Willy Watt, Allwellian Scion Of Chaos

For our next Alwlellia character we have Willy Watt, chaos-born warrior-mage and artificier. Willy doesn’t like to talk about his childhood or life before taking up adventuring – but like most chaos-born, his early life was almost certainly no fun at all. Things, of course, got worse when he gained the ability to gain levels by absorbing the energies of chaos directly, instead of by long practice and study or even by harvesting chaos magic and using it in careful rituals of transformation. Not only was he a being of chaos, but he was a being of chaos who might manifest entirely new powers at any moment.

Lets just say that he wasn’t on the fringe of the empire entirely by choice. The rest of the party DOES know that Willy subscribes to the old notion that the best revenge is to live well, live long, and see your enemies funerals along the way. To this end… he’d been seeking immortality with some success, since he’s not pretty hard to kill.

This version is at level nine rather than ten, since that is the latest version that I have access too.

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.

Race: Wyld-Imbued Human

People normally stay far away from Wyld Magic Nexi – but they are unpredictable, sometimes flaring up out of nowhere, only to manifest elsewhere a few hours later. And so, sometimes a child is born to travelers who are passing near such a nexus at the wrong moment – and the child receives a birthright of wyld magic.

Most such children soon die or become creatures of the Wyld, their bodies warped and twisted – but some few parents know enough to save their infants, tattooing runes onto their bodies and embedding crystals in their flesh to guide the wyld power within. More such runes must be added throughout their lives, revealing to the knowledgeable much of what the power within the scion of the wyld has been channeled into.

In terms of the Empire… such children are the equivalent of dangerous cyborgs, unholy fusions of artificing techniques and mortal flesh. Most go cloaked and hold to the shadows, for they are often feared – for who knows what Wyld powers they may possess or when they might go mad?

Birthright: The Adaptive Wyld (31 CP / +0 ECL).

  • Adaptive Learning: +2 SP/Level (Fast Learner, Specialized in Skills, 6 CP).
  • Wyld Focus: Fast Learner, Specialized in Innate Enchantment for Double Effect, 6 CP). Note that this takes up the user’s second possible Fast Learner option, since the limit is twice – once in a template and once more. In this case, they’re both in the template. Currently 24,000 GP Effective Value
  • Breath Of The Wyld: Immunity /. The XP Cost of Innate Enchantment, Uncommon, Minor, Trivial (up to (Maximum Value of (2000 + Hit Dice x 500) GP), Specialized / only to cover innate enchantments gained through this racial template, 1 CP).
  • The Wyld Storm: +2d6 (8) Mana with Spell Enhancement, Specialized for Reduced Cost and Corrupted for Increased Effect (can upgrade each Innate Enchantment power) / only for upgrading Innate Enchantment powers, only for a specific list of upgrades for each effect, limited to effects appropriate to the caster level (6 CP).
  • Pulse Of The Wyld: Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore the mana pool for the Wyld Storm, above, only works between encounters (4 CP).
  • Blood Of The Wyld: Empowerment (only applies to a maximum of (Hit Dice) Innate Enchantments for unlimited use), Corrupted for Increased Effect (Uses Hit Die for Caster Level) / only when using Pulse Of The Wyld to boost effects, cannot boost beyond what the effective caster level would normally support. (6 CP).
  • Wyld Affinity: +2 Racial Bonus to Use Magic Device (2 CP).
  • Template Disadvantages:
    • Accursed. Anyone who gets a good look at the character may make a Knowledge (Arcana) check at DC 20 to deduce the powers he or she gains from Wyld Focus (-3 CP).
    • Outcast. Many of the people of the Empire consider characters with this birthright dangerous and accursed (-3 CP).
  • Innate Enchantments (All gain the settings Abundant Magic modifier for x.8 Cost, Current Maximum of 24,500 GP Net Value):
    • General Abilities (9870 GP):
      • Artificers Monocle (1200 GP): Allows Identification of magic items using a simple Detect Magic
      • Detect Magic (SL 1/2 x 2000 GP Unlimited-Use Use Activated, 800 GP)
      • Immortal Vigor I (SL 1 x CL 1 x .7 Personal Only, x.5 only to remain alive below zero HP. +1 2 x Con Mod (22) HP for this purpose, 560 GP).
      • Masterwork Thieves Tools (+2 to Disable Device and Open Locks, 100 GP)
      • Personal Heroism (SL1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 1600 GP).+2 Morale Bonus to Attacks, Saves, and Skills.
      • Relieve Poison (SL 1 x CL 1 x 2000 GP x .7 Personal Only, +4 on saves versus Poison, -2 on each roll for ability damage from poisons, 1120 GP).
      • Travelers Any-Tool (Universal Masterwork Tool for Craft and Profession skills that use tools, 160 GP)
      • Fortunes Favor (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated, The Practical Enchanter, 1600 GP). Provides a +2 luck bonus on skills and attribute checks
      • Unfailing Wanderer: Lesser Restoration (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only, Only to eliminate fatigue/reduce exhaustion x.5, 560 GP).
      • Cure Minor Wounds (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal-Only, only to automatically stabilize if below 0 HP (x.6), 420 GP).
        • Normally unlimited-use healing is a no-no, but making it “only to automatically stabilize yourself” takes most of the utility out of “unlimited healing”.
      • Ring Of Sustenance. X.5, only to allow his daily downtime to be counted as crafting time (1750 GP).
    • The Wyld Storm Abilities (14,240 GP):
      • Comprehend Languages (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated =1600 GP). Upgrades to Glibness, Tongues, and Greater Command.
      • Dexterous Fingers (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 1600 GP): Reduces the time required to use a skill by three rounds, becoming a once-per-round free action if reduced to zero or less. Decreases the time for long-term uses of a skill by 75% if applied continuously. Upgrades to The Laborer’s Word, Stone Shape, and Minor Creation.
      • Enhance Attribute/+2 Int (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated =1600 GP). Upgrades to Bestow Insight, Suggestion, and Ruin Delvers Insight (As Ruin Delvers Fortune, but Int Based).
      • Grease (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 1600 GP), Upgrades to Fog Cloud, Stinking Cloud, and Holy Storm.
      • Jump (+10 to Jump, SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Peronal Only = 1120 GP). Upgrades to Spider Climb, Fly, and Dimension Door – also personal-only.
      • Know Direction (SL 1/2 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 800 GP). Always knows the direction to the center of the disk. Upgrades to Nerveskitter, Locate Object, and Clairaudience/Clairvoyance.
      • Light Foot (+30 circumstance bonus ground movement speed a +10 circumstance bonus on jump checks, and DR 10 versus Falling Damage (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 1120 GP). Upgrades to Lions Charge, Blade Storm, and Freedom Of Movement. All Personal Only.
      • Personal Haste (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 1600 GP).Upgrades to Masters Parry (Block 25 damage as an immediate action), Evasion (Immediate Action, take no damage on a successful reflex save), and Ghosting Technique (Greater Mirror Image).
      • Produce Flame (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 1600 GP). Upgrades to Scorching Ray, Fireball, and Wall of Fire.
      • Speak With Animals (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 1600 GP). Upgrades: Speak with Plants, Greater Animal Aspect, and Commune With Nature.

As racial templates go, this is EXTREMELY high-powered for +0 ECL. After all, it packs in both possible instances of Fast Learner, Mana, Rite of Chi, and open-ended Innate Enchantment – five very powerful abilities. Sure, you’ll want to upgrade some of the secondary abilities a bit – but you could easily afford to do so at level one. Overall, you’re purchasing several of the most convenient buffs and some fairly significant spell-like abilities – quite enough to keep up with most full spellcasters until they start hitting fifth level spells – on the cheap.

Willy Watt

Ninth Level Accursed Scion Of Chaos

Available Character Points: 240 (L9 Base) +10 (Disadvantages: Healing Resistant, Hunted, and Secret) +24 (L1, 3, 6, and 9 Bonus Feats) = 274 CP

Basic Attributes: Str 13 (+4 Enh, 17), Dex 16 (+2 Level = 18), Con 16 (+4 Enh = 20), Int 18 (+2 Enh = 20), Wis 12, Cha 10.

Basic Abilities (120 CP):

  • BAB +11 (Specialized in Melee for Half Cost, 33 CP),
  • Skill Points: 14 (14 CP) +60 (Int Mod x 12) +24 (Human Fast Learner) = 98 SP.
    • Adept: (Half cost for Knowledge (Nature), Move Silently, Search, and Use Magic Device, 6 CP).
    • Immunity – the distinctions between up to (Int Mod +1) Craft Skills (Uncommon, Minor, Minor, 2 CP).
    • Luck with 4 Bonus Uses, Specialized in Skills (6 CP)
  • Hit Points: 26 (L1-9d4) + 4 (L1 Bonus Hit Die, 8 CP) +100 (10 HD x [Con Mod + Int Mod]) = 130 HP.
    • Advanced Improved Augmented Bonus/Wily Guard: Adds (Dex Mod) to (Con Mod) for HP Purposes, Corrupted for Reduced Cost / only applies to first 12 Hit Dice (12 CP).
  • Armor Class: 10 (Base) +4 (Dex) +7 (Armor) +3 (Shield, grants Light Fortification) = 24
  • Saves:
    • Reflex +3 (9 CP) +4 (Dex) +5 (Res) +2 (Mor)= +14
    • Fortitude +2 (6 CP) +6 (Con) +5 (Res) +2 (Mor) = +15 (+19 vrs Poison and Disease).
    • Will +3 (9 CP) +1 (Wis) +5 (Res) +2 (Mor) = +11
    • Luck with +4 Bonus Uses, Specialized in Saves (6 CP).
      • Willy generally makes his saves.
  • Proficiencies: All Simple Weapons (3 CP), Light Armor (3 CP), and Shields (3 CP).
  • Initiative: +4 (Dex)
  • Move: 30 (Base) +30 (Haste) +30 (Light Foot) +10 (Collar) = 100

Usual Attacks:

  • All Melee: +5d8 Electrical Damage, Four AoO, Augment Crystal.
    • Sun Sword: +24/+24/+19/+14 (+11 BAB +3 Str +2 Enh +4 MA, +4 Comp, Haste), 2d8+5 (MA, +2 Enh +3 Str), Crit 19-20/x2, Extra +2 Enh vrs Evil, x3 Crits vrs negative energy plane or undead creatures
    • Whip: +22/+22/+17/+12 (+11 BAB +3 Str +1 Enh +3 MA, +4 Comp, Haste), 1d6+4 (MA, +` Enh +3 Str) +1d6 Shock, Crit 20/x2 +d10 Shock, 15′ Reach, can conduct touch spells.
    • Morning Star: +23/+23/+18/+13 (+11 BAB +3 Str +4 MA, +4 Comp, +1 Masterwork, Haste), 1d12+5 (MA, +3 Str), Crit 20/x2.

Lord Of Chaos (78 CP):

  • Finesse (Bases Channeling on Con Mod, not Cha Mod, 6 CP).
  • Wyld Channeling 3 (6 CP), +13 (2.5 x Con Mod) = 16 Uses (15 CP).
    • This is another user of Theran Channeling –  focused on tapping into and directing the wyld magic of the Disk rather than positive and negative energy. This doesn’t have the advanced ability support that normal channeling has, but is fairly formidable on its own.
  • Base Intensity 10 (User HD + Average Modifier of (-2) +8 (18 CP) = 16.
  • Base Magnitude 5d6 (9 CP) + 15 (User HD + Con Mod)
  • Conversion: 4 x L5 Effects (12 CP): Greater Heroism, Stop The Sands, Immortal Vigor V, Mass Fast Healing I (lasts 26 rounds), See: The Practical Enchanter.
  • Luck with +8 Bonus Uses, Specialized and Corrupted/Only for Channeling Rolls and Channeling Control Saves. (6 CP).

Wyld Channeling Effects:

  • Magic: Have the GM roll on any handy Wyld Surge or Wonder table. DC 5, DC 15 if affecting an existing magical effect, DC 25 to exert some (GMO) influence over the result.
  • Item Repair: Magical items are created using wyld energies, and so are fairly readily repaired by them. DC 15 if the item is simply damaged, 25 if destroyed, 35 if incomplete in the first place.
  • Temporary Life: The user may generate an Animate Object effect, affecting up to (Magnitude) Small Objects (or reduced numbers of larger objects as usual) for up to (Intensity) rounds. This can also be used to reshape a similar volume of material. DC 15
  • Item Infusion: Adds a surge of power to an item with a caster level of up to (Intensity), Double any one function of the item for (Magnitude) total uses / minutes – but this always adds some permanent wyld twist chosen by the GM to the item.DC 20.
  • Environmental Twist: Change the local environment into a temporary wyld zone with a theme of the user’s choice with a radius of (Intensity) feet (and partial effects up to twice that radius) and a duration of (Magnitude) rounds. DC depends on the complexity of the theme and how much it changes the area.
  • Evolution: Channel wyld energy into a creature, changes last for (Magnitude x Magnitude) minutes, becoming permanent if the total exceeds twenty-four hours. The changes are always an evolution of sorts, but while templates may be added, beyond a lifetime limit of (Constitution) CP any permanent improvements must be “paid for” before advancement can occur. DC varies depending on the level of control desired and the extent of the improvement being made.

Wyld Rune Forger (24 CP):

  • Shaping, Specialized and Corrupted for Increased Effect / only to produce Healing effects, (6 CP).
  • Taskmaster: Divides the required time for using Craft and some Profession Skills, as well as the time required for mundane tasks, by (Intelligence) (6 CP).
  • Hands O/T Dragon: +3 to Craft, Knowledge, and Profession skills (6 CP). .
  • Forge O/T Dragon. No tools are required for crafting, basic tools grant a +2, Masterwork Tools grant a +5 (6 CP). .

Disciple Of Eternity (32 CP):

  • Immunity To Aging (Uncommon, Major, Major, 6 CP). He can expect to live for many centuries – and intends to further improve this as he goes along.
  • Immunity to Disease (Uncommon, Major, Minor, 4 CP). He can be affected, but ignores the first 4 points of attribute damage on each roll and gains a +4 on relevant saves.
  • Immunity to having to Metabolic Needs (Very Common, Major, Minor, 10 CP). Need not breathe, eat, drink, or sleep.
    • This has surpassed his Sustanence effect, but that wasn’t hugely expensive anyway.
  • Spell Resistance 14 (6 CP).
  • Power Resistance 14 (6 CP).

Expert Warrior (20 CP):

  • Presence (Shocking Grasp effect), Specialized for Increased Effect (20′ Radius) and Corrupted for Reduced Cost / only affects a single target at a time, only one that he has just stuck with a melee weapon (4 CP).
  • Constant Training: Augmented Bonus, Add (Con Mod) to Martial Art Skills in which the character has invested at least 1 SP (6 CP).
  • Reflex Training (Combat Reflexes Variant, 6 CP).
  • Immunity to Armor Check Penalties (Common, Minor, Minor, 4 CP). Ignores up to a total of -4 in Armor Check Penalties.

Skills:

All Skills +2 Morale, +2 Luck, +4 Competence.

  • Appraise: +0 (0 SP) +5 (Int) +2 (Synergy) = +15
  • Balance: +0 (0 SP) +4 (Dex) = +12
  • Bluff: +0 (0 SP) +0 (Cha) = +8
  • Climb: +0 (0 SP) +3 (Str) = +11
  • Concentration: +0 (0 SP) +5 (Con) = +13
  • Craft (Blacksmithing, Jewelsmithing, Leatherworking, Medicine, Tailoring, Wood Working) +12 (12 SP) +5 (Int).+5 (Tools) +3 (HD) +2 (Synergy) = +35
    • Crafting enchantments is normally much slower than using the relevant Feat and spells. Still, he can currently turn a profit of 55 (DC) x 55 (Taking 20 via Luck) x 25 (Taskmaster + Dexterous Fingers + Industrious Tool) x 2/3 (profit only) /10 (converting to GP) = just over 5000 GP per week.
  • Decipher Script: +0 (0 SP) +5 (Int) = +13
  • Diplomacy: +0 (0 SP) +0 (Cha) = +8
  • Disable Device: +4 (4 SP) +5 (Int) +5 (Tools) = +22
  • Disguise: +0 (0 SP) +0 (Cha) = +8
  • Escape Artist: +0 (0 SP) +4 (Dex) = +12
  • Gather Information: +0 (0 SP) +0 (Cha) = +8
  • Handle Animal: +0 (0 SP) +0 (Cha) = +8
  • Heal +6 (6 SP) +1 (Wis) +2 (Belt)+5 (Tools) = +22 (+25 with Medicine and Anatomy)
  • Hide: +0 (0 SP) +4 (Dex) +8 (Collar) = +20
  • Intimidate: +0 (0 SP) +0 (Cha) +2 (Sy) +10 (Hat) = +20
  • Jump: +0 (0 SP) +3 (Str) +10 (Enh) +10 (Cir) +28 (Spd) = +59
  • Knowledge (General): +0 (0 SP) +5 (Int) = +11
    • Nature: +12 (6* SP) +5 (Int) +2 (Sy) = +19, +22 (The Wyld).
  • Listen: +0 (0 SP) +1 (Wis) = +7
  • Martial Arts: All +6 (Con)
    • Craftsman Of Azeroth: +8 (8 SP) +3 (Str) = +25
    • Fairy Sail: +1 (3 SP)+4 (Dex) = +19
    • Nemesis Scourge Style: +7 (7 SP) +4 (Dex) = +25
    • Steel Driving Style: +8 (8 SP) +3 (Str) = +25
    • See HERE for these styles.
  • Move Silently +12 (6* SP) +4 (Dex) +6 (Collar) = +30
  • Open Lock +5 (5 SP) +4 (Dex) +5 (Tools) = +22
  • Perform: +0 (0 SP) +0 (Cha) = +8
  • Profession: +0 (SP) +1 (Wis) = +9
  • Ride: +0 (0 SP) +4 (Dex) = +12
  • Search +12 (6* SP) +1 (Wis) +2 (Glass) = +23
  • Sleight Of Hand +3 (3 SP) +4 (Dex) = +15
  • Speak Language: +1 (1 SP) +5 (Int) = +14
    • Speaks Common, High Imperial, and the Elemental Tongues.
  • Spellcraft: +1 (1 SP) +5 (Int) = +14
  • Spot: +6 (6 SP) +1 (Wis) = +15
  • Survival: +4 (4 SP) +1 (Wis) +2 (Synergy) +5 (Tools) = +20
  • Swim: +0 (0 SP) +3 (Str) +8 (Swim Speed) = +19
  • Tumble: +0 (0 SP) +4 (Dex) = +12
  • Use Magic Device +12 (6* SP) +0 (Cha) = +20 (+25 for Piloting the Fairy Sail).
  • Use Rope: +0 (0 SP) +4 (Dex) +5 (Tools) = +17

+3 Specialities (4 SP): Use Magic Device/Airship Piloting, Knowledge: Nature (The Wyld), Heal (Medicines), Heal (Anatomy),

Personal Details: Age 28, 5’8, 212 Lb,

Magic Items:

Current Magical Tattoos:

  • +4 Con, +4 Competence to All Skills, +4 Competence to Attacks.

Slotted Magic Items:

  • Arms:
  • Body: +3 Chainmail
  • Chest: Vest Of Resistance +5 (20K)
  • Eyes:.Blindfold Of True Darkness: Blindsight out to 30 ft., immune to sight-based effects
  • Alternate: Corsairs Eye Patch: 3/day see invisibility for 1 round or gain Blind-Fight for 1 minute
    Feet:
  • Hands: Gauntlets of Strength +4 (12,800 GP).
  • Head: Captains Hat. Personal emblem in lightning, +10 Enh to intimidate, Use activated Shocking Grasp (5d8) 2/day, Pirate-Themed Disguise Self at will, At will but only one at a time, Dancing Lights with option of looking like little lightning bolts.
  • Neck: Continuous Collar of Umbral Metamorphosis: 60′ Darkvision, 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:
  • Shoulders:
  • Waist: Healing Belt. +2 to Heal, 3 Uses/Day, 1/2/3 to heal 2d8/3d8/4d8.

Slotless Items:

  • Päikesetera: Sun Blade: Bastard Sword, wielded as Short Sword. +2, +4 versus Evil, double damage/x3 against negative energy plane or undead creatures, sheds Daylight 1/Day.
  • Thunderbolt: +1 Shocking Burst Whip.
  • +1 Heavy Steel Shield of Light Fortification.
  • Two Wands Of Cure Light Wounds (1200 GP).
  • Necklace Of Fireballs: 6d6, 2x4d6, 2x2d6

Weapon Augment Crystals:

  • 2x Lesser Energy Assault (+1d6): Fire and Lightning (4800 GP).
  • Lesser Truedeath Crystal (+1d6 vrs Undead, Ghost Touch, 4000 GP).

Armor/Shield Augment Crystals:

  • Greater Aquatic Action: Swim 1/2 Land Speed, no Armor, Attack, or Move Penalty in water, water breathing (2400 GP).

Basic Equipment:

  • Explorer’s Outfit, Magnifying Glass, Mirror, Pocket Knife, Masterwork Healers Kit, 100′ Masterwork Spider Silk Rope, Grapnel, Canteen, Ball of Twine, Tent, Bedroll, Mess Kit. Masterwork Survival Kit.

Willy is pretty much a video game character; he can inflict a lot of damage, has a pretty good array of basic magic, and is hard to get rid of for long. As such, he can contribute in almost any situation, is pretty much by definition fairly high-powered, and is quite capable of functioning without a party. He’d still prefer to have one though, since more specialized characters will have a massive edge over him in their fields.

The Witch Of The Spectral Tides

Photo by Pixabay on Pexels.com

The moon a ghostly craft far tossed upon a sea of clouds. Shades which gather nightly at a shrine that is no more. Drumming born of waves that rhythmic crash on rocky shore. A priestess – wraith there dances fore an altar almost dust. Her dashing pirate captain waits within the falling dusk. Their daughter hid from gathered foes who struck them down. Her destiny a living curse on traitors who’s hearts remain unbound. And when that curse has borne it’s fruit, and those hearts beat no more, shall stillness lie on waters deep, and calm upon the shore. The final stones lie fallen, the shrine’s blessing now is past. And Captain’s shade bears Priestess’s shade to ocean’s rest at last.

Her parents slain by her fathers mutinous second in command and his allies, Evaril Gastly came of age upon the shores, a feral child, her siblings the beasts of the sea and her first tongue that of the living waters. The sea calls. In pulsing blood flows ancient tides. Voices – of the fleets of the dead, of godlings lost, of spirits forgotten, and of inhuman empires long lost to time – echo in the cry of gulls, in the crash of waves, in the thunder of the storm, and in the sighing wind. For those lonely or mad enough to hear, a myriad secrets. Magic long lost, waiting to be called forth.

Evaril calls upon those lost powers, the mysteries of the Sea of Souls, the invocation of times and places long since gathered into the vaults of time. With no formal training there is no system to it, but merely the gathering of a thousand lost pearls of wisdom, secrets scattered and broken. Hers is the art of the Occultist, for the depths of the seas yield up treasures more than sufficient to her needs.

To Evaril the seas call. A debt of blood is owed, and she will see it paid. The hand of her mother’s goddess is upon her – but on that power she may not call, for she is already it’s expression and the answer to her priestess-mothers deathword. For vengeance she was preserved, and vengeance she will bring upon the treacherous. Since she must sail the seas in freedom, to bring blood and death upon her targets… she will follow in her father’s footsteps, and walk the path of the pirate captain. For what other path can offer her what she requires? She calls in turn into the infinite depths, the seas of eternity – and from those depths is answered. As yet, she takes but small steps in the shallows, and bears the merest touch of the powers beyond the far realms. But that shall pass, until only the Witch of the Spectral Tides remains to walk the haunted decks and shores.

Given that Evaril was for a Pathfinder Pirates campaign, while it doesn’t matter a lot the Goddess involved was likely Calistria (CN) or Nethys (N).

Pathfinder Package Deal (Free):

  • +2 Charisma (for Sea Otter Wildfolk anyway),
  • Fast Learner, Specialized and Corrupted/only works as long as the user sticks to a particular archetype and relatively narrow plan of development chosen at level one at each level, points may only be spent on skills and additional hit points (2 CP).
  • Immunity/not being allowed to buy up their (normally maximized) level one hit die later on. Uncommon/Minor/Major (3 CP).
  • Action Hero (Crafting), Specialized and Corrupted/the user still has to spend the time, and money, and may ONLY create standard items by spending action points (2 CP).
  • +3 to skills that fit the character concept (Craft, Profession, any Adept skills, purchased Occult Skills, choice of 12 others)
  • Accursed (must use the Pathfinder versions of spells even where those have been downgraded, may not take “overpowered” feats, -3 CP).

Evaril Gastly

Witch Of The Spectral Tides

Shall The Sea Yield Up It’s Lost

Racial Template: Wildfolk (Sea Otter Styling) (+0 ECL)

The Wildfolk are not necessarily consistent; the animal attunements of parents don’t necessarily have anything to do with those of their offspring – and while they can interbreed with humans, any offspring are invariably Wildfolk. Of course, the Wildfolk are relatively rare in the Shackles, and so it is fairly likely that racial prejudice played a role in her parents deaths.

  • Self-Development/Attribute Modifiers of +2, +2, and +4 distributed between Strength, Constitution, Dexterity, Wisdom and (possibly) Intelligence (for animal-morphs noted as being especially tricky or cunning) as appropriate to the animal type the Wildfolk emulates. No single attribute may be enhanced more than once. (48 CP).
  • Occult Senses/Low-Light Vision and Scent, Corrupted/the Wildfolk suffer a -2 penalty on saves against light and scent-related attacks (8 CP).
  • Martial Arts/1d4 Natural Weapons (3 CP).
  • Adept/Pays half price for four skills related to the animal type they emulate (A claw-related Martial Art, Survival, Swim, and Profession/Sailor, 6 CP).
  • +2 to each Racial Adept Skill (4 CP).
  • One Bonus Feat appropriate to the emulated species (6 CP). As Sea Otters are skilled tool users… Fast Learner Specialized in Skills for Double Effect, Corrupted / only to keep Adept Skills maxed out (4 CP), Upgrade Pathfinder Package Fast Learner to +2 points/level (2 CP).

All this is Specialized for Reduced Cost; the Wildfolk are subject to strong instincts and occasionally must make will checks to resist them, suffer from various minor physical limitations and major species-related social prejudices, have assorted dietary restrictions, are somewhat limited with regard to equipment (a lot of it must be especially-fitted for particular species, are readily described and recognized, and may have minor special requirements.

  • Obligations x2: The Wildfolk are bound to nature, and must protect and defend it – restricting the spread of urban civilization to maintain the balance, expelling outsiders, destroying undead, and taking druidical duties in addition to incorporating a wide variety of minor rituals honoring the spirits of nature into their daily lives.
  • Accursed: The Wildfolk sense major affronts to nature in a wide radius – and can be sickened by particularly bad examples while they are in close proximity. Thus, if the land is filled with toxins, or infernal energies, or blighted by the undead, they may suffer penalties for that – despite their obligation to deal with the situation.

Basic Attributes: Str (8), Int (16, +2 Race = 18), Wis (7), Con 14, Dex 12 (+2 Race = 14), Chr 16 (+4 Race +2 Path = 22). 20-point buy.

Available Character Points: 48 (L1 Base) +10 (Disadvantages) +2 (Duties) +2 (Restrictions: Armor, Clerical Magic) +6 (L1 Bonus Feat) = 68 CP.

Basics (22 CP):

  • Base Attack Bonus: +0 (0 CP).
  • Hit Points: Hit Die: 8 (L1d8, 4 CP) +2 (Con Mod x 1) = 10 HP
  • Armor Class: 10 (Base) +2 (Dex) +4 (Armor) +1 (Shield) +3 (M. Art) = 20
  • Saves:
    • Fortitude: +2 (Purchased, 6 CP) +2 (Con) +1 (Res) = +5
    • Reflex: +0 (Purchased, 0 CP) +2 (Dex) +1 (Res) = +3
    • Will: +0 (Purchased, 0 CP) -2 (Wis) +1 (Res) = -1
  • Proficiencies: All Simple Weapons (3 CP) and Shields (Specialized in Claw Gauntlets, 1 CP).
  • Skill Points: 2 (2 CP) +16 (Int Mod x4) +16 (Fast Learners from L(-2) = 34
  • Adept (Half Price for Hedge Magic, Perform (Voice), Knowledge (Arcana), and Knowledge/Local, 6 CP)
  • Initiative: +2 (Dex)
    Movement: 30′ (Base), Swim 15′

Usual Weapons:

  • Claw Guantlets: +1 (+0 BAB, -1 Str +2 MA), 1d8 (+1 Base, -1 Str), Crit 20/x2, 5′ Reach, Three AoO.

Other Abilities:

Stipend (6 CP)

  • The unfathomable powers of the worlds beyond pay their servants in the eldritch coin of the spirit world – the tarnished black coins of the underworld, the gleaming gold of the heavens, the firedrops of the nine hells, and more. Oddly enough, while such coins may be remarked, and may occasionally attract odd occurrences, there is never any real trouble in spending them.
  • Create Item, Specialized & Corrupted/prerequisite only (2 CP).
  • Harvest of Artifice, Specialized and Corrupted/only for use with Transmutation, only provides cash, user must specify plot-hook sources for this funding (2 CP). This provides 100 XP a month that can only be used for “transmutation”. (+1 CP per +50 XP)
  • Transmutation, Specialized and Corrupted/only to produce money, never actually occurs on screen (2 CP).
  • Net Result: 200 GP/Month for 6 CP, 400 for 8 CP, 800 for 10 CP, and 1200 for 12 CP, A character who starts with this ability adds ten times his or her monthly income to his or her starting cash.

Blessing Of The Seas (6 CP):

  • The tides of magic sweep through the seas, as certainly as it’s watery currents – and one who has harvested an ancient art can act as a focus for them. What result that brings will vary from day to day – but it can benefit many.
  • Innate Enchantment / Fleet-Sized Cheap Ward Major III (18,375 GP Value, 19 CP), Specialized and Corrupted for Reduced Cost / Powers are determined semi-randomly (roll three times at dawn for each slot, user picks from the results), makes user extremely valuable, can be corrupted if someone can control the user, only works on ships and their crews or a group thereof, user becomes a sympathetic link to the ships and Crews) (6 CP).

Basic Bokor Package (12 CP):

The Bokor, or “Binder”, shares their life with entities from beyond time and space – exchanging access to reality for the powers that those entities can bestow. This ability is built as Witchcraft, Specialized and Corrupted: All effects require gestures, incantations, and a spell component pouch to work, involve invoking strange beings, have ominous and disturbing “special effects”, cause the user to display obvious physical stigmata related to the entities that he or she invokes (these also reveal some of their current powers to the knowledgeable), and provoke rather strong reactions in people. Bokor are generally regarded with great suspicion by Clerics and similar characters given that they call on strange and unreliable beings – some of them beyond the influence of the gods themselves.

  • Witchcraft II. Provides the use of fairly minor Glamour (telepathic projection, Producing L0 effects for 1 Power and L1 effects for 2 Power), Hand of Shadows (telekinetic and animation effects, 1 power for L0 effects, 2 Power for L1 effects), and Shadowweave (light and illusion, 1 Power for 10 minutes of activity) effects with a base range of 30 feet, a base Power score equal to (Sum of Physical Attributes/3), and a base Will save DC of (13 + Cha Mod) (4 CP):
  • +2d6 Mana, taken as 6d6 (+27) Power. Witchcraft only (4 CP).
  • Dismissal (2 CP). The user may attempt to banish residual or active magic and either damage or attempt to dismiss outsiders.
  • The Sight (2 CP). The user may obtain vague omens of the future, locate paths, employ clairsentience, and locate thieves of his or her personal goods.
  • Divination (2 CP). The user may produce various Detection and True Seeing effects.
  • Host of Mysteries: Ridden by the Loa with Firm Control (6 CP). This normally allows the user to host a spirit which can influence him or her in various ways while granting a temporary template of up to +4 ECL – but this build restricts that quite a bit:
    • The total template value may be no more than +1 ECL (32 CP) per six levels or part thereof that the Bokor possesses.
    • Each +1 ECL represents a separate Mystery – an individual entity.
    • Users only know how to invoke one Mystery per applicable (innate and permanent – skill points and feats that provide bonuses only) rank of Knowledge/Arcana.
    • The user may activate (Cha Mod) Mystery templates per day.
    • Channeling a Mystery requires a summoning ritual requiring 1d4 minutes.
    • Mysteries remain bound to the summoner for twenty-four hours unless they are ritually expelled – a process that also requires a full minute.
    • Each Mystery brings along a set of behavioral tendencies, a physical sign, and at least one disadvantage – although that does increase their net “value” to 35 CP.
    • Mysteries may be assigned “levels” by the game master; if the game master opts to do so the Bokor can only call upon Mysteries with a level less than (Bokor Level / 2, Rounded Up). In general, Mysteries come in levels one through eight.
  • Immunity/the one-point-per-hour cost of keeping Ridden by the Loa Running (Common, Minor, Major (up to 30 Power/Day equivalent, Corrupted/cannot normally be turned off to get rid of a batch of inconvenient Mysteries, 4 CP).

Cost: (24 CP – 12 CP Pacts: Epic Quest (destroy those responsible for her parents deaths and the offense against her mother’s Goddess) and Rituals (regular offerings honoring the spirits of the boundless sea), Net Cost (12 CP).

Initiate Of The Mysteries (4 CP): Innate Enchantment: Specialized and Corrupted: Only one effect per Mystery currently hosted can be activated, with the choice made when the Mystery is summoned, all effects Spell Level One, Caster Level One, Personal-Only where relevant (x.7). 10,400 GP net value, for a base cost of eleven CP and a final cost of (4 CP).

  • Aura of Light/Darkness (Practical Enchanter); +1 Sacred/Profane bonus to Saves (1400 GP).
  • Flesh Ward (Practical Enchanter); Provides DR 2/- (1400 GP).
  • Immortal Vigor I: Provides +(12 + 2 x Con Mod) Extra Hit Points (1400 GP).
  • Resist Energy (SRD): Provides Energy Resistance 10 versus any one of acid, cold, electricity, fire, or sonic damage (1400 GP).
  • Sign (SC): +4 Insight Bonus to Initiative (Already personal-only, so 2000 GP)
  • Ward of Light/Darkness (Practical Enchanter); +1 Sacred/Profane bonus to AC (1400 GP).
  • Wrath of Heaven/The Infernal (Practical Enchanter); +1 Sacred/Profane bonus to Attacks and Damage (1400 GP).

Calling Upon The Deeps (4 CP):

  • Rite Of Chi with +4 Bonus Uses, Specialized and Corrupted / Only to restore Power, only for Witchcraft Pool, only works between “encounters) (4 CP).

Houngan Conjurer (8 CP):

A myriad possibilities can be found in the deeps, with this art, some can be called forth to your allies aid.

  • Create Relic, Specialized and Corrupted/only usable to make one-point relics, only usable with points from Enthusiast, requires that the user come up with a neat ritual, and all relics carry a disadvantage – although this does help reduce their cost (2 CP).
  • Double Enthusiast, Specialized and Corrupted for Triple Effect (a total of six “floating” character points)/points may only be used to create relics (“conjures”), relics have a maximum cost of one point and no one can use more than one at any one time (6 CP for the ability to create a similar number of one-point relics).

The Treasury Of The Deeps (Personal Houngan Conjure, already paid for. 1 CP Relic):

For quite some time now Evaril’s personal Houngan Conjure has been the Treasury Of The Depths – a device which provides:

  • A boost to her Stipend – increasing the haul to 1200 GP per month, and the starting bonus to 12,000 GP. (6 CP).
  • An upgrade to her Siddhisyoga, adding the Efficient modifier (6 CP). This allows her to trade that 12,000 GP for 8000 GP worth of magical talents.
  • Disadvantage: Accursed. The wealth drawn from the Treasure can ONLY be spent on Siddhisyoga (-3 CP)

Spiritual Whispers (3 CP):

  • Finesse, substitutes (Cha Mod) for (Wis Mod) with respect to Skills, Specialized for Reduced Cost / only for Profession and Survival (not for Heal, Perception, and Sense Motive).

The Harvest Of The Deeps (3 CP):

  • Siddisyoga, Specialized for Reduced Cost / may only use money from her Stipend (8000 GP Value / 12,000 GP Cost).

Harvest Of The Deeps – Enchantments:

  • +1 Masterwork Studded Leather (1175 GP), +4 Armor Bonus. No armor check penalty
  • Lesser Armor Crystal Of Aquatic Action (1000 GP). The user takes no armor check penalty on swim checks and gains a swim speed (and a +8 bonus on Swim checks) equal to half their land speed.
  • Field Provisions Chest (2000 GP): Provides food and drink for 15 medium-sized creatures each day.
  • Hat of Disguise (1800 GP): Allows use of a Disguise Self Effect.
  • Healing Belt (750 GP): +2 to Heal, 3 Charges/Day, Spend 1/2/3 to heal 2d8/3d8/4d8.
  • Cloak Of Resistance +1 (1000 GP).
  • Ioun Torch (75 GP).
  • Harvest Of The Deeps – Mundane “Gear”:
  • Thieves Tools (30 GP).
  • Good Bedroll (Bedroll, Pad, 2 Blankets, Pillow, 1 GP)
  • Compass (10 GP) +2 to Survival (Navigate).
  • Depth Sensor (20 GP).
  • Swim Goggles (5 G): See twice as far while underwater.
  • Swim Fins (8 GP): +2 to Swim checks.
  • Spell Component Pouch (5 GP): For casting spells.
  • Air Bladders x 200 (20 GP): Can hold her breath up to twenty minutes.
  • Claw Gauntlets x 2 (26 GP). These reinforced gloves are designed to be worn by species with natural weapons (claws) on their hands. They add weight and impact to the user’s blows, reinforce the hands – allowing them to function as a light metal shield – and reinforce the claws, allowing them to inflict more damage. They’re basically ineffective for races which do not have claws.
    • Pathfinder Weapon Design: Base Qualities: Simple Weapon (4 DP, base 4 GP), Damage +1 over Natural Claws (0 DP), Critical as per Claws (0 DP), Slashing (0 DP), One-Handed.
    • Improved Qualities: Attached (1 DP), Improved Damage +2 Die Sizes to Natural Claws (For her 1d8, 2 DP), Shield (Light Metal, +9 GP, Net 13 GP, 1 DP)
  • Lighter (6 GP).
  • Explorer’s Outfit (Clothing/Hat/Boots/Belt/Pouches, 10 GP).
  • Magician’s Pouch (60 GP):

Magician’s Pouch: This modest bag contains various spell and ritual components, including packets of salt, beeswax, assorted colored chalks and small candles, origami paper, incense sticks and various common herbs, string, pen and ink, several pencil-sized “wands” (bone with lead bands, hawthorn, ebony with gold tips, elder, oak, magnetized steel, and mistletoe), a “scribing” tip (for the wands), 2 small knives (meteoric iron with oak handle, silver with rowan handle), silk cloths, 2 small bowls/bells/cups/incense burners/etc (silver and gold), a silver disc/mirror, tongs, wire, matches, a set of rune or “tarot” cards, a small key, some rings (Simple blank bands; 4 copper, 2 silver, 2 gold, and 2 iron), a small flute, embroidery thread, brass chime, holy symbol (Per user’s beliefs), some crystals, needles and thread, pins, and assorted vials (Holy and unholy water, assorted oils, alcohol, mercury, “fingerpaints”, glue and healing herbs) in a padded roll. Basically an upgraded spell component pouch. Water-tight and somewhat resistant to fire, grants a +2 bonus on minor rituals and Hedge Magic.

Skills (34 SP):

  • Acrobatics: +0 (0 SP) +2 (Dex) = +2
  • Appraise: +0 (0 SP) +4 (Int) = +4
  • Bluff: +0 (0 SP) +6 (Cha) = +6
  • Climb: +4 (4 SP) -1 (Str) +3 (Path) = +6
  • Craft (Int)
    • Carpentry +1 (1 SP) +4 (Int) +3 (Path) = +8
  • Diplomacy +2 (2 SP) +6 (Cha) +3 (Path) = +11
  • Disable Device +1 (1 SP) +2 (Dex) +3 (Path) = +6
  • Disguise +2 (2 SP) +6 (Cha) +3 (Path) = +11
  • Escape Artist +0 (0 SP) +2 (Dex) = +2
  • Fly +0 (0 SP) +2 (Dex) = +2
  • Handle Animal +0 (0 SP) +6 (Cha) = +6
  • Heal +0 (0 SP) -2 (Wis) +2 (Enh) = +0
  • Intimidate +0 (0 SP) +6 (Cha) = +6
  • Knowledge +0 (0 SP) +4 (Int) (General).
    • Arcana +4 (2* SP) +4 (Int) +3 (Path) = +11
      • Specialty, +14 in Mysteries (1 SP).
    • History +1 (1 SP) +4 (Int) +3 (Path) = +8
    • Local +4 (2* SP) +4 (Int) +3 (Path) = +11
    • Religion +1 (1 SP) +4 (Int) +3 (Path) = +8
  • Linguistics +1 (1 SP) +4 (Int) +3 (Path) = +8
  • Speaks: Aquan, Taldane (“Common”), Mwangi (“Polyglot”), Osiriani, Senzar, Hallit, Varisian, Tien, and Skald.
  • Martial Art/Blade Of Dreams Style: +4 (2* SP) +2 (Race) +6 (Cha) +3 (Path) = +15
  • Perception +1 (1 SP) -2 (Wis) +3 (Path) = +2
  • Perform (Voice) +4 (2* SP) +6 (Cha) +3 (Path) = +13
  • Profession
    • Hedge Mage +4 (2* SP) +6 (Cha) +3 (Path) +2 (MP) = +15
    • Cook +2 (2 SP) +6 (Cha) +3 (Path) = +11
    • Sailor +4 (2*SP) +6 (Cha) +2 (Race) +3 (Path) = +15
  • Ride +0 (0 SP) +2 (Dex) = +2
  • Sense Motive +0 (0 SP) -2 (Wis) = -2
  • Sleight of Hand +0 (0 SP) +2 (Dex) = +2
  • Spellcraft +0 (0 SP) +4 (Int) = +4
  • Stealth +0 (0 SP) +2 (Dex) = +2
  • Survival +4 (2* SP) +6 (Cha) +2 (Race) = +12 (Navigate +14).
  • Swim (15′ Swim Speed) +4 (2* SP) -1 (Str) +2 (Race) +8 (SS) +2 (Fins) +3 (Path) = +18.
  • Use Magic Device: +1 (1 SP) +6 (Cha) +3 (Path) = +10

Skill Notes:

  • Hedge Magic is basically Ceremonial or “Folk” Magic – charming warts, determining which of the village boys a village girl is most likely to marry, helping someone lose weight, making cattle less likely to stray, conducting seances, and so on. It does let the user maintain up to (skill total) points worth of Charms and Talismans – in her case, a Contraceptive Amulet (Charm, 1), a Cleansing Pin (equivalent to a Cleansing Candle, Talisman, 3), a Hidden Pocket (to keep her Journal in, Charm, 2), and a Firespice Shaker (Makes food extra tasty, Charm, 2).
  • Hand Of Dreams Style (Cha) focuses on using ectoplasmic energy drawn from dreams to enhance the user’s Claw Gauntlets.
    • Known Techniques (8): Defenses 3, Attack 2, +5′ Reach, Combat Reflexes, Inner Strength.
  • Known Mysteries: All L1 to start.

Occultist (Random) Starting Wealth: 150 GP:

  • Basic Equipment: Explorer’s Outfit/Hat/Boots/Belt/Pouches (Free), Fishing Net (4 GP). 50′ Hemp Rope (1 GP), Grappling Hook (1 GP), Belt Knife & Sheathe (2 GP), Common Backpack (2 GP), Small Chest (2 GP), Mess Kit (plate, bowl, cup, fork, knife, and spoon, 2 SP), Journal (10 GP).
  • Traveler’s Pouch: This light, watertight, leather carrying bag contains a selection of items any traveler should have along – brush, comb, and razor, a little packet each of soap, sticking plaster or salve, wax, tacks and thread, needles, buttons, fishhooks and sinkers, string/fishline, flint and steel, small whetstone and file, a couple of small knives, a vial of insect “repellent”/ medication, and a thin bag (Suitable for use as a pillow if stuffed with something yielding). Usually a shoulderbag or belt pouch. 1 pound or less. About 2 GP if purchased – but most characters should be presumed to have this stuff. (Contents list and weight from “Woodcraft” by George W. Sears, circa 1880).
  • Net Cost: 24,2 GP. Leaves 125.8 GP for spending money. Most of this is in her Hidden (Dimensional) Pocket with her Journal.

We were schooner-rigged and rakish, with a long and lissome hull,
And we flew the pretty colours of the crossbones and the skull;
We’d a big black Jolly Roger flapping grimly at the fore,
And we sailed the Spanish Water in the happy days of yore.

We’d a long brass gun amidships, like a well-conducted ship,
We had each a brace of pistols and a cutlass at the hip;
It’s a point which tells against us, and a fact to be deplored,
But we chased the goodly merchant-men and laid their ships aboard.

Then the dead men fouled the scuppers and the wounded filled the chains,
And the paint-work all was spatter dashed with other peoples brains,
She was boarded, she was looted, she was scuttled till she sank.
And the pale survivors left us by the medium of the plank.

O! then it was (while standing by the taffrail on the poop)
We could hear the drowning folk lament the absent chicken coop;
Then, having washed the blood away, we’d little else to do
Than to dance a quiet hornpipe as the old salts taught us to.

O! the fiddle on the fo’c’sle, and the slapping naked soles,
And the genial “Down the middle, Jake, and curtsey when she rolls!”
With the silver seas around us and the pale moon overhead,
And the look-out not a-looking and his pipe-bowl glowing red.

Ah! the pig-tailed, quidding pirates and the pretty pranks we played,
All have since been put a stop to by the naughty Board of Trade;
The schooners and the merry crews are laid away to rest,
A little south the sunset in the islands of the Blest.

-John Masefield, A Ballad Of John Silver (1902, Public Domain)

Emaril is – as expected for a magical dabbler in Eclipse – fairly formidable at low levels since she’s grabbing the low-hanging fruit from multiple styles of magic. She’ll be weaker in comparison to other characters at higher levels, but by then she’ll probably be using a psychic construct (The “Vengeance”) as her personal ship and will probably be the party generalist, supporting whichever specialist is having the most trouble at the moment.