Vehn Rageclaw of the Twilight Isles

   Here we have a possible build for another one of the Twilight Isles characters – in this case, due to the use of a +1 ECL race, at an effective level of two.

   Vehn is somewhat self-contradictory; he’s an abstracted, more or less technically-inclined, ravening werewolf-thing. In his own quixotic fashion he’s attempting to improve the lot of the Veltine by introducing technological upgrades. Unfortunately, Vehn has yet to master the distinction between items that actually work without magic and those which only work because he’s patching the holes in the design with magical power – so, at least as yet, his gadgets are of little or no use to anyone but him.

   Secondarily, of course, he’s likely to encounter considerable resistance to changing Veltine society, but then reformers often do.

   Veltine Racial Modifier Summary (+1 ECL Race):

For a full writeup, look  for the mechanics over HERE and the culture over HERE.

  • -2 Cha, +2 Wis.
  • Normally in a “Hybrid” Humanoid-Dire Wolf form, in which they can speak clearly. Str +6, Dex +6, Con +4, Low-Light Vision, Scent, +20 Ground Movement, +3 natural armor, 1d8 natural weapons, +4 bonus when tracking by scent, monstrous appearance.
  • Must occasionally make will checks to avoid giving in to wolfish instincts.
  • +5d4 Hit Dice
  • Add Str Mod to Con Mod for HP for all hit dice up to level three.
  • May use Charms and Talismans according to their Wealth level.
  • May use a maximum total of 4 CP worth of Relics.
  • Add Str Mod to Dex-Based Skills while in Hybrid and Dire Wolf forms
  • Add Dex Mod to Str-Based Skills while in Hybrid and Dire Wolf forms.
  • Cannot use heavy armor.
  • May heal 2d8+10 hit points (5 + Level/3) times daily as the player wishes, although this will not work against damage caused by tissue-destroying effects, such as fire, acid, or amputation.
  • May spend one Mana to turn his or her natural weapons into magic weapons for up to an hour.
  • May spend one Mana to gain +4 Str, +4 Con, +2 Will, and -2 AC for (3 + Con Mod) rounds up to (1 + Level/3) times per day.
  • Immune, or at least resistant, to natural weather conditions while in furred forms.
  • +4 racial bonus to Survival (4 CP).
  • Formlocked. Must learn to actually shapeshift if they wish to do so.
  • Poor. Their effective wealth level is reduced by one.
  • Inept/-2 penalty on Charisma-linked skills.
  • Can only tolerate (Con) “points” worth of regular magic items, with the point values of items set by 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).

   Vehn Rageclaw:

   ECL 2: Level 1 with a +1 ECL Race.

  • Disadvantages: Recorder (Notes on NPC’s), Insane (Has decided that a young Shadow Elf is his brother, and therefore (?) must be protected, along with assorted other eccentricities), Broke (Is out of touch with his usual sources of funds) (+10 CP).
  • Total available character points: 48 (Level One Base) + 10 (Disadvantages) + 6 (Level One Bonus Feat) = 64.

   Basic Attributes: Strength 16 (22)/+6, Dexterity 15 (21)/+5, Constitution 14 (18)/+4, Wisdom 6/-2, Intelligence 16/+3, and Charisma 9/-1.

Base Power 4, Generic Spell Levels: 6, Base Mana 5. These are determined by his base hybrid form.

   Basic Purchases (28 CP):

  • Proficient with All Simple and Martial Weapons (9 CP) and Light Armor (3 CP).
  • +4 Skill Points (4 CP).
    • Total Skill Points: 4 (CP) +12 (4 x Int Mod) = 16
  • +1 on Fortitude and Reflex Saves (6 CP).
    • Total Saves: Reflex +6 (+5 Dex +1 Purchased), Fortitude +5 (+4 Con +1 Purchased), Will -2 (-2 Wis).
  • d6 Hit Die (2 CP).
    • Total Hit Points 6 (Level one hit die) +20 (5d4 Racial hit dice) + 24 (6x Con Mod) + 36 (6x Str Mod due to Augmented Bonus)= 86 HP (120 when Berserk).
  • Initial BAB +1, Only for Light, Small or Unarmed Weapons (4 CP)

   Special Abilities: (36 CP) 

  • Returning, Specialized/only for being lost at sea (3 CP).
  • Rider, Specialized/only for Ships, with Vehicle/Ships (9 CP).
  • Fast Learner, Specialized/mad science for Double Effect (6 CP).
  • Affluent, effectively Well-Off due to racial limitations (6 CP)
  • Adept (6 CP): May purchase ranks in Knowledge/Architecture and Engineering, the Cangmarg Martial Art, Open Lock, and Disable Device for half cost.
  • Mad Science: Inherent Spell/Greater Invocation, producing any mad-science effect of up to two levels below the level of the spell used. All Specialized and Corrupted:
    • Requires gadgets to work though.
    • Can only produce effects related to the gadgets used.
    • The user can only have (Intelligence) specific gadgets ready at any one time. More general items take up two slots, while ver general items require three.
    • It normally takes several hours, a workshop, and a DC 20 Knowledge/Architecture and Engineering roll to change out gadgets.
    • Gadgets require a Knowledge/Architecture and Engineering check to use, malfunctioning on a “3” and failing on a “4” (the Twilight Isles use 3d6 rolls for skills and checks).
    • Gadgets may be damaged; this will increase their failure chance accordingly.
    • Gadgets incorporating special materials may yield improved results.
    • Double Effect at two-thirds cost, Inherent Spell with +4 Bonus Uses: 5x level three and under effects daily (Greater Invocation at level five, produces technological effects of level three and under, +1 level for local control requirements = level six) (6 +2 [Fast Learner] CP).
      • Current Gadgets: Flare Pistol, Rocket Boots, Condensed Air Pills, Grenades, Tissue Regenerator.

Combat Information:

  • Claws +7 (+1  pre=”1 “>BAB +6 Str), 1d8 +6 (Strength), Crit 20/x2, 10′ Reach and Combat Reflexes.
  • Javelin +6 (+1  pre=”1 “>BAB +5 Dex), 1d6 +6 (Strength), Crit 20/x2, 30′ range increment.
  • Armor Class: 10 (Base) +5 (Dex) +3 (Natural Armor) +2 (Martial Art) +2 (Armor) = 22

Skill

Total

Basis

Disable Device

9

4 (2*) SP +3 Int +2 Wealth^

Jump

+12

1 SP +6 Str +5 Dex

Knowledge/Architecture and Engineering

+7

4 (2*) SP +3 Int

Listen

-1

1 SP -2 Wis

Martial Art/Cangmarg

+14

4 (2*) SP +4 Dex +6 Str

Move Silently

+12

1 SP +5 Dex +6 Str

Open Lock

+13

2 (1*) SP +5 Dex +6 Str

Profession/Sailor

+4

4 SP -2 Wis +2 Wealth

Spot

-1

1 SP -2 Wis

Survival

+5

1 SP +4 Racial -2 Wis +2 Syn

  • * half cost due to Adept.
  • ^ that’s a bit of a stretch, but it’s sort of a craft skill and +9 isn’t exactly overwhelming.

   Cangmarg Martial Art (Dex)

   Cangmarg is a shapeshifters martial art, designed around the ability to subtly change form – thus allowing joints to bend unnaturally, flesh to flow free from holds, claws and fangs to become unnaturally long and sharp, and muscle to be redistributed to where it is most needed to suit the flow of combat. It doesn’t take much shapeshifting to allow it’s use – but it requires at least a bit, as well as the fangs and claws the form relies on. If you lack those abilities, or have some innate objection to ripping hunks of raw flesh out of screaming enemies with your teeth, don’t study Cangmarg.

  • Requires: Natural weapons/claws and fangs, limited shapeshifting ability or better.
  • Basic Techniques: Attack 4, Defenses 2, Power 2, Strike, and Synergy/Survival.
  • Advanced and Master Techniques: Battlecry (Howl), Mind Like Moon, Reach, and Combat Reflexes.
  • Occult Techniques: Inner Strength, Iron Skin, Resist Pain, and Light Foot.
  • Techniques Known (7): Defenses 2, Synergy/Survival, Reach, Combat Reflexes, Inner Strength, and Light Foot.

   Relic: The Savage Seal of Alar. Said to hold a drop of the divine blood – and mystic power – of some ancient god, the Seal of Savagery is a crimson stone carved in the stylized likeness of a snarling predator with closed eyes. When embedded in it’s user’s flesh, and bonded to his or her blood, the eyes of the predator open – and the bearer will gain a bit of the implacable power of that long-forgotten deity.

  • Luck with +4 Bonus Uses, Specialized/only for saves, Corrupted/the user must use his or her own CP to bond the stone (4 CP).
  • Track/Wilderness Variant. Corrupted/the user must use his or her own CP to bond the stone (2 CP).
  • Alternatively, since this is a suggested build, the Stone can negate the basic Veltine Formlocked limitation – allowing the user to shift between Humanoid, Dire Wolf, and Hybrid forms (3 CP to buy off disadvantage, Corrupted/the user must use his or her own CP to bond the stone (2 CP).
  • With a total cost of 6 CP (regardless of variant), the Savage Seal of Alar is a 1 CP Relic.

   Talismans (1):

  • Veltine Living Metal Breastplate: Counts as light armor. +2 AC bonus with no penalties, shapeshifts with the wearer.

   Charms (3):

  • Diplomatic Sash: Creates illusory clothing that lasts for one hour up to three times a day.
  • Flux Iron: Reshapes itself as the user wills, allowing it’s use as a wide variety of tools and simple weapons. In his case the ingot is usually worn as a bracer.
  • Impervious Glue: Sticks surfaces together really well given a minute or two to bond.

   Like all  Veltine, Vehn is grotesquely tough and extremely dangerous in melee – albeit not as bad as a more focused fighter.  Hopefully he’ll prove capable of taking care of himself amongst the Shadow Elves.

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One Response

  1. […] Vehn Rageclaw: Veltine Warrior-Mad Scientist. […]

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