Eclipse – The Animistic Wizard Level One Build

   Our next sample level one Eclipse classless d20 character build is the Animist or Animistic Wizard – a character who knows the Primal Speech or Tongue of Creation – the universal language of the cosmos, which is both understood and spoken by all things, whether those things are conventionally seen as being animate or inanimate. Using the Primal Speech, the Animist can gather information from inanimate objects, persuade chains to unlock themselves, call forth the latent powers of common objects, and talk weapons into not harming them – given time and a silver tongue.

   Depending on the setting, an Animist may have learned the Primal Speech through long study, acquired it as a magical gift, or simply never have forgotten the one tongue with which they came into the world. Objects, creatures, and ordinary folk will automatically respond in the Primal Speech when addressed in it – but they cannot speak it independently of an Animist’s prodding.

   Most Animists claim to have no “powers” at all; they merely attempt to talk the world around them into obliging them. Of course, keeping on the good side of the universe usually includes an assortment of missions to help parts of it out, which is where their “Duties” usually come into play.

   Eclipse: The Codex Persona classless d20 is available in print HERE and in a shareware .pdf version HERE.

  • Disadvantages: (Select three for 10 CP), and add
  • Duties (must undertake occasional missions from the cosmos to maintain the goodwill on which they rely, +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 8, Int 14, Wis 12, Con 12, Dex 12, Chr 16 (28 point buy).

   Basic Purchases (30 CP):

  • Proficient with All Simple Weapons (3 CP) and Light Armor (3 CP).
  • +4 Skill Points (4 CP). Obviously enough, these will normally go into Diplomacy.
  • +2 on Willpower and Fortitude Saves (12 CP)
  • 1d12 Hit Die (8 CP)
  • Initial BAB +0 (0 CP)

   Special Abilities (36 CP):

  • Immunity/the normal limits of Diplomacy and Spoken Language (Common, Minor, Major, 12 CP). This ability allows the user to effectively communicate with ANYTHING – and to attempt to persuade it to help them out. They can speak with plants and animals, attempt to persuade locks and doors to open, fires to leave open a path of escape, spirits to answer, air to remember when it was stone, or stone to remember when it was molten rock or simple sand or whatever it once was. It’s usually fairly easy to persuade things to act within their natures – for example, doors are made to let people through, so getting one to open itself is fairly easy. Getting a lock to open without the key is considerably harder; locks are MADE to keep unauthorized people out.
  • Professional/Diplomacy (6 CP).
  • Privilege/most things that are not naturally communicative are pleased to be spoken to, and will be reasonably friendly (3 CP).
  • Spirit Favors: Major from the spirits of the physical world, minor from the spiritual entities of the elemental and appropriate alignment planes (9 CP).
  • Create Relic, Specialized/only points from Enthusiast may be used (3 CP).
  • Enthusiast, Specialized for double effect/points may only be used in the creation of Relics (3 CP). This allows the Animist to have a two-point relic to start off with.

   Many starting-off Animists carry a Wand, and have talked to it until it’s spirit is wide awake and ready to assist them with it’s natural powers. In game terms, this is – of course – their Relic. Such wands normally have:

  • 2d6 Mana with the Unskilled Magic option, Specialized/can only be used to produce effects that are somehow relevant to the wand (6 CP). For example, oak, bound with copper might be good for protective and electrical magics, rowan polished with rose oil for lunar and psychic magics, and a steel wand for spells involving magnetism, the heat of the forge or furnace, and for transforming itself into tools and weapons.
  • Plus Rite of Chi with +2 Bonus Uses, both Corrupted/the user must expose the wand to appropriate forces in order to recharge it (6 CP).

   Further Advancement: There actually isn’t anything that the Animist HAS to have to keep their talents useful except to keep investing points in Diplomacy. Those talents will be overshadowed by the greater magics available to other spellcasters if they don’t keep developing them, but the subtle art of persuasion and gathering information doesn’t really lose usefulness with level. Neither does a really good Diplomacy skill.

   On the other hand, an Animist who wants to keep on developing those skills will want the skill-boosting abilities for Diplomacy (Skill Emphasis and Skill Focus), more Favors, and – to get at the really high-level effects – a decent supply of Mana, Rite of Chi with Bonus Uses, Skill Focus/Stunt and (eventually) Epic Stunts. Animists often develop sidelines in Shapeshifting, Deep Sleep (with Cosmic Awareness and Prophecy), Innate Enchantment (skill boosts and other personal enhancements), Lore, Mindspeech, and various forms of Rune Magic drawing on their supply of Mana. Karma might be in order as well, but taking that is always a little risky.

One Response

  1. […] Animist: a non-spellcasting wizard who speaks with creatures and objects. […]

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