Xaliotl: d20

    Xaliotl was one of the Atheria campaign’s more specialized characters: while he had a sideline as a healer – relying totally on a single, powerful, spell – he primarily functioned as a mobile cannon, reflexively blasting massive areas with great gouts of raw flame. While this was a practical tactic in long-range battles, it had its limitations when his friends were fighting in the area, in apprehending messengers carrying letters, when arranging marriages and political alliances, and in many other areas.

   Whether fortunately or unfortunately, however, such limitations never really registered on Xaliotl.

   Like all the characters in our campaigns, Xaliotl was constructed using the point-buy rules in Eclipse: The Codex Persona (Available in print HERE and in a shareware edition HERE). As usual for Atheria, the game also used the Wealth Level Template rules from The Practical Enchanter – (Also available in print HERE and in a shareware edition HERE).

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Xaliotl

   HuSung Fire Affinity Battlemage, Atheria Campaign, Level 7.

   HuSung Racial Bonuses: Theurgy: Fire +3, Air +3, Spirit +1, Water +1, and Earth +1, Adept in Fire, Air, Spirit and Water (12 CP), +1 each in Creation, Control, Destruction, Healing, Transformation, and Understanding. Specialized: only for use with the Fire, Air, Earth, Water, and Spirit nouns (3 CP), Improved Occult Talent: 5x L0 and 3xL1 spell slots. Specialized: no inherent spells, only usable for theurgy, Corrupted, Elemental Magic only (4 CP), Innate Spell: 2x L2 spell slots per day. Specialized: only to power Theurgy. Corrupted: Elemental Magic only (2 CP), Immunity/Elemental Damage: Very Common/Major/Trivial (5 points of damage), (5 CP), and Fast Learner (Specialized in Theurgy, +2 CP/Level, 6 CP).

    Level Based Bonuses: +1 Dex (L2), +3 Str (L4, and again at L6, burned off for reducing spell levels), Fast Learner (L1, Specialized in Warcraft for +2 CP/Level), Mana (L2, L4 and L6, spell enhancement option, Corrupted: (+50% effect), only usable for elemental magic, 19 mana points).

    Disadvantages: Duties (in-service imperial battlemage, service to imperial patron, +2 CP/Level), Showman (-3 Initiative, others gain a +3 bonus to deduce what you’re up to), History (player writeup), and Inept (-2 penalty on all socials skills) (net +10 CP). Totals: 192 CP (L7 Base) + 10 (Disadvantages) + 2/Level (Duties) + 2/Level for Warcraft (Fast Learner) +4 CP (Current XP) = 234 CP.

    Basic Attributes: Strength 06/10 (–), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 16/20 (+5), Wisdom 14 (+2), Charisma 14 (+2).

 

Saves:

  • Reflex +3 (Purchased, 9 CP) +3 (Dexterity) + 1 (Morale) = +7
  • Fortitude +3 (Purchased, 9 CP) +2 (Constitution) +1 (Morale) = +6
  • Will +3 (Purchased, 9 CP) +2 (Wisdom) +1 (Morale) = +6

Warcraft     +4 BAB     (24 CP)

Hit Dice: L1 d20 (16 CP) (20 HP), L2-7 d8’s (24 CP) (6, 6, 2, 8, 7, 7 HP).

Hit Points: 70

Move: 30

Initiative: +3

Armor Class: 10 (Base) + 3 (Dex) + 4 (Shimmermail) + 2 (Force Shield Effect) = 19

Proficiencies: All Simple and Martial Weapons (9 CP).

Languages (5 + 2): Illerian, Havril, Varalung, Ikunn, Draconic, and two of choice.

Initial Wealth LevelWell-Off. +2 bonus to Speak Language and Ride. 3 Charms and 1 Talisman.

Current Wealth Level: Well-Off, Professional Bonus to Charms and Talismans (5 Charms and 2 Talismans)

Basic Costs: 100 CP

 .

Usual Weapons 

  • Longsword: +5 (+4 BAB, +1 Morale), 1d8+1 (Morale).
  • Composite Longbow: +8 (+4 BAB, +3 Dexterity, +1 Morale), 1d6+1 (Morale), 110 Ft range increment.

 .

Other Abilities: (90 CP)

  • Initiate of Order (12 CP): Privilege/Imperial Patron (6 CP) and Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP). Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of
    Talismans to L2. Personal charms only, 8400 GP) and Inspiring Word (personal only, +1 Morale bonus to aves, Attacks, Checks, and Weapon Damage, 1400 GP).
  • Natural Theurgy (42 CP): Advanced Inherent Spell II (L3 2/Day), III (2x L3, 2/Day each), and IV (2x L4, 10/Day each from 2x Bonus Uses), (Specialized: only to power Theurgy, 15 CP), Spell Pool (6 CP, 107.5 spell levels total), and Immunity (usage limits on particular levels of spell pool for effects of up to L3, Common/Major/Minor, 6 CP). +3 Caster Levels (Specialized: only for use with Inherent Spells, 9 CP), and Adept (Theurgy Skills: Creation, Control, Transformation, and Understanding, 6 CP).
  • Path of the Dragon (24 CP Total): Shaping (6 CP), Dragonfire (6 CP), and 2x Eye of the Dragon (Absorb up to 2x Int spell levels/day, store up to 4x Con spell levels, 12 CP).
  • Pyromania (12 CP): Reflex Training/Extra Actions with Bonus Uses. Specialized in Spellcasting (Double Effect), Corrupted for Fire Magic only (Triple effect, 7 Uses/Day for 3 extra spells in a round).
  • Blood of the Dragon (World Law): Reduces the effective level of all Creation/Fire effects by 3 Levels (-5 Str), and that of the Heal effect by 5 levels (-5 Str).

   The Atheria campaign did not allow the casting of spells, or the use of psionic powers, of above the third level. It did allow ambitious spellcasters to sacrifice attribute points to attune themselves to other universes, where specific spells or types of magic were easier to use, and thus lower the effective level of particular spells.

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The Eye of Flames (Starting Relic, 4 CP): This amulet provides:

  • Increases Immunity to Elemental Damage to the Major [30 point] level for natives of HuSung. Natives of
    other realms gain only 12 points of protection (10 CP).
  • Augmented Magic/+1 damage per die when casting fire magic (3 CP),
  • Ability Focus/+2 to the DC of resisting the user’s fire magic (6 CP).
  • Deep Sleep (6 CP).

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Available Skill Points: 40 CP + 44 SP (Intelligence) + 20 SP (Theurgy) = 104 SP

 

Major Skills: SP Base Att. Other Net
Appraise (Int) 5 1 +6
Balance (Dex) 3 1 +4
Bluff (Chr) 2 1 +3
Climb (Str) 0 1 +1
Concentration (Con) 2 1 +3
Craft (Int)          
Painting 4 5 1 +10
  5 1 +6
Decipher Script (Int)# 5 1  
Diplomacy (Cha) 2 1 +3
Disable Device (Int)# 5 1  
Disguise (Cha) 2 1 +3
Escape Artist (Dex) 3 1 +4
Forgery (Int) 5 1 +6
Gather Info. (Cha) 2 1 +3
Handle Animal (Cha)# 2 1  
Heal (Wis) 1 +1
Hide (Dex) 4 3 1 +8
Intimidate (Cha) 2 1 +3
Jump (Str) 0 1 +1
Knowledge (Int)#          
Arcana 5 5 1 +11
Architect/Engineer 5 1  
Dungeoneering 5 1  
Geography 5 1  
History 5 1  
Local 5 1  
Nature 5 1  
Nobility/Royalty 5 5 1 +11
Religion 5 1  
The Planes 5 5 1 +11
Listen (Wis) 4 2 1 +7
Move Silently (Dex) 3 1 +4
Martial Arts          
Open Lock (Dex) 3 1 +4
Perform (Cha) 2 1 +3
Profession (Wis)#          
  2 1 +3
  2 1 +3
Ride (Dex) 3 3 +6
Search (Int) 5 1 +6
Sense Motive (Wis) 2 1 +3
Slight of Hand (Dex)# 3 1 +4
Spellcraft (Int)# 4 5 1 +10
Spot (Wis) 4 2 1 +7
Survival (Wis) 2 1 +3
Swim (Str) 0 1 +1
Tumble (Dex)# 3 1  
Use Magic Dev.
(Cha)#
2 1  
Use Rope (Dex) 3 1 +4
           

 

  • # No unskilled roll allowed.
  • * Adept
  • ^Masterwork tool/reference bonus

 Read/Write (native language is free, others cost 1 SP Each). Varalung, Ikunn, Draconic, and Havril (3 SP).

 +3 Specialities (1 SP Each):

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Theurgy Fire/Creation Magic

Theurgy Verbs SP Base Other Net
Creation* 5 10 1 +11
Control* 5 10 1 +11
Destruction 10 10 1 +11
Healing 10 10 1 +11
Transformation* 5 10 1 +11
Understanding* 5 10 1 +11
         
Theurgy Nouns        
Fire* 5 10 4 +14
Air* 2 5 4 +9
Earth 2 2 2 +4
Water* 2 5 2 +7
Body 4 4 1 +5
Mind 1 1 1 +2
Plant 1 1 1 +2
Spirit* 1 3 2 +5
Illusion 1 1 1 +2
Magic 1 1 1 +2
Space 1 1 1 +2
Time 1 1 1 +2
         

 

  • *Adept
  • Buy off elemental limitations on racial verb bonuses (3 SP).

Equipment:

   Personal Gear: Longsword and Longbow, 40 Arrows, Spell Component Pouch, Ironcloth Explorer’s Clothing

Charms (5):

  • Bracers of Force (+2Shield Bonus to AC for imperials)
  • Ditty Bag (Provides minor items 3/day).
  • Phylactery of Whispering Shadows (+20 Bonus for Imperials).
  • Sands of Time
  • Shimmermail (Counts as a Charm for Imperials).

 

Talismans (2):

  • Bear’s Claw (Talisman of Strength, +4 for Imperials).
  • Scholar’s Writ (Talisman of Intellect, +4 for Imperials).

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