Eclipse – The Master of Stars

And for today it’s a template for minor superhero-types.

Master of Stars (+2 ECL Template):

The horde seemed endless – but the narrow cavern mouth meant that only one or two of the walking dead could emerge at a time, and the gentle light of the stars fed her power. Whatever those adventuring fools had woken in the depths… as long as nothing but one or two minor horrors came forth at a time, she should be able to hold until the dawn, and the arrival of some of the royal magi. For the light of the distant stars above was the radiance that drove back the dark.

A Master of Stars can generate and empower tiny “stars” (or telekinetically manipulate shards of crystal, or some such) with which to attack and defend themselves. Given sufficient constitution and intelligence, they may be capable of doing so indefinitely. In effect, this is a minor superhero template.

  • Inherent Spell / Halo of Stars with +4 Bonus Uses (12 CP).

Halo of Stars:

  • Conjuration (Creation)
  • Bard 4, Psion/Wilder 3, Sorcerer/Wizard 3, Soulknife 3, Witch 4.
  • Casting Time: 1 standard action
  • Components: V, S, MF (a dagger, or similar one-handed light weapon, worth at least 100 GP)
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Three or more “Stars”
  • Duration: 1 round/level (D)
  • Saving Throw: None
  • Spell Resistance: No

You create three glittering, crystalline, force-stars plus one more for every two caster levels beyond 5th (to a maximum of ten at19’th level). You may use them to…

  1. Deflect incoming projectiles. It requires one star to deflect an incoming bolt, arrow, shuriken, dagger, bullet, magic missile, or similarly sized projectile, two for javelins, spears, and similar weapons, and three for ballista bolts and such. Giant-, or Siege Engine-, hurled boulders and similar “weapons” are not affected. This does not require an action and may be done at any time – even on behalf of another character.
  2. Intercept rays. Each star so employed grants a (cumulative) +3 to the targets AC against the ray and to the save (if any) against it’s effects. This does not require an action and may be done at any time, even on behalf of another.
  3. Block melee attacks. Each star sacrificed for this purpose reduces the damage from such an attack by six points. This does not require an action and may be done at any time, but cannot be done on behalf of another.
  4. Attack. The caster may launch up to (Spellcasting Attribute Mod) stars at a target as a part of casting the spell or as a standard action later on. They may also launch a single star at a target as a swift action. In either case, each star gets a roll to hit at the caster’s full base attack bonus plus their spellcasting attribute modifier plus five, threatens critical hits on a 19-20, and inflicts 1d6 points of Force damage. This does not provoke attacks of opportunity, but it is treated as a small physical projectile – and so one Star can deflect another.
  5. Create patterns or swirl around within close range. This looks neat and is a free action.

Any stars which remain unused when the duration expires simply vanish. If the dagger used as the spell focus is magical, the stars can be made to glow softly. If it’s enhancements total +3 or better, +1 of them (not necessarily including an enhancement bonus) may be applied to the stars. If it is +6 or better, +2 of them may be applied, and if it is +10 or better +3 worth of them can be applied. Secondary enchantments on the focus dagger – such as from Weapon Crystals or simple priced enchantments – may also be applied, but each counts as a “+1″ and any limited use functions employed expend uses from the original weapon or source. Sadly, a caster cannot have more than (Spellcasting Attribute) stars ready at any given moment, no matter how often they cast Halo of Stars.

  • Triggering/(Via Con Check) Inherent Spells/Halo of Stars (6 CP).
  • Augmented Bonus: Adds (Int Mod) to (Con) Checks, Specialized and Corrupted for Triple Effect (+3 x Int Mod) / only with Triggering, only for Halo of Stars (6 CP). Since the Triggering DC is 17, once the users (Con Mod + 3 x Int Mod) is 16+, usage of Halo of Stars becomes unlimited.
  • Reflex Training / May invoke the Halo of Stars inherent spell once as a free action at the start of any combat round in which the user does not already have ten or more Stars available (6 CP).
  • Metamagical Theorem: Elemental Manipulation / Specialized for Reduced Cost, Corrupted for Increased Effect / can only be applied to Halo of Stars, only for a specific effect, Corrupted for increased effect / at +2 levels allows a Star to be expended as a standard action to produce any one of the following five level two spell effects: Blinding Ray, Burst of Radiance, Glitterdust, Hypnotic Pattern (cannot be maintained, but lasts for three rounds by itself), and Rainbow Beam (3 CP).
  • Metamagical Theorem / Extension, Specialized and Corrupted for Reduced Cost / only for Halo of Stars (2 CP).
  • Streamline x2, Specialized and Corrupted for Reduced Cost / only applies to the limited versions of Elemental Manipulation and Extension listed above (4 CP).
  • Heart of the Sun: Spirit Weapon / Dagger, Specialized and Corrupted / only usable as a magical focus for Halo of Stars, not as a weapon (2 CP).
  • Blade of Stars (16 CP Total): Imbuement with Superior and Improved, Specialized for Increased Effect (total “pluses” equal the users ECL) and Corrupted for Reduced Cost / only for use with the Spirit Weapon above (and thus only for use as a magical focus), total available “pluses” may not exceed +10 (12 CP) with the Focused and Versatile modifiers (Similarly Specialized and Corrupted for Reduced Cost, 4 CP)

Further Advancement of a Master of Stars usually revolves around…

  • Using Innate Enchantment to pick up Shield, Mage Armor, a Talisman of the Disc (disks look like stars rather than being round), a Greater (Weapon) Crystal of Illumination, and either a Lesser (Weapon) Fiendslayer Crystal OR a Least Truedeath (Weapon) Crystal (6 CP).
  • Employing a star-based Martial Art. That’s pretty sensible for any direct combatant anyway.
  • Adding more free metamagic to increase the power of existing Stars, and/or the number created, and/or the array of secondary spell effects that can be produced (Commonly L3) Rainbow Blast, Nova (Fireball), Sunrise, Planetary Nebula (Wall of Light), and Guiding Star (Lesser Luminous Assassin). Next step up: L4) Aurora Borealis (Rainbow Pattern), Nebula (Radiant Fog), Red Giant (Blistering Radiance), Shimmering Starlight (Celestial Brilliance), and Corona (Fire Shield). Next step up: L5) Quasar (Prismatic Ray), Radiant Barrier (Wall of Force), Star of Life (Pillar of Life), Sunray (as per Sunbeam but one ray only), and The Divine Ignition (as per Light of Venya, but both rays are released at the same time). Tying your boosts or available spells to the constellations, or being beneath the night sky, is optional.
  • Using Reflex Training or Opportunist to get more chances to use Stars.
  • Taking Celerity (Flight) to become a classical superhero. Using some Stars as stepping-stones (or just riding around on one) for a special effect is optional.
  • Taking Immunity (Dispel Magic and Antimagic, Specialized and Corrupted/only to cover Halo of Stars and related powers) to turn the Stars into extraordinary powers.

A Master of Stars isn’t really enormously powerful; their abilities mostly fall under “decent” to “pretty good” in terms of damage output, defenses, and versatility – bu they have lots of flavor and there is something worthwhile in never having to worry about whether or not you have any reserves left.

Secondarily, they’re a good model for building a variety of other “superhero” characters. There’s no reason why you couldn’t use the same general framework to build characters with other themes.

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5 Responses

  1. This is a really impressive spell/template combo, allowing for a lot of cool effects while also being very inspirational. Nicely done!

    I noticed that the Metamagic Theorem/Elemental Manipulation is specialized for half-cost but corrupted for increased effect, which should probably mean that it costs 4 CP instead of two. That would make the template cost 58 CP, which isn’t quite a +2 ECL cost (though most racial builds would probably push it over).

    • I’m glad you like it!

      And it should be 3 CP – but that’s what I get for posting late at night. Easy to fix though – and thank you for pointing it out!

      I suppose it could be made exactly 64 CP (and so +2 ECL no matter how cheap the base race) by throwing in the Innate Enchantment option and a minor resistance to bright lights, but it just seemed sort of complete as it was.

      And on this second look, one spell got in there twice, which is now also fixed. It’s always good to look at things again a few days after posting. There’s always something – so once again, thank you for reminding me. .

      • Couldn’t one throw out the bonus uses? They seem sorta redundant when you already have a triple strenght augmented bonus on triggering it anyway…

      • I think the idea there is somewhat thematic, in terms of “being able to use an ability 5 times in a single encounter is the functional equivalent of having it be unlimited-use.”

        Obviously, that’s not technically the case here, but it’s sort of a nod in that direction, since the template is almost at the +2 ECL designation anyway.

      • It’s somewhat simpler than that really: if a lower-level character doesn’t happen to have Int and Con 18 (or Int 20 Con 12, or Int 22+ or something similar) then they will occasionally miss a Triggering check – and thus expend a use of Halo of Stars. Without some Bonus Uses, the first such slip-up would put an end to things until the next day – a sad fate for a +2 ECL template!

        Thus if your Triggering works 50% of the time, you effectively have ten uses. If it’s 80% you effectively get twenty-five. If it’s 100% or more… then you no longer need any bonus uses unless (of course) someone curses you with a penalty on checks, or hits you with a “you fail your next roll” effect, or some such, in which case having a few more uses to keep going with will be very useful.

        Ergo, +4 bonus uses. That way your Master of Stars isn’t so easy to shut down for the day.

        And I hope that helps!

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