Eclipse – Level One Sample Twilight Isles Character: Ishinomorel Elthik

   Here we have another 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 and be played before boosting them to level two, and they’ll be more useful as examples for other people.

   In this case, the player wants a character with totemistic magical abilities, hunting skills, and a fair degree of skill with a longbow.

   +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 and Talismans according to their Wealth Level, 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.

   Ishinomorel Elthik isn’t much for people. He’s vaguely loyal to his family and siblings, and is even fond of one or two, but hasn’t got much use for most outsiders – even if they’re marrying into the family. Recently he’s started favoring calling on some sort of cold reptilian totem, and it’s been making him even colder and less sociable than usual. Why he’s taken up adventuring at this point is still an open question – but it’s probably some sort of long-term scheme.

   The Elthik House talents (+2 Wis, +3 bonus on magic-related skills, unlimited use of Detect Magic, unlimited use of Prestidigitation, and Read Magic 1/day) have helped make the house quite wealthy as formidable (and somewhat militaristic) magi – but personally, he runs towards totemistic (drawing on animal powers) and personal-enhancement magic rather than the flashy stuff.

  • Disadvantages: Hunted (rival young would-be nobles, who will do their best to undermine their competitors), Accursed (already owes favors to various spirits), 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 13, Dex 18 (20, Wealth), Con 13, Int 20, Wis 18, Cha 7

Base Power 3, Base Spell Points 4, Personal Mana 6 + 9 (purchased) = 15.

   Basic Purchases (33 CP):

  • Proficient with All Simple and Martial Weapons (9 CP) and Light Armor (3 CP).
  • +5 Skill Points (5 CP).
  • +1 on Fortitude Saves (3 CP).
    • Save Totals: Reflex +6 (+5 Dex +1 Race), Fortitude +3 (+1 Con +1 Race +1 Purchased), Will +5 (+4 Wis +1 Race). Additional +2 racial bonus versus Spells.
    • d8 Hit Die (4 CP). Hit Points 8 + 12 (Racial) + 3 (3x Con Mod) = 23 HP (33 with Cloak).
  • Initial BAB +1, (6 CP), additional +1 BAB. Specialized/only with Bows (3 CP).

   Special Abilities (33 CP):

  • Adept/Rune Mastery and Rune Casting for Totem and Transmutation Magic (6 CP).
  • 2d6 (+9) Mana, Corrupted/only for use with Rune Magic (8 CP).
  • Rite of Chi with +4 Bonus Uses, Corrupted/works only once per hour, and even then only if he’s restricted himself to light activities only (8 CP).
  • Metamagic Theorem/Compact, Specialized and Corrupted/may reduce the effective level of a runespell by one by opting to owe a relevant spirit a minor favor or by two by opting to owe a relevant spirit a major favor (2 CP).
  • Track (3 CP)
  • Base Lifestyle: Affluent (6 CP). Thanks to royal patronage, Ishinomorel gains training bonuses as if he was one lifestyle level higher. At the moment that’s +2 SP and +1 HP whenever he gains a level and a +2 Wealth bonus to his effective Dexterity.

   Skill Points: 20 (Int) + 5 (CP Spent) = 25

Rune Mastery

Total

Basis

Notes

Totem

+14

4 (2*) SP +1 Race +4 Wis +5 Int

allows L3 spells

Transmutation

+14

4 (2*) SP +1 Race +4 Wis +5 Int

allows L3 spells

Healing

+12

2 SP +1 Race +4 Wis +5 Int

allows L3 spells

(Temporary)

+11

1 SP +1 Race +4 Wis +5 Int

allows L2 spells

       

Rune Casting

     

Totem

+14

4 (2*) SP +1 Race +4 Wis +5 Int

caster level seven

Transmutation

+14

4 (2*) SP +1 Race +4 Wis +5 Int

caster level seven

Healing

+12

2 SP +1 Race +4 Wis +5 Int

caster level six

(Temporary)

+11

1 SP +1 Race +4 Wis +5 Int

caster level five

  1. Sadly, the half-bonus rule for magical enhancements to rune magic reduces the character’s racial skill bonus from +3 to +1. Ah well.
  2. *Half cost due to Adept
  3. All of his Rune Magic skills are Wis-based, thus bringing his racial ability to add his Int Mod to the base for Wisdom-based skills into play.
  4. Rune Magic save DC’s are 14+Spell Level.

Skill

Total

Basis

Concentration

+5

1 SP +1 Con +3 Race

Diplomacy

-7

0 SP +2 Wealth -2 Cha -5 Unt -2 Inept

Knowledge/Arcana

+9

1 SP +5 Int +3 Race

Knowledge/Nature

+6

1 SP +5 Int

Listen

+10

1 SP +5 Int +4 Wis

Martial Arts*

+11

2 SP +5 Int +4 Wis

Move Silently

+6

1 SP +5 Dex

Ride

+8

1 SP +5 Dex +2 Wealth

Search

+8

1 SP +5 Int +2 Race

Sense Motive

+5

1 SP +4 Wis +5 Int -5 Unt

Spellcraft

+9

1 SP +5 Int +3 Race

Spot

+10

1 SP +4 Wis +5 Int

Survival

+10

1 SP +4 Wis +5 Int

   *Cutting Wind style (Dex)

   This arcane martial art relies less on physical dexterity than on subtle magical control. The feathers of the fletching, the sinew of the string, the wood of the shaft – all were once living, and resonate still with the energies of life. The master of the cutting wind has learned to attune his or her own life force to those residual forces, making the bow as much a part of him- or herself as his or her hand – and channeling his or her own strengths through the bow to strike down his or her foes with deadly effects.

  • Requires: At least +1 BAB Specialized in Bows.
  • Basic Techniques: Attack 4, Defenses 2, Power 3, Strike, Synergy/Survival
  • Advanced and Master Techniques: Deflect Arrows, Rapid Shot, and Sneak Attack II
  • Occult Techniques: Inner Strength, Ki Block, Light foot, and Serpent Strike.
  • Known Techniques (6): Power II, Synergy/Survival, Deflect Arrows, Rapid Shot, Serpent Strike

   Combat Notes:

  • Armor Class: 10 (Base) +5 (Dex) +4 (Shimmermail) +1 (Masterwork Buckler) = 20
  • Usual Attacks:
    • Longbow: +6/+6 (+2 Purchased BAB +5 Dex +1 Masterwork -2 Rapid Shot), 1d12+1 Damage (1d8 base, raised to d12 by martial arts, +1 strength), Crit 20/x3, 100 foot range increment.
    • Longsword: +2 (+1 Strength +1 Masterwork), 1d8+1 (Strength), Crit 19-20/x2.

   Charms (5):

  • Ditty Bag: Produces any small bit of gear that’s needed up to three times per day – provided that it’s value is no more than one copper piece.
  • Firebox: Contains a small, perpetual, fire.
  • Foothold Boots: Provide a foothold wherever you place your feet three times per hour.
  • Tinkerstone: Casts a “Mending” spell when rubbed over an item up to three times per day.
  • Wardstone: Provides DR 1/-.

   Talismans (2)

  • Shimmer Mail: +4 Armor Bonus with no penalties.
  • (Bear) Spirit Cloak: +10 HP.

   Relics:

   The Ithian Dragonstone (1 CP) may be set in a ring, worn as an amulet, or carried loose, but the writhing draconic “flaw” in it’s crystalline heart always remains. Its powers are Specialized/the user must invest his or her own CP in the stone to activate it and will owe occasional minor “favors” to the stones mysterious creator, which manifest as mysterious impulses. It provides:

  • Magician, allowing the use of any bonus spells from the user’s spellcasting attribute to power Rune Magic spells (3 CP). Currently this would be one each, of levels one through four.
  • Enthusiast, Specialized/as noted above for Double Effect (two character points), Corrupted/only usable for skills. Normally this is taken as +1 SP each in Rune Casting and Rune Mastery for some field which Ishinomorel believes will shortly be convenient (2 CP).
  • Favors with Totem Spirits, allowing the bearer to claim a minor favor from a totem spirit “for free” once per session (1 CP).
    • With a total cost of 6 CP, the Ithian Dragonstone is a 1 CP relic.

   Other Equipment: Thanks to his Affluent status, Ishinomorel can assume that he’s equipped with the finest mundane gear – pets if he wants them, aides and servants, and plentiful supplies of rope, oil, food, and similar stuff.

   Ishinomorel is reasonably formidable, but not as problematic as – say – a low level character who specialized in invocation rune magic. He can enhance himself in a wide variety of ways, and even pull off some specific shapeshifting effects – but he isn’t going to be blasting his enemies with lightning bolts.

   Of course, at this point virtually all the characters in the party are antisocial types who have trouble getting along with anyone. Hopefully someone will buck the trend, and not leave ALL the social interaction to one of the crazy magical specialists.

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One Response

  1. […] Ishinomorel. Shadow Elf Archer-Runemaster. Level Two Upgrade. […]

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