Eclipse D20 – Makhpia-Luta (Red Cloud), Amerindian Earth Mage

It was apparent from a very early age that Red Cloud was going to be a shaman. The way that small objects moved around and changed colors when he grabbed at them before he could talk was something of a giveaway. Given such an auspicious start, the tribal shaman started him on the spirit-drums as soon as he could – a decision that he soon regretted more than a bit. Fortunately, the error of giving a very small boy a drum was easily fixed by taking it away again at bedtime.

The real trouble turned out to be that Makhpia-Luta wasn’t particularly well attuned to the totems. He had a rare and powerful affinity for the magic of the Earth, and the even rarer ability to channel the Earthpower into specific spells – but his dreams remained determinedly pedestrian and none of the great totems spoke for him. The shamans of the People faced a dilemma; the boy was far too powerful – and far too adept in the ways of combative magic! – to allow him to simply run around without spiritual guidance, he was far too impatient to join the Lorewardens, and simply turning him loose in hopes that he would settle down would be a major gamble. What if someone managed to subvert him? Without guidance young mages were very vulnerable to such gambits.

But 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. Perhaps that was what the Great Totems had had in mind all along.

Makhpia-Luta (Red Cloud)

Level One Earth Mage

Basic Attributes: Str 10, Dex 14, Con 12 (+2 Tem = 14), Int 16, Wis 14, and Cha 12 (3.5 32 Point Buy). .

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 Constitution, Prestidigitation at will.
  • For full information on the low-level template, look HERE.

Nomadic Cultural Package Deal (0 CP)

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

Available Character Points: 48 (L1 Base) + 2 Duties (Mystic Guardian Of The Plains) + 12 (Human, L1 Bonus Feats) + 10 (Disads: History, Obligations/Help the Totem-Sworn, and Inept (Diplomacy; Red Cloud just has a way of putting his foot in his mouth) = 72 CP

Basic Expenditures (17 CP):

  • Base Attack Bonus: +0 (0 CP).
  • Hit Points: 6 (L1d6, 2 CP) +12 (Immortal Vigor, 12) +6 (3 x Con Mod) = 24 HP
  • Armor Class: 10 (Base) +2 (Dex) +4 (Martial Art) = 16
    • Fortitude: +0 (Purchased, 0 CP) + 2 (Con) = +2
    • Reflex: +1 (Purchased, 3 CP) + 2 (Dex) = +3
    • Will: +1 (Purchased, 3 CP) + 2 (Wis) = +3
  • Proficiencies: All Simple Weapons (See Cultural Package Deal above, 0 CP).
  • Skill Points: +0 (Purchased, 0 CP) +12 (Int Mod x 4) +8 (Fast Learner) = 20
    • Boost Human Fast Learner to 2 SP/Level (3 CP)
    • Adept: Half cost for Arcana, Perception, Staff Style, and Persuasion (6 CP).
  • Initiative +2 (Dex)
  • Movement: 30′ (Base)

Usual Weapons:

Makhpia-Luta normally relies on magic. If he must fight something physically and has time to prepare he usually uses his Earth Affinity to put a Shillelagh effect on a staff, boosts himself with Aspect Of The Beasts and hammer away with it. IF he doesn’t have time he’ll focus on defense while awaiting help – and on occasionally using Breaking Technique to try to bring down the roof or otherwise divert any attackers. At his base…. Staff: Staff: +0, 1d6+0, Crit 20/x2. That’s not horrible – but it certainly isn’t very good either. 

Talents (16 CP):

  • Earth Affinity (Constitution Based): Shaping, Specialized for Increased Effect (Level Zero Effects) and Corrupted for Reduced Cost / Only to produce effects in a very narrow field (4 CP) plus 3d6 (12) Mana with Spell Enhancement, Specialized and Corrupted for Reduced Cost/only to enhance Earth Affinity (6 CP).
  • Telepathy (Charisma Based): Shaping, Specialized for Increased Effect (Level Zero Effects) and Corrupted for Reduced Cost / Only to produce effects in a very narrow field (4 CP) plus 1d6 (4) Mana with Spell Enhancement, Specialized and Corrupted for Reduced Cost/only to enhance Telepathy, may only spend one point to do so (2 CP).
    • If you want a list of examples of what effects fall under these categories, you can look over HERE and HERE

Master Sorcerer (36 CP):

  • Magesight (Occult Sense/Magic, 6 CP).
  • Occult Talent (and Improved, Specialized / just for more slots, not yet for more spells) (9 CP) and Improved Occult Talent (12 CP) (Intelligence Based): Net 10x L0 Slots and 6x L1 Slots. For simplicities sake, these are just being treated as a single pool.
  • Known Spells: Earth Channel (L0, Free, Transfer Adept Mana to Earth Sense), Shield (L1, Blocks 15 Damage, Immediate), Kinetic Storm (L2, as per Stone Call), Bestow Curse (L3), Cure Light Wounds (L1), Scorching Ray (L2), Greater Shield (L3, blocks 25 damage in a 10 radius), Remove Curse (L3), Eldritch Weapon III (3 Mana), Call Lightning (L3), Lesser Gate (L4, a somewhat hazardous, time-consuming, very tiring, and destination limited, version of Teleport), Shadow Conjuration (L4), and Aspect Of The Beasts (L4, lets the user take on animal characteristics and attribute modifiers as per The Practical Enchanter for One Hour Per Level).
  • 3d6 (12) Mana with Spell Enhancement, Specialized and Corrupted / only to enhance Occult Talents, may only spend (Int Mod) points on enhancing a Spell (6 CP). Note that this is the only way to access spells of above level one – so Red Cloud can throw a few powerful spells each day, but his Mana is a very limited resource. If he uses it unwisely, he may wind up unable to do anything at all.
  • Rite Of Chi with +2 Bonus Uses, Specialized and Corrupted / Only to recharge the Occult Talent enhancement pool, may not be bought up further, 2’nd use in a day requires tapping into a ley line and the third requires tapping into a ley line nexus (3 CP).

Other Abilities (3 CP):

  • Create Relic, Specialized and Corrupted for Reduced Cost / only to create One Point Relics, only for use with points from Enthusiast (2 CP).
  • Enthusiast, Specialized and Corrupted for Reduced Cost / the point may only be used for Relics (1 CP).
    • Relic: Shaman’s Eye: +1 use of Rite Of Chi (2 CP), Improved Augmented Bonus / Add (Cha Mod) to Mana Rolls, Specialized / only for Rite Of Chi rolls (6 CP), +3 Speciality on Perception (Sensing Magical Energies) (1 CP). Net cost as a relic: 1 CP.

Skills (20 SP):

  • Arcana: +4 (2* SP) +3 (Int) +3 (Tem) = +10
  • Perception: +4 (2* SP) +2 (Wis) +3 (Tem) = +9
  • Persuasion: +4 (2* SP) +3 (Cha) +3 (Tem) = +10
  • Religion: +4 (4 SP) +3 (Int) = +7
  • Scholar: +4 (4 SP) +3 (Int) +3 (Tem) = +10
  • Staff Style: +4 (2* SP) +3 (Int) +3 (Tem) = +10
    • +4 Defenses, Breaking Technique.
  • Survival: +4 (4 SP) +2 (Wis) = +6

Red Cloud is a very powerful Sorcerer. In fact, under the world laws he was set up under – basically the “generic fantasy novel” rules I created for Valdemar (and similar) games – he’s almost as powerful as he is ever going to get (there are only about 6 CP worth of Magic left for him to buy – getting the second incidence of Improved Occult Talent up to full use (3 CP) and getting Enthusiast up to 4 CP in total (3 CP)). It would probably be more “reasonable” in terms of classical d20 to spread that 75 CP worth of magic out over – say – four or five levels, but the “powerful yet inexperienced and somewhat naive young mage” (who usually needs to learn more about how and when to use his powers rather than more powers and has few talents other than magic) is a pretty standard literary archetype.

And so Red Cloud is off to adventure, complete with powers that hopefully will not get him into more trouble than he can handle yet. He will become more powerful with level – but it’s going to be because his effective caster level goes up and improves his existing spellcasting somewhat, not because he learns more magic. For the most part, his abilities are what they are.

As a side effect, this makes it much easier to run a game, just as it makes it much easier to write a novel. Red Cloud may become more skilled, improve his tactics, and learn to use his list of powers more effectively – but they won’t be radically changing as they pick up a new level of spells or some such the way that games tend to change when the spellcasters pick up Teleport or Plane Shift. Even better, that makes it simple to mix levels in a party, since many spells don’t care much about caster level.

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