Adventurers Of The Anomaly – oAllandras Rasil de’Radoen Van Des-Prosium de’Taliaemente’ ip Carthoran

And here we have an extremely complicated character – an Eclipse conversion of a higher-level character from an old Continuum II campaign exported to the Anomaly setting – which is, in itself, probably far too complicated. Allowing characters from virtually any setting to interact will get that way.

I would probably have recommended something simpler for a first Eclipse character – but who am I to argue with nostalgia?

The open road. Fresh air and soaring birds. No walls, just limitless skies and distant horizons. The sound of the wheels turning over the bumps in the road, urging the horses onward, the dogs rushing through the brush,leaving irate parents yelling threats as they discover what you’ve been doing with their cuter daughters, a belly full of good food, and a purse full of coin. There was no better feeling for a wanderer – or at least not for him. Something about the open road had always called to him, it felt like home. Besides, the customers were out there. He might no longer need to rely on scams, but there was only so much of a market for magical trinkets in any one place.

It felt good to finally be on the road again. He’d spent far too long apprenticed to the mages guild and spending all his time in one city – but (in the time that wasn’t spent with friends or frantically avoiding marriage) there had been so much to learn. Runes and sigils, the dragonlore, anchoring, crafting, and mastering his knack for opening the doors between realms, to link distant places, and to bind energies together. Well, OK, maybe master was a bit strong a word – but at least he’d learned and practiced enough to significantly reduce the chances of accidentally killing himself, or the local countryside, whenever he messed around with his dimensional magics.

And linking had come in really handy that time he accidentally gated to the desert instead of the arctic. Or when Chandra’s father came home early. Or when the guards showed up while he was selling those spices that totally fell off a wagon somewhere on a dusty road well outside of town and that nobody else had come across before he did, honest. And when Sharae’s husband didn’t stay out drinking as long as expected. And… well, a good escape route was a great thing. Plus, being able to woo women and find lost property to sell in places outside your base of operations made it much easier to keep a good reputation at home, as well as not have to drop out of school.

Anyway. The road. A new wagon, recently made to his specifications. Months carving in all the runes to strengthen it and make sure it was anchored to him so he could always access it and find his way back to it. Plenty of cargo to sell: he’d spent a fair bit of time turning standard open air market vendor trash into magical trinkets that even worked as advertised. Charms to keep clothes clean, fit, and well-mended. Amulets to keep youngsters from becoming young parents. Pitchers that kept beverages cool, plates that kept food warm, brooms with cleaning charms, sponges that actually removed stains. Enough to keep him fairly respectable.

Mind you, it didn’t count his supply of fireball darts, sleeping powder, lock picks of opening, soft soled boots of climbing, delayed alarm buttons, illusory fireworks, and various other gadgets – but only adventurers usually wanted those, and they were never a reliable market. He’d used some himself though – such as when Isabel’s father put his daughters art studio at the top of a tower – but it was better not to need to!

Anyway, up ahead was the nexus he’d come to find. A shortcut to bypass some of the open road that was known to be a bit more, problematic for lone travelers. He had defenses of course, his rod of force, and wand of light, a few fireball darts (not too potent, but enough to scare off the easily discouraged), a bag of pepper, some minor combat skills if they got in close, and of course as a last resort, he had a crossbow and dagger (even if he had little idea of how to use htem). But why risk it if this bit of the old roadways would get him over to the other side of the mountains immediately? The crops had been poor over there this year, and his load of grain and vegetables should fetch a pretty good price. And lumber. After all, he’d had some space left and the forest was just sitting around and wouldn’t miss a few trees.

Right, there was the nexus… push on those energies there, right, portals open. And in we go…

Allandras is something of an oddity, having left the clan to study in the Mageocracy of Cisnaud. While he could always return, his time amidst the great magi and the merchants guilds have fanned the flames of both ambition and greed. Seeing the raw power of the Arch-magi, and the chests of gold – and even promissory notes, when so much gold would be difficult to carry – has shown him that he wants those things as well. Power and Wealth are there for the taking; the streets teem with tales of adventurers gaining both – and both shall be his as well!

He hasn’t much direct power-handling capacity – but Allandras has a knack for using rituals involving dimensions/gates, and binding/linking,which has served him well. He plans to use it to short circuit a lot of travel time that his competitors have to take. He’s not above a bit of larceny, and there’s not much he wouldn’t consider selling, depending on local rules/mores/and black market availability – but he isn’t in such a rush as to take stupid risks. His training in the guild rapidly focused on his gifts as a crafter, but he rapidly because unsatisfied when he realized that he did best with relatively minor enchantments. Still, that has allowed him to make a host of different items so that he almost always has what he needs with more to sell.

Naturally enough, when adventuring he relies on his items – his Wand of Light, Rod of Force, Fireball Darts, Lockpicks of Opening, Boots of Climbing, and a wide variety of spell tokens in one form or another. A Caravan means that he doesn’t have to walk – and makes pulling out heaps of goods look a lot more plausible (and reduces suspicion of illusion).

Some of the talents from his upbringing still serve him well though. An ear for languages that turned into an ability with tongues, great for a traveling merchant. From Esmelia an appreciation for dance, and song. And while his voice doesn’t yet influence people the way hers did, it’s enough to help attract customers and put them at ease in the market place.

So, a wagon more full of good than can reasonably fit in a couple of them, some gear that looks finer than it is, an assortment of trinkets for sale and use, an ability to start crafting more valuable items, both artistic, useful, and magical, which will get stronger over time.


Characters in the Anomaly setting all get the Low-Level Adventurer Template, 24 CP worth of abilities drawn from their home dimension, a racial template that spends most or all of the points available for a baseline species, 25-point Pathfinder Point Buy attributes, and a starting level of two. That’s enough to make them pretty formidable in their own ways.

The Low-Level Adventurer Template provides:

  • A -3 penalty on unskilled skill checks.
  • Slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active psionic or magical skills. These are, however, considered to be natural skill ranks.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents or “knacks” appropriate to their home universe – one Class-A (roughly equivalent to the effects of a first level spell or power) and one Class-B (roughly equivalent to the effects of a cantrip).
  • In his case these are Enduring Health (+2 Constitution) and Mage Sense (Detect Magic).

Characters will be using the Condensed Skill List, complete with the various skills special functions. These may, however, be adjusted for world or origin; Sci-fi characters rarely spellcast, but often have other special talents. Skill Checks are normally made on 3d6, and characters may “take 15″ instead of “20″. They are normally assumed to get a “5″ for passive checks, such as to notice something in passing.

Malavon (His Dimensional Origin and Birthright) World Laws grant him…

  • Flux Tapping: Characters from Malavon do not need sleep or rest to replenish their abilities: they can tap into the energy flux from hyperspace, or into subspace, that occurs at dawn or dusk. They tend to be limited by how much power they can store and handle, rather than by how much is available to tap into. In d20 that’s Immunity/The need to sleep or rest to recover “daily uses” of powers and abilities (Common, Minor, Grand, 12 CP).
  • Use of Charms and Talismans: Shaping, Corrupted and Specialized for increased (level one and possibly weak level two) effects/can only produce effects for which the user has the appropriate foci ready, can only support a limited number (seven and three) of minor charms and more notable talismans at one time, charms and talismans are modestly expensive and take some time to attune for use (6 CP).
    • Usual Charms: Alchemists Flask (easily fractionate or extract chemical), Contraceptive Charm, Dust of Illusion (produces minor illusions), Ice Chest (keeps things cold), Mandarin’s Pin (stay fresh and clean), Merasian Vapors (instant makeovers), and a Vanishing Cloak (grants a few seconds of invisibility up to (3 + L/3) times daily. .
    • Usual Talismans: Bracers of Hurling (throw small items with the speed and accuracy of a light crossbow), Preserving Chest (Closet, keeps thins from spoiling), and Shimmermail (+4 Armor Bonus to AC, no encumbrance or penalties).
  • Use of Relics: Double Enthusiast, Specialized in Relics for Increased Effect, may use up to 4 CP worth of relics at any one time (6 CP).

As an adventurer with some history – but without the skill to make major relics – Allandras has one minor item (The Favor of the Rom: Provides Fortune (Reflex Saves) and Luck Specialized in Saving Throws – allowing him to take no damage on a successful Reflex save and to either reroll a save or “take 20″ in advance once per day. The other three points are usually used with his Artificer ability to get more limited-use gadgets.

Racial Template: Fantasy Human (31 CP / +0 ECL).

  • Highly Adaptable: Racial Bonus Feat (6 CP).
  • The Quick And The Dead: Fast Learner Specialized in Skills for +2 SP/Level (6 CP)
  • Narrative Skills: May roll a skill check without a penalty if an attempt to describe how he or she is resolving a relevant situation does not work out (Opportunist, 6 CP).
  • Pacts and Blessings: Double Enthusiast, Specialized in Innate Enchantments for increased effect (up to 3500 GP effective value) and Corrupted for Increased Effect (the user need not worry about the XP cost of these innate enchantments) (6 CP).
    • 3500 GP isn’t very much – but it does suffice for a couple of first level effects and a Cantrip. Due to the dangers of the road, Allandras is currently maintaining Force Shield I (+4 Shield Bonus to AC), a +2 Enhancement Bonus to Wisdom, and Resistance (+1 Resistance Bonus to Saves).
  • Social Ties: Fantasy Humans come in tightly-knit clans, guilds, gangs, and other organizations. Hermits… are rare, generally considered insane, and highly vulnerable. Ergo, these humans get 7 CP worth of social benefits – privileges, contacts, favors, and reputation, or similar items (7 CP). He has…
    • Minor Privilege: Allandras is an obvious wandering merchant, and will be accepted as such pretty much anywhere he goes (3 CP).
    • 1 Contact with the Well-Travelled Modifier. Given 1d4 days Allandras can find a standard level Contact of his choice somewhere in the local area (4 CP). This also applies to the three bonus contacts from his Socialize skill.

Available Character Points: 72 (L2 Base) +6 Disadvantages (History, Compulsive / sees pretty much everything in terms of business, always looking for a potential profit) +12 (Human and L1 Bonus Feat) = 90 CP. Currently has 4 CP as experience, and so is considered to have started L3.

Basic Attributes (Pathfinder 25-Point Buy): Str 9, Dex 14, Con 12 (+2 Knack = 14), Int 18, Wis 10 (+2 Enh = 12), and Cha 12

Known Languages: Tradetongue (“Common”), Elvish, Aeran, Draconic, and one of choice.

Basic Abilities (23 CP):

  • Hit Dice: 6 (L1d6, 2 CP) +6 (L2d6, 2 CP) + [12 +4 (2 x Con Mod), Template] +6 (3 x Con Mod; he hasn’t put points into his L3 HD as of yet, so it starts as a d0 – but still counts) = 34 Hit Points.
  • Armor Class: 10 (Base) + 2 (Dex) +4 (Shimmermail) +4 (Force Shield) +2 (Martial Art) = 22
  • Initiative: +2 (Dex).
  • Move: 30′
  • Proficiencies: Staves (1 CP).
  • Skill Points: 24 (Int Mod x 6) + 12 (Fast Learner) + 6 (Purchased, 6 CP) = 42 SP.
  • BAB +0 (0 CP)
  • Saves:
    • Fortitude +1 (3 CP) +2 (Con) +1 (Res) = +4
    • Reflex +1 (3 CP) +2 (Dex) +1 (Res) +1 (Per) = +5
    • Will +2 (6 CP) +1 (Wis) +1 (Res) = +4

Special Abilities:

  • Adept (Appraise, Deception, Persuasion, and Socialize, 6 CP)
  • Adept (Local Knowledge, Perception, Perform, and Scholar, 6 CP).

Skills:

  • Appraise +6 (3* SP) +4 (Int) +3 (Tem) = +13. Effectively gain +20% on treasure.
  • Craft +4 (6 SP) +4 (Int) = +8
    • Covers: Armorer, Carver, Etcher, Jeweler, Smith, Tailor, and Wainwright.
  • Deception +6 (3* SP) +1 (Cha) +3 (Tem) = +10.
  • Local Knowledge +4 (3* SP) +4 (Int) = +8
  • Martial Art (Unarmed) +6 (6 SP) +2 (Dex) = +8
    • Covers Strike, Defenses 2, and Versatility.
  • Perception +6 (3* SP) +1 (Wis) = +7. Provides +1 on Reflex Saves.
  • Persuasion +6 (3* SP) +1 (Cha) +3 (Tem) = +10
  • Perform +6 (3* SP) +1 (Cha) = +7
    • Covers: Dance, Oratory, Seduction, Singing, Strings, +2 Additional.
  • Profession/Merchant +6 (6 SP) +1 (Wis) = +7
  • Scholar +6 (3* SP) +4 (Int) +3 (Tem) = +13. Provides +2 levels worth of any one Favored Foe or Favored Enemy variant. Since this is likely to provide bonuses to various forms of crafting or merchandising, this will be determined in play.
  • Socialize +6 (3* SP) +1 (Wis) +3 (Tem) = +10. Provides +3 Bonus Contacts.
  • Use Magic Device +4 (6 SP) +1 (Cha) = +5

Allandras is just below the threshold to get special abilities from several of his skills. He should achieve it for several of them next level.

  • Intuitive Linguist: Enthusiast, Specialized and Corrupted for Increased Effect / only for languages, but allows two, languages can be changed at a moments notice with a use of Comprehend Languages (3 CP).
  • Dimensional Ritualist: Inherent Spell, Specialized for Increased Effect (Level Six Base) / requires a 15-30 minute ritual. (Level Six Greater Invocation of Dimensional Manipulation, produces any arcane dimension-warping effect of up to level five. 6 CP), plus Four Bonus Uses, Specialized the same way but for reduced cost (3 CP).
    • Normally he maintains a small pocket dimension linked to his caravan or to an unfolding pouch or some such – Spacewarp (L2, +1 for 1 Day/Caster Level, +1 for Mobile, and +1 for Furnished. His space is about 50 x 60 x 10, and comes with racks, tables, a magical workshop, and so on. Other ritual applications include keying gates, plane shifting, joining dimensional caravans, putting a similar pocket dimension in his wagon (if he doesn’t feel like carrying it, the same modifiers apply), setting up a Dimension Door escape on a delayed trigger, and similar tricks.
  • Linking Ritualist: Inherent Spell, Specialized for Increased Effect (Level Six Base) / requires a 15-30 minute ritual. (Level Six Greater Invocation of Linking Magic, produces any arcane linking effects of up to level five. 6 CP), plus Four Bonus Uses, Specialized the same way but for reduced cost (3 CP).
    • Linking magic is a bit of a specialized field, but it’s good for locating things, establishing local dimensional overlays, communications, binding things together (whether that means holding a rockslide stable or causing an opponent to split incoming damage with you), and tapping into various power sources. His most common use is to toughen his Caravan – and to link himself to it so that he can always find it again.
  • Dragonfire Forgemaster (24 CP): Path Of The Dragon: Shaping (allows endless Prestidigitation, 6 CP), Way Of The Artificer: Charmsmith (allows the crafting of very trivial magic items, as well as Charms and Talismans for those who can use them, with sales prices of 20-50 GP, 6 CP), SpellForging (allows the crafting of items with a cost of up to 4000 GP, 6 CP), and Harvest Of Artifice (the first 100 XP worth of item crafting each month does not cost any XP, 6 CP).
  • Expert Artificer (10 CP). Create Relic: Specialized and Corrupted / only to make limited-use items (Apply “Specialized / Does Not Recover to the items created, only select abilities that normally offer a limited number of daily uses) costing a maximum of 3 CP each, only using points from Enthusiast (2 CP) and Double Enthusiast, Specialized for Increased Effect (provides four floating CP) and Corrupted for Reduced Cost / points may only be used with Create Relic, limited as above. Taken twice (8 CP).

This package turns various limited-use innate magical abilities into charms, fetishes, potions, dusts, bags that “contain” spells, strange crystals, and even quasi-technological gadgets. At the moment, his stockpile consists of

  • Fireball Darts (5 uses of Fireball, 1 Point). Sadly only 3d6 and prone to malfunctions.
  • Lockpicks of Opening (6 uses of Knock, 1 Point). .
  • Boots of Climbing (6 uses of Spider Climb, 1 Point).
  • Dusts of Vision and Sleep (6 uses of Minor Image and 6 uses of Sleep, 1 Point).
  • Dusts of Earth and Fire (6 uses of Entangle and 6 uses of Produce Flame, 1 Point).
  • Wand of Light (14 uses of Cure Light Wounds and 14 uses of Color Spray, 1 Point).
  • Rod of Force (6 uses of Magic Missile and 6 uses of “Hydraulic Push”, 1 Point).
  • Pouch of Tricks (6 uses of Grease and six uses of Magic Mouth, 1 Point)
  • A pot of Curative Ointment (3 Points).

Yes, this comes out to 11 CP worth of items instead of 8. That’s because he’s using the three points left over in the personal relic allotment that comes from his Malavon Birthright.

Major Equipment:

As a traveling merchant with a multitude of ways to make money, Allandras gets to start off with level three wealth-by-level instead of level two – and so gets 3000 GP worth of gear. In addition, since he can make items of up to 4000 GP value, qualifying magic items are half cost.

  • Prehensile Cloak (Original): Can act as a third arm or be used with any “unarmed” martial art without having to take a special ability to do so (1000 (500) GP).
  • Healing Belt (MIC, 750 (375) GP) 3 charges/ day, spend 1/2/3 as a standard action to heal 2d8/3d8/4d8 and +2 to Heal checks.
  • Phantom Mill (The Practical Enchanter, 2000 (1000) GP) Provides a small legion of Unseen Servants.
  • Two-person furnished Caravan (Horse or Mule-drawn). Includes built-in seats, cabinets, and wardrobe, a two person bunk in the rear, chest of drawers (the top serves as a table), larder, wine rack, glass-fronted china cabinet, and shelves with bars to keep things from falling off (these are on hinges, and can serve as a door for his extradimensional warehouse). Small windows and a skylight allow for light in the daytime, at night there are brackets for oil lamps. There is a small porch on each end. Racks and cases along the outside fold out to provide storage for trade goods, a set of masterwork artisans tools and a workbench, a small forge, and a wide variety of storage spaces and barrels. An assortment of minor items – pots and pans, water tank, supply of foodstuffs (about a months worth for one), clothing, bedding, an (average) door lock, soap, and similar miscellany – is included at a net cost of 350 GP (Caravan 250, Tools 55, minor goods 45).
  • Minor Adventuring Gear: explorers outfit (and a spare), rope, grapples, a couple of flasks of oil, staff, light crossbow and bolts, a lantern, small metal mirror, ritual pouch, small prybar, a pair of mules, sacks, two knives, twine, wire, paper, pens, and ink, wax, chalk, etc. 175 GP.
  • Materials and trade goods: 600 GP.

Allandras hasn’t much of any direct spellcasting (picking up Power Words to store his ritual effects might be a good idea), but he does have an extensive arsenal of magical gadgets – and can easily provide gadgets, transport, and support for an entire party. That’s well worth investing his first couple of levels in. Direct magic – or whatever else he chooses to do – can come later.

For some examples of things that you can make with the Expert Artificer package:

  • Spell Talismans:
    • Innate Spell with Multiple Uses:
      • Two L1 Effects: 6 Uses Each (1 CP), 14 Uses Each (2 CP), 22 Uses Each (3 CP).
      • L2 Effect: 6 Uses (1 CP), 14 Uses (2 CP), 22 Uses (3 CP).
      • L3 Effect: 5 Uses (1 CP), 13 Uses (2 CP), 21 Uses (3 cp).
      • Related L3 and L4 Effect (1 CP), either 5 Uses of Each or a Related L5 and L6 Effect (2 CP), 9 Uses Each of a related L3 and L4 effect (3 CP).
      • Related Set: One effect of each level 3-7 (3 CP).
    • Unfortunately, this doesn’t bypass the level requirements for using innate spells, so low-level artificers must wait a while before using the high-level stuff. On the other hand, there’s nothing at all wrong with taking along a plentiful supply of Multiplying Shuriken (Magic Missile), Rainbow Crystals (Color Spray), Healing Draughts (Cure Light Wounds), and Origami Golems (Unseen Servants) on your early adventures.
  • Curative Ointment:
    • Healing Touch with Bonus Uses (enough to cure (5 x Chr Mod x Level HP) and Improved/Switch/Empower with Bonus Uses to provide (4+Level/3) total uses of Remove Disease, Remove Blindness/Deafness, Cure Serious Wounds, Remove Curse, Neutralize Poison, and Restoration (3 CP).
    • Curative ointment isn’t all that level-dependent, so a low-level party may find having a pot along very VERY helpful.
  • Sorcerer’s Bag:
    • Improved Occult Talent, Corrupted for Increased Effect (spell level) / slots must be preset. provides 5L1 and 3L2 charms/fetishes/scrolls/whatever with whatever you like in them for (1 CP).
    • That’s not as many uses as you can get from Innate Spell, but you do get a wide variety of effects. This is taking cheesy advantage of the rounding rule, but Improved Occult Talent is not likely to break the game.
  • Ring of Whispered Wishes:
    • 6d6 Mana with Reality Editing, Corrupted / cannot be used for other purposes (3 CP).
    • This useful little item answers small wishes – that there be something solid to catch onto when you’re sliding towards the cliff, that an opponent suffer some brief disadvantage, that a spell operate in a way it really shouldn’t or pierce that spell resistance. There’s usually enough power for nine or ten very minor requests, but larger boons expend the rings power far more rapidly.

Someone with this package makes a wonderful seller of potions and items that provide more uses of your own abilities, rather than independent abilities. Even better, they don’t need expensive ingredients, or to spend experience points, or to have all kinds of spell formula available. If you kill them, their stock ceases to work. If you steal their stock, it will soon cease to work as they invest their Enthusiast points in making some new stock. You can’t even accumulate it, because unused purchases will lose their power after some agreed-on date (when they make new stuff). On the other hand, buying from them can be quite inexpensive.

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One Response

  1. […] Allandras – Full name is Allandras Rasil de-Radoen Van Des-Prosium de-Taliaemente’ ip Carthoran, a unscrupulous traveling merchant and minor mage […]

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