Here we have another complex conversion – although, in this case, the player badly wanted it to be a conversion-and-upgrade. That’s not surprising since the original character was a level five Warlock-II (1d6 Eldritch Blast, Hideous Blow and Devil’s Sight), Human Paragon I, Major Devil Bloodline I, Cleric of Asmodeus I – and thus had virtually no useful abilities at all beyond using the bloodline-granted once-per-day Darkness effect and trying to smack people while she could see and they couldn’t.
In this case, the player opted to base their Warlock abilities on Innate Enchantment rather than the Path of the Dragon. That provides a good deal more power and flexibility at lower levels, but is a good deal more limited when it comes to high-end powers – which works well in this case; it’s a lower-level game anyway and the player intends to continue along the clerical and bloodline routes to some extent; she’d normally never be reaching the high-end Warlock abilities in any case.
Available Character Points: 144 (L5 Base) +10 (Clerical Duties) +10 (Disadvantages: Untrustworthy, Outcast, and Hunted) +3 Bonus Feats (Racial, L1, L3) = 182 CP.
Racial Template: Human with Major Devilish Bloodline (30 CP / +0 ECL): Racial Abilities: Fast Learner, Specialized in Skills for +1 SP/Level (3 CP). Bonus Feat (6 CP), +2 Deception (2 CP), Dodge (Defender, Specialized/does not increase with level, 3 CP), +1 Charisma (6 CP), Devil Affinity +4 (Favored Foe variant: adds to Deception, Persuasion, Gather Information, Will Saves, and Perform checks against the chosen target type, 6 CP). And Universal Damage Reduction 3/-, Specialized against Energy for Double Effect (reduces all energy damage by six points, 6 CP).
This is actually a bit cheap; spending the leftover character points available to a +0 ECL race over what a baseline human gets is essentially creating a specially-tailored race – but some of the other characters in the game are using high-efficiency races and there ARE ways available to customize a bit, so why not?
Basic Attributes: Str 10, Dex 14, Con 14, Int 15, Wis 12, Cha 18.
Languages: Common, Infernal, Ignan
Basics (104 CP):
- Hit Dice: 2d8 (8, 7, 8 CP) +3d6 (4, 4, 4, 6 CP) +10 (5 x Con Mod) = 37 HP.
- Skill Points: 33 (33 CP) + 16 (Int) +8 (Fast Learner) = 57
- Base Attack Bonus +3 (18 CP)
- Fortitude: +2 (Purchased, 6 CP) +2 (Con) +1 (Res) = +5
- Reflex: +2 (Purchased, 6 CP) +2 (Dex) +1 (Res) = +5
- Will: +5 (Purchased, 15 CP) +1 (Wis) +1 (Res) = +9 (+13 versus Devilish Effects)
- Proficient with all Simple and Martial Weapons (9 CP) and Light Armor (3 CP).
- Armor Class: 10 (Base) +2 (Dex) +5 (Armor) +4 (Darkfire Shield) +1 (Natural) = 22
- Move: 60 Feet
- Initiative: +2 (Dex)
- Eldritch Blast: +7/+7 (+3 BAB +2 Dex +4 MA -2 Rapid Shot) Ranged Touch Attack, 4d6 (Fire), 40′ range, may be given +2 levels of Elemental Manipulation Metamagic. Crit 20/x2 and automatic trip.
- Morning Star: +8/+8 (+3 BAB +2 MA, +1 Magic, Personal Haste), 1d8+1 + 4d6 (Fire), may be given +2 levels of Elemental Manipulation Metamagic on the fire part. Crit 19-20/x2 and automatic trip.
Special Abilities (78 CP):
- Two levels of Clerical Package Deal Spellcasting (20 CP). Fire and Magic Domains. I could convert the domains – they’re just using the Censure modifier on Channeling and the Device Use ability – but it would work exactly the same way. Why change terminology just for the sake of change?
Devils such as Asmodeus are notorious for spawning cover sects, deluded cults, and similar organizations that serve their purposes indirectly even if they’re not directly serving THEM. A few such cults are rigid and organized enough that characters can reasonably have duties to them instead of to Asmodeus (or some other devil) – but for the most part the members of such groups are simply deluded cover for the true worshipers. If that’s what you want, simply drop the Duties, one level of clerical spellcasting, and a couple of skill points (likely from Knowledge/Religion) and buy off the “Conduct” restriction on the remaining level of clerical spellcasting. That way the character is entirely free to believe, behave, and justify his or her beliefs, in any way that they like.
- Negative Energy Channeling (9 CP). Fortunately, in Eclipse, this is based on the user’s level – not on their level as a cleric and relevant prestige classes and bloodlines.
- Augmented Bonus/Instinctive Magic; Add (Cha Mod) to Arcana, Concentration, Knowledge/The Planes, Knowledge/Religion, and the Eldritch Might Martial Art (6 CP).
- Adept (Arcana, Concentration, Deception, and Use Magic Device, 6 CP).
- Innate Enchantment, Specialized for Half Cost: All abilities must conform to a “dark powers” theme, and will be readily identifiable as such. All unlimited-use use-activated. 22 CP for 44,000 GP effective value (Actual total; 44,300 GP – within the rounding allowance).
- Eldritch Blast / Scorching Ray (Sl2 x CL3 x 2000 GP x2 Rapid Casting = 24,000 GP).
- Hideous Blow / Infuse Weapon: Allows the user to discharge a touch attack spell – ranged or not – through a normal weapon attack (Sl1 x CL1 x .7 Personal Only = 1400 GP).
- Devilish Senses / Detect Magic, Personal Only (Sl 1/2 x CL1 x.7 Personal Only = 700 GP).
- Eyes of the Night: See 30′ in normal and magical darkness (Sl1 x CL1 x .7 Personal Only = 1400 GP).
- Darkfire Shield / Shield: Manifests a force-shield of black flame when needed (Sl1 x CL1 x. 7 Personal Only = 1400 GP).
- Darkness (Sl2 x CL3 x 2000 GP = 12,000 GP).
- Devilish Speed / Personal Haste (Sl1 x CL1 = 2000 GP).
- The Devil’s Own Luck / Resurgence (Sl1 x CL1 x. 7 Personal Only = 1400 GP).
- Immunity/The XP Cost of Innate Enchantments (Uncommon, Minor, Major, 3 CP).
- Empowerment/Specialized in Dark Power Themed Innate Enchantments (6 CP).
- Metamagic/Elemental Manipulation with Streamline x2, Specialized and Corrupted/only to modify the Scorching Ray effect (6 CP).
Skills (the game is using a condensed skills list):
- Acrobatics +4 (4 SP) +2 (Dex) = +6
- Arcana +8 (4 SP, Adept) +2 (Int) +4 (Augmented Bonus) = +14
- Concentration +8 (4 SP, Adept) +2 (Con) +4 (Augmented Bonus) = +14
- Deception +8 (4 SP, Adept) +4 (Cha) +2 (Race) = +14
- Eldritch Might Martial Art +5 (5 SP) +4 (Dex) +4 (Augmented Bonus) = +13
- Heal +2 (2 SP) +1 (Wis) = +3
- Knowledge/Planes +4 (4 SP) +2 (Int) +4 (Augmented Bonus) = +10
- Knowledge/Religion +6 (6 SP) +2 (Int) +4 (Augmented Bonus) = +12
- Persuasion +2 (2 SP) +4 (Cha) = +6
- Sense Motive +4 (8 SP) +1 (Wis) = +5
- Stealth +8 (8 SP) +2 (Dex) = +10
- Thievery +2 (2 SP) +2 (Dex) = +4
- Use Magic Device +8 (4 SP, Adept) +4 (Cha) = +12
Eldritch Might Martial Art (Dex); Specialized training in the use of Rays: +4 Attack, Mighty Blow, Weapon Kata (Morningstar), Rapid Shot.
It’s kind of hard to justify this art getting the dexterity modifier, since it IS awfully character specific and blatantly has no history or general writeup – but then at Dex 14 the modifier is only a +2, and only gets the character one extra technique. It’s kind of cheap, but given the woeful ineffectiveness of the original character, an extra +1 to hit doesn’t seem like a lot of trouble.
Gear 15,000 GP (Yes, a generous allowance for this particular game): +1 Mithril Shirt (2100 GP), Cloak of Resistance +1 (1000 GP), +1 Morningstar (2308 GP), Amulet of Natural Armor +1 (1000 GP), Handy Haversack (2000 GP), Wand of Cure Light Wounds (750 GP), Golden Holy Symbol (25 GP), Artificers Monocle (1500 GP), Amber Amulet of Vermin (summons a Huge Monstrous Scorpion for one minute once per day, 700 GP), Ring of Lifekeeping (casts Cure Minor Wounds on the wearer up to three times per day if they’re below 0 HP, 600 GP), Everfull Mug (200 GP), Everlasting Rations (350 GP), Magic Bedroll (500 GP), Bag of Tricks (Gray, 900 GP), Light Warhorse with Military Saddle (170 GP), Healers Kit (50 GP), Silver Holy Symbol (Backup, 25 GP), four Antitoxin Vials (200 GP), and Thieves Tools (30 GP). That leaves 600 GP for miscellaneous mundane gear (presumably stowed in the Handy Haversack).
Now, admittedly the original build wasn’t very good, and this one is pretty highly optimized (and has a few iffy bits of cheese thrown in for good measure) – but it has improved the bloodline powers (the Devil Affinity and Energy Resistance – which wouldn’t normally be available yet anyway), it now HAS a base attack bonus, the weapons proficiencies are better, the armor class is up a bit, the movement has doubled, the Eldritch Blast damage is up by a factor of four and now gets two shots (although it’s now possible to counterspell it), the clerical powers have improved a bit, the command of undead is now at L5 instead of L2, and skills are up thanks to Adept and Augmented Bonus.
Perhaps most importantly, the character now has eight Invocations instead of three (most of them new), but IS now vulnerable to Dispel Magic – which can negate their invocations briefly. They’ll probably want to get a defense against that in the next few levels as Dispelling becomes a more common tactic, but that’s not a big problem as of yet – and the character now has FAR more options as to how to modify their ray attack.
As-is, this character is probably TOO optimized for most games – but that wasn’t really the point; the challenge caught my fancy simply because it was a decent demonstration of how to use Eclipse to take a concept that really didn’t work in basic d20 and turn it into something that works very well indeed – and perhaps too well.
- By the Power of We [Insert Party Size Here]! (ruscumag.wordpress.com)
- Eclipse, the Ways of Dragons II (ruscumag.wordpress.com)
- Converting to Eclipse: an Arcane Rogue from Emergence Campaign Weblog (ruscumag.wordpress.com)
- Eclipse and Infernal Children (ruscumag.wordpress.com)
- [Emergence Campaign] Eclipse — The Ways of Dragons I (ruscumag.wordpress.com)
- Re-clipse (alzrius.wordpress.com)