Eclipsing Raven Trigonsdottir – Part II

For Part One – Raven’s general background and powers – click HERE.

So how do we convert Raven’s assorted appearances (and retconned histories and powers) into d20 statistics?

Well, obviously enough she’s going to be using the Superheroic World Template from Eclipse (and thus will be getting free Mana equal to her Con Mod to use to power her abilities (or to convert to Generic Spell Levels or Psionic Power) every round.

As a superhero, we’ll want the Four Color Template (24 CP).

Since I did the last set of heroes that way… she’ll be using the Pathfinder Package Deal (Free) and will be a Pathfinder Human (Free). I could justify a Racial Template easily enough, but the vast majority of the time she acts pretty human.

Next up, it’s attributes – and Raven always seemed to be a bit of a glass cannon when it came to her personal abilities. She…

  • Isn’t especially strong. She’s well exercised and in good shape, but she’s still a fairly petite young woman – and her few examples of “stronger than average” are mostly either when being demonic or could easily be telekinesis. Str 10.
  • She’s reasonably bright and well-read, but she’s no amazing genius even if she does evidently have a knack for languages. She had the entire DC universe to choose from less the Justice League – and she picked an assortment of teenagers including Robin, Beast Boy, and Cyborg to throw at a planetary menace? Int 14.
  • She’s reasonably perceptive too, but she has a terrible time controlling her own mind and is often in fairly massive denial about her own emotions, which doesn’t say all that much for her personal discipline, willpower, self-awareness, or sanity. Wis 14.
  • She’s energetic and healthy, but in superhero terms she’s a bit of a glass cannon, often collapsing due to feedback from her Soul-Self or when she’s actually hit. Con 14.
  • She’s reasonably agile, and is decent at getting out of the way – but she’s no fabulous acrobat. Dex 14.
  • She’s fairly attractive, and – for a half-demon sorceress likely to be the catalyst for global destruction – manages to be vulnerable and in need of hugs a lot, but she has an off-putting personality and had to resort to emotional manipulation to manage people. Still, she is a hero and usually gets along with her teammates well enough. Ergo, Cha 14

In Pathfinder point buy that has a net cost of… 25 points. Exactly what’s available for a high-end campaign. A perfect match!

So…

Raven (A.KA. “Rachel Roth”)

Level Eight Superheroic Witch / Harbinger Of Apocalypse

Four Color Template (24 CP).

Pathfinder Package Deal (Free)

Pathfinder Human (Free)

Basic Attributes: Str 10 (+2 Enh = 12), Int 14 (+2 Enh = 16), Wis 14 (+2 Enh = 16), Con 14 (+2 Enh +2 Human = 18), Dex 14 (+2 Enh = 16), and Cha 14 (+2 Enh +2 Level = 18).

When she goes all demonic her physical attributes increase to Str 16, Con 22, and Dex 20, see below.

Witchcraft:

Witchcraft: I, II, and III with The Secret Order (Order of Azarath), Specialized and Corrupted for Increased Effect (see individual power listings): all abilities are subject to at least seven limitations – as follows unless otherwise indicated. 24 Power, Save DC Will 21 (24 CP).

  • Her powers flare up uncontrollably when she loses control of her emotions.
  • Her powers leave her vulnerable to possession by Trigon or – if she becomes angry – by her own demonic nature. The GM may call for a will save, assigning the DC as appropriate, if this comes up.
  • Her powers fail entirely if she simply suppresses her emotions.
  • Her powers require incantations, and will either fail (d6: 1-2) or flare up randomly (d6: 3) if used without one.
  • Her powers become increasingly uncontrollable as time passes if she does not spend at least four hours per day in meditation and mystic ritual.
  • Other magicians will easily detect that she is filled with corrupting demonic energies.
  • Exercising fine control with her powers requires dexterity checks, as if she was fumbling with waldos.

Basic Witchcraft Abilities

  • Witchsight (No incantation, but a very limited set of automatic effects): Raven can sense magic and souls and see through both normal darkness and her own (but not other people’s) magical darkness.
  • The Hand of Shadows (Azarath Metrion Zinthos!): Triple Effect (Str 36, 48 when Evil). The items affected are usually covered in darkness but she’s also manifested tentacles of darkness extending from her to grab things with. (1 Power per Minute, 2 power for Animate Object, 1 power for three hours light work).
  • The Adamant Will (Azarath Mortix Metrion! Using it without an incantation usually results in weird mental struggles): Reduced Cost. Note that this will NOT work against “attacks” which trigger or target preexisting forces within her own mind, such as Trigon’s corruption or her own fears and insecurities.
  • Infliction (Necronom Hezberek Mortix!): Triple Effect (up to 9/15/21d4 for 1/2/3 Power, +3 power for 5′ radius, save for half), she is incapable of fine control, but does not risk possession by Trigon in using this power. It generally manifests as either Psychic Bolts (nonlethal damage) or various forms of telekinetic destruction.
  • Healing (Azarath Syrium Anmortrix!): Triple effect and does not provoke possession by Trigon, but causes pain and backlash. Each time it’s used roll a Will save at DC (18 + Number of Uses Today). On a failure take 3d6 damage and this ability burns out until tomorrow.
  • Shadowweave (Akon Wenthin Obrium!): She does not risk possession by Trigon in using this power, but can only create light based effects when she is purified of demonic energy. She can usually create long-lasting areas of darkness, wrap herself in shadows, change her appearance to some degree, or disguise her soul-self as her. No matter how she dresses she can look edgy and goth and no matter how she decorates her room it can always be dark, gloomy, and filled with mystic special effects. .
  • Glamour (Carazon Rakashas Cortis!): +6 CP for increased effects, Triple effect, this power does not provoke possession by Trigon or her personal evil, but is purely focused on emotional manipulations. Within that field she can generate effects of up to level nine.
  • The Inner Eye (Vaserix Enderin Azarath!): This ability provides only a limited range of effects, but does not have to be actively invoked to detect powerful emotions, mental effects, and invisible creatures. Active casting is required for reading thoughts and psychic impressions.
  • Dreamfaring: (Reduced Cost): Does not require an incantation, but does not allow the use of Dimensional Projection (although she can achieve similar results using her soul-self). Raven can send messages into people’s dreams and contact them there, hear and speak with those in adjacent dimensions while remaining merged with her soul-self and either Astral or Ethereal (thus making an excellent messenger and herald since she can appear to, and talk with, many very physically powerful entities with very little risk of harm), and can affect various sorts of immaterial spirits.

“Dark” Basic Witchcraft Abilities:

  • Hyloka (Triple Effect): While this ability requires no incantation, it is only usable while Raven is possessed by evil and normally focuses on a single effect – providing a +4 bonus on her Strength, Dexterity, and Constitution.
  • Elfshot (Trigon Hezberek Synthos!): Triple Effect. Dark Raven can infuse people with demonic energies, causing them to slowly transform into demons, to “incubate” demons, or to otherwise transform into creatures of evil. Apparently normal humans can only become lesser monsters, only “supers” can become actual demons. .
  • Witchfire (Triple Effect). While this requires no incantation, it can only be used while Raven is possessed by evil – in which case she can generate fire, lightning, toxic miasmas, and similar effects.

Additional Witchcraft Abilities:

  • Soul-Self (Birth of Flames, Increased Effect): Summoning her soul-self does not require an incantation and has no risk of causing possession by Trigon, but it may only be maintained externally for ten minutes or so, damage done to it beyond the 50% mark does similar amounts of nonlethal damage to her (6 CP),

The Soul-Self:

Huge Construct, 120 HP, Speed 50, AC 33 (+25 Natural -2 Size), 2 Slams at +28 for 2d6+18, Reach 15, Fort +6, Ref +6, Will +6, Abilities:

  • Class-A: Damage Reduction 10/Magic or Sonic, Fly III (60 Feet), Bonded
  • Class-B: Fast Healing (II), Feat (Improved Grab), Improved Buff (+15 HP), Sensory Link, Spell Storing (12 levels), and Warding
  • Class-C: Enveloping, Mass Enveloping (up to seven medium-sized creatures or a dozen small ones), Mindful, Incorporeal II (May become Astral or Ethereal at will), and Spell Resistance 24.

Raven’s Soul-Self is arguably her most potent power by a considerable margin, and is a match for many heroes all by itself.

  • Ashen Rebirth with Teleportation, only with her Soul-Self (and any passengers), Increased Effect: allows Plane and “Time” (functionally – since she never makes convenient short jumps or seems to alter the present – visiting alternate timelines which happen to be decades or centuries ahead or behind her home timeline) Shifts. She usually arrives at “weak points” – gates, moments of crisis, and so on (12 CP).
  • Plus 4d6 Mana at Triple Effect (as 36d6 or 126 Power), only for Witchcraft basic limits as above (24 CP).
    • This is actually quite a lot of power given that Witchcraft tends to be quite power-efficient – and so will allow Raven to function quite effectively for some time even without the Superheroic World Template to provide free mana.
  • Witchcraft Pacts: Rituals (Meditation), Possession, Duties, and Missions (-24 CP).

Other Mystical Abilities:

  • Extraordinary Returning (12 CP). Raven must be slain and her soul forcibly taken into the higher afterlives for her to truly die.
  • Immunity (Space-Time Disturbances. Uncommon, Major, Great). Raven is immune, or at least highly resistant, to most temporal changes and paradoxes, to the warping and disorienting effects of dimensional shifts and changes, and to similar events. (Not that this normally comes up). Specialized/the effects are erratic when they do come into play (6 CP).
    • This also appears to be an ability that she acquired thanks to some dimensional shifting and revisionist history that led her to remember the original timeline where she supposedly didn’t have such a power but apparently used it to protect herself and the other Titans from Trigon’s reality-twisting. It probably won’t apply again the next time there’s a retcon that it ought to protect her from. Don’t think about that too hard; I’m certainly not going to.
  • Blessing with the “Group” modifier, Corrupted for Increased Effect (increased number of targets which may include the user) and Specialized for Reduced Cost (6 CP), only to share the benefits of her mental defenses and immunity to space-time disturbances with her friends and allies.
  • Occult Ritual (6 CP). Raven is capable of performing various magical rituals, provided that she can gather the components and make the necessary rolls. She rarely uses this ability, but she does have it.
  • Innate Enchantment (In general, Spell Level Zero or One, Caster Level One, Unlimited-Use Use-Activated (x2000 GP), Personal-Only where Relevant (x.7). 11,000 GP net value (12 CP).
    • Enhance Attribute: +2 Enhancement Bonus to each Attribute (8400 GP). There really isn’t any good justification for this, but it’s not like ability scores of “16″ are particularly over the top for a superhero. I’m putting it in in token of her considerable experience.
    • Updraft: This covers her limited ability to float around, 2000 GP.
    • Skill Mastery: +2 Competence Bonus to Int-Based Skills, 700 GP.

Skills:

  • Skill Boosters: Upgrade Human Fast Learner to +2 SP/Level (3 CP), Fast Learner, Specialized in Skills for +2 SP/Level (6 CP), Adept (Expertise/Arcane Lore, Expertise/Theology & Philosophy, Expertise/The Planes, and Intimidation, 6 CP).
  • Available Skill Points: 33 (Int Mod x 11) + 44 (Fast Learners) = 77 SP
  • Purchased Skills:
    • Deception: +7 (7 SP) +3 (Cha) = +10
    • Expertise (Arcane Lore): +11 (5* SP) +2 (Comp) +3 (Int) = +16
    • Expertise (Theology & Philosophy): +11 (5* SP) +2 (Comp) +3 (Int) = +16
    • Expertise (The Planes): +11 (5* SP) +2 (Comp) +3 (Int) = +16
    • Insight +7 (7 SP) +3 (Wis) = +10
    • Intimidation: +11 (5* SP) +3 (Cha) = +14
    • Martial Art (Aikido) +11 (11 SP) +3 (Dex) = +14
    • Perception+7 (7 SP) +3 (Wis) = +10
    • Persuasion +7 (7 SP) +3 (Cha) = +10
  • Languages: 7 (7 SP) +3 (Int) +Azarathan (Native) +Common (English, Free) = 12 Languages. Abyssal, Azarathan (also known as Celestial), Draconic, English, German, Greek, Latin, Mandarin, Romanian, Sanskrit, Sumerian, and Sylvan.
  • Martial Arts (Aikido) Techniques Know: Defenses 4, Strike, Mind Like Moon, and Improved Trip. Not too surprisingly, Raven’s martial arts skills primarily focus on avoiding attacks, although she does know some basic locks and throws.

This leaves her with 11 skill points – enough for one more maxed-out skill. A magical martial art might be in order, but there’s not a lot of justification for one. I’ll leave those points to the reader to spend since I’m not really familiar with the more recent versions of the character.

Minor Abilities:

  • Telekinetic Deflection: Advanced Improved Augmented Bonus: Adds (Cha Mod) to (Dex Mod) when determining AC, Specialized/not cumulative with physical armor (9 CP).
  • Immunity / Equipment Loss (Uncommon, Major, Legendary, Corrupted / special plotlines or deliberate attempts to separate her from her equipment may succeed for brief periods, but she always gets her stuff back shortly, Specialized / only protects her appropriate wealth by level (12 CP).
  • Minor Privilege (3 CP): As a trained mystic from a magical dimension, Raven can get “normal” magical items for equipment.
  • Double Enthusiast, Specialized for Increased Effect (four “floating” CP) and Corrupted for Reduced Cost: only to be invested in Relics (4 CP).
  • Create Relic, Specialized and Corrupted / the GM decides what relics she gains and when they are active, all of them have potential downsides. Thus, for example, a mirror offering her great meditative benefits and easier emotional control can accidently pull others into her mind, a book with a spirit that teaches more magic may actually turn out to be an entrapped monster, and so on (2 CP).
  • Major Privilege: Sponsored superhero with some legal authority and the right to request official assistance in various matters (6 CP).
  • Major Favors: Teen Titans, Justice League, various other heroic groups (6 CP).
  • Major Privilege: Wealth. Raven never needs to worry about her personal funds and is treated as one level higher when calculating her wealth-by-level (6 CP)
  • Reflex Training (Extra Actions Variant) with +3 Bonus Uses (6/Day total), Specialized / only to either evade an attack or for her (or her soul-self) to get in the way of an attack (5 CP).

Basics:

  • BAB: +6, Corrupted/does not contribute to iterative attacks (24 CP). This is primarily used for telekinetic assaults.
  • Hit Dice: 8 (L1d8, 4 CP) +26 (L2-8d6, 14 CP) +12 (Immortal Vigor) +40 (Con Mod x 10) = 86 HP
  • Saving Throws:
    • Fortitude +3 (9 CP) +4 (Con) +3 (Res) = +10
    • Reflex +4 (12 CP) +3 (Dex) +3 (Res) = +10
    • Will +6 (18 CP) +3 (Wis) +3 (Res) = +12
      • Luck would be more efficient – but if there’s one thing that the comics have established, it’s that Raven has no luck.
  • Proficiencies: All Simple Weapons (3 CP).
  • Armor Class: 10 (Base) +3 (Dex Mod) +3 (Armor) +4 (Martial Art) +4 (Cha Mod) +2 Deflection = 26

Point Costs:

  • Four Color Template: 24 CP
  • Witchcraft: 48 CP (Plus Pacts)
  • Other Mystical Abilities: 42 CP
  • Skill Boosters: 15 CP
  • Purchased Skills: 0 CP
  • Minor Abilities: 53 CP
  • Base Attack Bonus: 24 CP
  • Hit Dice: 18 CP
  • Saving Throws: 39 CP
  • Proficiencies: 3 CP

That’s 266 CP

Available Character Points: 216 (Level Eight Base) +10 (Disadvantages: History, Pacifistic, and Hunted (demons and entities who want to use her for various things), + 16 (Duties to Azar and to Oppose Trigon) +30 (Human, L1, L3, L5, and L7 Bonus Feats) = 272 CP

That leaves 6 CP – enough for one bonus feat, another special Witchcraft ability, an extra +2 on a save, or some other minor benefit. I’m going to leave that open simply because – as I’ve already noted – I’m not really that familiar with recent versions of the character. Ergo, we have a bit of wiggle room to add whatever I’ve left out.

If nothing else comes to mind, put it in Power Words (Specialized in storing Ritual Effects only) and figure that she can prepare the occasional specialty magical effect (such as putting a dragon back into a cursed tome) in advance.

Remaining Details:

  • Minor Four-Color Ability: Immortal Vigor I. Everybody can always use a few more hit points.
  • Equipment: 46,000 GP: Cloak of Resistance +3 (9000 GP), Bracers of Armor +3 (9000 GP), Ring of Feather Falling (2200 GP), Ring of Protection +2 (8000 GP), Gauntlets of Ghost Fighting (4000 GP), Greater (Armor) Crystal Of Adaption (3000 GP), Amulet of Tears (2300 GP), Raptor’s Mask (3500 GP), Occult Library (As per a Mask Of A Thousand Tomes, but basically immobile (x.5) and at least 1d4 hours of intense study and concentration in a suitable study room to use (x.8) = 4000 GP), Hero Team Comlink (Satellite Smartphone with HUD and hands-free links, 250 GP), and an Advanced First Aid Kit / Healing Belt (750 GP). (No, Raven is never shown with a first aid kit that I know of. Yes, it would be INCREDIBLY stupid not to have one. I say that she does).

Raven is exceptionally versatile and – as a fast transdimensional teleporter with defensive Reflex Actions, a powerful summons she can send on missions, immunity to timeline manipulation, the ability to routinely return from death, intangibility, and whatever occult relic the game master feels like giving her – is virtually impossible to get rid of for long. On the offensive side she has powerful telekinesis, receptive and projective empathy, and formidable mystic bolts to play with when she needs speed and ritual magic when she doesn’t – even before delving into her minor powers. That’s a LOT of durability and options.

If she wasn’t generally a pacifist she could be doing an awful lot of damage – and would be potentially story-breaking in a wide variety of ways.

Oh, as for that Death Battle with Twilight Sparkle?

Well, discounting Twilights Meta-Powers (recovers from any effect that would be upsetting to a small girl if it happened to a favorite pet before said small girl would have time to get seriously upset, her presence (or that of any other major My Little Pony character) causes all situations to be quickly resolved in a cheerful happy ending for all the nice creatures and a comeuppance for all the naughty ones, friendship is the greatest power in the universe) to at least some extent, disregarding that they’re both “fight-only-if-necessary” types, that they’re actually mirror images in a lot of ways, and the fact that Raven is really fond of “Pretty, Pretty, Pegasus” (the in-universe version of My Little Pony) and that they BOTH started their careers by gathering a group of friends to defeat a great evil…

If they did fight – which would take a LOT of contriving – I’d probably have to give it to Raven. Sure, she’s died a lot – but Raven actually knows how to fight while Twilight is honestly really, really, REALLY bad at it. Secondarily, Raven has her soul-self ally to grab Twilight from behind while Raven keeps her busy from the front.

I would also expect Raven to then punch Death in the jaw (he IS one of her relatives after all), for Twilight to pop up again after a few seconds (after just long enough of a “death” for the match to end), and for the happy tea party with Fluttershy and many small furry things to be in full swing within five minutes. This isn’t QUITE like asking a couple of Bodhisattvas to meditate each other to death, but it’s not that far from it either.

Advertisements

2 Responses

  1. A very adroit build! Thanks for writing this up!

Leave a Reply

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

WordPress.com Logo

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

Google+ photo

You are commenting using your Google+ 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 )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

%d bloggers like this: