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…

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