Eclipse d20 – Fuyuha y(“Winter Blade”) Zhang.

And here we have another example of a highly optimized martial character – in this case an eastern-themed Samurai / Chinese knight type. She’s very powerful for her level – but a large part of that is that she’s a bottleneck design and that – being Atherian in general and from HuSung (the Elemental Domain) in particular she gets to buy up attributes at half the normal cost and buy a wealth level. She has has taken advantage of that to focus entirely on dexterity, using it for attacks, damage, hit points, and most of her skills. If she should happen to take damage to her dexterity she’d be pretty much crippled. Bottleneck designs can be very effective – but if someone targets their critical point, they’re virtually out of action.

Fuyuha (“Winter Blade”) Zhang.

Level Five Jinyiwèi (Noble Guard) of the Imperial Academy.

Racial Template: Atherian Human, Elemental Magic Birthright:

Natives of HuSung gain an innate knack with elemental magic, using the Theurgy system. Since the power for their spells comes from Improved Occult Talent and Inherent Spell, their inherent casting level is equal to their base level. Those who opt to develop their abilities can become fairly formidable. In general, natives of HuSung will have Two primary elements (Adept, +3 bonus), two secondary elements (Adept, +1 Bonus) – and one they’re weak in (+1 Bonus only).

  • Skill Bonuses: +1 each in Creation, Control, Destruction, Healing, Transformation, and Understanding. Specialized: only for use with the Fire, Air, Earth, Water, and Spirit nouns (3 CP).
  • Adept: Choice of four from among Fire, Air, Earth, Water, and Spirit (6 CP).
  • Skill Bonuses: +1 in each of three elements, +3 in each of the two remaining elements (these must be among those chosen as Adept skills) (4 CP). As part of a template, these bonuses do not count against the normal skill limits.
  • Improved Occult Talent: 5 x L0 and 3 x L1 spell slots. Specialized: no inherent spells, only usable for theurgy, Corrupted, Elemental Magic only (4 CP).
  • Inherent Spell: 2 x L2 spell slots per day. Specialized: only to power Theurgy. Corrupted: Elemental Magic only (2 CP).
  • Immunity/Elemental Damage: Very Common/Major/Trivial (5 points of damage), (5 CP).
  • Fast Learner(May be specialized, 6 CP). In her case, it is indeed Specialized in Skills, for double effect (+2 SP/Level).
  • Fuyuha’s Adept affinities are Earth and Spirit (+3) and Water and Fire (+1). Those only cost 1/2 SP to raise by +1. Air costs her 1 SP per point.
  • Available Spells are 5xL0 (DC 5), 3xL1 (DC 10), and 2xL2 (DC 15), Her current check bonus is [Verb (1) + Noun (1 or 3)] – so she is pretty much all right on Cantrips, but will often fail trying for anything more. In her focus on her martial capabilities, she has – at least so far – gravely neglected her magical skills.

Available Character Points: 144 (L5 Base) +10 (Disadvantages ) +18 (L1, L2, L4 Bonus Feats) +10 (Duties to her Clan and Husband) = 182 CP.

Basic Attributes: Str 8, Dex 16 (+2 Level, +2 Wealth, +6 Purchased +4 Enh = 30), Con 10, Int 14, Wis 14 (+4 Enh = 18), Cha 12. (3.5 28 Point Buy).

Wealth Level: Well Off (3 CP) plus Military Dedication: Upgrade to Wealthy, but Specialized and Corrupted / only for Training and Weapons Purposes (3 CP).

  • Armor, Shields, and Weapons: Katana, Wakazashi, Longbow, and Naginata. All gain +2 Wealth Bonuses and are considered Adamantine.
  • Three Charms (Elfinstone, Hidden Pocket, Stone Or Purity) and One Talisman (Shimmermail,
  • Mounts and Pets: Warhorse, Hawk.
  • Retainers: Squire, Contingent of 12 Guards.
  • Skill Bonuses: +2 Wealth Bonus to Speak Language and Ride. (+4 since both are Tier 2 Skills).
  • Training Bonuses: +2 to an Attribute, +2 SP/Level Gained, +1 HP/Level Gained.

Basic Purchases (94 CP):

  • BAB +6, Specialized / only with Oriental Weapons in which she has a Martial Art at at least +6 (18 CP).
  • Hit Points: 6 (L1d6, 2 CP) +17 (L2-5d6, 8 CP) +12 (Immortal Vigor) +70 (Cha Mod x 7) +5 (Wealth) = 110 HP
  • Evasive Combat: Finesse II: Uses (Dex Mod) in place of (Con Mod) when calculating hit points (12 CP).
  • Saving Throws:
    • Fort +2 (Purchased, 6 CP) +0 Con +1 (Res) = +3
    • Ref +1 (Purchased, 3 CP) +10 (Dex) +1 (Res) = +12
    • Will +2 (Purchased, 6 CP) +4 (Wis) +1 (Res) = +7
    • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Proficiencies: All Simple and Martial Weapons, Corrupted / Weapons of HuSung only (6 CP).
  • Skill Points 13 (13 CP) +16 (Int Mod x 8) + +16 (Fast Learner, Specialized in Skills, from Birthright) +10 (Fast Learner, Specialized in Skills, 6 CP) +10 (Wealth) = 65 SP.
    • Adept (Martial Art/Naginatajutsu, Move Silently, Spot, and Survival, 6 CP).
    • Martial Mastery: The first skill point spent on a Dexterity-based martial art counts as four. Built as Immunity / The Skill Point Costs of Dexterity-Based Martial Arts (Common, Major, Minor, Corrupted / user must spend at least 1 SP on each martial art, although that then suffices to purchase a +4 in it (4 CP).
  • Move: 30′ (Base) +30′ (Enhancement) +30 (Circumstance) = 90′
  • Armor Class: 10 (Base) +10 (Dex) +4 (Shimmermail) +4 (Shield) = 28 (Plus current Martial Arts modifier, if any).
  • Initiative +10 (Dex)

Usual Weapons:

  • Kaiyuan (Spirit Weapon Composite Longbow): +19/+19/+14 (+6 BAB +10 Dex +2 Wealth +1 Enh, Haste), 1d12+13 (M. Art, Dex, Wealth, Enh) (Lethal or Nonlethal as desired), Crit 20/x3, 110′ Base Range. Treated as Adamant.
  • Katana (Eastern Bastard Sword): +20/+20/+15 (+6 BAB +10 Dex +2 Wealth +2 MA, Haste), 1d12+12 (MA, Dex, Wealth), Crit 19-20/x2, 5′ Natural Reach, Quick Draw, Whirlwind Attack, attacks on the weapon are treated as normal attacks against her. Treated as Adamant.
  • Naginata (Guisarme): +21/+21/+16 (+6 BAB +10 Dex +2 Wealth +2 MA, +1 Enh, Haste), 2d4+13 (MA, Dex, Wealth, Enh) +1d6 (Shock), Crit 20/x3 plus automatic trip, 5′ Reach + 5′ Natural Reach, Whirlwind, +4 AC when used. Treated as Adamant.
  • Petal Blades (Unique): +21/+21/+16 OR +19/+19/+19/+14 (+6 BAB +10 Dex +2 Wealth +2 MA +1 Enh, Haste, optional Rapid Shot), 1d8+13 (MA, Dex, Wealth, Enh), Crit 20/x2. 20′ Range Increment, Treated as Adamant.
  • Unarmed/Wuxing Shadow Palm: +16/+16/+11 (+6 BAB +10 Dex, Haste), 1d8+10 (MA, Dex, Lethal or Nonlethal as desired), Crit 20/x2, Improved Disarm, Blind Fight, and Prone Combat.

Other Abilities (82 CP):

  • Self-Development/+6 Dex (36 CP).
  • Ki Focus: 2d6 (8) Mana with Unskilled Magic, Specialized for Increased Effect (only costs a base of one Mana per spell level) and Corrupted for Reduced Cost / Only for Unskilled Magic, only to produce long-term weapon and personal enhancements, requires at least one hour of meditation to “cast” a spell (8 CP). It costs two Mana per Spell Level to create an effect that lasts until released or dispelled, half of which cannot be recovered until the effect ends. So it costs 6 Points to cast a third level effect and reduces the pool by 3 until the effect is released. Thus she can cast and maintain a L3 effect (6 Mana to cast, 3 to maintain), recover to at least four Mana and create a L2 spell effect (4 to cast and 2 to maintain), recover to at least 2 Mana to create a L1 effect (2 to cast and 1 to maintain), and create a trio of cantrip-level effects (1 to cast, 1/2 to maintain).
  • Immunity / the need for extra rest and meditation to regain 2 Mana per day instead of 1 (Common, Minor, Trivial, 2 CP). (Sadly, Rite Of Chi is not normally available on Atheria).

She usually maintains Focused Mind (L3 Enhance Attribute, +4 to Dex and Wis), Storm Blade (L2 Eldritch Weapon, on her Naginata, making it +1 Shocking), L1 Light Foot, and three level zero effects of choice.

Light Foot (Not the same as the “Light Foot” Martial Art ability):

  • Transmutation, L1 Druid, Ranger, Sorcerer/Wizard, Components: V, S, Casting Time: One standard action, Range: Touch, Target: Creature Touched, Duration: 1d6+2 Rounds, Save: Reflex Negates (Harmless), Spell Resistance: Yes

Light Foot makes the user extremely light on his or her feet, gaining a +30 circumstance bonus on his or her ground movement speed a +10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only]. The user is, however, considered one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation.

  • Reflex Training / Combat Reflexes Variant (6 CP).
  • Finesse: Uses (Dex Mod) in place of (Str Mod) for attacks (6 CP).
  • Finesse: Uses (Dex Mod) in plave of (Str Mod) for damage (6 CP).
  • Innate Enchantment (12 CP):
    • Resistance: +1 Resistance bonus to Saves, Personal-Only, 700 GP. .
    • Personal Haste (2000 GP).
    • Force Shield I (Personal-Only, 1400 GP).
    • Immortal Vigor I (Personal-Only, 1400 GP).
    • Rugged Metabolism: Fast Healing I for 18 Rounds 2/Day, Relieve Illness 1/Day, Relieve Poison 1/Day, and Lesser Restoration 1/Day, all Personal-Only (1400 GP).
    • Skill Mastery I/+3 Competence Bonus to all Wisdom-Linked Skills, Personal-Only, 1400 GP).
    • Skill Mastery I /+3 Competence Bonus to all Martial Art Skills, Personal-Only, 1400 GP)
    • Masters Parry: Block 15 points of damage as an Immediate Action 4x/Day (1600 GP).
  • Occult Sense / Danger (6 CP). Picks up ambushes, assassins, poison, and incoming attacks.

Tier One Skills (40 SP):

  • Martial Arts:
    • Cherry Petal Wind Kung Fu: +8 (5 SP) +10 (Dex) +3 (Comp) = +21
    • Shining Waters Kenjitsu: +8 (5 SP) +10 (Dex) +3 (Comp) = +21
    • Thousand Leaping Flames Style: +8 (2 SP*) +10 (Dex) +3 (Comp) = +21
    • Unity Of Divine Wind: +8 (5 SP) +10 (Dex) +3 (Comp) = +21
    • Wuxing Shadow Palm: +8 (5 SP) +10 (Dex) +3 (Comp) = +21
  • Move Silently: +8 (4 SP*) +10 (Dex) = +18
  • Spot: +8 (4 SP*) +2 (Wis) +3 (Comp) = +13
  • Survival: +8 (4 SP*) +2 (Wis) +3 (Comp) = +13
  • Tumble: +5 (5 SP) +10 (Dex) +2 (Sy) = +17

Tier Two Skills (18 SP):

  • Intimidate: +8 (4 SP) +1 (Cha) +4 (Sy) = +13
  • Listen: +8 (4 SP) +2 (Wis) +3 (Comp) = +13
  • Ride: +8 (4 SP) +10 (Dex) +4 (Wealth) = +22
  • Sense Motive: +8 (4 SP) +2 (Wis) +3 (Comp) = +13
  • Speak Language: +4 (2 SP) +2 (Int) +4 (Wealth) = +10

Tier Three Skills (7 SP):

  • Craft Paper Art: +7 (2 SP) +2 (Int) = +9
  • Profession/Bodyguard: +7 (2 SP) +4 (Wis) = +11
  • Profession/Legist: +4 (1 SP) +4 (Wis) = +8
  • Profession/Tactician: +7 (2 SP) +4 (Wis) = +11

Known Martial Art Techniques:

  • Cherry Petal Wind Kung Fu (11): Power 2, Attack 2, Synergy/Tumble, Rapid Shot, Imbuement (Petal Blades), Inner Strength II, Wrath (Force), and Paralyze.
  • Shining Waters Kenjitsu (11): Attack 2, Power 1, Quick Draw, Reach, Unity of Steel, Whirlwind Attack, Inner Strength x2, and Ki Focus (+4 BAB).
  • Thousand Leaping Flames Style (11): Attack 2, Defense 4, Mighty Blow, Reach, Whirlwind, Inner Strength II, and Iron Skin.
  • Unity Of Divine Wind (11): Power 2, Synergy/Intimidate, Spirit Weapon 2, Imbuement, Battlecry, Inner Strength 2, Resist Pain, and Wrath.
  • Wuxing Shadow Palm (11): Strike, Power 2, Improved Disarm, Blind Fight, Prone Combat, Inner Strength 2, Ki Block and Vanishing.

Note that Fuyuha is using the “separate pool for each art” option – and so has a reserve of 12 Con/”Ki Points” to power each arts special disciplines with. Sadly, each pool only recovers at one point per day, two with full rest.

One Response

  1. […] society, attitudes, approaches to problems, and builds – and it shows. For comparison, Fuyuha is an extremely formidable combatant thanks to her monomanical focus on her Dexterity and using it […]

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