The Allwellia Campaign is a high-powered Eclipse campaign. Not only does it allow quite a lot of character-optimization cheese, but it allows each player character to have a custom race/birthright – which means that each one can be expected to sneak in a bunch of high-powered abilities precisely adapted to whatever the player wants the characters role to be. In effect, they’re trading in the character’s basic racial modifiers for about a tailored template. Secondarily, it is both magic (80% of base cost, starting off at level two with 1800 gold to spend) and treasure rich.
The major problem is that the setting is FULL of wild magic. Some rare individuals – “Sparks” – can directly absorb that magic (“experience points”) when they battle the creatures of the wild, transforming and enhancing themselves in weird and wonderful ways (“Sparks” use Eclipse builds). More common (if still pretty rare) are Embers, who can absorb the wild magic but not directly use it – so they can use it up in rituals to grant themselves specific patterns of abilities (Class Levels) or in gaining a few other boosts. Finally, of course… most people can’t absorb wild magic at all. They may still gain a few levels via years of slow and painful practice or by being infused with power by some Spark with Leadership (or some similar ability), but – while they still get Birthrights – they’re relatively generic.
Wild magic is the explanation for the abundance of magic items as well. Not only can items randomly appear in the wilds – even if many such random items are useless or outright dangerous – but they can be “farmed”. Placing an appropriate mundane item in a box covered with the correct runes and formulas and leaving it in the wild will – in time – result in a fairly predictable enchantment. Items that get left too long, or get disturbed, or where something goes wrong, can be just as insane as the random stuff – but all you need to produce magical items is the right formula (there are books) and time.
Unfortunately, the Wilds are just that. Did an airship crash? By the time the search party finds it it may have transformed into a haunted pirate ship, complete with a crew of monsters all with their own magic. Has the wild magic surged today? An old family cemetery with an “eternal flame” marker may turn into a volcano full of fire vampires surrounded by a sprawling city of the undead – none of which “dead” existed last week. Was there a great storm? Perhaps the old coastal village has been swallowed up by the sea, and is now a civilization of underwater monsters bent on conquest. Mapping the wild isn’t entirely futile – it helps keep major features in place – but the details change constantly.
.Millificent, Wyrm Of Alchemy
56 year old female Sand Gnome Spark. Black Hair, Blue Eyes, 2 Ft 1 Inch (0.91 meters), 37 lbs (16.8 kg), Profession: Nomadic Trader and Alchemist, Linnorm of the Western Desert.
The caravan leader had thought he had all the angles figured out. He had led previous expeditions that had mapped out a significant portion of the lava tubes under Mount Vengeance. As such, he thought he had a lead on the location and route to a much larger chamber deep beneath the volcano where it was rumored that incredible treasure and power lay. Perhaps even a dragon’s horde. As such, he gathered a caravan of venturesome gnoes known for being able to keep their mouth’s shut and their heads down. Millificent was among them.
The journey was treacherous, and more than a few members of the caravan were slain by bandits, wandering monsters, and the occasional collapsing tunnel. Eventually though, the tunnel ahead opened up to reveal a massive chamber dimly lit by the bio-luminescent fungi that was so common in the deep tunnels. Unfortunately, the rumored dragon’s horde was nowhere to be found. What they did find were the skeletal remains of a colossal two-headed dread linnorm slain in its home – likely in a territorial battle with an immense dragon. Whatever horde had once existed here was now long gone, either looted by the dragon or by others seeking wealth and power. Even the shattered bones were beginning to merge with the very stone of the mountain itself. The very air seemed to crackle with magic and psionic energies still writhing and twisting with pent up power. Thick streams of crystalized black blood dripped from the very bones of the slain giant and formed small pools of glowing power. While the rumored treasure was nowhere to be seen, the expedition was not a total loss. The bones, blood, and the minerals that had been soaked in their power were valuable commodities in their own right.
So began efforts to harvest what they could to use themselves or to haul back and sell to those who valued such things. Out came bottles, pickaxes, and chisels to collect the most valuable bits to haul back to town. More than once the work paused as it sounded like the ancient linnorm was roaring to life and shaking the foundations of the world, but once the shaking stopped the work continued again – although not without trepidation and frequent glances over their shoulders. It was during the attempted removal of one of the many teeth larger than any of the gnomes present that a partial collapse of the cavern occurred, unleashing a torrent of crystalline black blood onto the unwary treasure seekers.
The poisonous liquid burned at their flesh and tore at their minds. A few managed to crawl out of the pool of blood to die slow and agonizing deaths, but Millificent came out transformed. A tiny portion of the ancient power of the linnorm had merged with her and given her the Spark. Now she could wield its magical and psionic power over the elements of ice and fire. In time, perhaps she could wield even more of its former power. For now though, she and the other survivors dragged themselves back to town, sold what they could salvage from the failed expedition, and disbanded. The Spark within Millificent however called to her, and urged her to go out again. To seek out wealth and power. And…. perhaps…. a chance to avenge itself against the dragonkind that slew it for its treasures.
Heritage:
Centuries ago, when the mages warded the volcanic Mount Vengeance to prevent future eruptions, the side-effects of those wards were not understood at the time. Only later, when immense geysers of mystically imbued lava began to burst forth from the surrounding countryside was the error realized. Fires scorched one verdant forests and grasslands from the landscape, leaving sweeping the Desert of the Black Sands in their place.
Still, many found opportunity in the disaster. The Sand Gnomes form caravans that traverse the black dunes and lava rivers to ply their wares at each stop on their route. Along the way, they harvest alchemical reagents that grow along the lava flows and the mystically charged sands that erupt from the many geysers of ash and sand. A few caravans even brave the old magma tubes that criss-cross the disk to ply their wares to the denizens on the underside of the disk.
Traversing the desert has had an affect on the Sand Gnomes as well. They possess an innate ability to control sand for both defense and to form tools and weapons. They are talented survivalists able to find water in even the harshest environments. They are also skilled alchemists and capable negotiators known for driving hard bargains and producing all sorts of useful concoctions.
On the other hand, Sand Gnomes tend to be rowdy, big-eaters, and miserly with their coin. As such, the arrival of a Sand Gnome caravan frequently met with enthusiasm as well as annoyance.
For the Sand Gnomes, their caravans are their families, even if they aren’t related by blood. Sand Gnomes identify themselves by a given name and a name for the caravan they are members of in place of a family name. Other species find this convention confusing, but to them it is as natural as any other system for identifying themselves. Children, when they come of age, will leave the caravan of their parent(s) and move to join another at one of the many ports of call on their travels. The head of the caravan is typically the most powerful or the most senior member of the group (frequently both).
So it was that Millificent was traversing the black sands with the Jasplin Caravan. It was a relatively new caravan, but one that managed to make a number of ties with out of the way brokers and merchants around the disk thanks to the charismatic (if a bit unscrupulous) connections of their leader Jasplin Jasplin. Millificent had been recruited due to a fairly recent incident granting her spark status that gave her highly flexible powers. As an additional incentive to bring her in, they had even paid to have her tattooed with the caravan’s trade key This particular trek was to the oasis town of Shadowshire. They had successfully fought off raids by Vulpin and the occasional angry volcano otter. The attack from a band of adventurers was unexpected and difficult to repel however. Millificent burned a substantial amount of power doing what she could during the defense, but it was Jasplin suddenly sprouting scales, claws, and a breath weapon during the fight that turned the tide.
The sudden eruption of magical energies from the transformation prompted a backlash of power that disrupted a number of carefully hidden wards on the main wagon, causing it to suddenly disgorge a substantial number of shackled slaves. When the adventurers had been run off the arguments began. Millificent wanted nothing to do with sapient trading, whereas Jasplin insisted she had no choice in the matter. Arguments escalated to shouting, and shouting became blasts of energy. While Millicent had expended much of her psionic and magical powers reserves, Jasplin’s unrestrained use of magical attacks gave her ample opportunity to absorb energy again. That edge gave her the opportunity to stun Jasplin and make a break for it. While Millificent wasn’t strong enough to free the slaves, she could keep them from entering the trade hubs necessary to sell their wares given that she had the tattoo key. Given how paranoid many of those cities got, it would be a long time before the Jasplin Caravan could sell their wares and then procure more slaves. All Millificent had to do was stay low so they couldn’t track her down and exact whatever passed for justice amongst the slave-traders.
Racial Template: Sand Gnome (31 CP / +0 ECL)
Hailing from the Desert of the Black Sands, desert gnomes traverse the region in caravans, trading in weird and wondrous items along the way. Known to be proficient alchemists, they have a knack for scouring the landscape for ingredients and for haggling with others when plying their wares.
- Shrinking I: Corrupted / Reduces base movement speed to 20 (8 CP) (-2 Str, +2 Dex, +1 to Melee AC and Attacks, d4 Falling Damage)
- Attribute Shift: +2 Constitution/-2 Strength. Sand Gnomes are hardy travelers, but aren’t particularly strong even for their size (6 CP)
- Racial Skills:
- Adept (Specialized for Reduced Cost / Two Skills Only (Diplomacy and Craft (Alchemy), 3 CP).
- +3 on Negotiation and Craft (Alchemy) (2 CP), Sand Gnomes are natural traders and alchemists,
- Speaks Gnomish (1 CP)
- Innate Enchantment: Desert Nomads (7500 GP, 8 CP)
- Endure Elements (L1, x.5, only versus hot weather, 1000 GP).
- Forge of Sand (L1, Creates a piece of standard equipment weighing up to 10 lb made of sand, such items last up to 10 minutes/level, but fall apart in anyone else’s hands, 2,000 GP)
- Mage (Sand) Armor (Personal Only, 1400 GP, the sand inevitably found on a Sand Gnomes skin helps block attacks).
- Force (Sand) Shield I (Personal Only, walls of sand appear as needed to block attacks, 1400 GP)
- Detect Water (L0, Can detect nearby sources of drinkable water, 1,000 GP)
- Penumbra (L0, Personal Only, Does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness, 700 GP)
- Immunity / The XP Cost of Racial Innate Enchantments (Uncommon, Trivial, Trivial, 1 CP).
- Immunity / Dispelling and Antimagic, Uncommon, Minor, Great, Specialized and Corrupted / only to protect racial Innate Enchantments, 2 CP).
- Fast Learner, Specialized in Buying Larger Hit Dice (3 CP).
- Racial Disadvantage: The Sand Gnomes are compulsive nomads, and find it impossible to settle down in one location (-3 CP).
Like most Allwellian “races”, Sand Gnones are quite powerful – although some of their advantages do not scale as well as they might. Still, having automatic immediate access to pretty much every common piece of equipment, +4/+4 Armor/Shield bonuses, and a nice bonus to Diplomacy and Alchemy is a pretty decent package at lower levels and – as with all Eclipse abilities – can readily be expanded on later.
Available Character Points: 264 (Level 10 Base) + 10 (Disadvantages: History, Hunted, Insane) + 24 (Bonus Feats from Levels 1, 3, 6, and 9) = 298 CP.
Disadvantages:
- History: The player produces a few pages of notes for the GM about the character’s history, personality, and goals. This includes mention of friends and family, old enemies or allies, and where the character got his or her training and equipment.
- Hunted: Millificent abandoned her old caravan when she found out they were involved in sapient trafficking. Since she was the one with the trade access rights tattoo in the caravan, this has effectively locked the caravan out of a number of lucrative cities and ports. The caravan leader Jasplin (a corrupt devotee to the Path of the Dragon) particularly has it in for Millificent.
- Insane (Fearless): Millificent has had her sense of fear eaten by the Old Ones due to the intervention of Derngarm after he got tired of Millificent’s hydrophobia.
That last one is an example of an in-game change; Derngarm may have been calling in the Elder Ones (as he does for all his magic) – but the actual spell was a simple “Remove Feat” to temporarily negate Millificents fear of water – the group was fighting pirates aboard a ship and Milli had just gone overboard. The player felt that the characters Hydrophobia was getting old, and so – with the game master’s permission – used the excuse to trade in the disadvantage.
Basic Attributes (4d6 keep 3d6): Str 9 (13 -2 Size -2 Racial +1 Enh = 10), Dex 14 (+2 Size = 16), Con 19 (13 + 2 Racial + 4 Tattoo), Int 21 (15 + 2 Level + 4 Tattoo), Wis 14, Cha 14 (Millificent is quite talented for a gnome, but this is to be expected for a Spark)
Basic Abilities: (108 CP)
- Hit Dice: 37 (L1d8, L2-10d6, Buy Racial Fast Learner up to Double Effect to pay for it, 3 CP). Advanced
- Improved Augmented Bonus ( Add (Int Mod) to (Con Mod) when computing hit points, Corrupted / only effective on hit dice through L12, 12 CP). HP 37 + (10 x [Con Mod + Int Mod]) = 127 HP.
- Skill Points: +4 (Purchased, 4 CP) +65 (Int Mod x 13, Immunity/Not getting skill points for Int boosts retroactively (Uncommon, Minor, Great, 6 CP) +21 (One-Time Boost) = 90 SP.
- Buy off Specialization on Racial Adept (3 CP): Add Survival and Bluff (Acting) to Negotiation and Craft (Alchemy) for half cost.
- Adept (6 CP): Pays half cost for Fire Rune Magic Casting, Fire Rune Magic Mastery, Rose Briar Style, and Disguise.
- Base Attack Bonus: +10 (Corrupted: Does not provide iterative attacks, Fast Learner, Specialized in BAB, 6 CP, Remainder 20 CP).
- Saves:
- Fortitude: +3 (9 CP) +4 (Con) +3 (Luck) +1 (Mor) +4 (Res) +1 (Com) = +16
- Reflex: +5 (15 CP) +3 (Dex) +3 (Luck) +1 (Morale) + 4 (Res) +1 (Com) = +14
- Will: +3 (9 CP) +2 (Wis) +3 (Luck) +1 (Morale) + 4 (Res) +1 (Com) = +14
- Luck with +8 Bonus Uses, Specialized in Saves (9 CP).
- Proficiencies: Exotic Weapon Proficiency: Spiked Chain (6 CP)
- This is a bit cheesy – who learns to use a Spiked Chain with full proficiency with no other weapons training at all? – but so be it! Saving 3 CP skipping out on “all simple weapons” isn’t all that much cheese.
- Initiative: +3 (Dex) = +3
- Move: 30 (Base) – 10 (Racial) + 30 (Personal Haste) + 10 (Untyped) = 60 Feet/Round
- Armor Class: 10 (Base) +3 (Dex) +4 (Armor) +4 (Shield) +1 (Size) +3 (Luck) = AC 25, Flatfooted 22, Touch 17.
Usual Attacks:
- Spiked Chain: +22/+22 (+10 BAB, +5 Int +1 Mor +1 Com +1 Enh, +4 MA, Haste) for 1d12 +1d6 (Cold) +6 (+5 Int +1 Enh) Damage, Crit 20 / x2, Reach 10′, 3 AoO, +2 to Trip and Disarm.
- Alchemist’s Fire (Ice, Etc): +18/+18/+18 (+10 BAB, +3 Dex, +1 Mor, +1 Comp +3 MA, Haste, Rapid Shot) for 6d6/6d6 and Splash 6 Fire (Whatever) Damage. 80′ Range Increment. Can be enhanced with Will Of The Philosopher (below). Usually a Touch Attack. (Also for other alchemical items, Spray Effect can be used to automatically hit 5x within 30′).
- Dragonfire ST: +14 (+10 BAB, +2 Dex, +1 Morale, +1 Competence) for 2-10d6+1 Ice Damage
- Dragonfire AoE: +14 (+10 BAB, +2 Dex, +1 Morale, +1 Competence) for 1-5d6+1 Ice Damage over 30′ radius
Other Abilities:
Spiked Chain Mastery (36 CP).
- Finesse: Spiked Chain (Bonuses based on Int instead of Str, 6 CP)
- Master of the Chain: 4d6 (18) Mana with Reality Editing, Specialized and Corrupted for Increased Effect (Minor/Notable/Major/Grandiose edits cost 1/2/3/4 points each/only for reality editing, only for fabulous tricks with spiked chain, maximum mana use of (1 + Level / 4 per turn) (24 CP)
- Rite of Chi with +8 Bonus Uses, Specialized and Corrupted / only to restore the reality editing pool above, only between fights (6 CP)
Now this can get pretty silly. Want to lash out at short/medium/long range? 1/2/3 Mana. Whirlwind a massive radius? 1-2 Mana. Lash out at a passing airship, wrap the chain around a mast, and suddenly pull yourself aboard? 3 Mana. Drag it down to you instead? 4 Mana. Give your chain temporary enchantments? Probably totaling about +4 per Mana Spent, and lasting for an hour or so. Whirl the chain to create a temporary Wall Of Force effect? 3. Make a piece of rope function as a spiked chain or pull out a holdout spiked chain? 1 Mana. This pretty much allows all the absurd stunts that you see out of chain weapons in ninja anime. Admittedly, this is a bit of a limited resource – but it’s quite versatile.
Mllificent hasn’t actually done much with this. While she seems to like having the option, melee combat – even with a variety of insane options available – really isn’t her thing. She tends to rely on her Alchemy.
Hardened by Harsh Environment (14 CP):
- Innate Enchantment (+8000 GP to Racial Package, 8 CP)
- Warding Rune (+1+CL/3 Resistance to Saves (1400 GP)
- Inspiring Word: +1 Morale Bonus to Saves, Attacks, Skill Checks, and Damage (1400 GP)
- Ward of Heaven: +(CL/3) Luck Bonus to AC and Saves (1400 GP)
- Fortune’s Favor: +2 Luck Bonus to Skills (1400 GP)
- Personal Haste: +30 to Movement, +1 Attack at full BAB (2000 GP)
- Guidance: +1 Competence Bonus to Saves, Attacks, and Skills (700 GP)
- Empowerment (Innate Enchantments) / Specialized in Warding Rune and Ward of Heaven for Increased Effect (Uses the users Hit Dice instead of Caster Level, 6 CP).
Most characters are limited to 12 CP worth of Innate Enchantment – but “racial” stuff doesn’t count against that limit, so Milli can have a second helping. Like most innate enchantments, hers focus on providing a wide variety of useful – if relatively minor bonuses from cantrips and first level effects. Again, Millificent is going for a generalist here. None of these innate enchantments are really focused on anything in particular.
Master Alchemist (46 CP)
- Shaping (6 CP), Specialized and Corrupted for Increased Effect (First level spells) / only for Healing effects, requires a medical kit and time (maximum 7 times/day on any given target).
Taskmaster: Specialized and Corrupted / Alchemy Only (2 CP) - Will of the Philosopher: 2d6 (7) Mana with Reality Editing, Specialized and Corrupted for Increased Effect (Minor/Notable/Major/Grandiose edits cost 1/2/3/4 points each / only for reality editing, only for enhancing alchemy (12 CP).
- As with her Spiked Chain Mastery, this can be used to greatly boost the effects of alchemical items, spread them over considerable area, alter their effects, hurl them to great distances, or just find a few more bottles amongst her supplies when she needs them. This, once again, allows a vast multitude of tricks – but is a pretty limited resource during any one fight.
- Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to recharge the reality editing pool above (4 CP).
- Double “Damage” (Effect) With standard alchemical items, Specialized for Increased Effect (Triple Damage thanks to the usual doubling rules) / only works with personally-made alchemical items (6 CP).
- Create Relic: Specialized and Corrupted / only to make limited-use items (Apply “Specialized / Does Not Recover to the items created, only select abilities that normally offer a limited number of daily uses) costing a maximum of 3 CP each, only using points from Enthusiast (2 CP).
- 2x Double Enthusiast, Specialized for Increased Effect (provides eight floating CP) and Corrupted for Reduced Cost /points may only be used with Create Relic, limited as above (8 CP)
- This is the “where does he get those wonderful toys” package from The Golden Ones, allowing the creation and use of a wide variety of temporary items for each adventure.
- Create Relic: Specialized and Corrupted / only to make a Philosopher’s Stone (2 CP)
- Double Enthusiast: Specialized for Increased Effect and Corrupted for Reduced Cost / only for making a Philosopher’s Stone (4 CP)
- The Philosophers Stone relic can be found HERE.
While this has long been Millificent’s favorite set of powers to use, she has only recently really developed her higher-order abilities along these lines – leading many or her opponents and allies to severely underestimate her. In a way, that slow-burn build is a direct consequence of her spreading her points among four major sets of abilities – including one which was more or less useless at low levels. In effect, she’s been multiclassing instead of building up one or two sets of abilities before starting a new one. Now that all of her abilities are fully functional she’ll probably be demonstrating her abilities a lot more.
Blood of the Linnorm (49 CP).
- Shapeshift with +4 Bonus Uses, Specialized / No Animal Forms (6 CP)
- Attribute Modifiers (6 CP)
- Variants (3 CP). Millificent is fond of taking the forms of a variety of different elves (i.e. Dark Elves, Avariel, Aquatic, etc.) as there tends to be at least one subspecies with abilities useful for the current situation
- Growth (Large, Huge, Gargantuan) and Enchanted (Dragonforms), all Specialized for Reduced Cost / Only to take Linnorm forms (7 CP)
- +3d0 Hit Dice, Specialized for Increased Effect / only to calculate possible Linnorm forms (12 CP).
- Will Of Fire: Mana: Specialized and Corrupted / only for use with Rune Magic (Psionic Fire) 10d6 (35) (20 CP)
- Rite of Chi with +12 Bonus Uses, Specialized and Corrupted / only to refill the Psionic Fire pool above (8 CP)
As of this level Millificent can currently can take Crag and Fjord Linnorm forms- a good thing as she felt it was appropriate to invest most of the required points early on, and the smallest Linnorms have sixteen hit dice. Thus, for much of her career, this ability has been a point-sink with little return beyond taking variant elven forms and (in conjunction with her rune magic skills below) a bit of fire magic. That’s roughly equivalent to a two or three level penalty in standard d20 without much to show for it. That hurt quite a bit through levels two to nine. It also demonstrates a major difference between Millificent and most Eclipse builds: The vast majority of Eclipse characters will pick one or two specialties – generally trying to keep one or both categories maxed out – and develop them until they’ve picked up all the abilities they want before moving on to something else. Investing points in abilities that you cannot yet use is pretty rare.
The Winter Of The World (44 CP):
- Dragonfire (Ice Variant, 6 CP)
- Eye of the Dragon x2 (12 CP). Can store up to 76 Spell Levels, absorbing up to 42 spell levels daily.
- Reflex Action with +8 Bonus Uses, Extra Actions Per Day Variant, Specialized and Corrupted / only for Spell Absorption (6 CP)
- Breath of the Dragon / Specialized and Corrupted: Prerequisite Only (2 CP)
- Living Fire (Ice Variant, 6 CP)
- Body of Fire (Ice Variant, 6 CP)
- Kinetic Master (6 CP)
Another powerful ability sequence with some very useful abilities (reflexive spell absorption alone is pretty nice) – but, once again, nowhere near where it could be at this level and greatly under-utilized. Living Fire (Ice) and Body Of Fire (Ice) can easily provide far greater mobility, enhanced abilities, armor, various special abilities, and masses of renewable temporary hit points – a near-perfect compliment to her Spiked Chain Mastery abilities – but Millificent hasn’t used them much. While that’s partially because taking the time to set up a psychic construct in the middle of a game drags everything to a halt, but designing a few in advance would mostly take care of that. They might be less perfectly tailored, but that’s much better than not using the ability.
Minor Notes (1 CP):
- Trade Access Rights Tattoo: Minor Privilege, Specialized / brings various enemies (1 CP)
- Mundane Equipment: Masterwork Spiked Chain (Backup), Alchemist’s Kit and Lab, Tent, Riding Dog, Saddle, and Saddlebags, Traveler’s Outfit, Cooking Kit, Silk Rope (50 ft)
Skills: (90 SP)
All Skills: +2 Luck, +1 Morale, +4 Competence.
- Bluff: +13 (6* SP) +2 (Cha) = +22
- Craft / Alchemy: +13 (6* SP) +5 (Int) +3 (Race) +2 (Lab) +2 (Gloves) +2 (Sy) = +34
- Disguise: +13 (6* SP) +2 (Cha) = +22
- Heal: +0 (0 SP) +2 (Wis) +2 (Belt) = +11
- Hide: +0 (0 SP) +2 (Dex) +8 (Amulet) = +17
- Knowledge/Local: +13 (13 SP) +5 (Int) = +25
- Martial Art/Alchemic Mastery +13 (13 SP) +5 (Int) = +25
- Martial Art/Rose Briar Style +13 (6* SP) +5 (Int) = +25
- Move Silently: +0 (0 SP) +2 (Dex) +6 (Amulet) = +15
- Negotiate (Cha): +13 (6* SP) +2 (Cha) +3 (Race) = +25
- Rune Casting (Psionic Fire): +13 (6* SP) +5 (Int) = +25 (CL 13)
- Rune Mastery (Psionic Fire): +13 (6* SP) +5 (Int) = +25 (Up to L6)
- Search: +13 (13 SP) +2 (Wis) = +22
- Spot: +0 (0 SP) +2 (Wis) = +9
- Survival (Wis): +13 (6* SP) +2 (Wis) = +22
+3 Skill Specialties: Knowledge/Local (Alchemical Resources), Search (for Alchemical Resources), Bluff (Acting) (3 SP). .
Martial Arts:
- Rose Briar Style (13): Power III, Attack IV, +5 Reach, Whirlwind Attack, Combat Reflexes, Inner Strength, and Light Foot.
- Alchemic Master Style (13): Power III (+1d6 base to Alchemical Attacks), Attack IV, Toughness III (Specialized and Corrupted for Increased Effect / only versus damage caused by Alchemical Effects, but all of those. Reduces the damage from alchemical effects by 6 points), Synergy/Craft (Alchemy), Prone Combat, and Rapid Shot.
Alchemical Items: Fog Rock, Tindertwig x5, Acid Flask x10, Alchemist’s Fire x10, Alchemical Holy Water x10, Alkali Flask x10, Bottled Lightning x10, Liquid Ice x10, Iron Pellet Grenade x5, Glue x10, Tanglefoot Bag x10, Antitoxin x10, Antiplague x10, Smoke Pellets x10,
This is way behind, but – between the Philosopher’s Stone allowing transmutation, money, and her great skill as an alchemist, it wouldn’t be unreasonable to simply suppose that she has substantial supplies of pretty much everything. This a fairly minimal selection.
Slotless Magical Items:
- Bag of Holding I + Shapesand 240 lbs
- Handy Haversack
- Everburning Torch
- Shiftweave Clothing
- Spiked Chain +1
- Immovable Rod x2
- Magical Board Game
- Tattoo Parlor Investment (4,000 GP)
- Lesser Weapon Crystal Of Elemental Assault (Cold).
Magical Tattoos: +4 Int, +4 Con, +4 Skills, all Enhancement Bonuses.
Slotted Magical Items:
- Healing Belt +2 Comp to Heal, 3 Charges/Day, spend 1/2/3 for 2/3/4d8 Healing.
- Ring of Communications: Communicate with other such rings within one mile
- Cloak of Arachnida: Spiderclimb, Immunity to entrapment via Web spells or webs of any sort (moves at half speed), Web 1/day, +2 Luck Bonus on saves against poison from spiders
- Gloves of the Master Alchemist: Stores potions and alchemical items only as per a Handy Haversack, items appear in the user’s hands when needed. Produce any cantrip level alchemical, fire, or ice effect 1/round, Stir items when not present, Toss alchemical items with the speed and range of a light crossbow, Spray up to (Int Mod) doses of any alchemical substance available onto any target within 30′, +2 Competence Bonus to an Alchemy Check, 3 Charges/Day, spend 1/2/3 to produce any alchemical item worth up to 10/100/1000 GP, but the items vanish in one minute, whether used or not
- Continuous Amulet Of Umbral Metamorphosis: Grants 60′ Darkvision, Hide in Plain Sight, Cold Resistance 10, Superior Low-Light Vision, Hide +8 (Untyped), +6 Move Silently (Untyped), +10 All Movement Modes (Untyped).
- Pin Of Strength: +1 Enhancement to Strength (800 GP).
Overall, Milllificent has a broad array of tricks and powers – but little depth in any of them. Worse, several of them have only recently become effective. Still, having hit level ten she’s become quite effective – and she should be able to build up her abilities further over the next few levels.
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