d20: Felix Moreau

   Today we have another classless d20 character – in this case a special agent from a modern (or futuristic) world with a bit of magic – and possibly with superheroes. A cheetah-morph, “Felix” is a low-level speedster, carries a variety of special devices (depending on the mission he’s on), and – at least later on – is likely to dabble in shamanic magic. Like all our characters, he was designed using the Classless d20 rules from Eclipse: The Codex Persona (available in print HERE and in a shareware version HERE).

“Felix Moreau” (Real name classified)

   Level 1 Special Agent

   Felix is an Attention Deficit Disorder case. His obsession with speed springs from wanting to do ten things at once – martial arts, dabbling with shamanism, being a movie-style spy, and trying a variety of rituals and experiments to try and turn himself into something just a bit more than human.

   He got worse – as well as more inclined to zoom around and harass people verbally – when his reckless spirit-summoning led to him accidently bonding with a cheetah spirit. On the other hand, that made him a natural recruit for the special services agency. Inhuman speed, superior strength, good accuracy with any of a wide variety of weapons, and some shamanic potential was enough – at least for some missions – to make up for his somewhat conspicuous appearance and odd personality traits.

   His ongoing self-development is likely to fall into three major categories – the usual basics (warcraft, saves, hit dice, etc) for a medium-duty fighter, more enhancements to his natural abilities (personal Celerity, Lunge, some Augmented Attack [with his claws when engaged in hit-and-run], Improved Initiative, Block, etcetera), and some Shamanic Magic, probably via the package given below and upgrades thereof. He’s never going to be a specialist, and will principally use his magic to boost his combat abilities rather than attempting to get involved in direct magical battle.

   Felix would have preferred to avoid wetwork before he bonded with a predator-spirit. It doesn’t bother him much now, at least if he’s reasonably sure that the target deserves to have something nasty happen to them. In a party though he prefers to harass opponents by popping out, attacking, and then getting out of reach before they can move, reserving his supply of extra actions for evading massive attacks and rescuing allies – in which role’ he makes an ideal bodyguard for the mages, since he can interrupt someone else’s action to move to them, grab them, and move them away from harm before that fireball, breath weapon blast, or onrushing truck hits.

   Disadvantages: Duties (to employing agency, +2/Level), Insane (obsessed with speed, keeps trying to persuade people to become cheetahs), Irreverent, and Unarmored (hates the stuff, it slows him down) (+10 CP), Net 48 (L1 Base) + 12 (Bonus total) + 6 (L1 Feat) = 66 CP

   Race: Cheetah-Spirit Infused Human (24 CP, +0 ECL).

  • Innate Enchantment (specialized/cheetah powers only [double effect], corrupted/nonhuman features [fur, tail, pointed ears, slit pupils, etcetera, 1.5x effect], net 24,000 GP for 9 CP. All effects purchased as unlimited use-activated personal only [x.7 cost]). Effects: Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP), Weapons Master (+3 BAB with Natural Weapons, 700 GP), Light Foot (makes the user extremely light on his or her feet, gaining a +30 circumstance bonus on his or her ground movement speed a +10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only], for 1d6+2 rounds, 1400 GP), Personal Haste (+1 Attack when making a full attack, +30 Enhancement bonus to movement rates, 2000 GP), Eyes of the Cat (provides low-light vision, 1400 GP), Hide Like Ox (+1 Natural Armor, 1400 GP), Tiger Claws (may claw and bite for 2d6 damage, 1400 GP), Enhance Attribute/Strength +2 (1400 GP), Enhance Attribute/Dexterity +4 (8400 GP), and Competence Bonus/+2 on Feline Skills (Climb, Hide, Move Silently, Jump. Spot, and Survival, 700 GP).
  • Immunity/Dispelling and Antimagic (Uncommon, Minor, Great (up to L7), Specialized: only protects innate enchantments (3 CP).
  • Immunity/Stacking Limits as applied to Innate Enchantments/Cheetah Powers Only (they’re considered “Racial Modifiers”, Common, Minor, Major, 6 CP).
  • Fast Learner (Specialized in Feline Skills, as above, for 8+2 SP/Level, 6 CP).

   Basic Attributes: Strength 18/20 (+5), Dexterity 16/20 (+5), Constitution 16 (+3), Intelligence 14 (+2), Wisdom 12 (+1), and Charisma 14 (+2).

   Saving Throws:

  • Reflex: +2 (Purchased, 6 CP) + 5 (Dexterity) = +7
  • Fortitude: +0 (Purchased, 0 CP) +3 (Constitution) = +3
  • Will: +0 (Purchased, 0 CP) + 1 (Wisdom) = +1

   Other Basics:

  • Initiative: +5
  • Alignment: Chaotic Good
  • Move: 100.
  • Hit Dice: L1 d12 (8 CP)
  • Hit Points: 12 (L1d12) + 3 (Con Mod) + 18 (12 + 2x Con Mod from Immortal Vigor I) = 33
  • Armor Class: 10 (Base) +5 (Dexterity) +1 (Natural), +4 Armor (Mage Armor) +4 Shield (Shield Spell) +1 (Martial Arts) = 25. DR 1/-
  • Proficiencies: All Simple, Martial, and Exotic Weapons (15 CP).
  • Languages:
  • Warcraft: +0 (Purchased). +3 BAB with natural weapons from Race.
  • Usual Weapons: Claws. Attack +8/+8, 2d6+5 damage (may cause lethal or nonlethal damage), 5′ Reach, 100′ Range Increment with “pistol”.

Other Abilities (30 CP):

  • Innate Power Base (0 CP) of (Charisma/2) points, (Constitution/3) generic spell levels (currently 7 Power, 5 Generic Spell Levels).
  • Adept (6 CP): Half Price for Disable Device, Hide, Martial Arts/Cheetah Style (Dexterity Based), and Tumble.
  • Split Movement (6 CP): May make a partial move, attack, and then take the rest of his move.
  • Reflex Training (Specialized, movement only, 3 CP): Extra Actions (3/Day) variant. He normally uses this to get out of the way of nasty attacks.
  • Innate Enchantment (Corrupted: uses various items of “equipment”. If any of these are taken away, it will take him at least 2d4 rounds to reactivate the power in question, 4 CP/5000 GP Value). Pistol (Ranged Strike: adds a range increment of 100′ to his unarmed strike, 1400 GP), Armored (Kevlar) Vest (Mage Armor, +4 AC), and Wristband Shield Generator (Shield, 2000 GP).
  • Department “Q” (11 CP)
    • Enthusiast (Double): Specialized: Can only be changed in laboratory, normally between adventures. Corrupted: Only usable on “Inherent Spell” and similar abilities (to be described as various technical gizmos). The two modifiers triple the effect, providing a total of 6 “Floating” CP to make such items at a cost of 6 CP.
    • Create Relic. Specialized: only to make limited-use items costing a maximum of 3 CP each. Corrupted: only usable with points from Enthusiast, 2 CP.
    • Blessing. Specialized, only to loan items created with this package to other people. 3 CP.
      • Relevant items are normally bought as Inherent Spell (Sometimes with Bonus Uses): Specialized (Does not recover, Half Cost). For example:
      • Grenade Launcher. Inherent Spell: Fireball, +4 Bonus Uses (5 total). 1 CP. For 2 CP you can have 13 uses. For 3 CP you get 21. The same pattern works for other L3 spells, such as Cure Serious Wounds (L2 spells get an extra use, if you want L1 spells you get two of them with the same number of uses each).
      • Minor Gizmos: Occult Talent/Improved, Corrupted: Slots must be preset, Effect x 1.5 (7x L0, 5x L1 spells in total). For example you could be carrying two Flares (Light x2), a one-shot emergency transmitter (Message), a compass (Know Direction), canteen (Create Water), superglue (Mending), some antidote (Delay Poison), a hologram projectior (Silent Image), two smoke bombs (Obscuring Mist x2), a knockout gas grenade (Sleep), and a flash-pack (Color Spray). As usual these “spells” are cast at an effective caster level equal to the characters total level. 2 CP
      • First Aid Kit. Healing Touch with Bonus Uses (5 doses that Cure [Charisma Mod x Level] HP) and Improved/Switch/Empower with Bonus Uses (4+Level/3 total uses of Remove Disease, Remove Blindness/ Deafness, Cure Serious Wounds, Remove Curse, Neutralize Poison, and Restoration). 3 CP
    • This package has a sneaky advantage built in here: not only does the user have a plentiful supply of low-level gizmos to start off each adventure, but he or she can pass them around and can make them with any spell effect he or she desires: you don’t have to “learn” spells to get them as inherent spells or occult talents.
  • Starting Relic/The Ring of Speed (3 CP): Celerity with Stunt Double (+10′ ground movement, may briefly run over water, up walls, etcetera, 12 CP), Create Item (specialized, only as a prerequisite, 3 CP), Harvest of Artifice (specialized, only to provide XP to pay for his Innate Enchantments, 3 CP).
  • Skill Points: 8 (Int) + 8 (Fast Learner) + 4 (CP) = 20 SP.

Major Skills:

SP

Base

Att.

Other

Net

Appraise (Int)

2

+2

Balance (Dex)

5

+5

Bluff (Chr)

2

+2

Climb (Str)

5

2

+7

Concentration (Con)

3

+3

Craft (Int)

2

+2

Decipher Script (Int)#

2

 

Diplomacy (Cha)

2

+2

Disable Device (Int)#*

2

4

2

+6

Disguise (Cha)

2

+2

Escape Artist (Dex)

5

+5

Forgery (Int)

2

+2

Gather Info. (Cha)

2

+2

Handle Animal (Cha)#

2

 

Heal (Wis)

1

+1

Hide (Dex)*

2

4

5

2

+11

Intimidate (Cha)

2

+2

Jump (Str)

5

12

+17

Knowledge (Int)#

         

Arcana

2

+2

Architect/Engineer

2

+2

Dungeoneering

2

+2

Geography

2

+2

History

2

+2

Local

2

+2

Nature

2

+2

Nobility/Royalty

2

+2

Religion

2

+2

The Planes

2

+2

Listen (Wis)

1

+1

Move Silently (Dex)

5

2

+7

Martial Arts

         

Cheetah Style*

2

4

5

+9

Open Lock (Dex)

0

0

5

+5

Perform (Cha)

 

2

+2

Profession (Wis)#

         

Assassin

1

1

1

+2

Bodyguard

1

1

1

+2

Ride (Dex)

5

+5

Search (Int)

2

+2

Sense Motive (Wis)

1

+1

Slight of Hand (Dex)#

2

2

5

+7

Speak Language

2

+2

Spellcraft (Int)#

2

 

Spot (Wis)

2

2

1

2

+5

Survival (Wis)

4

4

1

2

+7

Swim (Str)

5

+5

Tumble (Dex)#*

2

4

5

+9

Use Magic Dev. (Cha)#

1

1

2

+3

Use Rope (Dex)

5

+5

# No unskilled roll allowed.

* Half cost due to Adept.

   +3 Specialities (1 SP Each):

  • Tailing

   Specific Knowledges:

None as of yet.

   Special Notes:

  • Profession/Assassin provides a +2 Synergy Bonus on Hide and Move Silently at L5.
  • Profession/Bodyguard provides a +2 Synergy Bonus on Spot and Bluff at L5.

   Martial Arts/Cheetah Style:

  • Concentrating on blurringly rapid motion, the Cheetah Style attempts to dart in, strike, and escape before an opponent can strike back.
  • Requires: Improved Unarmed Strike or Natural Weapons.
  • Basic Techniques: Defenses 2, Strike, Toughness 3, Attack 2.
  • Advanced/Master Techniques: Reach, Instant Stand, Deflect Arrows, and Combat Reflexes.
  • Occult Techniques: Inner Strength II, Light Foot, and Wrath (positive energy damage, provides resistance to negative energy effects).
  • Techniques Known (5): Defenses I, Strike, Toughness I (DR 1/-), Reach and Instant Stand.

 

   Future Possibilities

   As a first level character, Felix will – of course – be buying quite a few things as he goes – but the following shamanic magic package is likely to be an early one.

   Shamanic Adept (11+ CP):

  • Path of the Dragon/Shaping (Specialized: only as prerequisite, 3 CP)
  • Path of the Dragon/Pulse and Heart of the Dragon (1 spell level per round, may shape effects of up to L1, 8 CP). Corrupted: The user must call on spirits for magic other than Spirit Sight and Spirit Contact effects. He or she may designate up to (Cha Mod + Level/2, 12 maximum) specific entities or general types of spirits to call on for appropriate types of magic, but each type may only be called on for a total of (Level + Cha Mod)/2 spell levels worth of magic before the user must rebuild his or her “pool” of “favors”. Specialized: The user may only renew such “pools” slowly. The user regains [Cha Mod + Level/2] points per day through minor rituals and respect for their spiritual patrons. They user may also regain [Cha Mod] points by:
    • Fulfilling a special request from the Spirits. For example, fire spirits might want the user to arrange a fireworks display, while water spirits might want a spring cleaned out and purified. The user may simply ask the GM each day about possible tasks; there will usually be two or three available, but there’s no guarantee that any of them will be even remotely practical.
    • By enacting a ritual in honor of some type of spirits. You might sit out in a storm meditating on it’s power for a night in honor of the air spirits, burn rare woods, incense, and oils in honor of the fire spirits, or conduct a religious ceremony in honor of outer-planar spirits.
    • By promising to undertake a later mission for the appropriate group of spirits. It’s wise to take a few rounds to find out what they’re going to want you to do, but sometimes people are just desperate.
    • Simply talking the spirits into it. This requires 1d4 hours of quiet meditation and a DC 18 Diplomacy or Knowledge/Religion check and can only be done once per day.
  • In any case, the saving throw DC’s against such effects are based on the shaman’s Charisma and they overcome magic resistance with a roll of (1d20 + caster level + Cha Mod). Exorcisms (“Turning”) are L2, creating minor supplies costs 1 SL/2 GP and is permanent, and counterspells are always specifically tuned, requiring a spell of only (target spell level – 2).

   For another +8 CP this package can be upgraded to handle level two effects – and level three will cost a mere +16 in total. Of course, this will run through the user’s pools of favors awfully quickly – and it will take a good deal of time to recover them. Another likely upgrade would be to add Path of the Dragon / Blood of the Dragon (Specialized: only as a prerequisite, 3 CP) and Bones of the Dragon (Corrupted: personal enhancement spells only, x1.5 effect [3 spells], 6 CP). This would allow him to maintain three personal-enhancement spells – defined as “binding helpful spirits to himself” indefinitely, thus making him considerably more formidable for a total of 9 CP. Other possibilities include Grant of Aid and maybe even a bit of Channeling or Shapeshifting.

   It would probably be easier to just buy some Inherent Spells (“any effect appropriate to a brief list of spirits, +2 levels) and get some bonus uses. It would probably be a bit more expensive overall, but it would be more dependable, easier, and he’d get a full set of spells every day. On the other hand, it wouldn’t be nearly as much fun.

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