Sample Legionaries

   Now that the Alarian Imperium Legionnaire build has been laid out (yesterday, or HERE), it’s time to set up the characters – two somewhat disgraced legionaries assigned to the current player-character group since no one else wanted the job and two disgraced-and-enslaved legionaries who have been turned over to them as disposable bodyguards/servants. Like all our characters, both PC and NPC, they’ve been created with the Classless d20 Point-Buy rules from Eclipse: The Codex Persona. If you’re looking for it, there’s a shareware version available HERE.

   All really important NPC’s are created as characters. Still, you don’t necessarily want to create every member of a band of mercenaries, group of bandits, or bar-room brawler, if only because making them all different will be a bookkeeping nightmare. For quick-play purposes exact attributes irrelevant: just pick the appropriate row of attribute modifiers, assign them, and go.

.

Kid

+0

+0

-1

-1

-2

-3

Adolescent

+1

+0

+0

-1

-1

-2

Adult

+1

+1

+0

+0

-1

-1

Well Trained

+2

+1

+1

+0

+0

-1

Veteran

+2

+2

+1

+1

+0

-1

Elite

+3

+2

+2

+1

+1

+0

Hero

+4

+3

+2

+2

+1

+1

Superhero

+4

+4

+3

+2

+2

+1

   In this case we’re making up four quick Legionaries from the Alarian Imperium. They’re Well-Trained, so we’ll give them attribute modifiers of Str +2, Dex +1, Con +1, Int +0, Wis +0, and Chr -1. They do get +4 Skill Points since they would – like almost all freeborn children from the Alarian Imperium – have been given Scholar’s Eye Charms as kids.

   First: the Order Birthright (the races of Atheria, and their Birthrights, can be found HERE) causes their “Aid Another” actions to provide a +4 bonus, enhances their Charms and Talismans and/or allows the use of Talismans in Charm slots, gives them a +1 Morale Bonus to Saves, Attacks, Checks, and Damage, provides 8 SP + 2 SP/Additional Level (from Fast Learner, specialized in Skills), and one Bonus Feat.

   Secondarily, they all started off at the “Common” wealth level, and thus gain an extra 4 SP for background skills and an extra d6 hit die at level one. (Information on Wealth Level Templates can be found in The Practical Enchanter, available in a shareware version HERE).

So we’re looking at:

  • 20 HP (1d12+1d6 at L1, +2 Con) and DR 3/- (2/- Purchased, 1/- Martial Art).
  • Saves: Fortitude +3 (+1 Purchased, +1 Con, +1 Morale), Reflex +2 (+1 Dex, +1 Morale), Will +1 (+0 Wisdom, +1 Morale).
  • AC 10 + 6 (Shimmermail) + 1 (Dex) + 2 (Large Shield) +1 (Defender) = 20

Attacks:

  • Longsword: +7 (+2 BAB +2 Str +1 Magic +1 Martial Art +1 Morale), Damage 1d8+4 (+2 Str +1 Morale +1 Magic), Crit 19-20/x2. Combat Reflexes and 1d6 Sneak Attack.
  • Light Repeating Crossbow: +4 (+2 BAB +1 Dex +1 Morale), Damage 1d8+1 (+1 Morale), Crit 19-20/x2.

Special Abilities:

  • Legionary Feat: +1/2/3 to AC, Attacks, and Reflex Saves when working with 1-2/3-4/5+ other people with this Feat.

   Now, we can actually have a fair amount of customization: They get one bonus feat/+6 CP for their racial birthright package, one for first level, and one for their first-level build. They also have 17 SP each to spend on top of the 6 SP preassigned by their Training [+3 Knowledge Speciality / The Legions (1 CP), Legionary Sword Training +8 (4 CP), Survival +2 (1 CP)]. For their individual abilities, lets try:

.

   Ancus Marellus: Ancus was scheduled for execution after killing three people during a brawl over an accusation of cheating, but got his sentence commuted to enslavement and being turned over to an academic going on a trip to Chelm. That’s probably a death sentence too, and quite likely worse than death, but at least it’s delayed. Ancus has an unusual gift: he can briefly channel great surges of magic through himself, making himself – however briefly – incredibly strong and tough. 

  • Disadvantages: Insane (irrationally violent when accused of cheating at dice – but loves dice, +3 CP), Poor Reputation (enslaved for murder, +3 CP), for a total of 24 available CP.
  • Special Abilities: Berserker and Odinpower (+12 Str, +1 BAB, 6 CP), Berserker (Corrupted: may only be triggered in conjunction with previous Berserker ability, 1.5x Effect: +15/- DR, total 18/-, -2 AC, 6 CP), +2 Bonus Uses to Each Berserker (6 CP), and Immunity to the restriction on running more than one version of Berserker at the same time (Common, Major, Minor, 6 CP). His next six CP will probably go to buying Enduring (No fatigue afterwards, 6 CP).  
  • Skills: Heal +5 (4 SP), Knowledge/Architecture and Engineering +3 (2 SP), Profession / Gambler +5 (4 SP), Ride +4 (2 SP), Spot +4 (3 SP), Survival +4 (3 SP), Legionary Sword Training +9 (4 SP), and a +3 Speciality in Knowledge / The Legions (1 SP).
  • Talisman: (Enhanced; +6 AC) Shimmermail.
  • Charms: Eager Rune Weapon (Longsword), Zakari Stormbow, (Enhanced; 5 uses/day) Mothers Tears Amulet.
  • Future Advancement: OK, Ancus is pretty straightforward. Move into melee range, ignore most attacks, and hopefully hammer opponents into mush before his berserker enhancements wear off. If he was a player-character, he’d probably want to continue the theme – upgrading his Berserks and getting more Bonus Uses. Outside of that – and the resulting superstrong nigh-invulnerable “superhero” routine – more BAB, more HP, and more melee-combat abilities.

.

   Fulvio Erasas: Fulvio was also scheduled for execution, in his case due to embezzlement of Legion property. Like Ancus, he got his sentence commuted to enslavement and being put to use on a trip to Chelm. Unlike Ancus, he’s expecting to be able to buy his freedom and get out fairly quickly. If not, escape is an option – but he’d rather be able to get into the empire without being under an automatic death sentence.

  • Disadvantages: Poor Reputation (enslaved for embezzlement, +3 CP). 21 CP available for customization.
  • Special Abilities: Affluent (due to his hidden stores of cash from his fencing operations: Armor, Shield, and Weapons are treated as Masterwork, Seven Charms and Three Talismans, 6 CP), Cloaking (covers up his dishonesty, 6 CP), Augment Attack/+1d6 Sneak Attack (3 CP), Trick/Death Blow (Str based save DC 12, usable 3/day).
  • Skills: Appraise, Forgery +9 (4 SP), Gather Information +8 (4 SP), Open Lock +7 (1 SP), Ride +7 (1 SP), Sense Motive +8 (3 SP), Speak Language +7 (Ikunn and Orthic, 2 SP), Spot +7 (2 SP), Survival +6 (1 SP), Legionary Sword Training +14 (4 SP), and a +3 Speciality in Knowledge / The Legions (1 SP).
  • Talismans: (Enhanced; +6 AC) Shimmermail, (Enhanced; fires Scorching Rays in his hands) Zakari Stormbow, Pendant of Mastery (+4 to Checks).
  • Charms: RubyDraught, Eager Rune Weapon (Longsword), (Enhanced; 5 uses/day) Mother’s Tears Amulet, Sigil of Purity (Delay Poison while worn), Endless Rope, Shifters Cloak (Falcon), (Enhanced; may also use Suggestion 1/Day) Serpents Tongue Amulet.
  • Future Advancement: Fulvio is obviously heading down the Crimelord route, so Leadership, Favors, Contacts, Poison Use, and possibly Action Points/Influence or even Dominion are all in order. On the personal level, more BAB, Sneak Attack, and special attacks are probably best. He won’t be needing much in the way of hit points though; protracted battles are never going to be his thing. Fulvio has an early edge in power thanks to his high Wealth score. On the other hand, if he were a PC, other characters would probably catch up on that soon enough – and without having to pay for it. He’d better exploit that early edge while it lasts, it’s going to be a liability later on.

.

   Lucian Pennus: Lucian is young, ambitious, and more than a bit overconfident, which is why he’s already undergone the initiation to become a minor priest of the Sun. Unfortunately, getting caught drinking on guard duty – regardless of just how stupid it was to be guarding an abandoned temple with nothing in it – was a serious mistake. Lucian has compounded that error by deciding that going on a quick trip to Chelm guarding some scholar-adventurers with imperial patronage would be better than a week in the cells before a probable sentence to a beating, demotion, and six months of crappy duties would be.

  • Disadvantages: None. That leaves the base 18 CP available for customization.
  • Special Abilities: Adept (Diplomacy, Gather Information, Knowledge / Religion, Sense Motive, 6 CP), One level of Clerical Spellcasting/Fire and Travel Domains. Granted powers of Immunity to Fire (Common/Major/Minor or 12 points) and Minor Immunity to Restraint (Common / Major / Minor, effects of up to level three), Spell Conversion to Healing Spells, Domain Spell Slots. Usual Spells: (L0) Light, Mending, Purify Food and Drink, (L1) Shield of Faith, Longstrider. He’s going to have to raise his 11 wisdom before he can get much further. Lucian still has two unspent CP, and is hoping to make some important contacts if he gets out of Chelm alive.
  • Skills: Diplomacy +4 (2 SP*), Gather Information +4 (2 SP*), Knowledge / Architecture and Engineering +3 (2 SP), Knowledge / History +5 (3 SP), Knowledge / Local +4 (3 SP), Knowledge/Religion +5 (2 SP*), Sense Motive +4 (2 SP*), Ride Speak Language, Survival +2 (1 SP), Legionary Sword Training +9 (4 SP), and a +3 Speciality in Knowledge / The Legions (1 SP). Three memorized Minor Rituals: Basic Camp Wards, Legionary Camp Setup, Lay of the Land (1 SP).
  • Talismans: (Enhanced; +6 AC) Shimmermail
  • Charms: Eager Rune Weapon (Longsword), Zakari Stormbow, (Enhanced; 5 uses/day) Mothers Tears Amulet.
  • Future Advancement: Lucian wants to get into politics, which means first living down this little disciplinary problem, than building up Favors, Contacts, Privileges, and similar social advantages. His knowledges will need to be built up as well, the Ritual Magic feat would not be out of order – and, of course, he’ll want to build up his Wisdom, Charisma, and Clerical Spellcasting, since it includes lots of effects which will be useful in the future. At higher levels some Executive or Inspirational talents might be best. He won’t want to waste many points on more combat skills: he won’t be using those much in his later career – at least if he lives to have one.

.

   Tacitus Veras: Taking Lucian a couple of bottles while he was on duty – regardless of whether it was a pointless bit of guard duty on an empty abandoned temple that no one was interested in at the center of the empire – was a really poor idea, even if the unexpected assignment had put a crimp in their planned night on the town. Still, Tacitus always was a little thoughtless when there was any kind of entertainment in the offing, and he’s equipped with a cheery confidence that something will come up to get him out of whatever trouble he’s gotten into. After all, he was nearly sold as a slave four times as a kid due to thoughtless misbehavior, but something always came up. Perhaps sadly, Tacitus doesn’t really see a trip to Chelm as anything but a chance to get in on some excitement and maybe pick up some cash: his ability to order and channel local energies has always saved his neck before.

  • Disadvantages: Inept (-2 on Wis-based skills, -3 CP) and Irreverent (-3 CP). That makes 24 CP available for customization.
  • Special Abilities: Luck with +4 Bonus Uses and Fortune (18 CP), Extended Order Birthright: +12,000 GP worth of Innate Enchantments (6 CP due to preexisting specialization. All L1 Spells, Caster Level 1, 3/Day Use-Activated Each: Charm Person, Expeditious Retreat, Feather Fall, Moment of Insight/Skills, Cure Light Wounds, Entangle, Obscuring Mist, Pass Without Trace, Color Spray, and Lesser Restoration).
  • Skills: Bluff +2 (2 SP), Decipher Script (1 SP), Disable Device +2 (1 SP), Diplomacy +4 (4 SP), Gather Information +2 (2 SP), Search +5 (4 SP), Spellcraft +4 (3 SP), Survival +2 (1 SP), Legionary Sword Training +9 (4 SP), and a +3 Speciality in Knowledge / The Legions (1 SP).
  • Talismans: (Enhanced; +6 AC) Shimmermail
  • Charms: Eager Rune Weapon (Longsword), Zakari Stormbow, (Enhanced; 5 uses/day) Mothers Tears Amulet.
  • Future advancement: Well, if this was a PC, I’d take the remaining allowable 6 CP worth of Innate Enchantment to get most of those spells (except for Moment of Insight, Cure Light Wounds, and Lesser Restoration, for which 3/day is the limit) up to unlimited use and add either a few personal enhancements (Personal Haste, Attribute Enhancements) or maybe Magic Missile. At higher levels I’d spend another 6 CP on Empowerment to keep the caster level up. Other than that? Well, while he’s a very powerful and versatile low-level spellcaster, he’ll hit hard limits on his magical powers quickly enough. He’ll probably be best off going with the jack-of-all-trades theme, possibly complimented with some Mystic Artist and/or Bardic Magic abilities.

   Hm, that’s actually a fairly formidable party, although part of that is due to their being the beneficiaries of a high-end package deal, and most of them look like they might be fun to play – albeit with some background tweaking. I’ve just designed too many player characters; every NPC I turn out rapidly gets detailed, complicated, and playable.

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One Response

  1. […] Build and some Sample Legionaires (these characters use the half-price attribute […]

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