Magic -and especially the magic of the fey – follows it’s own rules. Gareth’s father, Tam, spent seven years in the service of the Fey before Gareth’s mother rescued and married him. By rights, their son, born almost a year later, should have been entirely human. But Gareth inherited a spark of the magic of the fey along – with his father’s love of tales and distant lands and his mother’s love of the sea. As humans do, he took that spark of magic and made it his own.
Gareth grew up in a great port, walking it’s streets and shores, and watching the ships arriving and departing. He played with the selkies, and the brownies, and the other local fey who saw him as kin, he listened to the sailors tales, and he dreamed of distant, magical, lands. He drew “maps” of those lands – works that filled the gaps in what he knew with a child’s imagination.
That interest turned into a childhood job at a mapmakers, where young Gareth proved to have a fine hand – and continued to draw splendid, if speculative, maps of places real and mythical.
Until, one day, one of his maps carried him out of the world in body as well as mind – and the gates of a thousand adventures opened for him and for anyone he chose to share his gift with.
Gareth Tamson, Level One Cartographer-Mage
Template: Minor Fey Bloodline (+18 CP. ECL cost, if any, depends on the cost of the base race. Pathfinder Humans are 13 CP; with a total cost of 31 CP a Pathfinder Human with a Minor Fey Bloodline is still +0 ECL).
- The Blood of Magic (+2 initially): A Favored Foe variant: it adds to Deception, Persuasion, Knowledge, Perform, and Will checks involving Fey creatures and (of course) marks the user as kin to the fey. The bonuses will increase with level, but the user will never gain any additional favored foes (Specialized, 3 CP).
- Fey Tokens: Shaping, Specialized and Corrupted for increased (primarily level zero and level one) effects / only produces effects for which the user has an appropriate charm or talisman, can only support a limited number (seven minor charms and three notable talismans) of such charms or talismans at a time, it takes hours to swap out charms and talismans), and such charms and talismans must be personally created out of items given to the user as gifts (6 CP).
- Charms (7): Astrolabe, Elder Wand Spell Catalyst (The Laborer’s Word, 9 uses), Anoptic Spectacles, Traveling Pack (a gift from his grandfather), Water Shoes, Swarm Bow, and a Spirit Anchor.
- Talismans (3): Shimmermail (a vest his grandmother made for him), a Loaded Brush (a fine quill for a favored teacher), and Bracers of Hurling.
- The Dreaming Thunder (Immunity/Aging; Uncommon, Major, Trivial, 2 CP). Feyblooded are not immortal, but they do age considerably more slowly than their base species usually does after they reach young adulthood.
- Of Air and Darkness (Damage Reduction 2/-, Specialized in Physical Attacks, Corrupted/not versus Cold Iron, 1 CP). The Feyblooded are – slightly – resistant to attacks; they somehow slip just a bit aside from anything save Cold Iron, which seems to anchor their reality.
- A Spark of Magic (+1 Base Caster Level, 6 CP). The Feyblooded have a knack for magic.
- Enchanted Fortune: Luck (6 CP).
- Nature of the Fey: The Feyblooded are compulsive about reciprocating gifts and favors (-3).
- A Duty to the Court: The Feyblooded will, occasionally, be asked to undertake minor jobs for the great lords of the fey. Such tasks are not compulsory – but it’s wise to undertake at least a few of them (-3).
Available Character Points: 48 (L1 base) +10 (Disadvantages) +2 (Duties) +12 (Human, L1 Bonus Feat) = 72 CP.
Basic Attributes: Str 10, Dex 14, Int 16, Wis 14, Con 14, Cha 14 (3.5 32 Point Buy, Str 10, other attributes 14, +2 Pathfinder bonus to Int)
Basic Abilities (21 CP):
- Hit dice: 12 (L1d12, 8 CP) +2 (1 x Con Mod) = 14 HP.
- Skill Points: 4 (Purchased, 4 CP) +12 (Int Mod x 4) + 8 (Fast Learner) = 24 SP.
- BAB: +0 (0 CP).
- Fortitude: +0 (0 CP) +2 (Con) = +2
- Reflex: +2 (6 CP) +2 (Dex) = +4
- Will: +0 (0 CP) +2 (Wis) = +2
- Proficiencies: All Simple Weapons (3 CP).
- Initiative: +2 (Dex)
- Move: 30
- Armor Class: 10 +2 (Dex) +4 (Armor) = 16.
- Usual Attacks:
- Staff: +0, 1d6, Crit x2.
- Light Crossbow: +2 (+2 Dex), 1d8, Crit 19-20/x2, 80′ Range Increment.
Special Abilities (51 CP):
- Upgrade Human Fast Learner to +2 SP/Level (3 CP).
Mystic Artist/Cartography, Specialized/gets no basic abilities, one daily use is automatically imbued into each map he makes, only works when making a new map (2 CP).
- Echoes: Specialized and Corrupted for Increased Effect (no time limit on usage, works for everyone in the immediate vicinity of the map when it’s activated): Each map can only be imbued with a single use of Mystic Artist, which only serves to prime the Echoes ability, which can only be used for the Path of Whispers. After the Echoes are expended, they are simply maps (6 CP).
- Path of Whispers: Subliminal, Conditioning, Compelling, and Undertow, all Specialized and Corrupted/only as prerequisites, requires drawing a new map each time (8 CP).
- Path of Whispers/Immersive, Specialized and corrupted/only to convey visions of places, requires drawing a new map each time (2 CP).
- Path of Whispers/Worldgate, Corrupted/requires drawing a new map each time (4 CP).
In essence, Gareth Tamson is capable of drawing maps that each have three “charges” – and are either capable of granting visions of the place portrayed or of actually transporting those in the area when the map is activated into the realm it portrays – a historical setting, a myth, or a popular tale – and placing them in an appropriate role within it. Once the plot is completed (or hopelessly derailed) those participating will be returned from whence they came.
- Witchcraft II (12 CP). Power 19, Save DC 15, Glamour, Healing, and Shadowweave. Pacts of Rituals and Taboos paying for a Crow Familiar (Grants Inherent Spell/Earthward with +8 Bonus Uses, Specialized and Corrupted/only while using a staff, not while medium or heavy armor or while heavily encumbered. This lets him block (3d8+Level) points of damage or any one special effect (poison, etc) from an incoming attack as an immediate action nine times per day) and the Weathermonger advanced witchcraft abilities.
- 2d6 Mana taken as 4d4 (12) Generic Spell Levels/Day, Specialized and Corrupted/only usable for Hedge Magic (4 CP) plus Hedge Magic (from The Practical Enchanter, 6 CP).
- Enthusiast, Specialized in Relics (1 CP).
- Create Relic, Specialized and Corrupted/only usable with points from Enthusiast, one point relics only, may never maintain more than 2 CP worth of Relics (2 CP).
- The Ring of the Wanderer (his grandfather’s signet ring, 1 point relic): Innate Enchantment (6000 GP Value, 7 CP), Immunity/the normal XP costs of Innate Enchantments (Uncommon, Minor, Minor, 2 CP). Healing Belt (750 GP), Traveler’s Cloak (1200 GP), Dimension Stride Boots (2000 GP), Hat of Disguise (1800 GP), Crystal of Illumination (400 GP).
- Specific Knowledge/The Fey Courts (1 CP).
Skills: Linguistics, Profession / Cartographer +10 (+4 SP +3 Int +3 Pathfinder), Profession / Sailor +8 (2 SP +3 Int +3 Pathfinder), Disguise +7 (2 SP +2 Cha +3 Pathfinder), Knowledges +8 (Arcana, Geography, History, and Nature, all 2 SP +3 Int +3 Pathfinder), Perception +7 (2 SP +2 Wis +3 Pathfinder), Spellcraft +8 (2 SP +3 Int +3 Pathfinder), Stealth +7 (2 SP +2 Dex +3 Pathfinder), and Use Magic Device +7 (2 SP +2 Cha +3 Pathfinder),
Profession (Cartographer): The creation of accurate maps is a highly specialized art – and in a realm of magic,
- Special: Profession (Cartographer) may be rolled in place of (or in addition to) Knowledge / Geography, Knowledge / History, and Knowledge / Local for questions related to maps, routes, and layouts.
- DC 5: Determine the cardinal directions, estimate travel time from a map with a small margin of error.
- DC 10: Draw a basic, but useful, sketch map of an area, copy a map or chart accurately.
- DC 15: Determine the likely dangers, time, and difficulty of various routes, draw a map of an area recording elevations with reasonable accuracy, create an astronomical chart suitable for use by an astrologer or astronomer.
- DC 20: Keep a mental map in three dimensions, locating likely connections and relationships between areas, draw a map of an oceanic area accurately displaying depths, rocks, and currents. Use a map for basic dowsing.
- DC 25: Draw a map so close to reality that it’s sympathy for the area portrayed will make it self-updating with respect to notable features.
- DC 30: Draw a map that shows extreme levels of detail under magnification, or an accurate map of a place you haven’t been.
- DC 35: Use a local map to plot and navigate along ley lines, through mystic gates, and on the hidden paths between realities. Plot a map of the heavens suitable for interstellar navigation.
- DC 40: Draw a map that serves as a sympathetic link to the place portrayed, draw a map that gives hidden features of a location that you have no normal way of knowing, or draw a map that shows population demographics.
- DC 50: Draw a self-updating map of an area that’s detailed enough to show people who have no special defenses against scrying magic.
Why is this sort of thing possible? For the same reason that a character with +25 Knowledge / Local will know the layout of a town better than the vast majority of the people who live there even if he or she has never visited the dimension that it’s located in before. Skills at that level… simply do not correspond to anything in reality. They are utterly magical, so they might as well be treated that way.
Notable Equipment: Surveying Kit, Mapmaking Tools, Quarterstaff, Explorer’s Outfit, Light Crossbow, Case of Bolts, 3 Flasks of Oil.
Magical Equipment: a Big Bag of Tools (A self-made Conjure).
Gareth is – as usual for a focused Eclipse build – fairly formidable for a first level character, even if his “big attack” is a witchcraft-based Color Spray effect and his hedge magic is of relatively little use on most adventures. Still, he’s very durable, has some useful support talents – and is far deeper than any first level character should really be allowed to go into the advanced mystic artist abilities. Still, given the way that they’re restricted… sure, one of his maps can serve as an instant (if temporary) escape from a nasty situation – but it will do it by dumping you straight into another adventure. It’s an amazing power that… mostly says “we can jump straight to the exciting stuff without worrying about trekking to the dungeon”. Isn’t that exactly how it usually goes anyway? Nobody plays out the boring bits. This character has spent a lot of points on a really cool ability to… save the game master a bit trouble. I’d allow it.
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