Eclipse d20 – Kohana-Makawee, Loreward Of The Plains

And for today it’s a (loosely) Amerindian character, set up for a low-magic, low-level, world of classic fantasy – a world of legends, rather than the way that the world actually was. That includes a deep, ancient, relationship with horses, disregarding the fact that – until the Spanish reintroduced the Horse to North America – nobody on the continent had seen a horse in many thousands of years.

Totem-Sworn (Raven) (6 CP)

The spirits looked down upon the world, and all was water, there was no land anywhere. But the spirits of the air wished for someplace solid, where they might rest and fold their wings. Several spirits searched, but the fish and plants they brought were not solid enough to build a world upon. At last Turtle dove deep, for only Turtle could go for weeks beneath the waves. There, beneath the great weight of the waters, in the cold and darkness, after long days, Turtle found the muddy bottom. Turtle brought back a bit of hard-won Earth from the bottom of the endless waters atop his shell. But while the bit of Earth was solid, it was not enough – until Raven spoke the Words Of Creation. Who can know whether Raven shrank the Skies or the Earth grew? Raven flew over the Earth, and where his wings swept down, they carved out lakes and rivers. Where they rose, mountians rose with them. Where he flew level water drained away to reveal broad plains and foothills. In his wake, plants and animals covered the land. Man had not yet come into the world, but all was prepared.

The Raven-Sworn know that the world must be maintained, for while Raven creates and transforms, he does not sustain what he creates. That is the duty of the People, and those of the People who swear to the Raven are as spirits themselves, guardians of the land, the People, and the secrets that were never meant for mortal use.

  • Major Favors/Sioux Pantheon, Specialized and Corrupted / the Souix Totems (like most gods) only answer when you are in desperate need – and there is always a price of some kind, if only your ongoing dedicated service. Moreover, they demand that their sworn servants serve them and their people as a whole over any other loyalties. Their sworn servants may never marry, settle, or personally raise their children (2 CP).
  • Mentor/Dream-Questing: The Raven-Sworn dream to the beat of the medicine drums each night, finding lessons in the spirit world, Specialized / the Totem-Sworn find it hard to relate to others, suffering a -3 penalty on their social skills (3 CP). In practical tems, since they are advancing by direct CP awards, this is treated like a version of Fast Learner specialized in a particular field for +2 CP / Level.
  • Minor Privilege (Guest-Rights): Any tribe will treat, feed, and equip or re-equip (albeit only with mundane gear and a mount) any Totem-Sworn, Specialized / Their sworn servants serve the Totems and their people as a whole over any other loyalties (1 CP).

The Totem-Sworn are the mystic warriors of the plains, the guardians of the People, the agents of the totems, and the wardens of secrets that should not be known. Where a spirit must be placated to end a drought, where the enemies of the People attack, where monsters are unleashed, and where dark magic is used… there their dreams will soon send the Totem-Sworn.

Basic Attributes: Str 14, Dex 16, Con 14 (+2 Tem = 16), Int 14, Wis 10, Cha 10. (3.5 32 point buy). This is heroic fantasy, and mostly without magical items – so good base attributes are something of a necessity.

Low-Level Template (0 CP)

  • Disadvantages: -3 on Untrained Skills, advancement by direct CP Awards, valuable trouble magnet.
  • Advantages: +12 + (Con Mod x 2) HP, +3 on five skills, +2 Con, DR 1/- (Stacks with natural DR).
  • See the Low-Level Template for details.

Nomadic Cultural Package Deal (0 CP)

  • Companion (Animal Companion / Horse).
  • Proficient with All Simple Weapons.
  • Specific Knowledges: Horse Care, Plains Survival, and Tribal Traditions.

Available Character Points: 48 (L1 Base) +10 (Disads: History, Cultural Obligations, Hunted) +12 (Human and L1 Bonus Feat) +2 (Duties) +6 (Exp) = 78 CP. 75 Spent.

Basic Expenditures (42 CP)

  • BAB: +3 (6 CP), Specialized and Corrupted / Simple Weapons Only, no Iterative attacks.
  • Hit Points: 6 (L1d6, 2 CP) +12 (Tem) +18 [(Con + Dex) x 3)] = 35 Hit Points
    • Damage Reduction 1/- (Template, Stacks), 2/-, Specialized in Physical Attacks for Double Effect, net 5/- (3 CP),
    • Evasive Fighter: Advanced Improved Augmented Bonus (Adds Dex Mod to Con Mod when calculating hit points, Specialized and Corrupted / only through level six, 6 CP).
  • Saves:
    • Fortitude: +0 (Purchased) +4 (Con) = +4
    • Reflex: +1 (Purchased, 3 CP) + 3 (Dex) = +4
    • Will: +1 (Purchased, 3 CP) + 0 (Wis) = +1
  • Armor Class: 10 (Base) +3 (Dex) +2 (Leathers) +2 (MA) +2 (Shield) = 19
  • Skill Points: +8 (Int) + 8 (Fast Learner, points used).
    • Human Fast Learner to +2 SP/Level, Corrupted / only to keep Adept skills maxed out (1 CP).
    • Fast Learner, Specialized in Skills, Corrupted / only to keep Adept Skills maxed out (4 CP).
    • Adept x2 (12 CP) Survival, Perception, Handle Animal, Avenger and Javelin Styles, Background, Stealth, and Thievery.
    • This setting is using a condensed skill list. It’s on the bottom of this post.
  • Proficiencies: Shields, Corrupted / Light and Heavy Wooden Only (2 CP).

Usual Weapons:

  • Stone-Headed War Club (Heavy Mace) +7 [Bab+3, Str+2, MA+2], 1d10+2, Crit 20/x2, [Power I applied]
  • Javelin +7 or +5/+5 (+2 BAB +3 Dex +2 MA, possible Quick Throw), 1d6+2, Crit 20/x2, 30′ Range Increment.

Adept Skills: All start at (Level +3).

  • Handle Animal: +2 (Cha) +3 (Tem) +2 (Sy) = +11
  • Perception: +0 (Wis) +3 (Tem) +2 (Sy) = +9
  • Survival: +0 (Wis) +3 (Tem) +2 (Sy) = +9
  • Avenger Style: +3 (Dex) +3 (Tem) = 10
    • +2 Hit, +2 Defense, 1 Power with War Club.
  • Javelin Style: +3 (Dex) = +7
    • +2 Attack, Fast Draw, Quick Throw.
  • Background +2 (Int) +3 (Tem) +2 (Sy) = +11
  • Leatherworking, Metalworking, Horse Breeding, Sing, and Recitation.
  • Stealth: +3 (Dex) +2 (Sy) = +9
  • Thievery: +3 (Dex) +2 (Sy) = +9

Other Skills (8 SP):

  • Phantom Style: +4 (4 SP) +3 (Dex) = +7,
    • Synergy: Stealth, Thievery, and Perception, Mind Like Moon.
  • Background: +3 (1* SP) +2 (Int) +2 (Sy) = +7
    • Pioneer, Forester, Carpentry, Cooking, Herbalist.
  • Mountain Man Style: +1 (1 SP) +4 (Con) = +5
    • Synergy: Background, Handle Animal, Survival.
  • Specific Knowledge: Dark Mages (1 SP).
  • Specific Knowledge: The Spirit World (1 SP).

Other Abilities (24 CP):

  • Luck, Corrupted/No Base Uses (4 CP).
    • +4 Bonus Uses for Saving Throws (3 CP).
    • +4 Bonus Uses for Attacks & Damage (3 CP).
      • Taking 20 on damage is quite powerful at lower levels. At high levels… not so much. I find it acceptable, but you might find it disruptive. If you feel it’s over-advantageous, the character will need a small Immunity to only being able to use Luck on d20 Rolls (Common, Major, Major, Specialized and Corrupted / only for damage rolls, 3 CP).
    • +4 Bonus Uses for Skills (3 CP).
  • Reflex Training: 3 Extra Actions/Day Variant with +3 Bonus Uses (6 total, 11 CP).

Personal History:

The Tribal Shamans record ancient lore, medicine secrets too dangerous for common use, in cryptic patterns and carvings. Those items are sealed away, hidden in secret places in the sacred lands, surrounded by guardian petroglyphs, retired shamans, and spirits. For, if all else fails and the people stand upon the edge of destruction and the world with them… those secrets will be unsealed, the power to change the world unleashed, and the spirits will be called upon to build the world anew. Thousands of years of history, thought, and culture are there inscribed in stone, the collected lore of the People of the Plains.

Some talismans are hidden even more carefully. For recorded there are terrible secrets, the workings of dark spirits long since sealed away – preserved not to teach, but in case hard-learned countermeasures are needed once again.

But a drifting nightmare, a thing of dark magic and blood that spied upon dreams, found a clue – a dream dark and terrible from a guardian who had caught too many glimpses of what they guarded. It’s masters – a circle of dark mystics, evil spirits, and crawling things from beyond that would be gods – waited, and built up their forces, and finally struck, gathering a terrible harvest of ancient lore and carrying it into a distant land, leaving death and destruction behind.

Kohana-Makawee was one of several youngsters who heard the call of the Totems that day – and who soon headed out, both to recover the stolen talismans and to destroy any foolish would-be adept of darkness who attempted to put that lore to use. Today, carrying and caring for such terrible lore had left it’s mark; Kohana-Makawee now knows entirely too much about dreadful things, can routinely use the trickle of transforming energies from Raven to produce tiny miracles of distorted probability and time – and is a well-honed blade in the hands of the Great Totems.

Still, there are entirely too many bits of stolen lore still circulating – each a deadly secret that must be hunted down and eliminated. The spirits always have more tasks for her.

The Condensed Skill List:

Acrobatics (Dex) Balance + Escape Artist + Tumble
Arcana (Int) Spellcraft + Knowledge: Arcana
Athletics (Str) Climb + Jump + Swim + Escape Artist (STR)
Background (Int) Covers any five Craft, Profession, or Perform skills.
Deception (Cha) Bluff + Disguise
Endurance (Con) Control Shape + Concentration + Endurance
Handle Animal (Cha) Handle Animal, Ride, Profession/Teamster, etc.
Insight (Wis) Sense Motive + Gather Information
Linguistics (Int) Speak Language + Decipher Script + Forgery
Martial Arts (Var) Still only one, sorry!
Perception (Wis) Search + Spot + Listen
Persuasion (Cha) Diplomacy + Intimidation
Religion (Wis) Knowledge/Religion, Knowledge/The Planes, Heal, and performing various religious services and rituals
Scholar (Int) Covers Knowledge / Architecture and Engineering, Geography, History, Local, and Nobility
Stealth (Dex) Hide + Move Silently
Survival (Wis) Survival + Use Rope + Knowledge/Nature
Thievery (Dex) Appraise + Disable Device + Open Locks + Pick Pocket / Sleight of Hand
Use Device (Cha) Use Magic Device, Use Psionic Device, and Use Technological Device. For practical purposes there isn’t much difference.

Our Lorewarden here is really a classical literary hero – capable of pulling through in almost any emergency , and of taking down fairly strong enemies with a single mighty blow, but also likely to run out of steam in short order – not at all unlike a low-level mage.

  • Working in health care, things have been a bit frantically busy. I’ll try to catch up here eventually, but expect postings and articles to be pretty sporadic for a while.

 

5 Responses

  1. Reading this over, it looks like this character has spent 6 CP (Totem-Sworn) + 42 CP (Basics) + 24 CP (Other) = 72 CP, rather than 75.

    Nitpicking aside, try to stay safe, healthy, and not too stressed!

    • Drat it, left out a sentence again…

      “If you feel it’s over-advantageous, the character will need a small Immunity to only being able to use Luck on d20 Rolls (Common, Major, Major, Specialized and Corrupted / only for damage rolls, 3 CP).”

      And it is in there now! As usual (and now that I’ve got a few minutes to reply to things), thank you for pointing that out – and for your concern there. May you also remain in good health and spirits!

  2. What are the actions of the various abilities which do not specify? For example, Leaping Fire’s (Witchcraft) ability to put Haste on oneself, or Occult Martial Art techniques like Wrath or Healing Hand?

  3. […] then the spirits presented another option. A Totem-Sworn on a major quest came through, Makhpia-Luta heard the call of adventure, and the Sworn One continued her quest with a new ally. […]

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