More Identities

   For today, we have another power-package for Eclipse: The Codex Persona; in this case another two (but very similar) Identities for Kevin Sanwell. This particular package is grossly high-powered, and should be regarded with caution if it’s going to come into play much.

Ailill Keras’an’Darkell, Lord of Darkness, Spawn of the Dragon-Realms.

   The Dragonworlds are a curious mixture of high-fantasy and high-tech, with a star-spanning empire powered by technomagic, inhabited by various fantasy races and anthropomorphic animals, and ruled by draconic overlords. Currently the Empire is headed by a powerful red dragon, who took power to complete the negotiated period of red dragon rulership after a certain chaos-bringing squirrel and company took out the previous Emperor. Well, he had wanted to destroy the universe anyway, so even his (very, very few) allies couldn’t be bothered trying to rescue him from his fate.

   Kevin, as Ailill Keras’an’Darkell, an adolescent red dragon-mage, had undertaken a number of adventures in the Dragon Empire. He had risen to command a contingent of its secret police, and had been noticed by the Emperor himself when he helped construct a modest network of gates throughout the empire so that the Emperor could exert his power more effectively. For his reward, he asked – in lieu of their being sold, killed, or given away – for ownership of any young dragons from the imperial harem that the Emperor elected to dispose of in the next year. After all, everyone knew that the Emperor had been fathering clutches averaging about a hundred children a year for the last four hundred years, and generally lost his temper with, and disposed of, five or six a year (most of the rest were fostered out or banished relatively young). Kevin had always kind of wanted to own a dragon or two, and being one locally just exaggerated the attractiveness of the notion.

   The Emperor barely gave it a thought. Another adolescent male wanting a harem and grabbing a chance at a high-quality one. That sort of ambition was no threat to him – in fact, it was sort of a compliment – so he’d save Kevin for later use rather than having him disposed of as being too potentially powerful (his contribution to the gate-network had been impressive). He made it a three year grant and directed the imperial slave-schools to handle the slavebindings and training for the boy.

   Two years and three months later, Amilko Moonshadow and his friends captured and sold off the Emperor. Two months after that, a new Emperor was seated. He kept the adult females of the imperial harem – but, being just as throughly chaotic evil as the prior Emperor – casually ordered his predecessors children disposed of. With Kevin’s grant still in effect, he suddenly found himself in possession of a massive harem and a small horde of harem guards / attendants / servants, and plenty of high-quality in-the-egg, wyrmling, very young, young, and juvenile red dragon slave-stock to sell – all but the eggs throughly trained and bound by imperial methods.

   Kevin, spurred by the powerful drives and detachment of the dragon-form, has fathered quite a few clutches of eggs, but so far only one of the hatchlings has turned out to have a soul. That one Kevin – aware of the deadly and unpredictable tempers that go with being a dragon – paid to have fostered out with more reliable parents.

   Kevin has been maintaining his identity as Ailill for nearly twelve years now – for the most part with few complications. The Dragonworlds are near-forgotten, and never drew that many souls in the first place. With an average of only a dozen or so per planet, not much changes there.

   As Ailill, Kevin sired clutches of eggs on his harem, regularly defeated and enslaved would-be challengers, fended off occasional parties of adventurers (a major reason why he opted for a position in the secret police), and enjoyed the perks of wealth and power. He also took full advantage of the chance to be unapologetically ruthless and dominant. Kevin would like to be a chaotic evil red dragon; it’s so much less complicated than having a conscience, being fair, and not taking full advantage of every opportunity to exploit people. In the Dragonworlds, he can relax: all you need to do to live up to your social obligations there is to not torture people hideously before you eat them – and enslaving them rather than eating them is being remarkably nice.

   Fortunately for the universe, what he actually does is mostly find evil excuses for doing the decent thing.

   There have been a couple of blips however. One of the hundreds of hatchling’s he’s sired turned out to actually have a soul (Kevin hadn’t thought that that was possible) – and the survival odds for young males are less than 5%. The chance of actually growing up to be a father is far far less than that. That was intolerable: fostering the child safely would help for the first few years, but only enhancing his powers enough to enthrall the boy would guarantee the kids survival – and it took quite awhile to learn to do that. After that, it took somewhat longer to convince the boy to “sign up” – but the kid is safely enthralled now, and nearly six years old. More recently, he encountered Kelseru Ana’Nasu – a young ensouled dragoness from yet another world. While Kevin did take advantage of his power (and a moment of vulnerability) to bind her to him and add her to his harem of dragonesses, that relationship is still developing. Kelsaru didn’t really understand what she was getting into when she came to the Dragonworlds; in her homeworld dragons aren’t nearly so prolific.

   The world laws of the Dragonworlds reduce the cost of any draconic Identity there by two skill ranks, however the raw power of the form makes such an identity rather addictive: those who take draconic Identities tend to find themselves caught up in local affairs and sometimes even have to make willpower checks to leave… In fact, the place tends to push more powerful visitors – and especially those with unallocated ranks of the Identities skill – into roles as dragons (usually fairly young ones). Few dragons are actually ensouled, including those with ensouled parents: no one really knows why (indeed, relatively few people know it at all). In a few cases, the dragonform has even been known to “stick”, becoming the user’s actual form – although they must then come up with the CP cost to pay for it.

   Ailill is a level 12 identity – albeit only level 10 after the worldlaw adjustment – and so is a role of enormous power, providing an extra 96 CP to work with. Secondarily, of course, this build – being more of an example than anything practical (since the game spends very little time in the Dragonworlds) – is about as broken as I can make it.

   Of those 96 CP, 31 CP go to simply being a Dragon. However, the basic dragon package includes:

  • 30 CP: Innate Enchantment
    • +2 to Enhancement Bonus to Each Attribute (8400)
    • +4d6 Hit Dice (Maximized) (8400)*
    • Enlarge Self (1400): +1 Size Category (+8 Str, -2 Dex, +4 Con, -1 Attack Modifier, -4 Skill Modifier, +2 Natural armor, Reach 10).*
    • Perceptiveness: +3 to all Sensory Skill Checks (1400)*
    • Sidestep: +1 Competence Bonus on All Saves (1400)*
    • Warding Rune: +1 Resistance Bonus on All Saves (1400)
    • Shield: +4 Shield Bonus to AC (2000)
    • Iron Fist: +2 Levels (usually 1d8 base) natural weapons (1400).*
    • Low-Light Vision (1400)*
    • Personal Haste (1400): +30′ Movement, +1 attack at full BAB when making a full attack.
    • Detect Magic (700).
  • 6 CP: Celerity/Additional Mode (Flight). Corrupted (Requires use of wings), Specialized: Poor Maneuverability, 60′ total base.
  • 9 CP: Immunity to Antimagic and Dispelling vrs Innate Enchantments (Uncommon / Minor/Epic, 9 CP).*
  • 9 CP: Defender (L/5+1 Natural Armor bonus to AC, 12 CP) (Net effect L/2.5+2 Bonus to AC).*
  • 9 CP: Universal DR 4/-.* Note that “Universal” DR applies to both energy and physical damage.
  • 6 CP: Occult Sense/Darksight.
  • 0 CP: Energy Infusion of choice: in his case Fire. Immune to Fire, double damage from Cold.
  • 3 CP: Immunity to Aging (Uncommon/Minor/Great, 3 CP). Dragons can expect to live for many centuries. In Kevins case this is redundant, but it’s still a part of the package.
  • 24 CP: Go to buying a dragon’s personal unique powers – usually a “breath weapon or selection thereof. In Kevin’s case these go to upgrading his Dark Magic to covers level five spells.
  • 6 CP: Augmented Bonus: add [Base] Str Mod to Con Mod when computing HP for his [seven] L0 and Template Hit Dice.
  • Special Notes:
    • Items marked with an “*” should be treated as exceptional physical abilities, and will operate in the Core. The rest of it relies on magic.
    • All abilities are Specialized and Corrupted (one-third cost except for Defender, which is two-thirds cost at double effect): Transforms user into an obvious dragon, gives them a physically-clumsy form with various obvious limitations and a limited ability to use gear, makes them vulnerable to anti-dragon magical effects and weaponry, user is an obvious supernatural being and radiates magical power and an aura that disturbs normal humans and animals even when shapeshifted, body parts are quite valuable. Base Cost: 41 CP.
    • Since Kevin has “Thugs” and “Servants” available in all of his identities – those abilities are a part of his basic character sheet – his local thugs and servants are draconic attendants and concubines.
  • Package Disadvantages: Hunted (by rival dragons and dragon-hunters), Insane (at least by human standards – they are greedy and hoarding, arrogant, predatory, dominating, and don’t care much about their children – if only because they may have hundreds if female and thousands if male), and Accursed (can be subdued or forced into obedience by some means, although it’s usually unique to each dragon). -10 CP, reducing the net cost to 31 CP.

   Now that “Being a Dragon” is out of the way, there are still 65 additional CP to spend. These go to:

  • 12 CP: Upgrading his Dark Magic to allow level six abjuration, evocation, and transmutation spells.
  • 3 CP: Privilege/Being a commander in the imperial secret police.
  • 6 CP: Firm Control on Ridden by the Loa, Specialized in the Half-Celestial and Half-Infernal Templates.
  • 9 CP: Immunity/Vehicle-Scale Weapons (Common/Major/Major, reduces damage from such attacks by 30 points).
  • 6 CP: Blood of the Dragon: Makes [Cha Mod] spell levels worth of raw magic available each minute.
  • 9 CP: The Dragon’s Bones (6 CP). May maintain (Int Mod+2) levels of spells without effort. +3 CP for +3 levels base (Int Mod +5). Corrupted for 1.5x Effect: personal enhancement spells only.
  • 8 CP: Channeling/Spell Conversion, set of 4xL5 Effects Specialized (Ritual only, Double Effect) and Corrupted (Blatant Black Magic). His effects include Dark Lore (creates any L8 Divination effect), Greater Gate (lasts up to one minute/level), Naming the Darkness (creates any L8 Conjuration Effect), and The Binding Will (creates any L8 Enchantment/Charm effect).
  • 4 CP: Narrow Skills: Draconic (including role-playing human) Psychology, Seduction, and Domination +44 (All 1SP +5 Training +Int Mod + Cha Mod + Dex Mod) (+50 after Morale Bonus), plus Dragonworlds Wealth +48 (1 SP, +5 Training +Int Mod +Cha Mod, +10 dangerous part-time job, +5 wealth-producing powers, +2 GM Bonus).
  • 3 CP: Luck with +2 Bonus Uses, specialized in Skills, Corrupted: only for use with Charisma-Based skills.
  • 5 CP: The Seal of Silence: This relic provides Immunity to Magical and Psychic Divination Effects (Common / Minor / Legendary, 24 CP) and Cloaking (blocked effects will register him as a slightly-stronger than normal young dragon with a few useful items and a minor enhancement spell or two).

   His current package of enhancement spells includes a total of 42 levels of spells.

  • L8 General Attribute Enhancement: +8 to all attributes.
  • L7 Force of Will: +4 Effective Levels (in Eclipse: +4d8 HD, +4 all Saves, +4 BAB, +24 CP (used on Immunity/Antimagic and Dispelling versus personally maintained spells (Uncommon/ Minor/ Epic, 9 CP) and Augmented Bonus (add Cha Mod to Int Mod for spell-sustaining purposes only, 6 CP),
  • L9 Warding Rune/Epic: Provides a +10 Resistance Bonus to Saves.
  • L9 Immortal Vigor IX: Provides +18d6 bonus Hit Dice – although only the 14d6 above the dragonform bonus count. Note that this also boosts the “level of use” for innate powers, such as Channeling and Path of the Dragon. (7 Base + 4 Positive levels + 18 HD = 29)
  • L9 Superheroism: This provides a +6 Morale Bonus to Attacks, Saves, Checks, Damage, Str and Con, renders the subjects Immune to Fear, and provides +60 HP. Two-thirds of these bonuses may be extended to up to 29 friends in the vicinity.
 

Str

Dex

Con

Int

Wis

Chr

Base

22

26

18

20

14

28

Size

30

24

22

20

14

28

Loa

34

26

26

22

18

32

Spells

48

34

40

30

26

40

Gear

52

36

40

30

26

40

Mod

+21

+13

+15

+10

+8

+15

Net effect:

  • Universal DR is 29/-, 33/- versus physical damage, add +30 versus vehicle-scale weapons (Universal DR 21/- derived form strength per world laws, +4/- from Smartclothes, +4/- from the Dragonform, +4/Energy from a Deflector Module).
  • HP 808: 28 (personal base) +30 (smartclothes) +86 [24+14d6 (62) from magical hit die boosts) +22 (hit points from positive level hit dice) +7x[Base Str Mod] (from dragonform augmented bonus) +29xCon Mod (7 personal hit dice, 4 from the dragonform, 14 more from his boosting spell, 4 from positive levels) +60 (Morale).
  • Reflex +36, Will +31, Fortitude +38 (all +2 Base, +1 Competence, +10 Resistance, +4 Positive Level, +6 Morale). Special Bonus: +3 on saves versus Poison.
  • BCL 29 (from hit dice) for Dark Magics and Channeling
  • Move 80′ Land, 100′ Flight (adding the +40′ bonus from Ridden by the Loa to the dragonform base)
  • AC 44 (10 (Base) + 13 (Dex) + 8 (Wis, per world rules) + 4 (Military Smartclothes) +6 (Natural) +4 Shield, -1 Size)
  • Spell Resistance 34 (5 + Hit Dice, 35 Maximum)
  • Resistance to Acid, Cold, and Electricity 10
  • Low-Light Vision, Darksight, and +3 to Sensory Skill Checks.
  • On the average, his base skills increase by an average of +9 (averaged attribute increases) +5 (general Int bonus per setting rules) + 6 (Morale) = +20.
  • His physical attacks are at +10 + attribute and other bonuses. +1 Attack when making a Full Attack.
  • Both the Half-Celestial and Half-Infernal Templates provide a variety of innate spells, but are otherwise pretty much identical. In general, Kevin prefers to use the Half-Celestial template. He has plenty of evil and destructive powers already, so the healing and holy stuff is a bonus.

   That’s still pretty appalling: Ailill isn’t nearly as good at physical combat as a “natural” Great Wyrm red dragon, is generally limited to a restricted selection of somewhat lower-level spells, and doesn’t have an innate breath weapon – but he’s just as tough (once the dragon gets the Str-based boost to its DR per setting rules), about as skilled (once the Dragon’s skills get the setting bonuses), and enjoys near-limitless use of the spells he does have at a higher caster level.

   On the other hand, just like any other highly-intelligent character, I’d expect most older dragons to invest in useful items. According to the 3.5 treasure tables, a Great Wyrm Red Dragon should have at least 36 major magic items – and, while some of them may be personal trophies, such as the armor of fallen foes, I’d expect most of them to be well-considered choices. A Great Wyrm should be decked out with attribute boosters, rings that help shield its elemental weakness, force-armor and shielding devices, a ring of wizardry (or similar device), a teleport-escape item, and a wide selection of other handy gadgets.

   Most of that wouldn’t do Ailill much good: a lot of those effects won’t stack with the enhancements that he’s already using and such items are invariably local magic – and thus not a lot of use to a wanderer of the Manifold. It’s still a horrific power build – particularly when combined with the existing power-build of the base character – but he’s not going to be up to challenging the dragon-emperor any time soon. He should, however, be able to deal with his likely challengers – young adults, adults, and occasional mature adults – with relative ease.

The Master of Kadia:

   Ailill served as a model for Kevin’s identity within the realm of Kadia. As creator of the dimension, Kevin issued himself a free L3 Identity – making “Master of Kadia” a L13 Identity, worth 104 points. That’s an appallingly powerful identity – although it, once again, doesn’t matter much. Few people opt to challenge young gods – especially extremely high-charisma young gods – however inexperienced, within their own realms.

   On the other hand, Kevin wasn’t interested in being stuck in the form of a dragon in Kadia, so the build will lose something there.

Lord Kevin, Master of Kadia (104 CP):

  • 9 CP: Universal DR 2/-
  • 6 CP: Occult Sense/Darksight
  • 36 CP: Upgraded Dark Magic: allows use of abjuration, evocation, and transmutation spells through level six.
  • 6 CP: Augmented Bonus (Adds Str Mod to Con Mod when computing HP for magically-added Hit Dice).
  • 6 CP: Firm Control on Ridden by the Loa, Specialized in the Half-Celestial and Half-Infernal Templates.
  • 9 CP: Immunity/Vehicle-Scale Weapons (Common / Major / Major, reduces damage by 30 points).
  • 6 CP: Blood of the Dragon ([Cha Mod] spell levels worth of raw magic available per minute).
  • 9 CP: The Dragon’s Bones (6 CP). May maintain (Int Mod+2) levels of spells without effort. +3 CP for +3 levels base (Int Mod +5). Corrupted for 1.5x Effect: personal enhancement spells only.
  • 8 CP: Channeling/Spell Conversion, set of 4xL5 Effects Specialized (Ritual only, Double Effect) and Corrupted (Blatant Black Magic). Dark Lore (any L8 Divination effect), Greater Gate (lasts up to one minute/level), Naming the Darkness (any L8 Conjuration Effect), and The Binding of Wills (any L8 Enchantment/Charm effect).
  • 6 CP: Luck with +4 Bonus uses, Specialized in Skills.
  • 3 CP: Privilege. He can take the form of a Dragon – or of several other kinds of creatures – if he wants to. This is an odd way to buy it, but “Privilege” seems appropriate since it has no game-mechanical effects.

His enhancement spell package is exactly the same:

  • L8 General Attribute Enhancement: +8 to all attributes.
  • L7 Force of Will: +4 Effective Levels (in Eclipse: +4d8 HD, +4 all Saves, +4 BAB, +24 CP (used on Immunity/Antimagic and Dispelling versus personally maintained spells (Uncommon/ Minor/ Epic, 9 CP) and Augmented Bonus (add Cha Mod to Int Mod for spell-sustaining purposes only, 6 CP),
  • L9 Warding Rune/Epic: Provides a +10 Resistance Bonus to Saves.
  • L9 Immortal Vigor IX: Provides +18d6 bonus Hit Dice – although only the 14d6 above the dragonform bonus count. Note that this also boosts the “level of use” for innate powers, such as Channeling and Path of the Dragon. (7 Base + 4 Positive levels + 18 HD = 29)
  • L9 Superheroism: This provides a +6 Morale Bonus to Attacks, Saves, Checks, Damage, Str and Con, renders the subjects Immune to Fear, and provides +60 HP. Two-thirds of these bonuses may be extended to up to 29 friends in the vicinity.
 

Str

Dex

Con

Int

Wis

Chr

Base

22

26

18

20

14

28

Loa

26

28

22

22

18

32

Spells

40

36

36

30

26

40

Gear

44

38

36

30

26

40

Mod

+17

+14

+13

+10

+8

+15

The net effects are a bit weaker, but are also pretty similar:

  • Universal DR is 25/-, 29/- versus physical damage, add +30 versus vehicle-scale weapons (Universal DR 17/- derived form strength per world laws, +4/- from Smartclothes, +4/- from the Dragonform, +4/Energy from a Deflector Module).
  • HP 636: 28 (personal base) +30 (smartclothes) +81 (18d6 magical hit die boost) +22 (hit points from positive level hit dice) +7x[Base Str Mod] (from dragonform augmented bonus) +29xCon Mod (7 personal hit dice, 18 more from his boosting spell, 4 from positive levels) +60 (Morale).
  • Reflex +36, Will +30, Fortitude +35 (all +2 Base, +10 Resistance, +4 Positive Level, +6 Morale). Special Bonus: +3 on saves versus Poison.
  • BCL 29 (from hit dice) for Dark Magics and Channeling
  • Move 40′ Land, 30′ Flight (only when manifesting wings from the Half-Celestial template).
  • AC 38 (10 (Base) + 14 (Dex) + 8 (Wis, per world rules) + 4 (Military Smartclothes) +2 (Natural))
  • Spell Resistance 34 (5 + Hit Dice, 35 Maximum)
  • Resistance to Acid, Cold, and Electricity 10
  • Darksight.
  • On the average, his base skills increase by an average of +8 (averaged attribute increases) +5 (general Int bonus per setting rules) + 6 (Morale) = +19.
  • His physical attacks are at +10 + attribute and other bonuses.
  • Both the Half-Celestial and Half-Infernal Templates provide a variety of innate spells, but are otherwise pretty much identical. In general, Kevin prefers to use the Half-Celestial template. He has plenty of evil and destructive powers already, so the healing and holy stuff is a bonus.
Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: