Eclipse d20 – Brendalen Kathin, Level Eight Loup-Garou

   Here we have a possible writeup for a new character for the Federation-Apocalypse campaign. Given that the game is currently well past a hundred sessions, this character is written up at an effective level of nine – and has a couple of quite appalling abilities. If it wasn’t for the fact that nuclear hand weapons are in play, the Grand Wrath of the Wilds ability would be way over the top. As it stands… why not?.

   Level 8 Loup-Garou, Federation-Apocalypse Campaign:

   Race: Loup-Garou (See today’s previous post).

  • Disadvantages: Accursed/Brendalen is exiled from her home planes; the closer she gets, the more events will conspire to send her somewhere else, Outcast/She has lost all her normal, physical, friends and contacts with her home dimension, and History.
  • Available Character Points: 216 (Level Eight Base) +10 (Disadvantages) +18 (Feats for L1, 3, and 6) = 244

   Basic Attributes: Str 22 (+6, DR 6/-), Int 16 (+3), Wis 16 (+3, Defense 3), Con 20 (+5, 5 Magic Points), Dex 18 (+4, 8 CP worth of Weapon Proficiencies), and Chr 14 (4 free contacts). Level-Based Bonuses: +1 Str, +1 Con. Loup-Garou bonuses included. +4 to Str and Con when Berserk.

   The basic attributes provide some minor bonuses in the Federation-Apocalypse setting, as noted in the parenthesis

   Basic Purchases (120 CP).

  • Proficient with All Simple and Martial Weapons (9 CP – 8 CP from Dex = 1 CP).
  • 29 Skill Points (29 CP).
  • Saving Throws:
    • Fortitude +2 (Purchased, 6 CP) +5 (Con) = +9
    • Reflex +2 (Purchased, 6 CP) +4 (Dex) = +8
    • Will +2 (Purchased, 6 CP) +3 (Wis) = +7
  • Hit Dice: 48 (1d8 + 7d6; 8, 3, 6, 5, 6, 4, 6, 5, 5, 18 CP) + 24 (6d4 at L1) + 54 (9x Str Mod) + 70 (14 x Con Mod) = 196.
  • Base Attack Bonus: +7 (42 CP), additional +4 with Natural Weapons Only (12 CP).

   Combat Information:

  • Move: 30′ (Base) + 20′ (Racial) +30′ (Personal Haste) = 80′.
  • Armor Class: 10 (Base) +4 (Dex) +3 (Natural) +3 (Defense) +2 (Martial Arts) = 22
  • Claws and Fangs: +20/+20/+15/+10 (+11 BAB purchased +6 Str +1 Magic +2 Martial Arts, Personal Haste), 1d8+7 (+6 Str +1 Magic), Crit 20/x2, 5 Attacks of Opportunity.
    • When using Grand Wrath of the Wilds: Move 140′, AC 40, +29/+29/+24/+19, 4d8+16 damage, 10 Attacks of Opportunity, +165 HP, DR 15/- versus all attacks (including energy).
    • When Berserk: +2 to Hit, +2 Damage, +1 Attack of Opprotunity, +2/- DR, +46 HP. These are cumulative with the bonuses for the Grand Wrath of the Wilds, above.

   Special Abilities (118 CP):

   The character wanted the ability to communicate with the spirits of the natural world. Ergo, for this quick writeup, I’ll just lift the basic power-package from the Animist build and expand it. That’s one of the major advantages of Eclipse; once you have a power set written up, you can just paste it into new characters when it’s relevant.

  • 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 favors from the spirits of the technology, nature, the elements, and from the totem spirits with +8 Bonus Uses (May request three favors from each group per session), Corrupted/only works with local spirits, and usually only for magical services and local information (18 CP).
  • Immunity/having to pay back magical spirit favors at full value (Very Common, Major, Minor, 10 CP): Despite this, spirits will occasionally call her when they need something done in the material world.
  • Occult Sense/Spirit Sight (6 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 this character to have a two-point relic to start off with.
  • Companion (Hawk Familiar) with the Spirit Fetch Template (12 CP, Provides +2d6 (13) Power.
  • Dimensional Adaption/Shapeshift/Variants, Specialized for Double Effect (also affects personal supernatural abilities, but only works on arrival in a new dimension; the users special abilities will adapt to work in the new realm as best as possible. For example, magical talents may become equivalent cyberware, 3 CP).
  • +3d6 Power (6 CP): +15 Power.
  • Witchcraft with Pacts (Rituals, Karmic Links, Susceptibility to Silver, and Spirit) (12 CP). Witchcraft III, Path of Coven Mastery/The Secret Order, Path of Water/Dismissal, Path of Spirits/Ridden by the Loa. 24 Power, Save DC 15, all twelve basic abilities.
  • Adept (6 CP): May purchase Diplomacy, Martial Arts/Cangmarg, Survival, and Scent for half price.
  • Luck with +4 Bonus Uses, Specialized in Defensive Checks Only (6 CP).
  • Grand Wrath of the Wilds (12 CP): Hysteria, Specialized in Personal Powers, Corrupted for Shapeshifting Only, with Extended, Great, and Mighty (triple effect). May pay 4 Power to quadruple the effect of her shapeshifting (Adding +18 Str, +18 Dex, +12 Con, +12 to Spot and Scent checks, +60 Ground Movement, +9 natural armor, and +3d8 to her natural weapon damage) for one minute.
    • Actually, that’s REALLY questionable; this would be just as likely to temporarily duplicate the user, or simply get ruled inapplicable. On the other hand, the player wanted a melee combatant in a world of power armor, giant mecha, and space battles with nuclear weapons. Might as well stretch a point.

   That leaves 6 CP. We’ll just have to see what the player opts for.


   Total Skill Points: 29 (Purchased) + 33 (Int) = 62. 32 have been spent.

+2 bonus to Charisma-Based Skills when in Human Form.

Unfortunately, I really can’t finish up on skills without a good deal more player input… Ergo, I’ll just get some basics.

   Languages: The Loup-Garou instinctively speak the tongues of the fey, of nature spirits, and of canines (even if that is an extremely limited “language”) and she gets English native and three other languages due to her Intelligence.

   Broad Skills (All +3 Int):

  • Physical Skills: Hide +20 (1 SP +10 Str/Dex +6 Race), Martial Arts/Cangmarg +24 (11 (5*) SP +10 Str/Dex), Move Silently +20 (1 SP +10 Str/Dex +6 Race), and Tumble +14 (1 SP +10 Str/Dex),
  • Knowledge Skills: The Spirit Worlds +7 (1 SP +3 Int)
  • Perception Skills: Listen +10 (1 SP +3 Wis +6 Race), Scent +18 (11 (5*) SP +3 Wis +4 Race), Spot +10 (1 SP +3 Wis +6 Race)
  • Other Skills: Diplomacy +17 (+11 (5*) SP +2 Cha -3 Race +4 Professional), Survival/Wilderness +20 (11 (5*) SP +3 Wis +6 Race)

   Narrow Skills (All +3 Int +5 Training):

  • Physical Skills: Balance +19 (1 SP +10 Str/Dex), Climb +19 (1 SP +10 Str/Dex), Escape Artist +19 (1 SP +10 Str/Dex), Jump +25 (1 SP +10 Str/Dex +6 Race), and Swim +19 (1 SP +10 Str/Dex).
  • Knowledge Skills:
  • Other Skills:

*Due to Adept

   +3 Specialities: Diplomacy/Spirit Negotiations (1 SP).

   Martial Art/Cangmarg (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
  • Known Techniques (12): Attack 2, Defenses 2, Strike, Combat Reflexes, Battlecry (Howl), Mind Like Moon, Inner Strength, Iron Skin, Light Foot, and Resist Pain.

   Dragon Kris (a 1 CP Relic):

  • Buy off the Specialization on the racial immunity to needing to spend XP on innate enchantments (1 CP).
  • +2000 GP worth of Innate Enchantments/Personal Haste (2 CP).
  • Occult Combat / Spirit Blast (inflicts 1d4 Wisdom damage for 4 Power (3 CP).

   This character is also entitled to a second 1 CP relic and to a 12 CP Loup-Garou package deal. That too is awaiting more player input, but I’ll see what I can come up with for a later post…

Eclipse d20 – The Loup-Garou

   “Werewolves” are always popular. When you come right down to it, people like wolves and dogs, they like the notion of personal power, and they rather like the idea of being free of almost all social restrictions. Of course, real wolves are nothing like that – but what are role-playing games about if not a bit of fantasy? Ergo, by special request, here we have another Eclipse d20 interpretation of the idea. This version is designed for the Federation-Apocalypse game, but doesn’t use any special rules from it. It is pretty heavily optimized however, as well as using the cheesy shapeshifting approach to getting large physical attribute bonuses, so it should only be used in other games with great caution.

   The Loup-Garou are wolf-spirits – but not wolf-spirits like the spirits of real wolves. They are wolf-spirits as men fearfully imagined wolf-spirits to be. They are wolves given human attributes, predatory guardians of the wilderness, cunning and deadly. They are able to communicate with both spirits and beasts, and can pass among both wolves and men, concealed by a superficial veil of flesh and illusion. They are wild and terrible – and bear little resemblance to real wolves, which aren’t basically very different from dogs.

   Normally the Loup-Garou and related spirit beasts inhabit their own realms, deep in the realms of myths and archetypes – but in a few shadowy places such spiritual realms overlap the more solid realms of men, and those of other myths and tales – and there there is conflict. The Loup-Garou do not easily give way to those who despoil or intrude upon the places they consider theirs.

   Loup-Garou Racial Modifiers (+1 ECL):

  • Bestial Form (9 CP)/Shapeshift, with Attribute Modifiers, Hybrid Form with Clear Speech, and Dire Form, Specialized and Corrupted/wolf-forms only, cannot actually change forms; is locked into hybrid form.
    • Shape of Death and Incorporeal Forms (6 CP), Specialized/only to add frightening deathly features to forms (this does not count as a use, given that it really has no game effect; Loup-Garou are already terrifying) and to assume spirit-form.
      • Some worlds allow Loup-Garou in spirit form to possess normal humans, and manifest through them under some conditions – but the mental conflict inherent is such a situation normally leads to the Loup-Garou becoming even more savage and bestial than it already is.
    • +4 Bonus Uses of Shapeshifting (3 CP), Specialized, only to allow assuming incorporeal form.
    • Net Modifiers: 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.
  • Inherent Toughness (32 CP): +6d4 Hit Dice (needed to qualify for Dire Wolf form at level zero), Corrupted/damage from silver weapons bypasses all hit points derived from these dice.
  • Adaptive Shift (15 CP total): Thanks to instinctive low-level shapeshifting, Loup-Garou can use their strength to help absorb damage, as well as to enhance their flexibility, agility, and precision.
    • Augmented Bonus/Adds Str Mod to Con Mod for HP, Specialized/only for base racial and level one through level three hit dice (9 CP).
    • Augmented Bonus/Adds Str Mod to Dex-Based Skills, Specialized/only while in Hybrid and Dire Wolf forms, makes the use of heavy armor impractical (3 CP)
    • Augmented Bonus, Adds Dex Mod to Str-Based Skills, Specialized/only while in Hybrid and Dire Wolf forms, makes the use of heavy armor impractical (3 CP).
  • Regeneration (8 CP): Grant of Aid with +4 Bonus Uses, Specialized for Double Effect (2d8+10)/restores hit point damage only, Corrupted/will not work against damage caused acid, fire, amputation, or other tissue-destroying (rather than mangling) effects.
  • Nature’s Wrath (6 CP): Imbuement/Enhanced Natural Weapons. Loup-Garou claws and fangs start off as the equivalent of magical weapons, and will later improve even more.
  • Inner Rage/Berserker (4 CP). Loup-Garou normally use the standard berserker package. It is, however, Corrupted/if taunted, provoked, or seriously injured, a DC 15 Will check is required to avoid flying into a rage and attacking the cause. This does not, however, count as a use of the Berserker ability.
  • Thick Fur/Immunity/natural weather conditions (Common, Minor, Trivial, 3 CP). Loup-Garou are resistant to normal extremes of temperature and weather, and can survive them unprotected with ease.
  • Skill Bonus (18 CP): Loup-Garou have a +3 racial bonus to Survival, Hide, Jump, Listen, Move Silently, and Spot. In conjunction with the Wiles of the Beast effect (below) this provides a +6 bonus on each of those skills.
  • Languages (3 CP): The Loup-Garou instinctively speak the tongues of the fey, of nature spirits, and of canines (even if that is an extremely limited “language”).
  • Innate Enchantment (16 CP total):
    • Veil of Flesh: An effect resembling a lesser version of Alter Self which only works on hybrid forms: the user may opt to look fully human – losing their natural weapons and armor, but gaining a +2 bonus on charisma-related skill checks – or to look like a full animal, losing their manipulative hands and ability to use most equipment while gaining a +2 bonus on perception-related checks and +10′ ground movement (Spell Level One x Caster Level One x 2000 GP for use-activated unlimited use x .7 for personal-only = 1400 GP).
    • Void Sheathe: Clothing and equipment not suited to the user’s current form is automatically shunted into an extradimensional pocket (Spell Level One x Caster Level One x 2000 GP for use-activated unlimited use x .7 for personal-only = 1400 GP).
    • Speak with Animals (Spell Level One x Caster Level One x 2000 GP for use-activated unlimited use = 2000 GP).
    • Gift of the Wolf: +2 Wisdom (Spell Level One x Caster Level One x 2000 GP for use-activated unlimited use x .7 for personal-only = 1400 GP).
    • Wrath: +2 Str, +2 Con, +1 Will, -2 AC when in use. (Spell Level One x Caster Level One x 2000 GP for use-activated unlimited use x .7 for personal-only = 1400 GP).
    • Wiles of the Beast: Provides a +3 Competence Bonus to Survival, Hide, Jump, Listen, Move Silently, and Spot (Spell Level One x Caster Level One x 2000 GP for use-activated unlimited use x .7 for personal-only = 1400 GP).
      • Immunity/Stacking limits when combining innate enchantment effects with external effects (Common, Minor, Trivial – only covers L1 effects, 2 CP).
      • Privilege/Gift of the Wolf and Wiles of the Beast are considered Extraordinary Powers rather than Enchantments (3 CP)
      • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover initial racial abilities, 1 CP).
    • Privilege (3 CP): The Loup-Garou have access to a selection of twelve-point package deals of their own, passed on through their bloodlines and from various totems.

   All that adds up to 126 CP – quite a bit. Of course, for good or ill, the Loup-Garou package comes with some serious problems:

  • They have bestial minds, and are incapable of purchasing magic levels in any spell progression or of using rune magic, thaumaturgy, dweomer, or theurgy, and can only take mystic artist, channeling, or path of the dragon abilities with special permission from the game master. If they want magic, they usually have to rely on favors, witchcraft, rituals, and innate abilities.
  • As nature spirits, they are considered fey creatures, and are affected by effects which target the fey or nature spirits, as well as by those which target shapeshifters.
  • They have powerful canine instincts, which they must sometimes make (DC GMO) Will checks to avoid giving in to.
  • As guardians of nature, they are primary targets for the undead, aberrant horrors, pseudonatural opponents, and similar creatures – and usually return the favor by hating such things quite unreasonably.
  • They have a predatory aura, which tends to frighten normal creatures (-3 to all social checks) even when they’re disguised as humans or normal animals. In their true form they tend to provoke terror in normal folks, defiance and attacks from adventurers, and panic animals.
  • They must regularly consume large amounts of raw meat and (preferably) the vital energies of live prey.
  • They regard themselves as guardians of the natural world, and can’t get points for taking duties or other disadvantages that overlap with those responsibilities.

   Overall, that’s enough to make the entire package Specialized – reducing the cost to +1 ECL instead of the +3 ECL that would normally amount to. Of course, that also lets them in for enormous amounts of trouble, which is why they get a price break in the first place.