Eclipse d20 – Binding Mysterious Spirits II, The Cheshire Cat, Haagenti the Infernal Alchemist, Malphas the Treacherous Duke, and Sabnock the Warbringer.

There really isn’t any difference between Level One and Level Two Mysteries in Eclipse outside of their style; as Mysteries increase in “level” they may provide more powerful individual tricks, but they’re going to provide less of them.

The Cheshire Cat (32 CP + 3 CP Disadvantage / Incompetent. The Cheshire Cat has a terrible time concentrating on things for long, thus anyone channeling it suffers a -5 penalty on Concentration checks.

The Cheshire Cat appears from nowhere and returns to nowhere, his origin is as uncertain as his motives, and his toothy smile often wanders about without him. It would be hard to find a creature more likely to become a Mystery. Charles Lutwidge Dodgson, better known as Lewis Carroll, may have popularized the Cheshire Cat – but no one knows where the meme started.

  • Immunity to Mental Disruption (Common, Severe, Epic, 27 CP Base), Specialized and Corrupted for Reduced Cost (9 CP)/only covers Wisdom damage or drain, madness, insanity, and confusion effects. The Cheshire Cat is already quite mad; further madness has no effect on it or its hosts.
  • Advanced Augmented Bonus: Add (Con Mod) to (Armor Class), Specialized and Corrupted/you may only add one-half the modifier and it counts as Luck Bonus (6 CP). The Cheshire Cat’s tendency to fade out of existence, makes it and its hosts rather hard to hit.
  • Fangs of the Cat: Witchcraft III, Specialized and Corrupted for Triple Effect / each of the four basic witchcraft abilities granted is limited to a fairly specific, simple effect, often with additional limitations (6 CP).
    • Glamour/Maddening Squall: You may spend 2 Power and a standard action to radiate a wave of disrupting psychic power as a supernatural power; everyone within range (30′ base) must make a will save or be dazed for one round. This ability is mind-affecting, can be used once every five rounds, and cannot affect creatures who cannot hear.
    • Hyloka/Sinking in the Claws. You may spend 2 Power and pick a target within 60 feet as an immediate action. If it is willing, or unwilling but fails to save, when you suffer hit point damage half of it will be transferred to them. This supernatural power remains in effect for one hour, or until the creature dies, gets out of range, or (if originally willing) becomes unwilling (in which case it gets the save it would have been entitled to at the beginning if it had been unwilling then).
    • Hand of Shadows/Phantom Fangs: You may spend 2 Power and a standard action to invoke the supernatural power equivalent of a Manyjaws spell. This power may be only be used once every five rounds.
    • Infliction/Fanged Charge: You may spend 2 Power and a standard action to invoke the supernatural power equivalent of Melf’s Unicorn Arrow (albeit using big cats instead). This power may be only be used once every five rounds.
  • +4d6 Mana as 12d6 (42) Power, Specialized and Corrupted/only to power the Fangs of the Cat abilities listed above (8 CP).
  • Rite of Chi with +8 Bonus Uses, Specialized and Corrupted/only usable between encounters to regain the Fangs of the Cat Power Pool, above (6 CP).

The Cheshire Cat brings a fairly formidable array of offensive powers (far more than the Vestige it’s replacing had) to the table – but still does not offer all that much in the way of defense. A Bokor calling on The Cheshire Cat will want to have other defenses on tap. That being said… this is d20, and it’s very true that the best defense is a good offense.

Haagenti, the Infernal Alchemist (32 CP + 3 CP Disadvantage / Compulsive. Haagenti does not wish to associate with fools (constantly snubbing anyone with an Intelligence of less than eight) and will continually maneuver towards having any Animals the channeler employs Awakened.

According to the Ars Geotia Haagenti grants scientific skill and possesses great powers of Alchemy and Transmutation, which he/she will share with the summoner. According to Wizards of the Coast, Haagenti is the Mother of Minotaurs (maybe via transforming other creatures into monsters? At least “an alchemist did it” is a LITTLE different from “a wizard did it”), granting skill with shields and some weapons, protection from transformations, and the ability to cause Confusion by touch. I’m… not quite sure how Wizards of the Coast got that out of Alchemy, Science, and Transmutation, but OK. Alchemy is fairly minor and cheap, so I’ll want something to fill in with anyway.

  • Skill Bonuses: Craft/Alchemy +2 (2 CP), +4 Craft/Alchemy Specialized for Half Cost / Only for producing Alchemical Catalysts (2 CP), +3 Speciality in Alchemical Catalysts (1 CP).
  • Innate Enchantment (9 CP). As usual, Spell Level One, Caster Level One, Unlimited-Use Use-Activated
    • Master’s Touch: You are effectively proficient with all shields and axes (Only, x.7) (1400 GP).
    • Confusing Touch: As per Confusion, but affects only one target, requires a successful touch attack, and lasts only L/3 (rounded up) rounds – which is why it’s L1 instead of L3 (2000 GP). The save DC is kind of low to start of course – but any competent Bokor will be buying a few secondary abilities to bring those up for all his or her Mysteries anyway.
    • Alchemical Tinkering (Pathfinder, 2000 GP). You may turn any alchemical item into any other alchemical item of the same or lesser value and may change guns into other types of guns similarly. Usually used with some Alchemical Catalysts since they are compact, cheap, and easily subdivided so you can just use the value you need. Unused alchemical items produced in this way are destroyed after one round, while firearms revert to their original types after one minute.
    • Dexterous Fingers (Trickster Magi list). Reduces the time required to use a skill by three rounds. If this results in zero time or “less” it becomes a free action. If applied on a continuous basis throughout a skill-based crafting project, it reduces the required time by 75% or allows a project to proceed at normal speed while only taking up a couple of downtime hours per day, so that it, like studying spells, can proceed while adventuring (2000 GP).
    • Alchemists Lab (500 GP). +2 Circumstance Bonus to Craft (Alchemy) Checks.
  • Alchemical Mastery/Luck, Specialized and Corrupted for Increased Effect (take 60) / Only for Skill Checks, only for Craft/Alchemy (6 CP). This is generally used to produce Catalysts in the user’s spare time – thus providing an effective “alchemical allowance” of 30 GP (or more) worth of stuff each day.

The Five Alchemical Catalysts are Philosophical Sulfur, “Red” Mercury, Alchemical Salts, True Jade, and Orichalcum Powder. In game terms they are generic alchemical materials, used as raw materials for other crafting projects. An Alchemist can make (Skill Check/2) GP worth in a week using no raw materials (roll as per income, Alchemical Catalysts are considered as Trade Goods) or use the normal Crafting rules (Base DC 20) once they have some to use for raw materials. In Haagenti’s case this will result in a minimum check of 71; (Base DC 20 + 5 x Increased DC) = DC 70 x 71 / 7 (for one days work) = 71 GP/Day. Subtracting the cost of your raw materials gets us 47.3 GP / Day. Catalysts are worth 100 GP per ounce.

  • Trick: Dimensional Throw. You may throw, trip, or bull rush (your choice) your target in a direction outside of the normal three, trapping them between worlds. The victim may make a DC 20 Int check to escape each round for the next (Level / 3, rounded up) rounds. If it hasn’t made the check by then, it escapes automatically. Once it escapes it will wind up back where it was originally. Dimensional travel will also work, and takes the user to wherever it normally would have taken him or her (6 CP). This trick may only be attempted once every five rounds, requires a touch attack, and allows the usual saving throw.
  • Immunity to Transmutation (Uncommon, Severe, Epic, Specialized and Corrupted/only works against Transformations – petrify, polymorph, and similar – and turns you back at the start of your next turn if you so desire, rather than simply preventing the effect (9 CP).

This version of Haagenti can be reasonably useful to anyone – but is especially useful to a low-level Bokor, who will find channeling Haagenti a comfortable source of funds and access to a ready supply of alchemical devices quite useful.

Malphas, The Treacherous Duke (32 CP + 3 CP Disadvantage / Compulsive. Malphas seeks political power, social influence, and sexual indulgences at all costs, and inflicts those appetites on his channelers.

In the Ars Geotia, Malphas is one of the greater and more subtle powers – an architect and siege engineer, a negotiator of services, a provider of familiars and information on enemies – and a treacherous liar, always seeking power and influence for himself. I suppose that’s how poison and treacherous attacks got into things in the Tome of Magic.

  • Double Damage against targets who are denied their Dexterity Bonus to AC or whom the user is betraying (6 CP).
  • Poison Use: You are not at risk of poisoning yourself when handling poison or applying it to a
    weapon (6 CP).
  • Companion (Raven or Dove Familiar) with a +2 ECL Template (Spirit Fetch) (12 CP): Granted Ability: +3d6 Mana as +9d6 (32) Power, Specialized and Corrupted/only for use with the four Secrets of Malphas and Venomed Touch, below.
  • Secrets of Malphas / Witchcraft III, Specialized and Corrupted for Triple Effect / each of the four basic witchcraft abilities granted is limited to a fairly specific, simple effect, often with additional limitations (6 CP).
    • Shadowweave/Swift Invisibility: The user may spend 2 Power as a Swift Action to become invisible for up to one round per level. This is subject to the usual limitations of Invisibility. The effect cannot be renewed until it’s over, and once the user returns to visibility he or she must remain visible for at least five rounds before he or she can return to invisibility.
    • The Inner Eye: The user may use sense-sharing with his or her Companion at no cost. Doing so is a free action.
    • Witchfire/The Serpent Mist: As a standard action the user may infuse a dose of any poison he or she has available. directly into any target within 40 feet as a standard action for 1 Power. While saves against the poison are made normally, there is no save against it being applied to you in this fashion.
    • Hyloka/Burning Blood: The user may spend 1 Power when called on to make a save against poison to automatically succeed. This does not count as an action.
  • Witchcraft/The Path of Water/Venomed Touch, Corrupted/the poison cannot be stored for more than a (Constitution) minutes (4 CP).
  • Skill Speciality / +3 when rolling to know things about poisons (1 CP).

This version of Malphas is a solid and (thanks to Spirit Favors and the ability to create poisons on demand) highly versatile choice. Even better, Spirit Fetch familiars make excellent spies and share their master’s skills and lack most of the problems inherent in normal familiars thanks to their Returning ability.

Sabnock (also spelled Sab Nac, Sabnac, Sabnach, Sabnack, Sabnacke, Salmac and Savnock) is – at least according to the Ars Geotia – a Great Marquis of Hell. He builds high towers, castles and cities, furnishing them with weapons, ammunition, and supplies, he grants fine familiars, can make wounds and sores turn gangrenous or fill them with worms. He is depicted as a soldier with armor and weapons, the head of a lion, and riding a pale horse.

The Wizards of the Coast version basically limits this to granting armor – magical full plate and basic proficiency with it, a limited version of Benign Transposition, and a bit of damage reduction. This isn’t BAD, but the armor isn’t especially fantastic (and lacks a shield), the range on the Benign Transposition is kind of short and you have to be one of the people switched, and the DR simply isn’t enough and is overcome by piercing weapons in any case. Thus Sabnock is generally rated as being a reasonable, if not particularly impressive, choice.

Sabnock the Warbringer (32 CP + 3CP Disadvantage / Compulsive. Anyone channeling Sabnock feels compelled to remain armed, armored, and ready for battle at all times. If they cannot do so, they will suffer a -3 Morale penalty on everything they do.

  • Skill Speciality / Military Engineering (1 CP).
  • Imbuement (Full Plate Armor) (6 CP).
  • Damage Reduction 6/- Specialized versus physical attacks only, Corrupted/only while the Armor is active (4 CP).
  • Second Skin: Immunity to Armor Penalties (Common, Minor, Minor, 4 CP, reduces armor penalties by 4 / 20%.).
  • Use of Charms and Talismans: (Shaping Variant, 6 CP).
    • Charms:
      • Captains Torc: Grants +4 to Listen, the user may be clearly heard at great distances when speaking, -1 on saves versus sonic attacks.
      • Foothold Boots: The user may find purchase in the air three times a day, thus – for example – catching their balance after a failed check or doubling their jumping distance. This does not count as an action.
      • Lifestone: The user will not suffer continuing damage or constitution loss from “wounding” weapons or lose HP over time if below zero HP.
      • Resounding Horn: Can be heard and recognized at great distances. For 1d4 Con damage it can be heard by friends and relatives anywhere.
      • The Ocean’s Arms: The user is very buoyant, and will find it almost impossible to drown.
      • Vanishing Cloak: Turns the user invisible as a swift action up to (3 + Level/3) times daily. Sadly, this lasts no more than two rounds.
      • Wraith Guantlets: The user may reach inside of things (to put things in or pull them out), turn doorknobs from the other side, hit incorporeal creatures, and so on, although each such trick does 1d4 points of damage to the user.
    • Talismans:
      • Helm of War: Acts as Heavy Fortification five times per summoning, using this is not an action and is announced after what the results would have been is announced. .
      • Rune Weapon: Armor Spikes are +1 Warning (+5 bonus to Initiative checks) weapons.
      • Tulthara: Creates a Greatsword sized for the user as needed. 2d6,Crit 19-20/x2, Slashing, Counts as Magic. (Note that if you combine this with Anime Master and Strongarm Bracers (MIC) you get +2 sizes – and up to 4d6. Whether that’s worth a feat/6 CP and 6000 GP is up to you).
  • Innate Enchantment (8 CP):
    • Chitin Mail: L1 Transmutation. For one minute per level of the caster whatever armor the user is wearing is treated as being one armor category lighter. The maximum dexterity bonus increases by two, the armor check penalty is reduced by two, arcane spell failure goes down by 15% (to a minimum of 5%), and the speed penalty is eliminated (1400 GP).
    • Master’s Touch: the “Full Plate” below and the Tulthara above only (x.7, 1400 GP)
    • Masterwork Full Plate Armor with Armor Spikes (1700 GP): After Chitin Mail and Immunity +8 Armor, Max Dex +7, No Armor Check Penalty, Spell Failure, or Speed Penalty.
    • Benign Transposition (2000 GP). It’s only at caster level one, but it can still be very handy tactically.
    • Charms and Talismans (30 GP per Charm x 7 Charms, 75 GP per Talisman x 3 Talismans = 435 GP). Basically, Sabnock does not need to equip himself; his gear is simply there when he needs it.
  • Reflex Training, Specialized and Corrupted for Increased Effect; only for Benign Transposition, only once every five rounds, only reduces using the effect to an immediate action (6 CP).

This version of Sabnock still can’t provide buildings – but he will allow you to instantly ready yourself for battle even if you happen to be locked in a cell, prevents you from being hindered by the armor and weapons he grants, grants a good level of damage reduction, provides a good many magical trinkets, negates five critical hits and/or sneak attacks per day, and allows the use of Benign Transposition an immediate action starting at level one.

7 Responses

  1. A quick question here: both The Cheshire Cat and Haagenti are making use of Witchcraft III, which has been specialized and corrupted. The corruption seems to be busting that down to four powers instead of seven, and the specialization is to limit the breadth of effects that they can generate.

    In exchange for this, they’re listed as gaining triple effect, with each of those four powers being stronger than what Witchcraft can normally do. However, they’re also listed as only costing 6 CP, which is one-third of what it should normally cost to purchase Witchcraft III (e.g. 18 CP). If that’s not from being specialized and corrupted (since that’s for triple effect), where is the cost reduction coming from?

    • That’s straightforward; all the Mysteries build on the basic 24 CP Bokor package – which includes Witchcraft II already. So they’re paying full price for Witchcraft III – which bestows four powers. Several of the limitations of the basic Bokor package (“invoking strange beings, have ominous and disturbing “special effects”, cause the user to display obvious physical stigmata related to the entities that he or she invokes (these also reveal some of their current powers to the knowledgeable), and provoke rather strong reactions in people”) continue to apply – as does knocking the basic Witchcraft powers down from “hundreds of possible effects” to “a single effect”.

      I probably should have noted that at the start; I’ll try to include that from now on given that there are quite a few more coming up.

  2. […] for Reduced Cost (requires a DC 20 Alchemy check, only for Alchemy, tinkering only works on alchemical bases and catalysts (under Haagenti), not on guns or existing items) (2 […]

  3. […] Alchemical Catalysts (6000 GP): since she uses these up using several of her powers. Also, she hasn’t got much to spend money on. […]

  4. […] basic Bokor package too, possibly specializing in just a few Mysteries – such as Naberius, Haagenti, Ruh Göbekli-Tepe, and Halphax – to be able to acquire bonus skills and inherent tools, […]

  5. […] Access to suitable spells or powers – perhaps a Greater Invocation (Per The Practical Enchanter) of Alchemical Manipulation or Alchemical Rune Magic or some appropriately specialized Witchcraft or some such – is yet another way to cheat. As a rule, Low Alchemy doesn’t require such things, although effects equivalent to Cantrips or Level One Spells will make it much safer, faster, and easier. Middle Alchemy calls for effects of Level Three or below, High Alchemy calls for effects of Level Six or below, and Grandiose Alchemy often calls for effects of up to Level Nine. This tends to be the most expensive option, but it offers access to a variety of quick magic as well as handy effects like Alchemic Mist (See Haagenti, the Infernal Alchemist). […]

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