Eclipse d20 – Faelan, Mathghamhain, and Caiside.

These three youngsters were out hunting and foraging in the forest when the Weasel Clan hit their village. Luckily, the three got away without being spotted – although it wasn’t all that long before they got picked up by Lady Yolande. She, finding three unprotected and unclaimed children wandering about in the middle of a deadly wilderness war zone pretty much decided to keep them. While that does officially make them slaves, she’s crediting them with pay as scouts in service – a portion of which will neatly cover them buying themselves free once their apprenticeship is completed and leave them with a tidy sum left over. For them, it was a much better bargain than they were actually expecting to get even if they made it to the border of the Alarian Imperium and safety.

They’re also an example of why Atherian Birthrights, or any other optimized race, can make even level-zero children unique and interesting to build in Eclipse: even with only half the character points of a first level character they can still have a variety of interesting abilities – they’re just going to build directly from their racial/birthright abilities and be very narrowly defined and restricted to bring the cost down.

Faelan, Mathghamhain, and Caiside

Level Zero Scout-Apprentice Slaves

Atherian Dimensional Birthright Human (+0 ECL):

  • 2d6 Mana with the Reality Editing option (12 CP).
  • Action Hero with the Heroism option (6 CP).
  • Fast Learner (Specialized in Skills, for +2 SP/Level, 6 CP).
  • A bonus feat worth 6 CP.

Available Character Points: 24 (L0 Base) + 10 (Compulsive / slave-bindings, Broke, and History (which is basically a GM freebie in an NPC)) + 0 (Duties to Mistress) +6 (Birthright Bonus Feat) = 40.

Basic Attributes: 

  • Faelan: Str 12, Int 9, Wis 12, Con 16, Dex 12, Chr 16.
  • Mathghamhain: Str 12, Int 10, Wis 15, Con 13, Dex 12, Chr 14.
  • Caiside: Str 9, Int 16, Wis 12, Con 14, Dex 10, Chr 9.

Basic Abilities (16 CP):

  • Hit Dice: 6 (L0 3 HP Base +3 CP) + (Con Mod x 1) = 9/7/8.
  • Skill Points: 6 (Purchased, 6 CP) +6 (Fast Learner) + (Int Mod x 3) = 12/12/21
  • BAB: +0
  • Saves: Zero plus attribute bases (0 CP).
  • Proficiencies: All Simple and Hunting Weapons (6 CP), Light Armor (Specialized in Leathers, 1 CP).
  • Initiative: +(Dex Mod)
  • Move: 30′
  • Armor Class: 10 +2 (Leathers) + (Dex Mod).
  • Wealth Level: Common (3 Charms Each).

Forager Package (6 CP):

  • Faelan: Locating food, water, and shelter/hiding places.
  • Mathghamhain: Finding Metals and Minerals.
  • Caiside: Finding Charms, Talismans, and Ritual Components.

Other Abilities and Skills (18 CP):

  • Faelan: +1 BAB/Specialized in Bows (3 CP), Track/Wilderness (3 CP), Universal DR 2/0 (3 CP), Innate Enchantment (Serpents Strike, True Strike/Dodge/Save/Skill/Initiative 2/Day Each, and Resistance, 6 CP), Adept (Specialized/Survival and a Bow-based martial art only, 3 CP). Skills: Survival +4, Martial Art +4 (3 SP), Survival +4 (3 SP), Spot +4 (3 SP), Profession/Trapper +4 (3 SP). Charms: All-Weather Cloak, Blessed Bow, and Lucky Charm.
  • Mathghamhain: One level of Priestly Package Deal Spellcasting (Specialized/acolyte only, spells are per week; The Lord, domains are Fertility and Beasts, 5 CP), Presence / Camouflage Aura (6 CP), Relic (Ring of the Woodlands, 1 CP), +2 Will (6 CP), potential for Shapeshift. Skills: Knowledge/Religion +3 (3 SP), Survival +5 (3 SP), Perform/Oratory +5 (3 SP), Profession/Herbalist +5 (3 SP). Charms: Bracers of Force, Lucky Charm, and Sweat Stone. His Fertility Domain grants him the effects of an Amulet of the Stallion and a Contraceptive Charm, as well as the ability to grant those abilities to up to (Wis Mod) others at a time.
  • Caiside: Pathmage x2 (Basic, 4 CP), +4 bonus uses in Triggering (2 CP), Ritual Magic (Specialized in lesser magics only, 3 CP). Adept (His Rune Magic Skills – Earth/Plant and Totem/Animal (he had a wolf-barbarian grandfather), 6 CP), Mindspeech with Animals Only (3 CP). Skills: 6 SP invested in his Int-Based Rune Magic skills (all at +6), 8 SP in +1 (+4 total) in each knowledge, Spellcraft +3 (3 CP). Specialities: Dernmarik, Wolf-Totem Magic, Barbarians, & Getting information from Animals (4 SP). Charms: Bracers of Hurling, Ditty Bag, and Lucky Charm.

Here are some common bonus feats for the villagers, foresters, and other less-than-heroic types with the Dimensional Birthright. Sure, “Action Hero/Heroism” is useful (especially if you skip directly to the +6 CP/you can use Heroism once per day at no cost) and the occasional drastic reality edit can be a lifesaver as well- but it’s small, steady, abilities that really help people in their daily lives.

Forager:

This handy little package lets you reliably produce a certain type of small edit. For example, while finding a great strike might call for the massed reality-editing efforts of dozens of prospectors, workable placer deposits and small veins require much smaller edits.

  • Triggering (Reality Editing), Specialized and Corrupted/only for a specific sub-type of edit; such as finding deposits of metals and minerals, locating food, water, and shelter, finding charms and talismans, finding helpful people, locating routes, finding special herbs and plants, finding easy hunting targets, calming and training animals, and so on (2 CP).
    • As a rule, Minor edits are treated as L1 effects (DC 13), Major ones as L3 (DC 17), and edits beyond that may have their cost reduced by the cost of a Major Edit, but cannot simply be triggered.
  • Luck with +4 Bonus Uses, Specialized and Corrupted/only for skill and attribute checks, only for Triggering (4 CP).

Pathmage:

This helpful package allows an Atherian who can’t readily regain mana to still use some Rune Magic even without a high attribute and Magician.

  • Triggering (Rune Magic), Specialized and Corrupted/only for a specific sub-type of Rune Magic; such as Hearthcrafting, Healing, or Light (2 CP).
  • Luck with +4 Bonus Uses, Specialized and Corrupted/only for skill and attribute checks, only for Triggering (4 CP).

That’s not a LOT of magical power – and it can never be built up to really high-level spells (although that’s not too important on Atheria) – but it can certainly be convenient. 

Eclipse: The Codex Persona is available in a Freeware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion. Here’s a Featured Review of it and another Independent Review.

The Practical Enchanter can be found in a Print Edition (Lulu), an Electronic Edition(RPGNow), and a Shareware Edition (RPGNow).  There’s an RPGNow Staff Review too.

7 Responses

  1. […] Zero Youngsters: Faelan, Mathghamhain, and Caiside, scout-apprentices, Edelbert a youngster transformed into a […]

  2. I have a question about Caiside:
    For him it says “Pathmage x2 (Basic, 4 CP), +4 bonus uses in Triggering (2 CP)”, but below Pathmage itself is a 6 CP package.
    I assumed that “Pathmage x2” referred to him gaining Triggering two times, but if that is true, what are the +4 uses for? Triggering doesn’t seem to be restricted to Uses per day, but rather to a single ability and your relevant attribute-rolls, at least from what I could see.

    Also, that makes me wonder how Ravens triggering worked… I assume his Godfire-Triggering works by increasing the DC to 69, because Godfire is normally a 12th-level effect and that would make that Triggering specialized (three times the normal DC) and corrupted (+6 to DC to Trigger). Or am I seeing this totally wrong?

    • (assuming that Triggering caps at 4th level and you specialize and corrupt it for increased effect).

    • Basically Caiside has two instances of the little “Pathmage” option, and the bonus uses are on the “Luck” part – so that he can use a few more spells a day without draining his (small) reserve of Mana. That’s probably a bit over-compressed there, but they are only minor NPC’s.

      Raven’s triggering is actually just the result of extending the table; L5/DC 25, L6/DC 29, L7/DC 33, L8/DC 39, L9/DC 45, L10/DC 51. L11/DC 57, L12/DC 63, L13/DC 69, L14/DC 77, L15/DC 85, L16/DC 93, L17/DC 101, L18/DC 109, L19/DC 117, L20/DC 125, L21/DC 133. L22/DC 141, L23/DC 149, and L24/DC 157.

      Eclipse didn’t include Triggering beyond L4 simply because hitting DC 25+ with a simple attribute check with reasonable reliability involves either grotesquely high attributes or serious shenanigans – and once you start paying for those, it’s usually simpler and at least as effective to just start buying more uses of whatever-it-is directly, rather than trying to use Triggering to conserve them.

      Godfire got assigned the DC for a 13’th level spell on the theory that it was rather like a wish – and since you could produce 12’th level effects in your field, it was thereby comparable to thirteenth level.

      That’s rather thin of course, but to a large extent it really didn’t matter: all forty-eight points worth of that chunk of “The Wild Magic” template simply says “Cosmic Forces don’t bug Raven because, if they do, weird stuff can happen to them”. If he hadn’t been a how-to-build-stuff illustration, I would probably just have given him a power link to “The Wild Magic” as a contact or supplier of favors and Corrupted and Specialized it (Contact has limitless cosmic power, but only flares up when Raven is confronting some divine being or other great power. They all know about this).

      Originally, of course, the whole mess was much simpler. In first edition… if you acquired some weird power or link or whatever, you just noted what it did on your character sheet and went on rather than fiddling with templates and level adjustments and such. Thus, in first edition terms…

      “Raven is tied to the Wild Magic outside of time, he was once connected to it, and so always was and always will be. The wild magic tends to be responsive, rather then active. While few “normal” situations will provoke a flare-up, coming into contact with an avatar or god, artifact, archdemon, or major power focus, can have unpredictable consequences for such beings. Most are well aware of it.

      On a lesser scale, Raven can tap the elemental powers for a few “favors” each day. This is limited by his charisma – including the penalty vrs adults. Those points tend to spend themselves looking after him.

      Tapping The Wild Magic :
      Raven can see, and speak with, creatures of faerie, nature spirits, and elementals. All of these react to him at a -6/30% bonus.
      He’s resistant (1/2 damage) to “elemental” attacks. This can be “expanded” to a small “bubble” of immunity for one point. Oddly, he’s always immune to cold.
      He can call forth (Chr) levels per day of elemental magic, expending up to his (level/2) on any particular effect. “Points” may be expended defensively at will, but offensive use counts as an attack. Oddly, he does best (+2 levels) with ice bolts and paralytic effects. Properly directing his power requires a Dex roll.”

      • I see… I suppose that makes sense.
        So Triggering is essentially unlimited in level… that’s good to know, ’cause it explains how it would stay relevant at higher levels.

      • Yes indeed. Now, like many things, this can be abused. For example…

      • Triggering/Scrolls (6 CP).

        Luck with +8 Bonus Uses, Specialized and Corrupted/only to make caster level checks while using scrolls (6 CP).

        Luck with +8 Bonus Uses, Specialized for increased effect (“Take 40”) and corrupted for reduced cost/only to make Triggering checks while using Scrolls (12 CP).

      • OK, that gives us a “Scrollmaster” who can reuse scrolls. Sure, it’s 24 CP – but being able to use that Wish scroll nine times a day without using it up is pretty handy.

        To get utterly absurd… spend another 6 CP. Take Triggering/Scrolls, Specialized in scrolls of Ninth Level Spells for Double Effect (when you use one scroll of a ninth level spell you get two back).

        Now you can buy one Wish scroll (you should be able to scrape up the funds by level eight or nine, or maybe even earlier with a cooperative party) and go into production; you now get nine free wishes per day and nine free scrolls of wish per day to sell or use.

        Of course no sane game master will let you get away with that, but a more restrained (and thus cheaper) version of the Scrollmaster (likely with Device Use/Scrolls, 6 CP) might make a reasonable dip for a fighter-type.

  • That is probably true. Of course, I’m not really one to talk with Triggering/Godfire… Though I have to say that it makes a good cost to make things specialized, since Godfire is rare to come by.

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