Eclipse D20 – Kaerek, Savannah Refugee

Kaerek ran away from his cruel family (and especially Father) as a child and pretty much continued on indefinitely, eventually passing out of the Great Savannah (the Life Domain) into Chelm (the Domain of Blood and Shadow). There he picked up some weapons skills beyond the bow and realized that he was still being pursued by his abhorrent family.

Kaerek changed his name in hopes of that throwing off the pursuit – but is still not sure whether or not that somehow made it worse. Continuing North took him into the Domain of Order, where he was an unwelcome disruptive element and only managed to avoid execution or enslavement thanks to his skill at hiding. Eventually, however, another character hired him on as a bodyguard – which at least gave him a position of sorts.

Even if the pay is fairly poor for that kind of work, it’s not like he’s at all likely to be killed doing it.

Currently his boss is leaving the Imperium in pursuit of magical materials, ancient tombs, and arcane secrets in the Northern Forests of the Dimensional Domain – where he will hopefully escape pursuit at last, since heading out into the Northern Ice domain doesn’t look like a good choice.

Kaerek here is another monofocused character: He uses Dual Rapiers (to inflict a lot of damage) and a Bow (mostly so as to have something to do when not weilding Rapiers). Moreover, in part thanks to his Life Birthright, he is quite difficult to kill – at least with damage.

Outside of that, he can find his way in the woods and hide if stabbing things is not working.

And there’s not much else. Now there’s nothing inherently wrong with being highly focused – and it does make him very, VERY, powerful within that focus – but the lack of versatility is potentially troubling. If an adventure doesn’t involve sticking pointy sticks or blades into something – and exploring a wilderness that’s been depopulated by some kind of disaster involves a lot of tasks other than fighting – he won’t have a lot to do at the moment.

“Kaerek”

Level Four Wandering Mercenary

Life Domain Birthright:

  • Grant of Aid, Mighty (Heals 1d8+12 or 1d3+1 attribute damage or two negative levels), Regenerative (regrowth option), and Spark of Life with +4 Bonus Uses (Six per day total). (24 CP)
  • Innate Enchantment (6 CP/5000 GP value.
  • Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP)
  • Fast Healing (20 HP/Level/Day, personal only, 1400 GP)
  • Enhance Attribute: +2 Con (1400 GP)
  • Resistance: +1 Resistance bonus on Saves (700 GP).

Attributes: Str 8 (+2 Self-Development = 10), Dex 16 (+2 Enhancement +2 Purchased = 20), Con 14 (+2 Enhenhancement = 16), Int 14, Wis 08 (+2 Self-Development = 10), and Cha 12.

Available Character Points: 120 (L4 Base) +12 (Disadvantages: History, Hunted (Family), Illiterate, & Insane (His awful childhood makes it very hard to relate to other people in anything approaching a normal manner)), +18 (L1, L2, L4 Bonus Feats) +8 (Duties) = 158

Basic Purchases (93 CP):

  • Wealth Level (0 CP):
    • L1: Destitute (Runaway):
      • +2 Wealth Bonus (adjusted by Skill Tier) to Bluff, Hide, Search, and Sense Motive.
    • L2-4: Poor (Homeless Wanderer):
      • +6 SP to be spent on Profession, Craft, Bluff, or Gather Information.
    • Current (Being supported at Common).
      • Can afford Light Armor, Shields, Common Weapons, and Ordinary Equipment.
      • May employ three Charms.
      • Can have common animals, including a light riding horse and dog if desired.
      • May have a servant-boy or -girl (if so, probably a cheap slave-child).
  • BAB +5, Specialized and Corrupted for Increased Effect / only with weapons in which he has a Martial Arts skill at at least +6, no iterative attacks (+15, 30 CP).
  • Hit Points: 22 (L1-4d6, 8 CP) +4 (L1d4, 8 CP) +12 (Im. Vigor) +56 ([Con + Cha Mods] x7) = 94 HP
  • Evasive Combat: Advanced, Improved, Augmented Bonus (Adds Dex Mod to Con Mod when calculating Hit Points, Specialized and Corrupted for Reduced Cost / only through Level Six, 6 CP).
  • Saving Throws:
    • Fortitude: +3 (Purchased, 9 GP) +3 (Con) +1 (Res) = +7
    • Reflex: +2 (Purchased, 6 CP) +5 (Dex) +1 (Res) = +8
    • Will: +0 (Purchased, 0 CP) +0 (Wis) +1 (Res) = +1
  • Proficiencies: Light Armor (3 CP), All Simple and Martial Weapons (9 CP).
  • Skill Points: 2 (Purchased, 2 CP) +14 (Int Mod x 7) +14 (Fast Learner at L(-2) with Disad Points) +6 (Wealth) = 36 SP.
    • Fast Learner, Specialized Increased Effect / Only for Skills (+2 SP/Level, 6 CP). ,
    • Adept: Dance Of Nightmares Style, Blistering Thorns Style, Survival, and Tumble (6 CP).
  • Armor Class: 10 (Base) +2 (Leather) +5 (Dex) +4 (Shield) = 21
  • Initiative: +5 (Dex).
  • Movement: 30 (Base) +30 (Enh) = 60.

Usual Weapons:

  • Dual Rapiers: +23/+23/+23/+23 (+19 BAB +5 Dex +1 Enh +1 MA +1 Mor -4 Bonus Attacks), 1d8+7 (+5 Dex +1 +1 Enh), Crit 18-20/x2, 10′ Reach, 5d6 Sneak Attack.
  • Composite Longbow: +22/+22/+22 (+19 BAB +5 Dex -2 Rapid Shot), 1d12+6 (+5 Dex +1 Mor), Crit 20/x3, 3d6 Sneak Attack, may make a limited number of Paralysis Attacks.

Other Abilities (65 CP):

  • Self-Development: +2 Dexterity (12 CP due to half-price attribute rule in setting).
  • Master Fencer / Finesse: Uses (Dex Mod) in place of (Str Mod) for melee attacks with piercing weapons (6 CP).
  • Precision Strikes / Finesse: Uses (Dex Mod) in place of (Str Mod) for damage with piercing weapons (6 CP).
  • Bonus Attack II with Rapier, Corrupted / Requires the use of a Rapier in each hand (8 CP).
  • Imbuement (Rapier) (6 CP).
  • Innate Enchantment, up to 11,500 GP Value (12 CP): All Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only (if not already personal-only).
    • Personal Haste: +30′ Move, +1 Attack with Full Attack, 2000 GP.
    • Force Shield I: +4 Shield Bonus, Personal Only, x.7 – 1400 GP.
    • Enhance Dexterity +2: Personal Only, x.7, 1400 GP.
    • Martial Mastery (+4 BAB w/ Rapier, Personal Only, x.7, 1400 GP).
    • Inspiring Word (+1 Morale Bonus on saves, attacks, checks, and damage, 1400 GP).
    • Fortune’s Favor II (+2 Luck bonus to skills and attribute checks, 1400 GP).
    • Martial Mastery (+4 BAB with Longbows and Composite Longbows, Personal Only, x.7, 1400 GP).
    • Know Direction (1000 GP).
  • Opportunist: May make a flanking attack if an opponent is in range and attempts to hit an ally (6 CP).
  • Augment Attack: +3d6 Sneak Attack (9 CP).

Skills:

  • All Skills gain +2 (Luck) and +1 (Morale).
  • Tier I (23 SP):
    • DoN (Rapier): +7 (3* SP) +5 (Dex) = +15
    • BT (Bow): +7 (3* SP) +5 (Dex) = +15
    • Hide: +6 (6 SP) +2 (We) +5 (Dex) +4 (Cl) = +20
    • Search: +0 (0 SP) +2 (We) +2 (Int) = +7
    • Spot: +7 (7 SP) +0 (Wis) +2 (Sy) = +12
    • Survival: +7 (3* SP) +2 (Wis) = +12
    • Tumble: +7 (3* SP) +5 (Dex) +2 (Sy) = +17
  • Tier II (5 SP):
    • Bluff: +7 (3 SP) +4 (Wealth) +1 (Cha) = +15
    • Sense Motive: +3 (1 SP) +4 (We) +0 (Wis) = +10
    • Speak Language: +3 (1 SP) +2 (Int) = +8
  • Tier III (6 SP)
    • Craft (Leather): +7 (2 SP) +2 (Int) = +12
    • Craft (Armor): +7 (2 SP) +2 (Int) = +12
    • Craft (Weapons): +7 (2 SP) +2 (Int) = +12

Note: Thanks to his high Craft Skills, Kaere’s Armor and Weapons rating functions at +1 Wealth Level – allowing him up to heavy armor, longbows, and – of course – his two rapiers.

Known Languages: Artath (Life Domain Tribal), Ortic (Chelm Tribal), Havril (the Imperial Tongue), some Ikunn (Spoken in the Totem and Purity Domains), and is learning Illerian (Spoken in Dernmarik, the Dimensional Domain).

Martial Arts:

Dance Of Nightmares Style (Dex)

This Chelmian style seeks to emulate the combat styles of shadows and dreams – a flickering dance that moves with lightning speed while simultaneously seeming to entrap it’s target in slow motion, thrusting past a defenders guard with lightning speed to strike many times before they can move to defend themselves.

  • Requires: Bonus Attack II (Dual Rapiers)
  • Basic Techniques: Attack 4, Defense 2, Power 2, and Synergy (Tumble)
  • Advanced and Master Techniques: Mind Like Moon, Reach, and Sneak Attack 2
  • Occult Techniques: Inner Strength, Paralyze, Touch Strike, and Vanishing
  • Known Techniques: Attack 1, Power 1, Synergy/Tumble, Reach, Sneak Attack II, Inner Strength, Ki Focus (+4 Dex), and Vanishing.

Blistering Thorns Strike (Dex):

The great beasts of the Great Savannah can be most difficult to slay – and so the tribal archers there focus on ways to take down a target in other ways than inflicting damage. While the traditional arrowheads for use with this style are made from Blisterthorn Thorns – a rather nastily toxic item in themselves – a wide variety of other toxins can be used.

  • Requires: Dex 16+, Proficiency with a Bow
  • Basic Techniques: Attack 3, Defense 2, Power 2, and Synergy (Spot)
  • Advanced And Master Techniques: Mighty Blow, Poison Use, Rapid Shot, and Mind Like Moon.
  • Occult Techniques: Inner Strength x2, Ki Block, and Paralyze.
  • Known Techniques: Power 2, Synergy (Spot), Rapid Shot, Poison Use, Mind Like Moon, Inner Strength I and Paralyze.

Charms:

  • Bracers Of Force: Can create minor “Force Fields” to keep away wind, rain, smoke, and bugs or support small objects.
  • Ditty Bag: Can pull out any desired item worth one copper piece or less three times per day.
  • Elfin Cloak: +4 to Hide, +7 if standing still or in a natural environment, +10 if both apply.

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