Eclipse d20 – Candice Tintop, Mad Scientist

For our next Allwellia Character we have Candice, the groups resident mad scientist and robot master (as a special effect all of her constructs tend to be full of clockwork regardless of their game statistics and usually use a wild-borne emerald as a power core). Candice has never revealed much about her past – but given her periodic crazed attempts at major research projects, her tendency to create hordes of robots, and her occasional mutters about “Albert Wily”, “Ivo Robotnik”, and some sort of apocalyptic “Death Battle”, it is generally assumed that she was a member of a group with similar interests, there was some sort of falling out, and that she escaped the resulting disaster. Regardless, like so many mad scientists, Candice is more than a bit crazy, making most of her constructs resemble overly-cute toys and naming them in the same fashion. She led her party for quite some time, although she has recently taken a sabbatical to work on another one of her major projects. The group expects it to burn down a city or something at any time now.

Here we have the Introduction to Allwellia again – neatly boxed up for easy skipping for those who’ve seen it before.

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.

Candice “Candi” Tintop

Level Ten Mad Scientist

Racial Template: Crafter Dwarf (31 CP / +0 ECL):

  • Attribute Shift (+2 Con, -2 Chr, 6 CP)
  • Skill Specialty/Craft/Stone and Metal +3 (1 CP)
  • +1 BAB, Specialized/vrs Orcs, Half-Orcs & Goblinoids only, Corrupted/does not add to iterative attacks (2 CP)
  • Speak Dwarven as an extra language (1 CP)
  • Universal Crafter: Equipage with Purchasing, Specialized and Corrupted for Reduced Cost / requires the use of a workshop and hours or days of work as determined by the game master (4 CP).
  • Leadership, with Animated Objects and Constructs, Specialized for Reduced Cost / only for Animated
  • Objects and Constructs, User must spend hours or days building them (6 CP).
  • +3d0 Hit Dice, Specialized in determining the user’s effective level for Leadership (6 CP).
  • Innate Enchantment (Up to 7500 GP Value, 8 CP). All effects Spell Level 1/2 or 1, Caster Level One, Unlimited-Use Use Activated.
    • Resist Energy (10), L1, Personal Only (1400 GP).
    • Mending (L 1/2, 1000 GP)
    • Immortal Vigor I (L1, adds 12 + 2 x Con Mod HP, Personal Only, 1400 GP)
    • Traveler’s Any-Tool (160 GP).
    • 2x Healing Belt (Variant, Repairs Animated Objects and Constructs, 1200 GP).
    • Light (L1/2, Unlimited-Use Use-Activated, 1000 GP).
  • Racial Disadvantage/Insane. Crafter Dwarves treat constructs like people, consider them alive, and get very upset if they are destroyed (-3 CP).

Putting ANY version of Leadership into a “race” is a pretty unusual move. After all, between this and the boosted level for it’s effect it says that you can tell when a “Crafter Dwarf” hits adulthood (level one) by simply watching to see when they build their first minions – and means that any Crafter Dwarf settlement is likely to have a small army of constructs on tap both for defense and to do most of the basic labor. A first level Crafter Dwarf will average eight CR 1 constructs. Presuming that most of them make at lesat some servant/laborer constructs (which seems like a pretty obvious thing to do)… Each will be capable of doing pretty much any job that a normal person can do – and constructs are tireless, labor twenty-four hours a day, need little or no support. The social effects of this one are going to be pretty major. Even a small group of Crafter Dwarves essentially comes with their own portable industrial revolution and is likely to act like leisured aristocrats. Throw in the ability to make almost anything else they need via “purchasing” and you can reasonably expect to find reasonably wealthy little settlements of Crafter Dwarves in the most inhospitable places. About the only restriction (at least in Allwellia) is that Crafter Dwarves can only be born near a Crafting Nexus, which at least keeps them relatively rare.

The Innate Enchantments theoretically don’t come into play until the user pays their XP cost (not much) or (for NPC’s who don’t get experience or PC’s who don’t want to spend any) they get a little training (spending 1 CP on a specialized immunity to that rather small activation cost).Still, that generally means that you can expect almost any Crafter Dwarf to have mastered them – usually even before level zero since a single disadvantage will more than suffice. While none of those enchantments are particularly major items, this will make even Crafter Dwarf children unusually durable and skilled in working with stone and metal.

I don’t expect there to be a lot of room for other races in a Crafter Dwarf community. Unless they’re especially talented as artists, or high enough level to be serious experts, or rich enough to not worry about their community role, what are they going to do? All the basic jobs and roles are going to be filled by tireless constructs.

Basic Attributes: Str 10, Int 18 (+2 L4, L8 +6 Enh = 26), Wis 11, Con 14 (+2 Enh = 16), Dex 14 (+6 Enh = 20), and Cha 12.

Available Character Points: 264 (Level Ten Base) +10 (Disadvantages: History, Blocked (Clerical Magic; sees the universe as complex mechanisms), Compulsive (Tinkerer, will tend to fiddle with traps and ancient mechanisms without thinking about it)) + 30 (L1, L3, L5, L7, L9 Bonus Feats) = 304 CP

Basic Purchases (181 CP):

  • Base Attack Bonus: +7 (42 CP) +2 Luck. (Extra +4 with Rays from MA, can “whirlwind” a ray within a 15′ radius).
  • Skill Points: 33 (33 CP) +65 (Int Mod x 13) +26 (Fast Learner Specialized in Skills, 6 CP) +26 (Boost) = 150 SP.
    • Adept x2: Pays half cost for Craft (Constructs), Disable Device, Hide, Search, Escape Artist, Move Silently, Open Lock, and Sleight Of Hand (12 CP).
  • Hit Points: 10 (L1D6 + 1d4, 10 CP) +12 (Immortal Vigor) +45 (L2-L10, d6, 18 CP) +0 (upgrade 3d0 Racial Hit Dice to all purpose, 6 CP) +48 (Con Mod x 16) +96 (Cunning Evasion, Advanced Improved Augmented Bonus: Adds (Int Mod) to (Con Mod) for HP Purposes, Specialized and Corrupted / only for hit dice through level six – although her racial hit dice and racial Immortal Vigor count, 6 CP) = 211 HP.
  • Armor Class 10 (Base)+5 (Dex) +2 (MA) +1 (Def) +3 (Nat) = 21
    • When “Armor” Active: +4 (Armor) +4 (Shield) = 29
  • Saving Throws:
    • Fortitude: +4 (12 CP) +3 (Con) +4 (Res) = +11
    • Reflex: +2 (6 CP) +5 (Dex) +4 (Res) = +11
    • Will: +4 (12 CP) +0 (Wis) 4 (Res) = +8
    • Luck with +4 Bonus Uses Specialized in Saves (6 CP).
  • Proficient with All Simple Weapons and Light Armor (6 CP)
  • Initiative +5 (Dex) +4 (Improved Initiative, 6 CP) = +9
  • Move: 30′ [+30′ (Enh) when armor active].

Common Attacks (Presumes use of Combat Drug and Armor since those are quick, cheap, and long-lasting buffs).

  • Ice Ray/Adamantine Imprisonment/Weather Control/Etc: Either Will DC 21 for Half Damage (Affects Objects) or Ranged Touch Attack +21 (+7 BAB +5 Dex +5 Luck +4 Martial Art).
  • Heavy Mace: +12/+12 (+7 BAB +2 Enh +3 Str, Personal Haste), 1d8 + 5 (+2 Enh +3 Str), Crit 20/x2.

Candi may have taken a few swings in melee, but it’s certainly not her thing unless she’s either holding the legendary weapon which will destroy the foe in a single blow OR has completely run out of other options. She’s not helpless in a physical fight, but why would she pick doing 1d8+5 over – say – instantly imprisoning one or more opponents in icy adamantine bonds? And why take damage from a big area of effect or massive attack when she can throw up a quick barrier to block it and line of sight?

Other Abilities (123 CP):

  • Augmented Bonus/Adds (Int Mod) to (Dex Mod) for Dexterity based skills (6 CP).
  • Stipend (Only for Crafting): May make up to 1200 GP worth of goods per month with racial Universal Crafter ability without other costs in her spare time (12 CP).
  • Upgrade Racial Leadership to Double Effect (6 CP).
  • Finesse (Saves against her Witchcraft abilities are based on Int, not Cha, 6 CP).
  • +13 Levels of Int-based Wilder Spellcasting with no Caster Level, Corrupted / provides no disciplines. (Net = 147 Wilder +13 Witch = 160 Power) (26 CP). This is a bit cheesy, but most characters have some cheese somewhere.
  • Reflex Training (Extra Actions Variant) with +4 Bonus Uses, Corrupted / only to use Witchcraft Abilities (8 CP).
  • Reflex Training (Extra Actions Variant) with +8 Bonus Uses, Specialized / only to act defensively (9 CP).
  • Rite of Chi with +12 Bonus Uses, Specialized and Corrupted /. Only to recover Power, only when there is a break in the action (8 CP).
  • Witchcraft III with The Secret Order, Corrupted for Reduced Cost / Requires various blatantly obvious Foci that can be taken away (16 CP Base). This provides 13 Power and a selection of twelve basic abilities / devices. A mad scientists basic abilities are usually (although not always) Specialized in particular applications for double effect. (CL 14, Will Saves DC 21, 30′ Base Range).
  • Basic Functions:
    1. Auric Distortion Cloak (The Adamant Will, Specialized for Increased Effect / presents a false aura to aura detection effects at no cost.
    2. Essence Extractor: When directed at an unresisting creature, corpse, or area of up to a 20′ radius, this device extracts specific substances for 1 Power. It can thus be used to gather poison from deceased monsters, perfume from flower gardens, drugs from various plants, or gold from ore.
    3. Etheric Manipulator Vest (Dreamfaring, Specialized for Increased Effect / only to let the user see and attack into the Ethereal Plane at no cost.
    4. Folding Centaur Armor (Hand of Shadows: Mage Armor, Shield, and Personal Haste, 2 Power for 10 Minutes/caster level).
    5. Healers Kit (Healing, Specialized in Hit Points for Double Effect, 2d4/Power, max 3 Power/Round)
    6. Holographic Image Projector (Shadowweave, Specialized for Increased Effect / may spend 2 Power to generate a Minor Image effect or 4 Power to generate a Major Image effect.
    7. Hypersonic Pulser (Glamour, Specialized for Increased Effect / Panics animals in the area that fail to resist for 1 Power.
    8. Hypnotic Wheel (Glamour/Suggestion for 2 Power).
    9. Microbot Assistants (Hand of Shadows/Can do an hours light work every five minutes)
    10. Multi-optics Band (Witchsight, various vision boosts. 1 Power/Hour).
    11. Ray Gun (Infliction/Ice Ray, 9d4/15d4/21d4 Damage for 1/2/3 Power, +3 power for a 5′ Radius, Save Will DC 17 for Half). With Atheric Crystalizer Upgrade (Nightforge, +4 CP). Can make ice constructs as durable as Adamant. With Death Ray Upgrade (Mouth of the Earth, upgrade to d8’s for +1 Power, 4 CP).
    12. Sensory Link System (The Inner Eye, Only for use with Personal Constructs, 1 Power/Ten Minutes).
  • Advanced Systems:
    • Combat Drug (Wrath of the Sea and Dance of Flames, +6 to Str and Dex for ten minutes for two power, 8 CP).
    • Feral Genegraft (Flesh Like Mist, Specialized and Corrupted / only to take on rat traits, like a Bite Of The Wererat effect, for two Power, 2 CP). Since this doesn’t have a duration limit she usually has it running at all times, just for the attribute bonuses.
    • Null-Gravity Boots (Whisper Step, 4 CP).
    • Planar Sealer (4 CP). This gadget provides access to the Dismissal ability.
    • Teleportation Belt: Ashen Rebirth with Teleportation, Specialized for Reduced Cost / only for the Teleportation function (6 CP).
    • Weather Control Module / Weathermonger (6 CP).
  • Witchcraft Pacts – Advertising (-6 CP), Rituals (Major research projects, at least twice per year, with unpredictable results (-6 CP).

The Witchcraft-based “Mad Scientist” build can be extremely potent at low levels, particularly when you buy extra hit dice and thus boost up your Witchcrafts effective “Caster Level”. Adding a huge heap of Psionic Strength on top of the cost-efficiency of Witchcraft makes you pretty competitive in the mid-levels too. That combination catapulted Candi to party leadership early on, if only because she had the biggest attack/blast in the party, could keep it up for quite some time, and had a swarm of minions to hide behind while she fiddled with her gadgets.

Skills (All +4 Competence): (3 SP Left)

  • Balance +11 (11 SP) +5 (Dex) +8 (Int) = +28
  • Craft Constructs +13 (6* SP) +8 (Int) = +25
  • Craft Weapons +13 (13 SP) +8 (Int) = +25
  • Disable Device +13 (6* SP) +8 (Int) +4 (Tools) = +29
  • Escape Artist +13 (6* SP) +5 (Dex) +8 (Int) +4 (Tools) = +34
  • Hide +13 (6* SP) +5 (Dex) +8 (Int) = +30
  • Knowledge/Architecture and Engineering +13 (13 SP) +8 (Int) = +25
  • Martial Art/Ray Master +13 (13 SP) +5 (Dex) +8 (Int) = +30
  • Attack 4, Defenses 3, Reach (+10′, only for Whirlwind Attack), Mind Like Moon, Whirlwind Attack, Prone Combat, Inner Strength II, Light Foot, and Vanishing.
  • Move Silently +13 (6* SP) +5 (Dex) +8 (Int) = +30
  • Open Lock +13 (6* SP) +5 (Dex) +8 (Int) +4 (Tools) = +34
  • Ride +13 (13 SP) +5 (Dex) +8 (Int) = +34
  • Search +13 (6* SP) +8 (Int) = +25
  • Sleight Of Hand +13 (6* SP) +5 (Dex) +8 (Int) = +30
  • Spot +13 (13 SP) +0 (Wis) = +17
  • Tumble +13 (13 SP) +5 (Dex) +8 (Int) = +30
  • Use Magic Device +13 (13 SP) +1 (Cha) = +18
  • Use Rope +2 (2 SP) +5 (Dex) +8 (Int) = +19

Speaks: Common, Dwarven, Sign Language, Sphinx, Terran, Giant, and Draconic.

Skills from +6 Headband of Intellect:

  • Appraise: (Level+3) +8 (Int) = +25
  • Knowledge/Nobility: (Level+3) +8 (Int) = +25
  • Knowledge/Dungeoneering: (Level+3) +8 (Int) = +25

Specific Knowledges: Constructs (1 SP), Metallurgy (1 SP), and Riddles (1 SP).

Magical Items:

  • Ring of Protection +1 Light Fortification.
  • Handy Haversack.
  • +2 Heavy Mace
  • Ring of Communication,
  • Bronze Griffon. When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.
  • Headband of Intellect +6.

Conventional Gear: Spare Explorers Outfit (2 GP), Canteen (2 GP), Silver Holy Symbol (25 GP), Pot of Glue (-), 10 Iron Spikes (-), two weeks “Good Meals” (-), 100′ Silk Rope (20 GP), Grapnel (2 GP), Spool of Thread (-), Ball of Twine (-), Spool of Wire (10 GP), Sewing Kit (1 GP), 10′ Folding Pole (2 GP), Camping Gear (Tent, Bedroll, Cooking Kit, Etc, 12 GP), “Zippo” Lighter (2 GP), Pens & Ink (-), 2 Blank Journals (20 GP), Mechanician’s Handbook (50 GP), Javelins x10 (10 GP).

Mystic Tattoos: +2 Luck to Attacks, +4 Resistance to Saves, +4 Competence to All Skills.

Thanks to access to an Altar Of War, she can consider up to six weapons (a bundle of 50 ammo counts as one weapon) as being +1. We haven’t gotten a ruling on whether her ray gun counts.

Available Constructs: (Max CR 13, total CR of 64):

  • Maully and Andy (Teddy Bear Guardian Dolls, 2 x CR 3 = 5)
  • Sugar Plum (Pony, Small Animated Object / Heavy Crossbow, CR 2),
  • Norbert (Small Heli-Rat Animated Object,CR 2)
  • Hooty Blo (Small Animated Object/ Bronze Owl, with Camera, CR 2),
  • Animated Hand Crossbow (Pellet Variant, stays with Hooty Blo, CR 1).
  • Wall-e1 and Wall-e2: Mosaic Tile Golems (CR 7 x 2 = 9).
  • Slinky, Coils, and Hissy Fit, Iron Cobras x 3 (3 x CR2 = 5)
  • Mr Fuzzles (Large Animated Winged Tiger Statue, +3 CP for CR 6: Fly (1), Burrow (1), Mithril (Hardness 15, +4 Natural Armor, 1). When she needs a steed, she has Mr Fuzzles.
  • Twinkle Toes: Robot Arachnid (CR 2)
  • Chonk The Pony (Clockwork Steed, CR 6)
  • 2 x Tickles, Animated Masterwork Thieves Tools (+4 where relevant, total CR 1).
  • Dawn, Sunset, Moonlight, and Sunshine (Amber Unicorns, CR 3 x 4, = 8).
  • Chez: Animated Lounge Chair (Medium Animated Object, Move 40′, Additional Movement Mode / Flight (CR 3).
  • Mr Floateysaur: Animated Ship (Colossal Animated Object, Fly (1), 3x Faster (60′ Move, 3), Slower (No Ground Movement, -2), treat as Mithril (Hardness 15, +4 to Natural Armor, 4), Deck Gun (Ranged Attack, 20′ Increment, 2) (CR 12). Oddly enough, Mr Floateysaur cannot swim – but next level she intends to add +4 Construction Points to get the CR up to 14, adding Swim (1), and an Additional (1) Ranged (2) Attack. (She may work on getting the Ranges up after that. There’s no official pricing for that, but it’s hardly unreasonable).

Candi’s constructs have yet to be a really big factor – even the flying ship is mostly just for fun since two other characters have got them (albeit by entirely different methods) and had them first – but they have helped divert a few crowd scenes and have been reasonably useful for running errands and doing a little light scouting. In part that’s because Candi tends to regard them more as pets and companions than as resources, but there are still enough of them to make it seem like she is running a mechanical Noah’s Ark.

Overall, Candi is actually a pretty-well balanced. She’s got a decent selection of tricks, enough power to use them as needed, some troops to hide behind while she uses them, and her attacks, saves, armor class, and hit points are quite good enough to buy her some time if someone gets past her minions. Admittedly, her tendency to be “cutesy” is eccentric, but as mad scientist quirks go it’s pretty minor.

Marcus Silvus, Wyld Shapeshifter

Our next Allwellia character is the party tank – but in this case the player has a tendency to try and increase the challenges his character faces by accepting serious disadvantages and by playing against his characters strengths. Given that the rest of the group likes to optimize characters… the counter-dynamic is for everyone else in the game to try and optimize his characters beyond all reason. Ergo, here is a horrendously over-optimized version of Marcus Silvus, Wyld Shapeshifter.

Here we have the Introduction to Allwellia again – neatly boxed up for easy skipping for those who’ve seen it before.

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.

Marcus Silvus

Level Ten Wyld Shapeshifter, Fenris Understudy.

Basic Attributes: Str 7, Dex 5, Con 11, Int 13, Wis 13, Cha 10

Dire Wolf/Dire Wolf Hybrid Abilities: Str 25 (+6 Ch +4 Enh +6 Eq +1 Lvl = 42), Dex 15 (+6 Ch +6 Eq +1 Lvl = 28), Con 17 (+6 Ch +4 Enh = 27), Int 13 (+6 Ch +1 Enh = 20), Wis 13 (+6 Ch = 19), Cha 10 (+6 Ch = 16). 10′ Reach, takes d8 damage from falls,

On adventures Marcus normally stays in Dire Wolf or Hybrid Dire Wolf form.

Available Character Points: 264 (L10 Base) +10 (Disadvantages: Accursed x3 – no rerolls for terrible attributes) +20 (Restrictions, externally directed spellcasting, armor) +36 ( Birthright, L1, L3, L5, L7, L9 Bonus Feats) = 330 CP.

Imperial Order Birthright

  • Defender (Specialized / Not versus Wyld Creatures (3 CP).For most people this is only +1 AC.
  • 1d6+2 (6) Mana with Reality Editing, Specialized and Corrupted / Only to order the environment (3 CP)
    • Places around Order birthrights tend to be exceptionally clean and well-laid out, although sometimes a little unnervingly neat. They can also organize things rapidly, research complex topics by sheer brute force of logically arranging data, etc,
  • Rite of C’hi with +4 Bonus Uses, Specialized and Corrupted / only to refill the ordering pool above (4 CP).
  • Enthusiast (3 CP)
  • Fast Learner: (Socialized in Skills for +2 SP per Level, 6 CP)
  • Immunity/the restriction that martial arts are for specific weapons (Very Common, Minor, Major), Specialized and Corrupted for Reduced Cost / only works with a specific martial arts style, the style cannot have any mystical effects (4 CP).
  • Double-Advanced Blessing / the user may share abilities with up to (Charisma) other nearby (within 60′) individuals in addition to himself at any one time. Specialized and Corrupted / only works for a specific martial arts style and any immunities related to it, the style cannot have any mystical effects, only works as long as the user can continue to shout directions as a free action (6 CP).
  • Immunity/the inability to use more than one martial art at a time (Very Common, Minor, Major), Specialized / only works to add a specific martial arts style (6 CP).
  • Bonus Feat (6 CP)
  • Disadvantages: Accursed/draws Wyld monsters, Blocked/Chaos Magic, Wyld Magic, Etc, and Compulsive/need for organization (-10 CP),

That’s a rather subtle birthright by Allwellian standards – but the ability to effectively organize a battle to his liking, and to bestow fairly substantial combat bonuses on the rest of the party, would make Marcus the obvious leader and commander if he didn’t carefully avoid that role at all times.

Birthright Upgrades (36 CP):

  • Defender to Universal (3 CP).
  • +8 Bonus uses to Rite Of Chi for Order Pool (4 CP)
  • Buy off restrictions on Martial Arts Weapons (8 CP). Any weapon can be used with any martial art(s).
  • Reduce Blessing to Specialized (Only for Martial Arts and immunities related to them, 3 CP). Martial arts many now include occult abilities.
  • Upgrade ability to use multiple martial arts to three at a time (Grand, no longer limited to a specific style, 18 CP).

To retain sanity, I’d recommend limiting the ability to share martial arts effects on top of whatever martial art the target is already using to a single additional martial art. It could be read either way, but allowing EVERY player character to use three martial arts at a time means having to give all the monsters massive bonuses to keep them effective. There really is no point in that kind of arms race when the real goal is just to let the fighter be an equal to the spellcasters.

Basic Purchases (172 CP): (Dire Wolf Baseline)

  • Base Attack Bonus: +9 (Corrupted / No iterative attacks, 36 CP).+4 BAB, Specialized and Corrupted for Increased Effect (+12)/ only to transfer to damage via Expertise, does not add to iterative attacks (24 CP)
  • Skill Points: 4 (4 CP) +273 ([Int Mod + Str Mod] x13) +26 (F. Learner) +14 (Bonus) = 317 SP.
    • Immunity/Not getting skill points for boosts retroactively (Uncommon, Minor, Great, 6 CP)
    • Here, once again… OK, a lot of his skills are very physical, and others can be aided by flexing his enormous muscles and growling, but deriving almost all of his skill points from his strength without any justification at all is pretty blatant cheese.

  • Advanced Improved Augmented Bonus: Adds (Str Mod) to (Int Mod) for Skill Point Purposes (18 CP)
  • Adept (Hide, Listen, Move Silently, Spot, 6 CP).
  • Hit Points: 10 (L1D10, 4 CP) +8 (L2D8, 2 CP) +39 (L3-10d6 0 CP) +0 (4d0 Bonus HD, 16 CP) +12 (2d6 Immortal Vigor) +15 (4d4 Armory) +520 (20 HD x [Con Mod + Str Mod]) = 564 HP
    • Advanced Improved Augmented Bonus: Adds (Str Mod) to (Con Mod) for Hit Point Purposes (18 CP)
    • And here we’re doing it again – channeling everything through his strength simpoly because it’s so high. Still, the tradition of strongmen shrugging off mighty blows counts for something.

  • Fast Learner, Specialized in Hit Dice (Uses d6 base, 6 CP).
  • AC: 10 (Base)+9 (Dex) +3 (Nat) +3 (Def) +12 (MA) -1 (Size) = 36
  • Saving Throws:
    • Fortitude: +2 (6 CP) +8 (Con) +1 (Res) = +11
    • Reflex: +0 (0 CP) +9 (Dex) +1 (Res) = +10
    • Will: +3 (9 CP) +4 (Wis) +1 (Res) = +8
    • Luck with +4 Bonus Uses, Specialized in Saves (6 CP).
  • Proficient with All Simple Weapons and Martial Weapons (9 CP)
  • Initiative +9 (Dex)+3 (Eq) = +12. Roll twice, keeping the best.
  • Move: 50′ (Base) +30 (Enh) +30 (Eq) +10 = 120′

Usual Attacks:

  • Melee: +35/+35/+35/+35 (+10 BAB +12 MA+16 Str +3 Enh -1 Size -4 Bonus Attacks, Personal Haste), Damage as per Weapon +43 (16 Str +3 Enh +24 Expertise), Blind Fight, Mighty Blow, +25′ Natural Reach, 9 AoO.
  • Ranged: +28/+29/+29/+29 (+10 BAB +12 MA+8 Dex +3 Enh -4 Bonus Attack, Personal Haste), Damage per Weapon +43 (16 Str +3 Enh +24 Expertise), Mighty Blow.
  • 36 Inner Strength Points (Regain 9d6+1 daily), usable for Vanishing, Resist Pain, Iron Skin, Light Foot, Healing, and Wrath (Lightning).
  • May take up to -8 on attacks to add +2 additional damage per -1 taken.

Other Abilities (130 CP):

  • Shapeshift, with Shrinking, Hybrid, Enchanted, Dire, Growth, and +4 Bonus Uses, Specialized and Corrupted / must have killed a creature to shapeshift into it, gets no bite attack (11 CP)
  • Current Forms: Wolf (Dire Base). Human, Falcon, Serpent, Badger, Weasel, Panther.
    • This, of course, is one of the classic ways to deal with poor attributes – learn to shapeshift and use those of your shapeshifted form.
  • 2x Double Enthusiast, Specialized & Corrupted for Increased Effect (12 Floating CP) / Only for Innate Enchantment (12 CP).
    • +1 Int, Wis, Str, Dex, Con, Cha, all Personal-Only (Cantrips, 3360 GP). (All boosted to +6 Chaos Bonus by Metamagic, Below).
    • Personal Haste (1600 GP).
    • Resistance, Personal Only, +1 Resistance Bonus to Saves (560 GP).
    • Healing Belt x2 (1200 GP).
    • Basic Gear: Longsword (15 GP), Bedroll, Medium Tent (5 GP), Air Bladder (2 GP), Compass (10 GP), Ioun Torch (60 GP), Cold and Hot Weather Gear (5 GP), Snowshoes (2 GP), Personal Care Items (1 GP), Collar (-). Net = 100 GP.
    • Composite Longbow for Str +19 (1900 GP).
    • Net Total: 8720 GP, may have up to 11,500 GP total value.
  • Metamagic: Power +3 (Specialized and Corrupted / Only to upgrade attribute boost innate enchantments by +3 effective levels to +6), Elemental Manipulation +3 (Specialized and Corrupted / Only to change Innate Enchantment attribute upgrade effects from Enhancement to Chaos Bonuses), Streamline III (Only to reduce the costs of the above metamagics) (10 CP).
  • Empowerment for Innate Enchantments, Corrupted for Increased Effect / uses has base Hit Dice as his Caster Level for Attribute Boosting Spells, and so can apply his +0 metamagics to them (6 CP).

This is a big slice of cheese. Marcus is basically boosting all of his attributes by SIX for a mere 20 CP. On the other hand… it’s being allowed because the player initially elected to put up with those TERRIBLE starting attributes rather than taking advantage of the standard rule on such things – that with attribute modifiers totaling less than zero he could toss out those terrible, TERRIBLE, numbers and reroll. Secondarily, of course, in this high-magic, high-treasure setting… he could invest in a +6 Belt of Magnificence (normally 200,000 GP) for 160,000 GP (presuming no further price breaks) and spend 12 CP on Innate Enchantment to absorb the thing and convert it to some other bonus type if he wanted to stack bonuses anyway. For now saving 160,000 GP is probably a better deal than saving 8 CP – but as levels go up things like Bonus Uses on Luck (Specialized in Saves) and similar investments will eventually be worth a good deal more than 160,000 GP. So… Marcus is getting away with it. You probably shouldn’t expect this to fly with game masters who are running lower level or less over-the-top games though.

  • Immunity/The XP Cost of his floating Innate Enchantments (Uncommon, Minor, Trivial, 1 CP).
  • Immunity to Dispelling and Antimagic (Common, Minor, Great,, Specialized and Corrupted/only protects Innate Enchantments, 6 CP).
  • Damage Reduction 4/-, Specialized and Corrupted for Increased effect/Physical Only, Not Vrs Silver (net 12/Silver or Energy, 9 CP). (Martial Arts Damage Reduction 6/- stacks with this).
  • Grant of Aid with +4 Bonus Uses, Specialized/only when he Shapeshifts (6 CP).
  • Journeyman (Combat Abilities), Specialized in Hit Dice (3 CP).
  • The Call Of Ancient Blood: Privilege/killing a normal animal also counts as killing a dire animal for shapeshifting purposes (3 CP).
  • Totemistic Binding: Access to two Occult Skills (Armory and Biotech) at Normal Cost (12 CP).

This is another hefty slice of cheese: the Armory and Biotech skills come from the high-tech Shadowed Galaxy setting, where the “Equipment Skills” pretty much replace both money and magic items – and offer access to some pretty powerful stuff. Of course, other characters in the setting are accessing some of those skills for exactly the same reasons. Fortunately, however, since “Occult Skills” can come from anywhere in the multiverse, they can be freely “reskinned” – so he has versions of the two which use totemistic magic for self-enhancement instead of high-tech gear, which suits his theme but functions exactly the same way. He just uses little fetishes and charms instead of high-tech gadgets.

  • Rite of Chi with +8 Bonus Uses, Specialized for Reduced Cost and Corrupted for Increased Effect / only to restore Inner Strength (9 CP).
  • Improved Expertise, Specialized for Increased Effect / only to transfer up to 20 points from Attack Bonus to Damage, at a ratio of -1 to the Attack per +2 Damage (12 CP).

This isn’t an ubercharger build – but in combination with some extra Base Attack Bonus (only for converting to damage) this gives him a nice boost. It seems only fair; the fighter SHOULD be the best one in the party when it comes to inflicting damage with weapons.

  • Lunge (6 CP). Increase Natural Reach by +5 feet.
  • Whirlwind Attack with +4 Bonus Uses (12 CP). With a total of +25′ reach, rather high damage, and the ability to use it five times a minute, Marcus can do a fair imitation of an artillery strike. Even better, Whirlwind attack only damages your chosen targets – allowing you to leave all your friends undamaged, which is a LOT better than a fireball.
  • Oathspeaker: Mystic Artist (Oratory) with Echoes, Specialized for Increased Effect (doubles effective skill, may swear an oath as a free action) / only affects the user, only for Inspiration abilities, only as long as the user is acting to fulfill his oath (normally up to once per day per level for three minutes maximum) (12 CP). He most often uses Heroism (+2 Positive Levels, for +2 to BAB, Saves, and AC and +12 CP for three minutes.

Marcus’s oaths and promises have the power of his honor behind them. If he announces that he WILL save the fair maiden even if he must leap the mighty fire-belching chasm to do so… Then he can simply award himself a second level variation on “Jump” via Inherent Spell and some Immunity (Fire) to make that possible. This is a powerful and versatile ability, Personally I am not sure that this counts as cheese, if only because it is so very, VERY, classic. Fantasy stories are FULL of dramatic declarations of intent that seem to grant the hero a great (if very temporary) surge of power. Why should games be any different?

Skills: (317 SP Spent).

  • Armory (Occult): +13 (13 SP) +16 (Str) = +29 (+3 Specialty).
    • Str +6 (3), Stealth +8 (3), Athletics +8 (3), Martial Arts +8 (3), Heavy Fortification (3), +6 Dex (3), Heavy Weapon Mounts (can use all weapons without penalty for not having hands, 3), +30 Move (3), +8 to Intimidation (3)
  • Autohypnosis: +13 (13 SP) +4 (Wis) +8 (Eq) = +25
  • Balance: +13 (6* SP) +9 (Dex) +8 (Eq) = +30
  • Biotech (Occult):+13 (13 SP) +8 (Con) = +21 (+3 Specialty).
    • Rebuild (Treats Dire Wolf as his base form, Level-Based Attribute bonuses apply to that form, 3), +6 Dex (3), +4d4 Hit Dice (3), +8 to Sensory Checks (3), Extended Lifespan (1), Flash Resistance and Hearing Protection (1), +3 to Initiative (3), +8 to Autohypnosis and Survival (3).
  • Craft: Pioneering Gear +13 (13 SP) +5 (Int) = +18
  • Handle Animal +13 (13 SP) +3 (Cha) = +16 (Wolves +19)
  • Heal: +13 (13 SP) +4 (Wis) +2 (Belt) = +19
  • Hide +13 (6* SP) +9 (Dex) +8 (CoUM) +8 (Eq) +2(DW) -4 (Size) = +36
  • Intimidate: +13 (13 SP) +3 (Cha) +8 (Eq) = +24
  • Jump: +13 (13 SP) +16 (Str)+36 (Spd) +8 (Eq) = +73
  • Knowledge/Geography: +13 (13 SP) +5 (Int) = +18
  • Knowledge/Law: +13 (13 SP) +5 (Int) = +18
  • Knowledge/Nature: +13 (13 SP) +5 (Int) = +18
  • Knowledge/Nobility and Royalty: +13 (13 SP) +5 (Int) = +18
  • Knowledge/The Wyld: +13 (13 SP) +5 (Int) = +18
  • Listen +13 (6* SP) +4 (Wis) +8 (Eq) +2 (DW) = +27
  • Move Silently +13 (6* SP) +9 (Dex) +6 CoUM +8 (Eq) +2 (DW) -4 (Size) = +34
  • Pack Leader Style: +13 (13 SP) +16 (Str) +8 (Eq) – +37
  • Feral Rage Style: +13 (13 SP) +16 (Str) +8 (Eq) – +37
  • Storms Hammer Style: +13 (13 SP) +16 (Str) +8 (Eq) – +37
  • Perform (Oratory): +13 (13 SP) +3 (Cha).
  • Speak Language +13 (13 SP) +5 (Int) = +18
  • Common, High Imperial, Canine, and 16 More.
  • Spot +13 (6* SP) +4 (Wis) +8 (Eq) +2 (DW) = +27
  • Survival +13 (13 SP) +4 (Wis) +2 (Sy) +8 (Eq) = +27 (Hunting +30, Track +38).
  • Swim: +13 (13 SP) +16 (Str) = +29

+3 Specialties (6 SP): The Empire*, Tracking, Hunting, Imperial Law*, Biotech (Dire Wolf Rebuild), Armory (Heavy Weapons Mounts), and Wolves.

* – Not Included in totals.

Equipment:

  • Belt: Healing Belt (600 GP): +2 to Heal, 3 Charges/Day, Spend 1/2/3 to heal 2/3/4d8.
  • Neck: Continuous Collar of Umbral Metamorphosis: 60′ Dark-vision, Hide in Plain Sight, Cold Resistance 10, Superior Low- Light Vision, Hide +8, Move Silently +6, +10 to all movement modes (17,600 GP)
  • Ring: Ring of Communication (1600 GP).
  • Ring: Ring of Anticipation (Roll twice for initiative keeping the best result, 4800 GP)
  • Scholars Pin +1 Enhancement Bonus to Intelligence (800 GP).
  • Pet Amulet: Keeps a furry creature clean, neat, and scentless (Slotless, 1600 GP).

Mystic Tattoos: +4 Str, +4 Con, Spell Resistance

Pack Leader Style (Str):

  • Requires: Access to Wolf-Form, Imperial Order Birthright.
  • Basic Techniques: Attack 4, Defenses 4, Synergy/Survival, Synergy/Hide, Synergy/Heal, and Toughness 2.
  • Advanced and Master Techniques: Combat Reflexes, Mind Like Moon, “Shout Warnings” (Luck with +4 Bonus Uses, Specialized in Saves) and “You’ll be all right pup!” (Grant of Aid with +4 Bonus Uses, Specialized in Hit Points).
  • Occult Techniques: Inner Strength II, Vanishing, and Resist Pain.
  • Known Techniques (19): Attack 4, Toughness 2, Defenses 4, Synergy/Survival, Combat Reflexes, Mind Like Moon, Shout Warnings, You’ll Be All Right Pup, Inner Strength II, Vanishing, Resist Pain.

Feral Rage Style (Str):

  • Requires: Access to Dire Wolf Form
  • Basic Techniques: Attack 4, Defenses 4, Synergy/Survival, Synergy/Hide, and Toughness 2.
  • Advanced and Master Techniques: Blind Fight, Breaking, Mighty Blow, and Reach.
  • Occult Techniques: Inner Strength II, Light Foot, and Iron Skin.
  • Known Techniques (19): Attack 4, Toughness 2, Defenses 4, Blind Fight, Breaking, Mighty Blow, Reach. Inner Strength II, Iron Skin, and Light Foot.

Storms Hammer Style (Str)

  • Requires: +6 BAB
  • Basic Techniques: Attack 4, Defenses 4, Strike, Toughness 3
  • Advanced and Master Techniques: Reach, Imbuement (currently +3), Bonus Attack II.
  • Occult Techniques: Inner Strength II, Healing, and Wrath (Lightning). .
  • Known Techniques (19):Attack 4,Defenses 4, Strike, Toughness II, Reach, Imbuement, and Bonus Attack II., Inner Strength II, Healing, and Wrath (Lightning).

This actually leaves Marcus with eight unspent character points – unless I’ve made an error, which is certainly possible late at night and with a character this complicated. Still, I find myself unsure of what to spend them on – so that can await further character development.

Marcus, of course, is an extremely powerful tank – and one with enough offensive power to be sure that attackers will HAVE to deal with him. For most games I’d class him around ECL 16-18 – as might be expected given a base level of ten, +2 ECL for the custom race/template, about +4 for using an Eclipse build, and +2 for all the high-optimization options. He’s still no match for an ubercharger, or other really high-end build of that level – but he ought to be considerably more interesting to play.