Ragnar The Questionable

   Ragnar was a relatively minor character from the Atheria campaign – and, as befitted a character born with the Illusion Birthright, was quite mad. While illusion-birthright characters normally suffer from multiple-personality disorders, their basic abilities usually remain pretty much the same regardless of their current personality. Ragnar had not only lost track of his original personality, but had developed the ability to take on skills and even special abilities when he took on a new role. In fact, his talents extended to changing his sex to match his current persona, so “he” may or may not have originally been male. Most of his personalities did seem to be male though – and at least one of them had somehow managed to acquire an imperial patron, and a share in the Order Birthright. Like all characters for the Atheria campaign, Ragnar was constructed using the classless d20 point-buy rules from Eclipse the Codex Persona (available in print HERE and in a shareware version HERE).


   Illusion Affinity Warrior, Atheria Campaign, Level 8.

   Illusion Birthright (30 CP, not quite at the 31 CP limit for a +0 ECL race).

  • Guises, Many x2 (5 identities), Quick Change, Mental Guise and Split Persona. Specialized: Self-Deluding. The user must make a DC 18 will save to switch identities or to admit the existence of other identities even to him- or her- self. (15 CP).
  • Innate Enchantment (7 CP/6000 GP value): Disguise Self (2000 GP), Silent Image (2000 GP), and Color Spray (2000 GP). All usable at will at caster level one.
  • Inherent Spell with 4 Bonus Uses: Major Image. Corrupted: the user must make a DC 15 will save or behave as if the illusion created was real (8 CP).

   Disadvantages: Restrictions (Ragnar is too confused to use learned psionics or spellcasting, +2 CP/Level), Insane (simply accepts “waking up” in weird situations), Outcast (lunatic illusionist), and Untrustworthy (keeps forgetting stuff), net +10 CP, Totals: 216 CP (L8 Base) + 10 (Disadvantages) + 2/Level (restrictions) + 2/Level for Warcraft (fast learner) +12 CP (current XP) = 270 CP.

   Level Based Bonuses: +1 Dex (L2), +1 Con (L4), +2 Cha (L6 and L8), L1 Feat (Mystic Power Link with the Eye of Wrath), L4 Feat (Defender, Specialized, only while wielding Prismatic Strike, +3 Dodge), L6 Feat (Block/Melee, DC 20 reflex save to block 60 points of damage, uses up an attack of opportunity), and L8 Feat (May make up to Dex Mod +1 Attacks of Opportunity per round).

   Basic Attributes: Strength 16 (20/+5), Dexterity 16 (18/+4), Constitution 16 (+3), Intelligence 16 (+3), Wisdom 14 (+2), Charisma 15 (+2).


  • Reflex +5 (purchased base, 15 CP) +4 Dex (no cost) +1 (Morale) = +10
  • Fortitude +4 (purchased base, 12 CP) +3 Con (no cost) +1 (Morale) = +8
  • Will +4 (purchased base, 12 CP) +2 Wis (no cost) +1 (Morale) = +7

   Warcraft +12 BAB (Specialized in Staves only, 36 CP)

   Hit Dice: L1 d20 (16 CP, 20 HP), L2-8 d8 (28 CP, 6, 6, 2, 8, 7, 7, 5). +5 Wealth Bonus. Hit Points: 90

   Armor Class: 10 (Base) + 4 (Dex) + 6 (Shimmermail) +3 (Dodge) = 23

   Proficiencies: All Simple and Martial Weapons (9 CP).

  • Move: 30
  • Initiative: +4
  • Languages (4): Illerian, Havril, Varalung, and Ikunn.
  • Initial Wealth Level: Poor. +4 to any one Craft or Profession skill, +4 Gather information,
  • Current Wealth Level: Wealthy (since L4, +10 SP, +5 HP, +2 Dexterity, (+5 SP), Seven Charms and Three Talismans, +2 bonus to Diplomacy, Gather Information, and Intimidate.

   Basic Costs: 143

   Usual Weapon/Prismatic Strike: +23/+18/+13 (+12 purchased BAB, +1 Magic, +1 Morale, +2 Wealth, +5 Strength, +2 Martial Art), Magic Touch Attack, 6d6+9 (2d6 base, Fire, Lightning, Cold, Force, +1 Magic, +1 Morale, +2 Wealth, +5 Strength) damage, critical x3 on a 17+ (damaging foes in a 20′ radius), counts as Adamantine, +5′ Reach, +2 AC, Deflect Arrows, and Whirlwind Strike, 20′ range increment if “thrown”.

   Acquired Relic/The Orb of Destiny (Worth 6 CP, but free). Luck (Specialized: automatic reroll on failed checks to confirm criticals, 12), Luck with 3x Bonus Uses (Specialized: only for use with Attacks, usable 13 times per day, 12), and Luck with Bonus Uses (Specialized, only for defensive use, 13 uses/day, 12 CP).

   Other Abilities: (91 CP)

  • Starting Relic (4 CP): The Eye of Wrath: This ring is designed to enhance spirit weapons, providing Improved Superior Imbuement (specialized in spirit weapons/provides +level points of enhancements, 18 CP) and With the Focused and Versatile upgrades (specialized in spirit weapons for half cost, 6 CP).
    • Currently +8 Bonuses: Fire, Lightning, Cold, Force, Keen (Criticals on a 17-20), and Explosive (Criticals do damage to all foes in a 20′ radius, a +3 effect).
  • Fast Learner (6 CP): Specialized in Warcraft, for +2 CP/Level
  • Prismatic Strike (27 CP): Spirit Weapon/Spear (6), Exotic Appearance (Seething mass of rainbow light, 3), Touch Attack x3 (18 CP),
  • Innate Enchantment (6 CP)/Upgrade Disguise Self to Alter Self (specialized, only to change form to match personas, half cost, 5 CP), and Shillelagh (Specialized: only on spirit weapon, 1 CP).
  • Initiate of Order (12 CP): Privilege/Imperial Patron (6 CP) and Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP). Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2 or allowing the use of standard Talismans as Charms. Personal charms only, 8400 GP) and Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP).
    • Usual Talismans (3): Shimmermail, Talisman of Strength +4, and one additional item of choice.
    • Usual Charms (7): Lesser Talisman of Dexterity +2, Rubydraught, Fiend Gauntlets, Endless Rope, Ray of Hope, Stone of Sustenance, and Helm of War (details on Charms and Talismans can be found in The Practical Enchanter, available in print HERE and in a shareware version HERE).
  • Adaptability (35 CP): Enthusiast (30 CP/10 Floating CP, Specialized/preset list of abilities [doubled effect], corrupted [can only be changed when persona changes [x1.5x effect), net 24 “Floating” CP), and Immunity (time required to change enthusiast when switching personas, 6 CP). Each persona currently gets 7 SP and 30 CP to spend on customization, as well as whatever modifications are acquired through “Alter Self”. Currently known personas include:
    • Xieno Xiphon: A psychotic killer from HuSung. +2 to Reflex Saves (6), Block/Missile (6), Extended Great Hysteria (Specialized and Corrupted, in Prismatic Strike/enhancements only , 2 power for 1 minute of an additional +6 enhancements, 6 CP), 4 levels of Wilder Progression for power only (Con based, 23 power, 12 CP).
    • Pelleaus, an imperial street urchin. Fortune/Evasion (6), +4d6 Sneak Attack (12), Fortune/Evasion (6),and Enhanced Strike/ Crushing (6). His prismatic Strike usually looks like a pair of daggers.
    • Korath, a barbarian “gargoyle” (+4 Natural Armor, Flight 60, d6 Natural Weapons, +4 Climbing). Grant of Aid with 8 Bonus Uses (11/Day), Mighty, Regenerative, and Spark of Life (30 CP).
    • Ragnar, a sea-turtle barbarian (+6 Natural Armor and Swim 30, 30 CP). No, this isn’t his real identity – but everyone called him “Ragnar” since this was the first form they met him in. 
  • Skill Points: 36 CP + 10 Wealth + 27 (Int) = 73 SP, 7 of with “float” with his current persona. +1 Morale Bonus to all checks.

   Ragnar has a base +20 (11 SP +2 Cha +6 from Wealth Modifiers +1 Morale) in Gather Information, +10 in Craft/Carpenter (2 SP +3 Int +4 from Wealth Modifiers +1 Morale), +14 (11 SP +2 Wis +1 Morale) in Spot, +16 (11 SP +4 Dex +1 Morale) in Move Silently, +12 (7 SP +4 Dex +1 Morale) in Slight of Hand, and +12 (7 SP +4 Dex +1 Morale) in Hide. 9 SP went to his Martial Art (below), another 8 had been scattered around in minor skills, and 7 varied with his current role – and he never seemed to be out of one. He never seemed to take advantage of his +2 Wealth bonuses on Diplomacy and Intimidate

   Martial Art: Oaken Storm (9 SP + 4 Dex): Attack +2, Defense +2, +5′ Reach, Deflect Arrows, and Whirlwind Strike.

   Ragnar was relatively limited: he hit things quite effectively and quite often managed to smite a small crowd of enemies around himself – but otherwise he only had a few minor tricks with illusions and a few rogue-style skills to fall back on. On the other hand, role-playing a character who switched (superficial) physical forms, minor abilities, and personalities at the drop of a hat was probably challenging enough.