Eclipse – The Primal Warrior Level One Build

   Our next level one Eclipse classless d20 (available in print HERE and in a shareware .pdf version HERE) character build is a Primal Warrior – a shapeshifter filled with all the fury of the wilderness, yet easily capable of scouting an enemy position as a small animal or bird. Sadly, while this is quite effective at lower levels, Primal Warriors can easily find themselves falling behind at higher levels, where the natural capabilities of common forms are less impressive. Fortunately, selecting a suitable speciality and spending their points accordingly is usually enough to keep them useful in a party, if not enough to make them as impressive as they were early on.

   As usual for the generic base designs, no particular sex, race, origin, or power-mechanism has been selected.

  • Disadvantages: (Select three for 10 CP), and add
  • Duties (to a feudal overlord, school, deity, faith, or whatever, +2 CP/Level).
  • Total available character points: 48 (Level One Base) + 10 (Disadvantages) +2 (Duties) + 6 (Level One Bonus Feat) = 66, 18 of which (from disadvantages, duties, and the bonus Feat) may be spent outside of the Adventurer framework restrictions.

   Basic Attributes: Str 14, Int 12, Wis 8, Con 18, Dex 10, Chr 8 (28 point buy).

   Basic Purchases (39 CP):

  • Proficient with All Simple Weapons (3 CP).
  • +5 Skill Points (5 CP)
  • +1 on Fortitude Saves (3 CP)
  • 3d8 Hit Die (28 CP)
  • Initial BAB +0 (0 CP)

   Special Abilities (27 CP):

  • Shapeshift with +2 Bonus Uses (9 CP). Note that, thanks to the selection of three hit dice at level one, the Primal Warrior may take forms with up to three hit dice at level one.
  • Berserker (+8 Strength) with +2 Bonus Uses (Corrupted, only usable while in animal form, 6 CP).
  • Grant of Aid with +2 Bonus Uses (Corrupted, only usable while changing forms, 6 CP).
  • Reflex Training/extra actions variant, Specialized/for defending and escaping only (3 CP).
  • Damage Reduction 4/non-physical damage (Specialized for double effect/can be bypassed by energy-based attacks, 3 CP).

   Now that’s a nice simple character design, a competent warrior-scout with enough versatility to satisfy most players. Further advancement is likely to revolve around the usual warrior-basics – hit dice, saves, and base attack bonus – probably coupled with Imbuement (for when the Primal Warriors natural weapons start needing magical enhancement), Defender, and Reflex Training. Depending on the players source of inspiration and notions about the characters power source, a little dabbling in Druidic Magic, Rune Magic, or Witchcraft may be appropriate.

3 Responses

  1. Cool that is excellent I can use it to fight against my PC’s thanks Thoth.

    • Glad you’re finding useful stuff here! If there’s anything else you’d like to know, just go ahead and leave a question or comment!

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