiens Sapiens: Tribal Endurance Hunter, Projectile Predator (31 CP / +0 ECL):

  • Bonus Feat (6 CP): Humans get their usual bonus feat at level zero.
  • Fast Learner, Specialized for reduced cost/skills only (3 CP): | Humans get (Level + 3) bonus skill points.
  • Tribalism (6 CP): +2 Morale Bonus to Attacks, Damage, Saves, and Checks when defending members of their immediate tribe or family – or such close personal friends as the game master feels qualify. They will qualify for this bonus while hunting down and fighting a monster that’s been attacking their village or kin, but not when simply looting or generally protecting civilization or some such.
  • Projectile Predator (3 CP): +1 Racial Bonus to attacks with projectile weapons.
  • Heat Tolerance (6 CP): +4 Racial Bonus on saving throws to resist the effects of fatigue, heat exhaustion, and similar difficulties.
  • Enduring Traveler (4 CP): +20′ ground movement only for use in calculating long-distance travel ranges.
  • Heritage (3 CP plus one Disadvantage): Their choice of a six CP benefit derived from their family background.

Available Character Points: 168 (L6 Base) + 10 (Disadvantages: History, Obligations, Hunted by Asuras (evil spirits)) + 30 (Racial, L1, L2, L4, L6 Bonus Feats) +12 (Duties to his Patron Gods) = 220 CP.

Basic Attributes: Str 14 (+2 Level +4 (First Vedic Yoga – Mantra, hereafter VY) = 20), Dex 14 (+4 VY +6 Enh = 24), Con 14 (+2 Wealth +4 VY +6 Enh = 26) , Int 14 (+4 Enh = 18), Wis 12, Cha 12.

Basic Purchases (132 CP):

  • Base Attack Bonus: +6 (36 CP)
  • Hit Points: 48 (L1-6d8, 24 CP) ) +16 (4d4, VY / Biotech) +12 (2d6 Immortal Vigor) +156 (12 x (Str Mod + Con Mod)) +1 (Wealth) = 233 HP (DR 3/- due to Armor)
    • Advanced Improved Augmented Bonus: Add (Str Mod) to (Con Mod) for HP calculations. Specialized and Corrupted/only the first six hit dice. (6 CP).
    • Reflex Training with +4 Bonus Uses, Specialized in Defensive Actions (such as dodging an attack) (6 CP).
  • Saving Throws:
    • Fortitude +3 (Purchased, 9 CP) +8 (Con) +2 (Mor) = +13.
    • Reflex +3 (Purchased, 9 CP) +7 (Dex) +2 (Mor) = +12.
    • Will +3 (Purchased, 9 CP) +1 (Wis) +2 (Mor) = +6.
      • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Proficiencies: All Simple Weapons (3 CP), Light Armor with Smooth (6 CP).
  • Skill Points: +0 (0 CP) +36 (Fast Learners) +36 (Int) +2 (Wealth) = 74 SP
    • Adept: Half cost for Acrobatics, Athletics, Perception, & Martial Arts (6 CP).
    • Adept: Half cost for Background, Stealth, Survival, and Thievery (6 CP).
    • Upgrade Human Fast Learner to Double Effect (3 CP).
    • Fast Learner, Specialized in Skills for Double Effect (+8 SP at L1, +2 SP per Additional Level) (6 CP).
    • Access to Occult Skill: First Vedic Yoga – Mantra (Biotech) at Base Cost (Party Template, 0 CP).
  • Armor Class: 10 (Base) +14 (+9 Full Plate +3 Enh +2 Wealth) +4 (Shield) +7 (Dex) +3 (Natural) = 38
  • Initiative: +7 (Dex) +5 (Nerveskitter) +3 (VY) = +15
    Movement: 30′ +30 Enh = 60.

Favored Attacks:

  • Spear (Melee): +21/+21/+16 (+6 BAB +4 (BAB Comp) +5 (Str), +2 Mor, +2 Enh +2 Wealth), 2d10 +1d6 (electrical) +10 (+5 Str +3 Enh +2 Wealth), Crit 20/x3 +2d10 electrical. Considered Adamant, 25′ Reach, +2 in Special Abilities. 8 Attacks of Opportunity, 2d6 Sneak Attack.
  • Spear (Thrown): +23/+23/+18 (+6 BAB +4 (BAB Comp) +7 (Dex), +2 Mor, +1 PP +1 Enh +2 Wealth), 2d10+8 (+5 Str +1 Enh +2 Wealth), 20′ Range Increment, Crit 20/x3. Considered Adamant, +1 in Special Abilities, 2d6 Sneak Attack
  • “Unarmed” (Light Mace): +18/+18/+13 (+6 BAB +5 Str +2 Wealth +2 Mor, +2 MA +1 Enh), 1d10+8 (+5 Str +2 Wealth +1 Enh), Crit 20/x2, Ghost Touch, Considered Adamant, Considered Armed, 8 AoO. Can inflict various (slashing, blunt, nonlethal, piercing) damage types at will.

Bloodrune Spear Style: All items in this list are Specialized and Corrupted / only one-fourth (Three) of them can be used at any one time, thus each costs 2 CP. Where relevant save DC’s are (13 + Con Mod) = 21 (24 CP).

Several of these styles are built around Presence, Specialized and Corrupted for Triple Effect (a third level spell effect) / only takes effect once per round, only affects a single opponent who was just hit by one of the user’s melee attacks, only one such effect can apply with any one effect, although the user may choose which one (if any) if more than one is possible (6 CP). This is a bit cheesy – but it will mean that a fighter using these tricks will be as effective as a mid-range spellcaster. That’s probably a good thing.

  • Blades Of Blood: Presence/all enemies within 10′ are attacked by Persistent Blades (and so are automatically flanked. As a L1 spell effect, this has no special requirements),
  • Bloodstrike: +2d6 Sneak Attack.
  • Bloodsong: Awareness. The user cannot be caught flat-footed
    • Bloodsong Symphony: The user cannot be flanked (requires that Bloodsong Awareness be in use).
  • Beasts of Blood (Presence, as above): Summons a Dire Wolf to fight for you (As per Summon Nature’s Ally in general, Caster Level = Your Level) when you wound an opponent. If you happen to be fighting an undead creature the wolf will look either starving or skeletal, and if you happen to be fighting a construct it will seem to be made of metal, stone, or whatever, but the difference is only cosmetic. This is a great way to keep crowds back and to flank opponents though.
  • Drink The Heartblood (Presence, as above): Vampiric Touch upon the creature struck.
  • Baleful Bloods Call (Presence, as above): Attempt to inflict Bestow Curse on the creature struck (most commonly in the form of a disabling wound)
  • Blood Poisoning (Presence, as above): Attempt to inflict a Poison spell on the creature struck.
  • Blood Infusion Stance (Presence, Specialized and Corrupted (applies to the user only, only while free to move to use martial stances) for Increased Effect / Two unrelated L1 effects that apply to the user only. His Armor is affected by Chitin Mail (Lighter, fewer penalties, no movement penalty. On this blog) and his Weapons do damage as if they were one size category larger.
    • Note that this – thanks to the character having developed both Chitin Mail and a Spear Boosting effect as innate enchantments – is now mostly redundant. He will probably wish to retrain this maneuver at some point.
  • Invigoration Of The Blood: Presence (as with Blood Infusion: Two unrelated L1 effects that apply to the user only. Floating Disk (the user may run a few feet above the ground – or above water – and Resurgence (the user gets a second chance on a saving throw once per round).
  • Vigorous Flowing Blood: Opportunist / Each time the user makes an attack he or she may take a 5′ Step, Note that this applies to Attacks of Opportunity as well.
  • Rage Of Blood (Presence, Specialized and Corrupted for Increased Effect; Applies the L3 Awesome Wrath (The Practical Enchanter) spell to the user: +4 Morale Bonus to Str and Con, +2 Morale Bonus to Will Saves).

This is basically one of the Eclipse methods of building freeform Magical Martial Styles, similar to those found in the Tome Of Battle. If you’re going for reasonably high-end combatants, taking some of these is probably a good idea.

Skills (All +4 Competence,+2 Morale, add +2 Masterwork Tools whenever relevant)

  • Acrobatics: +9 (4* SP) +7 (Dex) = +22 (Tumble +25)
  • Arcana: +1 (1 SP) +4 (Int) = +11 (+14 on Stances).
  • Athletics:+9 (4* SP) +5 (Str) = +20 (Jump +32 from Move).
  • Background: +9 (4* SP) +4 (Int) = +19
    • Perform (Dance), Weaponsmith, Armorsmith, Mason, Teacher
  • Deception: +1 (1 SP) +1 (Cha) = +8
  • Endurance:+9(9SP) +8 (Con) = +23
  • Handle Animal: +1 (1 SP) +1 (Wis) = +8
  • Insight : +1 (1 SP) +1 (Wis) +2 (We) = +10
  • Linguistics: +1 (1 SP) +4 (Int) = +11
    • Chondathan (“Common”), Chessentic, Akalaic, Illuskan, Draconic, Jotun
  • MA/Kalarivel (Vedic Spear): +9 (4* SP) +7 (Dex) = +20 (No Morale)
    • Strike, Power III, Sneak Attack II, Reach II, Inner Strength. Wrath (Cold).
  • MA/Malla-Yuddha (“Unarmed” Combat): +9 (4* SP) +7 (Dex) = +20 (No Morale)
    • Attack II, Power II, Versatility, Battlecry (Will DC 18), Breaking, Mind Like Moon, Inner Strength, Ki Block.
  • MA/Hatha Yoga (Purifying Meditations): +9 (4* SP) +8 (Con) = +21 (No Morale)
    • Strike, Toughness IV, Instant Stand, Mind Like Moon, Inner Strength x2, Healing Hand, and Light Foot.
  • Perception: +9 (4* SP) +1 (Wis) = +16 (Spot +19)
  • Persuasion: +1 (1 SP) +1 (Cha) +2 (We) = +10
  • Religion: +1 (1 SP) +1 (Wis) +8 (+11 Patron Pantheon)
  • Scholar: +1 (1 SP) +4 (Int) = +11
  • First Vedic Yoga – Mantra +9 (9 SP) +6 (Con, excluding it’s own modifier) (No Morale) = +19
  • AKA Occult Skill/Biotech. +4d4 HP (3), +4 Str (3), +4 Con (3), +4 Dex (3), Immunity (Negative Energy, 3), +3 Initiative (3), Extended Lifespan (1).
  • Stealth: +9 (4* SP) +7 (Dex) = +22
  • Survival: +9 (4* SP) +1 (Wis) = +16
  • Thievery: +9 (4* SP) +7 (Dex) = +14
  • Use Device: +3 (3 SP) +1 (Cha) = +10

*Adept, Half Cost
+3 Skill Specialties: Stances, Patron Pantheon, Spot, Tumble (4 SP).
Specific Knowledges (0 SP):

This character is using a condensed skill list, and – as such – is a fair skill monkey. I have seen a few characters using an Immunity to use a condensed skill list in games that normally use the basic skill list. That’s worthwhile for any skill monkey if the game master lets you get away with it. 

Innate Enchantments (26 CP):

Innate Enchantment, Specialized for Increased Effect / no eternally-directed effects, requires an hour of meditation and practice each day to operate, runic tattoos give the effects away to knowledgeable observers (Arcana DC 20). Up to 11,500 GP Value (6 CP). In general, Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only (Where applicable).

  • Martial Mastery (Spear): +4 Comp. Bonus to BAB for Spears (1400 GP).
  • Fast Healing I: Heals 20 points/HD/day at 1 HP/Turn (1400 GP).
  • Immortal Vigor I: +2d6 bonus HD (12 HP plus Con bonus x2) (1400 GP).
  • Sustenance: 1/4’th need to eat, sleep, drink and breathe (1400 GP).
  • Nerveskitter: +5 bonus on Initiative Checks (1400 GP).
  • Personal Haste (The Practical Enchanter), +30′ Enhancement Bonus to Movement Modes, +1 attack at highest BAB when making a Full Attack (2000 GP).
  • Chitin Mail (This blog): User’s armor is treated as being one category lighter. The maximum dexterity bonus increases by two, the armor check penalty is reduced by two, arcane spell failure goes down by 15% (to a minimum of 5%), and the speed penalty is eliminated (2000 GP).
    • Due to Wealth and Chitin Mail all Armor -2 weight categories (to Light).
    • Due to Smooth Modifier Light Armor has no penalties.
  • The Blessing Of The Wanderer (97 GP worth of mundane “equipment” as natural abilities).
    • Cold and Hot Weather Outfits with Poncho and Boots (17 GP). Wanderers are very tolerant of bad weather and never need shoes.
    • Cooking Kit (3 CP): Wanderers can cook anywhere as if they had suitable tools.
    • Cot and Nice Bedroll (2 GP): Wanderers can sleep comfortably almost anywhere.
    • Folding Chair and Table (5 CP): Wanderers always seem to be able to find a comfortable place to sit and a good place to set a plate and glass.
    • Gauntlets/Brass Knuckles/Light Maces (15 GP): Any pair of gloves a Wanderer wears acts as if they were weapons of any of the types listed. That still isn’t much in the way of a weapon, but a wanderer is never helpless. These will work with unarmed martial arts styles though.
    • General Artisans Tools (15 GP). Wanderers can perform basic craftswork with nothing but a handful of twigs and stones.
    • Leather Armor (10 GP): +2 Armor Bonus. Should a wanderer choose to use this ability, their tough and weathered hide counts as Leather Armor.
    • Sling (-). Wanderers can throw rocks as if using a sling.
    • Thieves Tools (30 GP); Wanderers are incredibly resourceful, and can improvise the tools they need. .
  • Leaves 403 GP unallocated.

Double Enthusiast, Specialized and Corrupted for Increased Effect / Points are only usable for Innate Enchantments (+6 Floating CP/12,000 GP, 6 CP)

    • Master’s Touch: Grants proficiency in any armor worn (x.5 modifier on base price, 1000 GP).
    • Force Shield I: +4 Shield Bonus, immune to Magic Missiles (1400 GP).
    • Personal Heroism: (+2 Morale Bonus to Attacks, Saves, and Checks (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP).
    • Remove Fear (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP).
    • Benign Transposition (See Below), (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP).
      • Summon Monster 0 with one level of Increased Range, Coupled with Benign Transposition, Creature only exists to provide an exchange point within medium range for Benign Transposition (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.5 restrictions as noted = 1000 GP).
    • Lesser Restoration, 1/Day/Level, x.5 only to restore Martial Arts Inner Strength (1d4/Level/Day) (1000 GP).
    • Feather Fall: you are immune to falling damage (1400 GP).
  • Immunity to XP cost for L0 and L1 innate enchantments (1 CP).
  • Immunity to dispelling and antimagic for innate enchantments (9 CP).
  • Reflex Training with +4 Bonus Uses, Specialized and Corrupted / only to use Benign Transposition.7/Day when needed, if at a maximum of once per round (4 CP).

Mantles and Other Abilities (38 CP):

“Mantles” are Presence effects, generally Specialized and Corrupted for Increased Effect / has no social effects, applies to the user only, shows obvious signs of their effects to the mystically aware (Arcana or Spellcraft DC 20 to get a good idea of what the powers are). This generally means one L3 effect, a pair of L2 effects, or up to three L1 effects. They cost 6 CP Each.

And yes, this is cheese. If it wasn’t for the fact that the character was in a group with a grossly over-optimized mage, an ubercharger using a Minotaur Greathammer, and a dragon, the game master would have been well advised to ask some pointed questions. On the other hand, in a group like that… allowing the spearman a nice big slice of cheese to become a Vedic Warrior seemed pretty reasonable. Moreover, most of these are “I fight good!” – much less disruptive than, say, flight and invisibility. 

  • Of the Chaturanga:
    • Greater Invocation of Eldritch Weapon. This makes any Spear the user wields either +1 with a +1 special ability, +2, or – if already magic – adds a +2 special ability (6 CP).
  • Of the Gaulmika:
    • Blood of the Ferret (Bite of the Wererat): +6 Dex, +2 Con, +3 Natural Armor, all Enhancement. No physical changes.
    • Spear Mastery: The user’s spears act as if one size category larger and gain +5′ Natural Reach.
  • Of the Gajadhyaksha:
    • Enhance Attribute / +6 Enhancement Bonus to Con. (6 CP)
  • Of the Digvijaya:
    • Enhance Attribute: +4 Enhancement to Int
    • Skill Mastery (General): +4 Competence Bonus to All Skills (6 CP)

Other Abilities:

  • Lunge (6 CP). Specialized in Shortspears for Double Effect (+10′ Reach).
  • Reflex Training (Combat Reflexes Variant, 8 AoO) (6 CP).
  • Rite of Chi, Specialized and Corrupted / only to restore Martial Arts Inner Strength (2 CP)

Magical Items:

This stuff is a bit pricey for level six – but apparently it was loot. It’s probably not really worth it – the same amount of cash could buy a lot of useful stuff (such as the ever-popular Healing Belt) and, as an Eclipse character, Kartikeya has plenty of tricks already – but the player apparently wanted to keep it.

  • Armor Of The Brazen Tower: +3 Adamant (DR 4/-) Full Plate.
  • Spear of the Ancients: +2 Shocking Burst Spear (1d8 base, +1d6 Electrical, Critical: 20/x3 plus 2d10 electrical damage on a critical hit. Five charges/day:
    • 2 Charges – Part of the Attack Action – Add 3d6 Electrical Damage for 1 round
    • 3 Charges – Part of the Attack Action – 10′ burst of 3d6 Electrical Damage
    • 5 Charges – Standard Action – Lightning Bolt 6d6 damage, save DC 16

Charms:

  • Astrolable: +5 on relevant checks.
  • Amulet of the Stallion: Enhances male potency.
  • Bracers of Force: Minor fields that keep off the rain and such
  • Dust of Illusion: Creates very minor illusions.
  • Elfin Rope: 150′ of very good rope.
  • Resounding Horn: Can be heard at great distances.
  • Shadow Vellum: Allows instant forgery.

Talismans:

  • Tulthara (Shortspear): Whenever the user needs one, a shortspear will appear in his or her hand. These are considered magic and will vanish shortly after being released. The given combat statistics are assuming that he throws these, not the Spear of the Ancients.
  • Helm Of War: 7 Charges, regain 1/Week. Spend one (not an action) to prevent extra damage from a critical hit, sneak attack, or similar event.
  • Rune Weapon (Gloves). +1 Ghost Touch.

Party Template: Guardians of The Nexus Of Reality

Party Disadvantages:

  • Hunted: The forces of Nidhogg the Devourer, the Beast which brings Oblivion. In its quest to destroy the cosmos, Nidhogg finds the various Guardians of the equally-various Nexi of Reality, a dreadful pain – and so it tends to try and send trouble (whether it’s own horrifically twisted creatures or easily-manipulated groups such as the Zerg) against them.
  • Obligations: While the Guardians may be entangled in cosmic affairs, they remain people – and as such are bound to the common folk of the nexus as well as to the defense of the Nexus of Realities.
  • Accursed: Like it or not, the great powers often meddle with the Guardians. They get shifted through time, charged with dealing with ancient curses, visited by gods, and otherwise harassed – rather like the classical heroes of greek mythology.

Template Effects:

  • The Guardians are deeply bonded with the Nexus Of Reality. No matter how lost they may become amidst the myriad planes of reality – or even the planes of the afterlife – should they wish it, they will always find their way back to the nexus eventually. (Returning, Specialized and Corrupted for Reduced Cost / may take months or years at the option of the game master, 2 CP).
  • The Guardians are the allies of the Fey of the High Forest, and enjoy the right of Free Passage through it’s depths. Within the forest they will not be randomly attacked by wild beasts, be delayed by faerie rings and similar distortions of time and space, and will always find food, water, and pleasant places to camp. This does not, however (at least as yet) extend to being allowed to freely transverse the Straight Ways of the Fey – although they may be led upon them on occasion (Minor Privilege / Hospitality of the High Forest, Corrupted for Reduced Cost / Does not include access to the fey paths 2 CP).
  • The Guardians stand at the balance-point of Aebir-Toril and its myriad timelines. As such, they may shift the balance of the world and open the hidden ways (1d6 Mana with Reality Editing / Specialized and Corrupted for Reduced Cost / Only for Reality Editing, Users have no conscious control of the process, only to affect what worlds currently connect through the High Forest and what emerges from them. Thus, if the Heroes gossip and speculate about – say – entering a mystical tournament, or encountering the Tomb of the Sleeping King, or going hunting for Pokemon… such a thing is quite likely to happen. (Thus giving the GM an excuse for indulging player speculation a bit. 2 CP).
  • All the myriad lines of time pass through the nexus of reality as well, and so the Guardians are constants, braced against changes in those timelines. Thus, if they visit the distant past, and save hundreds from the ancient Fall of Netheril – they will remain unchanged, as will those near the nexus, although Aebir-Toril beyond the High Forest may well show some subtle changes, historical notes, and a slightly revised history. Similarly, their origins may lie in either the possible pasts or futures of Aebir-Toril without difficulty (Infusion / Temporal Energies, Specialized and Corrupted / only to gain immunity to Paradoxical Effects and Historical Revisions (2 CP).
  • The Guardians are attuned to the High Forest, and to the whispering voices of the Fey that shape it. They thus gain a Specific Knowledge (The Hidden Places and Wonders of the High Forest, 1 CP).
  • The Guardians stand at the Nexus of Reality, and so can draw on the exotic talents of distant realms – each finding their own unique secret of the cosmos. They gain access to any one GM-allowed Occult Skill (3 CP) at normal cost (+3 CP).

Wealth Bonuses:

The Wealth Templates from The Practical Enchanter apparently wouldn’t normally apply to this game – but the optimized mage apparently purchased access to one, then boosted it up to near the maximum, and used the ability to support others at a slightly lesser wealth level to hand out wealth bonuses all around. This is another bit of cheese, but since it was another characters cheese…

  • Armor and Shields are treated as one category lighter for movement and special ability purposes, have their armor check penalties reduced by two (zero minimum), and gain +2 bonuses.
    • In combination with the Chitin Mail effect and buying the “Smooth” modifier for light armor, this means that even heavy armor is treated as light armor and causes no penalties whatsoever.
  • The use of seven Charms and three Talismans (The minor items from The Practical Enchanter)
  • Mounts, pets, and familiars gain special bonuses if and when you get some. (I think this was a big part of what the mage was after; giving several companion creatures massive boosts apparently gave him a lot of guardians to hide behind).
  • +2 to Persuasion and Insight.
  • Is considered to be using masterwork tools and references wherever this is relevant.
  • Get +2 SP and +1 HP at this level and per each succeeding level while this wealth template applies. (This is permanent even if he loses the other benefits since it’s considered to be a training effect).
  • Get +2 to any single attribute of their choice.
  • Weapons get a +2 bonus and may be considered Adamant, Silver, or of other non-planar special materials.
  • Need not worry about minor expenses and basic supplies.

If it matters, these are “Wealth” bonuses, and will stack with pretty much everything.

Heritage – Feybrew

In an attempt to keep his Grandfather’s drinking under control Kartikeya learned to brew supernaturally powerful drinks from strange and marvelous components, for when his Grandfather demanded distilled visions of the outer planes, or hallucinogenic soma, or something similar.

  • Create Artifact: Specialized and Corrupted for Reduced Cost / only to create various sorts of potions, inks, and lotions. albeit usually in multi-dose flasks, always produces (2d6) doses at random (2 CP). Note that this is not limited to spell-potions. If you want to brew an “Elixir of Frost” to stop fires, create walls of ice, and so on, you are free to do so.
  • Immunity/Any need for a potions lab to brew his exotic formulas (Uncommon, Minor, Trivial, 1 CP).
  • Specific Knowledge: Exotic “Potion” formulas (1 CP)
  • Major Privilege, Specialized and Corrupted / Unless actively prevented the user will always be able to find enough ingredients to keep (Int Mod) moderately-potent concoctions ready to go, but the GM gets the final say as to what you have the ingredients to keep ready each month. It is presumed that concoctions derived from this privilege get used up during downtime if not used up during the month.
  • The Associated Drawback is Obligations (Every so often the Fey, who taught you this art, will ask that you locate a few ingredients and brew something for them – although there is rarely any rush).

This is essentially first edition potion-making – back when you might need giant octopus ink, basilisk ichor, rare herbs, and the quill of a cockatrice to scribe a scroll of Protection from Petrification or a sliver from a Unicorn’s shed horn to brew healing potions. It does not, however, cost experience points or require spells. The exotic ingredients and a little time is all that the user requires.

Kartikeya is a quasi-divine hero of the mythic age – a wielder of several supernatural martial arts, enduring enough to fight for days on end, and capable of holding off a small army of normal soldiers. He probably carries some divine blood (hence his being hunted by evil spirits), will be sent on quests by the gods, and should be able to keep up with most other reasonably well-optimized characters – which isn’t easy for a fighter type.

Occult Skills of Modun – Eclipse d20

And for today it’s a selection of Occult Skills from Modun – where such things are almost as common as actual spellcasting. As usual, characters can use the “Occult Skill” ability to take them elsewhere, but may find those that rely on local conditions aren’t a lot of use. It’s all very well to know about the marvelous things that can be done with Stygium – or, for that matter, “Element Zero” – but if there isn’t any to be found in the local setting that knowledge probably won’t do you much good. As for Modun itself…

No one knows the true form of the Puppeteers. Given that – even in the first age, when the greater magics were available and gods still answered – no one ever found and passed on that secret it may well be one of those things that damages mortal minds or is inherently unknowable, or cannot be understood in three dimensions, or draws the attention of eldritch horrors, or some such thing.

Their Marionettes or “Dolls” – spirit-possessed articulated ceramic constructs (suspected to incorporate the ground bones of intelligent beings) with psionic abilities – are much better known. They aren’t necessarily humanoid, but they are almost always small or medium sized, often possess built-in weapons, and – in the case of infiltrators and spies – often disguise themselves with psychoactive skins.

There aren’t many records from before the first Doll Invasion, but what there is tells of an primarily or entirely elven civilization, spread across Modun. There were disturbances of course – monsters, disasters, things from outside, quarreling gods, and possibly even colonies of other races – but for the most part it was a peaceful time.

The first Doll Invasion wrought havoc across the world. It was repelled in the end, but whatever was used to do it did catastrophic damage to the structure of the planes around Modun and to the laws of both Magic and Psionics. Whatever that was, even the folks who lived through it cannot remember it clearly.

  • The Gods are said to send dreams and messages on occasion, but they no longer empower their worshipers. Divine Magic – and most high-end healing – no longer exists. Undead, as well as positive and negative channeling (albeit with some limits) do, and – sadly – are harder to stop without high-end divine magic about.
  • Effects of levels 1-3 work well enough. Those of levels 4-6 must be supported by both skill and mana – one point for each level beyond three – to “fill in the cracks” in their magical structure, and cannot be augmented further by mana or other effects. Effects of level 7 and up are simply beyond salvage, regardless of the would-be users skill and power.
  • The maze of fractured dimensions around Modun blocks magic meant to access other dimensions. Temporary constructs based on local patterns or built of elemental energy may be “summoned” (and occasional beings from outside reach Modun through the maze), but you can’t actually summon monsters, readily jump to other planes, resurrect long departed spirits, or teleport even if the effect you’re using can be gotten to work in the first place.
  • Modun became something of a trap. While occasional planar travelers arrived, few could find ways to depart – and so occasional powerful entities were dumped on it, various groups found themselves becoming involuntary colonists, and a variety of dangerously invasive creatures had to be dealt with instead of being banished. Many races may have arrived during this period, although some may have simply been less prominent earlier. The records are too fragmentary for anyone to know.
  • The elves and several other magic-sensitive races – exposed to various regions distinctive wild magic – split into numerous subraces.
  • It is not uncommon for the spirits of the dead to hang around until someone shows them how to get out through the dimensional labyrinth that surrounds Modun. Most cities and towns have a ritual celebration set up for that purpose every three to six months, although it is not uncommon for spirits to hang around for a few years or decades to say goodbye or to do what little they can to look after their families or to pass on knowledge that they value and fear will be forgotten.

The Second Doll Invasion mostly used humans – from a variety of realms – as proxy troops. Evidently whatever route they found to get in wasn’t large or stable enough to get large numbers of troops out again. The people of Modun managed to break the humans free of Doll control and – in company with their new allies – ran the Dolls off again, although it is likely that some hid if they could not find a way out.

Today, humans are becoming the most populous species, if not necessarily the most dominant – and while it still isn’t clear what the Puppeteers WANT, it is pretty commonly accepted that – sooner or later – Modun will face a third Doll Invasion.

Magic, however, always finds a way to express itself. The scattered shards of it’s structure have birthed a remarkable number of exotic skills that tap into it – allowing many of Modun’s folk fairly easy access to what would be Occult Skills elsewhere. Of course, none of them can be used unskilled and many might be weaker elsewhere, where less random magic is about.

Nevertheless, a great deal of Modun’s magic / psionics is derived from exotic skills, rather than from active spellcasting or the use of powers. They aren’t terribly consistent either; just as some types of magic are more useful, versatile, and powerful than others, so are some of the skills.

Akhasic Correspondent (Cha): This bizarre skill makes the user a wandering reporter for the Akhasic Halls, wherein are stored the lore of the minds of the world. What makes this different from any other broad-based “bardic lore” skill is that it also allows the user to “publish” to the world at large, causing his or her tales to become known to all and sundry, although this is limited by the level of the skill (making a tale known to the entire world has an extremely high DC). Finally the user may go on “deep dives”, seeking out ancient formula, and secrets, and more – although this risks disturbing or attracting the attention of ancient spirits and entities linked to that lore. Searching out the True Name of some terrible entity is not a safe activity… Unfortunately, the price of this power is being the voice of exposition, a deliverer of unwelcome news or prophecies to the powerful, and receiving occasional “assignments” to report on something obscure.

Astrology (Wis) is akin to divination or crystal-gazing rather than mathematics. It allows the user to sense the currents of destiny flowing from the future into the past, to “ride” and “channel” them to some extent, and to garner hints of major future events. This is reasonably common across Modun.

  • Active fate manipulation allows the user to slightly twist his or her personal fate. The user gains a number of “Fate Points” equal to his or her skill bonus after spending a day studying the currents of fate and may spend them as per Action Hero (Heroism Option). Of course, as he or she tweaks fate in this way, the future will eventually become too blurred to read and will have to be studied again.
  • Looking at an individuals fate requires several hours and allows the user to try and garner information about a creature from afar with a base DC of 5 (Known name, time, and place of birth), 10 (short one item), 20 (short two), and 40 (short all three) – gaining one useful piece of information on a success and one more for every five points by which he or she exceeds the DC.
  • Catching glimpses of future events requires some hours of work. The DC depends on the scale of the event, how likely it is to come to pass, how far in the future it is, and how much interference is being run by other powers. Each five points by which the user exceeds the DC will provide one more bit of useful information.
  • Anyone with even a single rank in Astrology will always know when the sun will rise and set, as well as planetary motions, and similar – a consequence of the short (by planetary standards) timescale and effective inevitability of such events – as well as the lack of interference. It is generally assumed that it is this effect which provided the name.

Briar Prince Of A Thousand Enemies (Cha): The story has been told a thousand times; there are factions, intrigues, and complex plots lying in wait, mysteries to decipher, innocents to rescue, and groups to aid. There is wealth, status, and influence to be had… and the player characters roll into town, buy a few items, and set the place on fire on the way out. A character with the Briar Prince skill may be a member of some widespread secret organization, be easily recognized by city spirits, or may have passed through before – but they have connections, are owed favors, and have local contacts. They also have local enemies, are the topic of various rumors and stories, and may have obligations or owe favors. Upon arrival in a settlement the user may, in consultation with the game master, “spend” a number of CP equal to his or her Briar Prince bonus on Contacts, Favors, Guises, Privileges, Reputation, Specific Knowledges, and even Favored Foe/Enemy abilities relevant to the locality – but every six points worth of benefits will come with a locally-relevant Disadvantage determined by the game master. The skill can be rolled when specific local details are needed to make a particular role work.

Clockwork Engineering (Int): This occult art allows it’s practitioners to construct “Steampunk” devices, receiving a number of points equal to their skill total to invest in various devices – making things that really shouldn’t work practical Unfortunately, the chaotic nature of Modun’s fractured magic makes things a bit unpredictable at times – and the more points invested in a device, the more materials it will require and the larger it will turn out to be. This is most common amongst the Gnomes.

  • Sample Devices: Steam Wheel Bicycle (fast but prone to crashes, 4 Pts), Steam Pistol (3-5 Pts, Light / Heavy), Piston Staff (2-3, Str 20/24), Sleeve Grapnel Launcher/Rewinder (50′ Range, 3 Pts), Steam Launcher (As per Launch Bolt, 12 shots, 2 Pts), Jetpack (8 Pts), Explosive Launch Boots (2 Pts, very hazardous), Zeppelin (24), Optics Helmet (Magnification/Telescopic, +4, 2 Pts), Blowtorch (1 Pt), Pocket Watch (1 Pt), Astrolabe (2 Pts), Orrery (3 Pts), Helm of Underwater Action (6 Pts), Steam Cart (4 Pts).
  • It can also be rolled in an opposed skill check to try and figure out what someone else’s Clockwork Device is supposed to do (or to sabotage a Clockwork Device), to try and repair damaged Clockwork Devices, and – for some reason – to tune musical instruments and work on mundane clocks.
  • Building a characters personal supply of Clockwork Devices generally requires a day of work in a reasonable workspace, with tools, and sufficient raw materials. Note that these are personal; they will stop working once the character invests their Clockwork Engineering “points” in something else – and sometimes if the user isn’t around to tend to them for too long.
  • Clockwork Engineers can work in groups of three or seven to undertake major projects – whether that is three minor engineers who are cooperating on an engine for a riverboat or seven high-level geniuses throwing hundreds of points into building a starfaring clockwork battleship to fight off a spelljammer invasion.

Cool (Cha): Some folk just don’t get flustered. They always look good, they are confident, they pay little attention to anyone else’s opinions or expectations, they always have a laconic or ironic comment ready, they are invited everywhere, they live the good life, and they have various hangers-on. They have style on the level of a supernatural attribute. They have one of the most coveted attributes known to the teenagers of the multiverse. They are COOL.

  • Style: Roll to make sure that – no matter if you are covered in mud, or recently tarred and feathered – you make it look good on you, although the DC goes up as that gets more absurd. Looking like a rugged and handsome fellow who’s clothing was obviously meant to look that way after a days adventuring is about DC 15. Are you gravely wounded and covered in slime? DC 25. Tarred and Feathered? Could be up to DC 35.
  • Props: You may always have a cigarette or sunglasses to take off (DC 5), a sharply-tailored suit on (DC 10), a sidearm up your sleeve (DC 15), have a bottle of good wine and a nice dinner (DC 20), or be riding a handsome horse / fancy motorcycle (DC 25). Where does this stuff come from and where does it go when you’re done? When you are this cool the universe just goes along with it.
  • Lifestyle: Between invitations, guest rooms, dinner parties, and hangers-on, you can live a fine lifestyle in any settlement at no cost. Roll if you wish to gain invitations to specific parties, get services (or sex) from your hangers-on, get treated as an equal by important people, or wish to avoid minor legal consequences or social problems.
  • Charms and Talismans: When the universe likes you, some of your stuff performs way above what is normally possible. For every three points of Cool you can use one Charm (The Practical Enchanter). For every seven points of Cool you can use one Talisman.
  • Too Cool: Up to (Cha Mod + 1, 1 Minimum) times per day you can roll Cool instead of a Will save. If you succeed even secondary effects are negated.

Dance Of A Thousand Forms (Con): The character has learned to use biofeedback to manipulate their internal magic, allowing (initially) subtle shapeshifting: The powers available, of course, depend on the user’s base skill level (Skill Points + Attribute Modifier + Permanent Personal Skill Boosting Feats) but not other skill enhancements.

  • 01) Sense internal changes, such as the actions of parasites, drugs, and toxins.
  • 02) Fool technological “lie detectors”, shift your blood pressure, +2 to Bluff.
  • 03) Alter minor details, such as fingerprints, retinal prints, and scent. This does not yet allow duplication. Control your own fertility, +2 to Intimidate.
  • 04) Alter facial features, a few inches of height, and slightly alter apparent weight and your voice. +2 to Disguise. Gain the equivalent of Endure Elements.
  • 05) Physical shifts equivalent to Disguise Self, copy finger- or retinal-prints, alter scents or skin color within your species range, +5 to Disguise.
  • 06) Copy other voices, freely change your scent and skin color.
  • 07) Gain free use of a specific Aspect Of The (Beast) (The Practical Enchanter) effect (One of the L2 versions that includes Attribute Modifiers).
  • 08) Gain free use of a second L2 Aspect Of The (Beast) effect.
  • 09) Gain free use of a third L2 Aspect Of The (Beast) effect.
  • 10) Gain free use of a fourth L2 Aspect Of The (Beast) effect.
  • 11) Gain free use of a fifth L2 Aspect Of The (Beast) effect.
  • 12) Gain free use of any L2 Aspect Of The (Beast) effect.
  • 13) May freely take on the form of a specific mammalian or reptilian animal of the same basic size.
  • 14) May freely take on the form of a second mammalian or reptilian animal of the same basic size.
  • 15) May freely take on the form of a specific avian, mammalian, or reptilian animal of the same basic size.
  • 16) May freely take on the form of a second specific avian, mammalian, or reptilian animal of the same basic size.
  • 17) May freely take on the forms of animals of similar size.
  • 18) Add Resistance 5 to one form of energy to all shifts.
  • 19) May freely take on the forms of animals of one size class smaller.
  • 20) Add Resistance 5 to one additional form of energy to all shifts.
  • 21) Add Resistance 5 to one additional form of energy to all shifts.
  • 22) Add Resistance 5 to one additional form of energy to all shifts.
  • 23) Add Resistance 5 to one additional form of energy to all shifts.
  • 24) May freely take on the forms of animals of one size class larger.
  • 25) Gain immunity to Lycanthropy.
  • 26) May take an action to revert to normal if Polymorphed or similar.
  • 27) Upgrade all energy resistances to Resistance 10.
  • 28) May breathe underwater regardless of current form.
  • 29) Automatically succeeds on the second and subsequent checks against poisons or diseases.
  • 30) Automatically reverts to normal if Petrified or Polymorphed after 1d4 rounds.

Dance Of A Thousand Forms is fairly powerful – but it’s in the “bunch of modest bonuses” sense. Gain some minor skill bonuses, pick up some options for animal powers (generally some physical attribute bonuses, natural armor, and minor natural weapons), a bit of energy resistance… all that’s USEFUL, but at the levels it comes online they’re mostly moderate boosts for martial types and skill monkeys.

Earthheart Infusion (Str): The hearts of worlds are not earth, or even stone, but great masses of metal, churning in the darkness. From those hearts flow radiation, the decay products of heavy nuclei, magnetism, gravity, heat – and in the more interesting universes, magic. Even high above the surface, the fields flowing from the worlds cores cradle everything in their invisible embrace. But for those few who know the art… those fields can be channeled into the things you touch, imbuing them with some of the properties of the world’s core. This imbuement can be shifted around, but it will require at least an hour of meditation to do so. This is fairly common among Halflings.

  • Continental Drift: Increase the user’s effective size for purposes of bull rush, grappling, and breaking through doors and walls. +1/2/3 sizes for 3/7/12 points.
  • Avalanche Strike: Increase the effective size of a weapon. +1/2/3 sizes for 3/7/12 points.
  • Imbue an Item (Weapon, Armor, Etc) with the useful properties of an exotic prime material plane metal. Most commonly Iron (2), Mithril (4), or Adamant (5). This makes hide armor as effective as platemail, or quickly-carved sticks as effective as swords.
  • Granite Stance: Imbue your clothing or armor with extra mass to gain DR 2/3/5 for 3/7/12 points.
  • Rock Throwing: (Base reliant on user’s size: Small 1d4, Medium 1d6, Large 1d8, in all cases +1 1/2 x Str Mod. +1/2/3 extra base dice for 2/4/8 points.
  • Iron Fortress. Give the walls and doors of a hut, house, or cave the toughness of iron and the resistance of lead to magical passage (4), seal them against incorporeal intrusion (+2).
  • It is also possible to – for example – make a lump of rock very hot, or very magnetic, or extremely heavy – but that tends to be a special-purpose technique.

The Embryonic Pearl (Also known as Opening The Ajna Chakra, The Udjat Eye, and Awakening the Inward Angel) (Wis): This meditative breathing technique focuses the energy of the body on the sixth chakra, the inner eye – eventually awakening it – first to enhanced senses and later on to a quasi-independent assisting consciousness. The abilities available depend on the user’s Base Skill Bonus (Skill Points + Attribute Modifier + Permanent Personal Skill Boosting Abilities).

  • 1-2: The user becomes aware of the flow of mystical energies within his or her body, and may roll to detect the effects of magical or otherwise aspected environments.
  • 3: The user’s Third Eye feeds small amounts of magical power back into his or her system. If a spellcaster the user may recover an expended first level spell once daily.
  • 4: The user may heal 2d8 damage – or inflict that much on undead via a touch as a standard action – 3/Day. He or she also gains a +2 Synergy Bonus on Heal checks.
  • 5: +2 Synergy to Spot and Listen. From this point on the Embryonic Pearl gets it’s own actions and can activate it’s own abilities accordingly. It’s also important to note that it does not sleep.
  • 6: The user gains 60′ Darkvision. The Embryonic Pearl can communicate through images that only the user can see.
  • 7: The user can read all languages.
  • 8: The user now has 120′ Darkvision.
  • 9: Magic Missile at CL 19 3/Day.
  • 10: +2 Competence Bonus to Spot. See Invisible for 10 minutes 1/Day, True Seeing for one minute 1/Day.
  • 11: Force Lance (as per Scorching Ray but force damage, 1/Day at CL 19). Use the user’s BAB and other bonuses.
  • 12: Force Lance is now 2/Day.
  • 13: If you take a moment to contemplate it, you will always know if a given item or short-term action will negatively affect your alignment.
  • 14: +2 Competence Bonus to LIsten, See Invisible and True Seeing are now each 2/Day.
  • 15:: Allows a second chance at a failed Saving Throw 3/Day.
  • 16: Gain a +1 Deflection Bonus to AC, all of the user’s melee attacks now count as Ghost Touch.
  • 17: Gain Endure Elements. You are immune to the Alignment and Positive/Negative traits of planes.
  • 18) 1/day negates confused, dazed, fascinated, or stunned condition for the user.
  • 19: +5 (Unnamed) Bonus to Spot, Immune to being Blinded or Dazzled.
  • 20: Gain continuous Protection From (Alignment of your choice).
  • 21: 3/Day send a Dream or Nightmare to a sleeping creature.
  • 22: Also acts as an Orb Of Mental Renewal.
  • 23: Also acts as a Rod Of Bodily Restoration.
  • 24: Also acts as Dimension Stride Boots.
  • 25: +2 Synergy to Concentration, Retain up to three levels of spells per day.
  • 26: Also functions as a Ring of the Forcewall,
  • 27: Gain Mind Shielding, as the Ring.
  • 28: User need neither eat nor drink and only needs only two hours of sleep per night.
  • 29: Can instantly awaken all allies within 60′. All those affected are immune to fatigue, exhaustion, and sleep effects for ten minutes after being so awoken.
  • 30: Those within 20 feet are unaffected by Fear, Confusion, and Stunning effects.

Firespinning (Dex): This exotic skill allows the user to draw fire into thread, twine, clothlike sheets or nets, and even ropes, suitable for sewing, making self-igniting candle wicks and fuses, embroidery, making warm and waterproof cloaks, climbing, making nets, and more. Spun Fire comes in all the brilliant colors of fire and can be activated to call forth more of fires properties but, sadly, unless it is fairly regularly handled by someone with the Firespinning skill or cleaned/renewed in a fire for a bit, spun fire will gradually fade to the colors of embers and – after a year and a day – dissolve into nothing more than a wisp of warm air. Equally unfortunately, activating the latent energies of spun fire is something of an effort – and so such uses of Firespinning are limited by Skill Fatigue (a temporary reduction in the effective skill total until the user rests). Firespun clothing effectively provides an Endure Elements effect – remaining warm in winter, absorbing heat in summer, and repelling water – is impossible to stain, provides protection from small burns (such as touching a hot pot) through it, and cannot itself be burned – although being underwater or long-term exposure to arctic conditions will eventually start to damage it. While wearing or carrying firespun gear, the following options are open to a skilled firespinner:

  • Unleash Flames, effectively duplicating the effect of a fire-based spell of level 0/1/2/3 at a cost of .1/1/3/7 skill fatigue.
  • Counter an incoming effect with the Fire or Cold descriptor at a cost of one point of skill fatigue per level of the effect.
  • Flame Release returns spun fire to what it once was, in whole or part. This can cause nets of fire-rope to burst into flames (in whole or part), be used to sacrifice a foot or so from the far end of a rope to “untie” it, or be used to reform your firespun wardrobe – although it is advisable to set up some fire resistance first if you are going to do that. Releasing a bit of flame to untie a rope or some such only counts as a Cantrip, but greater uses will count as a first level effect.

Greater Alchemy (Int): This occult knack greatly resembles Clockwork Engineering – granting the user a number of “alchemy points” equal to his or her skill bonus to invest in alchemical items – although doing so requires the use of an alchemical lab and a days work. This is reasonably common across Modun.

  • Potions/Oils/Dusts/Pellets. 1/2/4 points for spell levels 1/2/3.+1 for 3 Doses, +2 for Seven Doses
  • Constructs: CR +2 Points, creator must have more hit dice than any construct so created. Thus, while you can build a Flesh Golem or “Frankenstein”, you’d need to be at least tenth level to do so.
  • Transmutation is possible, but laborious. An alchemist can garner a number of gold pieces per month equal to the number of Alchemy Points invested in the project (on a monthly basis) squared – representing time that cannot be spent on other alchemical works.
  • Elixir of Life: You can brew a combination of the Threefold Aspect and Greater Age Resistance effects that is good for a week at a cost of 12.
  • It may be rolled like a normal skill if the user wants identify the nature of someone else’s alchemical item or to try to determine the ingredients in something.
  • It is worth nothing that – as with Clockwork Engineering – unused items will lose their potency as soon as the user invests their Greater Alchemy points in something else and – at the option of the GM – may lose effect if they are away from the user for too long. They are thus only salable if they are needed for immediate use.

Labyrinth Walker (Wis): The shattering of magic has thrown the transitional planes around Modun into chaos, turning their normal smooth continuity into a maze of fissures in reality, cross-connections, and shifting geometry. Navigating through that tangle of dimensional rifts is difficult – but some develop a knack for that sort of thing, building on a knack for navigating more physical entanglements. A rare talent, mostly only found among those who spend time at the great library.

  • Sense a nearby dimensional transition and get an idea of where it goes: DC 10
  • Navigate Physical Maze or similar environment: DC 5-15
  • Navigate Magical Maze or similar environment: DC 10+Equivalent Effect Level.
  • Swift Travel: You can reduce effective travel time for up to (Cha-1) companions by 5% per point over DC 15 to a maximum of 95%.
  • Locate Desired Transitive or Inner Plane: DC 20
  • Locate Desired Outer or Alternate Plane: DC 25
  • Blaze a Dimensional Trail: +10 over the “Locate” difficulty.
  • Shift into a transitive plane for a few moments, becoming incorporeal for up to (Wis Mod) rounds. DC 40.
  • Effective teleportation via following dimensional faults. Personal DC 100, with a small group DC 125, with a moderate group DC 150, with an army DC 200. While this is very fast, encounters are still possible.

Oathbinding (Wis): Oaths have power. Even at their most basic… they are foci of pride and determination, of honor and will. When they are witnessed by an Oathbinder they become even more than that – establishing an occult link between the party or parties swearing and those entities who are called onto witness said oath. That link can transmit power, whether to help uphold such oaths or to punish those who violate them.

  • Sanctify an agreement. Note that both parties must understand the agreement reasonably well and it must be relatively fair. Word-twisting will rebound against the one playing lawyer. DC (5 x the level of curse – using the Malediction spell template in The Practical Enchanter) that the first to violate the deal suffers (note that trying to force or trick someone else into being first is “playing lawyer”).
  • Swear a Great Oath. This is DC 30 if it’s about a local goal of no great importance, DC 20 if it affects an entire city of small region, and DC 10 if it is a matter of some great destiny. It isn’t easy to get the great powers to pay attention to trivia – but they normally pay attention to the important stuff.
  • For every full +12 in the user’s base skill total (SP Spent plus Wis Mod plus bonuses from relevant permanent personal abilities) the user may make one Pact with various supernatural forces. Similar to Witchcraft Pacts each pact provides a 6 CP bonus as long as the user fulfills his or her side of the bargain. It is possible to fulfill, disregard, or discard such a pact, but the bonus goes with it – and replacing it will usually require months.
  • The GM should give the user access to (Base Skill Total / 2) CP worth of “Favors” at the start of each adventure – things that will likely become important later. Sadly, these cannot be renewed directly – although the GM may drop in chances to acquire additional favors along the way, such as by finding out about an ancient unfulfilled oath that can be called in.

Reality Mining (Con): Wild magic collects in pockets and veins, trees and shrubs, beasts and winds. in a thousand subtle forms – most of them imperceptible, unknown, and unusable. However, with this skill, strange resources can be gathered, sifted from the fabric of reality. Unfortunately, learning to gather a particular resource requires “investing” some portion of the characters skill bonus in that resource (the greater the resource, the more points from the bonus) – and will always follow some sort of theme, specific to each user of this skill.

  • A gatherer of Elemental Dusts might invest in gathering Fire and Wind dust.
  • A Herbalist might find Healing Herbs, Bax’t Spice that disrupts the undead, and Delphic Moss that – when burned – grants prophecies or Legend Lore.
  • A gatherer of mystical metals might find Mithrl, or Radium, or Element Zero.
  • Another might manage to gather occasional Obols, or elemental gems used in Enchantments and Spellcasting.
  • This will obviously require some discussion with the game master, but the user will always be able to obtain enough exotic supplies to carry a variety of small wonders. If the GM allows it the user may opt to simply add “points” from this talent to those available from a talent using such materials, such as Clockwork Engineering or Greater Alchemy.

Stygium Forging (Int): Some say It’s presence portends the next trans-dimensional Invasion, others that it embodies the dark powers of the underworld that are leaking into the mortal realm, others that it is a symptom of the oncoming end of time, a few that it is the accumulated crystalized sins of mortals, and still others say that it is the fragmented remains of a dark and alien world. Almost everyone agrees that it is a curse upon the world. Still, in the hidden depths, in ancient crypts, and in the hearts of terrible beasts, more and more often there are found masses of crystal, black as pitch – darkness, evil, and negative energy made solid. This is Stygium it’s “raw” form.

Powdered Stygium is a vicious toxin to creatures of good, a moderate one to those inclined towards neutrality between good and evil, and merely mildly toxic and warping to those of evil alignment. Scattered across an area it poisons the land itself, twisting it towards evil and the powers of darkness and causing undead to rise. Administered to beasts and other unintelligent creatures it kills most of them, but twists the remainder into Occult Monsters. It’s usually measured in “doses” – about a palm-full of the raw crystal, a vial-full once it is refined.

Refined, alloyed with metal (usually copper), and worked into items it can empower a wide variety of dark devices – albeit only within it’s own themes. The weakest such devices can absorb enough ambient dark power to sustain themselves, more powerful ones will require periodic fueling with more Stygium. Possible devices range from the minor (a cloak woven with tiny crystals to generate minor shadows and enhance stealth) on through things like staves (or other weapons) which fire Cones of Cold, Rays of Enervation, and Disintegration Rays. Unfortunately, using such devices is inherently toxic and destructive of the user. Every such device has a “tolerance” rating (although this can be reduced with more sophisticated designs). While simply touching an item or handing it to someone means little, if the user allows the total tolerance rating of his or her equipment to exceed his or her Constitution for more than a few hours there WILL be effects. At…

  • (Constitution – 4) he or she will begin to show symptoms – crimson eyes, emotional instability, psychotic tendencies, minor illnesses, and accelerated aging (if the user makes a habit of staying at this level or higher, he or she will die upon reaching Venerable age, rather than somewhat later as usual. Anyone who dies while at this level will soon rise as an undead – albeit usually a near-mindless horror.
  • (Con+1 to Con+3): -2 to a random attribute. Roll on the Stygian Damage Table whenever a character hits this level and once per month while they remain there. The victim will be obviously ill and corrupt and will often develop chronic problems – a nasty cough, abruptly-greying hair, aching joints.
  • (Con+4 to Con+10): -2 to two random attributes. Roll on the Stygium damage table whenever the victims total hits this level and once per week thereafter while it remains at this level. The victim is obviously terribly ill and their voice will be quite disturbing.
  • (Con+11 to Con+18): -4 to two random attributes. Roll on the Stygium damage table whenever the victims total hits this level and once per day thereafter while it remains at this level. The victim looks to be dying, will be palid, and cannot heal one point of damage per level.
  • (Con+19 or more): -6 to three random attributes. Roll on the Stygium damage table whenever the victims total hits this level and once per hour thereafter while it remains at this level. The victim will be visibly decaying, sloughing off flesh, and mutating as observers watch, and obviously OUGHT to be dead.He or she will not be able to heal two points of damage per level.

Unfortunately, removing an item does not instantly remove it’s lingering effects on the user’s tolerance; the contamination only fades at a rate of one point per day,. Powerful healing magic or removing all other Stygium items will upgrade this rate by 1d4 points for either or 2d4 points for both.

It is also possible to suffer semi-permanent Stygium ‘contamination, Working with the stuff, being poisoned by it, spending time in a heavily contaminate environment, and other forms of exposure can allow raw Stigium to accumulate in someone – leaving the victim with less room for error when using Stygium. While this can be purged, it requires one or more of an Atonement spell (purging 1d3 points), time spent meditating in an area full of life (1d3/Week), or a special diet of purifying herbs and daily draughts of holy water (1d3/Week.

Stygian Elixirs: bestow a modest pool of dark magic. Each variant formula provides a small selection of Feats, Abilities, or Spell-Like Abilities that the user may spend that power on. Unfortunately, while such reserves of power remain until used – they all have both a Tolerance Rating (which remains until they are entirely expended) and cause Corruption (as per The Practical Enchanter, Arcanum Minimus) when a dose is taken.

As a general rule, each point of Stygium Forging bonus provides access to one formula – whether for an item or an elixir. Additional points may be spent on a particular formula to improve or expand its effects, to reduce it’s tolerance rating, to reduce the rate at which it expends Stygium, or (for Elixirs) to reduce the amount of Stygium required to make it. While Stygium does interact with the user’s spirit to some extent – you can’t just use someone else’s formulas – you can learn more formulas from other Stygium Forgers as Specific Knowledges (Rituals).

Stygian Damage Table (roll 1d20):

1) Blindness. This can be cured normally.
2) Deafness. This can be cured normally.
3-6) Develop a random disease. Magical cures will offer a new chance to resist, but cannot instantly cure it.
7) Develop a random insanity. This can be countered with a Heal spell.
8-11) Two points of drain to a random attribute. These can be restored via appropriate spells and abilities.
12-13) Reduce maximum hit points by three. This can be restored as per drained attributes.
14) Develop an immunity to supernatural healing for the next month.
15-16) Age one year.
17) Develop noxious growths. This has no immediate penalty other than social, but the victim will die sometime between the Old and Venerable age brackets unless a limited wish, wish, or miracle is used to repair the damage.
18) Take +2 damage from all physical wounds for the next month. This can be countered with a Heal spell.
19) Made a DC 18 Fortitude save or die. This is considered a death by natural causes.
20) Become pallid, lose hair, and obviously ill. No direct game effect however, lucky you.

Stygium Forging is fundamentally a technological skill. Certainly there are some mystical aspects – but It allows the production of a fairly limited range of effects principally limited by the amount of Stygium available, by the user’s personal library of ways to use it, and by the dangers of working with the stuff. It doesn’t involve all that much in the way of mystical talent, arcane restrictions, occult symbolism, or eldritch sponsors.

Obviously enough, how effective Stygium Forging is depends greatly on how much of the stuff is available, how the game master rates proposed devices and elixirs, and whether there are applicable local limits – like Modun or Atheria’s limitations on higher-level magic – which reduce it’s effectiveness. On the other hand, with a little caution and conservative use of elixir-granted powers, players can use the stuff effectively. Villains, of course, can use it even more effectively – passing out elixirs to their troops to give them unexpected powers, granting occult powers to their favorite beasts, and granting themselves a variety of minor items or special powers to hold in reserve.

Watertechnics (Con): Lets the user make things work as if they were in air while underwater. At low levels you can drink potions or eat soup. At higher levels, fire guns or bows normally. At very high levels, light up a forge and do smelting and blacksmithing. Obviously most common among the water-based races.

  • 4+ Liquids no longer mix. You can make and eat soup in an open pot, uncork and drink a potion or bottle of booze, or spit tobacco juice without it turning into a cloud.
  • 9+ You can breathe normally underwater, use lanterns and candles, .strike matches, and smoke cigars.
  • 15+ You can light a stove or build a campfire, fry food, or use small fire magics, such as Flame Shuriken.
  • 22+ You can use moderate fire magic, such as Scorching Ray or Flaming Sphere effectively, operate a forge and work metal, or avoid having objects less dense than water float away.
  • 30+ You can use area effect fire magic, such as Fireballs and Walls of Fire, fly modest air vehicles underwater, and extend your influence over a modest group of people to let them function underwater as well.
  • 39+ You can set underwater houses on fire and let them burn.
  • 49+ You can set entire underwater villages on fire.

A common problem with Occult Skills is that – unless they’re simply dealing with off-realm technology or something – they need to be fairly weird. After all, Eclipse includes a LOT of ways to do things. Want to be a medium? A touch of Witchcraft – and perhaps Leadership (Spirits only) does that very nicely. Build artifacts with weird components and rituals? Create Artifact will fit your needs. And while a Feat or two is a stiff price in some ways, the cost of raising a skill will eventually be greater. On the other hand, Skills – even Occult skills – are generally more accessible than a line of Feat-equivalents. Learn to use limited astral projection and visit dreams? That’s in Witchcraft again. Ritual Magic? Take “Ritual Magic”. If you want, specialize it in the particular type of ritual you’re interested in. Read tarot cards? Witchcraft again (Witchcraft was pretty much designed to cover all that minor occult stuff).

Finally, here’s an example of an occult skill that simply didn’t work:

Psirogue (Cha) (Varies): The twelve “Basic Witch Abilities” are basically a series of specialized psychic skills that are (normally) backed with enough raw Power to manage without rolling or detailed study. A Psirogue has focused on a particular basic ability to the point where they do not have to have any Power at all; their personal metabolic energies suffice – although they may have to roll for more complicated or (normally) power-intensive applications. Their effective Caster Level is (Total Skill Bonus / 3) and repeated boosting effects (such as healing) lose effectiveness after 7 uses/Day on any individual patient, but otherwise they are free to use their abilities indefinitely.

This one is kind of dubious. Unlike most of the other things on this list… if this set of skills is fairly widely available it drastically changes the world. It may not have that much of an effect on a part of adventurers, but a village with a Psirogue Healer need never worry about plagues, or infected wounds, or pretty much any injury short of death. A Psirogue using Hand of Shadows could casually do the work of hundreds of men – harvesting, mending, and more in moments and with no risk. Basic witchcraft effects are considered equivalent to third-level spells, albeit spells that focus on versatility within a theme rather than raw power. That’s all right when their usage is limited by the user’s supply of Power – but making that kind of magic available constantly, through a skill that (at least on Modun) anyone can take? Of course, you could limit it by skill fatigue or some such – but if you’re going to limit it enough to be meaningful, would-be users might as well just take Witchcraft in the first place; it is fairly cheap after all. I’ll leave this skill on the list to illustrate the point that sometimes you just have to discard ideas even if they are interesting and give you twelve skill writeups for the price of one.

Eldritch Staves

Staves, as written, are pretty unpopular. The classic style simply costs too much – and the more effects you put in them, the faster their charges run out. Worse, you can buy an item which casts the same spell once per day via spell trigger more cheaply than you can make the staff. Sure, the staff uses your caster level and attributes for Save DC’s – but that’s what your own spell slots are for. They’re too expensive for utility stuff – leaving their only role as emergency combat backup (unless, of course, you can power them yourself without using charges – in which case a high-powered staff with only a charge or two left is a cheap way to break the game).

The Pathfinder version is at least rechargeable, but only holds ten charges – making it not too useful in emergencies – and can only be recharged very slowly. Still too expensive for what you get. Sure, people who find one as treasure will usually use it – half value when sold greatly encourages that – but how many people want to buy one? I haven’t seen very many.

Runestaves – from the Magic Item Compendium – are basically spell conversion items, allowing the user to produce effects that they do not have ready at the cost of giving up a spell or slot of at least equal level. They’re covered below. (Of course, the idea of a “Spell Channeling Item” that converts a prepared spell into some other spell goes back to Dragon Magazine 111, from July 1986. D&D has a long history of very imaginative people playing with it; it is VERY hard to come up with something that’s entirely original).

But the tradition of magical staves goes back a long ways. right back to old wise men using walking sticks, to symbols of authority, to the story of Moses, to norse traditions (a magical rune-covered staff was a “Gand” – arguably making “Gandalf” a “Magic Staff Spirit”), and to many other sources. Secondarily, when things get up close and personal, staves are pretty good defensive weapons. It would be kind of nice if a personal magic staff was something more wizards actually wanted.

So lets try something different, leaning more on the rules for wondrous items.

Physical Base: Metal-Chased and Shod Hardwood Staff. With Runic Inscription: 6 Lb, Hardness 10, HP 30, 15 GP base +10 GP Runic Inscription (Alternate form of a Spell Component Pouch) +2 Wand/Rod Chambers (200 GP) = 225 GP. Additional options include:

  • Resilient: +5 HP, +100 GP.
  • Folded Metal: +4 Hardness, +200 GP.
  • Fortifying Stone: +5 Hardness, +20 HP, +1000 GP.
  • Adamant Chasing: +10 Hardness, +10 HP, +1500 GP.
  • Masterwork: +300 GP. (No, I am not classifying a basic staff as a double weapon. It is hard enough to see how one spends 300 GP making a well-balanced stick anyway)
  • Weapon Enhancement: Requires Masterwork and Type Two for a +1, Type Four for a +2, Type Five for a +3, Type Seven for +4, and Type Eight or Nine for a +5. Special Weapon Functions require a minimum type to match their minimum caster level. Note that each +1 also provides +2 Hardness and +10 HP.

Any yes, all of that will stack. The weapon enchantment is a bit dubious past the first +1 or +2, but once your staff starts costing tens of thousands of GP, throwing in an extra 5100 GP to make It into a +1 weapon with Hardness 31 and 75 HP may be well worthwhile.

The basic structure of a “Staff of (some group of spells)” is based on a couple of different spells:

Channel The Gift (Pathfinder) is a third level spell that lets the next spell the target casts of level three or below be cast without expending the spell or spell slot provided that the recipient starts casting it quickly and it takes no more than a full round to cast. Presumably there is nothing unreasonable about higher and lower level versions.

At least in my games, the obvious game-wrecking potential of – say – a ring that simply casts this thing on the wearer every round is mostly defused by the rule from The Practical Enchanter that this sort of effect cannot more than double the target’s casting capacity. I strongly recommend enforcing that rule.

So the basic magical structure of a Staff is going to be…

  • Channel The Gift (Spell Level X) x (Caster Level 2X-1) x 1800 GP (Unlimited Use Command Word Activated) x .6 (Only usable for a specific descriptor or narrow sub-category of magic, such as “Ice” or “Healing”) x Subdividable Charge Modifier (Number of Uses/Day +1) / 5.

Subdividable Charges (The Practical Enchanter) do not have to be used all at once. Ergo this will provide a modest pool of spell levels rather than a simple “one spell of up to this level” effect.

Such a staff provides a certain number of spell levels per day which can be used to cast spells of a particular type (and only that type) without actually expending the spell or spell slot – although the level of the spell used cannot exceed the limits of the Channel The Gift spell used. It also means that any given spellcaster can only really use one staff at a time.

  • Type 1) Max L1 (CL01): 01 / 02 / 03 spell levels/Day 432 / 648 / 864 GP
  • Type 2) Max L2 (CL03): 02 / 04 / 06 spell levels/Day 2592 / 3,888 / 5,184 GP
  • Type 3) Max L3 (CL05): 03 / 06 / 09 spell levels/Day 6480 / 9,720 GP / 12,960 GP
  • Type 4) Max L4 (CL07): 04 / 08 / 12 spell levels/Day 12,096 / 18,144 / 24,192 GP
  • Type 5) Max L5 (CL09): 05 / 10 / 15 spell levels/Day 19,440 / 29,160 / 38,880 GP
  • Type 6) Max L6 (CL11): 06 / 12 / 18 spell levels/Day 28,512 / 42,768 / 57,024 GP
  • Type 7) Max L7 (CL13): 07 / 14 / 21 spell levels/Day 39,312 / 58,968 / 78,624 GP
  • Type 8) Max L8 (CL15): 08 / 16 / 24 spell levels/Day 51,840 / 77,760 / 103,680 GP
  • Type 9) Max L9 (CL17): 09 / 18 / 27 spell levels/Day 66,096 / 99,144 / 132,192 GP

Secondarily, we want an effective caster level booster for that particular type of magic. That’s Amplification (Type) from The Practical Enchanter: SL1 x CL as above (since all the caster levels in an item must be the same) x 1800 GP (Unlimited-Use Command Word Activated). Unfortunately, this is limited to a maximum of +5 and the cost keeps going up for more powerful staves without further benefits.

  • Type 1) +1 Caster Level for spells of the relevant type, +1800 GP.
  • Type 2) +2 Caster Levels for spells of the relevant type, +5400 GP
  • Type 3) +3 Caster Levels for spells of the relevant type, +9000 GP
  • Type 4) +4 Caster Levels for spells of the relevant type, +12,600 GP
  • Type 5) +5 Caster Levels for spells of the relevant type, +16,200 GP
  • Type 6) +5 Caster Levels for spells of the relevant type, +19,800 GP
  • Type 7) +5 Caster Levels for spells of the relevant type, +23,400 GP
  • Type 8) +5 Caster Levels for spells of the relevant type, +27,000 GP
  • Type 9) +5 Caster Levels for spells of the relevant type, +30,600 GP

To put some spell formula in the staff itself – so that you don’t need to have them available – the cost is (Spell Level Squared x 200 GP) for the highest level one and (Spell Level Squared x 100 GP) for any additional spells up to a maximum of seven spells, each usable up to three times per day. Since this is based on the cost of a Runestaff, you automatically get the “use your own casting level and save DC’s” part of using a staff, as well as various other special modifiers. Unfortunately, this means that to cast a spell from a staff it has to be one that you could currently cast if you’d chosen it and you have to supply any special components. You can still put a formula in even if it’s above the level that the staff can power, but that will require that you always power it with your own spell slots.

Finally, of course, we can add Metamagic. While they are specialty items, metamagical rods that only work with a specific type of magic have a x.6 cost – while going from three uses per day to unlimited uses per day would increase the cost by 5/3’rds. Ergo you can either put in a rod that provides a metamagical boost to all the appropriate spells you cast at normal prices or get the usual 3/Day at reduced cost.

Sadly, you can usually only use one metamagical rod at a time, so unless the GM is feeling kindly – and the second rod can handle the spell level as modified by the first one – you can’t double up on metamagic this way.

Still, if you want your Type Five (C) Staff of Force (38,880 GP) to easily pierce Spell Resistance, you can add +5 Caster Levels for +16,200 GP and a Piercing Matamagic Rod (at normal cost and so unlimited use for force effects only) for +24,500 GP – and all of your Force Spells will be cast at +5 Caster Levels and with a +5 bonus to overcome spell resistance on top of that. While you’re at it, go ahead an put in the formulas for a few Force Spells – say Magic Missile, Wings of Cover, Melf’s Unicorn Arrow, Emergency Force Sphere, and Wall of Force? That’s only +8000 GP. You might as well throw the basics in too (you wouldn’t want something this pricey to get broken), for a grand total of 92,680 GP.

That’s a fairly powerful and useful tool for someone who likes Force spells. It won’t be much like a Staff of Imagery (Resilient Folded Metal, Fortifying Stone, 1525 GP (Hardness 19, HP 55), Type IIIc (CL 5, 9 Spell Levels/Day, Max L3, 12,980 GP), Spells: Major Image, Invisibility Sphere, Minor Image, Hypnotic Pattern, Color Spray, and Silent Image (3700 GP) = 18,200 GP) though. That’s a tool for stealthy tricksters.

Alternatively, of course, you could simply upgrade standard staves.

For example,

  • “Staves automatically regain one charge per month” would suffice to eliminate the market for cheap staves with only a few charges left. There might be slight price break for buying one that was mostly discharged. But it wouldn’t be much since all you’d have to do to recharge it is to wait. Couple that with a price reduction and staves might become fairly popular.
  • Go to Pathfinder-style staves with ten Charges but rule that “A stave automatically regains User’s Con Mod or three (whichever is higher) charges per day. If the user has more than one stave, the recharging must be split between them”.

Pretty much anything that regularly recharges them a bit makes staves a LOT more attractive.

Of course, you can also make Relic-style staves. For an example, take the Runes from a couple of weeks back. At 18 CP per Rune you can get one with a 3 CP Relic – or even reduce it to 2 CP if you attach a disadvantage to the thing. Since the Runes scale with level, are fairly tightly themed, and the use of Relics is normally limited – meaning that most mages will only be able to use on runic stave at a time – this will be fairly minimally disruptive. Your first level character can start off with:

  • Create Relic (Specialized and Corrupted, only to create a limited selection of runestaves, 2 CP) and Enthusiast (Specialized and Corrupted for Increased Effect / only to provide the points needed to construct and maintain a personal Runestaff relic, 3 CP) and have a small selection of themed spells to work with – and will get more at higher levels.

Another potentially useful form of staff simply uses Greater Invocation effects (The Practical Enchanter) – spells that produce any effect within a particular theme (say; Fire Spells) which is of the same general class (Arcane or Divine) as the caster and has an effective level at least two levels below that of the Greater Invocation used.

Thus, for example a Classical Staff of Fire using a Sixth Level Greater Invocation of Fire has a sales price of 750 GP x SL 6 x CL 11 = 49.500 GP. Add Channel The Gift VI to allow it to function twice per day at a net cost of (SL 6 x CL 11 x 1500 GP Unlimited-Use Spell Trigger Activation) x .6 (three uses per day) x.5 (Only to power the single spell in the staff) = 29,700 GP. That will let it function three times per day without expending a charge. Give it a minor tweak – you can’t spend the last charge – and it will always be worth at least 30,000 GP. Fit it with a Rod of Elemental Substitution and you will have quite a lot of flexibility.

Of course, if you are willing to sacrifice the “in a real emergency you can spend some charges” aspect, you can just make it with three uses per day of the Greater Invocation directly. That’s 59,400 GP. Expensive, but the “any fire spell you can come up with of fourth level or lower” aspect can be very handy. Need to open a corridor through a burning building to get people out? Fill a balloon with heated air? Such the heat out of a tornado to weaken or stop it? Reforge a broken magical sword? You’re golden.

If you are going this route with making staves, you may want to apply some built-in metamagic from Arcanum Minimus (The Practical Enchanter). Does your Staff Of Divine Fire cause you 3d6 damage per use and require that you remain pure of purpose, mind, and spirit? That’s -2 spell levels (for casting purposes) of the sixth level effect, reducing the cost of the Staff Of Divine Fire to (SL 4 x CL 8 x 750 GP) = 24,000 GP – and if you want to throw in the free uses per day that will only be (SL 4 x CL 8 x 1500 GP (Unlimited Use Spell Trigger Activation) x .6 (3/Day) x .5 (Only to power the single spell in the staff) = 14,400 GP.

That’s a bit more expensive than a standard Staff of Fire (28,500 GP) but it offers vastly more flexibility, is a permanent item with three uses per day even after the charges are used up, and the saves are always versus a sixth level effect. Even better, you will not be stuck with multiple functions – such as “Burning Hands” – that are not worth spending a charge on; you’d simply be using a similar fourth level effect – or (thanks to The Practical Enchanters rules on spells with built-in metamagic) a first level effect with the equivalent of five levels of metamagic on it (or a second level with three, or a third level with one). You will always get a decent value for that charge.

The version that’s simply three uses per day would be (SL 4 x CL 8 x 1500 GP (Unlimited Use Spell Trigger Activation) x .6 (3/Day) = 28,800 GP. – almost exactly the same as a standard Staff Of Fire, albeit with a role-playing cost as well as a monetary one.

For a fourth option, use Create Artifact (Specialized and Corrupted / only to allow the creation of a small list of (Int Mod +1, 1 Minimum) items unique to each character, no one else can use such items without learning about them and performing some relevant deed to get them to accept him or her (2 CP, possibly free as a world law). The trick here is that Artifacts – however minor – don’t have costs as such. They are created using recipes, filled with components and tasks – and the more complex the recipe, the more powerful the resulting item. If your recipe for a (first edition style) Wand of Fire (1d20+80 charges, CL 7, Burning Hands, Pyrotechnics, or Fireball 1 Charge, Wall of Fire 2 Charges, Rechargeable) calls for wood from a fire oak from the elemental plane of fire, runes scribed by a red dragon’s fang, a fire ruby for the tip, and several other weird ingredients (including a meaningful name)… once you put them together you will have your wand, but there’s not much to be done until then.

Staves and Wands created this way are always rechargeable, since Artifacts are always permanent items.

This method has many advantages. It makes each such item a unique item, it builds in character goals, it means that the character’s equipment will reflect his or her adventures, and it bypasses the “Magic Mart” syndrome and wealth-by-level problems. On the downside, it requires a lot of work up front, including careful balancing of the various quests between characters and against the power levels of the various items. It also probably eliminates most Item Creation feats (Save for Potions and Scrolls) and may mean that many characters will never get their items finished.

For some classical examples, here’s a first edition clerical staff and a wand:

Staff Of Curing: This device can cure disease, cure blindness, cure wounds (6-21 hit points – 3d6 + 3), or cure insanity. Each function drains 1 charge. The device can be used but once per day on any person (dwarf, elf, gnome, half-elf, halfling, half-orc included), and no function may be employed more than twice per day, i.e. the staff can only function 8 times during a 24 hour period. It can be recharged

And a wand:

Wand of Illumination: This wand has 4 separate functions, 3 of which approximate magic-user spells, and 1 of which is singular:
1. Dancing lights: In 1 segment the wand will produce this effect at a cost of 1 charge.
2. Light: The illumination wand sends forth light in 2 segments time at an expenditure of 1 charge.
3. Continual light: This function requires only 2 segments to perform, but the cost is2 charges.
4. Sunburst: When this effect is called forth the wand delivers a sudden flash of brilliant greenish-white light, with blazing golden rays. The range of this sunburst i s 12″ maximum, and its duration i s but 1/10 of a second. Its area of effect is a globe of 4″ diameter. Any undead within this globe take 6-36 hit points of damage, with no saving throw. Creatures within or facing the burst must save versus a wand or be blinded for 2-12 segments and unable to do anything during that period. (Of course, the creatures in question must have ocular organs sensitive to the visible light spectrum). The function requires 3 segments and expends 3 charges. The wand can be recharged.

What, you still want your low-level character to have a magical staff but don’t want to use a relic? You could just make it a focus for Innate Enchantment or some some other personal ability, but you can also simply apply the axiom that description doesn’t matter; only the game statistics do. Simply decide that your rune-engraved staff functions as various mundane items and pay for those. There’s already an example of that here: using a staff inscribed with runes as a substitute for a Spell Component Pouch. If you want to buy stuff that gets used up, paying for 50 uses will provide up to 3/Day, paying for 100 provides unlimited use. If something has noticeable weight (at fifty or a hundred most things will), you can double the cost to eliminate that (after all, things like Handy Haversacks are cheap enough). So here’s a list of some basic stuff you can put in with the prices set to avoid adding weight:

Arcane Basics:

  • Thundering Strike: Can dramatically “knock on doors”, smack tables, smash items on the ground, etc, as if the user was using a sledgehammer: This really is not useful as a weapon, but can be very dramatic. 2 GP
  • Leave a Seal where it touches: Sealing Wax 50 GP and Personal Seal 5 GP.
  • Acts as a Spell Component Pouch: 10 GP.
  • Can absorb and store the magic from up to eight Scrolls: Scroll Bandolier, a free action to get one out (still used normally) 12 GP.
  • Can be upgraded to an Infinite Scrollcase (5600 GP) capable of “holding “ 50 scrolls later on, but this requires actual enchantment.
  • Can absorb and store the magic from up to ten Potions (accessed as a free action, administered by touch, Potions Belt, 12 GP).
  • Scribes on surfaces, as if using Chalk. 1 GP (+7 GP for various colors, +2 GP for tossing “handfulls” of powdered chalk about).
  • Bearer can (usually) detect which way is North: Compass, 20 GP.
  • Bearer adds 10 feet to the range increment of thrown splash weapons: Bombchucker, 24 GP.
  • Casts a particular Cantrip at Caster Level One 3/Day: 600 GP. This technically makes the staff a Wondrous Item, however minor – but I consider this within the reach of a properly-carved Runestaff.
  • Lets the user stir up things over a campfire as if he or she was using an Alchemist’s Lab: 1000 GP.
  • Conjurer’s Tricks: Handy Haversack, 4000 GP. For +80 GP add a generous selection of stage magic and fortuneteller props.

Fire and Light:

  • Shed Candlelight as needed: Candle(s), 2 GP.
  • Shed Sparks to light things although this isn’t fast: Flint and Steel, 2 GP.
  • Can magically fuel a hearth- or camp- fire for a day 3/Day: Firewood, 2 GP
  • Shed Lantern Light as needed: Hooded Lantern, 14 GP (Requires Oil).
  • Needs no Oil. Can create oil slicks or throw “flasks of oil”.Any excess oik disappears in a few minutes if someone tries to recover it. 20 GP.
  • Project a Cone of Light as needed: Bullseye Lantern, 24 GP (Requires Oil).
  • Smoking: Censor, 10 GP, and unlimited Incense, 70 GP.
  • Produce a small flame as needed: Tindertwig, 100 GP
  • Radiant: Acts as a Sunrod when needed:Sunrod, 3/Day 200 GP, Unlimited 400 GP.
  • Fireblasts as per throwing Alchemists Fire: Alchemists Fire, 4000 GP. Probably not worth paying for unless you’re a pyromaniac (get a Staff of Entwined Serpents instead).

Sensory Abilities:

  • Bearer can easily determine his altitude or depth. Altimeter, 20 GP.
  • User may “see” through the tip of the staff: Periscope, 40 GP.
  • User may see very fine details: Magnifying Glass, 100 GP
  • User always knows the time: Pocket Watch, 500 GP.
  • Falcon’s Sight. User may see distant objects: x10 Telescope: 4000 GP.

Weaponry:

  • Strikes like a Heavy Mace: 24 GP. This isn’t generally a very useful option, but it’s also extremely cheap.
  • Fires bolts of Mystic Force as per a Longbow (150 GP) with Unlimited Arrows (10 GP). Note that non-proficiency penalties will apply. Note that, if you pay for Masterwork, weapon enhancements can apply. So can Weapon Crystals.
  • Fires Bolts of “Mystic Force” as per a Light Crossbow (70 GP) with Unlimited Bolts (100 GP). Again, enchantments and weapon crystals work fine.
  • Spray a 10′ cone with an available substance (Water Mist 2 GP, Chalk Dust 2 GP, Oil 20 GP, Holy Water 5000 GP. Everything in the affected areas is covered the stuff, adjacent areas are splashed. Generally “reloads” between encounters. Jetcaster, 160 GP. (Multiple purchases may be made to have multiple shots or load-outs ready).
  • Make the ground sprout spikes as if you had scattered Caltrops 3/Day; 200 GP, Unlimited 400 GP.
  • Acid Splash: As per Acid Flask, 3/Day 1000 GP, unlimited use 2000 GP.
  • Holy (Chaotic, Lawful, Unholy) Blast: As per a thrown vial of Holy Water Holy Water, 5000 GP. Probably not worthwhile by the time it’s affordable.
  • Alchemical Items in General: x100 on their base price for 3/Day, x 200 if unlimited. For an example, Holy Weapon Balm (6000 GP).

Miscellany:

  • Blessed: Works as a (Wooden) Holy Symbol: 1 GP. A must for Clerics.
  • Bearer can cause people to be shaved and/or well-groomed with a touch and an few moments of chanting: Grooming Kit, 2 GP.
  • Birthing Rune: Invoking this rune provides a +4 bonus on Heal checks related to childbirth: Midwife’s Kit, 20 GP.
  • Bearer may render am unresisting male sterile for 1d3 days with a touch 3/Day. Bachelor Snuff, 50 GP.
  • Staff sounds an alarm if approached or disturbed: Guard Dog with Food 60 GP.
  • A touch and muttered incantation acts as Thieves Tools: 60 GP
  • User can brew Nourishing Stone Soup from water and rocks without need for tricking any villagers: Common Meal,100 GP
  • User may thoroughly clean things given a few minutes: Soap 100 GP and Bathtub 20 GP.
  • Lets the user travel as if he or she was riding a light riding horse with a saddle (and a perpetual supply of food for the horse) (180 GP).
  • A touch and muttered incantation acts as Masterwork Thieves Tools: 200 GP.
  • The user may produce hempen rope as needed, although it is obviously used, unsalable, and will decay away in a few weeks: Hemp Rope, 200 GP.
  • Vermin Repelling: The party is protected by Vermin Repellant whenever the user so desires. 1000 GP.
  • Antitoxin Aura: All members of the party get a +5 Alchemical Bonus on Fortotude Saves against Poison: Antitoxin, 10,000 GP.

Even a first level character will be able to afford a magic runestave that bangs on things very loudly (Thundering Strike), sheds candlelight on command, acts as a spell component pouch, can create a campfire 3/Day, scribes on surfaces in many colors (Chalk), and can store the magic of seven scrolls (each potentially inscribed with multiple spells), for a mere 36 GP. Admittedly, those aren’t particularly impressive acts of magic, but they can be handy.

A second or third level character can afford a staff with a fairly impressive set of (semi-mundane) functions.

Of course, a character point or two in Innate Enchantment, Specialized so as to require a focus can accomplish much the same thing – but this sort of “magical staff” works very well in low-magic or low-level games.

The real problem with Staves is that they’ve lost their role.

Once magic user’s were very limited. Spells were prepared individually, and it took so long to prepare them that you could only afford to use a few each day. Worse, if they were interrupted in any way, they were uselessly lost. Casting a spell in a fight called for careful planning and for the rest of the party to run interference for you.

But that nifty rechargeable wand could hold eighty or ninety charges and had three or four useful functions, It’s effects usually weren’t enormously powerful – but you could use your wand several times in a fight. A magic-user was often as reliant on his or her magic wand as an archer was on his or her magic bow. A wand might become as much of a signature item as the Lone Ranger’s silver bullets. After all, the Lone Ranger had a Wand of Gun, with a lot of shots – and could make reasonably damaging attacks, perform various trick shots / telekinetic bursts, and cause fear, restocking on bullets/charges between adventures.

Third edition made spells much more abundant and much easier to cast. Magic-Users turned into Wizards and Sorcerers who didn’t really NEED a wand to fight.

Wands got a new lease on life though even if they weren’t rechargeable any more. They effectively turned into cheap utility items, with the most ubiquitous being Cure Light Wounds or Lesser Vigor. That started to slip a bit with the later introduction of Healing Belts, Talismans of the Disc, Eternal Wands, and similar items, but wands still hung on.

Staves however… the big point of staves was that they offered a wide variety of effects at a reasonable power level that could be effectively used in battle, that didn’t drain the user’s very limited (15 minutes per spell level – thus forty-five minutes for a single fireball) daily spell preparation allotment, and that couldn’t be readily interrupted.

First Edition included exactly seven Staves. Three (Serpent (C), Striking (C, M), and Withering(C)) were basically melee weapons. One (Curing, (C)) let clerics heal semi-effectively in melee without risking spell disruption. The Staff of Command (C, M) offered basic Suggestion/Charm effects – and the Staff of the Magi and Staff of Power were for Mages. Four staves for mages. At high levels a Wizard needed one of the better staves (Magi or Power) to function just as much as the fighters needed their weapons.

But Wizards and Sorcerers got that stuff automatically in third and later editions. Worse, with staves no longer being rechargeable, going to great expense to add extra functions to a stave became entirely counterproductive. A powerful staff with many functions was no longer the mark of a mighty (or at least lucky) wizard; it was the mark of one with more money than sense. Even if someone found one… they were likely to sell it in favor of getting something that was actually useful.

To make things even worse, it’s hard to find a replacement niche. When you come right down to it, high level spellcasters do not really need a boost any longer. They don’t need a wand or stave to function in combat either. Everybody else tends to prefer weapons. So… what are staves FOR these days?

If anyone has a good suggestion there, let me know, and I will consider writing it up to go with these four variants.

Terra Elves of Modun

photo of a man alone in a cave

Photo by Quang Nguyen Vinh on Pexels.com

Hello all, it’s Spellweaver81 again!  Looks like the group is going to be switching to my new WIP campaign setting of Modun for one of our games, so in preparation for that, we have the Terra Elves to go along with the already posted Ignis and Aqua Elves.  Hopefully I will get more time in the immediate future to be able to get the rest of the races posted (Ventus Elves are next) and then get the general background info written up.

The Terra Elves of Modun

Frequently also known as Cave Elves, Platinum Elves, Giant Elves, and Elves of the Kassarang Desert, and especially as Terra Elves, they hail from from the ancient dried Kassarang sea now known as the Kassarang Desert. On the surface, the desert is a desiccated wasteland of scorching black sands that will kill the unprepared explorer in mere hours. Yet beneath the surface in the immense limestone sinkholes and caves the temperatures are cooler, water collects from aquifers into subterranean rivers and lakes, and life thrives. It is in this immense network of underground oases that the Terra Elves make their home.

Appearance wise, the Terra Elves look quite similar to the Aquatic Elves save for the immense difference in size and build. Terra Elves have been documented being anything from ten to sixteen feet tall (although the average is around fourteen feet in height). Weight can similarly vary between a thousand pounds to as much as two tons for particularly large and well built individuals. In addition to the difference in size, Terra Elves are much more muscularly built than their elven brethren and frequently sport arms and legs as large as entire members of smaller races. As such, they are well known across Modun for their immense strength both on and off the battlefield. Male Terra Elves also are the only elves known to sport significant facial hair.

The Terra Elves make their homes in the immense network of deep limestone sinkholes and caverns that criss-cross beneath the Kassarang Desert. There the temperatures are much cooler and the water table becomes exposed. Labyrinthian caverns carved by ancient subterranean rivers connect the various caverns and sinkholes together into a single three dimensional network that snakes its way underneath the Kassarang Desert before emerging into the Glowing Forest as the mighty Rose River. A vast, luminous mycelium network permeates the limestone and channels light gathered from the harsh surface into the underground spaces. This light, plus the nutrient and mineral rich waters, support a vast array of plant and animal life far from the scalding temperatures of the surface. Indeed, many of the plants root deeply into the mycelium networks and form a close symbiotic relationship with each other like a form of lichen.

It is in this immense complex of subterranean spaces that the Terra Elves build their cities, farm their food, and largely isolate themselves from the outside world. They carve and shape the stone to form many layered terraces for irrigated crops, large water control networks for sluice box mining, and build their houses into the rock faces or amongst the giant stalactites that hang from the ceilings of the larger caverns. Their cities and the surrounding farming caverns are three dimensional structures that make efficient use of space while simultaneously being difficult for outsiders to navigate or invaders to penetrate. Entire armies of the Ignis Elves have entered the caverns to assault the Terra Elves only to never be seen or heard from again. These days, the Ignis Elves don’t even bother to try anymore.

The Terra Elves uses large sluice complexes to harvest the alluvial sediments of the subterranean rivers that are rich in iron and various other metals, particularly platinum. It is this platinum that gives the Terra Elves the moniker “Platinum Elves” amongst the other races. While not as ostentatious with it as the other elves are with their precious metals, the Terra Elves do make judicious use of an alchemically treated form of platinum to write preservation charms into anything that they desire to protect from corrosion or decay. They are particularly noted for using alchemical platinum leaf extensively in their books for resistance to protect the books for centuries. Alchemical platinum is also forged into their weapons and armor to vastly increase the mass of said equipment. While this does have the side effect of slowing them down significantly compared to more normal armor and weapons, it gives them immense advantages in terms of damage and resisting efforts to be moved against their will.

As a society, the Terra Elves are an orderly and practical people. There are procedures for controlling the flow of water, determining which cavern walls are safe to dig into, ensuring proper ventilation, and many other aspects of their lives. Much of this has to do with the potential for mistakes to cause catastrophic flooding, collapses, or explosions which then create further flooding or collapses. Thus, this is a society that values, rules, procedures, clearly defined decisions makers, and established responsibilities. This makes them feel there is not much point in seeking divine guidance on matters that are clearly within the realm of mortal affairs. The Terra Elves also have a fiercely independent and at times even isolationist streak to their culture. Which isn’t to say that they are hostile towards outsiders, just that they rarely feel the need to involve themselves in the affairs of the other races. Visitors are welcome to come by, but are expected to follow the rules.

Being a largely subterranean society, the Terra Elves do not have a clearly defined day/night cycle to how their society is organized. Many establishments will rotate in shifts during the day, presuming that they have sufficient staff to remain open. This frequently leaves other races with the impression that Terra Elves never sleep, but this is as much a myth as the tales of their cities being constructed entirely out of precious metals.

Like other kinds of elves, the Terra Elves have a rare few born with the talent for shaping earth. Those with this ability possess great ability to move and shape stone, dirt, and metal into whatever forms they can imagine. Most with this ability find employment further expanding and reinforcing the cavern systems their settlements are constructed in. Still others seek employment amongst the other races acting as builders and defenders.

Basically the Earthbending package seen here.

Shaping (6 CP), Pulse of the Dragon (6 CP), and Heart of the Dragon II (18 CP), Specialized and Corrupted for Triple Effect (produces effects of up to level three)/strictly limited to a particular element (Earth), requires gestures, requires training (at least one martial art techniques in a relevant martial art per level of effect which can be produced). That’s 30 CP – in general, a +1 ECL template. Basic recommendation for martial arts is Adamantine Fist – a style focusing on toughness and powerful strikes.

The Terra Elves have a long established symbiotic relationship with a breed of mammoths. Believed to have been inhabitants of the long gone Kassarang grasslands, the moved underground with the elves to find water and cooler temperatures where there is respite from the scorching sun. These days the mammoths help to pull heavy carts, reach higher fruits and flowers on the many vines the dangle from the walls and ceilings of the cavern, and process food and other plant waste into fertilizer. The long lives and excellent memory and intelligence of the mammoths work well when learning the routines and in-and-outs of the labyrinthine layouts of Terra Elven cities.

Terra Elven magical traditions see inspiration in the endurance and strength provided by regular structure of crystals and metals and have learned to weave similar structures into their spells using specially crafted jewelry to channel the spells through. This allows them to produce spells with greatly expanded durations compared to the spells of other races. The most proficient at it can even make many spells last nigh indefinitely.

Basically, this is a package feat Terra Elves can purchase.

  • Persistent Metamagic – Specialized: Requires a specially crafted ring to act as a focus that costs 10,000 GP per level of the base spell to be modified. Said ring must be worn on a free hand while casting the spell. (3 CP)
  • Streamline Metamagic (Persistent) – Specialized: One reduced spell level applies to only the Persistent Metamagic feat. (3 CP)

Terra Elves are also known for living alongside mammoths in their cities. The mammoths assist with gathering and hauling goods such as fruits and ore, using their immense strength to pull carts and their long trunks to reach high into the vines that hang throughout the city. The significant intelligence of the mammoths makes them easy to train to perform a variety of tasks and many even will perform trained routines unsupervised. The high sociability of the mammoths also means that they form deep bonds with their handlers and are even viewed as part of the family by those that take care of them. A rare few are even trained and armored for being ridden into battle, and the sight and sound of a charge of armored mammoths has broken the spirit of the enemy on many occasions.

Relationships to Other Races:

  • Aqua Elves – The Terra Elves view the Aqua Elves with a mixture of respect and frustration. They admire the egalitarian ways of the Aqua Elves and their adaptability to challenging circumstances. However, they find the outgoing and cheery nature of their smaller brethren to be tiring. The lack of refined structure to their society is also confounding as it can be hard to discern what is the proper protocol to be followed in various circumstances. It is also felt that the Aqua Elves make friends just a bit too easily to be entirely prudent.
  • Ignis Elves – While the Terra Elves appreciate the redrawn and calculating nature of the Ignis Elves, the massive racial superiority complex is off-putting. It is felt that the Ignis Elves are their own worst enemy and that sooner or later the Ignis Elves are going to provoke an alliance of many of the other races against them. What the Terra Elves should do in that scenario is an ongoing debate, with many advocating for at least being open to sheltering refugees when the inevitable happens.
  • Ventus Elves – The Ventus Elves are as mysterious to the Terra Elves as they are to most of the other races of Modun. Their ability to fly is a thing of wonder and amazement as are their goods made with amber, silk, and exotic woods. They also appreciate that what the other races consider rude when interacting with the Ventus Elves is really just a cultural misunderstanding regarding etiquette as the Ventus Elves value honesty to a fault and have a highly organized society similar to the Terra Elves. Still, the idea of living so high up in the trees that the ground can be hard to see is more than a bit terrifying.
  • Dwarves – Dwarves are seen as both kindred spirits and utterly weird. The emphasis on the materials of the earth in their culture is immediately relatable and the two cultures have had significant trade of such things for a long time. The clan nature of the dwarves is difficult to keep track of and more than a few times things have gotten tense because the Terra Elves committed the faux pas of presuming two different dwarves were part of the same clan. As a result, it is considered best to leave negotiations to experts.
  • Humans – To the Terra Elves, the Humans are easier to get along with than the dwarves despite having a similarly fractious nature. Perhaps it is that in some ways they are even more fractious than the dwarves and thus their associations with others (real or presumed) just don’t carry the same emotional weight. They do make excellent trading partners, although their greed can be a bit much to deal with.
  • Gnomes – The gnomish tendency to move about in caravans with no fixed home is considered to be quite alien to the Terra Elves. Their obsessions with the motions of planets and stars, the fundamentals of alchemy, and making ever more complicated clockwork mechanisms can seem pathological at times as well. Still, they are friendly enough even if their relationships with others can be a bit transactional at times.
  • Halfings – The Terra Elves know little about halflings beyond the rumors and stories shared by the other races. The idea of a race able to conjure poisons, summon forth nightmares, and seemingly vanish into the shadows sounds to the Terra Elves like something best kept at a distance.

Terra Elves

-Attribute Shift (+2 Wisdom, -2 Charisma) (6 CP)

-Self-Development (+2 Dexterity) (12 CP)

-Immunity / Sleep Effects (Uncommon, Minor, Major) (3 CP)

-Infrasound Hearing (4 CP) Specialized and Corrupted: User can be deafened by sounds others can’t hear, can be impaired by effects that impact normal hearing, information content is limited compared to normal hearing

-Innate Enchantment (7500 GP) (6 CP)

  • Enlarge Person (Always On x.5, Personal Only x.7 = 700 GP)
    • Uses the Practical Enchanter Version of the Spell
    • +8 Str, -2 Dex, +2 Con
    • +2 Natural Armor
    • -1 Attacks and AC
  • Make Whole (2000 GP)
  • Healthful Rest (1400 GP)
  • Foundation of Stone (1400 GP)
  • Know Direction (1000 GP)
  • Light (1000 GP)

-Immunity: Innate Enchantment Initial XP Cost (1 CP)

-Skill Bonus: Craft +2, Perception +2, Survival +2 (6 CP)

-Racial Weapons Glaives, Bows, Greatswords, Warhammers (3 CP)

-Languages: Elven (1 CP)

42 CP / Corrupted 28 CP

Disadvantages:

Large: Terra Elves are significantly larger and heavier than other races. As such, buildings and furniture built for and by other races may prove difficult for Terra Elves to use and may even break under the strain applied. Most often this comes up via doors and ceilings far too low to be at all comfortable, but at times even the floor may not be up to the task of supporting their immense bulk.

Reclusive: Terra Elven society is highly isolated from the wider world, with most Terra Elves never having even seen a member of another race in their lives. This often means that when interacting with someone they’ve never seen before, the Terra Elves will resort to stereotypes they’ve heard from stories as guidelines for social interaction. This isn’t done out of malice, just ignorance.

Eclipse d20 – Runebearers

The idea that words and symbols have power is pretty fundamental to magic. Ergo, symbols on the skin should also offer power. Comics have Possession or various forms of magic, Naruto has Seals, Rifts has Tattooed Men (Underpowered? Overpowered? Who knows? It’s RIFTS), Legend of the Five Rings (and it’s d20 version) have Tattooed Monks (Not too horrible in the original Legend of the Five Rings game, pretty poor in d20), and D20 had it’s Dragonmarks.

The d20 versions in particular were somewhat underwhelming. Sure, there were – as usual – a couple of exploits, and there were uses in a few fairly specific builds, but for the most part being a Tattooed Monk or Dragonmarked character was a waste of precious resources. It mostly got you stuff that actual spellcasters could laugh at in fairly short order. So lets rebuild things:

The Primal Runes are expressions of primordial principles, aspects of the divine powers of creation, or archetypes extending across many realities – but regardless of their exact origin, their expressions always follow the same pattern – one reason why they are always considered Specialized and Corrupted.

  • Attuned: Each Rune is attuned to a particular principle – a manifestation of one of the foundations of the cosmos. While Runebearers may choose between a modest list of sub-affects, they are always within the nature of the Rune, always have the same limitations, and are always set up by the game master. The GM should preset the list of runes available in a setting.
  • Blatant: The runes mark their bearers, usually with stylized sigils, which are fairly readily recognized. Since the markings expand and become more intricate as the user masters higher level effects, a knowledgeable observer can often figure out the user’s precise abilities – often at range with effects as simple as “Detect Magic”.
  • Destiny: Runes are foci of destiny, nexi of probability, and manifestations of prophecy. Bearers of well-developed runes will invariably be drawn into quests, feuds, and disputes that will often divert them from their own business. Strange things will happen, unlikely setbacks will occur, and various narrative tropes will keep turning up.
  • Hereditary: Runebearing tends to run in families – although mixing such bloodlines is, for some reason, likely to result in a child or two bearing the Destruction or Shadow Rune. Very few wielders can safely use two or more Runes, but very little is truly impossible.
  • Influential: The runes influence their bearers. The bearer of a Storm Rune likely smells of ozone, is a bit flighty and impulsive, tends to prefer a sudden unplanned onrush to other tactics, likes to go out in the rain, and so on. Bearers who do not fully live up to such influences may have to make Will checks to avoid acting on such impulses at the whim of the GM up to three times per session.
  • Signs: Runebearers show minor physical tell-tales. Those with the rune of Fire tend to have red hair and reddish skin, often feel hot to the touch, and may occasionally accidentally set things on fire.
  • Social Expectations: Runebearers form a natural aristocracy. Coupled with the tendency for runes to run in families, this means that any Runebearer will be claimed as a member of a particular clan, be subjected to social expectations and duties, and will be watched and tracked. The Destruction and Shadow runes are often exceptions, carrying  massive social stigmas and suspicion instead.
  • Well-Known: Almost everyone understands the nature of the primal runes and the capabilities of their wielders.
  • Willful: The runes are difficult for mortals to control. Despite their effects reduction in effective level via Mana and the Compact Metamagic, users of levels beneath (2x the base level of the effect they are using -1) can have difficulties as set by the GM.

The Runebearer Package (18 CP, optionally -6 CP for the Disadvantages given above, for a total of 12 CP):

  • Shaping, Specialized and Corrupted for Increased Effect: Produces a maximum of fifteen first-level spell effects related to a particular theme, each usable once per day (three times a day for any Cantrips taken). All spells must be chosen from the lists given for each allowed theme, although individual spells may be chosen more than once. The user may select four options from the Cantrips and Level One spell options, two of each higher level through level six, and one seventh level effect (6 CP). Sadly, effects which require expensive material components or which have XP costs still have those costs.
    • Level Two effects are reduced to Level One through the expenditure of One Mana. Safe to use at level 3+.
    • Level Three effects are reduced to Level One through the expenditure of Two Mana. Safe to use at level 5+.
    • Level Four effects are reduced to Level One through the expenditure of Three Mana. Safe to use at level 7+.
    • Level Five effects are reduced to Level One through the expenditure of Three Mana and the use of an Expensive Material Focus. Safe to use at level 9+.
    • Level Six effects are reduced to Level One through the expenditure of Three Mana, the use of an expensive material focus (unique to each spell, usually 500-5000 GP, depending on GM whim), and owing a favor to the enabling powers. Safe to use at level 11+.
    • Level Seven effects are reduced to Level One through the expenditure of Three Mana, the use of an expensive material focus, and owing a favor to the enabling powers, and suffering 4d6 damage and becoming Fatigued in the casting (GM’s may permit extremely evil users to damage the creatures, plants, ecosystem, and environment in a fair radius. Such damage, while subtle, can take many years to heal). Sadly, this is the limit in possible reductions. Safe to use at level 13+.
  • 2d6 (8) Mana with Spell Enhancement, Specialized and Corrupted for reduced cost / only for Spell Enhancement, only for boosting the shaping effects above (4 CP).
  • Rite of Chi with +8 Bonus Uses, Specialized and Corrupted for reduced cost / only to recharge the pool above (6 CP).
  • Innate Enchantment, Specialized and Corrupted for reduced cost / only gets one of the following six options. (The 56 XP cost can be ignored) (2 CP).
    • Skill Mastery (Skill Group) (SL 1 x CL 1 x 2000 GP x .7 Personal Only, 1400 GP). A +3 Competence Bonus to four skills set by the Rune’s Theme.
    • Immortal Vigor I (+12 + 2 x Con Mod HP, 1400 GP as above).
    • Enhance Attribute: +2 Enhancement Bonus to an Attribute set by the Rune (1400 GP as above).
    • Magic Armor: The user’s armor and/or shield is treated as +2 if not already +2 or better (1400 GP as above).
    • Magic Weapon: The user’s weapons are treated as +1 weapons (1400 GP as above).
    • Aura of Light (or Darkness). Gain a +1 Sacred (Profane for some runes) bonus to Saves (1400 GP as above).

Naturally enough, the basic package can be expanded:

  • Rune Mastery (6 CP): Either add a second (or third or fourth) set of spells from those associated with your existing rune or – with game master permission – add an additional rune to your repertoire with it’s own set of spells (this may require an Immunity to the usual restrictions). In either case you will want…
  • Runic Empowerment (6 CP): Add +2d6 Mana and +4 Bonus Uses of Rite of Chi to your existing pools.
  • Runic Infusion (6 CP): Select four more Innate Enchantments from the list above. While these do not directly stack, characters with more than one Rune may select Skill Mastery or Enhance Attribute for differing Skills or Attributes.
  • Runic House (6 CP): Major Privilege. A full member of an established Runic House is an up-and-coming member of a major organization with both political and economic power. They will receive subsidized equipment, medical treatment, legal assistance, and other backing – especially when they are on house business. While this is far less important at high level, it can be a major advantage – or absolutely vital – at lower ones. Of course, they are also expected to undertake various tasks and missions for the house – but since the house wants them to come back successful, such missions tend to be within the characters limits and are often fairly profitable.

Obviously enough, a Rune could be improved in hundreds of other ways or be used to power (and thus render cheaper via Specialization or Corruption) a variety of other abilities – but these are the most obvious and common ways to build on them.

So here are some sample runes:

For the notes on the runes. It’s assumed that Runebearers are reasonably common in the setting, that getting to level three to five is not too uncommon for NPC’s with special abilities, and that the game master isn’t too restrictive about characters pushing things a bit on occasion (not strictly necessary, but useful) – and so there will be social effects. After all, if the runes are just another source of power available to occasional adventurers, that won’t have much of an effect – and there’s not a lot of point in bothering with runes if you aren’t going to make them an important part of your setting.

Creation Runes:

Creation / Crafting:
Skills: Craft (All). This includes Spellcraft.
Attribute: Wisdom
L1) Crafter’s Fortune, Mending (3/Day), Repair Light Damage, Psionic Minor Creation, Golem Strike, True Skill (The Practical Enchanter).
L2) Make Whole, Produce Kit (Hedge Wizardry), Force Ladder, Quick Potion
L3) Channel The Gift, Eldritch Armor III (The Practical Enchanter), Greater Laborer’s Word (1 Day of Work), Repair Serious Damage.
L4) Master’s Song (1 Week of Work), Metal Melt, Eldritch Weapon III (The Practical Enchanter), Treasure Stitching
L5) Equivalent Exchange (Sell or Purchase Items), Fabricate, Major Creation, Renovation
L6) Animate Object, Hammer of Mending, Wall of Gears, Wall of Stone.
L7) Create Demiplane (Lesser), Simulacrum.

Presumably the first Rune, and the primordial font of all other runes. The gift of the Creation Rune is – appropriately enough – civilization. The ability to easily create and maintain the tools and structures that form the basis of towns and villages. Certainly, the higher level powers are near-miraculous, but even the lower-level ones allow the easy creation of masterworks, swift maintenance for walls, wagons, weapons, and aqueducts, and the easing of a myriad tasks. If one wishes to build in the dangerous wilds of a d20 universe… your best hope of success is to find a high-level character to act as a patron – or to find even a low-level wielder of the more practical aspects of the Creation and Earth Runes. Where many are gathered together, there is industry – a font of practical supplies. Wealth and political influence tends to follow.

Destruction / Malignance:
Skills: Bluff, Perform, any one Knowledge, and Use Magic Device.
Attribute: Strength.
L1) Barbed Chains, Cause Fear, Curse Water, Death Knell, Doom, Murderous Command.
L2) Agonizing Rebuke, Blindness/Deafness, Commnd Undead, Whip Of Spiders.
L3) Animate Dead, Bestow Curse, Gloomblind Bolts, Possession.
L4) Caustic Blood, Create Soul Gems (two target version), Enervation, Phantasmal Killer.
L5) Bestow Threefold Curse (lay three curses at once), Feast On Fear, Mass Repair Undead, Unholy Sword (Weapon).
L6) Create Undead, Greater Curse Terrain, Planar Ally, Swarm Skin.
L7) Disintegrate, Plague Storm.

While the power of the Destruction Rune can be turned to the defense of civilization, it’s constant call is to tear things down – to reduce the lands to a howling wilderness, to make the wilderness a decaying haunt of the undead, and to ultimately return all things to nothingness. While, to some extent, the old must pass to make way for the new… by it’s nature the Destruction Rune does not discriminate. Most cultures will see the Destruction Rune as evil, a power to be feared and ostracized. Given that the runes have psychological effects on their wielders… that belief is not without justification.

Preservation / Guardian:
Skills: Concentration, Sense Motive, Intimidate, and Listen.
Attribute: Constitution.
L1) Endure Elements, Keep Watch, Lionheart, Mage Armor, Shield Of Faith, Warning Shout
L2) Force Shield II (The Practical Enchanter), Protection From Arrows, Shield Other, Lesser Spell Immunity
L3) Magic Circle (any one), Protection From Energy, Mass Resurgence, Eldritch Weapon III (The Practical Enchanter)
L4) Lesser Globe Of Invulnerability, Emergency Force Sphere, Delay Death, Battlemind Link
L5) Aura Of Evasion, Psionic Mind Blank, Village Veil, Wall of Stone
L6) Banishment, Forceful Hand, Globe of Invulnerability, Perceive Betrayal.
L7) Age Resistance (Greater), Spell Turning.

In the Preservation Rune lies safety. In civilization it is the sign of guardians who place themselves between the common folk and what would harm them. Travelers rely on it’s wielders for protection. Settlers rely on them to stand guard while their homes and defenses are built. Wealthy nobles rely on guards wielding the Preservation Rune. Justified or not , Preservation Runebearers are commonly seen as the quintessential heroes – but it is not uncommon for them to have a more quixotic bent or a more mercenary mindset.

Transformation / Primordialism:
Skills: Disguise, Profession (any one “primitive” profession), Survival (Includes Use Rope), and Tumble.
Attribute: Strength.
L1) Aspect Of The Wolf, Claws of the Bear, Embrace The Wild, Lions Charge, Speak With Animals, Sufefooted Stride,
L2) Bite of the Wererat, Animalistic Power, Personal Vigor, Create Treasure Map,
L3) Alpha Instinct, Bite of the Werewolf, Greater Magic Fang, Jaws of the Wolf.
L4) Battlemind Link, Bite of the Wereboar, Freedom Of Movement, Summon Stampede
L5) Bite of the Weretiger, Commune with Nature, Release The Hounds, Replay Tracks
L6) Bite of the Werebear, Leader Of The Pack (as per Danse Du Pack, The Practical Enchanter, but only 10 minutes/level), Primal Regression, Summon Flight Of Eagles.
L7) Changestaff, Greater Polymorph.

Unlike the other three Primordial Runes, the Transformation Rune has few cultural implications, and is seen more as a thing of the wilderness – wielded by explorers and rangers, but equally by wildmen and primitives. As is perhaps befitting, the Rune of Change is seen as fundamental to both advancement and regression, a thing of both invention and shapeshifters. Great warriors often wield the Transformation Rune – whether for good or for ill. To the content, they bring danger and disorder. To the oppressed, liberation and the hope of change. As such… they are never entirely welcome to those in power, who see no reason for change.

Elemental Runes:

Air / Storms:
Skills: Balance, Diplomacy, Listen, and Perform (any sound-focused form).
Attribute: Dexterity.
L1) Air Bubble, Endure Elements, Feather Fall, Fog Cloud, Shocking Grasp, Updraft.
L2) Binding Winds, Eagle Eye, Gust Of Wind, Wind Wall.
L3) Call Lightning, Downdraft, Sleet Storm, Wind’s Favor.
L4) Air Walk, Blast Of Wind, Greater Aggressive Thundercloud, Ice Storm.
L5) Call Lightning Storm, Control Winds, Fickle Winds, Storm Touch.
L6) Blazing Rainbow, Dispel Magic (Greater), Path Of The Winds, Plague Storm.
L7) Control Weather, Storm Tower.

While there are a few benign uses for the Air Rune, most of those are the province of truly powerful wielders, simply because they usually call for massive areas of effect. Such powerful wielders are immensely valuable in ship-based trading, in agriculture, and in many other areas. Control of the Weather aids in growth and harvest, ends droughts, and breaks storms. It may not still earthquakes, calm volcanoes, or stop tidal waves – but such things are rare, while destructive storms, dangerous blizzards, and shortages of rain are all too common. Families with strong links to the Air Rune tend to focus on training more than most, teaching their members to access those powerful – and oh, so profitable – effects. They are often trained as ship crewmen, in anticipation of them developing their greater powers.

Earth / Plant:
Skills: Appraise, Climb, Move Silently, and Survival (Includes Use Rope),
Attribute: Strength
L1) Enhance Herb (Paths of Power II), Entangle, Goodberry, Expeditious Construction, Hail Of Stone, Pass Without Trace,
L2) Bull’s Strength, Forest Friend, Full Pouch, Heat/Chill Metal,
L3) Chameleon Stride (Greater), Feather Step (Mass), Plant Growth, Stone Shape
L4) Commune With Nature, Jungle Mind, Land Womb, Sturdy Tree Fort
L5) Hungry Earth, Transport Via Plants, Wall of Stone, Wall Of Thorns.
L6) Binding Earth (Mass), Dust Form, Move Earth, Transmute Rock to Mud (Reversible).
L7) Master Earth, Animate Plants.

The Earth Rune is the rune of foundations, of agriculture and growth. With it even a relatively minor wielder may cause the fields to yield more, can feed and heal the folk of a settlement on simple herbs and berries, and may plow and dig wells, canals, and channels. With a bit more experience, they can discover all the riches of the earth and erect sturdy outposts from which folk may gather that wealth.

Fire / Plasma:
Skills: Craft (Alchemy or any fire-related), Disable Device, Heal, and Sleight Of Hand.
Attribute: Intelligence.
L1) Blades of Fire, Burning Hands, Campfire Veil, Kelgore’s Firebolt, Resist Energy (Fire Only), Wall of Smoke.
L2) Hearthfire (Hedge Wizardry), Pyrotechnics, Scorching Ray, Balor Nimbus.
L3) Fireball, Fire Spiders, Fire Wings, Flashburst.
L4) Firestride Exhalation, Fire Shield, Firestride, Wall Of Fire.
L5) Cone of Cold (Fire), Daltim’s Fiery Tentacles, Firebrand, Greater Fireburst.
L6) Fire Spiders, Fires of Purity, Scalding Mud, Summon Elementals (1d3 Huge Fire).
L7) Prismatic Spray, Sunburst.

Fire is one of the foundations of civilization. Yet the Fire Rune is primarily a sigil of war – for should you wish to cook, to scare animals away from your camp, to provide light, to smelt ore or forge metal, to brew potions, to drive a steam engine, or simply to provide warmth… a Hearthfire spell (and perhaps Resist Fire) will do. Certainly, you might want to use an explosion (Fireball) to help mine, or to extinguish a fire with Pyrotechnics – but even a minor Runebearer can accomplish such tasks. The greater spells of fire are almost always weapons of one sort or another. Still, a fire specialist is a welcome aide in battle.

Life / Renewal:
Skills: Diplomacy, Handle Animal, Heal, and Speak Language.
Attribute: Charisma.
L1) Cure Light Wounds, Lesser Restoration, Lesser Vigor, Remove Sickness, Polypurpose Panacea, Youthful Appearance
L2) Calm Emotions, Close Wounds, Delay Poison, Stabalize.
L3) Cure Serious Wounds, Neutralize Poison, Remove Disease, Vigor.
L4) Cure Critical Wounds, Panacea, Remove Curse, Restoration.
L5) Breath Of Life, Heal, Monstrous Regeneration, Raise Dead.
L6) Dual Heal (two targets), Greater Good Hope (double effects), Heroes Feast, Inspiring Recovery.
L7) Resurrection, Restoration (Greater).

The Life Rune is usually the template for any healer’s emblem in a setting. Whatever form it tends to take – whether Rod of Asclepius, Eye of Horus, Healing Hand, Renewing Serpent, Medicine Bear, Antahkarana, Om, Yin-Yang, Medicine Wheel, Lotus, Tree of Life, Hamsa/Hand of Miriam, Dharma Wheel, Flower of Life, Reiki Symbols, or Spiral Sun – will become emblematic. Runebearers of Life, as powerful physicians and healers, are welcome almost everywhere, their services are coveted by the wealth and sought by charities. Even the most generous will generally be well supported by donations and grateful patients. While it can obviously be used in support of evil, It is rare that any wielder of the Life Rune will be regarded with anything save great respect – unless their personal habits are utterly odious.

Shadow / Darkness / Oblivion:
Skills: Bluff (includes Forgery), Gather Information, Hide, and Move Silently.
Attribute: Intelligence.
L1) Disguise Self, Insightful Feint, Minor Image, Net Of Shadows, Shadow Anchor, Shadowfade.
L2) Blindsight, Darkness, Dark Whispers, Searching Shadows.
L3) Clairaudience/Clairvoyance, Gloomblind Bolts, Scrying, Shadow Enchantment.
L4) Bestow Curse, Greater Invisibility, Shadow Conjuration, Shadow Form.
L5) Cloak of Shadows, Mislead, Prying Eyes, Shadow Walk.
L6) Greater False Vision, Greater Scrying, Shadow Evocation, Shadow Memory.
L7) Project Image, Shadow Conjuration (Greater).

Popularly – if somewhat unfairly – seen as the Rune of Thieves, Assassins, Spies, and Rogues, the Shadow Rune has always been as much about what might lie within the shadows as of the darkness itself. Still, given that fundamental uncertainty about its nature, it is not surprising that the Shadow Rune bestows powers that are far more flexible than those of any other rune. Of course, that same flexibility – and it’s inclusion of mental effects – only adds to the reasons why others find the Shadow Rune and its wielders so suspicious. Sadly, given that the influence of the rune on their minds, all too many Shadow Runebearers fully justify that prejudice.

Water / Swamp:
Skills: Disguise, Escape Artist, Survival (includes Use Rope), and Swim.
Attribute: Wisdom.
L1) Align (Bless, Curse, Etc) Water, Corrosive Touch (as per Shocking Grasp, but Acid), Detect Poison, Fogsight, Hidden Spring, Obscuring Mist.
L2) Chill Metal, Cure Moderate Wounds, Fog Cloud, Warp Wood.
L3) Poison, Neutralize Poison, Quench, Water Breathing.
L4) Control Water, Holy (or Unholy, etc) Storm, Raise From The Deep, Rusting Grasp.
L5) Airy Water, Control Currents (1 Hour / Level), Insect Plague, Summon Nature’s Ally VI (Water Elemental Only).
L6) Blazing Rainbow, Drown, Summon Elementals (1d3 Huge Water). Tidal Surge.
L7) Submerge Ship, Vortex.

The Water Rune is surprisingly subtle and versatile, if only because it is one of the few runes that offers even limited healing powers in addition to both utility powers and combat functions – if no particular defenses. Still, basic offense, concealment, minor healing, the ability to explore the depths, and raise or hinder ships, makes a bearer of the Water Rune welcome aboard any vessel or in any coastal settlement.

Archetypical Runes:

Communication / Writing / Runecraft:
Skills: Autohypnosis, Any one Knowledge, Decipher Script, and Speak Language.
Attribute: Dexterity.
L1) Amanuensis 3/Day, Ancient Knowledge, Arcane Mark 3/Day, Comprehend Languages, Incendiary Runes, Instant Portrait.
L2) Activate Item (Wand, scroll, staff, whatever), Lesser Arcane Seal, Speaking Stones, Whispering Wind.
L3) Illusory Script, Secret Page, Sepia Snake Sigil, Tongues.
L4) Amnesia, Bit of Luck, Contingent Scroll, Sending.
L5) Commune with Texts, Greater Dispel Magic, Greater Harrowing, Mage’s Decree.
L6) Chains of Light (Runes), Demanding Message (Mass), Greater Seal (The Practical Enchanter), Planar Ally.
L7) Banishment, Limited Wish.

In all language – in speech, in gestures, and in writing – there is an echo of the Primal Runes. A strength that can bind and shape the deep energies of creation, bringing order from chaos. The Communication Rune is the bridge over which that echo passes, the language which helps define what the world IS instead of simply reflecting thoughts about it. It is tied deeply into the foundations of what it means to be intelligent and capable of passing on lessons to younger members of your species – to have a culture. Wielders of the Communication Rune are found as messengers, clerks, judges, grand viziers, and commanders – anywhere where there is a premium on the ability to communicate, to support the official niceties that maintain society, and to understand large amounts of information. At their peak, a wielder of the Communication Rune can speak reality into being, although – as mere mortals – there are severe limits to this ability.

Defense / Traps / Wards:
Skills: Balance, Craft (Traps, etc), Disable Device, and Search.
Attribute: Dexterity.
L1) Alarm, Dispel Ward, Hidden Ward, Mage Armor, Resist Energy, Sanctuary.
L2) Arcane Lock, Fire Trap, Misdirection, Rope Trick.
L3) Dispel Magic, Explosive Runes, Glyph of Warding, Nondetection.
L4) Emergency Force Sphere, Magic Circle (Select), Reverse Arrows, Ruin Delver’s Fortune.
L5) Chromal Barrier (as per Prismatic Wall, but only one color), Mages Private Sanctum, Scry Trap, Zone Of Respite.
L6) Greater Glyph Of Warding, Guards and Wards, Sign of Sealing, Hide The Path.
L7 Refuge, Teleport Trap.

The Defense Rune is, of course, most valued by those with places and items that need to be protected or secured. While relatively few of it’s powers are particularly mobile, it offers a wide variety of protections – especially if someone learns to imbue areas with personal protections. A structure – whether shop, moneychangers, or fortress – protected by a skilled wielder of the Defense Rune can be difficult to even locate, much less damage or penetrate.

Investigation / Curiosity / Search:
Skills: Decipher Script, Gather Information, Open Lock, and Search.
Attribute: Wisdom.
L1) Bloodhound, Detect Secret Doors, Heightened Awareness, Instant Search, Lay Of The Land, Residual Tracking.
L2) Blood Biography, Circle Dance, Locate Object, Share Husk.
L3) Allied Cloak, Aura Sight, Helping Hand, Seek Thoughts.
L4) Dungeonsight, Implacable Pursuer, Legend Lore, Locate Creature.
L5) Contact Other Plane, Geas/Quest, Mages Private Sanctum, Mind Probe.
L6) Find the Path, Mass Fleeting Memory, Psychic Asylum, Unerring Tracker.
L7) Retrocognition, Vision.

The questions have rung out across the centuries: “What happened?” “Why did this happen?” “Who did this?”. Those who wield the Revelation Rune can usually find out. While there tends to be communication and cooperation between it’s wielders, they rarely gather in one place, for their curiosity – and the questions of their patrons – tend to lead them in many directions. Still, while “truth” is widely sought, this is also the rune of blackmailers and spies. Others are bounty hunters, rangers, and hunters of wild beasts – searching out their prey as the “more sophisticated” bearers search out truth.

Revelation / Divination / Senses:
Skills: Appraise, Listen, Sense Motive, and Spot.
L1) Detect Magic 3/Day, Detect Poison 3/Day, Ebon Eyes, Embrace The Wild, Investigative Mind, Ancient Knowledge.
L2) See Invisibility, Discern Shapechanger, Know Vulnerabilities, Eagle Eye.
L3) Akhasic Communion, Arcane Sight, Identify (Pathfinder Version), Oracular Vision (Any divination effect of level two or less).
L4) Detect Scrying, Divination, Echolocation, Legend Lore.
L5) Dragonsight, Dream, True Seeing, Zone of Revelation.
L6) Analyze Dweomer, Immediate Truth (Use one “True” (strike, skill, etc, see The Practical Enchanter) spell as an immediate action), Prophetic Lore, Telepathy.
L7) Arcane Sight (Greater), Scrying (Greater).

The Revelation Rune reveals much, if rarely all – but those looking for forgeries, or counterfeit money, or poisoned food, or infiltrators, or are seeking justice, or who wish to learn about some ancient relic… would do well to find a bearer of the Revelation Rune.

Symbiosis / Beastmaster / Animal Husbandry:
Skills: Handle Animal, Heal, Intimidate, Ride.
Attribute: Charisma.
L1) Calm Animals, Charm Animal, Commune with Birds, Speak with Animals, Enrage Animal, Invisibility to Animals.
L2) Bestow Curse (Domestication, Desexing, or similar veterinary “work” only), Hold Animal, Summon Swarm, Nature’s Favor.
L3) Dominate Animal, Greater Magic Fang, Cure Critial Wounds (Animals Only), Master Animal (Permanent Train Animal)
L4) Animal Growth, Summon Nature’s Ally V (Animals Only variant, -1 level). Breeders Blessing (improves results, especially over generations).Winged Mount.
L5) Awaken, Heal (Animals only), Release The Hounds, Summon Nature’s Ally VI (Animals Only variant, -1 level).
L6) Dragonblood Beast, Share Skin, Summon Nature’s Ally VII (Animals only variant, -1 level), Summon Stampede.
L7) Animal Shapes, Atavism (Mass).

The gift of the Symbiosis Rune is prosperity. For even at it’s lower levels it offers dominion over the beasts of the fields and the ability to produce improved strains of them. Strong and docile plowhorses and packhorses, fierce warhorses, improved mastiffs for defense, training the great cats and elephants for war, more productive cows, healthier and better-laying chickens… the second half of the agricultural revolution, and all the wealth it brings, lies in the province of the Symbiosis Rune. Moreover, they can obtain results that would take other breeders a thousand years or more within a few decades.

Travel / Movement:
Skills: Climbing, Jump, Survival (includes Use Rope), and Tumble.
Attribute: Constitution.
L1) Abjuring Step, Benign Transposition, Expeditious Retreat, Jump, Mount, Updraft.
L2) Dimension Leap, Dark Way, Baleful Transposition, Swift Fly.
L3) Conjure Carriage, Fly, Mass Feather Step, Phantom Steed.
L4) Dimension Door, Flight of the Dragon, Planar Adaption, Wind At Back.
L5) Ether Step, Overland Flight, Plane Shift, Teleport.
L6) Find The Path, Mass Planar Adaption, Wind Walk, Word of Recall.
L7) Teleport (Greater), Walk Through Space.

The Travel Rune does not greatly change the world at lower levels, where it’s basic effects are mostly short ranged and personal, however useful such tricks are to an adventurer. Still, masters are greatly valued as emissaries, couriers, and traders in relatively small amounts of high-value goods. If you want to move a thousand tons of rice, you send it by ship. If you want to move five tons of artwork, send it by airship. If you want to move a briefcase full of precious stones quickly and securely… call in a master of the Travel Rune.

Wanderer / Pilgrim / Explorer:
Skills: Diplomacy, Knowledge (Local or Geography), Speak Language, Survival (includes Use Rope).
Attribute: Intelligence.
L1) Mage’s Comfort, Purify Food and Drink (3/Day) Prestidigitation (3/Day), Unseen Servant, Dawn 3/Day, Second Wind.
L2) Clothier’s Closet, Hearthfire (Hedge Magic), Hide Campsite, Peacemaker’s Parley.
L3) Bit of Luck, Create Food and Water, Hedge Mastery (cast two levels worth of Hedge Magic spells within the next hour), Servant Horde.
L4) Bountiful Banquet, Good Hope (10 Minutes/Level), Grove of Respite, Secure Shelter.
L5) Greater Age Resistance, Greater Hut, Hidden Lodge, Life Bubble.
L6) Heroes Feast, Superior Resistance, Transport Via Plants, Word Of Recall.
L7) Bestow Planar Infusion III, Mages Magnificent Mansion.

The Wanderer Rune is a force of rest and comfort – useful to wanderers whether they possess it themselves or whether they are merely staying with someone who does possess it. In either case, the promise of rest and sanctuary can be a precious thing – while even a relatively low-level wielder can easily set up a small inn or traveler’s rest and make a comfortable living wherever people pass. While the Wanderer Rune is notably inoffensive compared to many others, solving logistic issues is no small contribution to travel, exploration, and military expeditions can be invaluable – enough so that many treat anyplace run by a bearer of the Wanderer Rune as neutral territory.

Mages Comfort (Bard I, Sorcerer/Wizard I, Illusion (Shadow), Casting Time 1 Minute, Components V, S, Area: Special, Duration Two Hours Per Level, Saving Throw None (Harmless), Spell Resistance No).

Mages Comfort makes an area (campsite, apartment, extradimensional space, etc) pleasant to stay in with blankets, cushions, comfortable chairs, endtables, beds with nice mattresses, and other “real enough” furnishings. Anything removed from the area will, however, vanish instantly and none of the items can be effectively used as weapons, restraints, or for purposes other than comfort.

Greater Hut (Bard 5, Sorcerer/Wizard 5). An upgraded version of Tiny Hut, with a radius of up to thirty feet – sufficient to shelter an entire expedition. The outside blends into the local environment. Anyone attempting to get in without permission must save (Will, one try) or be unable to enter. The shelter will collapse if the caster leaves for more than ten minutes and Disintegration destroys it.

There are other ways to use runes of course. For example, you could set up a world where all magic depended on the Runes, and thus was inherently limited. Allow each spellcaster access to – say – three runes, perhaps forbidding some combinations. (For example, Destruction would likely be incompatible with the Creation, Life, and Defense runes). That would still limit spellcasters a great deal – eliminating most problematic spells and greatly reducing the complexity inherent in a vast spell list – while simultaneously allowing hundreds of unique magical combinations.

If even that is not enough… it should not be difficult to add additional runes. A few – such as Enchantment and Conjuration – are problematic for obvious reasons, Illusion would be entertaining, if ultimately a bit limiting. But Radiance, Metal, Insects (or Spiders), Spring, Summer, Fall, and Winter, a set of Martial Maneuvers, Shamanism? Mystic Archery? Infernal or Celestial Magic? All those little fields that are a bit too narrow and specific to build a character class around can easily become Runes. What will that red dragon do when the fighter suddenly activates his Ice Magic Rune and takes the stance of the Unrelenting Glacial Advance style?

Planar Wizardry

For today, it’s a look at some old-fashioned spells. There are several tradeoffs in spell design, but in this case it’s the distinction between spells that do something specific and spells which give the caster a tool to work with – something that’s often seen as a distinction between “simulationism” and “gameism”.

Today most games run towards “spells that do something specific”. For a very familiar example, look at Fireball. In early editions it basically created an explosion that filled a certain amount of volume if it could. Thus, for example, it could go a long ways down a network of narrow tunnels. You could start fires with it, blow doors off their hinges, use it as a mining tool, and so on. If you set it off in a very confined place it might even do extra damage. Of course, it had all the downsides of explosive use; if you threw it at something behind a transparent barrier, or at a mirror that was reflecting a scene, or just seriously misjudged the amount of space available… it might go off in your face. It could create dangerous choking smoke, collapse roofs, and so on. Using it well demanded cleverness – and adjudicating the results could require a good deal of input from the game master.

Nowadays, it’s a specific radius on the map, starting fires is barely mentioned and almost never considered, barriers simply block it, and it’s quick and easy to use requiring very little caution or adjudication. Just don’t set if off at your own feet.

Personally, I rather like versatile effects – and to consider how things might have developed. Classically, back in first editon, Arcane Spells involved pulling power from other dimensions and carefully storing it in quasi-stable mental constructs – a complex and difficult process – although the number you could keep ready to go expanded with practice. (Divine Spellcasters, of course, cheated by getting their god to do the hard part. Still, that limited them to what their god chose to give them – meaning that they had to keep serving and pleasing their deities to get more magic).

So first up it’s some fundamental effects.

Momentary Breach: Sorcerer/Wizard 3, Components S, MF, Casting Time: Standard Action, Range: Touch, Effect: See Text (usually a short range cone, but the actual area affected is unreliable), Duration: 1 Round, Saving Throw: None, Spell Resistance: None.

This spell is related to Precipitate Breach, but is far smaller and more immediate – allowing the energies of another plane to pour forth in front of the caster for a few moments with the momentary portal (thankfully) facing away from the caster. The problem is that such effects are not magical (and thus ignore antimagic), and are controlled only by their own nature. If you tap into the quasi-elemental Plane of Lightning, you will get some lightning – but it will be electrical arcs that will ground themselves into something nearby and handy, without the intensity, directionality, and controllable area of effect of a proper Lightning Bolt spell. Less damage, a smaller area of effect, and possibly not hitting what you want to at all. Positive energy? Some healing is likely, but so is uncontrolled plant growth, fungi, and temporary animations that will not be under your control. Negative Energy might block an incoming energy attack, but it might also spawn some hostile minor undead. Chaos usually has effects similar to a Wand of Wonder. In no case can the caster target a specific area or creature. The GM may rule that some creature comes through, but that is entirely up to him or her. The focus is a rod or staff bearing a rune representing the plane being tapped, although a given staff or rod may bear many such runes. The possible planes to tap are:
● Elemental Planes: Fire, Air, Earth, Water, Life (Positive Energy), and Death (Negative Energy).
● Paraelemental Planes: Smoke, Ice, Ooze and Magma
● Quasi-Elemental Planes: Ash, Dust, Salt, Vacuum, Lightning, Mineral, Radiance, and Steam
● Outer Planes: Good, Evil, Law, Chaos
● The energies of the Transitive Planes (Astral, Ethereal, Shadow, and Temporal) are stable on their own, and so do not come through.
● Demiplanes are too small to target.
● Campaigns which incorporate the realms of the Fey or other specialized planes of existence (such as the Far Realms, Dream Realms, and others) may allow more knowledgeable mages to draw on those as well – but that tends to get quite weird, and is best left to rather high-level casters.

Experience does mean something of course; any required caster rolls resulting from the spell recieve a circumstance bonus of (Level – 5, +15 maximum). So if the game master has you roll 4d6 for elemental damage, or wants a dexterity check to keep the magma flow pointed away from your friend, or wants a reflex save because sucking the air out an area brought down the roof, the caster gets the bonus on such checks.

Game Masters who feel a need to limit things more precisely might, perhaps, only allow users to know how to draw on one plane per level of Knowledge/The Planes that they possess. For those who wish to increase the effects a bit – or just to offer some compensation from limiting the number of planes available – you might allow casters to use the spell to Call very minor creatures from the relevant planes, such as Mephits, allowing one such option per plane. While this wouldn’t offer any control over such creatures diplomacy and bargaining may produce some results.

Players who want an character with a dangerous untrained mystical talent or some such may want to take Inherent Spell (Momentary Breach) with Bonus Uses – thus creating a character who can spontaneously tap into a wide variety of extradimensional forces without much control or necessarily having any idea of what they’re doing or how to control it. For a mere 12 CP you can be a gifted but utterly untrained magus! (For a few more CP you can throw in some uses of Rope Trick, for secure camping, or perhaps Conjurer’s Tricks (from The Practical Enchanter) for minor tricks).

Planar Cascade: Sorcerer/Wizard 6, Components S, MF, Casting Time: Standard Action, Range: Medium, Effect: See Text (usually about a thirty foot radius but the actual area affected is unreliable), Duration: 1 Round, Saving Throw: None, Spell Resistance: None.

Planar Cascade operates much like Momentary Breach but affects an area at range and usually takes longer for the effects to dissipate (if they ever do) thanks to sheer scale. Dumping magma all over a sizeable area may take hours or days to cool (and will leave rock), filling an area with Chaos often has effects as per a Bag of Beans, and land covered in Salt may not be fertile again for generations. Vacuum, on the other hand, might just suck a lot of stuff up. On the other hand, Water or Air will usually dissipate quickly while Good will likely mere Consecrate the area for a time and damage evil creatures. As with Momentary Breach it is possible that something will come through the briefly-opened door – but the caster has no control over that, although it is remotely possible that praying to something (preferably using it’s true name) will cause it to take notice that there’s a path open for a bit. Of course, even if something comes through… this spell provides no way to so much as influence it, and is likely to overload and destroy any containement effects that might be used.

As with Momentary Breach, the caster gains a circumstance bonus on any spell-related rolls the GM calls for of (Caster Level – 11, 10 maximum).

Obviously enough, the simplest way to restrict this effect is to limit user’s to their list of planes from Momentary Breach. To enhance it… allow learned user’s to slightly twist the result to produce effects equivalent to a few lower (fifth) level effects – Plane Shift (to known planes only), Dismissal (if they can correctly identify a creatures plane of origin and know of it), and Precipitate Breach (may only breach to known planes) – allowing Plane Shift at Knowledge/The Planes 7+. Plane Shift or Dismissal at 14+, and all three at 21+.

This, of course, is serious magic. Dabblers rarely get this far – but it’s hardly impossible; For a mere 48 CP in total you can get five uses/day each of Momentary Breach, Shadow Conjuration, Shadow Evocation, and Planar Cascade – enough to make you a fairly effective “Wizard” or “Sorcerer”. Sure, there will be a lot of things you can’t do – but that’s a lot of versatility for a mere four spells.

Planar Infusion: Sorcerer/Wizard 9, Components S, M (10,000 GP in Gems), Casting Time: Standard Action, Range: Touch, Effect: See Text, Duration: Instantaneous / special, see text, Saving Throw: None, Spell Resistance: None.

Planar Infusion resembles Momentary Breach and Planar Cascade, but it infuses the summoned energies into some item, creature, or structure on a semi-permanent basis. An infusion of Negative Energy might create a powerful undead (albeit while offering no control over what you get or what it does), infusing a machine with Law might make it run for many centuries without requiring fuel or maintenance, infusing a Hospital with Positive Energy might ensure that the great majority of their patients would make full recoveries – or it might lead to it becoming a haunt of bizarre mutant monsters. Infusing a deck of cards with Chaos might result in something like a Deck Of Many Things (although cards would be used up when drawn) or perhaps a Deck Of Conjurations, Fire would likely result in a deck of fire magic – or a deck of natural disasters. Infusing a Staff with Fire might create or recharge a Staff of Fire – or a +1 (or higher) Flaming Staff, or any of many other things. This is versatile and fast, not reliable. As with Momentary Breach, the caster gains a circumstance bonus on any spell-related rolls the GM calls for of (Caster Level – 15, 5 maximum).

By the time anyone can cast this thing their Knowledge / The Planes really ought to be high enough that it isn’t going to be a limiting factor. You could limit it by Knowledge / Arcana on the theory that you need to know how to channel the power into various kinds of items – but by the time you can cast ninth level spells skills aren’t all that much of a barrier either. This one pretty much comes as-is.

Dabblers rarely get this far, simply because getting this far requires some serious dedication. Still, if someone really wants to…

  • Spend 18 CP on a L7 Effect – Etheric Creation (as per Major Creation, but Standard Action casting time and five cubic feet per caster level) five times per day.
  • Spend 18 CP on a L8 Effect – The Astral Forge (as per Limited Wish, but requires a rune-inscribed, inlaid staff worth 3500 GP as a focus instead of a base cost. On the upside, the staff can be used to cast Prestidigitation and Dancing Lights at will, if only at caster level one. More expensive models have Wand Compartments suitable for a wand or rod for +100 GP. Technically a Wondrous Item rather than a staff if that should ever matter).
  • Spend 18 CP on getting Planar Infusion 1/Day. You’d still have to pay the 10,000 GP in gems each time you use it though, so you might want to cut the cost by limiting this to once a week or something.

OK, that’s 102 CP, plus your investment in Skills – but it’s slightly cheaper than buying Adept spellcasting and extremely versatile, even if you do only have seven actual spells.

The Planar Spells are very versatile – but their effects tend to be somewhat random and are far less controlled and focused than a specific spell. Covering an area in nonmagical flames may do some damage and bypass antimagic, but it isn’t going to match the kind of intensity that you get with Fireball, much less with Delayed Blast Fireball or Meteor Swarm. On the other hand, they let a character with only a few spells do a creditable impression of a versatile wizard – just like Shadow Evocation and Shadow Conjuration would.

Lesser Planar Staff (12,500 GP, 10 Charges, recharges 1/Day automatically, but cannot be recharged otherwise).
● Momentary Breach (SL 3 x CL 8 x 400 GP) = 9600 GP
● Momentary Breach (SL 3 x CL 5 x 2000 GP Unlimited-Use Use Activated x .2 1/Day x .5 only to recharge the staff = 3000 GP.

Planar Staff: (36,000 GP, 10 Charges, recharges 1/Day automatically, but cannot be recharged otherwise).
● Planar Cascade: SL 6 x CL 11 x 400 GP / 2 (uses two charges) = 13,200 GP
● Momentary Breach: SL 3 x CL 11 x 300 GP (uses one charge) = 9900 GP.
● Planar Cascade (Sl 6 x CL 11 x 2000 GP Unlimited-Use Use Activated x .2 1/Day x .5 only to recharge the staff = 13,200 GP.

Grand Planar Staff: (100,000 GP, 10 Charges, recharges 1/Day but cannot be recharged otherwise).
● As per a Planar Staff, but add Planar Infusion (Sl 9 x CL 17 x 1500 GP Unlimited Use Spell Trigger Plus 10,000 GP Material Component x 50 Restricted Usage = 729,500 GP x .1 (Usable 1/Week) = 72,950 GP

Creating Planar Staves normally will require both Create Wondrous Item and Create Staff. These are constructed using the Pathfinder rules for making staves, simply because they seem more interesting that way. They’re self-recharging because – otherwise – both 3.5 and Pathfinder 1’st staves don’t really seem to attract many users. 

For the next step past the Planar Dabbler we have the Planar Adept.

A Planar Adept is, in many ways, an ancestral form of Arcane Caster, The basic talent – opening portals to other planes to draw magical power from – is pretty much the same. However, instead of carefully forging that power into prepared spells like a Wizard or pouring it through preset channels like a Sorcerer, the Planar Adept pretty much just turns it loose, focusing on developing the raw talent to blow holes in the universe. All that study, sophistication, spellcrafting, and arcane lore is left to later generations.

Given the number of planes available to tap into this is a surprisingly versatile effect – but control is quite another matter. Planar Adepts will quite often find things going somewhat, or even seriously, wrong until they’re using very high order effects indeed. There isn’t much subtlety either; you won’t find clever mental manipulations, or transformations, or subtle illusions among their repertoire. They get the eighteen spells given below, and that’s it. Still, thanks to that specialization, they are capable of accessing those specific spells earlier than a Wizard or Sorcerer could, which is something.

Planar Adept Package (26 CP to start, +4 CP per additional level, additional purchases – Knowledge / The Planes, more Rite of Chi, or more Mana – may be wanted:

  • Opener Of The Ways: Wilder, Corrupted for Reduced Cost (Likely Cha or Int-based, 4 CP/Level) / Does not provide any Abilities, only usable with the Planar Portals and Planar Rifts Paths.
  • Access to the Planar Portal and Planar Rifts Paths (12 CP).
  • Keys Of Creation: 2d6 Mana with Spell Enhancement, Specialized and Corrupted / only for Spell Enhancement, only to access higher-order effects with the Planar Portals and Planar Rifts Paths (4 CP).
  • Breath Of The World: Rite of Chi, Specialized and Corrupted / only to restore the Pools given above, requires several minutes of downtime to use (2 CP).
    • +4 Bonus Uses of Rite of Chi, Specialized and Corrupted / only to restore the Wilder Power pool above (2 CP).
    • +4 Bonus Uses of Rite of Chi, Specialized and Corrupted / only to restore the Mana pool given above (2 CP).

Planar Portals Path:

  1. Bestow Planar Infusion. Note that this may be cast at Level Four to provide the Improved Infusion or at Level Seven to provide the Greater Infusion.
  2. Conjurer’s Tricks. From The Practical Enchanter. Basically upgraded Prestidigitation.
  3. Momentary Breach,
  4. Open The Underworld. Greater Invocation of Create Pit, normally creating two instances of Create Pit or a single Spiked Pit. Cast at L5 it can create an Acid Pit or two Spiked Pits, at L6 a Hungry Pit or two Acid Pits, at L7 a Roaming Pit or two Hungry Pits, and at L8 two Hungry Pits. (Honestly, at higher levels you usually have much better things to do than to create pits, but as ascalable invocation those spells might see SOME use).
  5. Teleport.
  6. Planar Cascade.
  7. Planar Seal. Creates any dimensional sealing effect of level six or less. Likely examples include Dimensional Anchor, Scramble Portal, Forbiddance, Seal Portal, and Seal Planar Breach.
  8. Pocket Realm, Produces any Spacewarp template spell (See The Practical Enchanter) of level seven or less.
  9. Planar Infusion (The ninth level version above).

Planar Rifts Path:

  1. Gatekeeper. For ten minutes per caster level the user may detect planar disturbances at long range and may use Open Locks and Disable Device on portals, gates, and similar phenomena.
  2. Dimension Step. As per Dimension Door, but only Medium Range,
  3. Blink.
  4. Shadowform.
  5. Greater Blink.
  6. Etherealness.
  7. Immediate Temporal Acceleration.
  8. Portal Mastery: Can produce any one of the following lesser effects – Greater Plane Shift, Greater Teleport, or Shadow Walk.
  9. Reality Maelstrom. Note that if you decide to simply drop all control, this is equivalent to the spell Precipitate Complete Breach. This is NOT advised.

Obviously enough you’ll probably want more levels of Wilder, some Knowledge/The Planes, and – of course – hit dice and such. Still, while the initial cost is similar to that of a Wizard, even throwing in some more bonus uses on Rite of Chi and a few more dice in the Mana reserve, the per-level cost is going to be far below that of an actual Wizard or Sorcerer. The flexibility will be too, but it’s not at all a bad package for a “primitive” arcanist – or it could serve as a template for various other specialists. There are plenty of other domains and paths out there.

Dungeon Keepers and Cores for Eclipse d20

“Dungeon Keeper” or “Dungeon Core” is a fairly specialized genre. Nevertheless, I’ve been asked how to build one.

Brompton Cemetery by Thomas Nugent is licensed under CC-BY-SA 2.0build one.

So… how do you build a personal dungeon full of monsters, traps, rooms and chambers with chasms, furnishings, and puddles of fire, and various (relatively minor) treasures and keep building it up?

Like any other form of base, the starting point is the Sanctum ability / feat. This also helps avoid the primary trap of this kind of setup; it’s passive nature. A dungeon keeper or core may run the dungeon – but generally must wait for people to come into the dungeon and has little to do if they decide to leave again. If the game involves other players (as most do) much of the time a pure dungeon keeper or dungeon core character would have nothing to do – and even when adventurers visit a dungeon, they’re the active ones.

Ergo, being a Dungeon Keeper needs to be cheap enough – at least in terms of character-building resources – that your Keeper can go out and adventure, or intrigue, or whatever, with the rest of the group without being at a massive disadvantage. Ergo, Sanctum, which provides 24 CP to build with for a mere six CP with the proviso that those resources are fixed, and only operate in a particular location.

Dungeons, of course, are places of magic. They spawn and respawn monsters and treasures, they create huge, and insufficiently supported, underground areas, they have breathable air in long-sealed vaults, they fail to fill with water even when built under bodies of it, the connections between their levels often make no sense at all, and you never see a vast pile of dug-out earth and stone next to them. Fairly often they have local laws of nature that don’t seem to apply elsewhere or ignore rules that should apply. Dungeons are set a bit apart from reality. That’s a major clue; they’re extra-dimensional spaces.

The Dungeon Core / Keeper Sanctum Build:

  • Action Hero (Crafting), Specialized and Corrupted for Increased Effect (+50% points for a total of (3 + [level x 1.5] action (“Dungeon”) points per level, rounded up – so 5 at level one), covers both time and costs) / only to create dungeon facilities – the Dungeon Generator, Dungeon Populator, Raid Generator, and other optional items listed below (6 CP).
    • At first level a Dungeon Keeper or Core will have a mere 5 Dungeon Points to spend; just enough for a simple one-level goblin cave, or a crypt with a few skeletons, or some such. That might not be too elaborate, but it will do for a start.
  • Create Item (Wondrous Items), Specialized for Increased Effect (the prerequisites are irrelevant) and Corrupted for Reduced Cost / only to allow the creation of the “items” given above under Action Hero via Action Hero (4 CP).
  • Privilege: Dungeon facilities – and their functions – may be purchased in discrete and functional steps. For example, the Dungeon Generator – the “item” that creates basic dungeon levels – costs 15 Action (Dungeon) Points and can make four normal levels and three expanded levels. Ergo: 2 DP for L1, +1 DP per additional level, +2 DP for each of the three possible level expansions. That’s still a total of 15 DP, but this means that a starter dungeon can purchase a first level – perhaps a warren of kobold tunnels – for a mere 2 DP (3 CP).
  • Leadership (Contractors and Evolutions), Specialized for Increased Effect (applies to each floor) and Corrupted for Reduced Cost (4 CP) / can only be applied to Dungeon Creatures – although this may include one outside creature per level that has taken up residence in the dungeon – ceases to work outside the dungeon, only to give creatures of the dungeon both levels and special “evolutions” (templates) and to grant similar minor boosts (almost always including greatly extended lifespans and Returning) to the Contractors.
    • Leadership, of course, does not really work below level four – but this allows higher-level dungeon keepers and cores to go ahead and give their basic monsters a variety of unique upgrades and to lure in assistants. Unfortunately, while Contractors can leave the dungeon, the benefits of their contract will be in abeyance until they come back.
  • Returning, Specialized and Corrupted for Reduced Cost / only to restore Dungeon facilities created through Action Hero (2 CP). It may take some time to re-establish a dungeon, but unless the Keeper or Core is destroyed, the digging always starts again – and soon enough the dungeon will be back.
  • Privilege: The dungeon Keeper or Core receives a little bit of Experience – and the occasional extra “Dungeon Point” – when adventurers spend time visiting, exploring, or adventuring in their dungeon. This is, however, Specialized / said adventurer’s presence must be voluntary and their level must at least equal the level of the dungeon that they are visiting for this to be of any actual benefit to the Core / Keeper (1 CP).
  • Occult Sense (Dungeon Awareness): The Core or Keeper is always aware of what is going on in his or her dungeon. Corrupted / the user is only fully aware of what is going on in one level at a time. The Keeper or Core only gets a vague idea of what is going on on the other levels (4 CP).

A Keeper who makes a habit of wandering off may want to purchase Mystic Link, so that they can maintain this awareness – and give orders – when outside the dungeon.

Basic Facilities:

The two Basic Facilities – the Dungeon Generator and the Dungeon Populator – are pretty much required for any dungeon.

  • Dungeon Generator: Spacewarp (L2 Base) with Barriers (+1 Level, doors (including the entryway), obstacles, and passages may have various rules/challenges/etc), Furnished (+1 level to add bridges, murder holes, minor wildlife, guard posts, bodies of water, fountains, chasms, lava pools, groves of trees, mushrooms, quicksand, bridges, secret doors, tapestries, chests, and other dungeon furnishings. This stuff tends to quickly decay away if removed from the dungeon), Hidden (+1 level, even transdimenional divinations about the place and it’s contents generally fail), Increased Size (+1 level for 30,000 cubic feet per caster level available per floor), Stable (+1 Level, other extradimensional spaces may be created or used inside without difficulty), and Renewable (+1 Level). Spell Level 8 x Caster Level 17 x 2000 GP Unlimited-Use Use-Activated x.4 only ten instances of the spell may be maintained at a time and they may be arranged in no more than seven floors, x,8 Layout may only be changed somewhat when the spell gets it’s daily renewal, x.8 changes may only be made while the floor is unoccupied by outsiders, x.8 floors cannot be simply sealed off, a route through must always be available (even if it can be extremely hard to manage) x.5 Immobile = 28,000 GP. Purchasing with DP: 2 for L1, 1 per additional level, 2 for each of the three possible level expansions.
  • Dungeon Populator: Summon Monster VII (Custom List Option; Four Monsters and Four Traps for each level) with the Renewable option (+1 Level), Base Duration of 1 Minute/Caster Level (+1 Level), Includes minor special equipment for “evolved” followers / trap concealment (+1 Level), Three Levels of Built-In Metamagic (-1 Level): Spell Level 9 x Caster Level 17 x 2000 GP Unlimited-Use Use Activated x .4 Effective level of the summoning spell is equal to that of the floor the creatures are being summoned to, x.7, Renewal effects only maintain the monsters and traps existence until no outsiders are on a floor and they can reset .7, Each Floor may only be given 4d4 Minor Creatures Or 2d4 of two types), 1d4+1 Average Creatures, and 1 Major Creature, as well as 4 Minor (two types available), 2 Intermediate (must be of the same type), and 1 Major Trap, x.7 Monsters may not leave their floors (or go outside) more than very briefly x.9 Monsters are generally obliging to the Dungeon Keeper or Core, but aren’t necessarily very bright about it and do have instincts, x.5 Immobile = 19,000 GP. It should be noted that each level usually has a theme; a fiery level will have fire monsters, a goblin fort level will have goblins and humanoids, and so on. Purchasing with DP: 3 for L1, +2 per additional level.
    • So each floor gets up to 510,000 Cubic Feet. with three extra blocks of that much space to add to particular floors if you want a forest or something. Each floor will be inhabited by 4d4 Minor, 2d4+2 Average, and 1 Major monster – and will have 2 Minor, 2 Average, and 1 Major trap as well as assorted minor obstacles and challenges. To define “Minor”, “Average”, and “Major”.
      • Level One (Summon II Base): Minor is CR 1/3 or less, Average is CR 1/2 or less, and Major is CR 1 or less.
      • Level Two (Summon III Base): Minor is CR 1/2 or less, Average is CR 1 or less, and Major is CR 2 or less.
      • Level Three (Summon IV Base): Minor is CR 1 or less, Average is CR 2 or less, and Major is CR 3 or less.
      • Level Four (Summon V Base): Minor is CR 2 or less, Average is CR 3 or less, and Major is CR 5 or less.
      • Level Five (Summon VI Base): Minor is CR 3 or less, Average is CR 5 or less, and Major is CR 6 or less.
      • Level Six (Summon VI Base): Minor is CR 5 or less, Average is CR 6 or less, and Major is CR 8 or less.
      • Level Seven (Summon VII Base): Minor is CR 6 or less, Average is CR 8 or less, and Major is CR 9 or less.

Thus, for 5 DP, a first level Keeper or Core can have a first floor and some basic creatures and traps to put on it. They won’t be able to afford anything fancy until later on however.

It’s important to note that things like basic pits, slippery floors, and similar terrain hazards can be added for free. Things can also be added through normal means; if a Dungeon Keeper wants to go out and buy some bear traps (2 GP each) and hide them under a scattering of straw, they may do so. They’ll just have to maintain and reset them manually, while traps created ny a Dungeon Population maintain and reset themselves.

Optional Facilities:

Engines Of The Deeps: This facility generates Unseen Servants with an Extended Range (anywhere in the Dungeon, SL 3 x CL 5 x 2000 GP Unlimited-Use Use-Activated x .5 Immobile) – and can thus maintain about 3000 of them at a time, delivering about 250 Horsepower. That’s more than enough to straighten the place up, to support moving bridges of floating cobblestones, to run elevators, to power and reset mechanical devices and traps, to hold up floating platforms, to pump water, to move items and prisoners about, to hold covers over pits, and to collect any stray goodies that adventurers leave laying about, among other things. With a net cost of 6 DP there isn’t a lot of point in breaking this one up – but if you want to any individual set of specialized effects is 1 DP until you hit a total of 6 and go unrestricted.

Yes, this covers things like sliding blocks and walls, floating bridges that assemble themselves when triggered, stairs that turn into slides, hanging nets, returning the sand to the shaft that dumps it on top of people, and so on. Anything particularly elaborate will still have to be purchased somehow – whether by a Dungeon Populator or actual cash – but this will suffice to harass people endlessly.

Throne Of War: Greater Invocation of Eldritch Weapon VII, Renewable (+1 Spell Level) for SL 9 x CL 17 x 2000 GP Unlimited-Use Use-Activated x.5 Immobile x.5 (weapons may not be given a higher bonus than the level they are found on, no more than a few will be found on any given floor, and only occasional weapons will retain “their” magic after their user is defeated. = 76,500 GP. Installing a spark of the local War God in the depths will allow a dungeon to place a few magical weapons around the place – usually being used by various monsters. Most such will disappear when the monster is defeated, but every so often one will remain as a reward or “loot drop”. Such weapons can have any combination of enhancement bonuses and special functions up to their total bonus limit. There’s an upper limit of 1700 enhanced weapons (or bundles of enhanced ammunition at a time, but this should pretty much never be a worry – so dungeon keepers or cores can have personal weapons and can hand out weapons to friends and allies. As an epic item this costs 21 DP – but can be purchased in installments of +1 maximum per +3 DP.

Aegis Of The Guardian: The companion to a Throne Of War, this uses an Eldritch Armor effect – although since that spell is one level lower than the corresponding weapon enhancement this item can be purchased for +2 DP for levels 1-6, with level 7 costing 3 DP.

The Throne Of War and Aegis Of The Guardian will allow a well-developed dungeon to keep an associated party well-stocked with magical weapons and armor. Of course, a well-developed dungeon requires rather a lot of design work, regular maintenance and adjustment, and dealing with the attention and adventurers it will attract.

Secondary Core: This modification gives the Dungeon an intelligence of it’s own, albeit one that is responsive, rather than communicative. It, in turn can imbue the dungeon with a wide variety of effects. This is a Ward Major effect, as found in The Practical Enchanter, and has a cost of 3 DP for Rank-1, 2 DP per additional level to a maximum of level seven.

In theory it wouldn’t be that expensive in terms of DP to install an Epic Ward – but at that point the dungeon would almost certainly be smarter, wiser, more charismatic, and more willful than any reasonable Core or Keeper – and would probably just take over it’s own enchantments and go it’s own way. That’s how you get megadungeons.

Reality Fixator: Limited Wish L7 x L13 x 2000 GP + (50 x 1500 GP) = 257,000 GP x .4 (One subdividable charge per day) x .4 (only usable to produce goods with a maximum total value of 750 GP – 50% of the cost of the spells 1500 GP material component) x.5 Immobile = 20,560 GP. A Reality Fixator gradually makes a dungeons furnishings real – allowing adventurers to steal those fancy tapestries, for those bottles of fine wine in the storeroom to get taken into town, for ropes and other basic goods to persist outside the dungeon. Given time, a Reality Fixator will begin to stock the dungeon with minor treasures – bits of coinage, small gems, minor potions and scrolls, and so on – although the dungeon monsters can use those too. You may even see common livestock, simple mounts, and occasional cheap wands and wondrous items and such, a process which will speed up as more DP are invested. 1 DP per 75 GP/Day.

A dungeon can generate rather a lot of wealth. Of course, a lot of it will be in difficult-to-manage forms and most of it is used internally – but no sensible dungeon keeper is going to be short of basic supplies.

Raid Generator: Summon Monster VI (custom summons list, generally two choices each of minor mounts, minor hunting beasts, average minions, major boss), +4 levels of Persistent (24 Hour Duration), -2 levels / requires an elaborate dedicated staging area to launch the raid from, -1 Level / it requires up to ten minutes to ready a raiding party, +1 level raiding parties come with suitable gear. Spell Level 8 x Caster Level 15 x 1800 GP Unlimited Use Command Word Activated x .3 (Three Uses per Week) x .8 (All three uses are automatically expended at the same time to get a set of 5 Minor Mounts / Hunting Beasts, 4 Average Raiders, and one Major Raid Boss (Minor/Average/Major as defined above), x.7 (Creatures summoned are appropriate to the second-“deepest” level the dungeon has achieved – so a two-level dungeon summons a L1 raiding party, while a seven level dungeon can summon a sixth level raiding party. First level dungeons cannot summon raiding parties even if they somehow have a Raid Generator)x.5 Immobile = 18,144 GP. A Raid Generator allows a dungeon to summon up a raiding party – either to pursue fleeing adventurers, to conduct raids / resource grabs against some nearby target, to provide support for some operation, or to generally roam the countryside and make a statement. It costs 5 DP to install a Raid Generator capable of producing a first level raiding party, +1 DP per additional level to a maximum of a level six raiding party.

A Raid Generator will quickly attract attention. A dungeon without one is a mere attractive nuisance; it may lure in the occasional fool or little group of would-be adventurers, but simply staying away from the place is pretty much complete protection. Once it starts sending out raiding parties, however, that will quickly change.

Benison Generator: Create Magic Tattoo (L2), Renewable (+1 Level), Double Effect (+4 Levels), Nondispellable (+2 Levels), One Minute Casting Time (+1 Level), No Check Required (+1 Level), 9 levels of built-in Metamagic (-3 levels) = Spell Level 8 x Caster Level 15 x 2000 GP Unlimited-Use Use-Activated x.5 Immobile x.7 Rank four benisons may only be awarded on level seven, rank three on level five and up, rank two on levels three and up, and rank one on any floor = 84,000 GP. Another fairly obviously epic-level toy, it costs 21 DP – or 7 DP per rank – to get a Benison Generator.. Possible Benisons include…

  • (Rank) Resistance Bonus to Saves.
  • (Rank) Competence Bonus to Attacks.
  • (Rank) Enhancement Bonus to an Attribute.
  • Recall (Rank) levels of cast spells daily, as if using a Pearl Of Power. Sadly, even with multiple
  • Benisons, the maximum level of spell recalled is four.
  • (Rank x 6) Spell Resistance.
  • (Rank / 2) Luck Bonus to Attacks
  • (Rank / 2) Deflection Bonus to AC
  • (Rank / 2) Bonus to Effective Caster Level

Dungeons are notorious for having magical pools which grant benefits, monsters having magical trinkets, and so on. While unique items have to be purchased or crafted normally, a Benison Generator allows a dungeon to dispense a bunch of generic stuff – although no single recipient can have more than three such Benisons at a time. Note that creatures of the dungeon can also receive Benisons (whether as Marks, Draughts, Talismans, Etc), although no more than one each. A Benison Generator can only support 1440 Benisons in total, but this is not normally a noticeable limitation. Defeated monsters may leave Benisons as “Loot Drops”, but this is only at the option of the dungeon

Benisons are about as classic as it gets and have always been one of the major reasons that characters go into dungeons; they want that “Phat Loot!”.

Star Of Destiny: Wish Spell Level 9 x Caster Level 17 x 1800 GP Unlimited Use Command Word Activated + (50 x 25,000 GP) = 1,525,400 GP. X.05 once per month x 5 Immobile x.8 can only be added to the seventh level x .7 only for “Dungeon Business” – moving the entrance to a new location, allowing characters in a lower-level game to find a magic pool that can resurrect their lost companion, granting some special reward such as a companion creature or major change in a character (these are usually handled as bonus feats, see “Inherent Bonuses” in The Practical Enchanter) x.9 maximum of three uses to provide inherent bonuses per target = 19,220 GP. A dungeon equipped with a Star Of Destiny can grant rewards that are normally unavailable – allowing a character who was seeking a draconic steed to rescue and hatch a dragon egg (Grant Feat: Draconic Companion), or let someone learn secret techniques from some ancient spirit, or reveal a lost gate to some secret location, or letting a young paladiness bond with a unicorn, or any of hundreds of other things. And if no one is being rewarded this month the dungeon might add another entrance, or a special linke between the floors, or hide a sublevel minigame within a painting that allows entrance to a secret crypt, or some such. Installing a Star Of Destiny costs 15 DP. Upgrading it to 1/Week costs another 6. Unfortunately, there’s no good way to subdivide this; until the full price is paid the Star Of Destiny will not manifest.

A Star Of Destiny makes a dungeon a place of mysterious powers, where wonderful things can happen. Personally, I’d advise any dungeon with seven floors to install one as soon as possible.

Spectral Forge: Spectral Hand (L2) +1 Level (Anywhere in the Dungeon), +1 Level (No HP Cost). Spell Level 4 x Caster Level 7 x 2000 GP Unlimited-Use Use-Activated x .5 Immobile = 28,000 GP. A Spectral Forge allows a Core or Keeper to manifest their spells and similar abilities anywhere in the dungeon – although accurate targeting will require that the user be focusing on that level at the time. 15 DP and – once again – there really is no good way to subdivide this cost.

The Glorious Egress: Planar Drop (L2) Spell Level 2 x Caster Level Three x 1800 GP Unlimited-Use Command Word Activated x.5 Immobile = 5400 GP. Planar Drop is a relative of Dispel Magic (albeit with Touch or Short range) that simply ejects its target from a relatively limited extra-dimensional space at the point where they entered it if they fail to save. While rather narrowly specialized, this is occasionally used to eject ill-mannered guests from Mage’s Magnificent Mansion or to escape from spells like Create Pit or Maze. Unfortunately, demiplanes and such are too large to allow it to function – but it will allow a Dungeon Keeper or Core to either provide a shortcut to the surface for those who reach a designated exit and wish to leave or to try and throw people out – although the low save DC means that it will probably take several tries to get this to work. It’s usually installed in the final chamber, but the effect can be manifested anywhere in the dungeon with a Spectral Forge. 6 DP, and, once again, there is no good way to subdivide this cost. Still, it’s small enough that there generally is no need to bother.

While other facilities are possible (in fact, almost required at high levels since there will be plenty of DP left over at that point), those twelve cover most of the things a dungeon needs to function. It should be noted that there is nothing preventing a dungeon from buying such items more than once. Although there is no point with some of them, monster-heavy dungeons often double up on their Dungeon Populators and Raid Generators.

Dungeons are very powerful, and very cheap – although they take a lot of design time on the part of the player and a lot of time leveling up to build up that power. This, of course, makes developed dungeons into coveted targets. Many an individual and organization will want to claim and control a powerful dungeon – putting any player character who wants that power either up against the dungeon’s current master or very much on the defensive. Of course, that’s arguably just the way that it’s supposed to be.

With any luck things here will now be coming off hiatus and I can start posting semi-regularly again.

Eclipse D20 – Playing Possessed Items

And here we have another question…

The idea of possessed weapons is pretty old. Seriously, you can find that sort of thing in a bunch of ancient myths. The tales of the Gān Jiàng and Mò Yé swords or some weapons from the Vedas are some of the oldest examples I’m aware of, but the idea almost certainly predates the historical record. I can practically guarantee that, at some point, at least one stone age tribesman decided that their favorite weapon was haunted by someone’s spirit and was somehow lucky. Rather a lot of people have lived since the species evolved so somebody is sure to have come up with a basic bit of magical thinking like that.

More modern takes vary a lot, but ideas like “an old or crippled mentor imbues a weapon with his skills and passes it on to a student” or “a spirit is bound to a weapon until it is used to avenge its murder” turn up in a wide variety of books and films. So occasional players want to play such a weapon – or some other enchanted object. This… is awkward. To start with:

  • RPG’s are social events. A character who has limited – or potentially no – communications is problematic.
  • RPG’s stress player agency. A character who can’t move and act on their own is problematic.
  • RPG’s stress keeping everyone involved. If you have a character who can’t reasonably participate in things like going to a bar, meeting the king, having a meal, and being social – and lets face it; the blood-dripping cursed axe of doom is not going to be welcome everywhere – the GM must choose between abandoning many of the elements that make it a RPG or leaving the enchanted object player out of much of the game. It’s problematic either way.
  • RPG’s normally try for some sort of character equity. This will be awkward. Either the character will simply lose out on the physical abilities their character will normally have or – in resource-allocation / ability purchase systems will be able to dump all of the resources that would normally go into making an effective character into some overwhelming advantage – often relying on it’s bearer for all of that stuff. This is problematic.
  • RPG’s tend to make NPC’s at least somewhat independent and the PC’s very independent. If the item character gets to override the bearers decisions it’s unsuitable for a PC, and turns a NPC into property as a puppet – an advantage that cannot be taken away without leaving the player out of the action. If the enchanted object can’t control the bearer, then much of the time the player will wind up having their decisions ignored or not getting to act. In either case, this is problematic.
  • RPG’s tend to count on characters having needs, weaknesses, and social connections. Most need oxygen, food, and drink. They have metabolisms to be affected by poisons and diseases. They need sleep. They can be affected by (or gather information from) scent, and taste, and touch. They have families, and are usually interested in things like sex, fine food, comfortable living conditions and so on. Items, however, tend to be immune to a lot of things like that. This is problematic again since it – once again – cuts off a bunch of in-game options for motivating and challenging the characters.

So there are a lot of problems with this notion even before picking a game system. It’s not like playing a robot or a vehicle that can drive itself or even – as a few players have done in various games – playing a Shellborg or an Artificial Intelligence in cyberpunk-themed games. Those characters can either direct their own bodies or direct drones or just serve as the group hacker. There are still some problems, but it’s not too bad since such settings are set up to accommodate such characters and the people playing such characters had a good deal of fun with them.

Still, the game I mostly cover here is Eclipse d20 – and it can be used to build pretty much anything. So how to build such a character in Eclipse in a typical high-fantasy setting?

For the actual racial template:

Sentient Item Racial Template: Note that this is generally applied to a medium-sized item. Anything smaller than that has a hard time holding enough magic to support a spirit, anything larger is just too unwieldy. That doesn’t mean that it’s impossible; just that it’s generally a lot more trouble.

First up… judging by the stories I’ve seen that involve such items they’re normally supposed to be being used by bumbling students, or untrained young heirs, or something similar. After all, characters who have their own skills and abilities to rely on don’t need to be led around by the nose by a possessed item. Ergo the abilities of the item – including abilities that it cannot personally use – supplant the abilities of the user. The only exception is going to be a selection of background skills and the most minor racial items. The Staff that contains the soul of Archmage Vilsamos almost certainly is better than some farmer’s kid or craftsman’s apprentice at everything related to adventuring, but Vilsamos very likely knows nothing about farming or woodcarving or potting or whatever the kid did before picking up the Staff – and is going to be somewhat limited on how much power he can push through a kid. This doesn’t necessarily have to have a cost since it’s a voluntary agreement on both sides – but it will be simplest to represent it as a Specialized and Corrupted version of Blessing (only works on someone touching or using the item, suppresses the target’s natural abilities greatly, must be voluntarily accepted, only works as an ability package, damage to granted attributes and abilities directly affects the user) though, which would make it cost (2 CP).

No Constitution score. This includes immunity to ability damage [including all poisons], ability drain, energy drain, and effects requiring fortitude saves unless they work on objects or are harmless. Items do not breathe, eat, or sleep, cannot tire and can move, work, or remain alert indefinitely. Items cannot be Raised or Reincarnated and are instantly destroyed at 0 HP (0 CP), Note that the original constitution score should be recorded (and not be mined for points to build up other attributes), since it will still limit the user and will modify the base HP being passed on to them. Why would such an item possibly weaken the user this way? Well, it has to draw energy from SOMEWHERE – and allowing an item to dump its physical attributes with no consequences unbalances things.

Leadership, Specialized and Corrupted / only covers a single wielder at a time, only to level them up so that – when they part company with the item – they will have learned a good deal from the experience, can only grant abilities very similar to those that the item or other characters in the party possess (2 CP). With this a youngster or non-adventurer will come out of the time spent with the item as a powerful and capable individual – reward enough for letting the item steer you through some adventuring.

Occult Sense (Low-Light Vision, 6 CP). This is one of the usual features of Constructs in d20, so I’m throwing it in – but it is a bit dubious. Of course, the general assumption that everything is roughly equivalent to a normal human unless noted otherwise that d20 is built around is odd anyway; how does the item see with no eyes?

Occult Sense (Darkvision, 6 CP). Another standard feature of d20 Constructs, and another item that really isn’t strictly required.

Immunity to things which affect biological processes (Very Common/Major/Legendary, Specialized: cannot heal naturally; they must be repaired or use other special abilities, does not apply to the “user” (unlike almost everything else), This includes paralysis, stunning damage, nonlethal damage, diseases, death effects, critical hits, and necromancy effects (22 CP).

Returning, Specialized / only when another willing wielder takes up or reconstructs the item in question (3 CP).

Efficient Siddhisyoga, Specialized / the money saved by the “Efficient” upgrade (generally a sixth of the total) goes to the user, to be spent on personal expenses, sent to their family, or be put into standard personal items (6 CP). Items don’t generally use more items, but they upgrade themselves given the resources – and their user’s will want SOMETHING for themselves.

Imbuement (6 CP). Note that variants are allowable. Armor can provide armor bonuses, tools can be enhanced (and likely to greater values than the base for weapons, since such bonuses are of less game importance), and so on. While this only affects the item it is not considered Corrupted or Specialized, since – if the item is not in use – this ability will not be functioning in any case.

Innate Enchantment: (6 CP, up to 5500 GP effective value)

  • Healing Belt, x.8 (Only works on the items user-avatar, 600 GP). While every item character has at least a modest ability to heal it”s user-avatar, if they were really that good at self-healing, what are they doing stuck in an item?
  • Repairman’s Belt (Variant Healing Belt that repairs damaged items instead, x/8 only works on the item, 600 GP). Every item character has at least a modest ability to repair itself. It’s fairly basic though.
  • Unseen Servant (SL1 x CL1 x.6 (3/Day) x2000 GP (Unlimited-Use Use-Activated = 1200 GP). Item characters have at least a limited capacity to drag themselves around and to affect the immediate environment a bit. It’s not very GOOD, but at least it lets them try to get themselves found if they get stranded somewhere.
  • Fortifying Stone, x.8 (affects the item only and is not transferable, 800 GP). Item characters item forms get +5 Hardness and +20 HP. As an innate enchantment, this is a permanent modification.
  • Immortal Vigor I (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated, x.7 (only affects the bearer-avatar form = 1400 GP). +12 +2 x (Con Mod) HP is always useful.
  • That leaves 900 GP available for personalization or just allowing the item to function as various mundane items. Does the Gauntlet of Zaros allow you to do things as if the wearer had appropriate tools? Add a Travelers Any-Tool function. Make it Masterwork and add a minor Weapon Crystal. Add a secondary form; perhaps the staff comes apart into a three-sectional staff?

Immunity / The XP cost of Innate Enchantments, Specialized and Corrupted / only applies to innate enchantments in this template, this limitation cannot be bought off (Uncommon, Minor, Trivial, 1 CP).

Double Enthusiast, Specialized and Corrupted for Increased Effect (Provides 6 CP) (6 CP): Only to provide points for Innate Enchantment, can only be changed when a new user is selected, only to represent the user’s prior personal abilities that the item’s abilities do not supersede – most commonly things like boosts to a set of skills such as Farming, Carpentry, Perform (Folk Music), cooking, racial ability boosts, and so on. In effect, this represents the carryover from the bearer-avatar since the item’s abilities otherwise override theirs right down to their racial template. (This also means that the item does not get “free” powers by picking a bearer-avatar of some powerful race). This pays for 6000 GP worth of Innate Enchantment,commonly including Skill Mastery (Group) (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP) granting a +3 Competence Bonus to a group of “civilian” skills – perhaps Fishing, Sailing, Swimming, and Cooking (as in Food Preservation for salting, pickling, drying, and otherwise preserving various seafood products) for a fisherman’s kid. If the host is a dwarven smith you might want Enchant Tools (Smithing), +2 Con, and something else relevant. If it’s an Aquatic Elf, you’ll likely want a +1 Leather (for Scales) (1020 GP) and a Greater Crystal Of Aquatic Action (3000 GP), Maybe some built in swim-fins and such too.

Accursed: If the item wants the user to do something which is flatly insane, suicidal, or grossly offensive to the user said user may refuse or even abandon the item. Similarly, the user will tend to insist on “having a life” – going out drinking, trying out foods, and so on. Outside of that, it can usually be assumed that the item has an agreeably leadable user, and is essentially in control (-3 CP).

Accursed: Since such characters can gain levels, they can lose them too. That means that they CAN be affected by negative-energy based ability damage, ability drain, and energy drain, as well as by death and necromancy effects which target the soul, since they do have.one. Fortitude saves versus such effects are, however, replaced by Will saves.

That results in a net cost of 60 Points. The entire template is, however, Specialized: The bearer must intentionally allow the items abilities to supplant his or her own to let it function, the item on it’s own is effectively inanimate – lacking arms, legs, and senses of scent, taste (although they often have a limited sense of touch), independent mobility, and often even the ability to speak when not working through a host. That results in a net cost of 30 CP – a +0 ECL Template.

And there we have it; a sentient / possessed item template that – while it offers a few advantages – loses out on most basic racial advantages and remains compatible with other characters. While such items can specialize – like any other character – they can’t simply disregard their “physical” attributes because their users/hosts/avatars will still need them. If someone wants to play such a character… simply apply the racial template to whatever character build they come up with.

The Powers Of Poppins

And for today, it’s another question:

I’m trying to come up with a sort of “magical housewife” NPC, i.e. a character who manages a fairly large estate while the head of the household is out adventuring, using magic to safeguard the peace and prosperity of the place.

Leaving aside the use of Sanctum or Leadership (since they’re a caretaker, rather than the person in charge of the estate), I’m curious what sort of supernatural/spellcasting abilities would be appropriate. So far I’ve come up with Rune Magic/hearthcrafting (which I believe includes hedge magic), certain skills (mostly various Profession skills, along with some Knowledge, Perform, and Craft) that use either Stunts or Immunities to go beyond what’s typically possible, and a selection of buff/healing/defensive spells (including things like heroes’ feast, craft magic tattoo, restoration, etc.).

What would you add to that list, or otherwise look to expand upon for such a character?

-Alzrius

Well, there are a number of possibilities there. I’m going to assume that the caretaker is relatively low level, rather than being at the point where they simply – for example – relocate the household into a pocket dimension of their own design. Some of these possibilities will involve things like Sanctum or Leadership, but only in rather limited ways. You’ve already mentioned Rune Magic (Hearthcrafting), so here’s some of the more exotic stuff:

The Neutral Zone (2 CP).

  • Melding, Specialized and Corrupted / only to provide culturally-appropriate greetings, food, and lodgings for visitors to your household and to avoid social errors when hosting such visitors (2 CP)
  • Touchy foreigners, prohibitions against certain foods, being unwilling to eat with members of the opposite sex, being mortally offended unless all rooms are appropriate color-coded, will start a war if their hosts don’t always adhere to using their (lengthy) proper titles? That sort of thing is not a problem for a host or hostess with this ability. Admittedly you’ll mostly want this sort of ability if you host a lot of diplomatic events, so most people can get along without it.

Warden Of The Innocent (3 CP):

  • Occult Sense/Children: The user is automatically aware of the current activities, location, and condition of all children and teenagers who need watching in a considerable radius. Specialized / only applies to those youngsters on or nearby the house, estate, school, or manor (3 CP).
  • This is pretty powerful for an Occult Sense – capable of keeping track of dozens or hundreds of targets over a considerable area – but in d20 terms it isn’t a terribly useful field of information. Even if you’re running Hogwarts or an enormous harem or something… kids may be troublesome, but it generally isn’t adventurer-level troublesome. It’s nanny-level troublesome. Ergo this is relatively cheap. On the other hand, it’s probably something that pretty much every parent in the world has wished that they had at some point.

Wisdom Of The Ancestors (6 CP).

  • Lore (Household). You know the recipes, the spices, the herbal remedies, how to nourish the soil, how to farm, how to mend roofs, how to build stoves, houses, and greenhouses, how to crossbreed plants, how to deliver babies, and a thousand other things. Specialized for Increased Effect / only applies to household activities, but can be rolled even when an appropriate Craft, Heal, or Profession check would otherwise be required (6 CP).
  • This is useful simply because it’s universal. You need to preserve meat, graft fruit trees, make bricks, fix plumbing, deliver babies, counsel upset children, treat a broken leg, build a house, make clothes, or any of a thousand other things? Well, you know what to do, generally with a fair degree of competence.

Rites Of The Fey (3 CP):

  • Leadership with Exotic Followers, Specialized and Corrupted / only to have the services of a swarm of classical household spirit/small animals/minor fey, who do laundry, mend various things, harvest fruit, and otherwise handle minor manorial tasks (3 CP). Leadership normally calls for the user to be fourth level before they can start getting followers, but these “followers” have no measurable CR or real game effect at all, so you can reasonably rule that CR limitations do not apply.
  • From fey-related blessings to Disney Princesses, a house full of friendly animals, or brownies, or various other minor spirits that perform tasks, is a pretty classic way of glossing over all the hard, dirty, and almost endlessly repetitive work that goes into maintaining a household or manor without modern technology or a swarm of servants.
  • You could also take this as a privilege, or in any of several other ways at a similar cost. It’s not like it actually matters much.

Seignior (8-14 CP):

  • Innate Enchantment: Specialized and Corrupted / only works in and around place where the user has resided for some time, requires a selection of minor foci – one per function – set up around the place. 18,500 GP effective value (19 CP base, Net 6 CP).
  • Action Hero/Crafting, Specialized and Corrupted / only to pay the costs of Innate Enchantment (2 CP).
  • Obviously you could use this to get a lot of things – and you can still put in another 6 CP worth of Innate Enchantment, thus getting things up to 36,500 GP in total. Personally, I would probably start off with Ward Major III (Manor-Sized, Cheap, 11,375 GP value, three minor powers).This alone would be invaluable – and it still leaves 7125 to 25,125 GP for a selection of city-type magics. Those are mostly priced in the Industrial Wrights and Magic articles, starting HERE .
  • These 8-14 CP can provide some serious, if fairly subtle, power. Even the minor abilities of a Ward Major can be exceptionally convenient – Industry? Longevity? Military Skills? Daily crops? Excluding undead? Supernatural health? Good weather despite some horrible location? Being forgotten by all outsiders? Sign me up now please! Throw some stationary city magic from the Industrial Wights And Magic series (Starts HERE) such as City Stores (Free supplies every day, 8225 GP), a Perpetual Fountain (Endless water, 250 GP), a Composting Chute (Waste disposal or sanitation, 250 GP), a Cleansing Fountain (Cleaning and minor mending, 62.5 GP), and Endless Skein (Endless supplies of fiber, 250 GP), an Eternal Flame Brazier (Free safe lighting, 3000 GP), a Bone Vault (Law enforcement, 6500 GP), and Dark Rampart (Prevents undead spawning, 6500 GP) and you have a well-protected core for an affluent settlement. Perhaps there is a good reason for that dragon, dark lord, or noxious witch to abduct the beautiful princess and keep her imprisoned in their lair, stronghold, or tower.
  • Alternatively, if you’re looking for Adventurer support… A Marvelous Tattoo Parlor (Again, from the Industrial Wights And Magic series) costs 24,000 GP. That’s a lot – but if the game master lets you either work with someone else with this talent or lets you be REALLY cheesy and use the Investment rules like Granny does, and equip part of your household… you can grant some important benefits.
  • A high level manager may just go in for Granny’s Money Management perk or Occult Skill (Dream Binding) (3 CP + Skill Points) – allowing them to simply dream needed equipment into being for a while. It can be awfully convenient to be able to simply dream up some plow-beasts and plows when you need them and have them disappear again before the tax assessor comes around.

Priestess Of Húsvættir (8 CP):

  • Shaping (Specialized and Corrupted / only for Hedge Magic (2 CP).
  • 1d6 (4) Mana with Spell Enhancement, Specialized and Corrupted / only for spell enhancement, only with Shaped Hedge Magic (2 CP)
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore the Spell Enhancement pool above, user must whistle or sing and bustle around doing household chores, caring for children, cooking, and so on to make it work (4 CP).
  • This 8 CP package is good for a good deal of Hedge Magic every day, although it lacks the item-crafting function of taking that ability directly. Still, for problems ranging from broken teeth to hungry kids this is an instant solution – as well as being extremely flexible since few or no household tasks call for high level spells. It’s not so overpowered as Lady Holder, but that’s often a good thing. Being worth close to 40,000 GP can make you quite a target.

Heir Of Privilege (3 CP):

  • Privilege (Grant of Land, 3 CP): Thanks to an ancestral bequest or some such, the user need not pay taxes on their home (up to a modest manor) and enjoys a sufficient income in goods and services for a family to live comfortably.
  • This one is pretty obvious. Taxes, rents, and basic income usually aren’t a big thing in d20 anyway though, so it would probably be fair to count this as Specialized (Has no significant game effect) and only charge 1 CP for it. When was the last time that a character in your game worried about property taxes on their house?

A variation on Amulet Crafter or Favor Of Prometheus would work quite nicely (See: https://ruscumag.wordpress.com/2021/05/28/character-defining-feats/ ). Either of these abilities is only 6 CP. While the Amulet Crafter is basically another form of relatively minor primitive magic, it works well for roaming tribes and tribal settings where having a shamanistic family member is very convenient. Favor Of Prometheus would need some minor tweaks to apply to a particular household rather than a campsite, but that’s mostly in the special effects and the wording of the limitations. They would work best for a higher-level character though.

Mystic Architecture (4-12 CP).

  • While this is a potentially very powerful discipline for fixed locations – see Castle Hieronymus and Caercrwydryn – it’s also mostly for higher level characters since you’ll need a decently high skill total to make it work effectively. I’d leave this one for later.

Favored Of Hestia (8 CP):

  • Enormous Favors (Local Household God or Goddess), Specialized for Increased Effect (Need not be repaid) and Corrupted for Reduced Cost / only for things related to the household, only in and about the household (8 CP).
  • This is pretty limited with respect to the world at large – but putting direct divine intervention on tap is about as big a household trump card as you can get. Need a kid resurrected, or the estate saved from a citywide fire, or a tidal wave blocked, or an army to bypass you? Why not? After all, Odysseus wound up with Athena perching in the rafters of his house and personally sniping his enemies. Getting a minor miracle that keeps your house from burning down is pretty small next to that.

Kitchen Ritualist (6 CP):

  • Ritual Magic, Specialized and Corrupted / Fairly minor Household and Protective Rituals only (2 CP)
  • Skill Specialty (Performing Ritual Magic with whatever skill is relevant, 1 CP).
  • Skill Emphasis (Skill used for Ritual Magic), Specialized and Corrupted for Increased Effect (only for performing fairly minor household and protective rituals) (+6 Total, 3 CP).
  • With a total base bonus of +(9 + Relevant Attribute Modifier) for minor household rituals, a Kitchen Ritualist can be expected to keep pests away, ensure good harvests, fix leaky roofs, keep wild animals under control and greatly reduce monster attacks, ensure easy childbirth, fix infertility and birth defects, ensure that the farm animals do well, cure common diseases, and a thousand other things. After all, a kitchen ritualist isn’t doing the kind of rituals that call for dragon fangs, a demonic chorus, and rare incense. Their rituals tend to call for a chicken leg, a snoozing puppy, and a cup of soup. And the puppy can have the soup afterwards.

Witchcraft (Varies).

  • Really, this is full of possibilities for low-powered household magic. Minor healing, instantly getting work done, persuading awkward guests to go away, brewing antitoxins, improving the weather, chasing away ghosts, blessing the area with prosperity, divining where the lost sheep have wandered off to… there is pretty much no end of applications. Witchcraft, after all, is not really a primary power base. It’s a way to supplement a non-spellcasters abilities in a hundred useful ways. It is no surprise that it can augment a homesteaders abilities just as effectively – or even more effectively given the low level of mundane abilities it will be boosting.

The Lesser Paths (Varies)

  • Almost everything on this list would work – Skill Magic, Lay Priest, Wood Witch, use of Charms and Talismans, Spirit Allies, and more are all only 6 CP each. Admittedly, none of those are very powerful by the standards of adventurers, but villagers don’t generally need adventurer-level powers. If they want to go up to 12 CP… Houngan Conjurer or Basic Shamanism (via buying a Companion with the Spirit Fetch template from Eclipse II or here) are both good. Obol Maker or Mastery is probably the most versatile package in this range, but only works if the game master allows Obols in the first place. (Obols present a drastic price break on versatile one-shot magic, almost on the level of “purchasing” spells using a Supply Pouch. This is mostly because – as the rules stand – making or buying potions (the standard one-shot usable by anyone item) is far too expensive for what you get unless you go in for a bunch of specialized boosters to make them worthwhile. Thus, even if you find some you’re generally better off just selling them to help pay for something worthwhile. Ergo, Obols. Whether or not they work in any particular game is up to the game master though).
  • I probably wouldn’t be using Skill Stunts, although they’re certainly a possible route. They tend to call for very high skill levels. Those are common enough among adventurers, but are rare among lower-level types.

Martha Stewart Living (10 CP):

  • Executive, Specialized and Corrupted / only for directing manorial workers (2 CP).
  • Assistance, Specialized and Corrupted / only for manorial tasks (2 CP).
  • Immunity to the time normally required to accomplish skill-based tasks (Common, Minor, Major, Specialized and Corrupted / only for manorial tasks, 2 CP). This doesn’t actually negate the time required for performing household tasks, but does vastly reduce it, allowing the user to work on multiple projects at a time or to extend Assistance to many workers. As a natural law immunity this requires special permission from the game master, but I can’t see any real reason not to allow this one…
  • Luck, Specialized in Skills (Roll twice and take the best result), Corrupted / only for manorial tasks (4 CP).
  • This package is more or less mundane, but still turns the user into one of those horrifying people who somehow take charge, seem to be good at everything, are unnaturally efficient, and make everyone that they’re assisting – often several people at once – seem like fumbling idiots. Wherever they are WILL be terrifyingly well-run however. It also combines ridiculously well with Wisdom Of The Ancestors (above) and Serenity (below).

The Gossip Network (4 CP):

  • Deep Sleep with Cosmic Awareness, Specialized and Corrupted / only to become aware of things that may affect the household.
  • With this ability – whether it represents prophetic dreams or simply associating with the local gossips and informers – the user will always be aware of things that might affect their household. They will know when the tax assessors are coming, when to have the boys be too sick to be taken for the army, when to have the prettier girls out gathering berries in the woods, when a raiding party will be showing up, when a great storm is coming… Forewarned is forearmed, and few things are more useful for normal people than having time to prepare. This goes very well with Kitchen Ritualist.

Pedant (3 CP).

  • Leadership, Specialized for Reduced Cost / may only recruit youngsters of level one or below, it requires at least three months (and usually longer) per level to promote them, any promoted to level three or above will automatically graduate and leave class, these are students, not minions (3 CP).
  • D20 has a general problem with generational succession. In reality, people pass on their skills, their knowledge, and their techniques through teaching younger people. When one engineer, or ruler, or painter passes on… their students and apprentices can usually carry on quite creditably. In d20, however, those things are tied to level. The next generation needs to get some levels SOMEWHERE or things are going to fall apart. With this ability – possibly further upgraded to allow it to operate at lower levels – you can at least train the kids up to a reasonably acceptable standard. Admittedly, this is another application of Leadership, and the user will want to be level six (or, say, level three and be paying the extra 3 CP to specialize it for double effect) to take full advantage of it – but it isn’t one that will tend to dominate events in a campaign.

Beacon Of Life (6 CP):

  • Returning with Improved (Group) Blessing, Specialized and Corrupted / only applies within the household and only against natural perils (6 CP). No one in your care ever suffers a serious accident, major illness, or similar problem. They may chop down trees, live in the midst of a plague-stricken area, and be spared from natural disasters without peril.
  • This is stretching the rules more than a bit – but, of course, it is another fix for problems that generally don’t appear in d20 games save as the backdrop for a specific adventure. In life, accidents happen. In d20… rolling that Profession (Lumberjack) check doesn’t generally involve any peril at all, even if it does in real life. D20 runs more towards “Died fighting a dragon” than “A tree he was cutting down fell on him”.

A Knack With Animals (3 CP):

  • Inherent Spell (Bestow Curse) with +2 Bonus Uses, Specialized and Corrupted / only to “curse” animals with domestication, animal must be reasonably restrained for at least ten minutes (3 CP). This is pulling Bestow Curse from a specialized spell list to get it at level three, but with those limits that is a fairly minor bit of cheese.
  • Another incredibly convenient power for someone on a farm or manor but generally unimportant in d20 terms. Of course, it can be applied to normally wild animals almost as readily – so if you want to domesticate a tiger, or a hippopotamus, or an alligator, or anything else that isn’t normally trainable… then this is the power for you. A Corrupted, rather than Specialized version could also be used to curse people to think of themselves as property, and to tend to obey orders, and so on, making the user an unusually effective slaver – but that’s generally not a household task.

Graceful Aging (1 CP):

  • Timeless Body, Specialized / requires a regular regimen of baths, beauty treatments, exercise, and herbal treatments (1 CP).
  • This one actually has some basis in reality. While, even with modern medicine, wealth and influence doesn’t do all that much to extend life – quite a few rich celebrities die young regardless – back in the preindustrial era unrelenting work, poor food, lack of rest, pregnancies, lack of effective medical care, and injuries often made commoners wear down a lot faster than aristocrats did. In d20, of course, PC’s practically never die of old age unless the player was taking “venerable” to get attribute bonuses while somehow evading the usual penalties.

Serenity (3 CP):

  • Presence (Aura of Serenity), Specialized for Reduced Cost and Corrupted for Increased Effect (covers the entire house or manor – wherever the user has left his or her mark on the place – but only works where the user has been in charge for some time and has ordered the area to their liking, 3 CP). As the usual first-level side effect all members of the household or manorial staff gain a +2 Morale bonus to household-related rolls.
  • Again, this isn’t a major power – but a calm, happy, and smoothly-operating household where the kids are polite and cooperative, the servants aren’t having a private war behind the scenes, where no one is spitting in your soup, and it’s a pleasure to live there is something that much of the world can only dream of.

Feng Shui (3 CP):

  • Mystic Artist / Housekeeping, Specialized for Reduced Cost / takes a long time to set up, so the effect is fixed until the user undertakes another round of household organization or prepares for a feast or undertakes some spring cleaning or some such (3 CP).
  • OK, this is basically a form of immobile, if fundamentally temporary, art – so it remains in effect until the user opts to spend time changing it or the housekeeping is seriously upset. Unfortunately, this still relies on having a decently high skill level to accomplish much, so it’s really only useful to fairly accomplished users.

Sanctum (Perhaps via a temporary relic creation ability like Houngan Conjurer, above) is entirely appropriate really – a caretaker who commands special powers within the area that he or she is attuned to (whether or not it actually belongs to them) is very classic – and there’s nothing preventing two or more people from claiming the same area as a sanctum. Still, the request was to avoid that, so I’ll simply note the possibility.

Papers And Paychecks (0 CP).

  • If your caretaker happens to help run the bureaucracy of a kingdom or some such they may find Craft (Policy) useful. Honestly it’s completely irrelevant to most games, but sinking a few skill points into it might be useful sometime.

Finally we have…

The Devotions Of Celestial Mercy (18 CP):

  • The Devotions: 6d6 (21) Mana with Reality Editing, Specialized and Corrupted/can only be used for a set of specific reality edits, below (12 CP). The greater the level of the edit used, the larger the area and/or the more dramatically supernatural the effect:
    • Blessing: A blessed child is effectively under the care of a skill 15 Healer at all times until adulthood. If less than one year of age, the child may reroll it’s lowest attribute, although this will never result in lowering it. More powerful blessings may either apply to greater groups or result in low-grade magical assistance (User’s Cha Mod) times before adulthood – a but of direct healing, or protection from a house fire, or some such.
    • Escape: Threatened women, children, and other noncombatants can be offered a chance to take refuge in ways ranging from a passing driver being willing to give them a ride on through room being found on an evacuation train – and up to a giant turtle-island coming by to offer a them a lift.
    • Guardian: The Devotions can allow a willing individual to place himself or herself between an area – whether that is a humble temple where the villagers are hiding on the low end or a city-state on the high end – and an attacking force. While he or she bars the way and withstands the onslaught, no member of the attacking force may reach the guarded area or harm it’s people.
      Nativity: The celestial powers can grant children to those who wish for them – in ways ranging from simply granting easy conception and pregnancy to a couple who have been having trouble through opportunities for adoptions and on to outright supernatural events, such as a child (and likely future hero) emerging from a peach.
    • Panacea: A Healing spell gains the capacity to remove one or more additional conditions, such as Crippled (lost limbs, damaged organs, birth defects, and similar), Negative Levels, Attribute Drain and Damage, Petrification, Mind Control, and similar problems (see: Break Enchantment). In general, expanding a Heal spell to do a couple of those is a minor edit, expanding a Cure Light Wounds spell to remove a bunch of conditions is more Grandiose.
      • Yes, Regeneration is in the SRD as an independent level seven spell. – making it harder to restore a limb than to raise someone who’s been dead for a week. It’s a legacy spell anyway of course, given that d20 normally hasn’t GOT any rules for long-term crippling injuries. Worse, you can just take Monstrous Regeneration from Magic of Faerun – a spell which turns everything but fire and acid damage to nonlethal damage, heals nonlethal damage at 4/round, and allows the user to regrow limbs (even if the short base duration hinders this) – at level five. Evidently Regeneration is not so big a trick after all, which is why it’s relatively easy to add.
    • Serenity: The Celestial Hand can calm the turbulent powers of nature in ways ranging from calming a flooding stream on up through ending droughts, stopping avalanches, calming a mighty storm, or stilling an erupting volcano. Secondary problems – fires, collapsed buildings, injuries, and so on – will remain, and must be dealt with normally.
    • Sustenance: For the next seven days the common folk and creatures of an area will be able to find – with effort – enough to eat and drink, and sufficient shelter and warmth to survive, despite any famine or food shortage, water shortage, sweltering heat, or arctic cold.
  • Rite of Chi with +8 Bonus Uses, Specialized and Corrupted/only usable to restore Mana for The Devotions Of Celestial Mercy, above. (6 CP).
  • Exactly how powerful are The Devotions Of Celestial Mercy? Well… this is Reality Editing, and so it depends on how well any particular edit fits into the setting and the storyline. Secondarily, of course, d20 is generally a game of heroic fantasy; the characters are usually expected to fix whatever problem they’re presented with. In those terms… why did the oncoming horde choose a route full of chokepoints where a small group could hold them back for lengthy periods anyway? Especially knowing that bands of high-level adventurers are notorious for stunts like that?
  • The Devotions Of Celestial Mercy allows the game master to present the characters with some overwhelming problem – whereupon the players can invoke a Devotion to cut it down to something they can deal with. So you have stilled the volcanic eruption? There are still injuries, fires, people lost down the crevices that opened up, avalanche victims to be rescued, and the bunch of bad guys who will move in to loot the place. But those are problems that a small group can deal with. They generally can’t deal with thirty square miles of territory being blasted by a pyroclastic cloud short of trying for a major miracle.
  • The Devotions appeared once before, but they seemed worth adding here.

And I hope that helps!

Eclipse – Building Spell Progressions

And for today it’s a question…

I just discovered your Eclipse d20 RPG the other day – clearly I am very late to the party – I was just wondering – how would one go about generating a new Spellcasting slot table – such as the one the Duskblade uses?

-Darkholme

Interestingly, while I recall a lot of requests for specific conversions, I don’t remember a prior request for how to build spell progressions in general – although it’s been touched on a few times for specific builds. In fact, there is an article discussing how to build an Eclipse clone of the Duskblade up over here. It uses Specialization and Corruption to tweak an existing progression to fit. Of course, this being Eclipse there are a LOT of other ways to build spellcasters and fighters with magical boosts to their combat styles. There’s a sub-index of some of the ways to do that (and how to build various types of martial characters in Eclipse) over here, with the articles in the series indexed at the start and related materials indexed at the end. Still other builds – such as the Bokor, the Gleaner and the Nymic Mage – have used entirely different methods.

If you want to build a new spell progression from scratch, instead of simply using Specialization and Corruption to tweak an old one, the basic building block is generally Mana as 2d4 Generic Spell Levels (averaging 5 generic spell levels per purchase. If you’re buying a lot, simply take it as 5)

  • So the Duskblade gets a total of (6 x 1/2) + (10 x L1) + (10 x L2) + (10 x L3) + (8 x L4) :+ (6 x L5) = 125 Spell Levels. So that’s 25 purchases of Mana as Generic Spell Levels. Of course, that purchase should be considered Specialized, since it is divided up into a specified progression with a maximum spell level of five. So 75 CP.
  • They get Twenty Base Caster Levels specialized in Duskblade Magic. That’s 60 CP.
  • They get to know 21 Spells as Spontaneous Casters. That’s 42 CP. You could buy cantrips this way as well, but it’s cheaper to purchase Occult Talent, Specialized for Increased Effect (8 Cantrip Slots, but no first-level spell slots, runs off the Duskblade Magic Pool rather than providing it’s own slots, slots are acquired gradually based on level and intelligence, 6 CP).
  • They get to trade around a few spell slots as they level up, but that’s just a Specialized version of Rewrite (normally found under Returning), Specialized / only works to allow changing out 2 CP worth of spells when leveling (3 CP).
  • They get bonus spell slots for having a high attribute: that’s Magician (found under Rune Magic, 6 CP).

That gives us a Duskblade-style spell progression at a base total of 192 CP. Of course, we’re going to be working with a very limited spell list – a Corruption that cuts it down to 128 CP.

That is 8 CP more than simply adjusting an existing spell list as the original build did – but if you spread the cost evenly over twenty levels and round down as usual, you get the same thing. Existing spell lists normally get a slight price break simply for being standardized in any case.

And that is both how to build new spell progressions and an illustration of the major problem in actually doing so. Theme and focus are generally as important as how many spells of what levels you get. After all, a Sorcerer who was limited to Divination Spells will have some useful effects – but we could hardly say that they were as effective as one who was limited to Illusions and Divination or even just Illusion. And neither will be nearly as useful to the party as a full-access Sorcerer played with a reasonable level of competence (and yes, a “reasonable level of competence” includes not making really, REALLY, poor spell selections).

In Eclipse, such things are represented with the magic level limitations from page eleven and by Specialization and Corruption. That Diviner would almost certainly count as Specialized and Corrupted (6 CP / Level). Illusions and Divination… well, there are a fair number of useful spells in those groups, but it’s still going to be at least Specialized (9 CP/Level). If the list has a good variety of spells available to suit a particular purpose, but a fairly limited number overall… it’s Corrupted. For a fairly recent example we have the Piscin, and their extremely limited spell list.

Unfortunately, there’s no easy mechanical way to decide just how restrictive and limiting a given spell list is. Since the actual and perceived effectiveness of any given list will vary between settings and game masters that’s always a judgement call. Even worse… it will vary enormously depending on the secondary abilities any given user develops. That’s what makes the Classical Illusionist build work.

And for a few more references…

  • For general information on building spellcasters, there’s an article over here.
  • Making Skill-Based Partial Casters is addressed more extensively in a pair of articles over HERE and HERE.
  • Martial Disciplines like you find in the Book Of Nine Swords can be built this way:
    Stances (which are usually more versatile in Eclipse than in the Book of Nine Swords are covered over HERE.
  • Building all-out Martial Maneuvers is covered in this article. Watch out for this one; these maneuvers are designed to compete with Wizards and such.
  • Entreaty Magic is for (classical) Dr. Strange style spellcasters – calling on various entities and owing them favors.

And hopefully that helps!

Hero System Power Packages III: the Staff Master, Cartoon Powers, the Revenant, the Staff Of Wizardry, and Nanite Infusion.

The Staff Master

An archetype which predates Homo Sapiens, the Staff Master has a stick, and knows how to use it. And… that is enough.

40 Staff Master

15 Staff Martial Arts; Extra Time: full phase, -½; Extra Time Required (Must expand staff before use): Only At Startup, ½; OAF (Staff): -1

  • (4) +2 DC for Martial Attacks
  • (1) Legsweep (OCV +2, DCV -1)
  • (2) Killing Strike (OCV -2, DCV +0)
  • (2) Nerve Strike (OCV -1, DCV +1)
  • (2) Defensive Block (OCV +1, DCV +3)
  • (2) Martial Escape (OCV +0, DCV +0)
  • (1) Martial Grab (OCV -1, DCV -1)
  • (1) Martial Throw (OCV +0, DCV +1)

(19) Staff Multipower (68-pt reserve); Focus (Staff): Obvious Accessible, -1; Gestures: Instant Power, -¼; Generic Limitation (Staff Powers Only): -1; Extra Time: full phase, -½; Extra Time Required (Must expand staff before use): Only At Startup, ½

  • u-1 Missile Deflection (All Ranged Attacks, None, OCV 8); Deflect Attacks: Adjacent, +½; Deflection Bonus: 5, 10). 0 End.
  • u-1 Force Wall (10 PD/10 ED); May only protect area behind spinning staff: -½; Reduced END: Half, +¼; 2 End.
  • u-2 Superleap (+40″); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; 0 End
  • u-2 Basic Staff Combat (Combined Powers Slot):
    • (2) Stretching (2″, NC: 2); Non-Combat Multiplier: ×1, +-5; Reduced END: Zero, +½; 0 End
    • (8) +12 DEX; Doesn’t Affect Figured: -½; OCV and DCV Only: -½.
    • (7) +6 DC for Martial Attacks (Only for Staff Martial Art).

The Staff Master is actually extremely dangerous. +4 OCV, +4 DCV, 2′ Stretching, and +8 Damage Classes on a fair set of martial maneuvers actually puts them into serious martial arts hero territory. Not quite the sort who shows up in anime (those usually have superhuman durability too) – but definitely the sort who show up in the martial arts movies that don’t dip too far into C’hi Magic. In fantasy terms that is only to be expected; the older the roots of a style, the stronger it tends to be. And the roots of hitting things with a stick… well, few martial arts styles can claim roots that go back for millions of years before “humans” were a thing.

Cartoon Powers

No, this doesn’t really make any sense. It’s not supposed to. If you actually want to be Donald Duck or some such however, it’s a decent start.

40 Cartoon Powers

(4) Elemental Control: Cartoon Powers (10-pt reserve); General Cartoon Character Powers Only: -½; Visible (You’re a cartoon): -¼; Always On: -½

  • a-5 Armor (7 PD/7 ED);
  • b-8 Regeneration (1 BODY/min.); Regenerate: From Death, +20.
  • c-3 Images: Background music and sound effects (Hearing, 8″ radius); Range: 110; Observer PER Penalty: 0, +0; Reduced END: Zero, +½; No Conscious Control: -2.
  • d-9 Life Support (total)
  • e-4 Power Defense (20 pts)
  • f-7 Cartoon Immunities (Combined Powers Slot).
    • (1) Looking Good: Immunity to being messed up for more than a few seconds; Frequency: Fairly Common
    • (1) What Gravity? Immunity to Falling until lack of support is brought to the characters attention
    • (1) In My Pocket, Why? Immunity to having to have pockets to carry stuff in.; Frequency: Common
    • (1) Sure I’m Perfectly Normal (Immunity to Species Prejudice): Gets treated as just another human in most non-comedic ways; Frequency: Common
    • (1) Clothing? Immunity to being considered insufficiently dressed; Frequency: Fairly Common
    • (1) Rated G: Immunity to Indecent Exposure; Frequency: Fairly Common
    • (1) The Sounds of Harmony: Immunity to the need to compose or practice topical songs; Frequency: Fairly Common
    • (1) I Can Handle That: Immunity to not having normal hands; Frequency: Common
    • (0) All Devouring: Immunity to reasonable limits on how much they can swallow at one time.; Frequency: Rare
    • (0) There’s A Hole: Immunity to solid matter provided that it LOOKS like there is a hole in it and the user is not responsible for that.; Frequency: Rare
    • (1) Yes, It’s Suitable: Immunity to having to wear appropriate clothing to stay warm, dry, etc.; Frequency: Fairly Common
    • (0) It’s a permanent: Immunity to hair damage save by bladed weapons; Frequency: Rare
    • (1) Immunity to Over-Indulgence, Hangovers, and Similar Consequences; Frequency: Fairly Common
    • (1) Immunity to Communications Problems (Cartoons can be understood in any language provided they speak slowly, gesture, etc) ; Frequency: Common
  • g-5 2d6 Aid to Equipment Allowance (Fade/day, Max. 30); Range: 0; Extra Time: 1 hour, -2½; Only to pay for role-appropriate, provided, or generally available gear: -1; Activation: 11-, -1; Reduced Endurance Cost Zero +½; Affects Single Power of Special Effect, +¼; Only GM-Approved Equipment): -1.

OK, this one breaks a BUNCH of rules. Why would I allow this? Because – fundamentally – it’s mostly kind of useless. This package makes you a little tougher to hurt and almost impossible to kill – but most of it is things like background music, or compensating for being a cartoon. You could do the same basic thing – and at less than half the price – with a simple aid power: 2d6 Aid (To Cartoon Powers) (Fade/hour, Max. 30); Range: 0; Reduced END: Zero & Persistent, +1; Always On: -½; Generic Limitation (Personal Only): -½; No Conscious Control: -2; Affects: All Powers of Special Effect, +2; Visible (You’re a cartoon): -¼; Activation: 11-, -1 (17 CP). That’s cheaper, and it provides a bunch more powers – you can sprout cartoon wings, produce a harp, and use extradimensional movement to fly to heaven, or squeeze through tiny holes, or produce a big hammer to hit people with, or a thousand outer things. Cheaper. Double it up, and you have a pretty decent start on being The Mask. The trouble with that is that it’s even worse than a Variable Power Pool. It’s grossly overpowered, it will rapidly drive the game master nuts – and the other players may not be too far behind.


Revenant Powers

Vampires, ghouls, revenants, dhampirs, mummies, the stronger zombies, wraiths, and many other forms of undead all tend to drain vitality from living people, consuming their blood, flesh, or life force, they are strong, tough, and fast, they have power over minds (sometimes simply inducing sheer terror, but just as often paralysis or suggestions), they appear and disappear unexpectedly, and they are difficult to damage. Many can shapeshift to some degree – taking the forms of wolves, or leopards, or carnivorous apes, or whatever. This particular build is for Vampires, Half-Vampires, and Vampire Spawn (which probably covers a hundred different monsters right there), but it isn’t hard to tweak it a bit. Changing out the last “transformation” slot is almost mandatory.

40 Revenant Template

  • (3) END Reserve (30 END, 0 REC/turn)
  • (17) Multipower; Vamphyric Powers (30-pt reserve); Vamphyric Powers Only: -½; Visible (Pallid, chill hands, vampire signs): -¼
    • u-1 Blood Drain; Concentrate: 0 DCV, -½; Must hang onto victim: -½
      • (8) 1d6 Transfer; Body to End Reserve (Returns 5/turn, Maximum: 6); Range: 0; Affects: Single Power, +0; Reduced END: Zero, +½; Concentrate: 0 DCV, -½; Must hang onto victim: -½. 0 End. Note that this is not a particularly effective offensive power – but it can actually be strangely pleasurable or even addictive. The “Return Rate” is by normal healing.
      • (3) 1d6 Mind Control; Experience is pleasant for victim.; Communication: Verbal, +0; Reduced END: Zero, +½; Concentrate: 0 DCV, -½; Must hang onto victim: -½; 0 End.
    • u-2 2d6 Aid; All physical attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2. 3 End.
    • u-1 6d6 Mind Control; Communication: Verbal, +0; Requires eye contact or mental link: -½. 3 End.
    • u-1 15″ Teleportation; Turn To Mist & Reform (Long Range 15″); Increased Range: ×1, +0; Long Range: 15″; Long Range (miles): 0.02; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Cannot pass thru solid objects; must have a crevice to move thru.: -½; 3 End.
    • u-1 Force Field (8 PD/5 ED); Reduced END: Half, +¼; Uncontrolled: +½; Hardened: ×1, ¼; Trigger: Set, +¼; Not vrs Fire or Light attacks.: -½; 1 End.
    • u-1 5″ Flight (NC: 10″); Non-Combat Multiplier: ×2, +0; 1 End.
    • u-1 4d6 Telepathy; Reduced END: Zero, +½; Only works on animals: -1. 0 End.
    • u-1 Wolf Form; Cannot use equipment in wolf or partial-wolf form.: -½;
      • (4) ½d6 Killing Attack (HTH) (Total 1d6+1); Range: 0. 1 End.
      • (4) Running (+3″); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½. 0 End.
      • (4) Tracking Scent;
      • (6) Clinging (Clinging STR +0); Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Costs END: -½. 1 End.
      • (5) Infrared Vision

This, of course, represents a rather minor entity – capable of a modest selection of superhuman tricks, but with a very limited pool or energy that is wholly reliant on draining others to refill and a long ways to go on developing further powers. Still, a few more points on the End battery (and even a very slow recovery rate), and a few more points in the Multipower (extend the time on the Aid, get the “Force Field” to 0 End so it can stay up, add some self-healing and another couple of tricks), and you’ll have a fairly creditable mystical being.


Staff Of Wizardry

This, of course, represents the “I found/created/repaired/was given a high-powered mystic/psychic/alien/supertech device and it does all kinds of neat things!” archetype. Knights with magic swords, warlocks with wands of darkness, helms of telepathy, cosmic control rods, and more all fall into this general group. Most such characters have some minor powers even if their item is taken away, usually because of their long exposure to it – but that sort of thing is usually pretty minor.

40 Staff Of Wizardry

(17) Staff of Wizardry Multipower (60-pt reserve); OAF (Staff): -1; Variable Limitations: -½, -¼; Generic Limitation (Occasionally requires recharging rituals, sometimes short of charges in one or more slots at the option of the GM.): -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Visible (Blatantly obvious to magic detection and mages): -¼

  • u-2 Force Field: (Sphere of Protection) (12 PD/12 ED); Charges: 64, +1¼; Active Points: 60; Continuing Charges: 1 Minute, -3 lev; Hardened: ×1, ¼; 0 End.
  • u-2 Hand-to-Hand Attack (Arcane Smite) (10d6); Range: 0; Reduced END: Zero, +½; Armor Piercing: 1, +½; 0 End.
  • u-2 1d6 Killing Attack (RKA) (Disintegrate); Range: 300; No Normal Defense: +1; Champions Advantage (NND Does Body vrs Force Fields): +1; Autofire (Vrs Inanimate Objects Only): 5 shots, ½; Charges: 64, +½; .0 End.
  • u-2 6d6 Entangle (Web) (DEF 6); Range: 300; Charges: 16, +0; .0 End
  • u-2 Images (Phantasmal Force) (Hearing, Sight, 16″ radius); Range: 300; Observer PER Penalty: 0, +0; Charges: 32, +1; Continuing Charges: 1 Minute, -3 lev; Active Points: 60; 0 End.
  • u-2 Force Wall (12 PD/12 ED); Range: 300; Width: 12″, +0; Charges: +8, +0; Continuing Charges: 1 Turn, -2 lev. 0 End.
  • u-2 Missile Deflection (Warding Aura) (All Ranged Attacks, None, OCV 8); Uncontrolled: +½; Charges: 12, +½; Continuing Charges: 1 Minute, -3 lev; Deflect Attacks: Normal, +0; Deflection Bonus: 5, 10; OCV: 8; 0 End.
  • u-2 8d6 Energy Blast (Fireball); Range: 300; Versus: ED; Explosion (Extended Area +0″/DC): +½; Charges: 16, +0; 0 End.

(7) Change Environment: Minor amounts of ambient Mana make small magics easy. (2″ rad.); Effect: Fixed, +0; Reduced END: Zero & Persistent, +1; No Range: -½; Concentrate: 0 DCV, -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½ 0 End. This allows endless small tricks – changing the color of things, producing cigarettes, lighting fires, heating pots of tea, floating small objects, breaking falls, altering clothing, making small illusions,ominous special effects, and so on – but nothing exceeding 5-10 active points.

Relying on a single gadget makes a character pretty vulnerable; if it gets taken away, they are pretty much out of action, But the mechanics of the game tell us that an OAF should be a problem pretty regularly. Ergo, such things tend to get taken away a lot – but mostly by merely being knocked away from their user so that they have to spend a few phases getting their toy back again. Moreover, that’s pretty much arbitrary; enforcement of disadvantages is up to the game master. That’s important to note with all these packages; those disadvantages WILL come up.


Nanite Infusion

Nanite Infusion is basically the super-spy, transhumanist, or humanlike android package – relatively subtle enhancements meant to inconspiciously augment the user. Several limited-use weapons systems are included, mostly because that’s how people are – but that’s at least partially because nanites simply do not have the resource reserves that larger systems do. On the other hand, there’s something to be said for systems that require microscopic examination to find.

40 Microcybrenetic Equipment

9 Nanotech Reinforcement; Briefly negated by electrical attacks: -½

  • (3) +5 PD
  • (3) +5 ED
  • (3) Damage Resistance (5 PD/5 ED)

(20) Nanite Multipower (30-pt reserve). Loses one function at random each time the user takes Body damage from an electrical attack (-.25), visible to appropriate instrumentation (-.25).

  • u-1 Clinging (Clinging STR +0)
  • u-1 1d6 Drain: Body (Disassemblors) (Return/5 min.); Range: 0; Affects: Single Power, +0; Continuous: +1; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev. 0 End.
  • u-1 6d6 Energy Blast: Electrical; Range: 150; Versus: ED; 4 Charges:-1. 0 End.
  • u-1 2d6 Flash (Retinal Inversion) (Normal Sight); Range: 100; 4 Charges; -1. 0 End.
  • u-1 Hand-to-Hand Attack (Hardened Striking Surfaces, +5d6); Reduced END: Zero, +½. 0 End.
  • u-1 Invisibility (Cloaking Field) (Radar, Sight); Concentrate: ½ DCV, -¼; Produces “bubble effect” in translucent media: -½. 3 End.
  • u-1 Instant Change; Clothes: Any Set, (Nanite Fog) 10
  • u-1 Missile Deflection (All Ranged Attacks, None, OCV 3); Deflect Attacks: Normal, +0; Deflection Bonus: 0.
  • u-1 2d6 Energy Blast (Toxin Injection); Range: 0; Continuous: +1; No Normal Defense: +1 (Toxin resistance, inhuman metabolism, robot); No Range: -½; 4 Continuing Charges: 5 Minutes, +0. 0 End.
  • u-1 1d6 Transform (Nanite Fog): “Air” to small items of equipment. Restructuring Nanites (Major, Anything); Range: 150; 8 Charges:;-½. 0 End.
    u-1 4d6 Medical Implant Standard Healing (Self Only); Trigger (When below 0 Stun or Body in a phase): Set, +¼; Generic Limitation (Self-Only): -½; 32 Charges; +¼ (0 End)

It’s easy to add various slots to this, and a dozen or so cheap utility slots are entirely appropriate. A temporary boosting aid would be nice too. Boosting the reserve doesn’t really fit in though, at least not unless you set it up to simply run two low-end powers at once. After all, the key theme here is flexible, low-level power.

Hero System Power Packages II: the Trick Archer, the Technopath, the Cunning Man, the Mystic Telepath, and the Hexcrafter.

The Trick Archer

The Archer was a serious warrior for many centuries – but once bows went from tools of survival and weapons of war to things for hobbyists and trick shot exhibitions (and the chance of being killed by a bowman basically dropped to zero) the bow became a thing for flamboyant exhibitions of fancy shooting. And while gadget-bullets were obviously silly, arrows were large enough, subjected to much smaller forces (so they didn’t break or deform in impact), and were fired in much smaller numbers. So gadget (or magic) arrows made an excellent gimmick for comic book heroes – and made them very relatable. Becoming Superman was impractical. Becoming very good with a bow and getting some fancy arrows? That was pretty reasonable in comparison. The Arrow (1938) led the way into comic books, but by now there are hundreds or possibly even thousands of examples, even if some of them are just “thugs with bows”.

40 Trick Archer

  • (16) Bow and Trick/Magic Arrows (60-pt reserve). OAF (Bow, -1), Variable Limitations (-.5 Per Slot, 8 Charges unless otherwise noted) -.25, Gestures (-.25), All powers must work on charges (-.25), Real Archery: will not work underwater, hindered by strong winds, etc (-.25), Arrow and “Trick Arrow” effects only (-.5). Given that everything is on charges, nothing costs endurance.
  • u-1 4d6 Killing Attack (RKA); Range: 300
  • u-1 12d6 Stun Energy Blast: Blunt Arrow; Range: 300; Versus: ED
  • u-1 6d6 Entangle Paste Arrow (DEF 6); Range: 300
  • u-1 3d6 Flash Arrow (Normal Sight); Range: 300; Area Effect (Radius): 3″ radius, +1
  • u-1 Missile Deflection: Weighted Arrow (Arrows, None, OCV 13); Deflect Attacks: At Range,
  • +1; Deflection Bonus: 10, 20; OCV: 13
  • u-1 4d6 Aid to All Damaged Characteristics, Healing Arrow (Fade/turn, Max. 24); Range: 0; Affects: All Powers of Special Effect, +2
  • u-1 Darkness Arrow of the Night (Normal Sight, 1″ radius); Range: 225; Area Effect (Radius): 250″ radius, +1; Increased Area: ×125, +1¾; Active Points: 45; Charges: +8, +¾; Continuing Charges: 1 Hour, -5 lev; Activation: 14-, -½
  • u-1 Tunneling: Disintegrating Arrow (12″ through DEF 12); Tunnels: Left Behind, +0; Charges: 8, -½. Generally only usable at short range, although it won’t really hurt anything if the GM ignores that it.
  • u-1 8d6 Energy Blast Incendiary Arrow; Range: 300; Versus: ED; Explosion (Extended Area +0″/DC): +½; Charges: 8, -½
  • u-1 12d6 Suppress Flight/Gravity Arrow; Range: 300; Affect: Single Power, +0; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev
  • u-1 16d6 Dispel Magic Arrows; Range: 300; Affects: Any Single Power of Special Effect, +¼; Charges: 8, -½ (If technological, these are EMP arrows that dispel technological effects).
    u-1 Extra-Dimensional Movement: Astral Arrow; Dimensions: One, +0; Mass Multiplier: ×1, +0; Usable Against Others: ×1 mass, 1; Ranged: +½; Usable by Others Number: 4, +½; Charges: 16, +0
  • u-1 12d6 Energy Blast: Lighting Arrow; Range: 300; Versus: ED; Charges: 8, -½
  • u-1 6d6 NND Energy Blast: Magic Disrupting Arrow; Range: 300; Versus: ED; No Normal Defense (Not being a creature of magic): +1; Charges: 8, -½
  • u-1 2d6 Drain vrs All Characteristics, Enervation Arrow (Return/turn); Range: 0; Affects: All Powers of Special Effect, +2; Charges: 8, -½
  • u-1 Stretching: Grapple Arrow (12″, NC: 24); Non-Combat Multiplier: ×2, +0; Charges: +4, -¼; Continuing Charges: 1 Minute, -3 lev; Activation: 15-, -¼

(8) +4 level w/With Bow; Generic Limitation (Offensive Use Only): -½

The Trick Archer is a surprisingly straightforward hero – or perhaps it isn’t surprising given the age of the concept. He or she is most often a perfectly normal human who 1) happens to be good with a bow, 2) has some free time, and 3) has a source of trick arrows or some ability to empower them him- or her-self. Variants are basically just a matter of trading out a few multipower slots. Most of them dabble a bit in detective work, or martial arts, or just having money, but still on a perfectly normal human scale.


Technopathy

The Technopath can control, enhance, or destroy machinery -a power that’s invaluable in a research lab or aboard a ship, is useful in a city, and entirely useless in the wilderness. It is good for constructing bases and personal equipment though, which is something. As a rule, unless they’re a cyberpunk hacker, a Technopath is very much a team player.

40 Technopathy

  • (20) Technological Control Multipower (45-pt reserve); Generic Limitation (Technology-Control Powers Only: Quite useless in natural areas.): -½; Extra Time: full phase, -½; Only in Hero ID: -¼
    u-2 Technic Mastery I: Combat Driving, Combat Piloting, and Mechanics Operation, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
  • u-2 Technic Mastery II; Bugging, Lockpicking, and Security Systems, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
    u-2 Technic Mastery III; Electronics, Demolitions, and Systems Operation, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
  • u-2 Technic Mastery IV; Computer Programming, Cryptography, and Invention, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
  • u-2 Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Half, +¼; 2 End. Can manipulate technological devices – powering them, selectively turning them on or off, and so on – within range. Thus he could stop a car, turn off a security system, or jam an elevator.
  • u-2 ½d6 Killing Attack (RKA); Range: 225; No Normal Defense (Non-Technological Items Unaffected.): +1; Champions Advantage (NND that does Body.): +1; Uncontrolled: +½; Reduced END: Zero, +½; Invisible (Sight): One Sense Group, +½; 0 End. It’s slow, but the user can destroy technology readily enough.
  • u-2 1d6 Transform Technology (Major, Limited Class); Range: 225; Cumulative: +½; Reduced END: Half, +¼; Continuous: +1; 2 End.
  • u-2 2d6 Aid / Boost Machinery (Fade/5 min., Max. 20); Range: 0; Autofire: 5 shots, ½; Reduced END: Zero, +1; Affects: Single Power of Special Effect, +¼; 0 End.
  • u-2 3d6 Aid (to Equipment Allowance) (Fade/month, Max. 20); Range: 0; Active Points: 44; Affects: Single Power, +0; 4 End.
  • u-2 3d6 Aid (to Bases and Computers) (Fade/month, Max. 18); Range: 0; Active Points: 45; Affects: Single Power of Special Effect, +¼; 4 End.

    The Technopath is playing fast and loose with the rules there. Putting skills in multipowers is very much a “special permission” sort of thing – but it’s hardly unprecedented, ezpecially when those skills have power modifiers applied to them. And really… how often will it be useful to do remote lockpicking? Or to take over a plane from a distance? Sure, they’re great at getting through technological security systems, disarming doomsday devices, and so on – but when it comes to a fight scene with powers, a twenty-point equipment allowance, even with a boosting touch worth 20 active points, is not going to get them very far. Upgrading a team base is pretty handy though. That’s good, because there is only so far you can get by running your enemies over with passing cars.


The Cunning Man

Cunning Men are classical hedge wizards, capable of providing potions and charms, of taming beasts, of improving your social life, of having reasonably reliable visions, of calling up the spirits of nature, of taking on the forms and abilities of animals, and of protecting themselves and their allies from limited amonts of injury. They aren’t, however, particularly combative.

0 Cunning Man Powers

(7) Armor (5 PD/5 ED); Focus (Costume): Obvious Inaccessible, -½; Not cumulative with further physical armor.: -½
(17) Hedge Magic Multipower (75-pt reserve); Extra Time: full phase, -½; Focus (Medicine Bundle/Components Pouch): Obvious Accessible, -1; Concentrate: 0 DCV, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Activation: 11-, -1

  • u-1 5d6 Aid (Equipment Allowance – Magical Talismans) (Fade/season, Max. 30); Range: 0; Affects: Single Power, +0; Generic Limitation (Takes hours to make the stuff): -½; 7 End. A cunning man can “Aid” equipment allowances (With minor charmed objects, potions (Charged, Does not recover, fragile focus, etc, etc, etc), turn animals into loyal companions (Aid Followers), provide charms which enhance attributes, enhance weapons, and so on. Despite the “All abilities” modifier, no individual can be aided in more then five categories, and each use works on only a single one.
  • u-1 5d6 Aid (Base Enchantments) (Fade/season, Max. 30); Range: 0; Generic Limitation (Points must be distributed between bases.): -1; Affects: Single Power, +0; Generic Limitation (Takes hours to paint runes and such all over): -½. 7 End A hedge wizard can “Aid” bases, granting them a variety of benefits.
  • u-1 Clairsentience (Mystic Visions) (Hearing, Sight); See: Future and Past, +40; Dimensions: Current, +0; Range: 350″; No Conscious Control: -2; 7 End. This goes off when the GM feels that the character needs a vision of some sort.
  • u-1 Summon Nature Spirit (1 100-point creatures); Range: 0; Summon: Limited Group, +¼; Concentrate: 0 DCV, -½; Works only when Touching Ground: -½; 6 End. Note that these generally won’t go above the summoners total points, 100 is an upper limit, but not the minimum.
  • u-1 Shape Shift; Animal Forms (Limited Group); Reduced END: Zero, +½; Uncontrolled: +½; 0 End.
  • u-1 2d6 Aid; To all powers relevant to current form (Fade/hour, Max. 20); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero, +1; Trigger; By Shapeshifting.: Set, +¼; Autofire: 5 shots, ½; All powers disappear instantly when returning to normal form: -½; No Conscious Control; Must take animal powers – including disadvantageous ones.: -2; Side Effects; Gets animal Instincts, may need ego rolls.: 30/Half, -½; Side effects cannot be avoided.: -½; 0 End.
  • u-1 Force Field (10 PD/10 ED); Usable By Others: Simultaneous Use, +½; Usable by Others Number: 8, +¾; Charges: 6, +1; Continuing Charges: 1 Day, -7 lev; Invisible (Sight): One Sense Group, +½; Focus (Protective Amulet): Inobvious Inaccessible, -¼; 0 End.
    u-2 15d6 Standard Healing; 7 End.

(3) Paramedic 11-
(2) Knowledge; Nature 11-
(1) Animal Handler 8-
(1) Perk; Respected as a Mystic & Spiritual Advisor.

The Cunning Man is a fantasy-oriented archetype, and usually serves more as an enabler, councilor, and supplier of heroes than as a hero himself or herself. Still. in pulp settings, the ability to turn yourself into a tiger is not bad. It’s fine for combating mooks, and smaller forms do allow for a lot of sneaking and hiding and such. They’re also using one of the better ways to use shapeshifting effectively– that “aid” power – rather than using Multiform to achieve similar results. Their animal forms will not be terribly powerful, but then, on the superheroic scale, real animals aren’t really all that powerful either. When it comes to serious superhero’s shapeshifting is not flying through the air blasting energy beams at things, or lifting trains, or controlling hundreds of tons of earth and stone. “Form of a Triceratops!” might be more impressive – but they’ll need a fair number of upgrades to pull that off.


The Mystic Telepath

The Mystic Telepath has developed a formidable set of mental powers through adherence to some extraordinary discipline – but that same discipline means that those powers are essentially fixed. Worse, unlike most comic book telepaths (who are generally built on a lot more points), the Mystic Telepath requires time, and mudra, and mantras. They can’t just quietly and secretly mindwipe inconvenient witnesses. Telepaths really ought to have some extra Ego, and probably more Mental Defense than is included in the package – but in most settings telepaths are rare, and defenses against telepathy are even rarer. After all, if they aren’t very rare an awful lot of social assumptions and institutions are going to need changing.

40 Mystic Telepath

(16) Mystic Telepathy (65-pt reserve); Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Visible (Easily recognized by knowledgable mages and psychics): -¼; User must undertake occasional quests for the enlightened ones: -½; Will not work against creatures that tap into the same power source: -¼; May not be expanded upon or altered later: -½

  • u-1 13d6 Telepathy; Charges: 4, +0; Clips: 2; Continuing Charges: 1 Minute, -3 lev; 0 End.
  • u-1 1d6 Transform: Any Psychological modification (Word Of Revelation) (Major, Limited Class); Range: 320; Reduced END: Zero, +½; Penetrating: +½; Cumulative: +½; Continuous: +1; Uncontrolled: +½; 0 End.
  • u-1 10d6 Mind Control; Communication: Telepathic, +¼; Charges: +12, +0; Clips: 2; 0 End.
  • u-1 6d6 Ego Attack; Charges: +12, +0; Clips: 2; 0 End.
  • u-1 13d6 Mental Illusions; Charges: +12, +0; Clips: 2; 0 End.
  • u-1 11d6 Mind Scan; Attack Roll Bonus: 5, 10; Number of Minds: 10,000,000,000; Charges: 4, +0; Clips: 2; Continuing Charges: 1 Minute, -3 lev; 0 End.
  • u-1 Invisibility (Detect, Sight, Hearing, No Fringe); Only works on observers within 15″, does not work versus things without ego scores.: -½; Does not work against observers with ECV 9+ or Mental Defense 20+. : -½; Charges: 6, +¼; Clips: 2; Continuing Charges: 1 Minute, -3 lev; 0 End.
  • u-1 2d6 Energy Blast Telepathic Storm; Range: 325; Based on EGO Combat Value: vs. ECV, +1; Area Effect (Radius): 500″ radius, +1; C Increased Area: ×125, +1¾; Reduced Endurance Cost 0: =1 Selective Target: +¼; Autofire: 5 shots, ½; 0 End.
  • u-1 Extra-Dimensional Movement (Astral Plane); Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×2, +5; Carrying Mass: 100; Reduced END: Zero, +½; Leaves Physical Body Behind): -1; 0 End,
  • u-1 2d6 Drain Ego (Return/month); Range: 325; Ranged: +½; Affects: Single Power, +0; 6 End

(5) Mental Defense (Base +5 pts);
(9) Mind Link; Minds: One Specific Mind, +5; Number of Minds: 4, +10; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0

Telepaths are very handy to have on your team, but they also tend to wreck a lot of plots. It is probably best to ask the GM if they will have problems with it before you opt to play one.


The Hexcrafter

A Hexcrafter gives his or her enemies bad luck. Passively this provides occasional strokes of good fortune and reduces the effects of attacks against them, throwing opponents just a little off. Actively however… at it’s simplest a hex can get it’s target tangled up in available rubbish – curtains and tablecloths landing on them, stepping on roller skates or into buckets which then get stuck, and so on. While this “entangle” is easy enough to break out of, it can waste time and is passive once triggered. Actively however… Opponents can be made to loose weapons, tripped up, get slammed by random objects, suffer cramps and pains, get held by loose wires and debris, or be knocked off their feet by an enormous variety of bizarre coincidences and accidents.

40 Hexcrafting

(14) Luck Control Multipower (36-pt reserve); Extra Time: full phase, -½; Restrainable: -½; Activation: 14-, -½

  • u-1 Telekinesis (STR 10); Range: 185; Manipulation: Coarse, +0; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero, +½; Only for use with “Accident Style”: -1; No Range Penalty: +½;  0 End.
  • u-1 2d6 Entangle (DEF 2); Range: 175; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Half, +¼;  1 End.
  • u-1 Force Field – Lucky Evasion (8 PD/8 ED); Reduced END: Zero, +½; Uncontrolled: +½; 0 End.

16 A Series Of Unfortunate Events – Accident Style; Only for use with telekinesis: -½; Extra Time: full phase, -½; Generic Limitation (Restrainable): -½

  • (2) Martial Disarm (OCV -1, DCV +1).
  • (1) Martial Throw (OCV +0, DCV +1).
  • (1) Basic Strike (OCV +1, DCV).
  • (2) Nerve Strike (OCV -1, DCV +1)
  • (1) Martial Grab (OCV -1, DCV -1)
  • (1) Legsweep (OCV +2, DCV -1)
  • (8) +5 DC for Martial Attacks

(7) Luck (4d6); OAF (Various Lucky Charms): -1; Extra Time: 1 min., -1½; Extra Time Required (Putting charms on): Only At Startup, ½

The Hexcrafter is primarily combat oriented, with much of the entertainment coming from the weird and wonderful number of ways they can describe their attacks – but they are actually quite effective, will (since they “attack” an area) connect most of the time – and can easily buy up the effects of their attacks. At 8 CP per +5 DC… a mere 8 CP further will make them a major powerhouse – and 18 CP will see them running around with twenty-die attacks. Upgrade to a larger area of effect – possibly with an option for Selective Targeting – and you have a character who can easily take down a small army. Telekinesis-base martial arts are potentially terrifying. Few of the other characters on this list are quite so readily turned into strategic weapons.

Hero System Power Packages – the Cowboy, the Werewolf, the Cartomancer, the Eldritch Horror, and the Giant Land Octopus – with system commentary.

And for a few posts it’s forty-point Hero System power packages – either “pulp hero” powers or highly limited superpowers to be wielded by fairly normal people. That’s pretty atypical for the Hero System, where characters tend to be fairly well-rounded, with a mix of heightened attributes, defenses, and powers – but it’s perfectly typical for settings revolving around people who have some fairly specific ability and who are otherwise fairly normal. We’re using fourth edition, but it’s fairly easy to translate between editions – so for today we have…

The Cowboy

The Cowboy – at least as commonly portrayed – is borderline mythological. And, as usual with legends… the power of those myths can be tapped into. This particular version doesn’t have a gun. He (or she) doesn’t need one – he can use his rope (of which he carries extra coils) in pretty much every way imaginable. He’s got no need to shoot his target when he can just land a noose around said target’s neck and give it a haul. A gun is not nearly so versatile. Sadly, however, ropes aren’t that much use as armor, so that light armored clothing has a heavy load to carry.

So why are some things on charges? It’s because they use up rope – so eventually you’ll have to stop using those effects until you get some more rope. The character is set up to have lots of rope available though. So it shouldn’t be uch of a problem.

40 Cowboy Powers

(15) Rope Multipower (45-pt reserve); OAF (Rope): -1; Only things you can do with a rope: -½; Activation: 14-, -½

  • u-1 4d6 Entangle (All Tied Up) (DEF 4); Range: 200; Charges: +12, +0; Clips: 2; 0 End.
  • u-1 Missile Deflection (Rope Spin) (All Ranged Attacks, None, OCV 8); Deflect Attacks: Adjacent, +½; Deflection Bonus: 5, 10; OCV: 8; -½ 0 End.
  • u-1 Hand-to-Hand Attack (Rope Lash) (10d6); Range: 0; Reduced END: Zero, +½; 0 End.
  • u-1 Telekinesis (STR 20); Range: 225; Manipulation: Coarse, +0; Reduced END: Zero, +½; -½ 0 End.
  • u-1 Swinging / Zip-lining (+25″, NC: 100″); Non-Combat Multiplier: ×4, +5; Reduced END: Zero, +½; 0 End.
  • u-1 3d6 Killing Attack (RKA) (Noose); Range: 225; Charges: +12, +0; Clips: 2; 0 End.
  • u-1 2d6 Energy Blast (Strangulation); Range: 225; Versus: ED; Continuous: +1; No Normal Defense (Need not Breathe,,Hard Neck Coveringm Force Field): +1; Uncontrolled: +½; Reduced END: Zero, +½; No Range Penalty: +½; 0 End.
  • u-1 7d6 Energy Blast (Whip); Range: 220; Versus: PD; Reduced END: Half, +¼; 1 End.
  • u-1 3d6 Suppress (Movement) (Entanglement); Range: 225; Affect: Single Power of Special Effect, +¼; Continuous: +1; Charges: 12, +¾; Clips: 2; Continuing Charges: 1 Minute, -3 lev; 0 End.
  • u-1 3d6 Suppress (Dexterity) (Entanglement); Range: 225; Affect: Single Power of Special Effect, +¼; Continuous: +1; Charges: 12, +¾; Clips: 2; Continuing Charges: 1 Minute, -3 lev; 0 End.

(6) +2 Skill Levels with Rope
(3) Follower (Horse) (1, 42 pts, -25 Disad. = 17 Points, /5 = 3 Point net cost); Number: 1, +0
(6) Armor (4 PD/4 ED); Activation: 14-, -½; Focus (Leathers): Obvious Inaccessible, -½

17 Horse
(2) Attributes: Attributes: Str 10 (39), Dex 11, Con 13, 9 (12) Body, 3 Int, 3 Ego, 15 Pre, 15 Com, PD 5, ED 3, Spd 3, Rec 8, End 26, Stun 28 (31). Net Cost: 2 Points. Net Cost: 2 Points.
(2) Elemental Control: Horse Powers (10-pt reserve); Always On: -½; Side Effects (Is a horse. No hands, no human language, no civil rights, everyone knows what a horse is, trained property, etc.): 60/All, -1; Horse Powers Only: -1; Side effects cannot be avoided: -½
a-5 Growth-3 (×8 mass, ×2 height); Mass: 480 kg/1,056 lbs; Height: 344 cm/11’3″; Extra STR: 15; Knockback Reduction: -3; Extra BODY: 3; Extra STUN: 3; DCV Penalty: -2; PER Penalty: +2; Reduced END: Zero & Persistent, +1; 0 End.
b-6 Running (+10″, NC: 40″); Non-Combat Multiplier: ×4, +5; Reduced END: Zero, +½; Visible (Horses running are fairly noisy): -¼; Vastly reduced on unsuitable surfaces: -½; 0 End.
c-2 +14 STR; Reduced END: Zero, +½; No manipulative limbs -½, 0 End.
d-3 Hand-to-Hand Attack (Hooves, 5d6. 11d6 total); Range: 0; Reduced END: Zero, +½; 0 End.
e-3 Enhanced Perception (all) (+7 to PER)

(2) Immunity to Mild Weather Extremes; Frequency: Fairly Common
(8) Armor (4 PD/4 ED); Focus (Tack): Obvious Inaccessible, -½
(5) Mind Link (Rider); Minds: One Specific Mind, +5; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0
(2) Professional Skill: Horse Tricks 11-
(2) Professional Skill: Riding Animal 11-
(-25) Disadvantages: It’s a horse. Pick whatever limitations you don’t include in the elemental control side effects. There are PLENTY.

OK, it amused me to make a multipower full of the things you can do with rope. This, in fact, dates back to first edition where questions like “how much do I have to pay for rope?” came up surprisingly often (the multipower for “things you can do with a knife got very long indeed). Regardless, rope is surprisingly versatile. How many other inventions are still in regular use after thirty to fifty thousand years? (Fifty thousand is believed to be the earliest known trace, but thirty thousand is pretty definite. Still, who knows how far back into prehistory rope goes before that?).

The Werewolf

Werewolves are very classic. Almost passe. Everybody knows what a werewolf is. They usually have some animal instincts or behaviors, a bit of a reputation, tend to be agitated during the full moon, and do have some minor vulnerabilities to silver and/or fire which are already included below. They aren’t, however, necessarily monstrous. They’re basically big wolves crossed with humans – and wolves with human tendencies are better known as dogs. Dogs and wolves are generally pretty loyal to their friends and families. That’s one of the major reasons that werewolves make perfectly good pulp heroes. On the other hand… they aren’t all that dangerous to even a minor superhero or a serious SWAT team; they’re about as formidable as a bear in a fight, although their regeneration and resistance to body damage will let them last longer and recover more quickly. Their biggest asset as heroes isn’t their fighting ability; it’s their enhanced senses. “Animal Powers” are a popular idea, but who are you going to bet on? The guy with the “Power Of A Lion!” or Iron Man?

40 Werewolf Powers

(2) Elemental Control; Werewolf Powers (5-pt reserve); Mystically conspicuous, classical werewolf indicators in human form: -¼; Always On: -½; Werewolf powers only: -½; Powers reduced by roughly 50% in full human form.: -0.25

  • a-4 Armor (7 PD/4 ED), only 50% effective versus Fire; -0.25
  • b-6 Regeneration (1 BODY/5 min.); Regenerate: From Death unless slain by Silver, +20; Activation: 11-, -1;
  • c-4 Density Increase (Gets slightly bigger and much bulkier)-2 (×4 mass); Mass: 240 kg/528 lbs; Extra PD: +2; Extra ED: +2; Extra STR: +10; Knockback: -2″; Reduced END: Zero, +½; 0
  • d-2 Combined Powers Slot – Supernatural Senses;
    • (2) Enhanced Perception (all) (+2 to PER);
    • (2) Ultraviolet Vision;
    • e-4 Enhanced Scent;
    • (4) Tracking Scent;
    • (2) Discriminatory Sense (Smell); 0
  • g-3 Running (+4″, NC: +8″); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; 0
  • h-7 1d6 Killing Attack (HTH) (Total 2d6); Range: 0; Reduced END: Zero, +½; 0
  • i-2 Power Defense (10 pts); Automatically protects against any attempt to remove werewolf disadvantages or abilities only: -½;.
  • j-2 +5 CON;
  • k-2 +5 BODY;

Why are there limitations for the types of powers allowed in the Multipowers and Elemental Controls? It’s because those ARE pretty limiting. Compare what you can put in a multipower full of “spells” or “the power cosmic” (almost anything, like the Cartomancer below) and one that is restricted to “Rope” or “Werewolf Powers”. Is this fair to people who don’t buy a Multipower or an Elemental Control? No it isn’t. And that’s is a good thing. This way Multipowers and Elemental Controls reward character builds that have a coherent theme and which have enough limitations on their powers to leave the other player characters with something to do. Even characters who are just “big, tough, and strong” should have something to back up those high attributes.

The Cartomancer

The Cartomancer draws on the power of ancient archetypes. This version uses the Major Tarot, but versions using runes, or the heiroglyphic symbols of ancient egyptian gods, or dozens of other variants work just fine. While Cartomancy is prone to backlash, and difficult to use, it is also one of the most powerful and versatile abilities on this entire list – allowing it’s users to heal wounds, raise the dead, summon forth mythic vehicles, cast illusions, bind targets in the chains of hell, peer into the past, create mighty barriers, alter the environment in weird and wonderful ways, and much more – even being able to raise the dead. Unfortunately, however, Cartomancers require foci for their powers, cannot move around or evade attacks while bringing them into play, and can be seriously injured by the backlash of their own misbehaving powers if (when!) they fumble a spell. That makes them relatively poor solo heroes, but potentially decisive backup for a group.

40 Cartomancer

(18) Multipower (83-pt reserve); Focus (Tarot Cards): Obvious Accessible, -1; Focus Applicability: Personal; Focus Breakability: Breakable; Fragile Focus: -¼; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Incantation: Instant Power, -¼; Activation: 15-, -¼; Side Effects (6d6 Energy Blast): 30/Half, -½; Visible (Hold up magical card): -¼

  • u-1 The Fool, Infinite Potential: 13d6 Healing ; Charges: 3, +0; Clips: 32; 0 End.
  • u-1 The Magician, Potential Given Form; Charges: 3, +½; Clips: 32; Continuing Charges: 5 Minutes, -4 lev;
    • (9) 2d6 Aid Magic (Fade/min., Max. 20); Range: 0; Continuous: +1; Affects: Single Power of Special Effect, +¼; Charges: 3, +½; Clips: 32; Continuing Charges: 5 Minutes, -4 lev; This basically allows the user to tap into minor effects – temporarily gaining any one magical power of up to twenty active points or boosting some other mages abilities. 0 End.
    • (5) Force Field (8 PD/8 ED); Active Points: 24; Charges: 3, +½; Clips: 32; Continuing Charges: 5 Minutes, -4 lev; 0 End.
  • u-1 13d6 The Emperor Mind Control; Communication: Verbal, +0; Charges: 3, +0; Clips: 32; 0 End.
  • u-1 The Chariot – Summon Vehicle (1 120-point creatures); Range: 0; Summon: Limited Group, +¼; Vehicle vanishes after one hour unless resummoned.: -¼; Charges: 3, +0; Clips: 32; 0 End.
  • u-1 The High Priestess – 13d6 Mental Illusions; Charges: 3, +0; Clips: 32; 0 End.
  • u-1 The Empress – 1d6 Transform Environment (Major, Limited Class); Range: 0 End; Cumulative: +½; Area Effect (Radius): 128″ radius, +1; Autofire: 10 shots, ¾; Increased Area: ×64, +1½; Charges: 10, +½; Clips: 32; Only affects the environment. This can make walls, turn the area into a jungle, dump ten feet of snow, or turn the floot to lava, but it doesn’t directly affect characters.: -1; No Range: -½; 0 End.
  • u-1 The Hierophant – 10d6 Telepathy; Charges: 1, +¼; Clips: 16; Continuing Charges: 5 Minutes, -4 lev; 0 End.
  • u-1 The Hermit – 3d6 Aid to Bases, Computers, and Equipment (Fade/season, Max. 20); Range: 0; Active Points: 80; Affects: All Powers of Special Effect, +2; The supplied points are treated as a pool,. The spell will provide a total of 20 points worth of improvements to a base, 20 points worth of a computer, and 20 points worth of gear – but no more, no matter who you cast it on or how often.: -1; Charges: 3, +0; Clips: 32; 0 End.
  • u-1 The Lovers;
    • (8) 2d6 Aid to Social Perks (Fade/season, Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Charges: 3, +0; Clips: 32; Adds only one perk per casting, perks are treated as a pool, and only go away with the changing seasons, so if you need police contacts or a drivers license, they go against the total of 20 until the season changes and they go away: -1; 0 End.
    • (5) +15 PRE; Charges: 3, +½; Clips: 32; Continuing Charges: 5 Minutes, -4 lev;
    • (3) +20 COM; Charges: 3, +½; Clips: 32; Continuing Charges: 5 Minutes, -4 lev; 0 End.
  • u-1 Strength (Combined Powers Slot):
    • (11) Density Increase-8 (×250 mass); Mass: 15,000 kg/33,000 lbs; Extra PD: +8; Extra ED: +8; Extra STR: +40; Knockback: -8″; Charges: 1, +¼; Clips: 16; Continuing Charges: 5 Minutes, -4 lev; 0 End.
    • (4) Force Field (8 PD/8 ED); Charges: 1, +¼; Clips: 16; Continuing Charges: 5 Minutes, -4 lev; 0 End.
    • (2) 5″ Flight (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 37; Charges: 1, +¼; Clips: 16; Continuing Charges: 5 Minutes, -4 lev; Only to reduce the user’s effective weight to normal: -½; 0 End.
  • u-1 Death 1d6 Transform (Creatures to other creatures) (Major, Anything); Range: 410; Active Points: 82; Cumulative: +½; Charges: 3, +½; Clips: 32; Continuing Charges: 5 Minutes, -4 lev; Continuous: +1; Penetrating: +½; Armor Piercing: +2, +1; Activation (Rolled each phase): 11-, -1; 0 End.
  • u-1 The Devil – 5d6 Entangle (Infernal Chains of Sin) (DEF 5); Range: 375; Area Effect (One-hex): 1 hex(es), +½; Charges: 3, +0; Clips: 32; Activation: 15-, -¼; Side Effects (Summon Minor Devil): 30/Half, -½; 0 End.
  • u-1 The Tower – 5d6 Killing Attack (RKA); Range: 375; Charges: 3, +0; Clips: 32; No Knockback: -¼; 0 End.
  • u-1 The Star – Telekinesis (STR 28); Range: 325; Manipulation: Fine, +10; Charges: 1, +¼; Clips: 32; Continuing Charges: 5 Minutes, -4 lev; 0 End.
  • u-1 Temperance – Force Wall (4 PD/4 ED); Range: 400; Width: 16″, +0; Variable Special Effects (ED, PD, Power, Ego, and Flash Defense): Certain Group, +¼; Autofire: 10 shots, ¾; Charges: 30, +2; Clips: 32; Continuing Charges: 5 Minutes, -4 lev; All force walls must be stacked on each other: -1; 0 End.
  • u-1 The Hanged Man 17d6 Dispel (Magic); Range: 320; Affects: Any Single Power of Special Effect, +¼; Charges: 3, +0; Clips: 32; 0 End.
  • u-1 Justice – 2d6 Flash (Hearing, Sight); Range: 375; Area Effect (Radius): 12″ radius, +1; Increased Area: ×4, +½; Side Effects (User must pursue Justice): 30/Half, -½; Side effects cannot be avoided.: -½; Charges: 3, +0; Clips: 32; 0 End.
  • u-1 The World – Clairsentience (Hearing, Sight); See: Past, +20; Dimensions: Current, +0; Active Points: 81; Range: 2,000″; Charges: 2, +¼; Clips: 16; Continuing Charges: 5 Minutes, -4 lev; Extra Time: 1 turn, -1; 0 End.
  • u-1 The Last Judgement – Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Transdimensional (Across Time): Group of Dimensions, +¾; Usable By Others: Power Lost, +¼; Ranged: +½; Charges: +3, +0; Continuing Charges: 1 Hour, -5 lev; Changes do not manifest until the current time: -½, Extra Time: 1 turn, -1. 0 End. This basically reaches into the past to bestow the Regeneration ability on your target just before their death. This, in turn, means that they never actually died – but the spell avoids paradox by being limited so that the change in status does not actually manifest until the time the spell is cast.
  • u-1 The Moon – Images (Hearing, Sight, 16″ radius); Range: 360; Active Points: 72; Observer PER Penalty: 3, +9; Charges: 3, +½; Clips: 32; Continuing Charges: 5 Minutes, -4 lev; Variable Limitations: -½, -¼; 0 End.
  • u-1 The Sun – 5d6 Energy Blast; Range: 375; Versus: ED; No Normal Defense (Immunity to High Heat, Ice Powers, Darkness Powers): +1; Area Effect (Radius): 5″ radius, +1; Charges: 3, +0; Clips: 32; Works only in Daylight: -¼; 0
  • u-1 The Wheel Of Fortune – Invisibility (Smell, Sight, Hearing, No Fringe); Charges: 3, +½; Clips: 32; Continuing Charges: 5 Minutes, -4 lev; Variable Limitations: -½, -¼; 0 End.

A resurrection effect is actually fairly easy to build in the Hero System, at least if you get a little bit inventive about it – but a lot of game masters dislike the idea. If you want to complicated the whole “coming back to life” thing a bit go ahead and throw in some complications, such as the side effects including a trip to the underworld to bring back the desired soul, or Death demanding some sort of price, or some such.

Actual character death is pretty rare in a full-fledged superhero game anyway. The Hero System encourages it’s characters to do the comic book thing and fight at the drop of a hat by making the defenses cheaper than the attacks and by encouraging the purchase of spot defenses. Did some villain give them trouble through clever use of the “Drain” ability? The PC’s will soon find a reason to purchase some Power Defense, so that it does not happen again. After a while they start getting pretty hard to affect much in any reasonable way and the bricks – who are basically built for long slugging matches – tend to come into their own again.

The Eldritch Horror

The Eldritch Horror was either summoned by some eldritch tome or dread artifact (it doesn’t have to be the Necronomicon) or is the result of some foolish mortal meddling with such a thing. That focus may be hidden, but must always reside in a ritual space dedicated to the Outer Ones – and is thus an IIF. If someone finds it, and either destroys, contains, or simply removes it… the power of the Eldritch Horror will fade away. While it remains, however, the Eldritch Horror possesses considerable abilities. An Eldritch Horror doesnt have to be EVIL, but they are generally more than a bit incomprehensible, often cannot speak or otherwise interact normally, and rarely quite understand humans. Their power can have all kinds of side effects on them, and they’re rarely helpful socially. On the other hand, if the eldritch, unkillable, protoplasmic mass wants to devour the tainted souls of serial killers, I’m not going to get in it’s way. Even if it didn’t eat me for being in the way, it would just go around.

40 Eldritch Horror

(4) Elemental Control; Formless Body (15-pt reserve); Always On: -½; Side Effects (Attracts monsters, hunted by heroes, terrifying special effects, genderless, being made of goo, most medical treatments no working, vulnerable to holy magic, etc. ): 60/All, -1; Side effects cannot be avoided: -½; Visible (Eldritch Horror. Slenderman at BEST.): -¼; Focus (Necronomicon): Inobvious Inaccessible, -¼

  • a-4 Regeneration (1 BODY/Turn); Regenerate: From Death, +20;
  • b-4 Stretching (4″, NC: 8); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; 0 End.
  • c-4 Force Field (10 PD/10 ED); Reduced END: Zero, +½; 0 End. OK, being made of goo is an unusual special effect, but so be it!
  • d-4 Shape Shift (Imitate Humans) (Limited Group); Reduced END: Zero, +½; 0 End.
  • e-4 +20 STR; Doesn’t Affect Figured: -½; Reduced END: Zero, +½; 0 End.
  • f-5 Hand-to-Hand Attack (7d6); Range: 0; Reduced END: Zero, +½; 0 End.
  • g-3 +30 PRE; Only for Presence Attacks: -1.
  • h-4 Running (+10″, 75″, NC: 150″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 74; Reduced END: Zero, +½; 0 End.
  • i-4 Clinging (Clinging STR +30); Reduced END: Zero, +½; Costs END: -½; 0 End.

    The Eldritch Horror pulls a fast one there; normally you have to have the various powers Persistent to take the Always On limitation – but these are mostly active effects, and so are not persistent. What the Always On effect does is make it impossible to turn off all those antisocial disadvantages: the Eldritch horror is ALWAYS a semi-formless lovecraftian monstrosity of writhing tendrils, oozng black slime, and alien horror. That seemed sufficient to qualify of “-1/2”. If you want to be technical. do what I used to do and call the limitation “physical” – real and permanent changes to the body which can’t be taken away readily. Basically the same way that you can’t do an area-effect “drain breathe in unusual environment” and kill all the fish in an area. After all, if that worked – if you could drain a creatures ability to live in it’s natural environment – you could build cheap, near-instant, large-scale, “kill everyone” effects. It’s not a good idea to allow that.

The Giant Land Octopus

The rare (we think) Giant (for an octopus; lacking Growth, they’re about human sized) Land Octopus has an unusually wide environmental tolerance and a deceptive nature that transcends an Octopus’s usual limits to deceive those who see or hear them – making everyone who lacks the ability to pierce it’s illusion hear it “speaking” normally and see it as just another normal human- allowing them to mingle readily with human societies. As for what they do… they’re strong, they’re stretchy, and they stick to things with suction cups. They’re good at camouflaging themselves and can squeeze through very small places. They’re also surprisingly good with children, almost always being able to spot what they’re up to and invariably having a spare “hand” to stretch out and grab them with to keep them out of trouble.

40 Giant Land Octopus Powers

  • (2) Tentacles – Extra Limbs (4); Number: 4; Side Effects (You’re an octopus. Cannot speak normally (relies on illusions to communicate), no fingers, etc)): 60/All, -1; Side effects cannot be avoided: -½; Always On: -½
  • (5) Rubbery Flesh and No Bones – Damage Resistance (5 PD/5 ED)
  • (4) Elemental Control: Landgoing Octopus Powers (15-pt reserve); Side Effects (You’re an octopus. Cannot speak normally (relies on illusions to communicate), no fingers, etc)): 60/All, -1; Side effects cannot be avoided: -½; Always On: -½; Octopus Powers Only: -1
    • a-4 Stretching (4″, NC: 8); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; 0 End.
    • b-4 Swimming (+20″, 22″, NC: 44″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Reduced END: Zero, +½; 0 End.
    • c-3 Clinging (Clinging STR +60); Actually limited to Str+30: -½;
    • d-3 Life Support (total); Only somewhat beyond what is reasonable for an octopus and doing OK on land: -1;
    • e-6 Images (Hearing, Sight, 1″ radius); Range: 0; Observer PER Penalty: 5, +15; Reduced END: Zero & Persistent, +1; Only to make people see the user as a normal person: -2; No Conscious Control: -2; No Range: -½; 0 End.
    • f-3 Invisibility (Normal Sight); Reduced END: Zero, +½; Camouflage Only, +10 to Stealth when moving slowly: -½; 0 End.
    • g-4 +20 STR; Reduced END: Zero, +½; 0 End.
    • h-2 Shrinking-2 (DCV +4, Reduced END: Zero, +½; Only for squeezing through small openings due to their lack of bones and rubbery flesh, no other effects: -2; 0 End.
    • i-2 Darkness (Normal Sight, 3″ radius); Range: 0; Charges: +3, -¾; Continuing Charges: 1 Turn, -2 lev; No Range: -½; Works only in Water: -1½; Active Points: 30; 0 End.
    • j-3 Enhanced Perception (Normal Sight, +15 to PER); Actually only +8: -½;
    • k-3 1d6 Killing Attack (HTH) (Mildly toxic bite) (Total 2d6); Range: 0; Reduced END: Zero, +½; Penetrating: +½; Only on targets that are currently grabbed.: -1. 0 End.
  • (0) Knowledge: The Sea 8-
  • (-8) Running (-4″, 2″, NC: 4″); Non-Combat Multiplier: ×2, +0; 0 End.

Now this sort of thing is why superhero worlds tend to have ever-changing histories. Lets say that some player decides that he wants to play a resident of Atlantis, or a Giant Land Octopus, or a Demigodling Son Of Uller, from Norse Mythology – but the setting has never made any provision for such things. Now what can you do?

  • You can tell the player (or comic book writer) that there is no room for their nifty new idea. They may not take it well. There will certainly be at least whining if some other players ideas get accepted later on. Things become less fun.
  • You can quietly assume that the player/writer (and possibly the character) are wrong about what they are and where they came from If you tell them, see #1. If you remain silent until later… now the player/writer is invested in their idea and it’s part of all their plans. This guarantees an angry explosion.
  • You can accommodate the player/writer and quietly re-arrange some chunks of the setting and its history to fit in with their new idea. This can be a headache when it comes to continuity, and can clash with other player/writers ideas later – but it purchases peace NOW at the low, low, cost of agreeing that Giant Land Octopuses have been hanging around for thousands of years, and that there is a long history of sailors surviving two-hundred-mile swims to shore after shipwrecks, and of mysterious bystanders fishing people out of rivers, and so on that no one has ever paid any attention to because “it’s always been that way”.

Usually people wind up going with #3. It’s so much easier in the short run, and who cares that – likely after your game or job is over – there will need to be yet another reset?

Eclipse d20 and Memento Mori

For today, it’s a requested conversion – a PL10 Mutants and Masterminds character – May Midori, A.K.A “Memento Mori” – a heavily cyborged super-agent inhabitant of a cyberpunk world.

Into fantasy / d20 modern /d20 future terms. This will get a bit weird.

For some basics… well, she’s apparently from a cyberpunk world, ala Shadowrun or Cyberpunk or a dozen other settings. I’m going to assume a vaguely “Shadowrun” style, so both magic and technology fits in and it’s possible to be a very violent businesswoman without setting off endless metal detectors. That makes her a…

Dystopian Survivor Human (30 CP / +0 ECL). These have the racial traits of:

  • Highly Adaptable: Gain one Bonus Feat / 6 Bonus CP (6 CP).
  • Birthright: Choice of +2 to an Attribute or another 12 CP ability package derived from your background.
  • Quick to Learn: Fast Learner, Specialized in Skills for +2 SP/Level (Level x 2 + 6 total, 6 CP).
  • Tested Immunity: After the global pandemics and pollution crises everyone who didn’t inherit this is dead. Immunity to toxins, pollutants, and disease (Common, Major, Trivial, for a +2 bonus on relevant rolls, 3 CP).
  • Projectile Predator: +1 BAB, Specialized in Ranged Attacks (3 CP).

Attributes first:

Mutants and Masterminds: Strength 4 [8p], Stamina 7 [14p], Agility 8 [16p], Dexterity 0, Fighting 5 [10p], Intellect 4 [8p], Awareness 4 [8p], and Presence 0.

Most of those translate to d20 attribute modifiers – so net Str 18, Constitution 24, Dexterity 18 (Agility + Dexterity / 2 since M&M subdivides the functions of Dexterity), Intelligence 18, Wisdom 18, Charisma 10, and BAB +5. Of course in M&M that is after enhancements are applied. Obviously this character is going to need a lot of bonuses.

Secondarily, the character is described as being incredibly beautiful – apparently due to having “attractive” as a fairly minor advantage – although even the original description could be read as putting the character squarely in the uncanny valley and that advantage simply provides a +2 circumstance bonus on Deception and Persuasion checks “to deceive, seduce, or change the attitude of anyone who finds the characters looks appealing”. Well, almost all semi- superhero characters look good. It’s only the actual game impact that matters. Given that a fantasy world involves a lot of nonhumans with very different ideas of what is attractive… I’ll translate this to some simple skill bonuses in the skills section.

So: d20 Attributes:

  • Strength 18 10 Base +4 Eq +4 Armor
  • Dexterity 18 14 Base +4 Eq
  • Constitution 24 14 Base +4 Eq +2 Race +1 Level +1 Purchased (12 CP), +2 Enh
  • Intelligence 18 14 Base +4 Eq
  • Wisdom 18 14 Base +4 Eq
  • Charisma 10 10 Base

That’s Pathfinder 20 point high fantasy point buy attributes. The 2×10 and 4×14 pattern is generally good for a generalist.

For Skills the M&M version had… Acrobatics 8 (Agi 8), Athletics 6 (4 Str + 2 ranks, 1p), Close Combat: unarmed 15 (5 Fgt + 10 ranks, 5p), Close Combat: everything else 5 (5 Fgt), Deception 12 (12 ranks, 6p), Expertise (Business) 8 (4 Int + 4 ranks, 2p), Expertise everything else 4 (4 Int), Expertise (not specified?) 6 (4 Int +2 ranks, 1 Sp), Insight 4 (4 Awe), Investigation 6 (4 Int + 2 ranks, 1p), Perception 8 (4 Awe + 4 ranks, 2p), Stealth 12 (8 Agi + 4 ranks, 2p), Technology 10 (4 Int + 6 ranks. 3p), and Treatment 4 (4 Int).

That’s… pretty poor. 46 skill ranks in total, and nothing higher than +12 in total? For a super-secret agent? Even given that M&M combines a few skills, that’s kind of weak. At least it gives us a level estimate… I’m going to call it six.

Converting to d20…

Available Skill Points: 8 (8 CP) + 36 (Int Mod x 9) +18 (Racial Fast Learner) + 18 (Bonus Feat Fast Learner) = 80 SP.

  • There are a lot of different d20 skill lists out there. So I’m going to throw in Immunity (The normal skill list; gets to use THIS condensed skill list regardless of the list in use in the current game. (Common, Minor, Great, 12 CP). I’ll also buy her two instances of Adept (Acrobatics, Athletics, Perception, and Stealth, are all half cost, 6 CP, Engineering, Persuasion, Stealth, and Thievery are all Half Cost, 6 CP) and a +2 Skill Emphasis on Deception and Persuasion (6 CP) to cover her bonuses from being “attractive”,

General Skills:

  • Acrobatics +15 (4* SP +4 Dex +2 Mor +2 MW). May take 3d4 damage to pull off a nigh-impossible stunt.
  • Athletics +15 (4* SP +4 Str +2 Mor +2 MW). May take 3d4 damage to pull off a nigh-impossible stunt.
  • Deception +13 (9 SP +0 Cha +2 SE +2 Mor)
  • Engineering +15 (4* SP +4 Int +2 Mor). +2 when Travelers Anytool applies. May specify three quasi-magical special gadgets to routinely carry.
  • Heal +12 (4 SP +4 Wis +2 Mor +2 Belt).
  • Linguistics +9 (3 SP +4 Int +2 Mor). Speaks seven languages plus the “common tongue”. That ought to do even for international business.
  • Perception +15 (4* SP +4 Wis +2 Mor). +1 Synergy Bonus on Reflex Saves.
  • Persuasion +13 (4* SP +0 Cha +2 SE +2 MW).
  • Profession (Business) +17 (9 SP +4 Wis +2 Mor +2 MW).
  • Profession (General) +6 (+4 Wis +2 Mor).
  • Socialize +17 (9 SP +4 Wis +2 Mor +2 MW). Provides four useful Contacts. In her case, likely corporate.
  • Stealth +17 (4* SP +4 Dex +2 Mor +2 MW). Grants the equivalent of a built-in Handy Haversack.
  • Thievery +17 (4* SP +4 Dex +2 Mor +2 MW). May be used as a free action up to four times per day.

*Half cost due to Adept. MW: Masterwork Tool. Mor: Morale. SE: Skill Emphasis.

Martial Arts Skills:

  • Iron Hand Style: +18 (9 SP +7 Con +2 Mor)
    • Attack 4, Power 2, Breaking, Combat Reflexes, and Expertise (Attack Bonus to Damage Bonus).
  • Gun Kata Style: +15 (9 SP +4 Dex +2 Mor)
    • Attack 3, Defenses 2, Expertise (Attack Bonus to Damage Bonus), Quick Draw, and Rapid Shot.

Now that is MUCH better. It also covers a bunch of things that the original character wanted to improve. It is a bit cheesy – although the level of cheese depends on the skill list in use in whatever game she wanders into. Condensing the skill list makes each skill – and thus skill enhancing abilities – substantially more powerful. That’s well worth those 12 CP.

In M&M this characters major powers included a variety of melee-attack based “poisons” and bunch of cyberware – presumably what gets her attributes so high. This, of course, is a fairly normal thing in d20 future, but not otherwise. It’s exotic even in most superhero settings. To get it, we will want an Immunity to the settings normal technology levels and – to pay for it – some Innate Enchantment. Due to the fact that d20 future prices are a lot lower than d20 fantasy prices, and thanks to a 20-to-1 Credits-to-GP conversion ratio this is a bit of an exploit, and might well qualify this character for a +1 ECL adjustment.

  • Advanced Tech Access: Innate Enchantment can normally be used to buy the equivalent of mundane equipment – but it’s rarely worth bothering with in fantasy based games. With that 1-to-20 GP-to-Credits conversion ratio and both d20 Modern and Future in play however… mundane equipment is suddenly a LOT more attractive. Still, even superheroes don’t automatically have access to super-technology, so I’m going to treat having access to the d20 Future lists to “buy” stuff from as a an Immunity / normal limits on equipment availability (Very Common, Major, Great (for +4 Tech Levels over the usual PL4 base), Specialized / only for Innate Enchantment purposes, 15 CP)
  • Immunity / the XP or other special costs of Innate Enchantment: Uncommon, Major, Major, 6 CP).
  • Immunity / the usual side effects of cybrenetics: Uncommon, Major Major, 6 CP).

Innate Enchantment (Cybrenetics) (Up to 11,500 GP Value, 12 CP).

  • Multi-Optics Goggles (Low-Light, 80′ Darksight, Microscopic, Tesescopic, HUD, Flash Protection, 200 GP)
  • SmartPhone (5 GP)
  • Neural Recorder (25 GP): Can record sensory information and thoughts so others can experience them.
  • Soundbox (175 GP): May mimic voices, play music, shout as loud as sixteen men, etc.
  • Gas Mask (10 GP):
  • Universal Communicator (2 GP): Send and receive audio, visual, and digital information.
  • Chemical Air Analyzer (250 GP). Gain Scent, may make a DC 15 Wisdom check to identify common chemicals and organic compounds. A DC 20 Wisdom check allows the user to distinguish the exact chemical makeup of anything he or she smells.
  • Artificial Muscle Fiber II: +4 Eq bonus to Str (600 GP)
  • Twitchwire II: +4 Eq bonus to Dex (600 GP)
  • Redundant Organs II: II: +4 Eq bonus to Con (325 GP)
  • Neuron Boosters II: II: +4 Eq bonus to Int (450 GP)
  • Proverb Chip II: +4 Eq bonus to Wis (1000 GP)
  • Boost Armor with Gravlight (Max Dex +1, Armor Check -2), Improved Defense III (+3 Armor), and Increased Range of Motion I (+1 Max Dex), Rigid (+1 Armor Check Penalty). Total +7 (+3 Improved Defense = 10) Armor, +4 Max Dex (+1 IRoM, +1 Nimbleness = +6), Armor Penalty 3 (+1 Rigid -2 Gravlight -2 Nimbleness = 0), Speed +10, +4 Str, +2 Reflex Saves. (1000 GP).
  • +2 Masterwork Karatends (Combat Guantlets, used as Unarmed, 1d8 Bludgeoning, Crit 19-20, DC 18 Fortitude Save or Stunned (electrical effect, so relevant resistences or immunities reduce the effect), (425 GP)
  • Poison Touch: Rattlesnake Venom (Unlimited Use Glands, 1d6/1d6 Con, Fort DC 17, 1000 GP). May combine with karatends, kisses, or other “unarmed” attacks.

That’s 6067 GP

Innate Enchantment (Magic for where there are no technical equivalents listed, still tech though)

  • Face Dancer (Transmutation): SL 1/2 x CL 1 x 2000 GP Unlimited-Use Use Activated x.7 Personal Only x.5 (Ambient Magic, one minute to use) = 350 GP. Allows you to change your features to look like someone else of your race or a slight variant thereof. While this does allow you to duplicate finger and retinal prints, you need to know the prints you want to copy to do so. Provides a +10 bonus to Disguises (under Stealth).
  • Traveler’s Any-Tool (250 GP) Acts as masterwork tools for Craft and most Profession skills.
  • Relieve Poison: SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. A spell from the Hedge Wizard list on this blog that greatly reduces the effects of poison.
  • Enhance Con +2: SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP
  • Personal Heroism: SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP
  • Hot and Cold Weather Outfits (16 GP).

That’s 5416 GP

Total: 11,483 GP

The big benefit here lies in 1) getting a +4 on five different stats (normally costing some 80,000 GP) and a good AC (+10) which normally requires either pretty good armor or something like a force armor / force shield combo. Most of the rest is fairly readily available to anyone. That is pretty good – but is it worth the 21 CP it costs to gain access? Or the possible +1 ECL adjustment on top of that? And hitting the usual limit on Innate Enchantment? Honestly, it’s debatable. This character isn’t very reliant on most of those attributes, and could easily make up for them being lower with a few general bonuses to skills and such – But nice high attributes are just so shiny.

Miscellaneous Stuff:

  • +6 BAB (36 CP) (One more than the base build, but we want iterative attacks).
    • Ranged Attack (Gun): +6 BAB +1 Projectile Predator +4 Dex +2 Mor +2 Masterwork +3 Martial Art, +1 Laser Sight, -2 Rapid Fire = +17/+17/+12, +2 Masterwork Silenced Beretta 92F Semiautomatic Pistol (2d6+1 (Enhancement)), Crit 20/x2, 40′ Range Increment, 15 Shot Magazine, 3 Lb, Small Size, with Laser Sight, 225 GP. 50 Bullets, 1 GP).
    • Melee Attack (“Unarmed”): +6 BAB +4 Str +2 Mor +4 Martial Art +2 Masterwork = +18/+13, Damage 1d12+6 (+4 Str + Masterwork), Crit 20/x2, plus Poison (Fort Save DC 17 or 1d6/1d6 Con Damage) plus Fort DC 18 or Stunned.
  • Saves: Originally Fortitude +10 (3 Ranks +7 Sta), Dodge (Reflex) +11 (3 Ranks +8 Agi), and Will +10 (6 Ranks +4 Awe). Now Fortitude +13 (+3 (9 CP) +7 (Con) +2 (Mor) +1 (Res)), Reflex +13 (+3 (9 CP) +4 (Dex) +2 (Mor) +2 (Armor) +1 (Res) +1 (Sy)), and Will +11 (+4 (12 CP) +4 (Wis) +2 (Mor) +1 (Res))
  • Hit Points: Toughness 9 translates into about 81 HP. So… Advanced Improved Augmented Bonus (Adds Dex Mod to Con Mod for HP Purposes, Specialized and Corrupted / only for the first six hit dice, 6 CP). Call it six six-sided hit dice for 26 (6d6, maximum on first die, 12 CP) +66 (6 Hit Dice x [Con Mod + Dex Mod) = 92 HP.
  • Armor Class: M&M uses Defense Class, which is terrible, meaning that most attacks hit and you need to resist their effects. In d20, Armor Class lets you avoid the attacks instead. So… Armor Class 10 (Base) +10 (Cyberarmor, see below) +4 (Dex) +1 (Deflection, see Equipment) = 25. 27 when in ranged combat. Much better.
  • Move: 30′ (Base) +10 (Armor) = 40′
  • Proficiencies: Small Arms (6 CP)
  • Initiative: +4 (Dex)
  • The original character had “Jack Of All Trades” in M&M, allowing the use of all skills unskilled. Given the greatly improved skills above, this is meaningless save for Profession; she HAS all the other skills that can’t be used unskilled. All right then: Immunity/not being able to use Profession skills unskilled (Common, Minor, Trivial, 2 CP). This makes her a reasonably competent lawyer, fisherman, blacksmith, and web page designer.
  • Tracking (M&M Sense Unspecified). Since this doesn’t really say how she tracks people, I shall call it Financial (allowing her to track people through banks, credit card use, and similar) and to find hidden financial details) and by Scent. (3 CP each. 6 CP in total).
  • Trick – Toxic Strike (Save DC Fort 20, Induces Fatigue, then Exhaustion, then Sleep – but this requires a kiss to use (it’s specialized circumstance). This is rarely practical in combat and the relatively simple circumstances corresponds nicely with the limited effect (6 CP).
  • Doubled Damage (Rattlesnake Venom, when delivered with a kiss, 6 CP).
  • Grant of Aid with +2 Bonus Uses (9 CP). This isn’t a part of the base build, but super-types – which she undoubtedly is – tend to recover fast.

To look back at the original sheet, it had…

Advantages [7p]: Attractive 2 (Now general skill bonuses), Equipment 1/Smartphone (Now cyberware), Improved Power Attack (In her martial arts), Improvised Tools (covered by Traveler’s Anytool), Jack-of-All-Trades (Covered by use of all Profession skills unskilled), and Tracking (covered by Tracking).

Designer Daughter (cybernetic) [19p]

  • Cosmetic Biosculpt. Continuous Standard-Action Morph 2: similarly-built humans. [8p] (Covered by Face Dancer).
  • Detox Gland. Immunity 1: poison. [1p] (Covered by Relieve Poison).
  • Expanded Optics. Senses 4: infra-, ultra-, low-light and microscopic visual. [4p+2a] (Covered by Multi-Optics Goggles)
  • Alt: Auditory Augmentation. Limited 1 Senses 5: accurate(close only) analytical danger-sense extended auditory. [4p] (Covered by enhanced Perception)
  • Alt: Chemical Analysis. Senses 4: acute analytical olfactory-type. [4p] (Covered by Scent and the analytical package).
    Miscellanea. Features 4: embedded radio, fingerprint falsifier, sensory recorder, voice reproducer. [4p]
  • Subcutaneous Armor. Protection 2. [2p] (Covered – and vastly improved – by Cyberware Boost Armor).
  • Poisonous Personality [20p]
    • Kiss Goodnight. Distracting Grab-Based Progressive Subtle Triggered(variable) Affliction 15: fatigued/exhausted/asleep. [18p+2a] (Covered by Trick)
    • Alt: Kiss of Death. Distracting Grab-Based Progressive Subtle Triggered(variable) Weaken 15: stamina. [18p] (Covered by Doubled Damage on Rattlesnake Poison)
    • Alt: Poison Spur. Improved-Critical Subtle Damage 1; Linked to Improved-Critical Progressive Subtle Weaken 5: stamina. [18p] (Covered by Rattlesnake Poison)

Defense [18p]

  • Dodge 11 (8 agi + 3 ranks). [3p] Reflex Save, now +13. Also improved, see “Armor Class”.
  • Parry 11 (5 fgt + 6 ranks). [6p]> Vastly improved; AC 25, 27 in Ranged Combat.
  • Toughness 9 (7 sta + 2 protection). Equates to roughly 81 HP, now 92 and far less likely to be hit.
  • Fortitude 10. (7 sta + 3 rank). [3p] Fortitude Save, now +13
  • Will 10 (4 awe + 6 ranks). [6p] Will Save, now +11. About the same, but nothing about the build says “resistant to mental effects” – and the discription doesn’t exactly say “independent and willful”. According to the Complications, she’s kind of impulse driven.

Well, that’s all covered.

So how is this all adding up?

  • Race: 0 CP.
  • Attributes: 12 CP.
  • Skills: 8 CP Direct Purchase, 6 CP Fast Learner, 12 CP Immunity to the Normal Skill List, 12 CP Double Adept, 6 CP double Skill Emphasis = 44 CP.
  • Cybrenetics: Advanced Tech Access (15 CP), Immunity XP Cost (6 CP), Immunity Side Effects (6 CP), Innate Enchantment (12 CP) = 39 CP.
  • Miscellany: 113 CP

That’s 208 Character Points.

So how many do we have available?

Available Character Points: 168 (L6 Base) + 10 (Disadvantages: Compulsive (Killer), Accursed (Hackable Systems), and Insane (Transhumanist, thinks everyone needs cyborging, it is a universal panacea)) +12 (Duties to Mother Her Corporation) +18 (L1, 3, 6 Bonus Feats) = 208 CP.

OK, I added the Grant Of Aid to make things come out right, but it was quite close anyway.

That leaves us with equipment: Level six grants a 16,000 GP (or roughly 320,000 Dollar or “Credit”) equipment allowance, which can reasonably be expended as follows:

Healing Belt/Advanced First Aid Kit (750 GP), Cloak/Light Protective Clothing Of Resistance +1 (1000 GP), Ring Of Protection/Microshield Generator +1 (2000 GP), Chronocharm of the Laughing Stranger (500 GP, 1/Day reroll a Deception or Persuasion check), Chronocharm of the Fateweaver (1/day reroll one Acrobatics or Athletics check, 500 GP), Chronocharm of the Celestial Wanderer (1/day reroll one Perception check, 500 GP), Chronocharm of the Horizon Walker (1/Day take a half move as a swift action, 500 GP), BMW M3 Sports Coupe (1750 GP), Masterwork Tools (Power Suit; +2 to Profession/Business and Persuasion, Fine Shoes; +2 to Acrobatics and Athletics, Chameleon Coat; +2 to Stealth, Jewelry;+2 to Socialize, Gripper Gloves; +2 to Thievery, total MW items 350 GP), Demolitions Kit with Charges (50 GP), Search and Rescue Kit (10 GP), 1000 Bullets (20 GP), Tactical Flashlight (10 GP), Camping Gear (50 GP), Trail Rations (120 meals, 30 GP), Concealed Carry Holster (2 GP), Gun (225 GP, +2000 GP to be +1), Permanent “Upscale Hotel” lifestyle (2750 GP), Grappler Gun (3 GP), Expense Account (30 GP / 600 Dollars/Day unquestioned, 3000 GP). Most of this stuff (well, except the car) can easily fit in her personal Handy Haversack effect.

She also gets those three Gadgets from Engineering, but I don’t know what she’d want. Maybe a “Cyberdeck” for hacking (perhaps +3 to Engineering for the purpose), an expanded magazine so she can keep shooting, and a set of Blackout/Teargas bombs for escape?

Cut Features & Advancement Plans

  • 1. Improve Skills. For a super spy a 10 is pathetic! Done. She is far more skilled now.
  • 2. Mobilize. A good way to get out of danger will take us far! I can’t find Mobilize or Mobility in second or third edition, or a reference online. Might be Mobility (the d20 feat), Uncanny Dodge (which is at least related), Reflex Training (in Eclipse) or just wanting faster movement. For the moment, she has a Chronocharm of the Horizon Walker (1/Day take a half move as a swift action) – which should help out. Perhaps a teleportation item later on?
  • 3. Sensible Senses. They’re not expensive and always useful! Another item I cannot find although I’d assume that it just means more special senses. Still, it is easy enough to get more senses in Eclipse. This character already has a fair array of senses anyway.
  • 4. Git Gud at Guns. If nothing else, it’ll save on dry-cleaning bills! Done. She has much better skill with guns now. And, for that matter, has a gun.

Equipment

  • 1. Suppressed Light Pistol. Subtle Diminished-Ranged Damage 3. [6ep]. Done. You can just buy guns in d20 and this version has an appropriate martial art and a pistol with a sound suppressor (“Silencer”).

Designer Daughter (cybernetic)

  • 1. Cognitive Coprocessor. Limited (mental) Quickness 2 [1p] This gets mental tasks done more quickly. You could buy this – or just take advantage of the higher skills and raise the DC to get done faster.
  • 2. Healing Stimulator. Regeneration 1 [1p]. Done. That’s what the Grant Of Aid ability is all about.
  • 3. Omniglot Implant. Limited Comprehend 3: read/speak/understand common business languages. [3p]. Well, this character already speaks eight languages (counting “common”), so this is probably covered.

Overall… this character is a decent to good skill monkey and a reasonably effective fighter. She doesn’t do all that much damage, but forcing a save against poison and a save against being stunned at decent DC’s every time she hits a target is actually quite potent – at least until she’s fighting a construct, or an undead, or a swarm, or an ooze that is resistant to poison and electricity, or someone in a mecha, or quite a few other things – against which she is fairly useless. A warrior-type of similar level dedicated to damage is a lot more generally effective. A serious skill monkey will have more skill bonuses and – almost certainly – more skill boosters and things like “luck” so they can always succeed if they feel that they must. She won’t be able to match them either. So a competent generalist, best suited for semi-stealthy missions against other relatively normal beings. That… seems reasonable enough really.

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