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.

4 Responses

  1. I’m a little curious about the “abundant magic” modifier; unless I missed something, it doesn’t come up with regard to any other Allwellian characters, even those who have Innate Enchantments, such as Evaril Gastly or Candice Tintop. Does it add anything besides a x0.8 multiplier? The “ambient magic” modifier in The Practical Enchanter lowers a spell’s level by one, but kicks up the casting time to compensate; is there a similar drawback for abundant magic?

    • At a guess, it is because Willy is a literal fount of magic (wyld) energy in a setting where that sort of thing is exceedingly treacherous. Whereas the other characters are mainly able to absorb wyld energies and thus are a bit more stable in their abilities and relationship to society at large. To the best of my knowledge this hasn’t really come up yet as the characters have more or less been on the fringes of civilized territory so far, but this is likely to be changing in the near future as the party moves closer to the center of the empire.

      Of course, Willy’s tendency to engage in wild and insane experimentation may well overshadow such issues or be seen as simply another symptom of the problem.

      • Well, it’s not on Millificient because I forgot to ask you about it (Sorry about that!) and Evaril is for a Pathfinder setting. For Willy, of course, it’s an ongoing thing.

        Not to mention that he’s hardly the only insane character in that game… After all, that party also has a Mad Scientist (albeit on sabbatical until the player gets back if they ever do), a Lovecraftian Entreaty Mage / Spectral Gunslinger who’s fighting a mystical war against a long-dead elder civilization that never existed, a reality-warping Alchemist who’s evolving into a Linnorm, and a shapeshifting warrior who spends all his time being a dire wolf. An Accursed Chaos Lord fits right in!

    • Well, one bit of that is easy – Evaril isn’t an Allwellian character (She was set up for a Pathfinder Pirates adventure path), so the Abundant Magic modifier doesn’t apply to her. It does apply to Marcus (thus his Personal Haste only costing 1600 G and so on) but was only called out in the “introduction to Allwellia” bit since it wasn’t really an ongoing thing for him.

      Now, it wasn’t written into Millificent, simply because the person playing that character didn’t include it and I forgot to ask about adding it (Thank you for reminding me!). She should have an additional 1500 GP in her Racial Enchantments and could have up to another 1360 GP in her secondary enchantments. – a total of 2860 GP. Perhaps a couple more personal-only first level spells. I shall inquire of the player.

      As for the possible drawbacks of Abundant Magic… I’m not actually running that game, so I do not actually know! I’d guess something to do with wild magic or side effects though, simply going by the theme.

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