Esteria

   Esteria is – quite literally – a slightly senile old woman with too many cats (Mister Tiddykins, Princess Fuzzy-Paws, etcetera). Admittedly, she’s a powerful spellcaster, and her dragon-cats are extremely dangerous – but she can no longer entirely control her magic or her pets. In fact, her pets tend to tow her around in their never-ending quest for treats, attention, and comfort.

   Esteria likes to travel with parties of adventurers since she isn’t especially popular around towns. She’s a Chelmian with innate powers of blood magic, possesses Chelmian-style Wealth (drawing on the bound souls of slaves and prisoners sacrificed to empower Rekorathi – the mystical stelae whose ownership and part-ownership form the basis of the “currency” of Chelm), keeps extremely dangerous and ill-controlled pets, and is a powerful, versatile, erratic, and senile spellcaster. To be fair, its hard to blame the townsfolk for not wanting her around.

   Like all out characters, Esteria was designed using the point-buy rules from Eclipse: The Codex Persona, (available in Print Here (Lulu.Com), in an Electronic Edition at Lulu.Com or RPGNow.Com and in a Shareware Edition (at RPGNow.Com).  The Wealth Template rules can be found in The Practical Enchanter (available in Print Here, in an Electronic Edition at Lulu.Com or RPGNow.Com  and in a Shareware Edition.

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Esteria

   Level 7 Chelmian Human (Blood Affinity, +0 ECL Race), Atheria Campaign

   Racial Bonuses for Chelmian Blood Affinity: Inherent Spells (Specialized: Item or creature to be affected must be dosed with 1-2 HP worth of the user’s blood, half cost); Blood Link (L2, 2/Day, 3 CP), Contagion (L3, 1/Day, 3 CP), Poison (L4, 1/Day, 3 CP), Dominate Person (L5, 1/Day, 3 CP), and Charm Monster (L6 for 1d4+1 days duration, 1/Day, 3 CP). Cure Moderate Wounds (L2, 2/Day, specialized: must drain 1-2 HP worth of blood from a creature other than the one healed for this to work, 3 CP), Privilege (May have Chelmian Wealth, 3 CP), Companion (6 CP), and Enthusiast (Specialized for +2 CP: the user must drink some blood from a creature possessing the ability he or she wishes to acquire, 3 CP), Choice of a Bonus Feat (Fast Learner, Specialized in Theurgy Skills). Racial disadvantages include Obligations (periodic exotic tribal rituals) and Poor Reputation (generally regarded as a dangerous sorceress).

   Level Based Bonuses: +1 Dex (L2), +1 Str (L4), and +1 Wis (L6) (already included), L1, L2, L4, and L6 Feats.

   Available CP: Disadvantages: Aged (-3 each on Str, Dex, and Con. +2 each on Int, Wis, and Cha. +1 Initial Level – but those points are spent by the GM), Inept (Non-improvised weapons), and Suggestible by Familiars (may require DC 15 willpower rolls up to once per day each) (Total +10 CP), Duties (Pact with a Dark Lord, must donate 10% of her daily magic and will be detectable as a black mage. +2 CP/Level), +192 (L7 Base) = 216 CP.

    Basic Attributes: Strength 08 (10/+0), Dexterity 10 (+0), Constitution 10 (16/+3), Intelligence 18 (+4), Wisdom 14 (+2), and Charisma 18 (+4).

Saving Throws:

  • Reflex +1 (Purchased, 3 CP) +0 (Dexterity) = +1
  • Fortitude +2 (Purchased, 6 CP) +3 (Constitution) = +5
  • Will +3 (Purchased, 9 CP) +2 (Wisdom) = +5

Combat Information:

  • Hit Dice: L1 d20 (16 CP), L2-7 d6 (12 CP)
  • Hit Points: 20 (L1 HD) + 4 + 3 + 5 + 3 + 4 + 6 (L2-7 HD) +21 (Con Modifiers) + 5 (Wealth) = 71
  • Warcraft : +3 BAB (Purchased, 18 CP)
  • Move: 30
  • Initiative: +0
  • Armor Class: 10 (Base) + 6 Armor (Shimmermail Shawl with Wealth Enhancement) + 6 Shield (Shield Effect with Wealth Enhancement) + 3 Dodge (Sigil of Sutinhara) = 25
  • Proficiencies: Simple Weapons (3 CP) and Light Armor (3 CP)

Languages (5+2): Dravisan, Ortic, Laran, Havril, Ikunn, Illerian and Mordan.

  The Atheria Campaign uses the Wealth Levels system from The Practical Enchanter. In Esteria’s case, this is further complicated by her having access to two different kinds of wealthy – Conventional Wealth, measured in gold, lands, and similar resources, and Chelmian Wealth, measured in the number of souls bound to your service. Esteria started off with a Chelmian Wealth Level of “Well-Off” (3 CP), gaining access to 3 Charms and 1 Talisman, a spirit-henchman, and a dozen or so spirit-servants, and a permanent +2 Wealth Bonus to Speak Language and Diplomacy. Currently she’s Wealthy – and has been since L2, gaining a +2 Wealth Enhancement on the protection offered by Shields and Armor, the use of 7 Charms and 3 Talismans, enhanced Mounts, Pets, and Familiars, a +2 Nameless Bonus on Diplomacy, Gather Information, and Intimidate, +2 SP and +1 HP per level gained while this wealth level applies, a +2 bonus to a chosen attribute (in her case, Strength), her weapons count as +2 and function as if made of an exotic material of choice, and she may call on a variety of minor spirit agents and (very minor) spellcasters.

   Her Conventional Wealth Level is Affluent, allowing her to use an additional 5 Charms and 2 Talismans, to have some ordinary servants, and an extra SP per level.

Total Basic Costs: 73 CP.

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Usual Weapons:

  • Adamant Kitchen Cleaver: +4 (+3 BAB (Purchased), +2 Wealth, -1 for not really being designed as a weapon), 1d3 (base) +2 (Wealth) Damage, Crit 20/x3.
  • Silver Walking Stick: +4 (as Cleaver, above), 1d4 (Base) +2 (Wealth) Stun, Crit 20/x2.

Level-Based Feats (0 CP):

  • L1) Adept/Theurgy Verbs: May buy the Control, Destroy, Transform, and Understand Theurgy Skills for half cost.
  • L2) Luck. May “Take 20” in advance or reroll after rolling once per day.
  • L4) Bonus Uses for Luck: 4 extra uses per day.
  • L6) Presence/Likeable Aura: Improves NPC reactions, +/-2 on relevant rolls.

Purchased Abilities (143 CP)

  • Caster Level 8 (24 CP, Specialized in Theurgy):
  • Magical Power/L8 Wilder Progression, Charisma Based (Does not include Caster Levels, Specialized: only usable for Theurgy effects, double effect, 24 CP): Provides a pool of 78 (-8 donated, see Duties) Spell Levels and allows effects of up to level 3 (the basic world limit. L4 in most worlds).
  • Innate Enchantment (6 CP/5000 GP base value): Speak with Animals (2000), Shield (2000), +2 Competence Bonus on Theurgy Skills (1000).
  • Companion (Corrupted: Companions are only semi-controlled and may subtly influence her, cost x 2/3’rds. Total 44 CP (+ 6 CP Racial Bonus): Basic (CR 1 Bobcat, 4 CP), Template (All companions use the half-dragon template, 6 CP; alone in this sequence, this is corrupted for increased effect rather than reduced cost), Spell Storage (4 CP), Great Form (4 CP), Might (4), +24 CP for them via Transference (Corrupted: must be the same for all, 8 CP), and 5 Additional (20 CP).
  • Mana/Spell Enhancement Option (6 CP): 6 Mana Points. Must spend one to cast spells of level 4, two for level 5, and three for level six. Regains 1 point per day, 2 if resting and meditating.
  • Sigil of Sutinhara (4 CP Relic): Improved Fortune/Evasion (12 CP) and Improved Defender (+3 Dodge bonus to AC, 12 CP).
  • Skill Points: 35 CP + 20 SP (Fast Learner, only for theurgy) + 40 SP (Intelligence) +15 SP (Wealth) = 110.

 

Major Skills: SP Att. Wealth Other Net Special Notes
Concentration 9 3 +12  
Craft            
Brewer 6 4 2* +12  
Cook 9 4 2* +15 Works at 3x normal speed with magic cleaver.
Hearthcrafter 9 4 2* +17  
Diplomacy 1 4 4 +2# +11 +3 Speciality in appearing harmless (1 SP)
Gather Information 1 4 2 +2# +09  
Handle Animal 2 4 +2# +08 +3 Speciality in cats (1 SP)
Heal 1 2 2* +05  
Hide 4 +04 +7 if stationary or in natural surroundings
Intimidate 1 4 2 -2# +05  
Knowledge            
Arcana 2 4 2* +08  
Religion 2 4 2* +08 +3 Speciality in Chelm (1 SP)
Nature 1 4 2* +07  
Listen 2 +12 +14 -2 per DragonCat not present.
Profession            
Herbalist 2 2 2* +06  
Spot 7 2 +12 +21 -2 per DragonCat not present.
Survival 1 2 +03  

    * Bonus due to “masterwork” tools and references.

   # From “Likeable Aura”.

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   Theurgy Skills: All are at +7 (+5 with a +2 Competence Bonus, 53 SP) and are Corrupted to reduce the cost: roll three dice, choosing a result from among them, to determine either the Noun or the Verb when casting a spell. (They were originally Specialized – rolling only one die – but the player found that a bit awkward, and decided to buy off a part of the penalty)

   Casting a spell requires a full round and a roll of (1d20 + 14) with a DC of 5, 10, 15, 20, or 25 for effects of levels “1/2”, 1, 2, 3 (the limit on Atheria) or 4 (the limit elsewhere), and expend the appropriate number of spell levels. In practice, this cannot fail for spells of levels 0-2.

   Random Verbs (d6): 1; Create, 2; Control, 3; Destroy, 4; Heal, 5; Transform, and 6; Understand

   Random Nouns (d12): 1; Air, 2; Earth, 3; Fire, 4; Air, 5; Body, 6; Mind, 7; Plant, 8; Spirit, 9; Illusion, 10; Magic, 11; Space, and 12; Time.

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  • Charms (7 + 5): Bracers of Force, Cleansing Wand, Ditty Bag, Elfin Cloak, Folding Chair, Grace of Miravor, Seeing Crystal, Firebox, Fireworks Pouch, and Sovereign Ointment. Two charm slots remain open.
  • Talismans (3 +2): Witch’s Shawl (a version of Shimmermail), Rubydraught, Unicorn’s Horn Wand (reduces the effective level of a healing spell of up to L4 by one three times per day), and an Industrious Tool/Kitchen Cleaver. One Talisman Slot remains open. 
  • Personal Equipment: Sturdy clothing, carrysack (this normally follows her around), bedroll and blankets, lantern, wine flask, matchsafe, writing kit, cooking kit, assorted spices and random foodstuffs, rope, tarp, herbalists kit, healers kit, silver holy symbol, cat grooming kit, assorted reference books, and a very patient packmule with saddlebags and tack.

   Dragoncat Companions: Small (dragon type), Hit Dice (1/2 Owners HP + 3d12 + 15), Initiative +5, Speed 45, Climb 25, Fly 45, Armor Class 27 (+5 Dex, +10 Natural, +2 Sacred), Base Attack +6/+1 (+13/+8 with Strength), Bite or Claw 1d6+7, Special Abilities: Breath Weapon (8d6 Fireball, 1/Day), speak with other felines, Immunity to Sleep, Fire, and Paralysis, Improved Grab, Low-Light and Dark Vision, Pounce, Rake, and Scent. Saves: Fort +6 (11), Ref +6 (11), Will +4 (6). Str 24, Dex 20, Con 20, Int 12, Wis 14, and Cha 10. Skills: Balance +16, Climb +6, Hide +16, Jump +10, Listen +8, Move Silently +12, Spot +12. Feats: Alertness, Bonus Uses/Breath Weapon (5/Day), Grant of Aid, Imbuement (Unarmed Variant, have Ghost Touch), Immunity (owner’s miscast spells), Improved Fortune/Evasion, Healing Touch (30 HP/Use, 6), Finesse (Use Con mod instead of Chr Mod, specialized in Healing Touch, 3 CP), Improved Switch (May use Healing Touch for Remove Disease, Lesser Restoration, Remove Blindness/Deafness, Cure Serious Wounds, or Remove Curse, 12 CP), and +2 Bonus Uses for Healing Touch (4/Day each, 3 CP).

   When in Great Form (3/Day for 6 rounds): Str 32, Con 24. Add another +4 bonus to attacks and damage, +6 temporary hit points, +2 to Fortitude saves, another +4 Natural Armor (AC 31), and DR 5/Evil. Their skill listings include racial bonuses of Climb +4, Move Silently +4, Balance +8, Hide +8, and Jump +8.

   As companions, the Dragoncats use Esteria’s base Skills, Saves, BAB, and Level whenever these exceed their natural abilities. She may communicate with them, opt to share the effects of spells and powers with them, channel powers through them at ranges of up to one mile, and store up to 10 levels of spells in each. Each of them also adds a +1 bonus to her effective Constitution (the usual +6 CP worth of abilities, plus the half-price modifier for buying attribute upgrades on Atheria). On the other hand, effects targeting them can affect her as well.

   The dragoncats have 73, 70, 68, 71, 69, and 77 HP. Unfortunately, I don’t happen to have all their names any longer.

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   Bobcat (or similar): Small Animal, Hit Dice 2d8+4, Initiative +3, Speed 40, Climb 20, Armor Class 14 (+3 Dex, +1 Natural), Base Attack +1 (+3 with Strength), Bite 1d4+2, Claw 1d3+2, Special Abilities: Improved Grab, Low-Light Vision, Pounce, Rake, and Scent. Saves: Fort +2 (3), Ref +2 (5), Will +1 (2), Str 14, Dex 17, Con 15, Int 2, Wis 12, and Cha 6. Skills: Balance +12, Climb +6, Hide +12, Jump +10, Listen +4, Move Silently +8, Spot +4. Feats: Alertness. CR1. Skill listings include racial bonuses of Climb +4, Move Silently +4, Balance +8, Hide +8, and Jump +8.

5 Responses

  1. New enthusiast for the Eclipse system. I’m trying to rebuild the Dragoncat to see how it was put together and I’m puzzled.

    I’m not sure what I’m missing, and though the write up is excellent, I think I’m missing something.

    Dragoncat is based upon the Bobcat. So does the bobcat have a typo in it’s HD? The Might says it grants +2 positive levels. So either the Dragoncat should have 4d? or the bobcat should have 1d8.

    The second area, is the template, both seem to indicate the die size increases by a step (d8 becomes a d10). Did I miss something in this case?

    Really interested in how race HD compare in the point buy system, does each HD count as a level? Any restrictions or such?

    Thanks for helping out a newbie.

    -Andrew

  2. Well, always glad to answer questions – and welcome to both Eclipse and the blog.

    What’s going on with the Dragoncats is that the “Familiar” bonuses (Eclipse, page 189) replace the usual hit dice – but Esteria’s “Wealthy” template from The Practical Enchanter (Page 187) provides a substantial bonus for Pets and Familiars, granting them each 1d4 levels of “Magical Beast”, +1d2 to each attribute, and +5′ move.

    Now, what it looks like I missed mentioning – and my apologies for that – is that we simply rolled once for each variable for them all so as not to have six different statistic blocks – and the “levels of magical beast” came up to a “3”. That provided them each with +3d10 HD, +3 BAB, +2 Fortitude, +2 Reflex, +1 Will, +3x (2 + Int Mod) skill points, 60′ Darkvision, and Low-Light Vision – although they had part of that already. The Half-Dragon template boosts the 3d10 to 3d12.

    The Positive Levels provide +2 BAB, +2 to all Saves, +2 AC, and +12 CP to spend – making 36 CP with the purchased bonus.

    Now lets see:
    The +15 HP come from adding the constitution bonus to the three hit dice.
    Speed 45 comes from the base 40 +5 from the wealth boost. Same goes for the boosts to climbing and the half-dragon flight speed.
    The natural armor comes from +4 from the Familiar abilities (+Master’s Level/2, rounded up), +2 from the Bobcat base, and +4 from being Half-Dragons.
    BAB is +1 (Bobcat) +2 (Positive Levels) +3 (Magical Beast Levels).
    For the Feats, they get Improved Fortune/Evasion and “Alertness” (“Aid Another” on relevant perception checks) as part of being a Familiar, one as a base, one for the Magical Beast levels, and two from the 12 CP from the Positive Levels – expended on the Bonus Uses/Breath Weapon, Grant of Aid, Imbuement, and Immunity.

    As far as racial hit dice go, in general, each would count as a level. The various “Types” are essentially just classes anyway. They can still serve as a quick shortcut for non-player characters and creatures of course, but – in general – it’s best to just build player-character racial templates from scratch. There are a variety of examples scattered around the blog here.

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