Atherian Characters Again: Flowing River

   Next up, it’s yet  another character for the Atheria Campaign, which has now come off hiatus. This one is a near-indestructible smuggler from the southern lands. Like all our characters, she’s  built using the classless d20 Point-Buy rules from Eclipse: The Codex Persona and the spells from The Practical Enchanter. Both are available in shareware versions: just follow the links.  

Flowing River

   Smuggler

   Flowing River is a youthful wanderer from the distant south beyond Chelm; her reasons for leaving home have not yet been revealed – but she is currently busy advancing her career as a smuggler of illegal goods and occasional mercenary. While she has a soft spot for children, and generally will not take jobs which put them directly at risk (non-Ankorath children are so distressingly fragile), she has few scruples otherwise. Is the profit worth the risk? She’ll take the job – and, thanks to her Life Birthright, her ideas about “risk” are pretty generous. As far as she’s concerned, massive injuries, partial dismemberment, and a dose of some hideous poison are all in a days work. Still, while River is extremely tough, and fairly dangerous in a fight, her techniques are still pretty unsophisticated: her basic tactic is to close, rely on her armor and natural durability to protect her, and slash away vigorously.

Life Birthright (30 CP Racial Package, +0 ECL):

  • Grant of Aid, Mighty, Regenerative (regrowth option), and Spark of Life with +4 Bonus Uses. (24 CP)
  • Innate Enchantment (6 CP/500 GP value. Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP), Fast Healing I (up to 20 HP/Level/Day, personal only, 1400 GP), +2 Con (1400 GP), and a +1 Resistance bonus on Saves (700 GP).
  • Immunity/Time (reduced aging) (Common/Major/Minor, usually 4 CP but reduced to 0 CP due to relatively short campaign timescale.

   Available CP: 72 (L2 Base) +10 (Disadvantages: Compulsive [always keeps sales and purchases confidential], Insane [often makes very poor decisions when upset or under stress, such as attacking blindly], and Hunted [as a professional smuggler, who deals in almost anything which doesn’t touch on her soft spot for children, River has an ongoing low-level feud with law enforcement]) +4 (+2/Level from Duties/Always honors Bargains) ] +12 (L1 and L2 Feats) + 4 (Experience) = 102. Level-Based Attribute Bonuses: L2/+1 Con

.

Basic Attributes

Value

Modifier

Strength

13 (14)

+2

Dexterity

15 (16)

+3

Constitution

18 (20)

+5

Intelligence

15 (16)

+3

Wisdom

11 (12)

+1

Charisma

16

+3

.

Basic Abilities (54 CP):

  • Hit Dice: Level One; d20 (16 CP, 20), Level 2 d20 (16 CP, 18), +1d6 (0 CP, 6, Wealth Bonus) +(12 + 2x Con Mod Birthright Bonus) = 81
  • BAB: +1 (6 CP), additional +1 (Corrupted: Short Blades Only, 4 CP).
  • Proficiencies: All Simple and Martial Weapons (9), Light Armor (3).

Saving Throws

Purchased

Attribute

Bonuses

Total

Fortitude

+0 (0 CP)

+5 (Con)

+1 Res

+6

Reflex

+2 (6 CP)

+3 (Dex)

+1 Res

+6

Will

+0 (0 CP)

+1 (Wis)

+1 Res

+2

 

  • Initial Wealth Level: Common. +4 SP for background skills, Bonus d6 hit die.
  • Current Wealth Level: Well-Off. Three charms and one Talisman
  • Usual Charms: Ice Chest, Shadow (“Elfin”) Cloak, Dust of Illusion
  • Usual Talisman: Talismanic Hidden Pocket (“Smuggler’s Pocket”, holds 15 lb)

Combat Abilities:

  • Armor Class: 10 (Base) +3 (Dex) +4 Armor (Chain Shirt) = 17
  • Shortsword: +10 (+2 BAB +2 Str +5 Con +1 Magic), 1d12 (martial art) +8 (+2 Str +5 Con +1 Magic), Crit 19-20/x2.
  • Parrying Dagger: +10 (+2 BAB +2 Str +5 Con +1 Magic), 1d10 (martial art) +8 (+2 Str +5 Con +1 Magic), Crit 19-20/x2, +1 Shield Bonus to AC if not used to attack with, cannot be effectively thrown.
  • Atlatl (for game purposes treated as a Short Composite Bow): +4 (+1 BAB +3 Dex), 1d6+3 (+3 Str), Crit 20/x3, Range Increment 70′.
  • Throwing Knives: +6 (+2 BAB +3 Dex +1 Magic), 1d10 (martial art) +3 (+2 Str +1 Magic), Crit 19-20/x2, Range Increment 10′.

Purchased Abilities (37 CP):

  • Adept (6 CP): Half cost for the Diplomacy, Gather Information, Move Silently, and Hide skills.
  • Augmented Bonus (12 CP): Thanks to Rivers overconfidence in her healing abilities and near-suicidal tendency to ignore other people’s weapons, she takes risks in combat that no sane fighter would – and thus may add her (Con Mod) to her (Str Mod) in melee combat.
  • Imbuement/Short Blades (Shortswords and Daggers, 6 CP): At the moment, these act as +1 weapons in her hands.
  • Multiple Contacts (6 CP + 4 CP [x Cha Mod] for 16 assorted contacts): (Since the player has not yet determined most of these – and contacts may change over time anyway – this list is not yet available).
  • Favors/Underworld (3 CP).

   Starting Relic/Medicine Bundle (4 CP): Occasional children among the Ankorath tribes are fortunate enough to be given, or to win in competition, Medicine Bundles – sets of minor relics created so as to imbue their bearer with the strengths of various beasts. Their effects are fairly minor, but a well-chosen set of minor enhancements can still be very useful. In River’s case his minor relics provide +1 each to Strength (Tiger), Dexterity (Monkey), Intelligence (Spider), and Wisdom (Elephant).

 

Skills (11 CP):

  • Skill Points: (Int Mod) x (Level + 3) + 11 CP +4 Background (Wealth) = 30 SP.

Skill

SP

Att

Bonuses

Net

Diplomacy

2

+3

Adept

+8

Gather Information

2

+3

Adept

+8

Move Silently

2

+3

Adept

+8*

Hide

2

+3

Adept

+8*

Bluff

5

+3

 

+8

Martial Art:

Serpent’s Fang Technique

2

+3

 

+5

         

Knowledge:

       

-Commerce

5

+3

 

+8

-Geography

2

+3

 

+5

-Local

4

+3

 

+7

  • *Armor Check Penalty of -2 applies when chain shirt worn.
  • +3 Specialities (1 SP Each, 4 SP): the Alarian Imperium, The Black Market, Border Patrols and Procedures, and Illegal Items and Substances.
  • Languages: Ortic (Native), Havril, Mordan, and Ikunn

Martial Art: Spider’s Fang Technique (Dex)

   Based on quick, darting, strikes, the Spider’s Fang Technique relies on putting a relatively small blade precisely where it will do the most good – preferably baffling the defender with a series of feints and concealed movements. Advanced students will usually employ a cloak, trailing sleeves, or some other piece of cloth or clothing to further confuse the issue. At its most advanced, the school focuses on evading attacks with agility, rather than attempting to meet them with raw power.

  • Requires: Weapon Focus/Short Blade (Dagger or Shortsword) or equivalent point buy.
  • Basic Techniques: Attack 3, Defenses 2, Power 3, Strike, Synergy: Move Silently
  • Advanced and Master Techniques: Sneak Attack III, Combat Reflexes
  • Occult Techniques: Inner Strength, Ki Block, Light Foot, and Serpent Strike
  • Known Techniques: Power III

   Unfortunately, at the moment, River has mastered very little of the style – mostly due to her tendency to simply hack away wildly – and will probably have a hard time getting much further, since she’ll have to drill pretty hard to overcome her tendency to forget all about technique in actual combat.

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