Eclipse d20 – the Darkchilde’

   Darkchilde’ (94 CP/+2 ECL Race or +3 ECL Template):

   Sometimes the Tiefling isn’t enough, yet the Half-Fiend is far too much. Quite a few conceptions of fiends are less d20 engines of destruction and more subtle tempters and manipulators. What of their offspring among men?

   For that we have the Darkchilde’ template.

   Darkchilde’ are granted great intelligence and speed, as well as modest magical potentials and a few knacks. In deference to the fact that this IS d20, they’re also granted some modest combat enhancements, but they make far better rogues and bards – or, for that matter, wizards and rangers – than more direct combatants.

   For good or ill, Darkchilde’ always bear some signs of their fiendish heritage after their powers fully awaken, but – as children – can usually pass for normal humans or, if it’s applied as a template, as normal members of whatever race it has been applied to. They’re usually manipulative little mischief-making imps, but quite a few children are like that anyway. They are not, however, necessarily evil or outsiders; they’ve been born into the physical world and to free will; they may be inclined towards the darkness, but they are not bound to it.

  • Self-Development: +4 Intelligence (half price as part of a template, and thus only 24 CP).
  • Occult Sense/Darkvision (6 CP).
  • A Bonus Feat of choice (6 CP).
  • Adept (6 CP): Pays only half cost for Bluff, Disable Device, Escape Artist, and Sleight of Hand.
  • Fast Learner (4 CP), Specialized in Skills for Double Effect, Corrupted/Points automatically go into the Adept skills listed above, automatically keeping them at their maximum.
  • Skill Bonuses: +4 to Bluff, Disable Device, Escape Artist, and Sleight of Hand (8 CP).
  • Arcane Blood: 3d6 Mana with the Spell Enhancement option, Corrupted/it’s use requires the expenditure of two hit points worth of the user’s blood per mana point used and a full action (12 CP).
  • Inherent Spell, Specialized for Half Cost (once per day each instead of twice for first level effects, 3 CP): Choice of any two from Charm Person, Disguise Self, Hypnotism, Lesser Darkness (as per Darkness, but only one minute per level, dispelled by any light effect above level zero), Undetectable Alignment, and Ventriloquism once per day each.
  • Damage Reduction 2/-, Specialized/only versus physical attacks (1 CP).

   The Abyssal Birthright (24 CP):

  • Innate Enchantment: All Spell Level Zero (½) or One, Caster Level One, Unlimited-Use Use-Activated (x2000 GP), Personal-Only (x.7) where relevant. Corrupted: the user has small horns, red eyes, a thin snaky tail, and various other stigmata of their infernal origin – at least after all their powers come into play at puberty. (14 CP after Corruption, for a total effective value of 20,000 GP)
  • Immunity/Stacking limits when combining innate enchantment effects with external effects, Specialized/only applies to the two attribute-enhancing effects (Common, Minor, Trivial – only covers L1 effects, Specialized, 1 CP).
  • Immunity/Dispelling and Antimagic (Common, Major, Epic, Specialized and Corrupted/only protects innate enchantments that provide personal augmentations, 9 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).

The actual effects include:

  • Demonic Endurance: Resist Energy. Provides Resistance 10 to all energy types (1400 GP).
  • Demonic Quickness: Enhance Attribute/+2 Dexterity (from The Practical Enchanter, 1400 GP) and a +3 Competence Bonus to all Dexterity-Based Skills (Skill Mastery, from The Practical Enchanter, 1400 GP).
  • Draw of the Dark Flame: Enhance Attribute/+2 Charisma (1400 GP).
  • Firewight: Produce Flame. 1d6+1 damage touch attack with a 120′ range (2000 GP, since personal-only cannot be applied here).
  • Flickering Subtle Tongue: Provides a +3 Competence Bonus to all Charisma-Based Skills (Skill Mastery, from The Practical Enchanter, 1400 GP).
  • Hellish Vitality: Rugged Metabolism package, including Fast Healing I – for 18 Rounds – 2/Day, Relieve Illness 1/Day, Relieve Poison 1/Day, and Lesser Restoration 1/Day (from the Hedge Wizardry list on this site and The Practical Enchanter, 1400 GP).
  • Immortal Vigor I: Provides two bonus six sided hit dice, which are treated as having rolled sixes (from The Practical Enchanter, 1400 GP).
  • Infernal Ward: Shield (2000 GP).
  • Rending Talons: Claws. Provides 1d8 Natural Weapons (1400 GP). May make a full attack using both at his normal BAB. Also, +4 BAB with Claws. (Weapon Mastery, from The Practical Enchanter, 1400 GP).
  • Speed of Night: Personal Haste. Provides a +30 Enhancement Bonus to movement and +1 Bonus Attack at full BAB when making a full attack (from The Practical Enchanter, 2000 GP).
  • Swiftness of the Flames: Light Foot (from the Speedster spell list). Provides a+30 circumstance bonus on ground movement speed, a +10 circumstance bonus on jump checks, and reduces the damage from falls by ten points (to a minimum of zero). The user is, however, treated as being one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation (1400 GP).

   That’s actually an awful lot of Innate Enchantment, and quite a few of the most convenient possible effects – but this is a +2 ECL template and a lot of it will become rather less important at higher levels.

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One Response

  1. […] ECL Race or +3 ECL Template: Darkchilde’, children of […]

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