Liam Ko

   For today, we’ll continue the conversion of Liam Ko to Eclipse Classless d20, so that he could be used in other campaigns. Lets start translating.


   Available Character Points: Disadvantages: Incompetent (Takes a -3 penalty on any attempt to employ the Bluff, Forgery, Gather Information, Innuendo, or Sense Motive, skills), Recorder, and Obligations (accepts weird missions from ancestral spirits, tithes to the church) (+10 CP), Duties (both Clerical and Druidical, +4 CP/Level), Restrictions (No Armor; he finds that it interferes annoyingly with his magic despite being a divine caster, +1 CP/Level), +268 (L10 Base) +24 (level-based Feats) = 352

   Liam was an Xin Elf – a local variant. Fortunately, they’re easy enough to build:

Xin Elf:

  • Attribute Shift/+2 Dex, -2 Con (6 CP).
  • +2 Wisdom (12 CP).
  • Immunity to Sleep and Charm effects (Common / Minor / Minor, for effects of L3 and below, 4 CP).
  • Occult Sense/Low-Light Vision (6 CP).
  • One Bonus Feat from the Xin Ethnic Feat List (6 CP). In Liam’s case it’s Ancestral Guidance, which translates as Luck with +2 Bonus Uses (Corrupted: only usable for Rerolls).
  • Augmented Bonus/Heightened Senses: Xin may add their Int Mod to Listen, Spot, Diplomacy, and Profession/Cook skill checks (6 CP).
  • Xin Language (1 CP)
  • Disadvantages: Highly Distinctive (The Xin have light fur, tails, slight muzzles, and other traces of the totemistic pacts which helped their ancestors survive the first Demon Invasion), Compulsive (all Xin spellcasters must accept druidical duties – to protect and preserve nature, to expel troublesome outsiders, and to oppose undead, although they do get the points for these duties in addition to any others they undertake), and obligations (the Xin see a wide variety of minor rituals and customs as a part of their religious obligations) (-10). In standard d20 their favored class is, of course, Druid.
  • The Xin have a net cost of 31 CP – just at the limit for a +0 ECL race.

   Liam had also invested two levels, and the most powerful talent-based enhancement effect he could manage, into the Way of the Celestial Hymn. The Ways are unique to Cemar: they basically allow a character to invest levels in buying a template of some sort. In Eclipse, with the permission of the Game master, you can simply take 32 CP to spend on Template Abilities in lieu of 24 CP and the basic benefits of Leveling – a free d4 HD and (Int Mod) skill points. Talents, like the expected cash-per-level, continue advancing normally. Unlike the fixed level adjustment of the usual templates, or the preset packages used on Cemar, an Eclipse Classless d20 character is free to develop the template abilities – or to modify or expand on them – in any desired order.

   The Way of the Celestial Hymn is basically a way of acquiring a version of the Half-Celestial Template. As with the usual template, all the abilities bestowed by this template are considered Corrupted (yes, that’s twice for the Innate Spells – unusual, but allowable with the permission of the Game Master). They make the character a primary target for the powers of evil, render him or her vulnerable to many channeling powers, mystic bindings, summonings, and banishment, make them very detectable, tends to attract people looking for help, and tend to make them compulsively “good.”

  • Attribute Modifiers: Str +4 (24), Dex +4 (24), Con +4 (24), Int +4 (24), Wis +4 (24), Cha +4 (24) (132 CP).

Special Abilities:

  • Immunity to Disease (6)
  • Resistance/+4 to Saves versus Poison (6 CP)
  • Defense/+1 Natural Armor (6 CP)
  • Improved Spell Resistance (12 CP)
  • Occult Sense/60′ Darkvision (6 CP)
  • Celerity III (Additional Movement Mode/Flight, Specialized: may only be used to break falls unless the user calls for a (vulnerable) winged mount, 12 CP).
  • DR 10 (Corrupted: does not apply versus Magical Weapons [but does versus energy], 24 CP).
  • Immunity/the normal Component, XP, or Focus requirements for casting Divine Spells (Common / Minor / Epic, Specialized in the Divine Specialist spells listed below, 9 CP) – thus converting them into spell-like abilities.

   Superior Divine Specialist (6 CP): Specialized (the Game Master selects the spells gained) and Corrupted (the spells do not change once assigned) for triple effect: Provides three bonus spell slots of each level of spells the user can currently cast.

  • L1: Protection From Evil, Detect Evil, and Bless Water.
  • L2: Aid, Sutra (the positive half of Prayer), and Consecrate.
  • L3: Curse Serious Wounds, Remove curse, and Remove Disease.
  • L4: Holy Smite, Cure Critical Wounds, and Neutralize Poison.
  • L5: Dispel Evil x2 and Greater Command.
  • L6: Heal, Dispel Magic Greater, and Wind Walk.
  • L7: Holy Word, Repulsion, and Resurrection (In Cemar there is no associated expense – but the spirit must still be hanging around, so the spell must be applied within a few hours of death in most cases).
  • L8: Holy Aura 3/Day.
  • L9: Summon Monster IX (Celestials Only), Mass Charm Monster, and Mass Heal.

That’s 154 CP – a +4 level Template. Just like the basic (and slightly different) Half-Celestial.

   Now, Liam had five levels of Monotheistic Cleric – a variant class which got d6 Hit Dice (already purchased above), a severely restricted spell list, spontaneous casting of a limited list of clerical spells, and some privileges related to the authority of the church. They didn’t necessarily get the ability to Turn Undead, although they got three Domains – and could get it by taking an appropriate one. They did get slightly superior spellcasting abilities – effectively about one level above the average. Secondarily, he was using a Feat Sequence which basically allowed him a limited dual-spellcasting progression, much like the initial levels of Mystic Theurge – something that’s a lot easier on Cemar, since it uses a Base Caster Level which stacks between classes, just like the Base Attack Bonus does.

Fortunately, all of that is easy to buy – and only costs 109 CP in total.

  • 11 Caster Levels: Corrupted (Only usable for Clerical and Innate Spellcasting, 44 CP)
  • L11 Clerical Spellcasting (No spellcasting levels included, Studies/Inherent Spells Variant (6 CP/Level Base), Corrupted: No Summoning, Evil, Chaotic, Lawful, or Dimension-Manipulation Spells, no Raise Dead or Resurrection effects after the first few hours at most) (44 CP).
  • Domains: Earth, Fire, and Healing (6 CP). The spells for these domains are automatically added to his spell lists. Secondarily, the Earth and Fire domains – as part of his initial clerical spellcasting package – add their own elemental turning abilities as usual.
  • Channeling: (3+Cha Mod) base uses (9 CP). Liam is a weaker positive-energy channeler than most clerics: he’s never developed his abilities in this area very much.
  • Privilege (3 CP): As a mid-ranking priest of the High Father Liam is entitled to the support of the church and gains modest social advantages when dealing with lay members of the church and more junior priests.
  • Contacts (3 CP): At his level Liam can be expected to be friends with several minor members of the church hierarchy and at least one more senior administrator. This probably won’t mean much in most worlds, but it’s very important on Cemar.

Spells Available:

  • Level Zero (12/Day): Cure (1) (Healing), Mending (Earth), Light (Fire), Detect Magic, Guidance, Create Water, Detect Poison, Read Magic, Purify Food and Drink, Summon Weapon (calls a weapon to hand), Censor (scents or deodorizers an area), and Display (shows a flat, static, image up to 10′ across).
  • Level One (14/Day): Cure (1D8+5), Magic Stone, Burning Hands, Divine Favor, Hide From Undead, Sanctuary, Hand Of Light (spends two Turning attempts to double the turning damage and provide a +3 on the level of creature affected), Comprehend Languages, and Command.
  • Level Two (6/Day): Cure (2D8+10), Soften Earth and Stone, Consecrate, Produce Flame, Silence, Remove Paralysis, Spiritual Weapon, Enthrall, Resist Energy, and Make Whole.
  • Level Three (6/Day): Cure (3D8+12), Stone Shape, Resist Energy, Create Food and Water, Wind Wall, Greater Turning, Dispel Magic, and Protection from Energy.
  • Level Four (4/Day): Cure (4D8+12), Spike Stones, Wall Of Fire, Divine Power, Dismissal, Death Ward, and Neutralize Poison.(2).
  • Level Five (3/Day): Mass Cure (1D8+12), Wall Of Stone, Fire Shield, Disrupting Weapon, Dispel Evil, and True Seeing.
  • Level Six (2/Day): Heal, Stoneskin, Fire Seeds, Heroes Feast, and Undeath to Death.

   Liam also had five levels of Cemaran Sorcerer – a class which used “Spellweaves” (Metaspells which could be cast at various levels to produce a variety of in-theme results). As noted earlier, Cemar uses a Base Caster Level which stacks between classes – rather like the Base Attack Bonus does – and so there were simply some Feats available to partially simulate dual-progression classes like the Mystic Theurge. Liam took them, so his sorcery was fairly powerful. Cemaran Sorcerers get a very limited number of “free” spells per day and can spend their own hit points to cast more. That may be overpowered in worlds where healing spells and items are more readily available than on Cemar, so I’ll try a couple of different builds for it.

Cemaran Sorcery Build One (117 CP):

   Path of the Dragon: Shaping (6 CP), Pulse of the Dragon II (18 CP), Heart of the Dragon III (42 CP). Specialized and Corrupted (Triple Effect): Only to cast purchased Metaspells, must buy caster levels to go with it, casting spells beyond (Con Mod+1) times per day requires sacrificing either a turning attempt or 1 HP per spell level.

   Metaspells: (Specialized: Only for use with Path of the Dragon, 51 CP). 

  • Holy: The Opening of the Way (calls on Celestials), The White Light (basic healing and holy Light).
  • The Inner Way: Hypersenses (enhanced senses), Storm Dance (feats of speed), Voice (manipulates and commands).
  • Mind: Deep Lore (taps the racial mind).
  • Quilopothic: Breach Reality (overrides natural laws), Broken Circles (creates dimensional overlays), Forge Arcane (creates mystic links), Namebreaking (transformation), Tongue of the Unmaking (destruction).
  • Void: Elemental Blast, Elemental Attack, Elemental Cloak, Elemental Auras, Elemental Summons, and Invoke the Depths (negates energy/forces).

   That’s rather a lot of Metaspells: Cemaran sorcerers normally only get two Metaspells or “Spellweaves” to start with and add one more every four levels – for a total of seven at level twenty. However, they also get the option to trade in points from their attribute modifiers for non-magical purposes for additional Spellweaves. Liam, blessed with good attributes to start with (and acquiring a template which boosted them even more) was happy to do so with attributes such as Strength and Dexterity (which he didn’t rely on anyway) – but that’s difficult to represent in standard d20 OR in Eclipse, where you normally just buy what you want directly. I could stack some special limitations on the Metaspells – and possibly double the base price, since Cemerran Metaspells are pretty versatile – but it hardly seems worth the bother.

Cemaran Sorcery Build II (99 CP).

   Alternatively, Legends of High Fantasy includes a non-hit-point based option for Cemaran Sorcerers and Druids for worlds where healing is more readily available. That recommends reducing their hit points to 1d8 per level and giving them (1d12+Con Mod) spell points per level rather than using hit points to power their magic. That’s a bit generous at level one and rather restrictive at high levels – so we’ll just use the Wilder progression. Converting it to spell levels instead of power normally calls for dividing the total by 1.8, but specializing it (only to power separately-purchased Metaspells, double effect) leaves the total almost unchanged. We also don’t need to purchase caster levels, since we’ve already done so under the Cleric entry.

  • 12 Levels of Wilder Power Progression. Specialized [no Caster Levels or Powers, only for use with purchased Metaspells, double effect) (36 CP). That provides a total of (126 + [6 x Con Mod]) (Ok, times 1.11) spell levels to work with. That’s a bit low during the first couple of levels for a dedicated spellcaster, so we’ll throw in 4d4 Generic Spell Levels (purchased as Mana, 12 CP).
  • Purchasing Metaspells (as above, 51 CP).

   That works somewhat better. Liams combination of rapid self-healing with a wide variety of hit-point powered Metaspells made him rather overpowered in the original setting – at least around this point. Since the dual-progression Feats only provided six levels worth of dual-progression (at the limit of three such Feats) he would have started losing power – at least in relative terms – if the game had continued into the higher levels. This also doesn’t allow him to power his spells with Turning, which is probably a good thing. Between three different kinds of Turning he was a bit overwhelming.


Basic Attributes:    
Strength 16 (18)/+4 Dexterity 16 (20)/+5 Constitution 18 (20)/+5
Intelligence 24 (28)/+9 Wisdom 20 (22)/+6 Charisma 20 (22)(24)/+7
Rolled Attributes: Str 12, Int 18, Wis 14+2, Con 16-2, Dex 10+2, Chr 16. “Wealthy” adds +2 Charisma. +2 Int due to level bonuses.    


Combat Information (76 CP):

  • Fortitude Save: +8 (24 CP) +5 (Con) +1 (Luck) +2 (Resistance) +9 (Sacred) +2 (Morale) = +27
  • Reflex Save: +2 (6 CP) +5 (Dex) +1 (Luck) +2 (Resistance) +9 (Sacred) +2 (Morale) = +21
  • Will Save: +8 (24 CP) +6 (Wis) +1 (Luck) +2 (Resistance) +9 (Sacred) +2 (Morale) = +28
  • Hit Dice: 5d8 (8, 7, 6, 7, 5. 20 CP) + 5d6 (5, 3, 6, 4, 4. 10 CP) + 12 (Immortal Vigor) + (12x Con Mod) +5 (Wealth) = 132 HP.
  • Proficiencies: All Simple Weapons (3 CP) and Light Armor (3 CP).
  • Move: 60
  • Initiative: +3
  • BAB: +6 (36 CP).
  • Armor Class: 10 (Base) +5 (Dex) +6 (+4 Mage Armor and +2 Wealth) +8 (Int while using a staff) +2 (Staff as Shield) +1 (Natural) +2 (Deflection) +1 (Luck) = 35.

Other Feats and Abilities (39 CP):

  • Immunity/Counterspells and Antimagic (Common / Minor / Epic – covering effects of up to level nine, Specialized: only protects his Talents (half cost, 9 CP).
  • Metamagic/Persistent with Glory (12 CP):
  • Augmented Bonus/Quarterstaff Master (Adds his Int Mod to his AC while wielding a staff, 6 CP).
  • Advanced Augmented Bonus: Adds his Wis Mod to his Int Mod with respect to buying skills. Corrupted: These extra skill points, and the bonus, can only be used for Knowledge Skills (12 CP).

   Liam was generally very much against killing people (monsters, especially evil outsiders, were quite another story) and wasn’t particularly well-trained with weapons, so he generally restricted himself to using his staff – although he did carry a sling for catching small game for dinner when he was outside of town.

  • Staff: +6 (BAB) +1 (Magic) +4 (Strength) +2 (Morale) +2 (Wealth) = (+15/+15/+10), Magical, 2D6+9 Damage, Holy (+2D6 Vrs Evil Outsiders and Undead).


So: What have we got so far?

  • Xin Elf: +0 ECL
  • Way of the Celestial Hymn: +2 ECL +2 Talent-Based Enhancement (No CP)
  • Clerical Powers: 109 CP
  • Cemeran Sorcery Build II: 99 CP
  • Basics (Proficiencies and Combat Abilities: 76 CP
  • Other Abilities: 39 CP.

   Cemar uses the Wealth Level Templates (from Legends of High Fantasy and The Practical Enchanter) rather than expected-gold-per-level. This works perfectly well under Eclipse, it’s just important to be sure what system you’re using.

  • Initial Wealth Level; “Well-Off”. He’s a competent mage-smith and charm maker. This grants him a +2 Bonus to Smithcraft and Diplomacy.
  • Current Wealth Level (Since L5 or so); “Wealthy”. Add +2 Diplomacy, Gather Information and Intimidate. +2 SP (+10 so far) and +1 HP/Level (+5 so far), +2 on any single attribute (Charisma), +2/+2 “wealth” bonuses to weapons, and +2 AC/-2 Armor Penalty on Armor.
  • The campaign rules also provided 4 SP in Knowledge/Specified Homeland and (2xLevel + 6) skill points to be spent on GM-approved “Background” Skills, such as craft/basketweaving, profession/cook, and similar items.
  • That leaves 29 CP to spend on skills, plus 26 SP to spend on “hobby” skills, plus SP from Int and Wis over his earlier levels. It’s worth noting that this design has a generous set of skill boosting talents: the original design had quite a few specific bonuses, the conversion subsumes them all into a general bonus since the original campaign used 3.0 rules for buying them. Those talents provide a +2 Luck, +2 Morale Bonus, and a +4 Competence Bonus to Skills and Checks (The Competence Bonus may not exceed the number of SP spent on a skill).

   So: That gives us 29 SP (from his remaining CP) + 10 (Wealth) + 78 (Int across levels) + 48 (Wis across levels for Knowledges) + 26 SP (Hobby Skills) +4 (Knowledge/Homeland) = 195 SP.

  • Concentration +26 (13 SP +5 Con +8 Magic)
  • Demonology +36 (13 SP +9 Int +6 Synergy +8 Magic)
  • Diplomacy +34 (4 SP +7 Chr +9 Int/Race +2 Synergy +4 Wealth +8 Magic)
  • Heal +20 (+6 SP +6 Wis +8 Magic)
  • Knowledges (all +15 Int/Wis, +8 Magic): Arcana +30 (7 SP), Arkal (the Lich-King) and His Minions +31 (4 SP, +4 Synergy), Religion +38 (15 SP, provides +2 on Turning Checks), History +27 (4 SP), The Planes +27 (4 SP), Geography +27 (4 SP), The Isles +27 (His homeland, 4 SP), Nobility +27 (4 SP), Nature +29 (6 SP), and True Names +27 (4 SP. His collection includes the six Elemental Kings, Manjet-Mesektet (the barque of the sun), the seven Saints, Yl- Anaroth the Unmaker and a dozen more major demons and such)
  • Memorized Books (1 SP Each, 5 Total): Tome Of Zian (Church Scriptures), Xanic Scrolls (Alien / Quilopothic Magic), True Alchemy (Formulas and Philosophy), Ril Formulary ( Charm and Talisman Design), and the Tome Of Winds (Xin Holy Book).
  • Item Formulas; Charms x100 (4 SP +2 Synergy +4 Competence), Talismans x36 (6 SP +2 Synergy +4 Competence) Runes x20 (4 SP +2 Synergy +4 Competence), and Major Items x10 (4 SP +2 Synergy +4 Competence). Cemar requires that a would-be artificer know the formulas for the items that he or she wishes to create. Charms and Talismans are relatively easy. Runes are a method of helping people focus their talents by drawing – or tattooing – particular runes on the skin; in conjunction with Ritual Magic they allow characters to reduce the “Virtual Gold” cost of talents by spending XP. Major Items are relics and other genuine magical items; Liam knows how to make Holy Avenger Swords, Demon Bane, and Undead Bane Blades, Runestaves like the one he’s carrying, and a few other devices – but getting the ingredients necessary to make such things is quite another matter.
  • Listen +21 (4 SP +9 Int/Race +8 Magic)
  • Model Building (Hobby) +23 (6 SP +9 Int +8 Magic)
  • Origami (Hobby) +19 (6 SP +5 Dex +8 Magic)
  • Profession/Sailor (Hobby) +20 (6 SP +6 Wis +8 Magic)
  • Ride +17 (4 SP +5 Dex +8 Magic)
  • Ritual Magic +38 (13 SP +9 Int +8 Magic +6 Synergy +2 Wealth)
  • Craft/Smith +32 (13 SP +9 Int +8 Magic +2 Wealth)
  • Spellcraft +24 (5 SP +9 Int +8 Magic +2 Synergy)
  • Spot +27 (4 SP +9 Int/Race +6 Wis +8 Magic)
  • Survival +20 (4 SP +6 Wis +8 Magic +2 Synergy)
  • Profession/Xin Cookery (Hobby) +32 (9 SP + 9 Int/Race +6 Wis +8 Magic)

   Skill Specialities (+3); History/Naichung, Arcana/ Runecraft, Religion/The Grand Church.

   Languages (9 + 3 CP): Xin (Elvish, Native), Sullari (Common), Celestial, Infernal, Ignan, Aquan, Auran, Terran, Sylvan, and Draconic. Liam speaks a couple of local languages as well, but these should be specific to the campaign setting.

   Liam had acquired two minor Relics by the time he reached L12:

  • The Vial Of Erdrek: +6 to the Intensity of Channeling Effects and Doubled Damage versus Creatures of the Lower Planes if you have used a drop from the vial to anoint your weapon prior to striking. The effect lasts for ten minutes or so (3 CP). The Vial may have additional functions, but – if it does – Liam never found out what they were.
  • The Runestave of Liathos: 2d6 (8) Mana with the Spell Enhancement Option (Specialized, only usable for spell enhancement), Rite of Chi, and Defender (provides a +Level/5 Shield Bonus to the user’s AC) (3 CP).
  • Since these were acquired in play, there’s no cost. The CP costs are simply provided for comparison with other relics.

   Liam also usually used his ability to throw persistent spells to keep Greater Armor Of Light (L5, adds the user’s Cha Mod to his or her Saving Throws as a Sacred Bonus and provides a +6 Enhancement Bonus to his or her Charisma) running on himself at all times. This got his effective Charisma up to 28 and provided a +9 Sacred Bonus on his saving throws, which has already been included above.

   Liam was built using the Talents system from The Practical Enchanter and/or Legends of High Fantasy. As such, rather than using a pile of magical items, he has numerous innate powers. While item slots are irrelevant to talents, the assigned value is notably lower than the standard “treasure values” for various levels. In Liam’s case, being a powerful ritualist, priest, and sorcerer, he has opted to half the cost of his abilities by spending XP on them. In a more conventional game his talents will interfere with the use of other items and he will have to “use up” his portions of any treasure gained (whether in self-enchantment or as charitable donations) to continue advancing his talents.

   Innate Magic; 66,000 GP, 66,030 GP and 5282 XP Used. (Slightly over the limit there, but close enough for a conversion).

  • Attribute Enhancements (all Unlimited Use-Activated, Personal Only (x.7)): +4 Int (4200), +4 Dex (4200), +2 Wis (700), +2 Chr (700), Str +2 (700), and +2 Con (700).
  • Skill Mastery (L2 at CL3, Unlimited Use Activated, +4 Competence Bonus to All Skills: cannot more than double the effective number of skill points spent on a skill (x.5), 2100)

   Permanent Spell Effects (In general, Unlimited Use Activated and Personal-Only, x.7).

  • Resistance (+2 Resistance bonus to saves, 1400).
  • Shillelagh (staff does 2D6 base and is +1, 1000, personal-only does not apply).
  • Shield Of Faith (+2 Deflection bonus to AC, 700).
  • Immortal Vigor I (adds +12 +2x Con Mod HP, 700).
  • Ward Of Heaven (+1 Luck bonus to AC and Saves, 700),
  • Personal Haste (Bonus Attack at BAB, +30 Move, 1000, personal-only does not apply),
  • Sustenance (reduces need to eat, sleep, and breathe to 1/4’th of normal, 700).
  • Protection From Evil (blocks possession, mental control, and summoned beings, 700).
  • Word Of Light (his weapons, spells, and powers get the Holy property. Note that this only works after an appropriate pilgrimage, 700).
  • Obscure Object (provides resistance to scrying, 700).
  • Fortune’s Favor (+2 Luck bonus to Skills and Checks, 700).
  • Mage Armor (+4 Armor bonus if unarmored, 700).
  • Good Hope (+2 Morale Bonus to Saves, Attacks, Checks, and Damage, counters Fear and Despair effects of L3 or below, affects the entire party, only works while he continues to lead by example (x.7), 10,500).
  • Lucubration (at L2, doubles his available cantrip and first-level spell slots, 4200).
  • Rite Of Isis (L3 x L11 x 2000 x .7/ Personal Only x .7/Only while devout = 16,170. Adds +2 ECL of the Celestial Way).


Trigger-Activated Spell Effects:

  • Lesser Restoration (Paladin Spell, 4/Day, “Command Word”, 720),
  • Cure Light Wounds (Use-Activated personal x.7, 1/Level/Day, 700),
  • Death Ward (One-use use activated, L6x L4x 50 = 600, 24 XP cost whenever used).
  • Kinetic Burst (Use Int as Str and Dex at range for a moment, L1, at will, 1000)
  • Speak With Animals and Entangle each once /day at L1 (360),


Spell Completion Effects:

  • Cure Moderate Wounds (1/Level/Day L2 x L2 x 750 Spell Completion = 1500)
  • Heavenly Sign (One-use spell completion, 12.5 x L9 x L18 = 2025, 162 EP to use),
  • Hand Of Light (L1 x 750 (Un Spell Completion) = 375),
  • Cure Light Wounds (Spell Completion, Others Only, x.8, 300),
  • Empowerment (Spell Completion, 1/day/ Level, 375)
  • Restoration (L4 x L6 x 25 GP (Spell Completion) = 300, 24 XP).
  • Revival (L4 x L6 x 25 GP (Spell Completion) = 300, 24 XP).
  • Heal (L6 x L10 x 25/Spell Completion =750. 66 EP to use).
  • Force Of Will; +2 Effective Levels for four hours. (L7 xL16 x25 x.7 (4D6 damage and 112 EP to use)= 980).
  • Wrath Of The Saints; +14 Caster Levels for 20 Minutes (Spell Storm, L9 x L20 x 25 x .7 (5d6 damage, and 280 EP, to use) = 1575).


   Cemar did allow the use of Charms and Talismans. At Liam’s Wealth Level he was entitled to seven Charms and three Talismans. His selections normally included:

  • FireSpice Shaker; For heating and spicing up food.
  • Holy Water Flask; Holds 12 vials worth.
  • Local Guidebook; Assorted facts as GM desires.
  • Mandarin’s Pin : Stay clean, neat and well-mended.
  • Traveller’s Bedroll; Always very comfortable…
  • Sands Of Time; Provides a subjective minute 3/day.
  • Flux Iron; Reshapes itself as it’s user wills.

Usual Talismans (3) :

  • Spirit Pearl; May cloak a 20′ radius with the aura of a Glabrezu at will or tap into it’s powers with an opposed will (It’s is +5) check 3/day. These include Chaos Hammer and Confusion (DC19), Dispel Magic, Mirror Image, Reverse Gravity (DC 22), Unholy Blight (DC19), True Seeing, and Power Word Stun (DC 23), all at CL 14. If the spirit wins, it may use a power as it wills. Liam entrapped this demon during an adventure some time ago, and has yet to find anywhere really safe to put it.
  • Industrious Tool/Smith’s Hammer; This allows him to accomplish three times as much work in a given amount of time as would be possible otherwise.
  • Conjurer’s Tattoo; Produces his priestly robes and/or a staff at a cost of 1d4 hit points for either, 2d4 for both.

   Liam usually has a ritual chest (a small trunk full of ritual tools, common components, and minor supplies sufficient for rituals requiring “Poor” or “Common” resources) on his packhorse, along with some basic supplies. He carries his personal notes/journel with him, although there is a copy here. Liam usually rides Ranar, a gift from the Sultan of Kafaa – a noble stallion from the line of Erised the Noble. Ranar’s level of intelligence, and exact abilities, are unknown – although he tends to just show up when wanted and disappear when unneeded – but he wears Foothold Horseshoes. He usually travels light, typically carrying:

  • Rucksack (a small, light, backpack with a support belt. Reduce the total encumbrance of items in a rucksack by 50%, up to a maximum of -10 pounds. 1 GP, 1 pound or less), with Bandage Roll (0 Lb/0 GP), Light Bedroll (4 Lb/0 GP), Water Flask (0 Lb/0 GP), Small Glue Pot (Must be heated to melt, 0 Lb/0 GP), Light Tarp (waterproofed cotton, 8×8 Ft, 1 Lb/0 GP), Messkit (Tinware, small pot, plate, 3 seasoning vials (Salt, pepper, herb of choice), silverware, a couple of small collapsing cups, .5 Lb/8 GP), Money (1 Lb/Sp), “Priests Outfit” (Formal Robes. 5 Lb/25GP. Not normally worn on “adventures”), Silk Rope Set (200 yards silk rope, two folding grapples, pack, and assorted spikes and pulleys. +10 bonus to Climb, 4.5 Lb/40 GP), Writing Kit and Journals (1 Lb/6 GP), Towel and Washcloth (0 Lb/0 GP), two days worth of Trail Rations (2 Lb/0 GP), Traveler’s Pouch (1 Lb/12 GP), and Vials of Honing, Citronella, and Garlic Oil, Healing Salve, Lineament, and Incense Powder (0 Lb/10 GP). Effective Encumbrance Of Rucksack: 10 Lb
  • 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”, glue and healing herbs) in a padded roll. 60 GP, 3 Lbs. An upgraded, water-tight, and somewhat fire-resistant spell component pouch which provides a +2 circumstance bonus on relevant tasks.
  • 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, 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 2 GP if purchased – 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 a setting. If “matches” are available – but rare and unusual – add their price separately.)

2 Responses

  1. You need to put a note on the front page explaining that this is NOT a typical character build, and that you made a ridiculously complicated character by translating from one sub-system to another, and that even pretty intricate character built in one or the other would not be so nutty.

  2. […] Liam Ko, is an insanely intricate Eclipse conversion of a character from a Legends of High Sorcery campaign – but is a fairly high level build. […]

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