d20 Dreamspawn – Sevarangin

Tanuki Unzen

Unlike most Dreamspawn, Sevarangin is ambitious – and is interested in more than mere safety… He encouraged his young companion to invest a little more of his strength and belief (and twelve extra character points) in him – and thus has gained the Might and Transference modifiers. With those, he obtained the Siddisyoga ability – and thus the power to increase his own innate enchantments through (very expensive) magical rituals.

Thanks to his mystical link with his partner, his partner shares in those increased powers. Since then, the pair have built an effective little gang of thieves – using most of the wealth they bring in to further enhance Sevarangin, a portion to allow his partner to live in a pleasant style, and the rest to support and feed a gang of young thieves.

The apprentices are almost all normal human youngsters – hungry street children, with few (if any) other prospects. Enhanced by Sevarangin’s powerful spirit-channeling abilities, however, they are quite effective young thieves and thugs. A channeled spirit provides access to most of it’s extraordinary, spell-like, and supernatural abilities, any attribute modifiers which are above the host’s own, one-half the creatures hit points, and – in this case – the spirits skill bases where they are above the hosts own.

Sevarangin is imbuing normal human children with Dire Raccoon Spirits. These provide the kids with +4 Str, +8 Dex, and +6 Con, +2 Wis, +(3d8 + 3 x Con Mod)/2 hit points, a +2 BAB, the ability to inflict a base of 1d4 damage with their bare hands, Low-Light Vision, Scent, a Climb speed of 20 (and the usual +8 to any required rolls), and the Alertness feat – along with the Spirits base skills (add the hosts current attribute modifiers) of Disable Device +6, Hide +6, Listen +5, Move Silently +6, Open Locks +6, Sleight of Hand +4, Spot +6, and Swim +4.

With the help of those enhancements, some tolerably-competent planning, illusion-disguises, a few strategic Major Images, and Freedom of Movement, the kids have been quite effective in bringing in more and more money – and in living to grow up themselves.

Sevarangin usually takes the form of a classical Tanuki – although there are a few oddities about the eyes, the color pattern involves rather a lot of blue and black, and a close look will reveal that many details are disturbingly vague. When he’s in another dimension, his presence can be detected by the curious sigil he leaves behind, either on a nearby surface or on his companion. His personal powers are a mixed bag, including charms of illusion, escape, disguise, and spirit channeling – but his collection of minor enchantments includes a wide variety of relatively small uses-per-day charms, including a few that he’s picked up to help support his companions “gang” – cure light wounds, minor image, and so on.

Hit Dice: 3d8 + 2d6 (12) +25 (5 x Con Mod) HP = 59 (Plus spirit channeling).
Initiative: +6
Speed: 60 ft. Climb 20 ft.
Armor Class: 25 (+6 Dex, +3 natural +4 Armor +2 Positive Levels)
Base Attack +2 (+4 Str +1 Enh +2 Positive Levels)
Attack: Claw +9 melee (1d4+5), all considered Magic
Full Attack: 2 claws +9 melee (1d4+5) and bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: True Strike as needed 3/Day. Magic
Special Qualities: Low-light vision, scent, clever hands, +12 skill points,
Darkvision 60′, Extraordinary Returning, Spell Resistance
13, Unbound, Amorphous, Immune to Sneak Attacks and
Critical Hits, Disturbing, Helpful, Need not Eat, Breathe,
Drink, or Sleep, DR 10/Psionic, Energy Resistance 20, 10
versus psionicly-generated energies, Immunity to Poison,
Fast Healing I, Protection from Law. Grants his
companion +6 CP abilities.
Saves: Fort +11, Ref +12, Will +8
Abilities: Str 16 (18), Dex 21 (23), Con 21, Int 8, Wis 14, Cha 10
Skills: Disable Device +12, Hide +12, Listen +9, Move Silently
+12, Open Locks +12, Sleight of Hand +10, Spot +10, and
Swim +10. Speak Language +1, Knowledge/the planes +1.
Feats: Alertness, Adept (pays half cost for Disable Device, Open
Locks, Sleight of Hand, and Swim), and Specialized Fast
Learner (+2 SP/Level or Hit Die for a total of 3).

Special Powers:

Unique Powers (Each usable three times per day):

  • Breath of Dreams (L3): As per Major Image.
  • The Trickster Slips All Bonds (L4): As per Freedom of Movement. Thanks to his Metamagical talents, this lasts all day.
  • Cloak of Dreams (L5): As per Seeming, but reduce the duration from hours to minutes, while expanding the number affected from one per two levels to two per level.
  • Hands of Trickster (L6): Summon Nature’s Ally IV, with the Channeling (Possession, +2 spell levels), Extended Duration (One minute per level, +1 spell level), Specific Creature Type Only (Dire Raccoon Spirits, -1 spell level), and Provides Skills (Increase Power, +1 Spell Level) modifiers – allowing him to call up 1d4+1 Dire Raccoon spirits to assist his bondmate and his friends.

Character Points Spent (12 from Positive Levels, 12 from Transference):

  • Metamagic/Persistent, Specialized and Corrupted/only to increase the duration of his spells to twenty-four hours, only for willingly-accepted inherent spells (2 CP).
  • Streamline x2, Specialized in Persistent (+3 Spell Levels – enough to go from one minute per level to one day), Corrupted/only for use with his innate spells, and only those that are accepted willingly (6 CP).
  • Presence (aura provides those affected with a +1 morale bonus to attacks, saves, checks, and damage for the next [hit dice] rounds), Specialized/only works on those who are currently affected by Hands of the Trickster (3 CP).
  • +1 Skill Point in Spellcraft
  • Siddisyoga (6 CP).
    As a start, take 12,000 GP worth of basic Siddisyoga talents: Use-Activated Innate Enchantments – all Spell Level One, Caster Level One, Use-Activated, and usable Three Times per Day each: Charm Person, Expeditious Retreat, Feather Fall, Moment of Insight/Skills, Cure Light Wounds, Entangle, Obscuring Mist, Pass Without Trace, Color Spray, and Lesser Restoration.

    • If you’ve got a higher-level encounter in mind, add additional powers to suit.
  • +4 Bonus Uses of Hands of the Trickster (6 CP).

Sevarangin is not all that dangerous to the world – but he is pretty dangerous to the local tax base and to everyone’s wallets. He’s also another high-end power build, taking advantage of several of the best enhancements and power-multipliers in the game.

Dreamspawn may protect their kids – at least in the short term – but it’s at the cost of making them distinctly other than human, social isolation, and potentially plunging them into horrible danger. If Sevarangin’s companion (most likely an elf or half-elf) makes it to adulthood, he’ll probably wind up as a crimelord of some sort at best.