Ithulsin the Outcast

   Here we have an NPC from the Federation-Apocalypse setting. Like all our characters, he’s designed using the point-buy rules from Eclipse: The Codex Persona (available in a shareware version Here and a print version Here) and the spells from The Practical Enchanter (available in a shareware version Here and a print version Here). Since he’s designed under the world laws for the setting, his attribute bonuses have been purchased at half the usual cost and he gains some additional small bonuses from this attributes. Details on these modifications can be found on the Federation Campaign Sheet.

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Ithulsin The Outcast,

   Dark Krell Psychic Adept

Federation-Apocalypse Campaign. L1 with +3 ECL Race = L4.

Krell Psychic Adept:

   +3 ECL Template, +4 ECL in settings where attribute enhancements cost full price, may be corrupted if the power is allowed to twist the user into a monstrous, aberrant, form.

   Once the Krell ruled a star-spanning empire and possessed knowledge and power beyond belief. Their greatest project was a machine that would free them of the need to craft their civilization of physical matter – directly manifesting whatever they willed and providing each of them with near-limitless power. Over a million years of civilization they had forgotten. In the depths of their Ids there still lurked the selfish, ravening, primordial instincts of the beasts from which they had evolved so long ago – and, given near-infinite power and the freedom to roam, the monsters of their own minds destroyed them in a few short hours.

   Only a few – those few who had been banished to the outer reaches of the empire for their inability to fully suppress the darkness within them – survived to pass on some tiny fraction of their terrible mental potency. Today the crossbred descendants of the once-benign Krell are a terror to a thousand worlds.

   Or so say some scholars. There are a hundred tales of the true origins of the dark adepts of the mind.

   Yes, this is extremely vaguely adapted from Forbidden Planet.

  • +2 Dex, +4 Con, +6 Int, +2 Wis. (42 CP)
  • Defender/Natural Armor (6 CP)
  • Occult Sense/Darkvision (6 CP)
  • Improved Spell Resistance (Level+10) (12 CP)
  • Innate (Psionic) Enchantment: 11,200 Base Value: Specialized (Psionic Self-Enhancement only, takes 1d6/spell level from psionic dispelling/disruption spells, easily detectable psionically, half cost, 6 CP)
    • Attribute Enhancement: +2 on each basic attribute (6 spells, 8400 GP value).
    • Innate Resistance (+2 resistance bonus to all saves (1400 GP).
    • Enhanced Health, purchased as Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP).
  • Immunity / Stacking Limits for these abilities (uncommon / minor / major, 3 CP)
  • Immunity / Dispelling and Antimagic for these abilities (uncommon / minor / great, 6 CP. While this will not let the user maintain his enhancements in worlds where psionics do not function, they generally can’t be countered or disrupted in worlds where psionics normally work)
  • Triggering/Mental Blast: DC 17 Int check to avoid spending Power when using a Mental Blast.
  • 3.5 Psion Spellcasting, Int Based, L10: Specialized and Corrupted (Half total number of powers rounded up, preset power list except for the third level one slot, slots cannot be modified after character creation): 40 CP (3 L1 Powers, 2 powers each L2-1L5), Power (88 + Int Mod x CL/2) = 128 Base.
    • L1) (1 Power, Save DC 19): Charm*, Disruption*, Astral Construct*.
    • L2) (3 Power, Save DC 20): Telepathy*, Levitate.
    • L3) (5 Power, Save DC 21): Mental Blast*, Suggestion.
    • L4) (7 Power, Save DC 22): Death Grasp*, Death Urge*.
    • L5) (9 Power, Save DC 23): Plane Shift, Mind Probe.

 

   Disruption is a touch-based attack which inflicts 1d4/2 caster levels force damage to a maximum of 5d4. It is not affected by Spell or Power Resistance and allows no save. For +2 Power it lasts for three rounds, for +4 up to seven, and for +4 additional points it gains close range.

   Telepathy allows basic thought-sensing (equivalent to Detect Thoughts) and communications within 100′. It can be augmented to scan greater areas or communicate at longer ranges.

   Mental Blast affects a 60′ cone and Stuns those who fail to resist for 1d4+1 rounds. It can be augmented, each additional 2 Power extends the duration of the stunning effect by 1 round.

   Death Grasp bypasses spell and power resistance as well as saves, but requires that the user maintain a grapple to the head for three rounds to destroy the victim’s brain. On a success, the user regains 3d6 power and 6 CP worth of the victims abilities for the next three days hours as he or she digests the victim’s mind. No character can absorb more than two minds at one time however. The duration can be increased by three days per additional 2 power expended on the attack).

   Powers marked with an “*” may be augmented.

 

   Like any optimized template of +3 ECL or more, the Krell Psychic Adept is pretty formidable. Still, despite the Death Grasp power – less potent than it sounds, since keeping a grip on your target’s head for three rounds isn’t all that practical in most fights – what would give me the most doubts as a game master is that Plane Shift power. It makes escape just a bit too easy.

   Fortunately, the current setting – the Underdark in particular and the Manifold in general – make this difficult to fully exploit: it’s difficult to get in and out of the Underdark by any supernatural method, and psionic (or magical) dimension travel only works between Manifold realms where the use of the power in question is allowed at both ends unless you spend magic points – which are a strictly limited resource.

 

   Ilthulsin was originally an evil psionic creature of the underworld (of a race whose name we may not mention), but was expelled from their city when he opposed their plan to open a gateway to a negative-energy realm and summon forth an even darker power, hoping to bond it to themselves – thus increasing their psionic might and enabling them to take full advantage of the ongoing Drow GodsWar. Ilthulsin may not be as cunning, ruthless, or purely evil as his brethren – a possible consequence of possessing an originally-human soul – but he seems to have a great deal more common sense. He realized that – if this sort of thing ever actually worked – there would be some examples around… He encountered the party as he was heading for the gate to Coral: there was supposed to be an entity of vast psychic power beyond it, and if he could hook up with it, he could surely regain a position of power, safety, and comfort. The group recruited him as a guide.

   Thanks to massive injuries sustained in a fight, and some extensive magical tinkering, he’s currently in the form of a Drow and has been imbued with a few of the relevant abilities – but retains most of his original powers. Oddly enough, his current virtually-human form is – at least by some accounts – much closer to the original form of the Krell than his old body was, if slightly less-conducive to the flow of psionic energies. Of course, how he reacts when he wakes up and discovers his transformation is an open question – but Kevin is betting that he’ll find it oddly comfortable.

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   Available Character Points: 48 (L1 Base) + 10 (Disadvantages: Hunted by Enemies of his Race and Incompetent (Diplomacy) and (Slave Handling)) + 6 CP (L1 Bonus Feat). Total: 64 CP.

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Basic Attributes:    
Strength 10 (12)/+1 Dexterity 12 (14)/+2 Constitution 18 (20)/+5
Intelligence 22 (26)/+8 Wisdom 16 (18)/+4 Charisma 14 (16)/+3
Rolled Attributes:  14, 14, 10, 16, 14, 10  

   Languages Spoken (8): English (also known as Common and Undercommon given the usual assumptions of gamers), Elven, Draconic, Infernal, Abyssal, Latin, Ancient Egyptian, and Goblin.

Combat Information (22 CP):

  • Saves: Fortitude +2 (6 CP) + 4 (Con) +2 (Res) = +8, Reflex +0 (0 CP) + 2 (Dex) + 2 (Res) = +4, Will +2 (6 CP) + 4 (Wis) + 2 (Res) = +8 (+16 versus Psionic Attacks)
  • Hit Dice: L1d12 (8 CP). HP 12 + 12 + (3x Con Mod) = 39 + 22 (Ring of Oak) = 61 HP
  • Proficiencies: All Simple and Drow Cultural Weapons (6 CP, -4 from Dex = 2 CP).
  • Move: 30 Base
  • Initiative: +6
  • BAB: +0 (0 CP)
  • Armor Class: 10 (Base) + 2 (Dex) + 4 (Wis, per world rules) + 1 (Natural) + 4 (Armor) = 21 (and DR 1/- due to Strength).

Usual Weapons (Not that he really uses weapons except touch spells much – but they and the proficiency have been provided).

  • Disruption +5 Touch Attack (+1 Str, +4 Martial Art), 5d4 Damage, Crit 20/x2, 5′ reach, may kill if grip maintained for three rounds.
  • Hand Crossbow +2 (Dex), 1d4 Damage, Crit 19-20/x2, 30′ Range Increment.
  • Rapier +1 (+1 Shocking), 2d6+2 Damage, Crit 18-20/x2.

 

Purchased Abilities (42 CP):

  • Additional Psionic Powers (11 CP):
    • Adapt Body (L5, 9 Power, body adapts to hostile environments for one hour/level, 2 CP)
    • Body Adjustment* (Self-Healing of 1d12 for 5 Power, +1d12 per additional 2 power, 3 CP)
    • Photokinesis (1 Power, can produce minor visual illusions, bright flashes, or damp lights, for +2 power effects can be made self-sustaining for a few minutes for effects such as light, darkness, and faerie fire, for +4 can fire an energy blast that does 5d6 in 120′ line, +1d6/extra power, +1 Save DC per 2 extra power, 6 CP).

  • Inner Strength (9 CP): +2 levels of 3.5 Psion without Caster Levels (18 CP), Specialized: only to provide Power (9 CP, +46 Power, 176 Total).
  • Leadership (6 CP): Up to 8 L1 Slaves or twice that many basic L0 Goblins.
  • Improved Initiative +4 (6 CP).
  • Augmented Bonus/Psychic Shield (6 CP): May add his Int Mod to saves against psionic attacks.
  • Skill Points (4 CP): 4 + 28 (Int, 4×7) = 32.

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Broad Skills (All +8 Int):

  • Physical Skills: Concentration +14 (1 SP, +5 Con), Stealth +1 (1 SP, +2 Dex), Warmind Martial Art +13 (3 SP, +2 Dex),
  • Knowledge Skills (All +8 Int): Magical Theory +17 (1 SP), Psionics +20 (4 SP)
  • Perception Skills (all +4 Wis): Spot +13 (1 SP), Listen +13 (1 SP), Sense Motive +13 (1 SP)
  • Other Skills: Bluff +12 (1 SP, +3 Cha), Diplomacy +12 (1 SP, +3 Cha), Gadgetry +11 (1 SP, +2 Dex),

Narrow Skills (All +8 Int +5 Training):

  • Physical Skills: Slight of Hand +16 (1 SP, +2 Dex),
  • Knowledge Skills (All +8 Int): Cultures and Creatures of the Underdark +22 (1 SP), Demonology +22 (1 SP), Poisons and Antidotes +22 (1 SP), The Forgotten Realms +22 (1 SP)
  • Other Skills: Dimensional Navigation +18 (1 SP, +4 Wis), Intimidate +17 (1 SP, +3 Cha), Negotiation +17 (1 SP, +3 Cha), Use Magic Device / Wands +17 (1 SP, +3 Cha), and Wealth / Toril +17 (1 SP, +3 Cha)

   Ithulsin still has 6 SP left, so he can easily afford to buy a few more skills. If he feels like sticking with being a Drow for awhile, he may opt to use a few of them developing appropriate martial skills with their usual weapons.

.Warmind Martial Art:

  • Requires: Base Power of 32+, at least one touch-based psionic attack power.
  • Basic Abilities: Attack 4, Defenses 4, Strike, Synergy (Knowledge/Psionics)
  • Master Techniques: Mind Like Moon, Reach, Combat Reflexes, Deflect Arrows, and Whirlwind Attack.
  • Occult Techniques: Inner Strength, Healing Hand, Vanishing, and Resist Pain.
  • Known Abilities (7): Attack 4, Mind Like Moon, Reach, and Resist Pain.

   Usual Gadgets (11): Minor Headband of Intellect (+2 Int) (1), Amulet of Mage Armor (1), Ring of Oak (+12 + 2x Con Mod HP) (2), +1 Shocking Rapier (2), Wand of Cure Critical Wounds (CL 5, 3), and Wand of Scorching Ray (CL 3, 2).

   Ilthulsin was actually a bit short on gadgets, but Kevin did a bit of shopping for him. Most of them are still local magic though. As a quick method for rating local magic, the level of spell it uses is a good guide to the number of ranks it takes up. While there’s no guarantee that local magic will translate into other realms even when its being paid for with ranks from the Gadget skill, the odds aren’t too bad for lesser stuff.

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