Eclipse – Level One Sample Twilight Isles Character: Ysmir

   Next up we have one of the characters for the Twilight Isles setting. Since there were requests to use templates – and it is a fairly rough place – the characters will be starting at ECL 2. In the case of the Shadow Elf characters, who are using a +0 ECL race with no template, these writeups will be done at level one. That way we can take a look at how the character is going to develop before boosting them to level two, and they’ll be more useful as examples for other people.

   In this case, the player wants a relatively simple character; a military scout with a good ranged attack and some enhanced speed.

   +0 ECL Shadow Elves Summary (The full writeup is available over HERE).

  • +2 Int, +2 Dex, +2 to Str, Con, Wis, or Chr (as per house), and +2 to any attribute.
  • Low-Light Vision.
  • May use Charms, Talismans, and four CP worth of Relics.
  • +2d6 Hit Dice (treated as two rolls of “6”).
  • +1 bonus on Saves. Additional +2 to Saves versus Spells.
  • Skill Bonuses: +2 Search, +3 to all skills in a chosen group (as per house), may add their Int Mod to their scores in wisdom-based skills (Heal, Listen, Profession, Sense Motive, Spot, and Survival).
  • Use-Activated Abilities at Caster Level One: Dancing Lights 1/Day, Detect Magic 1/Day, Faerie Fire 1/Day, Fast Healing 1 (for up to 16 points per day), and Magic Weapon 1/Day.
  • They also gain unlimited use-activated caster level one use of any one first-level spell permitted by the game master (as per house). Spells such as “Cure Light Wounds” are available once per day per level instead of being truly unlimited-use.
  • Shadow Elves are inherently enchanted, and can be readily spotted – and their houses identified – by a simple Detect Magic spell.
  • Shadow Elves can only tolerate (Con) “points” worth of regular magic items – and the “point” cost of any given item is up to the game master (as a rule, low-level single-charge items are little trouble, spell storing items are only moderately troublesome, and permanently-active personal enhancement items are very troublesome). Annoyingly enough, this limit also affects temporary external spells – although their short-term nature means that the limit is increased by the user’s (Con Mod).

   The Shadow Elves are really quite formidable – but those magic item restrictions will pinch later on. Without those limitations they’d be a +1 ECL race.

   Ysmir Gynt-Haaken:

   Ysmir isn’t all that sociable. He isn’t manipulative, has no knack for business, is a quick study but not a master of lore, isn’t very religious, and doesn’t possess any astounding arcane talents. If he’s going to attain a position in the nobility in his own right, and thus qualify as one of the family’s potential heirs, it’s just going to have to be as a warrior-adventurer.

   Fortunately, his natural house talents (+2 Wis, +3 bonus on scouting-related skills [Climb, Hide, Listen, Move Silently, Search, Spot, Survival, and Use Rope], unlimited use of Produce Flame) suit a skirmisher-scout quite well – and there are enough threats to the realm at the moment to give him plenty of opportunities. He was even lucky enough to be recruited into the service of the current High King (albeit in a fairly trivial initial position) and was provided with a minor relic to help focus his talents. Now all he has to do is move up the ranks…

  • Disadvantages: Hunted (rival young would-be nobles, who will do their best to undermine their competitors), Irreverent (can’t take “deities” he’s never seen too seriously), and Inept (-2 on Charisma-based skills) (+10 CP).
  • Duties: In royal service, +2 CP/Level) (+2 CP).
  • 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/+2, Dex 20/+5, Con 14/+2, Int 16/+3, Wis 16/+3, Cha 13/+1.

Base Power 6, Base Spell Points 4, Personal Mana 3.

   Basic Purchases (41 CP):

  • Proficient with All Simple and Martial Weapons (9 CP) and Light Armor (3 CP).
  • +9 Skill Points (9 CP).
  • +2 on Reflex and Fortitude Saves (12 CP).
    • Save Totals:
      • Reflex +8 (+5 Dex +1 Race +2 Purchased)
      • Fortitude +5 (+2 Con +1 Race +2 Purchased)
      • Will +4 (+3 Wis +1 Race). Additional +2 racial bonus versus Spells.
  • d8 Hit Die (4 CP). Hit Points 8 + 12 (Racial) + 6 (3x Con Mod) = 26 HP.
  • Initial BAB +1, Corrupted/does not add to iterative attacks (4 CP).

   Special Abilities (25 CP):

  • DR 4/-, Specialized for Double Effect in Physical Damage Only (3 CP).
  • Occult Sense: Life Sense (6 CP).
  • Inherent Spell/Fireball with +2 Bonus Uses, Corrupted/this requires that he prepare a special set of charms to use it (6 CP). Note that it will require a point of Mana to use this ability, so it’s best used sparingly. Normally this would require a five hit die character to use – but a 3d6 Fireball usable an average of once a day shouldn’t be a problem in this setting.
  • Cloaking: Ysmir can disguise himself to magical and psychic detection spells as a normal animal. Unfortunately, this is Corrupted – it only works against scans; it won’t work if someone can actually see him (4 CP).
  • Celerity: +10 to his ground movement speed (6 CP).
  • Lifestyle: Due to being in the royal service, Ysmir gets a benefit from the next higher lifestyle above his default “Common” lifestyle – in his case access to a Talisman.

   Skill Points: 12 (Int) + 9 (CP Spent) +4 (Initial wealth level, for Profession) = 25

Skills:

Total

Basis

Climb

+6

1 SP +2 Str +3 Race

Heal

+7

1 SP +3 Wis +3 Int

Hide

+6

3 SP +3 Race

Knowledge/Nature

+4

1 SP +3 Int

Listen

+10

1 SP +3 Wis +3 Int +3 Race

Martial Art/Fire Juggler

+9

4 SP +5 Dex

Move Silently

+9

1 SP +5 Dex +3 Race

Profession/Soldier

+10

4 SP +3 Wis +3 Int

Search

+10

2 SP +3 Wis +5 Race

Sense Motive

+7

1 SP +3 Wis, +3 Int

Spot

+10

1 SP +3 Wis, +3 Int +3 Race

Survival

+12

3 SP +3 Wis, +3 Int +3 Race

Swim

+3

1 SP +2 Str

Use Rope

+9

1 SP +5 Dex +3 Race

   Martial Art: Fire Juggler (Dex)

   This highly specialized art allows the user to maximize the effectiveness of his or her flame powers in combat. Unsurprisingly for an art which relies on a particular inherent ability, it’s generally restricted to the House that happens to have that ability – in this case the House of Gynt. The Fire Juggler’s art is spectacular in use, since it sends the user’s flames coiling about his or her hands and forearms, adding a certain element of beautiful artistry to the basic ability to incinerate enemies.

   Secondarily, it’s good for both keeping warm and for cooking.

  • Requires: Inherent ability to Produce Flames
  • Basic Abilities: Attack 4, Defense 2, Power 2, Synergy/Survival, and Toughness 3.
  • Advanced and Master Techniques: Prone Combat, Combat Reflexes, Rapid Shot, and Whirlwind Attack.
  • Occult Techniques: Inner Strength, Light Foot, Resist Pain, and Vanishing.
  • Known Techniques (5): Attack 1, Power 2, Combat Reflexes, and Rapid Shot.

   Combat Notes:

  • Armor Class: 10 (Base) +5 (Dex) +2 (Leather) = 17
  • Usual Attacks:
    • Ranged Produce Flame: +5/+5 (+1 BAB, +5 Dex, +1 Martial Art -2 Rapid Shot) Ranged Touch Attack for 2d10+1 (1d8+1 base +1d8 augment attack, raised to d10’s by martial art), 120 foot range).
    • Melee Produce Flame: +7 (+1 BAB, +5 Dex, +1 Martial Art) Touch Attack for 2d10+1 (1d8+1 base +1d8 augment attack, raised to d10’s by martial art), may make six Attacks of Opportunity.

   Charms (3):

  • Fireworks Pouch: Produces (Dex) small fireworks daily.
  • Traveler’s Bedroll: Always warm, dry, comfortable, and lets the user get by on less sleep per night.
  • Vanishing Cloak: The user may become invisible for a few moments three times per day.

   Talismans (1):

  • Rubydraught Flask: produces a cordial which can heal minor wounds and keep the user going for days.

   Relics:

  • Blazerod (1 CP Relic): Augment Attack/+1d8 Damage with Produce Flame (8 CP Base).

   The rest of Ysmir’s equipment is fairly typical for his lifestyle – a shortsword and some knives, a bit of oil, a tarp/tent and basic woodsman’s gear, rope, pack, and minor supplies.

   Ysmir is reasonably formidable, but – of course – hasn’t developed any advanced techniques yet. Given his nature, he’ll probably be progressing along the general “ranger” path, although he may well learn to use his innate magical power to provide some additional protection and speed along the way.

   If it wasn’t obvious already, in Ysmir’s case the player is fond of more modern combat – and so the character is pretty much equipped with the equivalent of an assault rifle and some grenades with a visual display instead of noise. The range is still a bit short on the “rifle”, but that can be upgraded later on.

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  1. […] Ysmir. Shadow Elf Scout-Firemaster. Level Two Upgrade. […]

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