Eclipsing Warpath

This, finally, leaves Warpath, previously known as Thunderbird II.

Warpath was Thunderbird I’s little brother, and originally appeared as a member of the Hellions, out to avenge his older brothers death (he blamed Xavier). And this was good; the kid had just enough power to be a creditable threat, a good motive, and – as the hero-worshiping little brother of a heroically deceased teammate – a solid emotional claim on the heroes that he was out to get. It was reasonably plausible and led to several classic plotlines. As usual, after exploring a few of those classic plotlines, he did the “redemption arc” thing and became a hero, even if he was still pretty hot tempered and vengeance-driven.

Warpath joined the New Mutants under Cable in issue 99 after his tribe was massacred, and so was a part of the transition to X-Force (and the final 100’th issue of the New Mutants) and soon hit stage four (below) to become the team muscle.

So what did he do? Well…answering THAT question is more than a bit awkward.

  1. Initially Warpath was strong, tough, and fast, if only modestly superhuman. He may or may not have had some enhanced senses. Sometimes he was regenerative and sometimes not. That varied from story to story like it does for most comic book characters. Anyway, he was a pretty standard big tough guy with a minor power (the boosted senses) to help distinguish him from all the other big tough guys out there.
  2. He then developed the ability to run at up to 100 MPH and swiftly climb walls. OK. Why not? He was more or less a super-athlete and 100 MPH is less than four times the record for a normal human athlete.
  3. Then he DEFINITELY had some enhanced senses. That worked well enough with the whole enhanced athlete / wilderness warrior thing even if it really didn’t seem too closely related to his boosted physique. He was getting to the end of this stage when he joined Cable’s new team.
  4. He then seemed to lose the super-running and wall-climbing in favor of becoming MUCH bigger, stronger, and tougher (up in the “on even terms with the Juggernaut” range). I guess he was a growing boy? Still… losing powers is a bit weird. So is putting on an extra six feet of height and at least a fifteen hundred pounds of bone and muscle. He stayed in this stage through most of X-Force’s initial run.
  5. Then he got smaller again (losing a lot of strength and toughness) and learned to fly thanks to some advanced training with a guy who throws energy knives (What? Why? HOW? Isn’t this equivalent to Captain America or Colossus training to become flying midgets?). I think there was something about his eyesight being better as well, but I’m none too sure – and it may have just been somebody recalling the “enhanced senses” thing.
  6. Then he got some vibranium knives (which at least makes sense; the really strong guy picked up some really tough weapons) and demonstrated a fair degree of skill in slicing people up with them.
  7. Then he apparently lost the ability to fly and picked up basic shamanic powers and rituals from Ghost Rider (wait, what is a demonic possession victim doing teaching Amerindian shamanism? Oh never mind, maybe he was just helping a bit or something).
  8. Later on, he learned to fly again, although he seems to be back to normal size and his strength and toughness are down a great deal. He still has sharp pointy knives though!

Anyway, according to the Wikis, his current strength, speed, level of invulnerability, speed, stamina, healing, and most other items are “unknown” since they’ve varied quite freely from “slightly superhuman” to “godlike” across his career – and not in the consistently-better “I gained some levels” style of d20.

Fortunately, there are ways in Eclipse to deal with characters with wildly varying abilities, rather than taking THIS approach and giving him multiple versions: In this case it’s going to be…

Totemic Channeling: Shapeshift, with Growth, Attribute Modifiers, Hybrid Form, Clear Speech, and Variants (Almost entirely human appearance), Specialized and Corrupted/the animal chosen may only be changed through a shamanic ceremony on a Solstice or Equinox, outside of this the user cannot change forms, only to take on animal powers, cannot be further upgraded, user may be called on to act on behalf of the spirits of nature on occasion, can only call on totems of species that still exist and were active in his tribal territory within the last two centuries (10 GP).

  • Mountain Lion: Str +6, Dex +8, Con +4, Move +10, +1 Natural Armor, Climb 20, Low-Light Vision, Scent, +4 to Acrobatics, Athletics, and Stealth. Improved Grab. Two 1d4 attacks. (Stage 2).
  • Grizzly Bear: Large Size. Str +16, Dex +2, Con +8, +5 Natural Armor, +10 Move, Two 1d8 attacks, Low-Light Vision, Scent, and Improved Grab. +4 to Athletics (Swim). A very good totem, but incredibly conspicuous and very awkward. (Stage 4).
  • Eagle (Medium Sized): Str +4, Con +4, Dex +2, +1 Natural Armor, 80′ Flight (Average), two 1d4 attacks. Low-Light Vision, +8 on visual Perception checks. (Stage 5). Not so good on the attribute bonuses, but the ability to fly can come in pretty handy.

While other animals are certainly possible, most of the other major possibilities – badger, boar, otter, beaver, squirrel, weasel, horse, etc – are far less effective and/or very special purpose to be stuck with for at least three months. Generally I’d stick with the Lion or Eagle. The Grizzly Bear totem is very powerful – but being a giant is generally going to kill your social life, drive your expenses through the roof, and prevent you from going anywhere as a civilian. It’s only a good idea if you’re obsessed with war or vengeance or something and will have access to all kinds of special support.

Oh wait. That fits precisely. Thus Warpath going into giant warrior mode during his X-Factor days.

As usual, shapeshifting cheese works just fine in superhero settings, but probably won’t be allowed in most others.


Warpath / James Proudstar

Level Three Totemic Warrior

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Abilities: Str 14 (+2 Enh), Int 12, Wis 13 (+2 Human = 15), Con 16 (+2 Enh), Str 14, Dex 14 (+2 Enh), Cha 10 (Pathfinder 25-Point Buy).

  • Lion Totem: Str 22, Dex 24, Con 22
  • Bear Totem: Str 32. Dex 18, Con 26
  • Hawk Totem: Str 20, Dex 18, Con 22
  • He can activate another +6 boost to strength if he needs to.

Given that this alone gives us eight different attribute arrays to work with, I’m simply going to assume that Warpath is using the Lion Totem (without the further strength boost) for the rest of this writeup.

Other Powers:

Wild Man: Innate Enchantment: All abilities Spell Level 1/2 pr 1 x Caster Level One x 2000 GP Unlimited-Use Use-Activated x.7 Personal-Only where relevant (11,200 GP net value, 12 CP).

  • Enhanced Attributes: +2 Enhancement Bonus to Str, Dex, and Con.(4200 GP).
  • Personal Haste, x.5 / only to boost movement (700 GP).
  • Disguise Self x.5 / only to cover up animalistic traces and provide occasional GM-controlled makeovers and changes of look (700 GP).
  • Stabilize: Automatically stabilizes if below zero hit points (700 GP).
  • +3 Competence Bonus to Perception (700 GP).
  • Inspiring Word: +1 Morale Bonus to saves, attacks, checks, and damage (1400 GP)
  • Ward of Heaven: +1 Luck bonus to AC and Saves (1400 GP).
  • Resistance: +1 Resistance Bonus to Saves (700 GP).
  • Fortune’s Favor: +1 Luck Bonus to Checks (700 GP).

Brick Tricks: Mana Powered Inherent Spell I (Specialized, only as a prerequisite) and II (Greater Invocation of “Brick Tricks”. Warpath may produce strength-based effects of up to level two – flicking small items with deadly speed and accuracy (Kinetic Bolt), sealing doors by twisting the frames out of shape (Wizard Lock), knocking people down by creating earth tremors (Stomp), shouting with tremendous volume (Shatter or Sound Burst, later Shout or Energy Cone), imitate various special combat maneuvers, and so on (9 CP).

Shamanic Training: Mana-Powered Witchcraft II (12 CP) with Pacts of Spirit and Duties (-12 CP).

  • Basic Witch Abilities:
    • The Adamant Will. Warpath was hunting Xavier and Jean. He pretty much required this.
    • Dreamfaring: Specialized for No Cost / only to sense and interact with Spirits as if they were solid.
    • Healing: Specialized for no cost / only to instantly repair minor personal injuries, reducing their effect by 3 (In essence, add DR 3/- on top of his other defenses).
    • Hyloka, Specialized / Warpath is essentially immune to Fatigue.
    • Shadoweave, Specialized / only to provide impressive effects during shamanic ceremonies.
    • Elfshot, Specialized and Corrupted for Increased Effect / only usable to chase away or bind spirits.
    • Witchsight
  • Advanced Witchcraft Abilities:
    • Wrath of the Sea (6 CP). Provides a +6 bonus to Strength when active.
    • Bones of Iron (6 CP): Provides various enhancements to durability when active.

Minor Privilege: Gets the “X-Man Equpment Package” for free (3 CP).

Standard “X-Man” package (13,000 GP):

  • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Armor Crystal: a Lesser Iron Ward Diamond (2000 GP). This isn’t a big deal, but every little bit helps.
  • Advanced First Aid Kit / Healing Belt (750 GP).
  • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
  • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
  • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).



Skill Boosters: Upgrade Human Fast Learner to +2 SP/Level (3 CP), Fast Learner, Specialized in Skills for +2 SP/Level (6 CP), Adept (Athletics, Expertise (Apache Amerindian), Intimidation, and Perception, 6 CP), Imposing Build (Augmented Bonus; adds (Str Mod) to (Cha Mod) for skill purposes, 6 CP).

Available Skill Points: 24 (Fast Learner) +6 (Int Mod x 6) = 30

Purchased Skills (All +1 Luck, +1 Morale):

  • Acrobatics 2 (+7 Dex +4 Lion = +15)
  • Apache Warrior Combat (Unarmed Martial Art) 6 (+7 Dex = +15)
  • Athletics 6 *(+6 Str +4 Lion = +18)
  • Deception 1 (+6 Str = +9)
  • Expertise (Apache Native) 6* (+1 Int = +9)
  • Expertise (Apache Shamanism( 2 (+1 Int = +5)
  • Insight 4 (+2 Wis = +8)
  • Intimidation 6* (+0 Cha +6 Str = +14)
  • Perception 6* (+2 Wis +3 Comp = +13)
  • Stealth 2 (+7 Dex +4 Lion = +15)
  • Treatment/Medicine 3 (+1 Int = +6)

Apache Warrior Abilities: Defenses +2, Toughness 2, Expertise x2 (may trade bonuses between Attack, Armor Class, and Damage), and Improved Critical.


  • BAB: +3, Corrupted/does not contribute to iterative attacks (12 CP).
  • Hit Dice: 12 (L1d12, 8 CP) +12 (L2-3d8, 8 CP) +12 (Immortal Vigor) +30 (Con Mod x 5) = 66 HP (Mutants & Masterminds Toughness +9 base, +10 with extra DR, +11 with Uniform).
  • Saving Throws (All +1 Each Luck, Morale, and Resistance)
    • Fortitude +2 (6 CP) +6 (Con) = +11
    • Reflex +0 (0 CP) +7 (Dex) = +10
    • Will +2 (6 CP) +2 (Wis) = +8
  • Proficiencies: All Apache Weapons (6 CP).
  • Armor Class: 10 (Base) +7 (Dex) +3 (Armor) +1 (Natural) +2 (Martial Art) = 23
  • Attacks:
    • Melee Attack: +10/+10 (+3 BAB +6 Str +1 Morale), 1d8+7, Crit 19-20/x2.(Mutants & Masterminds Damage +11)
    • Boosted-Strength Melee Attack: +13/+13 (+3 BAB +9 Str +1 Morale), 1d8+10, Crit 19-20 20/x2.(Mutants & Masterminds Damage +12)

Point Costs:

  • Four Color Package: 24 CP
  • Totemic Channeling: 10 CP
  • Innate Enchantment: 12 CP
  • Brick Tricks: 9 CP
  • Shamanic Training: 12 CP
  • X-Man Gear: 3 CP
  • Skill Boosters: 21 CP
  • Purchased Skill Points: 0 CP
  • BAB: 12 CP
  • Hit Dice: 16 CP
  • Saving Throws: 12 CP
  • Proficiencies: 6 CP

That comes to 135 CP.

Available Character Points: 96 (level three base) +10 (Disadvantages: History, Compulsive (Vengeful), and Accursed (cannot maintain social relationships) +6 (Heroic Duties) +18 (Human, L1, and L3 Feats) +9 (Restrictions: will not go beyond light armor, primitive weaponry, and avoids everything beyond basic shamanism) = 139 CP.

But wait! We have 4 CP left over!

Not to worry; they’ll be turning up under “Equipment”, below.

Remaining Details:

  • Minor Four-Color Ability: Immortal Vigor I
  • Equipment: As a third level character Warpath is entitled to 3000 GP worth of gear. Given that he doesn’t normally use all that much, I’m going to assume a wilderness survival package, some sort of battered old jeep, a trunk full of shamanic gear, and a comfortable lifestyle.

Now we actually have a threefold problem; Warpath was given a pair of Vibranium Daggers as a gift. Unfortunately, D20 really doesn’t cover gifts, the stuff is supposed to be absurdly expensive (each dagger would cost millions), and Vibranium itself is actually pretty ill-defined. The stuff is supposed to absorb vibration and kinetic energy, at least up to a certain limit – which will destroy it (and presumably release that energy). Thus Captain America’s vibranium-alloy Shield can take a hit from Mjolnir without moving enough to break it’s bearer’s arm. So… how does HE move it? He’d have to be pushing it much harder than Mjolnir. And why doesn’t Vibranium absorb energy from the environment until it explodes? I suppose that it’s just comic-book logic. Vibranium is a super-metal, so it’s super-good at whatever you need, and so absorbs vibration and kinetic energy only when it’s user needs it to do so. Also, such items never seem to get lost or stolen for long, no matter how irreplaceable they are.


  • Create Relic, Specialized and Corrupted / the GM decides what he should have because actually he just picks things up from somewhere or does poorly understood shamanic rituals, only works with the points from Enthusiast (so if he loses something it either comes back or gets replaced) (2 CP).
  • Enthusiast, Specialized for Increased Effect (2 floating CP) and Corrupted for Reduced Cost / only usable with Create Relics (2 CP).

His unbreakable daggers are basically just a special effect; his medicine bundle simply increases his damage die from 1d4 to 1d8 (6 CP) and allow him to use a couple of mana-powered first level effects – a no-range Silence effect and Protection from Sonic Energy (6 CP) – for a net Relic cost of 2 CP.

Warpath was actually a bit of a challenge; he’s had his powers revamped so many times that it’s pretty tricky to try and make him consistent within a single build – and gives him a surprising level of versatility and power simply because doing it called for several slices of cheese. Still, his role on a team is usually to be the tank – so he needs to be able to withstand a lot of attacks.


3 Responses

  1. There’s a typo as to how much his “Wild Man” Innate Enchantment grants him in terms of gp; it should be 11,200, rather than the 17,200 that’s there.

    That said, congratulations on writing up all of the original (that is, “Volume 1”) New Mutants! I’m sure I’m not the only one who’s really enjoyed reading these.

    • Dratted typos sneak in everywhere don’t they? I must have corrected the wrong digit when going up from 7000-and-something. Easily fixed though! (and, as usual, thank you for the editing!)

      And thank you! I’m glad you found them interesting. Personally I’m rather pleased with how well most of them worked out; relatively few of the test characters were superheroes, so it’s nice to see that an endless supply of mana neatly turns 1’st level types into child heroes, 2’nd into starter heroes, 3’rd and 4’th into experienced ones, and 5+ into veterans.

      I suppose that was inevitable of course. So many possible characters, so little time.

  2. […] Warpath is actually a bit like Shatterstar – using the same general Shapeshifting effects to channel “totem spirits”, but also uses an Inherent Spell to pull off various superstrength tricks and Witchcraft to boost his strength and access some shamanic powers. Warpath his probably reached his limit on raw strength, but – if he focuses on further super-strength tricks and/or his shamanic powers he may well keep on moving up the ranks. […]

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: