Eclipse – The Sagacious Advisor

This package gives you the classic sage, mentor, or royal advisor – someone who can tell you that the unseasonable winter blighting the land is almost certainly the work of the Winter King wielding the reforged Fimbulwinter Blade from his Otherworldly Castle Of Ice, and that some heroes must journey there to stop him by shattering the blade once more so that the seasons will turn properly for another age of the world.

He will even – after enough research (waiting to draw the right card since he only gets new ones for his Hexcrafting magic when important things happen) that the situation has become utterly dire and the party has had to hold off multiple attacks by Polar Bears, Winter Wolves, and other ice-monsters – be able to open a path into the mystic realms of the Seasonal Spirits, so that you can reach the Castle Of Ice to do battle with the Winter King.

He won’t know that the Winter King was recently overthrown by his treacherous son Prince Iceheart wielding the reforged Fimbulwinter blade, and that to restore the balance of the world the party will have to rescue the old king, defeat the Prince, shatter Fimbulwinter once more, and perform a ritual to reinstate the link between the Realm of Winter and it’s once and future King. After all, that information is far too recent to appear in the Sagacious Advisors ancient tomes – but he can still get the party started on their adventure.

Similarly, he can put the dying king afflicted by the nigh-unstoppable mystic venom into stasis, and greatly slow the decay of the land that ruler is linked to – but he will have to stick around to keep recasting that stasis (after all, it starting to wear off is probably an important enough event to justify refreshing his powers), leaving the quest for the cure up to the player characters.

Of course, if you wind up having to take a Sagacious Advisor along on your adventures – perhaps you need one of those vastly powerful spells performed at a particular place – then you will have to babysit them through the trip and then protect them from the inevitable massive attack while they perform their ritual casting because they probably won’t be any use at all along the way.

The Sagacious Advisor (Usually an NPC):

Basic Attributes: Str 8, Dex 8, Con 12, Int 14, Wis 12, Cha 16 (Pathfinder 15 Point Buy).

Available Character Points: L3 Base (96 CP) -18 (Untrained) +12 (L1 and L3 Feats) = 90 CP.

Basics (25 CP): Hit Dice: 3d6 (6 CP), Skill Points +8 (Fast Learner at L0, 6 CP) +6 (6 CP) = 14 (six knowledges at +1, 8 points for other skills), BAB +0 (0 CP), Saves +0 (Luck with +2 Bonus Uses, Specialized in Saves, 4 CP), Proficiencies: All Simple Weapons (3 CP).

Other Abilities (65 CP):

  • Luck with +4 Bonus Uses, Specialized and Corrupted for Triple Effect: only for Skills, only for Knowledge, Skills, user must spend a lot of time rummaging through ancient tomes and lore, information often contains gaps (especially about recent changes) that will need to be filled by adventurers, user is afflicted with great curiosity and a certain lack of caution (12 CP).
  • +6 Base Caster Levels, Specialized in Hexcrafting. (18 CP).
  • Hexcrafting: 4 Free Invocations (8 CP), 3 Cards (8 CP), 2 Fixed Cards (6 CP). All Corrupted for Reduced Cost / the user must fumble around with assorted arcane ingredients, speak, and gesture to do anything at all. The Cards are also Specialized for Reduced Cost / Ritual Only, it requires at least one minute of ritual per card expended to create an effect.
  • Berserker with Odinpower (+15 to Base Caster Level, -2 to AC) and +2 Bonus Uses, Specialized and Corrupted for Reduced Cost / each use only allows the casting of a single spell, user forfeits his or her dexterity bonus while casting, only half effect when using a free invocation, (4 CP).
  • Choice of Houngan Conjurer (9 CP) or Where Does He Get Those Wonderful Toys (9 CP).

While the Sagacious Advisor is useful to have around, and makes a wonderful government official… he or she does not have the quick, or regularly-usable, power needed to be a real threat to the current rulers or to overshadow the player characters. Like it or not, he or she is effectively a plot device. Still, every so often, the Sagacious Advisor can perform a major ritual – opening the path to a realm of myths, transporting a city away from an attacking horde to an unknown alien realm (which will, of course, offer it’s own menaces and which will urgently need exploring), or stopping that volcanic eruption (while simultaneously upsetting some Elementals) – and then be quite unable to deal with the further consequences. Que the player characters having a new mission.

Given that the game is supposed to be focused on the player characters, that’s a good thing. I’ve played in entirely too many games where the megapowerful NPC’s could (and obviously SHOULD) easily fix the problem – but it gets shoved off onto the player charters for some unspecified reason. As an example from a game I once played in…

(My character) “So let me get this straight, The kings widely-loved daughter has been Kidnapped. So the King sent his most skilled (high-level) guards out to scoop up what must be the six weirdest, most incompatible (we had a Drow, a Minotaur, my chain-smoking modern Egyptian tomb robber who’d been drafted by Anubis to be a priest in a fantasy world, and several other weird types), people in the capital, whom he had no information on, who are not known as adventurers, and who he has no reason to trust, to send after her. He’s doing this on the advice of his supposedly good-guy Mind Flayer advisor. We’ve been told that she’s being held in a legendary tomb in the middle of the enchanted forest by bandits. The King refused to lend us a guide, or any guards to provide backup, or give us a map, or provide us with any gear. And we will be thrown in the dungeons if we don’t take on this mission. Well… Now that we’re approaching the forest… I vote that we make a break for it!”

The game master was extremely surprised when the party assumed that we were, at best, a sacrificial diversion for the real rescue mission – and that, at worst, the “lawful good king” was actually covering up the elimination of an uncooperative daughter. And why would we be asking for gear or a map or help? We had our first-level character creation funds!

With this build… that sort of thing is not a problem. The Sagacious Advisor can meet the magical needs of the kingdom, tell the party where to find the necessary plot coupons and mcguffins, and still remain low level and incapable of doing the actual adventuring himself. It also means that – in a setting where most of the world is low level – one can fairly readily find or train an effective royal advisor without having to assume that they just appear from nowhere when it’s convenient.

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3 Responses

  1. Sounds like a solid build for a player character too, at least as far as I’m concerned. I’d probably swap some stuff around (ditch base caster levels entirely and use the freed up CP to turn the Berserker Specializations towards double effect since you’ll only have little time to actually meaningfully use Hexcrafting to begin with, using it as a more reliable substitute to actual Occult Rituals), but the idea behind using once in a blue moon powerful effects can still be pretty good for a character.
    Heh, maybe take Enthusiast so you can get a specialized and corrupted Reality Editing to fit the situation and then power it with a Double Mana Vortex by expending three cards. Not too reliable, but if you know what’s coming up the ability to make a Major Edit every round for about 30 rounds will likely amount to something.

    • I agree. It would probably make a good ‘secondary feature’ for a character. Maybe have a warrior-scholar who has learned vast arcane secrets yet not truly mastered there application in practice, or a paladin that can call forth amazing workings of the divine given the opportunity.

      • Oh, it can certainly be used that way – but what makes the Occult Rituals interesting is the fetch-questing. Having the ability to whip out the occasional mega-spell far beyond everyone else’s abilities is kind of neat – but in practice it all too often turns into “Huh. You finally managed to use that” with three major options – either the target has some way to deal with it (you try your ultimate power move and it just fails! Anticlimactic and really hard to avoid having it turn into “immunity to pretty much everything the party can do), you have mistargeted it (dull!) or “you win! come back next week and I’ll see if I’ve thought of anything to do”.

        For an example of that sort of thing, in one game the Demon Empire was gathering it’s horde to attack the mortal kingdoms. We had a week before they gathered, since we were well-shielded against detection – time enough to reach the mortal kingdoms, provide a warning, and start gathering a defense.

        My priest sent the others to provide the warning and spent the week charging his ritual circle with grotesque amounts of power before using a willing martyrdom you-die-permanently effect to channel all of it into a caster level 40+, thousand mile-radius, Holy Word in the center of the Demon Empire. There were earthquakes, and disasters, and with better than 99.5% of its creatures wiped out… the Demon Empire sank into the sea – leaving he game master with a complete plot derailment of the Fourth Demon War. And the game collapsed two sessions later.

        Now it doesn’t have to work that way – some game masters will handle it just fine – but a lot of them won’t, which is why this is set up for NPC’s. Things tend to go a lot smoother when the major plot-disjunction effects are under the game masters control

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