Eclipse D20 – Makhpia-Luta (Red Cloud), Amerindian Earth Mage

It was apparent from a very early age that Red Cloud was going to be a shaman. The way that small objects moved around and changed colors when he grabbed at them before he could talk was something of a giveaway. Given such an auspicious start, the tribal shaman started him on the spirit-drums as soon as he could – a decision that he soon regretted more than a bit. Fortunately, the error of giving a very small boy a drum was easily fixed by taking it away again at bedtime.

The real trouble turned out to be that Makhpia-Luta wasn’t particularly well attuned to the totems. He had a rare and powerful affinity for the magic of the Earth, and the even rarer ability to channel the Earthpower into specific spells – but his dreams remained determinedly pedestrian and none of the great totems spoke for him. The shamans of the People faced a dilemma; the boy was far too powerful – and far too adept in the ways of combative magic! – to allow him to simply run around without spiritual guidance, he was far too impatient to join the Lorewardens, and simply turning him loose in hopes that he would settle down would be a major gamble. What if someone managed to subvert him? Without guidance young mages were very vulnerable to such gambits.

But then the spirits presented another option. A Totem-Sworn on a major quest came through, Makhpia-Luta heard the call of adventure, and the Sworn One continued her quest with a new ally. Perhaps that was what the Great Totems had had in mind all along.

Makhpia-Luta (Red Cloud)

Level One Earth Mage

Basic Attributes: Str 10, Dex 14, Con 12 (+2 Tem = 14), Int 16, Wis 14, and Cha 12 (3.5 32 Point Buy). .

Low-Level Template (0 CP)

  • Disadvantages: -3 on Untrained Skills, advancement by direct CP Awards, valuable trouble magnet.
  • Advantages: +12 + (Con Mod x 2) HP, +3 on five skills, +2 Constitution, Prestidigitation at will.
  • For full information on the low-level template, look HERE.

Nomadic Cultural Package Deal (0 CP)

  • Companion (Animal Companion) (Hawk).
  • Proficient with All Simple Weapons.
  • Specific Knowledges: Horse Care, Plains Survival, and Tribal Traditions.

Available Character Points: 48 (L1 Base) + 2 Duties (Mystic Guardian Of The Plains) + 12 (Human, L1 Bonus Feats) + 10 (Disads: History, Obligations/Help the Totem-Sworn, and Inept (Diplomacy; Red Cloud just has a way of putting his foot in his mouth) = 72 CP

Basic Expenditures (17 CP):

  • Base Attack Bonus: +0 (0 CP).
  • Hit Points: 6 (L1d6, 2 CP) +12 (Immortal Vigor, 12) +6 (3 x Con Mod) = 24 HP
  • Armor Class: 10 (Base) +2 (Dex) +4 (Martial Art) = 16
    • Fortitude: +0 (Purchased, 0 CP) + 2 (Con) = +2
    • Reflex: +1 (Purchased, 3 CP) + 2 (Dex) = +3
    • Will: +1 (Purchased, 3 CP) + 2 (Wis) = +3
  • Proficiencies: All Simple Weapons (See Cultural Package Deal above, 0 CP).
  • Skill Points: +0 (Purchased, 0 CP) +12 (Int Mod x 4) +8 (Fast Learner) = 20
    • Boost Human Fast Learner to 2 SP/Level (3 CP)
    • Adept: Half cost for Arcana, Perception, Staff Style, and Persuasion (6 CP).
  • Initiative +2 (Dex)
  • Movement: 30′ (Base)

Usual Weapons:

Makhpia-Luta normally relies on magic. If he must fight something physically and has time to prepare he usually uses his Earth Affinity to put a Shillelagh effect on a staff, boosts himself with Aspect Of The Beasts and hammer away with it. IF he doesn’t have time he’ll focus on defense while awaiting help – and on occasionally using Breaking Technique to try to bring down the roof or otherwise divert any attackers. At his base…. Staff: Staff: +0, 1d6+0, Crit 20/x2. That’s not horrible – but it certainly isn’t very good either. 

Talents (16 CP):

  • Earth Affinity (Constitution Based): Shaping, Specialized for Increased Effect (Level Zero Effects) and Corrupted for Reduced Cost / Only to produce effects in a very narrow field (4 CP) plus 3d6 (12) Mana with Spell Enhancement, Specialized and Corrupted for Reduced Cost/only to enhance Earth Affinity (6 CP).
  • Telepathy (Charisma Based): Shaping, Specialized for Increased Effect (Level Zero Effects) and Corrupted for Reduced Cost / Only to produce effects in a very narrow field (4 CP) plus 1d6 (4) Mana with Spell Enhancement, Specialized and Corrupted for Reduced Cost/only to enhance Telepathy, may only spend one point to do so (2 CP).
    • If you want a list of examples of what effects fall under these categories, you can look over HERE and HERE

Master Sorcerer (36 CP):

  • Magesight (Occult Sense/Magic, 6 CP).
  • Occult Talent (and Improved, Specialized / just for more slots, not yet for more spells) (9 CP) and Improved Occult Talent (12 CP) (Intelligence Based): Net 10x L0 Slots and 6x L1 Slots. For simplicities sake, these are just being treated as a single pool.
  • Known Spells: Earth Channel (L0, Free, Transfer Adept Mana to Earth Sense), Shield (L1, Blocks 15 Damage, Immediate), Kinetic Storm (L2, as per Stone Call), Bestow Curse (L3), Cure Light Wounds (L1), Scorching Ray (L2), Greater Shield (L3, blocks 25 damage in a 10 radius), Remove Curse (L3), Eldritch Weapon III (3 Mana), Call Lightning (L3), Lesser Gate (L4, a somewhat hazardous, time-consuming, very tiring, and destination limited, version of Teleport), Shadow Conjuration (L4), and Aspect Of The Beasts (L4, lets the user take on animal characteristics and attribute modifiers as per The Practical Enchanter for One Hour Per Level).
  • 3d6 (12) Mana with Spell Enhancement, Specialized and Corrupted / only to enhance Occult Talents, may only spend (Int Mod) points on enhancing a Spell (6 CP). Note that this is the only way to access spells of above level one – so Red Cloud can throw a few powerful spells each day, but his Mana is a very limited resource. If he uses it unwisely, he may wind up unable to do anything at all.
  • Rite Of Chi with +2 Bonus Uses, Specialized and Corrupted / Only to recharge the Occult Talent enhancement pool, may not be bought up further, 2’nd use in a day requires tapping into a ley line and the third requires tapping into a ley line nexus (3 CP).

Other Abilities (3 CP):

  • Create Relic, Specialized and Corrupted for Reduced Cost / only to create One Point Relics, only for use with points from Enthusiast (2 CP).
  • Enthusiast, Specialized and Corrupted for Reduced Cost / the point may only be used for Relics (1 CP).
    • Relic: Shaman’s Eye: +1 use of Rite Of Chi (2 CP), Improved Augmented Bonus / Add (Cha Mod) to Mana Rolls, Specialized / only for Rite Of Chi rolls (6 CP), +3 Speciality on Perception (Sensing Magical Energies) (1 CP). Net cost as a relic: 1 CP.

Skills (20 SP):

  • Arcana: +4 (2* SP) +3 (Int) +3 (Tem) = +10
  • Perception: +4 (2* SP) +2 (Wis) +3 (Tem) = +9
  • Persuasion: +4 (2* SP) +3 (Cha) +3 (Tem) = +10
  • Religion: +4 (4 SP) +3 (Int) = +7
  • Scholar: +4 (4 SP) +3 (Int) +3 (Tem) = +10
  • Staff Style: +4 (2* SP) +3 (Int) +3 (Tem) = +10
    • +4 Defenses, Breaking Technique.
  • Survival: +4 (4 SP) +2 (Wis) = +6

Red Cloud is a very powerful Sorcerer. In fact, under the world laws he was set up under – basically the “generic fantasy novel” rules I created for Valdemar (and similar) games – he’s almost as powerful as he is ever going to get (there are only about 6 CP worth of Magic left for him to buy – getting the second incidence of Improved Occult Talent up to full use (3 CP) and getting Enthusiast up to 4 CP in total (3 CP)). It would probably be more “reasonable” in terms of classical d20 to spread that 75 CP worth of magic out over – say – four or five levels, but the “powerful yet inexperienced and somewhat naive young mage” (who usually needs to learn more about how and when to use his powers rather than more powers and has few talents other than magic) is a pretty standard literary archetype.

And so Red Cloud is off to adventure, complete with powers that hopefully will not get him into more trouble than he can handle yet. He will become more powerful with level – but it’s going to be because his effective caster level goes up and improves his existing spellcasting somewhat, not because he learns more magic. For the most part, his abilities are what they are.

As a side effect, this makes it much easier to run a game, just as it makes it much easier to write a novel. Red Cloud may become more skilled, improve his tactics, and learn to use his list of powers more effectively – but they won’t be radically changing as they pick up a new level of spells or some such the way that games tend to change when the spellcasters pick up Teleport or Plane Shift. Even better, that makes it simple to mix levels in a party, since many spells don’t care much about caster level.

Eclipse d20 – Kohana-Makawee, Loreward Of The Plains

And for today it’s a (loosely) Amerindian character, set up for a low-magic, low-level, world of classic fantasy – a world of legends, rather than the way that the world actually was. That includes a deep, ancient, relationship with horses, disregarding the fact that – until the Spanish reintroduced the Horse to North America – nobody on the continent had seen a horse in many thousands of years.

Totem-Sworn (Raven) (6 CP)

The spirits looked down upon the world, and all was water, there was no land anywhere. But the spirits of the air wished for someplace solid, where they might rest and fold their wings. Several spirits searched, but the fish and plants they brought were not solid enough to build a world upon. At last Turtle dove deep, for only Turtle could go for weeks beneath the waves. There, beneath the great weight of the waters, in the cold and darkness, after long days, Turtle found the muddy bottom. Turtle brought back a bit of hard-won Earth from the bottom of the endless waters atop his shell. But while the bit of Earth was solid, it was not enough – until Raven spoke the Words Of Creation. Who can know whether Raven shrank the Skies or the Earth grew? Raven flew over the Earth, and where his wings swept down, they carved out lakes and rivers. Where they rose, mountians rose with them. Where he flew level water drained away to reveal broad plains and foothills. In his wake, plants and animals covered the land. Man had not yet come into the world, but all was prepared.

The Raven-Sworn know that the world must be maintained, for while Raven creates and transforms, he does not sustain what he creates. That is the duty of the People, and those of the People who swear to the Raven are as spirits themselves, guardians of the land, the People, and the secrets that were never meant for mortal use.

  • Major Favors/Sioux Pantheon, Specialized and Corrupted / the Souix Totems (like most gods) only answer when you are in desperate need – and there is always a price of some kind, if only your ongoing dedicated service. Moreover, they demand that their sworn servants serve them and their people as a whole over any other loyalties. Their sworn servants may never marry, settle, or personally raise their children (2 CP).
  • Mentor/Dream-Questing: The Raven-Sworn dream to the beat of the medicine drums each night, finding lessons in the spirit world, Specialized / the Totem-Sworn find it hard to relate to others, suffering a -3 penalty on their social skills (3 CP). In practical tems, since they are advancing by direct CP awards, this is treated like a version of Fast Learner specialized in a particular field for +2 CP / Level.
  • Minor Privilege (Guest-Rights): Any tribe will treat, feed, and equip or re-equip (albeit only with mundane gear and a mount) any Totem-Sworn, Specialized / Their sworn servants serve the Totems and their people as a whole over any other loyalties (1 CP).

The Totem-Sworn are the mystic warriors of the plains, the guardians of the People, the agents of the totems, and the wardens of secrets that should not be known. Where a spirit must be placated to end a drought, where the enemies of the People attack, where monsters are unleashed, and where dark magic is used… there their dreams will soon send the Totem-Sworn.

Basic Attributes: Str 14, Dex 16, Con 14 (+2 Tem = 16), Int 14, Wis 10, Cha 10. (3.5 32 point buy). This is heroic fantasy, and mostly without magical items – so good base attributes are something of a necessity.

Low-Level Template (0 CP)

  • Disadvantages: -3 on Untrained Skills, advancement by direct CP Awards, valuable trouble magnet.
  • Advantages: +12 + (Con Mod x 2) HP, +3 on five skills, +2 Con, DR 1/- (Stacks with natural DR).
  • See the Low-Level Template for details.

Nomadic Cultural Package Deal (0 CP)

  • Companion (Animal Companion / Horse).
  • Proficient with All Simple Weapons.
  • Specific Knowledges: Horse Care, Plains Survival, and Tribal Traditions.

Available Character Points: 48 (L1 Base) +10 (Disads: History, Cultural Obligations, Hunted) +12 (Human and L1 Bonus Feat) +2 (Duties) +6 (Exp) = 78 CP. 75 Spent.

Basic Expenditures (42 CP)

  • BAB: +3 (6 CP), Specialized and Corrupted / Simple Weapons Only, no Iterative attacks.
  • Hit Points: 6 (L1d6, 2 CP) +12 (Tem) +18 [(Con + Dex) x 3)] = 35 Hit Points
    • Damage Reduction 1/- (Template, Stacks), 2/-, Specialized in Physical Attacks for Double Effect, net 5/- (3 CP),
    • Evasive Fighter: Advanced Improved Augmented Bonus (Adds Dex Mod to Con Mod when calculating hit points, Specialized and Corrupted / only through level six, 6 CP).
  • Saves:
    • Fortitude: +0 (Purchased) +4 (Con) = +4
    • Reflex: +1 (Purchased, 3 CP) + 3 (Dex) = +4
    • Will: +1 (Purchased, 3 CP) + 0 (Wis) = +1
  • Armor Class: 10 (Base) +3 (Dex) +2 (Leathers) +2 (MA) +2 (Shield) = 19
  • Skill Points: +8 (Int) + 8 (Fast Learner, points used).
    • Human Fast Learner to +2 SP/Level, Corrupted / only to keep Adept skills maxed out (1 CP).
    • Fast Learner, Specialized in Skills, Corrupted / only to keep Adept Skills maxed out (4 CP).
    • Adept x2 (12 CP) Survival, Perception, Handle Animal, Avenger and Javelin Styles, Background, Stealth, and Thievery.
    • This setting is using a condensed skill list. It’s on the bottom of this post.
  • Proficiencies: Shields, Corrupted / Light and Heavy Wooden Only (2 CP).

Usual Weapons:

  • Stone-Headed War Club (Heavy Mace) +7 [Bab+3, Str+2, MA+2], 1d10+2, Crit 20/x2, [Power I applied]
  • Javelin +7 or +5/+5 (+2 BAB +3 Dex +2 MA, possible Quick Throw), 1d6+2, Crit 20/x2, 30′ Range Increment.

Adept Skills: All start at (Level +3).

  • Handle Animal: +2 (Cha) +3 (Tem) +2 (Sy) = +11
  • Perception: +0 (Wis) +3 (Tem) +2 (Sy) = +9
  • Survival: +0 (Wis) +3 (Tem) +2 (Sy) = +9
  • Avenger Style: +3 (Dex) +3 (Tem) = 10
    • +2 Hit, +2 Defense, 1 Power with War Club.
  • Javelin Style: +3 (Dex) = +7
    • +2 Attack, Fast Draw, Quick Throw.
  • Background +2 (Int) +3 (Tem) +2 (Sy) = +11
  • Leatherworking, Metalworking, Horse Breeding, Sing, and Recitation.
  • Stealth: +3 (Dex) +2 (Sy) = +9
  • Thievery: +3 (Dex) +2 (Sy) = +9

Other Skills (8 SP):

  • Phantom Style: +4 (4 SP) +3 (Dex) = +7,
    • Synergy: Stealth, Thievery, and Perception, Mind Like Moon.
  • Background: +3 (1* SP) +2 (Int) +2 (Sy) = +7
    • Pioneer, Forester, Carpentry, Cooking, Herbalist.
  • Mountain Man Style: +1 (1 SP) +4 (Con) = +5
    • Synergy: Background, Handle Animal, Survival.
  • Specific Knowledge: Dark Mages (1 SP).
  • Specific Knowledge: The Spirit World (1 SP).

Other Abilities (24 CP):

  • Luck, Corrupted/No Base Uses (4 CP).
    • +4 Bonus Uses for Saving Throws (3 CP).
    • +4 Bonus Uses for Attacks & Damage (3 CP).
      • Taking 20 on damage is quite powerful at lower levels. At high levels… not so much. I find it acceptable, but you might find it disruptive. If you feel it’s over-advantageous, the character will need a small Immunity to only being able to use Luck on d20 Rolls (Common, Major, Major, Specialized and Corrupted / only for damage rolls, 3 CP).
    • +4 Bonus Uses for Skills (3 CP).
  • Reflex Training: 3 Extra Actions/Day Variant with +3 Bonus Uses (6 total, 11 CP).

Personal History:

The Tribal Shamans record ancient lore, medicine secrets too dangerous for common use, in cryptic patterns and carvings. Those items are sealed away, hidden in secret places in the sacred lands, surrounded by guardian petroglyphs, retired shamans, and spirits. For, if all else fails and the people stand upon the edge of destruction and the world with them… those secrets will be unsealed, the power to change the world unleashed, and the spirits will be called upon to build the world anew. Thousands of years of history, thought, and culture are there inscribed in stone, the collected lore of the People of the Plains.

Some talismans are hidden even more carefully. For recorded there are terrible secrets, the workings of dark spirits long since sealed away – preserved not to teach, but in case hard-learned countermeasures are needed once again.

But a drifting nightmare, a thing of dark magic and blood that spied upon dreams, found a clue – a dream dark and terrible from a guardian who had caught too many glimpses of what they guarded. It’s masters – a circle of dark mystics, evil spirits, and crawling things from beyond that would be gods – waited, and built up their forces, and finally struck, gathering a terrible harvest of ancient lore and carrying it into a distant land, leaving death and destruction behind.

Kohana-Makawee was one of several youngsters who heard the call of the Totems that day – and who soon headed out, both to recover the stolen talismans and to destroy any foolish would-be adept of darkness who attempted to put that lore to use. Today, carrying and caring for such terrible lore had left it’s mark; Kohana-Makawee now knows entirely too much about dreadful things, can routinely use the trickle of transforming energies from Raven to produce tiny miracles of distorted probability and time – and is a well-honed blade in the hands of the Great Totems.

Still, there are entirely too many bits of stolen lore still circulating – each a deadly secret that must be hunted down and eliminated. The spirits always have more tasks for her.

The Condensed Skill List:

Acrobatics (Dex) Balance + Escape Artist + Tumble
Arcana (Int) Spellcraft + Knowledge: Arcana
Athletics (Str) Climb + Jump + Swim + Escape Artist (STR)
Background (Int) Covers any five Craft, Profession, or Perform skills.
Deception (Cha) Bluff + Disguise
Endurance (Con) Control Shape + Concentration + Endurance
Handle Animal (Cha) Handle Animal, Ride, Profession/Teamster, etc.
Insight (Wis) Sense Motive + Gather Information
Linguistics (Int) Speak Language + Decipher Script + Forgery
Martial Arts (Var) Still only one, sorry!
Perception (Wis) Search + Spot + Listen
Persuasion (Cha) Diplomacy + Intimidation
Religion (Wis) Knowledge/Religion, Knowledge/The Planes, Heal, and performing various religious services and rituals
Scholar (Int) Covers Knowledge / Architecture and Engineering, Geography, History, Local, and Nobility
Stealth (Dex) Hide + Move Silently
Survival (Wis) Survival + Use Rope + Knowledge/Nature
Thievery (Dex) Appraise + Disable Device + Open Locks + Pick Pocket / Sleight of Hand
Use Device (Cha) Use Magic Device, Use Psionic Device, and Use Technological Device. For practical purposes there isn’t much difference.

Our Lorewarden here is really a classical literary hero – capable of pulling through in almost any emergency , and of taking down fairly strong enemies with a single mighty blow, but also likely to run out of steam in short order – not at all unlike a low-level mage.

  • Working in health care, things have been a bit frantically busy. I’ll try to catch up here eventually, but expect postings and articles to be pretty sporadic for a while.

 

The Wild Men Of Atheria

Cenric has some troops. In fact, he quite literally has a troop of gorillas. Now, normally, even with Beastlord, he could only have CR 1 beasts for his “Horde of Troops” and Apes are CR 2 – but I’m going to presume a variant where he gets a lot less of them but uses a CR 2 base. If he wants more troops later… well, it will only cost a point or so to upgrade Horde to “Specialized for Double Effect”. After all, if you want a hidden jungle city of uplifted primates… you’re going to need some muscle.

Atherian Birthright.

Like all animals on Atheria, Gorillas have Birthrights. Unlike most other animals, gorillas are quite intelligent – in d20 terms, on the very upper limit of “Intelligence 2″ and only a little bit below the start of the normal human 3-18 scale. Just as importantly, they’re more massive than humans are, and that’s the second major element that determines birthright strength. Gorillas get full 30-31 CP birthrights just like humans do, although they are less inclined to complex magic.

In the forests and jungles of the Totem Domain of Atheria they are the Forest People, the Savage Folk, the Hidden Ones, and the Wild Men. They were before Homo Sapiens, and will be after. Dancing on the borderline of true sentience, they are Tarzan’s all-too-clever apes who have the beginnings of language and society, who communicate among themselves to some extent with cries and gestures, who learn quickly, who build simple structures, and who assemble basic tools. Before men came to Atheria… their tribes were among the most formidable groups of the Totemistic Realm, and they still hold their own lonely mountain lands.

  • Brachiation: Immunity / the distinction between normal ground movement and brachiation (Uncommon, Minor, Trivial (since this only calls for a first level spell effect, 1 CP). The great apes can move and swing through the forest canopy, or through the rafters of a cathedral, or in any similar environment as readily as they can on land.
  • Howls Of War / Legionary, Specialized / only with other Great Apes (3 CP). The apes instinctively work together to defend their bands and forest homes – and do so quite effectively.
  • Brute Force Approach / Finesse: Bases SP/Level on Str instead of Int (6 CP). Given that they are far more inclined to physical pursuits than intellectual ones, most of their skills depend more on raw physical ability than anything else.
  • Jungle Master / Adept: may purchase Listen, Martial Arts (Jungle Lord Style), Spot, and Survival for half cost (6 CP).
  • Strengths Of The Great Beasts / Innate Enchantment (Up to 6500 GP Value, 7 CP).
    • Greatclub (as per Shillelagh, but works on a chosen type of club, 2000 GP).
    • Surefoot: +10 Competence Bonus to Balance, Climb, Jump, and Tumble. The user does not lose his or her dexterity bonus to AC when balancing or climbing (2000 GP).
    • Towering Oak: +2 Str, +10 Competence to Intimidation (2000 GP).
  • Immunity / The XP Costs of Racial Innate Enchantments, Specialized and Corrupted / only through spell level one caster level one (Uncommon, Minor, Trivial, 1 CP).
  • Immunity / Dispelling and Antimagic (Common, Minor, Major, Specialized and Corrupted / only to cover racial innate enchantments, effectively converting them to extraordinary abilities, 2 CP).
  • Racial Skill Bonuses:
    • Jungle Lord Style +6 (3 CP).
    • Listen, Spot, and Tumble +2 (3 CP).
    • Specific Knowledges: Troop Tactics (1 CP) and Primitive Defensive Works (1 CP).
  • Racial Disadvantage: Accursed / Lacks the vocal flexibility needed to speak complex languages, although they can use sign language (-3 CP).

As with most creatures of Atheria, Birthrights make Gorillas much more formidable than the lesser creatures known to most other worlds that rely on animal strengths alone.

Now Cenric has taken the Emperor’s Star modifier on his Leadership – allowing him to grant all of his followers +1 Positive Level, although the benefits must be the same for all of them. Now a positive level is an excellent deal, granding…

  • +1 BAB
  • +1 to AC
  • +1 to Saves – and
  • +6 CP. In this case this is invested in…
    • Some additional Innate Enchantments – a L1 Pearl Of Power (1000 GP), with Intelligence 14 (1500 GP) and Charisma 12 (500 GP). That gives our Gorillas decent mental stats for (3 CP).
    • Immunity to the XP cost of these additional Innate Enchantments (Uncommon, Minor, Trivial, 1 CP) and comes with a high enough caster level that no one is likely to dispel it temporarily.
    • Proficiency with Clubs (1 CP).
    • The “Well Off” Wealth Level, Specialized / only to cover Charms and Talismans and Skill Bonuses (+2 to Speak Language: effectively +4 due to Speak Language being Tier 2. Covers Sign Language, their own semi-language of ape-noises, and understanding two human languages and +2 (+6 as Tier 3) to Craft / Treeweaving) (1 CP).

Their usual set of Charms and Talismans includes: Shimmermail (+4 Armor Bonus with no penalties, appears as stylized armor), All-Weather Cloaks (to remain comfortable), Journeybread (food for a month in a small bag), and Sovereign Ointment (heals minor injufies).

Skills:

Tier I:

  • Jungle Lord Style: +7 (3* SP) +6 (Str) +6 (Race) = +19
  • Knowledge/Nature: +7 (7 SP) +2 (Int) = +9
  • Spot: +7 (3* SP) +1 (Wis) +2 (Feat) +2 (Race) = +12
  • Survival: +7 (3* SP) +1 (Wis) +2 (Race) = +10
  • Swim: +4 (4 SP) +6 (Str) = +10
  • Tumble: +3 (3 SP) +2 (Dex) +10 (Comp) = +15

Tier II:

  • Balance: +7 (3 SP) +2 (Dex) +10 (Comp) = +19
  • Climb: +7 (3 SP) +6 (Str) +10 (Comp) +8 (Race) = +31
  • Heal: +5 (2 SP) +1 (Wis) = +6
  • Intimidate: +7 (3 SP) +1 (Cha) +10 (Comp) = +18
  • Listen: +7 (1* SP) +1 (Wis) +4 (Feat) +4 (Race) = +16
  • Speak Language: +7 (3 SP) +4 (Wealth) +2 (Int) = +13. Can understand most languages, but can only speak their own very primitive tongue and use sign language.

Tier III:

  • Craft (Treeweaving) +7 (2 SP) +2 (Int) +6 (Wealth) = +15
  • Jump: +1 (0 SP) +6 (Str) +10 (Comp) = +17

Jungle Lord Style (Str):

The Jungle Lord style is not the agile dance of the monkey style, but the brutal smashing of the killer ape. There is no delicacy here, no finely perfected katas – merely the ancient urge to destroy and the swift reflexes of the hindbrain, unmediated by conscious thought.

  • Requires: Str 18+.
  • Basic Techniques: Strike, Power 3, Attack 3, Defenses 3
  • Advanced And Master Techniques: Brutal Parry (Finesse, Adds Str Mod to AC Instead of Dex Mod), Mind Like Moon, Weapon Kata (Chosen type of Club), and Combat Reflexes.
  • Occult Techniques: Inner Strength II, Ki Focus (Damage), and Resist Pain.
  • Known Techniques (10): Strike, Power 3, Brutal Parry, Weapon Kata (Iron Bound Spiked Club), Combat Reflexes, Inner Strength II and Resist Pain.

Putting it all together, this gives us…

Size/Type Large Animal
Hit Dice 4d8+8 (26 hp)
Initiative +2
Speed 30 ft. (6 squares), climb 30 ft.
Armor Class 23 (-1 size, +6 Str, +3 natural +4 Armor +1 Pos Level), touch 11, flat-footed 17
Base Attack/Grapple +4/+13
Attack Claw +9 melee (1d12+6) or Club +12 Melee (3d10+10) or Large Javelin +6 (1d10+6).
Full Attack 2 claws +9 melee (1d12+6) and bite +4 melee (1d6+3) or weapons as “attack”, above.
Space/Reach 10 ft./10 ft.
Special Attacks Three Attacks of Opportunity with Claws or Club.
Special Qualities Low-light vision, scent
Saves Fort +7, Ref +7, Will +3
Abilities Str 23, Dex 15, Con 14, Int 14, Wis 12, Cha 12
Skills See Above.
Feats Alertness, Toughness (Taken as Universal DR 3/-)
Environment Warm Forests
Organization As a military troop under Cenric.
Challenge Rating 2

Overall, Cenric’s gorillas are reasonably formidable in melee, if far less so at range – but it is certainly hard to deny the intimidation factor of a bunch of massive, armored, gorillas with really big clubs.

Eclipse d20 – Cenric, Barbarian Beastmaster

Honestly, the inspiration for this one is probably 50% Tarzan, 50% the Monkey King, and 50% Mowgli. At 150% that pretty much makes him Enkidu, and – like all d20 characters – properly larger than life. As a highly optimized character from Atheria, with it’s powerful Birthrights, cut-rate Attributes, and special magical options… he’s quite powerful indeed.

Birthright: Atherian Barbarian (Gorilla Totem, 31 CP +0 ECL Race).

Those enhanced by the Gorilla totem are probably the most straightforward subtype of Atherian Barbarian there is. They are bigger, tougher, and stronger than normal people – but have relatively few outre capabilities. On the other hand, few totems find humans a better channel for their abilities than the Gorilla.

As usual for Atherian Barbarians, their abilities are all bought Corrupted (gives them obvious animalistic features and powerful instincts according to their tribal totems).This allows their 31 CP racial allowance to provide 47 CP worth of abilities:

  • Innate Enchantment (Up to 8500 GP Value, 9 CP). While this is something of a rarity among the Barbarians, Gorillas are so close to human that their racial aptitudes are come through extremely well.
    • Branch To Branch: Gain Brachiation Only (x.5) = 1000 GP. May swing through trees and on vines at (Ground Movement Rate + 10′).
    • Embrace The Wild: Gain Low-Light Vision, Scent, and a +2 Typeless Bonus to Listen and Spot. (2000 GP).
    • Skill Mastery / Enhance Skill Group: Gains a +3 Competence Bonus to Jungle Skills – Animal Handling, Knowledge / Nature, Martial Arts (Jungle Lord Style), and Survival ((Personal-Only, 1400 GP).
    • Surefoot: +10 Competence to Balance, Climb, Jump, and Tumble. The user does not lose his or her dexterity bonus to AC when balancing or climbing (2000 GP).
    • Towering Oak: +2 Str, +10 Competence to Intimidation (2000 GP).
  • Immunity / The XP Costs of Racial Innate Enchantments, Specialized and Corrupted / only through spell level one caster level one (Uncommon, Minor, Trivial, 1 CP).
  • Muscle Memory: Advanced Improved Augmented Bonus: Adds (Str Mod) to (Int Mod) for Skill Point Purchases, Only through level six, only for physical skills (6 CP).
  • +6 Str (18 CP), +4 Con (12 CP), +2 Dex (6 CP)
  • +1 Bonus to Jungle Lord Martial Arts (Strike).
  • Disadvantage: Insane (Exceptionally Powerful Instincts): As far as Gorilla Tribesmen are concerned… the organization of a gorilla band is the right and proper way to do things! They aren’t just what their instincts demand – they’re the way that EVERYONE should live! (-3 CP).

Basic Attributes: Str 14 (+6 Racial +2 Enh +1 Level +1 Purchased = 24), Dex 12 (+2 Racial = 14), Con 14 (+4 Racial = 18), Int 14, Wis 10, Cha 12 (28 Point 3.5 Point Buy).

Available Character Points: 96 (L3 Base) +10 (Disadvantages; Obligations to Trademaster Piso, History, Irreverent) +12 (L1, L2 Bonus Feats) +6 (Duties, has pacted with a Fey Lord to create a kingdom of intelligent animals) = 124 CP

Basic Purchases: (69 CP)

  • Wealth Level: Starting: Common, Currently Well-off (3 CP), further upgraded to Affluent, but this is Specialized and Corrupted / only for Charms and Talismans (2 CP)
    • Starting at “Common” got him the option to take two NPC Class (Adept, Aristocrat, Expert, or Warrior) Levels as a +1 ECL Template. He took Expert (L1, +24 SP, d6HD, +2 Will) and Warrior (L2 +2 SP, d8HD, Proficient with Simple and Martial Weapons, Armor, and Shields, +2 Fort). This is quite effective for warrior-types.
    • Armor Shields & Weaponry: Heavy Armor, Shields, Specialized Weapons and Equipment.
    • Five Charms and Two Talismans.
    • May have a loyal henchman (In his case his Riding Mastadon) and a dozen ordinary employees / slaves.
  • Base Attack Bonus: +4 Specialized for Increased Effect / only with “primitive” weapons (24 CP), no iterative attack. +1 (Template) = +1 General, +9 with Primitive Weapons.
  • Hit Points: 22 (L1-3d8, 12 CP) +14 (L1 Template) +55 ([Str Mod + Con Mod] x 5) = 91 HP.
  • Advanced Improved Augmented Bonus: Adds (Str Mod) to (Con Mod) for HP Purposes, Specialized and Corrupted / only through level six (6 CP).
  • Saving Throws:
    • Fortitude +0 (Purchased) +2 (Template) +4 (Con) +1 (Mor) = +7.
    • Reflex +2 (Purchased, 6 CP) +2 (Dex) +1 (Mor) = +5
    • Will +2 (Purchased, 6 CP) +0 (Wis) +2 (Template) +1 (Mor) = +5
      • Luck with +4 Bonus Uses, Specialized in Saves (6 CP).
  • Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy Armor, and Shields (Template).
  • Skill Points: 6 SP (6 CP) +56 (Str Mod x 8) +30 (Template) +16 (Int Mod x8) = 108 SP.
    • Adept: Pays half cost for Animal Handling, Knowledge / Nature, Martial Arts (Jungle Lord Style), and Survival (6 CP)
  • Armor Class: 10 (Base) +2 (Dex) +4 (Shimmermail) = 16 (Adjusted by weapon, see below).
  • Initiative: +2 (Dex).
  • Movement: 30 (Base) +10 (when brachiating).

Usual Weapons:

  • Large Thrown Rocks (Ancient Huntsman Style): +11/+11/+11/+11/+11 (+9 BAB +2 Dex +1 MA +1 Mor -2 Bonus Attack), Damage 1d10+7+1 (Str) (Mor), Crit 20/x2. Expertise (may reduce attack check by up to -5 in favor of +2 damage per step). 20′ Range Increment.
  • Large Two-Handed Iron Bound Spiked Club (Jungle Lord Style): +15/+15 (+9 BAB +7 Str +1 Mor -2 Bonus Attack), 3d8+17 (1.5x Str, +1 Mor +5 Impact, Crit 19-20/x3. +5 to AC while wielded, 3 Attacks Of Opportunity, may use Resist Pain while using this style.
    • Martial: 5 Design Points, Two-Handed: +3 Design Points, Additional Design Points: +3 (50 GP). Improved Critical (x3, -3 DP), Damage 2d6 (5 DP). Improved Critical Threat 19-20 (3 DP). Net: 2d6, 19-20/x3
  • Unarmed (Jungle Lord Style): +17 (+9 BAB +7 Str +1 Mor), 1d4+8 (Str, Mor), Crit 20/x2, +5 to AC, 3 Attacks Of Opportunity, may use Resist Pain while using this style.
  • Any Large Object (Pioneer Spirit Style): +13 (+9 BAB +7 Str +1 Mor -4 Improvised), usually 1d6+8 (Str, Mor), Crit 20/x2, May subtract up to -5 from Attacks to add +2 to AC per point subtracted when using this style.
  • Large Thrown Javelin (Savannah Hunter Style): +11/+11 (+9 BAB +2 Dex +1 MA +1 Mor -2 Fast Throw), 1d8+8 (Str, Mor), Crit 20/x2 plus automatic trip, 30′ Range Increment.
  • Large Knife (Stone Fang Style): +19 (+9 BAB +7 Str +2 MA +1 Mor), 1d8+8 (Str, Mor) +2d6 (Sneak Attack), Crit 20/x2, can use Whirlwind Attack and Ki Block.

Other Abilities (49 CP):

  • Leadership with Strength in Numbers, Horde, BeastLord, and Emperor’s Star, Specialized for Reduced Cost / only animals, Corrupted / only for Primates (7 CP). The +6 CP from Emperors Star go to Innate Enchantment(Muleback Cords, Sapient, Int 14, Cha 12, Speech, and +2 Con) – making his ape and monkey followers intelligent, speaking, and capable of carrying equipment.
  • Shaping, Specialized for Increased Effect and Specialzied for Reduced Cost / only to use the Beastmastery Cantrip (4 CP).
  • +5 Strength, Corrupted / user is a hulking brute, easily recognized, has a hard time finding armor and weapons that fit, and so on (20 CP). Four points spent to reduce the level of Beastmastery Anyspell IV to Zero.
    • This allows him unlimited use of animal magic spell effects of up to level three. He can speak with animals, have them scout areas for him, heal their injuries, summon them to attack (per Summon Nature’s Ally), borrow various animal powers, cause a stampede to cause minor damage over a fair area, calm animals, charm animals, send animal messengers, identify animals (and their birthrights), cast magic fang, and many other things – albeit all having to do with animals.
  • Monkey Grip (May use weapons one size larger than normal, 6 CP).
  • Imbuement (Iron-Bound Spiked Club), Specialized / only to grant it the Impact Property (+5 Damage) (6 CP).
  • Bonus Attack (Jungle Lord Style) (6 CP):

Skills (All +1 Morale):

Tier One Skills (Martial Arts) (36 SP):

  • Ancient Huntsman Style: +8 (8 SP) +7 (Str) = +16
  • Jungle Lord Style: +8 (4* SP) +3 (Enh) +7 (Str) +1 (Race) = +20
  • Pioneer Spirit Style: +8 (8 SP) +4 (Con) = +13
  • Savannah Hunter Style: +8 (8 SP) +7 (Str) = +16
  • Stone Fang Style: +8 (8 SP) +7 (Str) = +16

Tier One Skills (Other) (36 SP):

  • Animal Handling: +8 (4* SP) +3 (Enh) +1 (Cha) +2 (Sy) = +15
  • Hide +3 (3 SP) +2 (Dex) +4 (or more, Elfin Cloak) = +10 (+13 if still or in natural surrounds, +16 for both).
  • Knowledge/Architecture And Engineering +2 (2 SP) +2 (Int) = +5
  • Knowledge/Geography: +2 (2 SP) +2 (Int) +2 (Sy) = +7
  • Knowledge/Nature +8 (4* SP) +3 (Enh) +2 (Int) = +14
  • Spot: +8 (8 SP) +2 (Unk) +2 (Wis) +2 (Sy) = +15
  • Survival: +8 (4* SP) +3 (Enh) +2 (Wis) +2 (Sy) = +16
  • Swim: +1 (1 SP) +7 (Str) = +9
  • Tumble: +8 (8 SP) +2 (Dex) +10 (Enh) = +21

Tier Two Skills (23 SP):

  • Balance: +7 (3 SP) +2 (Dex) +10 (Comp) = +20
  • Climb: +8 (4 SP) +7 (Str) +10 (Comp) = +26
  • Handle Animal: +8 (4 SP) +2 (Cha) = +12
  • Heal: +8 (4 SP) +0 (Wis) = +9
  • Intimidate: +8 (4 SP) +1 (Cha) +10 (Comp) = +20
  • Listen: +0 (0 SP) +2 (Wis) +4 (Torc) = +7
  • Speak Language: +8 (4 SP) +2 (Int) = +11

Tier Three Skills (8 SP):

  • Craft / Primitive Weapons: +7 (2 SP) +2 (Int) = +10
  • Craft / Woodworking: +7 (2 SP) +2 (Int) = +10
  • Jump: +7 (2 SP) +7 (Str) +10 (Comp) = +25
  • Use Rope: +7 (2 SP) +2 (Dex) = +10

Skill Specialties (2 SP): Hide (In Trees), Knowledge/Nature (Animals),

Specific Knowledges (3 SP): The Barbarian Lands, The Dimensional Lands, Laws and Customs of the Imperium,

Martial Arts:

Ancient Huntsman Style (Str):

Humans throw rocks – and while there are other creatures that throw rocks, humans and protohumans do it accurately and effectively. It’s one of the defining traits of the human evolutionary line. Bands of ape-men throwing rocks stood against everything Africa put up against them – and won. This “martial art” is founded on the reflexes of two million years – and on the spirits of the ancestors who back up it’s users. With it, you throw rocks. Fast and hard. And, if you are skilled enough – your distant ancestors will inspire other rocks join in on the fun.

  • Requires: at least a +2 BAB specialized in Primitive Weapons (Rocks, flasks, grenades, etc)
  • Basic Techniques: Power 2, Attack 2, Strike, and Toughness 4.
  • Advanced And Master Techniques: Blinding Strike, Rapid Shot (Rocks), Quick Draw (Rocks), and Expertise (Attack and Damage, Specialized for Double Effect / only to transfer from Attack to Damage).
  • Occult Techniques: Man-Band Spirit, Inner Strength 2, and Wrath (Force Damage).
  • Known Techniques (8): Strike, Power 2, Attack 1, Rapid Shot, Quick Draw, Expertise, and Man-Band Spirit.

Man-Band Spirit: Presence (Swift Hurling effect), Specialized for Increased Effect / The user effectively throws three extra rocks at his highest BAB when making a full attack – but this only works with plain rocks, which take off to follow the leading rock as if the user had thrown them.

Swift Hurling:

  • Transmutation, L1 Bard, Sorcerer/Wizard, Components: V, S, M (the missile or missiles to be launched), Casting Time: One standard action, Range: Touch, Target: Special, Duration: Instantaneous, Saving Throw: None, Spell Resistance: No
  • Swift Hurling will launch up to three arrows, bolts or sling stones as if fired from an appropriate weapon or hurl up to three items such as daggers, shuriken, rocks, flasks of holy water, or bottles of alchemical preparations, as if the caster had thrown them. Outside of the fact that the missiles need not be drawn and no mundane launcher (bow, crossbow, etc), is required, this is a normal attack – an attack check is required, range modifiers apply, and relevant Feats, attribute bonuses, and similar effects all apply normally. Where more than one possible mundane launcher or mode applies, such as a longbow or composite longbow, the choice is up to the caster. All shots are made at the user’s full BAB, they need not be launched at the same target, and the user may opt to either roll once for all the shots against a single target or for each independently.

This is actually a mildly abusive use of Presence, and should technically go under “advanced and master techniques” – but getting help from ancestor spirits is blatantly an occult technique and it’s a caveman style for throwing rocks. If you’re going to use Rocks as a competitive weapon… you’re going to have to abuse SOMETHING.

Jungle Lord Style (Str):

Men based many martial styles on the instinctive defensive and offensive movements of animals. The Jungle Lord style instead bases them on recalling the ancient ways – not the agile dance of the monkey style, but the brutal smashing of the killer ape. There is no delicacy here, no finely perfected katas – merely the ancient urge to destroy and the swift reflexes of the hindbrain, unmediated by conscious thought.

  • Requires: Str 18+.
  • Basic Techniques: Strike, Power 3, Attack 3, Defenses 3
  • Advanced And Master Techniques: Brutal Parry (Finesse, Adds Str Mod to AC Instead of Dex Mod), Mind Like Moon, Weapon Kata (Chosen type of Club), and Combat Reflexes.
  • Occult Techniques: Inner Strength II, Ki Focus (Damage), and Resist Pain.
  • Known Techniques (10): Strike, Power 3, Brutal Parry, Weapon Kata (Iron Bound Spiked Club), Combat Reflexes, Inner Strength II and Resist Pain.

Pioneer Spirit Style (Con):

The land has a rhythm to it. Every so often, there is a gully. Trees grow around the water, the weather turns in regular seasons.

And for a Pioneer… the land is an opponent. A creature to be defeated, and broken to service. Certainly, no single pioneer can truly mark the land – but they can establish themselves, they can raise homes and cities, they can farm and harvest. And they, and their families, can endure, facing the land with it’s own rugged strength until – after ten thousand battles – it is broken to the service of men.

  • Requires: At least one basic Craft skill at +8 or more, +1 General BAB, Survival +8 or more.
  • Basic Techniques: Strike, Power 1 (can do 1d6 damage with anything that comes to hand), Toughness 4, Synergy: Craft (Any), Handle Animal, Survival, and Knowledge/Geography. .
  • Advanced And Master Techniques: Battlecry, Quick Draw, Expertise (Attacks and AC, Specialized for Double Effect / only to transfer from Attacks to AC), and Sneak Attack (I Kilt A Bar With This Ere Shovel…).
  • Occult Techniques: Inner Strength II, (Ancestral) Ki Focus (+4 to Int-Based Skills, counts as skilled), (Ancestral) Ki Focus (+4 to Wis-Based Skills, counts as skilled).
  • Known Techniques (7): Synergy: Handle Animal, Survival, and Knowledge/Geography, Battlecry, Expertise (As above), Inner Strength, Ki Focus (Wis Based Skills).

Savannah Hunter Style (AKA “Pointy Stick Style”) (Str).

With blunt objects, humans smash. With pointy objects, humans poke – either throwing or jabbing them. This is another ancient, and near-instinctive style. As usual with the ancient styles… accuracy is good, certainly, but the basic tactic has always been “entire man-band throws pointy things at food/threat”. Thus Strength matters more than precise accuracy,

  • Requires: at least a +2 BAB specialized in Primitive Weapons (Select Spear or Javelin)
  • Basic Techniques: Power III, Attacks III, Synergy / Spot, Synergy / Survival,
  • Advanced And Master Techniques: Quick Draw, Fast Throw, Weapon Kata (now covers both Spear and Javelin), and Mighty Blow.
  • Occult Techniques: Inner Strength II, Light Foot, and Paralyze.
  • Known Techniques (8): Attacks 1, Synergy/Spot, Quick Draw, Fast Throw, Mighty Blow, Inner Strength 2, and Light Foot.

Stone Fang Style (Str).

Many beasts come with built-in weapons. But humans have never seen an advantage that they didn’t try to make their own. A thick pelt? I could use a coat! Milk for their young? We can drink that! Fangs and claws? We will take our fangs and claws from the Earth Itself, stealing a birthright we were not born with!

  • Requires: at least a +2 BAB specialized in Primitive Weapons (Select Knife or Hand Axe)
  • Basic Techniques: Power 2, Attack 4, Defenses 2, Synergy/’Survival.
  • Advanced And Master Techniques: Weapon Kata (Whichever of Knife or Hand Axe wasn’t picked), Sneak Attack 2, Whirlwind Attack.
  • Occult Techniques: Inner Strength 2, Ki Block, and Light Foot.
  • Known Techniques (8): Power 1, Attack 2, Sneak Attack 2, Whirlwind Attack, Inner Strength, and Ki Block

Charms And Talismans

With his recent acquisition of an Order Sponsor, Cenric has been able to acquire a small part of the Order Birthright – and will soon be upgrading his charms and talismans to match.

  • Acquired Order Birthright Package: Innate Enchantment.Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6CP/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 Saves, Attacks, Checks, and Weapon Damage).

Current Talismans:

  • Shimmermail (+4 Armor Bonus with no penalties).
  • Tulthara (Two-Handed Iron-Bound Spiked Club when he wants one).

Current Charms:

  • Captains Torc: +4 to Listen, -1 on saves versus Sonics, can be heard at extended ranges.
  • Elfin Cloak: +4 to Hide, +7 if still or in a natural environment, +10 for both.
  • Firebox: Holds a small, permanent, smokeless fire.
  • Foothold Boots: Get purchase on anything, including air, for a few moments three times per hour.
  • Flux Iron: Can turn into any needed simple tool.

I’ve been ill, so it’s back to playing catchup for a few days…

Eclipse D20 – Kaerek, Savannah Refugee

Kaerek ran away from his cruel family (and especially Father) as a child and pretty much continued on indefinitely, eventually passing out of the Great Savannah (the Life Domain) into Chelm (the Domain of Blood and Shadow). There he picked up some weapons skills beyond the bow and realized that he was still being pursued by his abhorrent family.

Kaerek changed his name in hopes of that throwing off the pursuit – but is still not sure whether or not that somehow made it worse. Continuing North took him into the Domain of Order, where he was an unwelcome disruptive element and only managed to avoid execution or enslavement thanks to his skill at hiding. Eventually, however, another character hired him on as a bodyguard – which at least gave him a position of sorts.

Even if the pay is fairly poor for that kind of work, it’s not like he’s at all likely to be killed doing it.

Currently his boss is leaving the Imperium in pursuit of magical materials, ancient tombs, and arcane secrets in the Northern Forests of the Dimensional Domain – where he will hopefully escape pursuit at last, since heading out into the Northern Ice domain doesn’t look like a good choice.

Kaerek here is another monofocused character: He uses Dual Rapiers (to inflict a lot of damage) and a Bow (mostly so as to have something to do when not weilding Rapiers). Moreover, in part thanks to his Life Birthright, he is quite difficult to kill – at least with damage.

Outside of that, he can find his way in the woods and hide if stabbing things is not working.

And there’s not much else. Now there’s nothing inherently wrong with being highly focused – and it does make him very, VERY, powerful within that focus – but the lack of versatility is potentially troubling. If an adventure doesn’t involve sticking pointy sticks or blades into something – and exploring a wilderness that’s been depopulated by some kind of disaster involves a lot of tasks other than fighting – he won’t have a lot to do at the moment.

“Kaerek”

Level Four Wandering Mercenary

Life Domain Birthright:

  • Grant of Aid, Mighty (Heals 1d8+12 or 1d3+1 attribute damage or two negative levels), Regenerative (regrowth option), and Spark of Life with +4 Bonus Uses (Six per day total). (24 CP)
  • Innate Enchantment (6 CP/5000 GP value.
  • Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP)
  • Fast Healing (20 HP/Level/Day, personal only, 1400 GP)
  • Enhance Attribute: +2 Con (1400 GP)
  • Resistance: +1 Resistance bonus on Saves (700 GP).

Attributes: Str 8 (+2 Self-Development = 10), Dex 16 (+2 Enhancement +2 Purchased = 20), Con 14 (+2 Enhenhancement = 16), Int 14, Wis 08 (+2 Self-Development = 10), and Cha 12.

Available Character Points: 120 (L4 Base) +12 (Disadvantages: History, Hunted (Family), Illiterate, & Insane (His awful childhood makes it very hard to relate to other people in anything approaching a normal manner)), +18 (L1, L2, L4 Bonus Feats) +8 (Duties) = 158

Basic Purchases (93 CP):

  • Wealth Level (0 CP):
    • L1: Destitute (Runaway):
      • +2 Wealth Bonus (adjusted by Skill Tier) to Bluff, Hide, Search, and Sense Motive.
    • L2-4: Poor (Homeless Wanderer):
      • +6 SP to be spent on Profession, Craft, Bluff, or Gather Information.
    • Current (Being supported at Common).
      • Can afford Light Armor, Shields, Common Weapons, and Ordinary Equipment.
      • May employ three Charms.
      • Can have common animals, including a light riding horse and dog if desired.
      • May have a servant-boy or -girl (if so, probably a cheap slave-child).
  • BAB +5, Specialized and Corrupted for Increased Effect / only with weapons in which he has a Martial Arts skill at at least +6, no iterative attacks (+15, 30 CP).
  • Hit Points: 22 (L1-4d6, 8 CP) +4 (L1d4, 8 CP) +12 (Im. Vigor) +56 ([Con + Cha Mods] x7) = 94 HP
  • Evasive Combat: Advanced, Improved, Augmented Bonus (Adds Dex Mod to Con Mod when calculating Hit Points, Specialized and Corrupted for Reduced Cost / only through Level Six, 6 CP).
  • Saving Throws:
    • Fortitude: +3 (Purchased, 9 GP) +3 (Con) +1 (Res) = +7
    • Reflex: +2 (Purchased, 6 CP) +5 (Dex) +1 (Res) = +8
    • Will: +0 (Purchased, 0 CP) +0 (Wis) +1 (Res) = +1
  • Proficiencies: Light Armor (3 CP), All Simple and Martial Weapons (9 CP).
  • Skill Points: 2 (Purchased, 2 CP) +14 (Int Mod x 7) +14 (Fast Learner at L(-2) with Disad Points) +6 (Wealth) = 36 SP.
    • Fast Learner, Specialized Increased Effect / Only for Skills (+2 SP/Level, 6 CP). ,
    • Adept: Dance Of Nightmares Style, Blistering Thorns Style, Survival, and Tumble (6 CP).
  • Armor Class: 10 (Base) +2 (Leather) +5 (Dex) +4 (Shield) = 21
  • Initiative: +5 (Dex).
  • Movement: 30 (Base) +30 (Enh) = 60.

Usual Weapons:

  • Dual Rapiers: +23/+23/+23/+23 (+19 BAB +5 Dex +1 Enh +1 MA +1 Mor -4 Bonus Attacks), 1d8+7 (+5 Dex +1 +1 Enh), Crit 18-20/x2, 10′ Reach, 5d6 Sneak Attack.
  • Composite Longbow: +22/+22/+22 (+19 BAB +5 Dex -2 Rapid Shot), 1d12+6 (+5 Dex +1 Mor), Crit 20/x3, 3d6 Sneak Attack, may make a limited number of Paralysis Attacks.

Other Abilities (65 CP):

  • Self-Development: +2 Dexterity (12 CP due to half-price attribute rule in setting).
  • Master Fencer / Finesse: Uses (Dex Mod) in place of (Str Mod) for melee attacks with piercing weapons (6 CP).
  • Precision Strikes / Finesse: Uses (Dex Mod) in place of (Str Mod) for damage with piercing weapons (6 CP).
  • Bonus Attack II with Rapier, Corrupted / Requires the use of a Rapier in each hand (8 CP).
  • Imbuement (Rapier) (6 CP).
  • Innate Enchantment, up to 11,500 GP Value (12 CP): All Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only (if not already personal-only).
    • Personal Haste: +30′ Move, +1 Attack with Full Attack, 2000 GP.
    • Force Shield I: +4 Shield Bonus, Personal Only, x.7 – 1400 GP.
    • Enhance Dexterity +2: Personal Only, x.7, 1400 GP.
    • Martial Mastery (+4 BAB w/ Rapier, Personal Only, x.7, 1400 GP).
    • Inspiring Word (+1 Morale Bonus on saves, attacks, checks, and damage, 1400 GP).
    • Fortune’s Favor II (+2 Luck bonus to skills and attribute checks, 1400 GP).
    • Martial Mastery (+4 BAB with Longbows and Composite Longbows, Personal Only, x.7, 1400 GP).
    • Know Direction (1000 GP).
  • Opportunist: May make a flanking attack if an opponent is in range and attempts to hit an ally (6 CP).
  • Augment Attack: +3d6 Sneak Attack (9 CP).

Skills:

  • All Skills gain +2 (Luck) and +1 (Morale).
  • Tier I (23 SP):
    • DoN (Rapier): +7 (3* SP) +5 (Dex) = +15
    • BT (Bow): +7 (3* SP) +5 (Dex) = +15
    • Hide: +6 (6 SP) +2 (We) +5 (Dex) +4 (Cl) = +20
    • Search: +0 (0 SP) +2 (We) +2 (Int) = +7
    • Spot: +7 (7 SP) +0 (Wis) +2 (Sy) = +12
    • Survival: +7 (3* SP) +2 (Wis) = +12
    • Tumble: +7 (3* SP) +5 (Dex) +2 (Sy) = +17
  • Tier II (5 SP):
    • Bluff: +7 (3 SP) +4 (Wealth) +1 (Cha) = +15
    • Sense Motive: +3 (1 SP) +4 (We) +0 (Wis) = +10
    • Speak Language: +3 (1 SP) +2 (Int) = +8
  • Tier III (6 SP)
    • Craft (Leather): +7 (2 SP) +2 (Int) = +12
    • Craft (Armor): +7 (2 SP) +2 (Int) = +12
    • Craft (Weapons): +7 (2 SP) +2 (Int) = +12

Note: Thanks to his high Craft Skills, Kaere’s Armor and Weapons rating functions at +1 Wealth Level – allowing him up to heavy armor, longbows, and – of course – his two rapiers.

Known Languages: Artath (Life Domain Tribal), Ortic (Chelm Tribal), Havril (the Imperial Tongue), some Ikunn (Spoken in the Totem and Purity Domains), and is learning Illerian (Spoken in Dernmarik, the Dimensional Domain).

Martial Arts:

Dance Of Nightmares Style (Dex)

This Chelmian style seeks to emulate the combat styles of shadows and dreams – a flickering dance that moves with lightning speed while simultaneously seeming to entrap it’s target in slow motion, thrusting past a defenders guard with lightning speed to strike many times before they can move to defend themselves.

  • Requires: Bonus Attack II (Dual Rapiers)
  • Basic Techniques: Attack 4, Defense 2, Power 2, and Synergy (Tumble)
  • Advanced and Master Techniques: Mind Like Moon, Reach, and Sneak Attack 2
  • Occult Techniques: Inner Strength, Paralyze, Touch Strike, and Vanishing
  • Known Techniques: Attack 1, Power 1, Synergy/Tumble, Reach, Sneak Attack II, Inner Strength, Ki Focus (+4 Dex), and Vanishing.

Blistering Thorns Strike (Dex):

The great beasts of the Great Savannah can be most difficult to slay – and so the tribal archers there focus on ways to take down a target in other ways than inflicting damage. While the traditional arrowheads for use with this style are made from Blisterthorn Thorns – a rather nastily toxic item in themselves – a wide variety of other toxins can be used.

  • Requires: Dex 16+, Proficiency with a Bow
  • Basic Techniques: Attack 3, Defense 2, Power 2, and Synergy (Spot)
  • Advanced And Master Techniques: Mighty Blow, Poison Use, Rapid Shot, and Mind Like Moon.
  • Occult Techniques: Inner Strength x2, Ki Block, and Paralyze.
  • Known Techniques: Power 2, Synergy (Spot), Rapid Shot, Poison Use, Mind Like Moon, Inner Strength I and Paralyze.

Charms:

  • Bracers Of Force: Can create minor “Force Fields” to keep away wind, rain, smoke, and bugs or support small objects.
  • Ditty Bag: Can pull out any desired item worth one copper piece or less three times per day.
  • Elfin Cloak: +4 to Hide, +7 if standing still or in a natural environment, +10 if both apply.

Eclipse d20 -Serilda Ofellius Mallius

Serilda is another character for the current Atheria game – in this case a master alchemist/artificer who likes to explore lost tombs, ancient ruins, and distant lands, looking for exotic components with which to make rare Charms and Talismans, for inspiration for her own forging of Relics – and for Artifacts from the ancient world, since creating such things is almost a lost art on Atheria.

As such, she tends to deal with her problems by blasting them with alchemical bolts – or by retreating to create an appropriate Relic. As usual for a specialized character for Atheria she is quite formidable – but also as usual she’s going to start broadening her abilities rather than increasing her power since she’s already got pretty much every relevant boost for Alchemy, for making Relics, and for using Magical Items that there is on Atheria. She’s got nowhere to go there.

She’s also totally inept in melee, however dangerous she is with her Alchemical Bolters – and so she’s (very sensibly!) hired a bodyguard to watch her back.

Serilda Ofellius Mallius

Level Four Imperial Artificer

Birthright: Order (The Alarian Imperium)

  • Assistant (Their “Aid Another” actions provide a +4 bonus rather than +2, 6 CP).
  • Privilege/Imperial Patron (6 CP. Exiles may substitute a bonus feat).
  • 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 Saves, Attacks, Checks, and Weapon Damage, 1400 GP).
  • Fast Learner (may be specialized, 6 CP).
  • A bonus feat worth 6 CP.

Most children in the Imperium are given Lesser or Greater Scholar’s Eyes (Charm Version: +2 Int for skill purposes only for non-imperials, +4 for imperials. Talisman Version: +4 Int for skill purposes only for non-imperials, +6 for imperials) very early on. These are pretty much unheard-of outside the Imperium, where the results are far less noticeable. Given the inflexible imperial codes of conduct, and the stiff penalties for violating them, children normally invest a few in a reasonable understanding of imperial law and their house customs very early on. Freeborn children who don’t usually wind up being sold unless they’re consistently lucky or have some other form of special protection.

Uniquely, it is possible to acquire some portion of the Order birthright. Unfortunately, while other characters may buy the Innate Enchantment ability they still have to pay CP for the Imperial Patron, go out and find one, persuade him, her, or it to take them on, and sustain the relationship.

Birthrights have no actual cost to the character; everyone gets one for free for being born.

Available Character Points: 120 Base +10 (Disadvantages: Hunted (Accursed monsters from ancient tombs), Irreverent (Pays no attention to stories about “Gods”), and Blocked (non-alchemical spellcasting) +24 (Birthright, L1, L2, L4 Bonus Feats) = 154 CP.

Basic Attributes: Str 8, Int 14 (+4 Enh = 18), Wis 14, Con 14, Dex 14 (+2 Level +4 Enh = 20), Cha 12.

Basic Purchases (96 CP):

Starting Wealth Level: Well-Off (3 CP). Upgrade to Wealthy (Specialized and Corrupted / only with respect to Charms and Talismans, +3 CP).

  • Equipment: Standard gear up through full plate and exotic weapons as required.
  • Magical Items: Seven Charms and Three Talismans. Upgraded by the Order Birthright, these can produce effects of L1 and L2 respectively, or you can take standard Talismans as Charms.
  • Can afford high-quality common animals. As a note, animals with the Order Birthright are generally of very high quality, very easy to teach and train, and have minor powers related to organizing their environment.
  • Retainers: A loyal assistant, guard, or henchman and up to a dozen ordinary employees.
  • A +2 permanent wealth bonus to any two of Craft, Diplomacy, Speak Language, Perform, Profession, or Ride. In her case, Craft/Alchemy and Craft/Charms and Talismans. As both of those are Tier-2 Skills, the effective bonus is +4.

Other Basics:

  • BAB: +3, Specialized in Ranged Combat for Double Effect (18 CP). +2 BAB, Specialized and Corrupted for Increased Effect (+6 with Bolt Throwers Only, 12 CP).
  • Hit Points: 20 (L1-4d6, 8 CP) +12 (Immortal Vigor) +12 (6 x Con Mod) = 44 HP.
  • Saving Throws:
    • Fortitude +1 (Purchased, 3 CP) +2 (Con) +1 (Mor) +2 (Res) = +6
    • Reflex +1 (Purchased, 3 CP) +4 (Dex) +1 (Mor) +2 (Res) = +8
    • Will +2 (Purchased, 6 CP) +2 (Wis) +1 (Mor) +2 (Res) = +7
      • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Proficiencies: All Simple Weapons (3 CP).
  • Skill Points: 9 SP (Purchased, 9 CP) +28 (Int Mod x 7) +14 (Fast Learner) = 50 SP.
    • Skill Modifiers: Order Birthright Fast Learner Specialized in Skills (0 CP), Fast Learner Specialized in Skills, Corrupted / only to keep Adept skills maxed out (4 CP), Adept (Buys Knowledge / Arcana, Craft / Charms & Talismans, Knowledge / Nature, one other skill, for half cost, 6 CP).
  • Armor Class: 10 (Base) +5 (Dex) +6 (Shimmermail) +4 (Shield) = 25.
  • Initiative: +5 (Dex) (+8 Improved Initiative II, 12 CP) = +13
  • Movement: 30′ (Base) +30′ (Enh) = 60′.

Preferred Weapons:

Alchemical Bolter(s): +19/+19/+14/+9 (BAB +12, Dex +5, +2 MA), Damage/Special, Crit 20/x2, Range Increment 80′.

  • Available Munitions:
    • Acid x6: Touch Attack, 3d6, +2d6+1 Splash Damage. Corrodes and damages surfaces.
    • Crossbow Bolts with Adamantine Blanch x6: Normal Ranged Attack, 3d6+1, Crit 19-20/x2.
    • Dragons Breath Pepper Oil x6: Touch. DC 18 Fort Save or Blinded and at -2 to all actions for 2d4 rounds.
    • Fire x6: Touch Attack, 3d6, +2d6+1 Splash Damage. May burn for an extra round.
    • Firecracker x2: 1d6+2 Nonlethal Damage, Deafen for 1d4+2 rounds, DC 11 For Save to half effects. One Square.
    • Flash Powder x2: DC 15 Fort Save or 3 rounds Blindness in a 10′ Radius.
    • Frost x6: Touch Attack, 3d6, +2d6+1 Splash Damage. Often puts out fires.
    • Ground Pepper x6: Touch, DC 16 Fortitude Save or Sneeze for 1d4+2 Rounds.
    • Smokestick x3: Fills a 20′ Radius
    • Tanglefoot x3: Touch Attack, DC 19 Reflex Save, Lasts 2d4+2 rounds.
    • Thunderstone x2: DC 21 Fort Save or Deafened for one hour, 10′ Radius.
      • May make a single, triple-effect shot as a full attack action – but only three times and only regains one use of this ability per day.

Serilda CAN use simple melee weapons – but generally does not bother since she’s quite useless with them.

Family Talent: Alchemical Powers (37 CP):

  • Innate Enchantment, Corrupted for Increased Effect (up to 17,250 GP Value) / Must take regular alchemical treatments to boost her internal magic and must use additional charms and talismans to focus it (12 CP)
    • Belt Of Speed: Personal Haste (The Practical Enchanter, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP).
    • Basilisk Blood Bracer: Touch Of Alchemy / “Call Item” at 100 GP or Less (L2 / 3 Power, Manifestor Level 3, x 2000 GP for unlimited-use use-activated x.4 only to produce alchemical items, x.6 for 3/day = 2880 GP).
    • Elixir Vitae: Immortal Vigor I, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP. Adds (12 + 2 x Con Mod) Hit Points to the user’s base total.
    • The Stone Of The Philosophers: All Effects Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x .4 (twice per day) x .7 Personal-Only:
      • Fast Healing I for 18 Rounds 2/Day (The Practical Enchanter) (560 GP).
      • Relieve Illness (Hedge Wizardry, this site) 2/Day (560 GP).
      • Relieve Poison (Hedge Wizardry, this site) 2/Day (560 GP).
      • Lesser Restoration 2/Day (SRD) (560 GP).
    • Sigil Ring Of Alchemic Mastery (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP): Apply (Int Mod, 3 Maximum) of the following enhancements to any alchemical item the target uses: +1d6 Damage, +2 to the Save DC, +2 rounds duration, or +5 to an existing radius of effect.
    • Gloves Of The Athanor’s Weave: Anyspell (L0 Alchemy Effects) (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP): produces any one of the following effects:
      • Any one Polypurpose Panacea effect.
      • Brew: Makes up to a pint of tea, extract, or mixture from the usual ingredients.
      • Detect Poison: SRD Effect.
      • Flare: SRD Effect.
      • Identify Herb: Determines a herbs identity, potency, and uses.
      • Paint: Coats up to a 5 x 5 foot area with paint, light oil, glue, or a similar substance.
      • Smoke Cloud. Makes a burst of smoke roughly equivalent to a smokestick.
      • Spray. Sprays the contents of a vial of material onto any target within thirty feet.
    • Ioun Torch (75 GP).
    • Locket Of Winds: Breath Of Transmutation / Alchemic Mist, Reduced to L1 by being powered with 4 HP when used, Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated – 2000 GP. Turns up to two doses of an alchemical material or toxin into a 20′ radius burst within medium range.
    • Pendant Of The Iron Winds: Force Shield I, Spell Level One x Caster Level One x .7 Personal-Only – 1400 GP.
    • Vials Of Mist: Obscuring Mist, Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x .4 (Two Uses / Day) = 800 GP.
    • Calcining Alembic / Masterwork (+2 Bonus) Industrious Alchemists Lab Talisman (225 GP): Activated as an Imperial Charm, this allows the user to work three times as fast. As an Imperial Talisman, it allows the user to accomplish a days work in an hour.
    • Shaping Spectacles / Masterwork (+2 Bonus) Industrious Artisans Tools for Crafting Charms and Talismans Talisman (80 GP). Activated as an Imperial Charm, these allow the user to work three times as fast. As an Imperial Talisman, these allow the user to accomplish a days work in an hour.
    • Mundane Functions (59 GP):
      • Durant Cloak: Cold Weather and Hot Weather Clothing (10 GP), Heavy Protective Gloves (2 GP), Thieves Tools (30 GP), Spell Component Pouch (5 GP), Bedroll, Blanket, and Cot (2 GP), Small Tent (10 GP),
    • Total: 17,159 GP.
  • Immunity / The XP cost of L1 Innate Enchantments (Uncommon, Minor, Trivial, 1 CP).
  • Immunity to Dispelling (Common, Minor, Minor, Specialized / only to protect Innate Enchantments, 2 CP).
  • Immunity / The need to attune Industrious Tool Charms and Talismans (Uncommon, Minor, Minor, 2 CP). Technically this is a natural-law immunity, and so requires special permission. On the other hand, this is about as unimportant as it gets and is very unlikely to break the game – so why not?
  • Immunity / Part of the time normally required to “draw” alchemical items and devices (Common, Minor, Trivial, 2 CP). This reduces the time needed to get out an alchemical item to a free action – provided that it is already only a move action. Another trivial natural law immunity.
  • Inherent Spell with +5 Bonus Uses (Six Total), Corrupted for Reduced Cost (9 CP) / requires assorted alchemical dusts, powders, and components, gestures, and a full-round action to use. Level Three Alchemical Anyspell (choice of: Acid (or other elemental) “Arrow”, Alchemic Mastery (+20 on an Alchemy check), Alchemic Mist, Cure Moderate Wounds, Delay Poison, Fog Cloud, Glitterdust, Grease (up to 20′ radius burst), Lesser Restoration, Tanglefoot Blast (up to a 20′ Radius).
  • Well-Supplied: Immunity / The normal limits of Craft / Alchemy: May prepare up to (Skill Total x 50 GP) worth of alchemical gear each day without it counting against her normal supplies (Common, Minor, Major, 6 CP).
  • Skill Emphasis (Craft Alchemy) (3 CP). Provides a +4 Bonus since Craft/Alchemy is a Tier-2 Skill.

Other Powers (21 CP):

  • Create Relic (6 CP)
  • Double Enthusiast, Specialized and Corrupted for Increased Effect (6 floating CP) / only for making Relics (6 CP)
  • Luck with +8 Bonus Uses, Specialized in Skills (9 CP).

Skills:

  • Tier One Skills (24 SP):
    • Disable Device (Int): +5 (5 SP) +4 (Int) +1 (Mor) = +10
    • Martial Art (Thunderbolt Prana Style, Dex): +7 (7 SP) +5 (Dex) +1 (Mor) = +13
    • Tumble (Dex): +7 (Free) +5 (Dex) +1 (Mor) = +13
    • Knowledge/Arcana: +7 (Free) +4 (Int) +1 (Mor) = +12
    • Knowledge/Nature: +7 (Free) +4 (Int) +1 (Mor) = +12
    • Search (Int): +7 (Free) +4 (Int) +1 (Mor) = +12
    • Spot (Wis): +7 (7 SP) +2 (Wis) +1 (Mor) = +10
    • Survival (Wis): +5 (5 SP) +2 (Wis) +1 (Mor) = +8.
  • Tier Two Skills (15 SP):
    • Balance (Dex): +5 (2 SP) +5 (Dex) +1 (Mor) = +11
    • Craft/Alchemy (Int): +7 (3 SP) +4 (Int) +4 (Wealth) +4 (Emp) +1 (Mor) +4 (Sy) = +24
    • Craft/Charms and Talismans (Int): +7 (3 SP) +4 (Int) +4 (Wealth) +1 (Mor) = +16
    • Escape Artist (Dex): +3 (1 SP) +5 (Dex) +1 (Mor) = +9
    • Handle Animal (Cha): +3 (1 SP) +1 (Cha) +1 (Mor) = +5
    • Open Lock (Dex): +3 (1 SP) +5 (Dex) +1 (Mor) = +9
    • Ride (Dex): +3 (1 SP) +5 (Dex) +1 (Mor) = +9
    • Speak Language (Int): +5 (2 SP) +4 (Int) +1 (Mor) = +10
  • Tier Three Skills (3 SP):
    • Decipher Script (Int): +7 (2 SP) +4 (Int) +1 (Mor) = +10
    • Jump (Str): +4 (1 SP) -1 (Str) +1 (Mor) = +4

Specific Knowledges (8 SP):

  • Imperial Law And Customs (1 SP), House Mallius Customs (1 SP), The Imperial Encyclopedia of Charms and Talismans (3 SP), Exotic Charm and Talisman Components (1 SP), Everyman’s Handbook Of Alchemy And Artifice (2 SP).

Thunderbolt Prana Style:

All right, it’s basically “I am really good with magical guns”. You’re not getting an elaborate description here.

  • Requires: Weapon Specialization in Bolt Thrower (+2 or better dedicated BAB)
  • Basic Techniques: Attack 4, Defenses 2, Power 3, and Synergy/Craft Alchemy.
  • Advanced and Master Techniques: Mind Like Moon, Prone Combat, 2d6 Sneak Attack.
  • Occult Techniques: Inner Strength II, Focused Blow, and Ki Focus (Dex).
  • Known Techniques (7): Attack II, Synergy (Craft Alchemy), Mind Like Moon (DC 15 Reflex Check to avoid being Surprised), Prone Combat, Inner Strength, and Focused Blow.

Charms and Talismans

  • Talismans: Greater Scholars Eye (+4 Int), Sash of Agility (+4 Dex), Improved Shimmermail (+6 Armor Bonus).
  • Charms:
    • Two Alchemical Bolters: This simple weapon holds up to eight doses of alchemical mixtures, launching them as attacks with the range of a Light Crossbow. It does take a round to reload once emptied however. Alchemical Items are usually Touch Attacks.
    • Two Hidden Pockets. These expand the capacity of the Bolters to 24 vials each – although this increases the reload time to three rounds. First Bolter: Alchemists Fire x6 (120 GP), Acid x6 (60 GP), Flash Powder x2 (100 GP), Smokestick x3 (60 GP), Tanglefoot x3 (150 GP), Thunderstone x2 (60 GP), Firecrackers x2 (20 GP). Second Bolter: Alchemists Frost x6 (60 GP), Dragon’s Breath Pepper Oil x6 (60 GP), Ground Pepper x6 (12 GP), and Bolts with Adamantine Blanch x6 (60 GP).
      • Note; Her complete daily loadout comes out to 762 GP. That leaves 438 GP worth of alchemical stuff in her normal daily allowance.
    • Rewinding Sleeve Grapnel.
    • Fiend Gauntlets: The user may handle hot, corrosive, and otherwise dangerous things without fear of harm.
    • Broach Of Warding: Provides the L1 Warding Rune Effect (+2 Resistance Bonus to Saves).

Dark City Heroes I – Majestic

Gotham City, founded in 1635 by Captain Jon Logerquist on a site where a eldritch entity has lain imprisoned for forty thousand years. As the city grew its occult influence has expanded as mortals unknowingly tapped and channeled it – fostering cultists, empowering arcane rites, and awakening mystical potentials. The first heroes appeared in the 1800’s, exploiting the concealing shamanic magic of Masks* to fight the gangs that controlled the city without exposing their civilian identities and connections to the gangs revenge.

*To don a mask (or, for those with the right powers, to shapeshift) with the intention of being someone else… is to draw a mystical line dividing those identities that only powerful magic, skilled, determined and lengthy investigation, or direct revelation can violate. Thus has Superman concealed his identity for decades with nothing more than a pair of glasses.

Today Gotham remains, as it has for centuries, a city of twisting alleys, archaic secret-laden neighborhoods, forgotten nooks and structures, eldritch nexi, and hidden sorceries. It is older far than Batman – so what heroes might he have Eclipsed in his rise?

The game-setup question is more or less “What sort of young heroes might Batman have grown up around in Gotham City?” – and the rules of the that game are:

  1. Level One Eclipse Builds.
  2. Human – although human-looking Variant Humans Races or Birthrights are available for Heroes and Villains.
  3. Half Cost for buying up Attributes with CP (commonly 6 CP for +1)
  4. Bonus Feats at L0, L1, L2, and every two levels thereafter.
  5. Handguns are considered to be Simple Weapons. Long Arms are Martial.
  6. A Condensed Skill List – in this case:
Acrobatics (Dex) Balance + Escape Artist + Tumble
Arcana (Int) Spellcraft + Knowledge: Arcana
Athletics (Str) Climb + Jump + Swim + Escape Artist (STR)
Background (Int) Covers any five Craft, Profession, or Perform skills.
Deception (Cha) Bluff + Disguise
Endurance (Con) Control Shape + Concentration + Endurance
Handle Animal (Cha) Handle Animal, Ride, Profession/Teamster, etc.
Insight (Wis) Sense Motive + Gather Information
Linguistics (Int) Speak Language + Decipher Script + Forgery
Martial Arts (Var) It’s a superhero setting; invent two with attribute modifiers and give them a each a +4 bonus.
Perception (Wis) Search + Spot + Listen
Persuasion (Cha) Diplomacy + Intimidation
Religion (Wis) Knowledge/Religion, Knowledge/The Planes, Heal, and performing various religious services and rituals
Scholar (Int) Covers Knowledge / Architecture and Engineering, Geography,
History, Local, and Nobility
Stealth (Dex) Hide + Move Silently
Survival (Wis) Survival + Use Rope + Knowledge/Nature
Thievery (Dex) Appraise + Disable Device + Open Locks + Pick Pocket / Sleight of Hand
Use Device (Cha) Use Magic Device, Use Psionic Device, and Use Technological
Device. For practical purposes there isn’t much difference.

Majestic (Edmund Wells):

According to ancient tales, unicorns shed their horns every seven years – and those alicorns retain potent magic, being tokens of healing, purification, and strength. But unicorns are rare, and thus true alicorn is almost unheard of.

According to the modern world, unicorns never existed in the first place, and such tales are simply tales.

Meridith knew that it was nonsense, and the her grandmothers “unicorn horn” pendant was doubtless carved from the horn of some other animal – but if her sickly baby didn’t want to let it go and it amused him… it merely took fastening the chain to the side of the crib to keep it too high for him to do more than hang onto it.

She panicked a bit when she came back and found the pendant missing from the chain – but her son wasn’t choking and didn’t have it in his mouth. It wasn’t in the bedding or under the crib either – and he couldn’t possibly have swallowed it. He’d probably thrown it somewhere – and it would surely turn up eventually.

It never did, but eventually she forgot about it. The distraction of seeing her baby son fully recovered and happy again – and, later, of seeing him growing up strong and healthy – was more than enough to keep her from thinking about the mysteriously missing pendant until the memory faded.

She never knew that her grandmothers pendant – carved of true alicorn and given with love unknowing of its power to an innocent – had merged with her infant son, rendered him once  more healthy – and giving him the potential for unicorn powers.

As he grew young Edmund has often found himself acting as the protector of the smaller children. When he hit adolescence, he soon discovered his ability to transform into a Unicorn Stallion – as well as the ability to sense those who were truly evil, and who had to be stopped.

Since then… rumors that the Wild Hunt rides once more are whispered around the city. The police are equally puzzled, but are unwilling to publicly admit that they are keeping an eye out for a sword-wielding vigilante who reliably assaults only the most vicious and evil criminals.

Race: Human Variant (Atherian Light Birthright, 30 CP / +0 ECL).

All of their racial abilities are Corrupted. The Children of Light suffer a -5 penalty on all attempts to be stealthy or to deceive people, are easily identified by their radiant auras by any form of magical detection or by perceptive observers (Spot DC 20).

  • +2 Charisma, +2 Dexterity, +2 Intelligence, and +2 Wisdom (16 CP)
  • Innate Enchantment (7500 GP, 6 CP):
    • Command (2000 GP).
    • Protection From Evil (personal only, 1400 GP)
    • Enhanced Insight: +3 to the Insight Skill (personal only, 1400 GP)
    • Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Damage, 1400 GP)
    • Immortal Vigor I (+12 + 2x Con Mod HP, personal only, 1400 GP).
  • Fast Learner (often Specialized in Channeling for Double Effect, 4 CP).
  • Channeling/Positive Energy: 3 + Cha Mod uses/day (6 CP) with a +4 bonus to their Base Intensity (4 CP).
  • Immunity/Time (reduced aging) (Common/Major/Minor, usually 4 CP but reduced to 0 CP due to relatively short campaign timescale (and standard comic book time).

The Children of Light suffer from some automatic disadvantages: they are Compulsively Truthful and Blocked (they can’t use negative-energy channeling, darkness-related magic, magical enhancements to stealth, non-healing necromantic magic, or anything else related to Darkness), for a total of -6 points

Basic Attributes: Str 10, Dex 12 (+2 Racial = 14), Con 12, Int 14 +2 Racial = 16), Wis 14 (+2 Racial = 16, Cha 14 (+2 Racial = 16). (3.5 28 Point Buy. For Pathfinder 20 point buy go to Con 13). In Unicorn Form: Str 20, Dex 17, Con 21.

Available Character Points: 48 (L1 Base) +10 (Disadvantages: Valuable, Hunted, and Broke, see below) +12 (L0 and L1 Bonus Feats) +2 (Duties) +6 CP (Fast Learner, only for Channeling) = 72 (78) CP

  • Valuable. He turns into a Unicorn. There are any number of mystics out there who would like to have a Unicorn – or some pieces thereof – on hand.
  • Hunted: He’s attacking the most evil mobsters, street gangers, and petty villains around. Some of them have surely taken notice.
  • Secret (Identity). Well, superhero setting. This is almost a given for most heroic characters.

Basic Purchases (48 CP):

  • Base Attack Bonus: +1 Specialized in Melee Combat (3 CP)
  • Hit Points: 24 (L1;4d6, 32 CP) +12 (Immortal Vigor) +6 (6 x Con Mod) = 42 (Unicorn 66)
  • Saving Throws (all gain a +2 Resistance bonus versus Evil):
    • Fortitude +0 (Purchased) +2 (Template) +1 (Con) +1 (Mor) = +4 (Unicorn +8).
    • Reflex +1 (Purchased, 3 CP) +2 (Dex) +1 (Mor) = +5 (Unicorn +6).
    • Will +1 (Purchased, 3 CP) +3 (Wis) +1 (Mor) = +5.
  • Proficiencies: All Simple Weapons (3 CP).
  • Skill Points: 4 SP (4 CP) +12 (Int Mod x 4) = 16 SP.
  • Athletics (+4 SP +4 Str +1 More = +9, extra +24 for Jumping), Insight (+4 SP +3 Wis +1 Mor +3 Enh = +11, extra +5 to Detecting Lies), Martial arts (+4 SP +5 Str +1 Mor = +10), Stealth (+4 SP +3 Dex +4 Racial = +11), and Survival (+0 SP +3 Wis +1 Mor +3 Racial = +7).
  • Human Armor Class: 10 (Base) +2 (Dex) +4 (armor) = 16 (+2 Deflection vrs Evil)
    • Modified Unicorn Armor Class: -1 Size, +1 More Dex +6 Natural = 22 (+2 Deflection vrs Evil)/
  • Initiative: +2 (Dex). (Unicorn +3)
  • Movement: 30 (Base) +30 (Enh) = 60 (Unicorn 90).

Usual Weapons:

  • Unicorn Horn: +10/+10 (+1 BAB +3 Enh +5 Str +1 Mor) for 1d8+9, Crit 20/x2, 5′ Reach,
  • Unicorn Hooves: +7/+7/+7 (+1 BAB +5 Str +1 Mor) for 1d4+6, Crit 20/x2, 5′ Reach,

I’m not worrying about the “Natural Weapons” rule. This is a PC, and doesn’t need to use GM shortcuts. In any case, rearing up to kick – or back kicking – isn’t too compatible with stabbing with a horn.

Abilities (30 CP):

Shapeshift with Growth, Beasts, Enchanted, and +4 Bonus Uses, Specialized and Corrupted for Reduced Cost (8 CP) / only to take (Urban) Unicorn Form.

Urban Unicorns are anthracite-coal black, with green, gold, red-gold, or orange eyes instead of white with sea-blue, violet, brown, or fiery gold eyes, their 1/day Teleport operates within their city and it’s suburbs instead of within their forest, and their “Wild” (City) Empathy works on police, officials, and city employees rather than animals. Otherwise, they’re just the same as standard SRD forest-dwelling Unicorns.

Unicorn Powers:

  • Senses: Darkvision 60, :Low-Light Vision, Scent
  • Constant Defenses: Magic Circle Against Evil, Immunity to Poison, Charm, and Compulsion.
  • Spell-Like Abilities
  • Detect Evil: at will, as a Free Action.
  • Greater Teleport: from anywhere in Gotham to anywhere in Gotham 1/Day.
  • Cure Light Wounds (1d8+5) 3/Day
  • Cure Moderate Wounds (2d8+5) 1/Day
  • Neutralize Poison 1/Day.
  • Skills: +4 to Stealth, +3 to Survival.
  • Damage Reduction 2/-, Specialized and Corrupted for Increased Effect / Only versus Physical Attacks, only works against metallic weapons (6/Non-Metallic Weapons, 3 CP).
  • Enhance Racial Innate Enchantments/+4000 GP Effective Value (4 CP).
    • Personal Haste: +30′ Movement, +1 Attack when making a Full Attack (2000 GP).
    • Unseen Servant (2000 GP).
  • Channeling:
    • Conversion to four Radiance effects of up to level two: Solar (Scorching) Ray, Glitterdust), Extended Color Spray (30′ Cone), and Pyrotechnic Flare (as per Pyrotechnics (Fireworks option only, but no fire is required) (6 CP).
    • Conversion to one Healing effect (Cure Moderate Wounds, 3 CP). .
  • Use of Charms and Talismans (6 CP): These are actually more-or-less inherent – the difference being that, while they’re free instead of having a small cost, it will take days or weeks to trade them out via meditation and practice.
    • Charms (7):
      • All-Weather Cloak: He is not bothered by normal weather conditions. Of course, unicorns aren’t.
      • Amulet Of The Stallion: He has the sexual potency of a stallion.
      • Mandarin’s Pin: Mud, rain, and other crud slides right off him, he is always nice and clean and freshly groomed.
      • Silken Tongue: He can speak clearly, and cast his voice up to fifteen feet, even if his mouth is full or something is wrong with his voicebox (like being a Unicorn).
      • Sovereign Ointment: Can use Cure Minor Wounds up to 30x a day, but no more than 1d4+1 times per target.
      • Trackless Boots: He leaves no trail and cannot be tracked by non-magical means.
      • Vanishing Cloak. He can become invisible for 6-12 seconds (3 + Level/3) times per day.
    • Talismans
      • Dao Sigil: He heals an extra 1d6 damage and one attribute point per day and can (very slowly) regenerate lost limbs and organs.
      • Helm Of War: May reduce a critical hit to a normal hit up to seven times – but only regains one use of this per week.
      • Shimmermail: He gets a +4 armor bonus from his mythic aura.

Majestic isn’t particularly subtle. He’s a rather brutal vigilante who relies on closing with serious bad guys at high speed, goring them, relying on his resistance to bullets, knives, and similar weapons to let him deal with their thugs, and on his (rather modest) healing abilities to let him handle what damage does get through – or with injured bystanders. His usual routine is to go  out, quietly turn into a unicorn in some back alley or hidden location, and roam around dealing with the bad guys. If cornered, or when he’s done… he uses his once-per-day teleportation power to return to one of his “lairs” – hidden cubbyholes in abandoned buildings or unused subway stations – makes sure that no one else is currently around, turns back to human, and goes home.

So far it has worked reasonably well.

In play, like any other narrow specialist, Majestic is quite formidable – even before customizing with some unicorn martial arts. On the other hand, that’s not going to last. Unicorn powers are pretty useful at low levels – but they’re fairly trivial at higher levels. Like it or not, there all too soon comes a time in d20 where being kicked by a horse is no longer much of a worry.

Eclipse d20 – Vada Dibria Lartia of Atheria

The Lartia family has quite a few holdings along the Alaria-Chelm border, not a few Chelmian contacts and trade-partners, and relatively little of the empires standard-issue fear of the Chelmians Blood and Shadow birthrights. They certainly still regard them with caution though – and so, even with the unstable nature of the Order/Blood and Shadow Realm Boundary, they rarely produce children with Chelmian Birthrights. Most mothers-to-be are moved deeper into the Imperium well before it is time to give birth.

Some years back there was a major disturbance. Something of Blood and Shadow woke – and ventured across the border, bearing those powers with it. During the week of that rampage… the passing power of Blood brought not a few infants to unexpected birth, and Birthrights of Blood and Shadow blossomed in them.

On such child – Vada Dibria Lartia – was contracted as a child to marry into the De Tanga clan before her exotic birthright was known. Unfortunately, once it became apparent that Vada’s Birthright was of Shadow rather than of Order, the Imperium’s prejudices against Chelm kicked in. The De Tanga clan patriarch has refused to allow Vada to marry any of the heirs who reside in Alaria, given that he sees the Chelmian Birthrights as dark powers, corrupt and untrustworthy.

On the other hand, the cantankerous old man is also refusing to recognize Darius’s marriage to an “Lunar Isles Hag”. While his opinion means little outside the family (even presuming that he lives much longer. He may well not, at 223 even the best life-extension spells that he can get may not help much longer) that has left young Vada with only a few options. She can accept her (and some of the other children’s) exile into the wilderness of Dernmarik and try to make her own home there – or she can seek out Darius and see if she can arrive at some arrangement. After all, her own patronage may not last forever – and the extra power she draws from having a patron of the Imperium is just too convenient to give up without a fight.

Vada is a fairly formidable generalist; she’s an expert ritualist and can enhance the rest of a groups weapons and armor, her spellcasting is very limited but reasonably effective, she has some ability as a beastmaster, she’s a skill expert, and she’s quite decent in a fight. Like most generalists however she’s not nearly as good at any of those roles (save, perhaps, rituals) as a true specialist would be even though she is rather highly optimized and is taking full advantage of her Shadow Birthright and Chelmian Wealth option.

That was, of course, one of the design goals behind the Atheria setting. In most d20 games… races are a bit of role-playing color, and a minor bonus or two, but really don’t have a lot of impact. The racial differences between an Elven 15’th level wizard and a Halfling 15’th level wizard are pretty well swamped by the “15’th level wizard” part. On Atheria… Birthrights shape a characters society, attitudes, approaches to problems, and builds – and it shows. For comparison, Fuyuha is an extremely formidable combatant thanks to her monomanical focus on her Dexterity and using it for EVERYTHING – but she’s pretty much ignored her Elemental Birthright along the way. How much more dangerous would that same build be if it was based around a Weasel Totem Birthright with it’s extra +12 Dexterity?

Fuyuha is very, VERY, good. But if she’d selected a Birthright that complimented what she wanted to do… she could be much, MUCH, better. Vada here isn’t as good – but she is far, far, more flexible and helps out the rest of the party quite effectively.

Vada Dibria Lartia;

Birthright: Shadow / Darkness (Chelm).

  • Rite of Chi with +2 Bonus Uses. Corrupted: it requires at least an hour to call on the protective concealment of darkness and steal the power of The Dragon (6 CP).
  • Occult Sense/Darksight. (6 CP).
  • Cloaking/Mystical Aura and Powers (6 CP).
  • Privilege/May have a second, unique, form of “Wealth” (6 CP).
  • Occult Ritual (Corrupted: may only be used at night, 4 CP).
  • Fast Learner, Specialized in Knowledges (+2 SP/Level, 6 CP).
  • Privilege/May learn Knowledges and Specific Knowledges without having to explain where they’re learning such things. (3 CP).
  • Chelmians suffer from obligations (periodic exotic tribal rituals) and have a poor reputation (they are generally regarded as black magicians) for -6 CP.

Available Character Points: 96 (Level Three Base) +10 (Disadvantages) +12 (L1, L2 Bonus Feats) = 118 CP.

Wealth Level(s) and Effects (12 CP):

  • Conventional Wealth Level: Common (0 CP).
    • Starting at “Common” got her the option to take two NPC Class (Adept, Aristocrat, Expert, or Warrior) Levels as a +1 ECL Template. She took
      • Level One: Expert. +24 SP, 1d6HD, +2 Will
      • Level Two: Warrior. +2 SP, 1d8HD, Proficient with Simple and Martial Weapons, Armor, and Shields, +2 Fort.
        • This is useful early on, but less useful later since it puts her ahead on basic adventurer skills (even if she will never use some of them), but behind on developing her special powers.
  • Chelmian Wealth Level: Wealthy (12 CP):
  • Given that Chelm, and the Soul-Stelae Vada draws upon, is a long ways away, the support that she can draw from it is decidedly lopsided and it’s extremely difficult to increase it (requiring a trip to Chelm and making a lot of human sacrifices). Her Wealth Level is considered to be Specialized for Increased Effect (Her Armor / Shields, Charms & Talismans, and Weapon Bonuses function at +1 Wealth Level and she can share that full benefit with the people she is supporting instead of it being reduced by one level). However, this means that…
    • Her Legal Privileges, Recognition, and Skill Bonuses are negated entirely. They just don’t work this far from Chelm.
    • Her Mounts/Pets/Familiars and Retainers function at -1 Wealth Level. It’s harder to call on the services of spirits that are so far away.
    • Since she ritually links some of her spirit-servants to creatures, she can effectively afford exotic animals
      • Has two personal guards and twenty-four employees – all spirits either animating animal or constructed bodies or waiting to be called to do so. They could, in theory, animate dead bodies (such entities are the only type of “Undead” known to Atheria) – but that sort of stunt tends to cause at least as much trouble as it is worth and is limited to boot; dead bodies tend to fall apart after a while. Currently only a few of her servants have bodies at all; wandering around with an entourage of the dead inhabiting dangerous animal forms isn’t as bad as having animated corpses about, but still puts people off. Currently she has a pair of Chelmian Tigers (Blood and Shadow), a Dernmarkian Timedancer Warhorse, and a Pocket Bear, and one of Alaria’s Beekeeper Bears.
    • Her training is unaffected; her spirit-tutors only need to reach her dreams after all.
      • She gains +2 SP and +1 HP per level gained at this wealth level and a +2 wealth bonus to any one attribute.
    • Her Armor/Shields, Magical Items, and Weapons function at +1 Wealth Level. That power is easier to send over such a distance, so the spirit council sends more in lieu of the services that are harder to send.
      • Armor & Shields: One Category Lighter, Half Weight, +3 AC Wealth Bonus, -3 on Armor Check Penalty (If Any).
      • Magical Items: Seven Charms and Three Talismans.
      • Weapons: Gain a +4 Wealth Bonus and are considered Masterwork and Adamantine.

Order Birthright Patronage Deal (0 CP):

  • 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)
    • Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage).

Magical Devices (7 Chelmian Wealth + 3 Conventional Wealth = 10, with Order Enhancement above = Talismans or can maintain level one spell effects). :

Charms And Fetishes:

    • Chainmail Shirt with a Rune Of Defense (+2 Enh, +4 at L6+). Considered Adamant for DR 1/-.
    • Peacock-Plumed Hat. Provides a Disguise Self effect.
    • Ring Of Darkwarding: Creates any shield you wish out of solid darkness as a free action, although it can only maintain one shield at a time.
    • Rubydraught (Standard Talisman):
    • Rune of Defense for the Ring Of Darkwarding (+2 Enh, 3 at L6+).
    • Rune Weapon (Standard Talisman): A +1 Keen Scimitar.
    • (2x) Serpent Bracer: This talisman is actually an Asp taking the form of a serpentine bracer. The user may inflict it’s poison on anyone they wound up to three times daily and may, if they wish, release it to serve them. Sadly, it’s still just a fairly ordinary snake – although it effectively knows seven tricks of the owners choice.
    • Thousand Hands Of Night. The black stone of this pendant exudes dark tendrils that act as a Shieldbearer spell.
    • Tome Of Shadows: The black pages of this tome can be read only with Darksight or under the light of the full moon – but provide the user with a +3 Competence Bonus on their effective Knowledge Skills.

Talismans and Greater Fetishes (3 Chelmian Wealth +1 Conventional Wealth = 4, enhanced to L2 effects by Order Birthright).

    • Bag Of Tricks: Casts “Carry Companion” up to three times per day, storing them safely in the bag.
    • Bestial Mantle: Made from the skins of powerful beasts, these cloaks bestow animalistic strengths – and a dose of viciously feral instincts and an animalistic appearance- on their wearers. In this case, it grants the strengths of a Wolverine (+2 Natural Armor, Burrow 10, Climb 10, d4 Claws, and +8 on climb. Versions including attribute modifiers add Str +4, Dex +2, and Con +6).
    • Bracer Of The Devouring Night: Creates a Toothed Tentacle effect whenever the user concentrates on it.
    • Tiara Of Crystal Shadows: +4 Charisma

Basic Attributes: Str 8 (+4 Enh = 12), Dex 14 (+2 Enh = 16), Con 14 (+6 Enh = 20), Int 12, Wis 10, Cha 16 (+4 Enh +1 Level +1 Purchased +2 Wealth = 24). (3.5 28 Point Buy).

Basic Purchases (31 CP):

  • Base Attack Bonus: +1 (6 CP) +1 (Template) = +2.
  • Hit Points: 12 (1d6 +1d8 Template. 0 CP) +10 (L1-3d4, 0 CP) +30 (Con Mod x 5) +10 (Wealth) = 62 HP.
  • Saving Throws:
    • Fortitude +0 (Purchased) +2 (Template) +5 (Con) +1 (Mor) = +8.
    • Reflex +2 (Purchased, 6 CP) +3 (Dex) +1 (Mor) = +6.
    • Will +1 (Purchased, 3 CP) +0 (Wis) +2 (Template) +1 (Mor) = +4.
  • Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy Armor, and Shields (Template).
  • Skill Points: 6 SP (6 CP) +32 (Fast Learners, Birthright and Fast Learner, Specialized in Skills for Double Effect, Corrupted / only for buying Adept skills (4 CP)) +56 (Cha Mod x 8) +26 (Template) = 120 SP.
    • Adept (Knowledge: Arcana, Religion, Nature, and Architecture/Engineering, 6 CP).
  • Armor Class: 10 (Base) +9 Armor (+4 Chain Shirt +2 Enh +3 Wealth) +3 (Dex) +9 (+4 Tower Shield +3 Wealth +2 Enh) = 31.
  • Initiative: +3 (Dex).
  • Movement: 30 (Base) +10 (Talisman) = 40′.

Favored Weapons:

  • Toothed Tentacle: +13 or +13/+13/+13 (+5 Caster Level/HD +7 Cha +1 MA), 2d8, Crit 20/x2 + DC 18 Fort Save to avoid 2d4 rounds partial blindness, 30′ Reach. Whirlwind, Shadowed Hand.
  • Scimitar: +8 (+2 BAB +1 Str +1 Enh +4 Wealth), 1d10+6, Crit 15/20/x2 + Automatic Trip, 2d6 Sneak Attack.
  • Composite Bow (12 Str): +9 (+2 BAB +3 Dex +4 Wealth), 1d8+5, Crit 20/x3, 110′ Range Increment.

Special Abilities (75 CP):

  • Dark Wisdom: Advanced Finesse, Substitutes (Cha Mod) for (Int Mod) for skill purposes (12 CP).
  • Immunity/the normal limits of Diplomacy and Spoken Language (Common, Minor, Major, 12 CP). This ability allows the user to effectively communicate with ANYTHING – and to attempt to persuade it to help them out. They can speak with plants and animals, attempt to persuade locks and doors to open, fires to leave open a path of escape, spirits to answer, air to remember when it was stone, or stone to remember when it was molten rock or simple sand or whatever it once was. It’s usually fairly easy to persuade things to act within their natures – for example, doors are made to let people through, so getting one to open itself is fairly easy. Getting a lock to open without the key is considerably harder; locks are MADE to keep unauthorized people out.
  • Professional/Diplomacy (6 CP). (While only worth +2 at the moment, this has to be bought early and will improve later on).
  • Privilege/most things that are not naturally communicative are pleased to be spoken to, and will be reasonably friendly (3 CP).
  • Spirit Favors: Major from the spirits of Nature world, minor from the spirits of Blood and Darkness (9 CP).
  • +1 Cha (6 CP since Atheria uses the half-price attribute rule).
  • 3d6 (12) Mana with Spell Enhancement, Specialized and Corrupted for Reduced Cost / only for Spell Enhancement, only to enhance Shaping Effects (Below) (6 CP).
  • Shaping, Specialized for Increased Effect (level zero effects) and Corrupted for Reduced Cost / only to produce Darkness/Shadow and Alchemical Effects (4 CP).
    • She is fond of Alchemic Mist, Whip Of Spiders, and Shields. When necessary she uses alchemical healing salves and such, since she has few other major sources of healing at the moment.
  • +4 Bonus Uses for Rite Of Chi, Specialized and Corrupted / only to restore the Mana pool for Darkness/Shadow and Alchemical Magic noted above (2 CP).
  • Harnessed Intellect / Corrupted for Increased Effect (based on Charisma instead of Intelligence) Specialized for Reduced Cost / only to use her Bracer Of The Devouring Night without having to continually concentrate (3 CP).
  • Luck with +4 Bonus Uses, Specialized in Skills (6 CP).
  • Create Relic, Specialized/only points from Enthusiast may be used (3 CP).
  • Enthusiast, Specialized for double effect/points may only be used in the creation of Relics (3 CP). This allows the Animist to have a two-point relic to start off with.

Current Relics:

  • The Aegis Of The Dark Mother (1 CP Relic): Unspecialize Luck (3 CP), +4 Bonus Uses of Luck Specialized in Saves, +4 Bonus Uses of Luck Specialized in Attacks and Damage. Net Cost 9 CP/6 = 1.5 CP, rounds to 1 CP.
  • Blood Like Thunder Gem: Reflex Training (+3 Actions Variant), Specialized / only for Defensive Actions (3 CP), Opportunist (may use a shaping effect as a free action while attacking with a Toothed Tentacle effect, 6 CP).

Skills:

  • Tier-One Skills (77 SP)
    • Knowledges (33 SP):
      • Arcana: +8 (4*SP) +7 (Cha) +3 (Enh) = +18
      • Architecture and Engineering: +8 (4*SP) +7 (Cha) +3 (Enh) = +18
      • Dungeoneering: +2 (2 SP) +7 (Cha) +3 (Enh) = +12
      • Geography: +5 (5 SP) +7 (Cha) +3 (Enh) = +15
      • History: +2 (2 SP) +7 (Cha) +3 (Enh) = +12
      • Local: +2 (2 SP) +7 (Cha) +3 (Enh) = +12
      • Nature: +8 (4*SP) +7 (Cha) +3 (Enh) = +18
      • Nobility: +5 (5 SP) +7 (Cha) +3 (Enh) = +15
      • Religion: +8 (4*SP) +7 (Cha) +3 (Enh) = +18
      • Planes: +5 (5 SP) +7 (Cha) +3 (Enh) = +15
    • Other Tier One Skills (44 SP):
      • Diplomacy: +8 (8 SP) +7 (Cha) +2 (Professional) = +17
      • Martial Art – Shadow Weaving: +8 (8 SP) +7 (Cha) = +15
      • Martial Art – Lunar Fang Style: +8 (8 SP) +3 (Dex) = +11
      • Swim: +2 (2 SP) +1 (Str) = +3
      • Fly: +1 (1 SP) +3 (Dex) = +4
      • Spot: +8 (8 SP) +2 (Wis) = +10
      • Sleight of Hand: +2 (2 SP) +3 (Dex) = +5
      • Survival. +8 (8 SP) +2 (Wis) = +10
  • Tier Two Skills (23 SP).
    • Bluff: +8 (4 SP) +7 (Chr) +2 (Sy) = +17
    • Climb: +3 (1 SP) +1 (Str) +8 (Talisman) = +12
    • Concentration: +5 (2 SP) +5 (Con) = +10
    • Craft Alchemy +8 (4 SP) +1 (Int) = +9
    • Craft Charms and Talismans +8 (4 SP) +1 (Int) = +9
    • Gather Information (Cha) +3 (1 SP) +7 (Cha) = +10
    • Handle Animal: +3 (1 SP) +7 (Cha) = +10
    • Ride: +5 (2 SP) +3 (Dex) = +8
    • Sense/Listen:: +5 (2 SP) +2 (Wis) = +7
    • Sense Motive: +5 (2 SP) +2 (Wis) = +7
  • Tier Three Skills (4 SP)
    • Burrow +4 (1 SP) +2 (Wis) +8 (Talisman) = +14
    • Decipher Script: +4 (1 SP) +1 (Int) = +5
    • Disguise: +7 (2 SP) +7 (Cha) +10 (Disguise Self) = +24

Skill Specialities (3 SP):

  • Tier 1: Diplomacy (Nature Spirits) (1 SP). Knowledge; The Planes (Dimensional Rifts, 1 SP).
  • Tier 2: Ride (Spirit-Bonded Animals) and Craft Charms and Talismans (Chelmian Fetishes) (1 SP).
  • Tier 3: Currently None (0 SP).

Specific Knowledges (12 SP):

  • Alarian Academy Compiled Handbook Of Charms And Talismans In Three Volumes (6 SP): A substantial set of reference works on the making of Charms and Talismans.
  • Knowledge; Nature (Beasts Of Chelm, 1 SP).
  • Memorized Major Rituals (5 SP):
  • Planes: Seal Dimensional Rift (DC 40, 1 SP) and Open Dimensional Rift (DC 50, 1 SP).
  • Religion; Binding Spirits to Animals (DC 40, 1 SP), Bestial Might (DC 35, 1 SP), and Creating Atherian “Undead” (DC 40, 1 SP),

Martial Art – Shadow Weaving (Cha)

Darkness… can be solid. Witches, Wizards, Shadow Adepts, and many others can form darkness into chains, walls, weapons, and more. While only quasi-real, such things can be as durable as adamant – and, being will-wrought, can change ever so slightly once one knows the technique. Dark blades may bite with cruel fangs, jaws of blackness gnaw with spinning teeth, and dark shields grasp attacking weapons with tendrils of the night. A master of Shadow Weaving knows how to make those changes, and make his or her strikes bite deep.

  • Requires: Must have unlimited access to a darkness-magic effect that inflicts physical damage. The art will focus on manipulating that specific effect.
  • Basic Techniques: Power 4, Defenses 3, and Attack 2.
  • Advanced And Master Techniques: Blinding Strike, Shadowed Hand, Whirlwind Attack, and Blind Fight.
  • Occult Techniques: Inner Strength x 2, Call The Void (Ki Block) and Shadow Step (Vanishing).

Shadowed Hand: Reflex Training (Three Actions/Day variant) with +4 Bonus Uses, Specialized for Half Cost / only to make an extra attack or cast a spell/use a psychic power while attacking with the darkness effect.

  • Selected Weapon: Toothed Tentacle.
  • Known Techniques (8): Power 2 (Bites do 2d8), Attack 1, Blinding Strike, Shadowed Hand, Whirlwind Attack, and Shadow Step (Vanishing).

Lunar Fang Style (Dex)

The Crescent Moon cuts through the seas of the infinite night like a blade. Seen and unseen it appears from the clouds and vanishes once more, The Lunar Fang Style focuses upon the art of concealing the blade, hiding it’s exact location through careful use of darkness, concealing accessories (billowing sleeves, cloaks, swirling ribbons, and magical effects are all popular), and Sleight Of Hand. For what opponent, no matter how cunning, can parry a blow when taken unaware? And what wound can be so grievous as one that twists past an opponents guard to sheathe the blade in yielding flesh? For true masters, that evasive concealment extends not only to the physical realm but to that of the mind as well, for much of the art of combat lies in intent and stratagem, which must be concealed as well to have any hope of victory.

  • Requires: Use of Scimitar, Kukri, or Scythe (Select One), Darksight, and at least +5 in Sleight Of Hand.
  • Basic Techniques: Power 2, Defenses 2, Attack 2, Defenses II (Bonus to Will Saves), Synergy/Bluff, and Synergy (Sleight Of Hand).
  • Advanced And Master Techniques: Mighty Blow, and Sneak Attack III
  • Occult Techniques: Inner Strength II, Ki Focus (+4 to Will Saves), and Ki Focus (+4 to Damage).
  • Selected Weapon: Scimitar.
  • Known Techniques (6): Power 2, Synergy (Bluff), Mighty Blow, and Sneak Attack 2.

Eclipse d20 – Fuyuha y(“Winter Blade”) Zhang.

And here we have another example of a highly optimized martial character – in this case an eastern-themed Samurai / Chinese knight type. She’s very powerful for her level – but a large part of that is that she’s a bottleneck design and that – being Atherian in general and from HuSung (the Elemental Domain) in particular she gets to buy up attributes at half the normal cost and buy a wealth level. She has has taken advantage of that to focus entirely on dexterity, using it for attacks, damage, hit points, and most of her skills. If she should happen to take damage to her dexterity she’d be pretty much crippled. Bottleneck designs can be very effective – but if someone targets their critical point, they’re virtually out of action.

Fuyuha (“Winter Blade”) Zhang.

Level Five Jinyiwèi (Noble Guard) of the Imperial Academy.

Racial Template: Atherian Human, Elemental Magic Birthright:

Natives of HuSung gain an innate knack with elemental magic, using the Theurgy system. Since the power for their spells comes from Improved Occult Talent and Inherent Spell, their inherent casting level is equal to their base level. Those who opt to develop their abilities can become fairly formidable. In general, natives of HuSung will have Two primary elements (Adept, +3 bonus), two secondary elements (Adept, +1 Bonus) – and one they’re weak in (+1 Bonus only).

  • Skill Bonuses: +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).
  • Adept: Choice of four from among Fire, Air, Earth, Water, and Spirit (6 CP).
  • Skill Bonuses: +1 in each of three elements, +3 in each of the two remaining elements (these must be among those chosen as Adept skills) (4 CP). As part of a template, these bonuses do not count against the normal skill limits.
  • Improved Occult Talent: 5 x L0 and 3 x L1 spell slots. Specialized: no inherent spells, only usable for theurgy, Corrupted, Elemental Magic only (4 CP).
  • Inherent Spell: 2 x 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).
  • Fast Learner(May be specialized, 6 CP). In her case, it is indeed Specialized in Skills, for double effect (+2 SP/Level).
  • Fuyuha’s Adept affinities are Earth and Spirit (+3) and Water and Fire (+1). Those only cost 1/2 SP to raise by +1. Air costs her 1 SP per point.
  • Available Spells are 5xL0 (DC 5), 3xL1 (DC 10), and 2xL2 (DC 15), Her current check bonus is [Verb (1) + Noun (1 or 3)] – so she is pretty much all right on Cantrips, but will often fail trying for anything more. In her focus on her martial capabilities, she has – at least so far – gravely neglected her magical skills.

Available Character Points: 144 (L5 Base) +10 (Disadvantages ) +18 (L1, L2, L4 Bonus Feats) +10 (Duties to her Clan and Husband) = 182 CP.

Basic Attributes: Str 8, Dex 16 (+2 Level, +2 Wealth, +6 Purchased +4 Enh = 30), Con 10, Int 14, Wis 14 (+4 Enh = 18), Cha 12. (3.5 28 Point Buy).

Wealth Level: Well Off (3 CP) plus Military Dedication: Upgrade to Wealthy, but Specialized and Corrupted / only for Training and Weapons Purposes (3 CP).

  • Armor, Shields, and Weapons: Katana, Wakazashi, Longbow, and Naginata. All gain +2 Wealth Bonuses and are considered Adamantine.
  • Three Charms (Elfinstone, Hidden Pocket, Stone Or Purity) and One Talisman (Shimmermail,
  • Mounts and Pets: Warhorse, Hawk.
  • Retainers: Squire, Contingent of 12 Guards.
  • Skill Bonuses: +2 Wealth Bonus to Speak Language and Ride. (+4 since both are Tier 2 Skills).
  • Training Bonuses: +2 to an Attribute, +2 SP/Level Gained, +1 HP/Level Gained.

Basic Purchases (94 CP):

  • BAB +6, Specialized / only with Oriental Weapons in which she has a Martial Art at at least +6 (18 CP).
  • Hit Points: 6 (L1d6, 2 CP) +17 (L2-5d6, 8 CP) +12 (Immortal Vigor) +70 (Cha Mod x 7) +5 (Wealth) = 110 HP
  • Evasive Combat: Finesse II: Uses (Dex Mod) in place of (Con Mod) when calculating hit points (12 CP).
  • Saving Throws:
    • Fort +2 (Purchased, 6 CP) +0 Con +1 (Res) = +3
    • Ref +1 (Purchased, 3 CP) +10 (Dex) +1 (Res) = +12
    • Will +2 (Purchased, 6 CP) +4 (Wis) +1 (Res) = +7
    • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Proficiencies: All Simple and Martial Weapons, Corrupted / Weapons of HuSung only (6 CP).
  • Skill Points 13 (13 CP) +16 (Int Mod x 8) + +16 (Fast Learner, Specialized in Skills, from Birthright) +10 (Fast Learner, Specialized in Skills, 6 CP) +10 (Wealth) = 65 SP.
    • Adept (Martial Art/Naginatajutsu, Move Silently, Spot, and Survival, 6 CP).
    • Martial Mastery: The first skill point spent on a Dexterity-based martial art counts as four. Built as Immunity / The Skill Point Costs of Dexterity-Based Martial Arts (Common, Major, Minor, Corrupted / user must spend at least 1 SP on each martial art, although that then suffices to purchase a +4 in it (4 CP).
  • Move: 30′ (Base) +30′ (Enhancement) +30 (Circumstance) = 90′
  • Armor Class: 10 (Base) +10 (Dex) +4 (Shimmermail) +4 (Shield) = 28 (Plus current Martial Arts modifier, if any).
  • Initiative +10 (Dex)

Usual Weapons:

  • Kaiyuan (Spirit Weapon Composite Longbow): +19/+19/+14 (+6 BAB +10 Dex +2 Wealth +1 Enh, Haste), 1d12+13 (M. Art, Dex, Wealth, Enh) (Lethal or Nonlethal as desired), Crit 20/x3, 110′ Base Range. Treated as Adamant.
  • Katana (Eastern Bastard Sword): +20/+20/+15 (+6 BAB +10 Dex +2 Wealth +2 MA, Haste), 1d12+12 (MA, Dex, Wealth), Crit 19-20/x2, 5′ Natural Reach, Quick Draw, Whirlwind Attack, attacks on the weapon are treated as normal attacks against her. Treated as Adamant.
  • Naginata (Guisarme): +21/+21/+16 (+6 BAB +10 Dex +2 Wealth +2 MA, +1 Enh, Haste), 2d4+13 (MA, Dex, Wealth, Enh) +1d6 (Shock), Crit 20/x3 plus automatic trip, 5′ Reach + 5′ Natural Reach, Whirlwind, +4 AC when used. Treated as Adamant.
  • Petal Blades (Unique): +21/+21/+16 OR +19/+19/+19/+14 (+6 BAB +10 Dex +2 Wealth +2 MA +1 Enh, Haste, optional Rapid Shot), 1d8+13 (MA, Dex, Wealth, Enh), Crit 20/x2. 20′ Range Increment, Treated as Adamant.
  • Unarmed/Wuxing Shadow Palm: +16/+16/+11 (+6 BAB +10 Dex, Haste), 1d8+10 (MA, Dex, Lethal or Nonlethal as desired), Crit 20/x2, Improved Disarm, Blind Fight, and Prone Combat.

Other Abilities (82 CP):

  • Self-Development/+6 Dex (36 CP).
  • Ki Focus: 2d6 (8) Mana with Unskilled Magic, Specialized for Increased Effect (only costs a base of one Mana per spell level) and Corrupted for Reduced Cost / Only for Unskilled Magic, only to produce long-term weapon and personal enhancements, requires at least one hour of meditation to “cast” a spell (8 CP). It costs two Mana per Spell Level to create an effect that lasts until released or dispelled, half of which cannot be recovered until the effect ends. So it costs 6 Points to cast a third level effect and reduces the pool by 3 until the effect is released. Thus she can cast and maintain a L3 effect (6 Mana to cast, 3 to maintain), recover to at least four Mana and create a L2 spell effect (4 to cast and 2 to maintain), recover to at least 2 Mana to create a L1 effect (2 to cast and 1 to maintain), and create a trio of cantrip-level effects (1 to cast, 1/2 to maintain).
  • Immunity / the need for extra rest and meditation to regain 2 Mana per day instead of 1 (Common, Minor, Trivial, 2 CP). (Sadly, Rite Of Chi is not normally available on Atheria).

She usually maintains Focused Mind (L3 Enhance Attribute, +4 to Dex and Wis), Storm Blade (L2 Eldritch Weapon, on her Naginata, making it +1 Shocking), L1 Light Foot, and three level zero effects of choice.

Light Foot (Not the same as the “Light Foot” Martial Art ability):

  • Transmutation, L1 Druid, Ranger, Sorcerer/Wizard, Components: V, S, Casting Time: One standard action, Range: Touch, Target: Creature Touched, Duration: 1d6+2 Rounds, Save: Reflex Negates (Harmless), Spell Resistance: Yes

Light Foot makes the user extremely light on his or her feet, gaining a +30 circumstance bonus on his or her ground movement speed a +10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only]. The user is, however, considered one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation.

  • Reflex Training / Combat Reflexes Variant (6 CP).
  • Finesse: Uses (Dex Mod) in place of (Str Mod) for attacks (6 CP).
  • Finesse: Uses (Dex Mod) in plave of (Str Mod) for damage (6 CP).
  • Innate Enchantment (12 CP):
    • Resistance: +1 Resistance bonus to Saves, Personal-Only, 700 GP. .
    • Personal Haste (2000 GP).
    • Force Shield I (Personal-Only, 1400 GP).
    • Immortal Vigor I (Personal-Only, 1400 GP).
    • Rugged Metabolism: Fast Healing I for 18 Rounds 2/Day, Relieve Illness 1/Day, Relieve Poison 1/Day, and Lesser Restoration 1/Day, all Personal-Only (1400 GP).
    • Skill Mastery I/+3 Competence Bonus to all Wisdom-Linked Skills, Personal-Only, 1400 GP).
    • Skill Mastery I /+3 Competence Bonus to all Martial Art Skills, Personal-Only, 1400 GP)
    • Masters Parry: Block 15 points of damage as an Immediate Action 4x/Day (1600 GP).
  • Occult Sense / Danger (6 CP). Picks up ambushes, assassins, poison, and incoming attacks.

Tier One Skills (40 SP):

  • Martial Arts:
    • Cherry Petal Wind Kung Fu: +8 (5 SP) +10 (Dex) +3 (Comp) = +21
    • Shining Waters Kenjitsu: +8 (5 SP) +10 (Dex) +3 (Comp) = +21
    • Thousand Leaping Flames Style: +8 (2 SP*) +10 (Dex) +3 (Comp) = +21
    • Unity Of Divine Wind: +8 (5 SP) +10 (Dex) +3 (Comp) = +21
    • Wuxing Shadow Palm: +8 (5 SP) +10 (Dex) +3 (Comp) = +21
  • Move Silently: +8 (4 SP*) +10 (Dex) = +18
  • Spot: +8 (4 SP*) +2 (Wis) +3 (Comp) = +13
  • Survival: +8 (4 SP*) +2 (Wis) +3 (Comp) = +13
  • Tumble: +5 (5 SP) +10 (Dex) +2 (Sy) = +17

Tier Two Skills (18 SP):

  • Intimidate: +8 (4 SP) +1 (Cha) +4 (Sy) = +13
  • Listen: +8 (4 SP) +2 (Wis) +3 (Comp) = +13
  • Ride: +8 (4 SP) +10 (Dex) +4 (Wealth) = +22
  • Sense Motive: +8 (4 SP) +2 (Wis) +3 (Comp) = +13
  • Speak Language: +4 (2 SP) +2 (Int) +4 (Wealth) = +10

Tier Three Skills (7 SP):

  • Craft Paper Art: +7 (2 SP) +2 (Int) = +9
  • Profession/Bodyguard: +7 (2 SP) +4 (Wis) = +11
  • Profession/Legist: +4 (1 SP) +4 (Wis) = +8
  • Profession/Tactician: +7 (2 SP) +4 (Wis) = +11

Known Martial Art Techniques:

  • Cherry Petal Wind Kung Fu (11): Power 2, Attack 2, Synergy/Tumble, Rapid Shot, Imbuement (Petal Blades), Inner Strength II, Wrath (Force), and Paralyze.
  • Shining Waters Kenjitsu (11): Attack 2, Power 1, Quick Draw, Reach, Unity of Steel, Whirlwind Attack, Inner Strength x2, and Ki Focus (+4 BAB).
  • Thousand Leaping Flames Style (11): Attack 2, Defense 4, Mighty Blow, Reach, Whirlwind, Inner Strength II, and Iron Skin.
  • Unity Of Divine Wind (11): Power 2, Synergy/Intimidate, Spirit Weapon 2, Imbuement, Battlecry, Inner Strength 2, Resist Pain, and Wrath.
  • Wuxing Shadow Palm (11): Strike, Power 2, Improved Disarm, Blind Fight, Prone Combat, Inner Strength 2, Ki Block and Vanishing.

Note that Fuyuha is using the “separate pool for each art” option – and so has a reserve of 12 Con/”Ki Points” to power each arts special disciplines with. Sadly, each pool only recovers at one point per day, two with full rest.

Eclipse d20 – Saelocfeax Of The Calamitous Eye

And here we have a requested character for the Atheria Campaign – where one noble mage-lord happens to be seeking a wife and another player is interested in bringing along some complications with the role.

Saelocfeax (Silken Hair), She-Who-Weaves-The-Darkness, The Accursed Exile

ECL 5 Host Of Parath, Exiled Would-Be Queen, and Mistress Of Banes

Saelocfeax tasted spite and cultivated bitterness. The tribes pride-king had chosen her (now-) hated older sisters to be his wives – but not HER – when SHE was stronger and more beautiful then either of them! Merely because she had been born to the Panther Totem rather than the Lion! Already their sons grew tall and strong. But that would change! Her power grew, and her treacherous sisters would regret how they had betrayed her! She would claim her rightful place and see them grovel before her!

And the heritage of Parath flowed within her veins, her desire to overthrow the order of the tribe calling forth its links to The Dragon, the ultimate power of chaos. Fueled by the Blood Of The Dragon, her minor magics grew strong, focused and channeled by rage and malice.

Her nephews she twisted with her dread curses, beguiled, and ritually bonded to herself – making them mere property, branded and gelded slaves bound to her will when she called them from the tiny pocket plane that held her possessions and permitted them to manifest to serve her. Her sisters, cursed more subtly with illness and sterility, and mourning the mysterious disappearance of their sons, grew wan and sick.

But – rather than turning to her as he should have done! – the pride-king unexpectedly called upon a seer and investigator, a fox-shaman who pierced her veil of shadows – and her “cover” as a minor healer. – and laid bare her schemes. A hunt was called upon her. She slew several of her pursuers and escaped of course – beneath the canopy of the forest the shadows that she called upon lay thick and ready to hand whether or not the sun was high – but her plans lay in ruins, pursuit was sure to follow, and the situation was intolerable. They DARED to turn upon her!

She passed into Dernmarik, where she might easily lose herself amongst its maze of paths. There, perhaps, she would find someone worthy of her beauty and power. But while she has found a fair number of minor adventures and useful things… she has not found that person – yet.

Description: While Saelocfeax can shift her appearance at will within the limits of the Disguise Self effect, she is – at base – a Black Jaguar Barbarian of Atheria. She’s a beautiful black-furred catgirl with green eyes, a voluminous fur cloak from one of the great predator-beasts of the Totemic Realm, and gold-and-emerald jewelry. She fairly often wears a loincloth and may or may not wear a breastband if the situation is very formal and she feels like accommodating that.

Birthright (No Cost): Atherian Totemic (“Barbarian” Birthright (Black Panther Barbarian, 30 CP / +0 ECL Racial Template): All abilities Corrupted (induces obvious animalistic features, powerful instincts according to their tribal totems, and difficulty in dealing with complex organizations and advanced societies).

Given that the Half-Price Attribute rule is in play in the Setting halve the attribute bonuses in settings that are not using that rule.

  • Attribute Bonuses: Str +2 (4 CP), Dex +4 (8 CP), Con +4 (8 CP), Ch +2 (4 CP).
  • Natural Weapons (Claws and Bite, Claws Primary, 1d4 base, 2 CP)
  • Occult Sense / Low-Light Vision (4 CP).
  • Occult Sense/Scent (Specialized: -2 on saves versus scent-based effects, 2 CP).
  • Birthright Disadvantages: Compulsive (Fastidious); Black Panther Barbarians – like most of the Feline Barbarians – are extremely intolerant of dirt and mess, and will insist on grooming, bathing, and being combed and pampered whenever possible (-2 CP).

Template: Saelocfeax has the Host Of Parath +1 ECL Acquired Template. As such, she gains:

  • Some Attribute Boosts (which she has expended on tapping into the Blood Of The Dragon).
  • The ability to claim creatures and objects under her control and store them in her personal pocket-realm.
  • An extended lifespan of youthful vigor.
  • Some personal enchantments – Speak With Animals, Surefoot, Immortal Vigor I, Endure Elements, and Fast Healing I – as long as she is below one hit point but still alive.

So how much stuff has Saelocfeax managed to tuck away? It would be simple in most settings – however much gold she’s invested in stuff – but Atheria not only lacks normal magical items but runs on Wealth Levels instead of counting gold pieces. So she can have what she wants for personal gear within the limits of her wealth level as usual. Ergo she can easily afford normal weapons and armor, common animals from Dernmarik, general supplies, and her listed retainers – but for things like buildings she’s got Action Hero / Crafting, Specialized and Corrupted for Reduced Cost / Only to “buy” mundane, large-scale, items (using Pathfinder’s downtime rules as a general reference). She has 25 AP so far). (2 CP)

  • A well-established camp, complete with a thorn boma, sweat lodge, tarp-covered infirmary area, various tents and light shelters, a smaller pen for animals (and slaves), and a portable forge (3). She used this before acquiring Aweyrgantorr (below), when it would be difficult to explain the sudden appearance of a fortified tower, or when she wishes to appear as a more-or-less normal traveling healer.
  • Three thick Thorn Walls – although one of them was on fire when she “put it away”, and will still be on fire (for the few minutes until it’s destroyed) when she pulls it out again. She usually uses these to block off attackers while she escapes (3).
  • Defensive Wall (Stone). This stone wall helped safeguard a small town before it was abandoned. It was a good deal of work to bind it to herself, but you never know when a chunk of wall will be handy (6).
  • Alchemists Shop (Alchemy Lab, Bedroom, Garden, Kitchen, Lavatory, Sitting Room, Storage, & Storefront) (3). This is used when she’s visiting a town, and wishes to do a little business without drawing TOO much notice. After all, everyone knows (at least in Dernmarik, the realm of reality shifting) that mysterious shops, selling alchemical potions and curses and such, tend to just appear and disappear again anyway.
  • Aweyrgantorr (The Cursed Tower), The abandoned tower was easy enough to consecrate to herself, for who would contest her claim save a few (rather tasty) nesting birds? It needed some serious work of course, but what else were slaves FOR when they weren’t waiting on you? (10 AP – most of her supply since level three when she acquired the ruin).
    • Base Construction: Defensive Walls (Stone), Fortification.
    • Basement: Cells, Forge, Torture / Slave Processing Chamber, Lavatory, Laundry / Slave-Baths, Storage, and Well.
    • First Floor: Gatehouse (with gauntlet and iron door), Artisans Workship (general tools, so no +2 bonus), Kitchen, and Bunkroom (Slaves and Servants),
    • Second Floor: Upper Floor of Gatehouse, Saelocfeax’s (luxurious) Bedchamber, Sitting / Dining Room and Nursery, Sauna / Bath, Audience Room, and Trophy Room.
    • Third Floor: Alchemy Lab / Magical Workroom, Infirmary, Greenhouse, Shrine (to herself), Armory, Spare Rooms (the original owners had a library and scrying room and such, but Saelocfeax – who’s magic is basically innate – has little interest in such things.
    • Roof: Watch-post, spaces for Ballistas (although none have been added yet; she knows nothing about siege engines and has no slaves or employees who know more).

Aweyrgantorr may still need some finishing up and various (skilled) repairs – but at the moment there are plenty of abandoned villages and such around to lift supplies and building stone from.

Available Character Points: 120 (L4 Base) + 10 (Disadvantages: Compulsive (luxury-seeking), Hunted (Sisters), Unarmored) +18 (L1, L2, L4 Bonus Feats) = 148 CP

Basic Attributes (28 Point 2.5 Point Buy): Str 10 (+2R = 12), Dex 12 (+4R +2 Level +4 Al = 22), Con 12 (+4R = 16), Int 14, Wis 14, Cha 14 (+2R = 16).

Wealth Level (3 CP):

  • Starting: Poor (0 CP):
    • +4 (8) Wealth bonus to Craft/Alchemy
    • +2 Wealth Bonus to Bluff and Gather Information
    • +3 SP in Craft/Alchemy, +1 SP in Profession / Forester.
  • Current: Well-Off (Acquired at level three, 3 CP).
    • Charms (3): Alchemists Flask, Bracers Of Force, and a Seeing Crystal.
    • Talisman (1): Barbarian Great Beast Fur Cape / Shimmermail.
    • Aide: L2 Minor Diviner / Bodyguard Fox-Barbarian (M).
    • Slaves: Seven L0-L1 Nephews (assorted youthful cat-barbarian eunuchs), Fox Maidservant, neutered Lab Assistant / Pageboy (Order Birthright), Otter-Barbarian Cook (F), Gelded Horse-Barbarian Masseur and (thanks to his being allowed the use of an Amulet Of The Stallion charm) her occasional lover, since horse-barbarians are very good at that and – as a gelding – there are no worries about her bearing a child by her pleasure-toy even if she forgets to use a contraceptive charm), and a Jackal-Barbarian Tanner/Leatherworker (F).
      • Yes, several of the local cultures routinely neuter male slaves – although it’s actually fairly readily reversible as well if they obtain their freedom or their masters decide to have it undone. 

Basic Purchases (70 CP):

  • Base Attack Bonus: +2 (12 CP)
  • Hit Points: 10 (L1d10, 6 CP) +15 (L2-4d6, 6 CP) +5 (2d4 Bonus Dice, 16 CP) +18 (6 x Con Mod) +18 (Immortal Vigor) = 66
  • Saving Throws:
    • Fortitude +1 (Purchased, 3 CP) +3 (Con) = +4
    • Reflex +1 (Purchased, 3 CP) +6 (Dex) = +7
    • Will +2 (Purchased, 6 CP) +2 (Wis) = +4
  • Proficiencies: All Simple Weapons (3 CP) and Shields (3 CP).
  • Skill Points: 12 SP (12 CP) +14 (2 x Int Mod) +16 (Fast Learner) +4 (Leveling while Poor, Craft and Profession Only) = 46 SP.
  • Armor Class: 10 (Base) +4 (Shimmermail) +6 (Dex) +2 (Martial Art) +4 (NA) = 26
  • Initiative: +6 (Dex).
  • Movement: 30′.

Usual Attacks:

  • Touch/Ray Bestow Curse, Blindness/Deafness, Contagion, or Poison: +8/+8 Touch Attack (Twin Ray, +2 BAB +6 Dex), 1d6+4 Damage (Crit 20/x2) plus DC 18 Will (Bestow Curse) or Fort (other effects) Save to negate magical effect. Medium Range. May use Expertise to reduce her AC and raise her BAB or vice-versa.
  • Vampiric Touch/Ray: +8/+8 Touch Attack (Twin Ray, +2 BAB +6 Dex), 4d6+4 Damage, grants the user temporary hit points equal to the damage done for one hour, medium range, Crit 20/x2, no save. May use Expertise to reduce her AC and raise her BAB or vice-versa.
  • Claws and Bite:: Two Claws at +3 (+2 BAB +1 Str), for 1d4+1 (Str), Crit 20/x2. In theory she could also bite at -2 for 1d2+1 – but she certainly isn’t likely to bother when she can use her powers in melee without difficulty.

Other Abilities (73 CP):

  • Fast Learner, Specialized in Skills for Double Effect (+2 SP/Level, 6 CP).
  • Adept (Sword Of Rey Martial Art, Move Silently, Survival, and Knowledge / Nature, 6 CP)
  • Luck with +4 Bonus Uses (12 CP).
  • Evasive (Shaping) (12 CP). Her shaping effects do not provoke Attacks of Opportunity.
  • Shaping, Specialized for Increased Effect (L0 Effects) and Corrupted for Reduced Cost: Can only produce (Cha Mod + 2) specific L0 effects at Caster Level = Hit Dice (4 CP). Enhanced choices cannot be changed, the two basic cantrips can be given a few days. The Save DC is Con-Based.
    • Folmseronid, The Hand Of Treachery (L5, Reduced to L0 through the Blood Of The Dragon. Produces any one of the following effects as a touch or short-range ray attack: Bestow Curse, Blindness / Deafness, Contagion, Poison, and Vampiric Touch. (This is a fairly basic flexible magic effect – add +1 level to that of the highest level amongst a group of four to six at least vaguely-related lesser effects to get a spell that can produce any one of the lesser effects).
      • Split Ray Metamagic, Specialized and Corrupted / only applies to the rays generated by Folmseronid, the Hand Of Treachery (2 CP).
      • Streamline, Specialized for Increased Effect (-2 Spell Levels on Split Ray) and Corrupted for Reduced Cost / can only be applied to the rays generated by Folmseronid, the Hand Of Treachery (4 CP).
      • Metamagic Theorem; Extension, Specialized and Corrupted / only to extend rays by one range category, only for the effects generated by Folmseronid, The Hand Of Treachery (2 CP).
      • Streamline, Specialized and Corrupted for Reduced Cost / only to pay for extending rays one level, only enhances Extension and only by one level, only for the effects generated by Folmseronid, The Hand Of Treachery (2 CP).
    • Swicdomeage, The Eye Of The Deceiver (L5, reduced to L0 through the Blood Of The Dragon, Produces any one of the following effects: Shadow Guise, Greater Invisibility (SRD), Greater Mirror Image (3.5), Hound Of Doom (3.5), Shadow Dragon Aspect (Pathfinder), and Shadow Step (Pathfinder). (This is a fairly basic flexible magic effect – add +1 level to that of the highest level amongst a group of four to six at least vaguely-related lesser effects to get a spell that can produce any one of the lesser effects).
      • Reflex Training: May automatically recast Shadow spells when they run out without it requiring an action, Corrupted/Shadow Guise only (4 CP).
    • Nothrepian, The Healing Touch (L1, reduced to L0 through the Blood Of The Dragon, produces any L0 healing effect, any particular effect will only work on a given target seven times per day. (This is a minor “Anyspell” effect, restricted to a specific type of low-level effects).
    • Two basic cantrips – most often Prestidigitation and Mage Hand since they’re both generally useful.
  • Leadership with Beastlord, Corrupted for Reduced Cost / Animals Only, treating CR as Level (6 CP, Current 16 CR, two Barbarian Great Leopards (4), Dernarkian Timedancer Light Warhorse (1), 3 Dernmarkian Merchant’s Mules (3), Two Barbarian Rage Wolves (2), 6 CR of various minor creatures).
  • Grant of Aid with +4 Bonus Uses, Corrupted / relies on must drain targets using her Vampiric effect to trigger it (8 CP).
  • Shapeshift, Specialized and Corrupted / Full Panther Form Only, reliant on Shadow Guise (2 CP).
  • Skill Emphasis: Sword-Of-Rey Martial art (3 CP).

Tier One Skills (27 SP):

  • Diplomacy: +4 (4 SP) +3 (Cha) = +7
  • Knowledge / Nature +7 (3* SP) +2 (Int) = +9
  • Knowledge / Religion +3 (3 SP) +2 (Int) = +5
  • Martial Art – Sword Of Rey Style: +7 (3 SP*) +6 (Dex) +2 (SE) = +15
  • Known Techniques (8): Defenses 2, Strike, Power 1 (+1d6 damage with Rays), “Sneak Attack” 2 (+4 Damage with Rays), Mind Like Moon, and Inner Strength.
  • Move Silently: +7 (3 SP*) +6 (Dex) = +13
  • Spot: +6 (6 SP) +2 (Wis) = +8
  • Survival: +7 (3* SP) +2 (Wis) = +9
  • Tumble: +2 (2 SP) +6 (Dex) +10 (Tem) = +18

Tier Two Skills (13 SP):

  • Balance: +3 (1 SP) +6 (Dex) +10 (Tem) = +19
  • Bluff: +7 (3 SP) +3 (Cha) +4 (Wealth) = +14
  • Climb: +2 (1 SP) +1 (Str) +10 (Tem) = +13
  • Craft / Alchemy: +7 (3 SP) +2 (Int) +8 (Wealth) = +17
  • Gather Information: +7 (3 SP) +3 (Cha) +4 (Wealth) = +14
  • Listen: +5 (2 SP) +2 (Wis) = +7
  • Speak Language: +0 (0 SP) +2 (Int) = +2
  • Languages Known: Ikunn (Native), Havril, and Illerian

Tier Three Skills (6 SP):

  • Jump: +7 (2 SP) +1 (Str) +11 (Tem) = +19
  • Profession / Seductress: +7 (2 SP) +2 (Wis) = +9
  • Profession / Forester: +7 (2 SP) +2 (Wis) = +9

Martial Art – The Sword-Of-Rey Style (Dex)

The tales of Rey speak of his legendary radiance during the day – and whisper of his shadow-self, the dark radiance of the night. The Sword-Of-Rey style seeks to emulate and tap into that fearful power, turning magical might into a corona of power and even the weakest of rays into powerful weapons. Students may take the right-hand path of light or the left-hand path of darkness, but both lead to the same destination in the end.

  • Requirements: Unlimited use of Rays, knowing of Rey’s existence and the tale of the fall of the Ancient World.
  • Basic Abilities: Attack (with Rays) 4, Strike (+1d4, may inflict Lethal or Nonlethal Damage with Rays), Synergy +2 (4) Alchemy, Defenses 4., and Power 1.
  • Advanced and Master Techniques: Mind Like Moon, Expertise (BAB and AC), Sneak Attack II (Modified: simply adds +2/+4 damage with Rays, for a bonus of 1d6+4).
  • Occult Techniques: Healing Hand, Inner Strength x2, and Light Foot.

Saelocfeax sees herself as a demigoddess. As such…

  • It is her right to have servants, be brought tribute, and live in luxury without having to go to the bother of managing a realm. She should be pampered and her whims indulged, not burdened with rulership!
  • It is her right to be deferred to, to be feared for her power, and to enslave her enemies!
  • She wants a worthy mate. Preferably a powerful, virile, hero-mage ruling a realm, who will give her many strong children and stand as her equal. She will want those children to do well and become great in their own right – but if a runt shows up… well, slave-collaring one or two along the way is only to be expected. Every realm in Atheria has a fairly high rate of child-failures for one reason or another. She’s used to the Totem Realms “died fighting or got eaten by a predator”, but she’s quite familiar with the Order realms “enslaved for being disruptive” (if only somewhat familiar with Hojin’s “killed in a magical accident”) and it’s really not much different. At least slaves get to live.
  • As long as SHE is dominant and gets plenty of attention, her children have the highest status and first call on resources, and her mates concubines are kept firmly subordinate to her, the larger the household – and thus the greater her mates display of dominance, power, wealth, and virility – the better. If her mate should bring home forty newly-enslaved young nobles… the more quickly the boys are castrated, the girls are spread and bred, and they are all installed in the harem and obediently saying “yes master/mistress!”, the better she will be pleased.
  • Selfrica – the Pride-King (well, leader of one of the more respected feline tribes) scorned her. She wishes to acquire both him and enough extra healing magic to skin him alive repeatedly. She’d like enough of his pelts for a chair cover, throw rug, and bedcover. After that… his genitals, tail, and claws can go on display in her trophy room and he can take up a lifetime career as her footstool and watch his neutered sons serve her.
  • She’d like to have her sisters as slaves as well, and her nieces by Selfrica to give out to followers as rewards – but has considerable less animosity towards them. They simply need to recognize her greatness and their proper place as her slaves, at which point her sisters will probably be permitted to join her husbands pride / harem as concubines.

Saelocfeax is a fairly-focused specialist; she has a limited range of powers, but she can spam them indefinitely, rather like a WOTC-style Warlock. Within her limits she is powerful and effective – although she’s also at the limits of the magical power that Atheria allows. Sadly, and despite what she believes, she’s not a particularly clever manipulator (spending more attribute points to gain another multi-use spell that – say – could produce the minor telepathic effects of Detect Thoughts, Glibness, Hold Person, and Enthrall could help with that a lot, but would be quite expensive). Worse, while she does realize that she can use a string of cumulative curses to bind her victims into slavery as she did with her nephews and/or make their lives extremely miserable, there are quite a lot of gaping loopholes in her abilities. She can probably slowly remove the conditions she inflicts by spamming healing cantrips to gradually weaken them, but she has no way to do it quickly. She will be hard-pressed to affect more exotic targets, she has no Reflex Training to escape bad situations, her physical combat skills are pretty poor, her self-healing is quite limited, and more – and being entirely self-trained she is almost entirely unaware of those weaknesses.  Still, a few levels gained in play – and the guidance of someone who actually knows that they’re doing (whether or not she’s consciously aware that she needs that) – may fix that.

Oddly enough, she’s not actively evil. There isn’t any philosophical underpinning to her actions, she doesn’t value pain and suffering for it’s own sake, and she prefers not to harm random innocents – but she is extremely self-centered, entitled, vengeful, and greedy, rather like a scaled-down version of a Greek Goddess. 

Apex Campaign, Star Fleet Timeline Cluster, Augment Victory Timeline. The Augment IV Racial Package

The human mind is built on ancient neural patterns – deep instincts, systems that process sensory information, logical and emotional feedback loops that keep it running, and even the patterns of motor neurons that operate the body. If you change any of those too much… the mind warps and changes, taking on a new form. The result is unpredictable, often no longer functional at all, and never much like a normal human being even when it still functions – and, so far, it has never been sapient. No one is quite sure why that’s true, but (at least in the Apex setting) there seems to be a component beyond mere physical reality.

So there are limits. You can transfer an existing mind into a mostly-artificial body – but if you want a NEW mind to develop properly… there has to be a childhood. You can make the senses sharper, or even very slightly expand their range – but not much past the limits of normal human potential or even an existing mind will soon go mad. There need to be bones, and muscles, and various internal organs. You can boost intelligence and reaction time somewhat, and you can enhance durability and strength considerably – but not too much or instabilities will soon develop.

And, at least so far… redesigned humans only develop more-or-less normally if they are born to existing redesigned humans. Trying to leave out a recognizably-human set of parents, infancy, and childhood, leads to failure at best and rampaging monsters at worst. At least the first generation (no second generation births have yet occurred) have to have transferred minds.

That need for growth, development, and maintenance along human lines is pretty limiting for the engineering too. You can’t just install bigger parts; they have to GROW in situ – for which you need something analogous to a circulatory system to transport materials, as well as something analogous to a metabolism and to both taste and smell (and eating thanks to those copied-over instincts). Sure, most of the bone structure can be magnetically-reinforced nanotubes and diamond with reinforcing magnetic fields instead of calcium – but it still has to grow and be filled with channels to integrate it into the circulatory system. The electro-contractile muscles and tendons may be stronger (and powered by the electrical energy delivered by the “nerves”), but the layout – and ways in which the arrangement doesn’t bend – is much the same. Joint locks work almost as well (given that they are generally stronger and tougher) on augmented humans as they do on regular ones. The skin may incorporate tougher polymers and resist chemicals a lot better, but it still has to grow, stretch, heal, and shed itself.

Fourth generation Augments were little more than speculations at the beginning of the Eugenics Wars (A.K.A. WWIII). While prototypes of limited parts of the technology where in testing, no complete design (let alone implementation) was available. Thanks, however, to an open-ended time loop engineered by one or more members of the so-called Q Continuum, development of the Type IV design continued – albeit with only a single sample and a small research team that spent most of their time catching up on what they did last time – through 281,223 iterations of the relevant several-year section of the loop before Armand, Blueblood, and Scotty intervened to prevent further looping. While progress – especially during the later loops – was infinitesimal each time, that many loops eventually resulted in a fully-developed design. Combining a through understanding of the physical side of the human brain, advanced genomic and proteomic systems, computers, cybernetics, and nanotechnology, researchers were eventually able to complete a full rebuild of the human body – including a virtualized and optimized brain replacing the old-style natural neural network, am optically-based peripheral nervous system, and superconducting energy storage system fed by a high efficiency fuel cell.

Unfortunately, attempting to generalize from the original single test case has left the basic design in the “open beta-testing” phase as bugs and issues are worked out.

Perhaps worst of all, Type IV Augmentation only seems to work on Star Fleet Timeline Terrans – the “reality-manipulating” homid subspecies – and cuts off all access to magic, psionics, temporal manipulation, and all the other natural-law-violating tricks of the “natural” races.

Name: Type IV Augment

Val Char Cost
8/30 STR -2
13/20 DEX 9
9/20 CON -2
7 BODY -6
8/30 INT -2
11 EGO 2
10 PRE 0
15 COM 2
7 PD 1
7 ED 3
3/4 SPD 0
10 REC 0
0 END -20
32 STUN 0

Characteristic Rolls: STR: 11/15-, DEX: 12/13-, CON: 11/13-, INT: 11/15-, EGO: 11-, PER: 19/23-. Run: 6″, Swim: 2″, Jump: 6″, Lift: 76kg/1600kg

Cost Powers END/Roll

6 Elemental Control: Artificial Body (15-pt reserve); Generic Limitation (User may not develop Psionic or Magical Abilities): -½; Generic Limitation (Cannot alter or improve these abilities): -1

  • a-10 3d6 Aid to Attributes (Fade/5 min., Max. 22); Range: 0; Affects: All Powers of Special Effect, +2; Generic Limitation (Str, Dex, Con, Body, Int, and Spd Only.): -1; Generic Limitation (Does not heal damaged attributes.): -½; Generic Limitation (Effect does not stack with buying up base attributes above “10” or with buying up speed at all, cannot take speed above 4 in any case.): -½. 5 End when activated.
  • b-5 Power System: END Reserve (180 END, 12 REC/turn); Side Effects (When an Augment takes BODY damage, a roll of 15+ will detonate their power reserves, causing a 3d6 physical killing explosion centered on them. ): 60/All,
  • c-4 Armor (8 PD/8 ED); Always On (User is immune to normal medical techniques and healing powers.): -1; Hardened: ×1, ¼; Linked (To Attribute Enhancement): -½.
  • d-6 Life Support (total); Generic Limitation (Technological Limitations: Provides high resistance and duratbility, not immunity.): -½; Costs END: -½; Reduced END: Half, +¼.
  • e-5 Enhanced Perception (all) (+8 to PER); Linked (To Augmented Attributes): -½; Champions Advantage (Can record sensory input. ): +¼.

Integrated Electronics; Linked (To augmented attributes): -½

  • (2) Absolute Time Sense
  • (2) Ambidexterity
  • (2) Bump of Direction
  • (7) Eidetic Memory
  • (2) Lightning Calculator
  • (2) Perfect Pitch
  • (2) Speed Reading

Package Disadvantages

  • 5 Distinctive Features: Android; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
  • 20 Normal Characteristic Maxima
  • 10 Unable to interbreed with normal life forms, greatly reduced fertility even with other Augment IV’s, usually need “repair” effects rather than “healing” effects (Infrequently, Greatly)
  • 10 Cannot buy off restrictions on magical and psionic powers. (Infrequently, Greatly)
  • 5 Cannot buy up Body (Infrequently, Slightly)
  • 30 Susceptibility to Technology Nullifying Effects (1d6 STUN and BODY/Phase); Condition: Uncommon, +5. Note that this drastically restricts the range of universes that they can function in.

As normal for Apex racial packages, the “package” disadvantages are only counted at half value – leaving the Augment IV baseline “Race” with a grand total of zero points, just like the other races.

OCV: 7; DCV: 7; ECV: 4; Mental Def.: 0; Phases: 3, 6, 9, 12, PD/rPD: 15/8; ED/rED: 15/8

As perhaps befits a superhero campaign, the Apex game currently involves the primary timeline (consisting of several merged timelines, with – courtesy of Blueblood – the Astral Vortex that the Ethereal Cataclysm had left in place of the lost pacific continent of Mu replaced by Equestria and a scattering of other cartoon and anime locations), the Primary Mirrorverse, traces of an alternate Timeline and Mirrorverse that are proving difficult to remerge with their primaries, a timeline where the planet was collapsed into a Black Hole (the ongoing efforts to get rid of that thing are apparently giving rise to a likely future Shadow Universe), the High Astral (a source of mystical energy), an assortment of Afterlives in the Middle Astral, the Lower Astral domain of the Elder Ones, the Exile pocket realm (apparently located between the Middle and Lower astral), and Mars. Kicking around those areas (and wandering back and forth in time) the group has revived the Rolassin and the Ethereals, brought the Freshwater and Saltwater Lemurians, out of hiding, and restored the Hyberboreans to go with the existing Atlanteans, and the Africaans species, as well as several relic species of presapient Homids. Mars, of course, has it’s five sapient species as well, all now revived from extinction or near-extinction.

In the Star Trek universe next door there are several alternate timelines, including one where the Augments won the Eugenics Wars (courtesy of the player characters) and one where they lost – both with Elder Martians, possibly with something on Venus, and with the full selection of Star Trek aliens.

Eclipse – The Arctic Barbarian

Today it’s a fairly simple request: a mighty barbarian from the frozen north.

Well, originally, “barbarian” was simply a word for someone who couldn’t speak greek. It soon t acquired pejorative associations – a “barbarian” was childish, effeminate, violent, primitive, and cruel. Of course, the disrespect was – inevitably – mutual. What the “barbarians” saw was a bunch of untrustworthy incompetents who tried to get ahead by cheating everyone around them – and were too cowardly to face the consequences.

In later periods “barbarians” generally come from a relatively isolated tribal societies – from groups where everyone knows everyone else, where your personal reputation is all-important, where the rules of life are fairly uncomplicated, and where personal prowess is vital (if only because a small group in a difficult environment can’t support too many specialists or unproductive members). Places where the margin of survival is relatively thin. How do we know that? We know that because civilizations tend to take over areas where the environment will easily support dense populations.

In short? They come from lands without police or lawyers.

As such, of course, barbarians…

  • Tend to enforce their own rights, since no one else will do it for them.
  • Take pride in self-sufficiency, since those who are not will often die.
  • Treat attempts to use clever words, laws, and fees to take advantage of them as an attempt to kill them, because – in a society of scarcity – it often IS.
  • Do not wish to rely on things they cannot do themselves, since – if such a thing fails them – they cannot fix it and may well die.
  • Treat their families, oaths, and bonds of companionship as sacred, for without family and reliable allies both they and their legacy will die.
  • Despise “civilized” pursuits, for wasting time on them (instead of working towards survival) endangers the entire tribe.
  • May call upon the gods, for they run the world – but will not rely on them if there is any other choice. The fortunes of nature are as fickle as the gods that control them.
  • Have little or no respect for pampered children or for “civilized” adult weaklings who cannot fend for themselves.
  • Rarely see those who do not follow their ways as people to be respected instead of prey to be exploited.
  • Consider cities to be filthy, overcrowded, and full of parasites – both human and other. (With considerable justification in history; a fair number of sources claim that the remains of rich men and tribal warriors from ancient Greece show signs of being 2-3 inches taller and far healthier and stronger than poor laborers from the same period. Perhaps it isn’t too surprising that such obvious strength, health, and vigor was often taken for a sign of divine parentage).
  • Aren’t much for large-scale organization, since – after all – leading by force of personality and raw physical strength suffices for a small village.

Of course, real barbarians tended more towards being thin and wiry (like the Huns) than huge guys with flawless skin and bulging muscles (thank Frank Frazetta for the flawless skin part), but we’ll be going to go with the “big bruiser” stereotype set by Enkidu, Hercules, Thor, Conan, Fafhrd, Slaine, William Wallace (at least in the Braveheart version), Achilles, Riddick, the Beastmaster, Xena, and far, FAR, too many movie, RPG, saga, and other literary examples to list.

So here we have:

Ulr Stormcutter, He-Who-Despises-Lawyers

Level Two Northern Barbarian, Human Scion of The Northern Gods

Tribal Barbarian Warrior Package Deal (Free)

  • Enduring The Wilds / Advanced Improved Augmented Bonus: Adds (Str Mod) to (Con Mod) for HP purposes, Specialized and Corrupted / only through level six (6 CP).
  • Dolorous Stroke / Trick: Three times per fight you may strike to inflict grievous harm, adding an injury effect equivalent to Bestow Curse or Blindness / Deafness on the creature struck if it fails to save (Will DC 10 + Level/2 + Cha Mod). Such injuries go away in 1d10 days thanks to the remarkable healing abilities of d20 characters or can be removed immediately by Healing effects of level three or more or in 1d4+1 rounds by a Heal check against the original save DC (6 CP).

Basic Attributes: Str 17 (+2 Enh +1 Sac = 20)/+5, Dex 14/+2, Con 14/+2, Int 10/+0, Wis 10/+0, and Cha 14/+2

Available Character Points: 72 (L2 Base) +10 (Disadvantages: Broke, History, and Uncivilized) +4 (Duties; his tribe keeps sending him on missions) +2 (Restriction: no medium or heavy armor or advanced weapons – like Crossbows) +2 (Restriction: Barbarian Code) +2 (Restriction, arcane magic) +18 (Human and L1) = 110 CP.

Basic Purchases (29 CP):

  • Base Attack Bonus: +2, Specialized and Corrupted for Triple Effect (+6) / only for Melee Combat Unarmed or with Barbarian Weapons (12 CP)
  • Hit Points: 14 (L1-2d8, 8 CP) +12 (2d6 Immortal Vigor) +28 (4 x [Con Mod + Str Mod) = 54 HP. (+24 Temporary HP when Berserk). DR 2/-, 4/- when using Greatsword).
  • Saving Throws:
    • Fortitude +2 (Purchased, 6 CP) +2 (Con) = +4.
    • Reflex +0 (Purchased, 0 CP) +2 (Dex) = +2.
    • Will +1 (Purchased, 3 CP) +0 (Wis) = +1.
  • Proficiencies: See Below.
  • Skill Points: 25 (5 x [Int Mod + Str Mod]) + 20 (Fast Learners) = 45
  • Armor Class: 10 (Base) +4 (Bearskin Cloak) +2 (Dex) = 16
  • Initiative: +2 (Dex).
  • Movement: 30 (Base) +30 (Enh) = 60′.

Attacks:

  • Greatsword (Two-Handed): +15 or +15/+15/+10 (+6 BAB +5 Str +3 Comp +1 Enh), 3d8+9, Crit 17-20/x2, 10′ Reach, 3 AoO. Quick Draw.
  • Unarmed Bear Style: +11 or +11/+11/+6 (+6 BAB +5 Str), 1d10 +5 (Normal or nonlethal as desired), Crit 20/x2, 10′ Reach, Improved Grapple, Improved Bull Rush. Gains automatic Trip (“Throw”) on a critical hit when grappling, considered armed when unarmed. Extra +4 to attack(s) when Grappling.

When Berserk:

    • Greatsword: +18 or +18/+18/+13, 3d8+14, otherwise the same.
    • Bear Style: +14 or +14/+14/+9, 1d10 +8. Still an extra +4 to attack(s) when Grappling, otherwise the same.

Scion Of The Northern Gods (18 CP):

  • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Divine Blood / Innate Enchantment, Corrupted for Reduced Cost / must maintain barbarian lifestyle, diet, and regular intensive exercise. Up to 8500 GP value, 6 CP. All spell effects Spell Level 1/2 or 1, Caster Level One, Unlimited-Use Use-Activated (x2000 GP), Personal-Only (x.7) where applicable.
    • Immortal Vigor I (1400 GP)
    • Master’s Touch (Only covers Barbarian Weapons and Armor, x.7 = 1400 GP)
    • Personal Haste (2000 GP)
    • +2 Str (1400 GP)
    • +3 with Barbarian (all his Adept) Skills (1400 GP)
    • +3 Competence Bonus to BAB with Greatswords (700 CP)
    • Weather Tolerance / Cold Weather Clothing (10 GP), Tough Feet / Boots (2 GP) (6 CP).
  • Action Hero/Crafter, Specialized and Corrupted / only to pay the XP cost of the above Innate Enchantments (2 CP).
  • Immunity / Antimagic and Dispelling, Specialized and Corrupted / only to protect his Innate Enchantments (Common, Minor, Minor – currently protects through L3 countereffects, 4 CP).

Self-Sufficient (27 CP):

  • Divine Tutelage: Advanced Improved Augmented Bonus: Adds (Str Mod) to (Int Mod) for SP purposes, Specialized and Corrupted / only through level six (6 CP).
  • Upgrade Human Fast Learner to Double Effect (3 CP).
  • Fast Learner, Specialized in Skills for Double Effect (6 CP).
  • Adept x2 (Two Martial Art Styles, Acrobatics, Athletics, Perception, Survival, Handle Animal, Background, 12 CP).

Other Abilities: (36 CP):

  • Companion (Animal Companion, 6 CP). Whether mighty steed, faithful wolf, powerful hawk, or great cat, Ulr is never without assistance.
  • Berserker with Odinpower, Enduring, and +2 Bonus Uses (15 CP). +6 Str, +6 Con, +1 Will for 5 Rounds (L/3 +4) times daily. Does not suffer fatigue afterwards.
  • Use of Charms and Talismans (6 CP).
    • Current Talismans:
      • Rune Weapon: Large Greatsword is a +1 Keen Weapon.
      • Bearskin Cloak (Shimmermail): Provides a +4 Armor Bonus with no penalties.
      • Torc (Helm) Of War: 7 Charges, regains one per week, may spend one charge to reduce the effect of an attack as per Heavy Fortification. This does not cost an action.
    • Current Charms:
      • Sovereign Ointment: 30 doses, each cures 1 point of damage, maximum of 1d4+1 doses can be used on any one target per day.
      • Wardstones versus Bludgeoning, Piercing, and Slashing Damage (Resulting in DR 2/-).
      • Bearclaw Necklace: Provides a +1 Sacred Bonus to Strength
      • Resounding Horn: The sound of this horn carries an exceptionally long way and is easily recognized. If the user is desperate or expends 1D4 temporary Con points their family and any close companions will hear an echo of its sound wherever they may be in the world.
      • The Ocean’s Arms: This engraved shell makes the user very bouyant, rather like a life preserver.
  • Grant Of Aid with +8 Bonus Uses, Specialized in Hit Points Only (9 CP).

Skills (0 CP, 41 of 45 SP): (Ulr is using a condensed skill list)

  • Acrobatics: +6 (3* SP) + 2(Dex) +3 (Comp) = +11
  • Athletics: +6 (3 SP*) +5 (Str) +3 (Comp) = +14
  • Background: +6 (3* SP) +0 (Int) +3 (Comp) = +9
  • Background: +6 (3* SP) +0 (Int) +3 (Comp) = +9
  • Bear Style: +6 (3* SP) +5 (Str) +3 (Comp) = +14
  • Handle Animal: +6 (3* SP) +2 (Cha) +3 (Comp) = +11
  • Linguistics: +1 (1 SP) +0 (Int) = +1 (Speaks his tribal language and Common).
  • Northern Storm Style: +6 (3* SP) +5 (Str) +3 (Comp) = +14 (+3 with Personally-Forged Blades)
  • Perception: +6 (3* SP) +0 (Wis) +3 (Comp) = +9
  • Survival: +6 (3* SP) +0(wis) +3 (Comp) = +9
  • Thievery: +6 (6 SP) +2 (Dex) = +8

*Half cost due to Adept.

  • Background Skill Choices: Swordsmith, Leatherworker, Hunter / Trapper, Storyteller, Exhibition Matches, Brewer, Miner, Woodsman, Carpenter, and Oratory.
  • Skill Specialities (1 SP Each): Northern Storm Style / Personally-Forged Greatswords, Bear Style / Grappling (1 SP), Survival / Winter, Oratory / Putdowns and Taunts.
  • Specific Knowledges: Tribal Traditions (1 SP), The Local Area (1 SP), and Tribal Legends (1 SP).
  • Bear Style Wrestler (Unarmed, Str): Power 3 (1d10 Base), Strike (1d4 base, considered armed), Reach, Improved Grapple, Improved Bull Rush. Gains automatic Trip (“Throw”) on a critical hit when grappling.
  • Northern Storm Style (Greatsword, Str): Toughness 2, Power 3. Monkey Grip (use Large Greatsword – 3d6 base – without penalty), Reach, Combat Reflexes, and Quick Draw. Using Large Greatsword: 3d8 base damage.

Other Equipment: Dagger, Handaxe, Bedroll, Rations, Waterskin.

Ulr basically wades into battle, smashes down all opposition, and lives through it. He’s actually very good at that, and has some wilderness skills to fall back on – but at the moment he’s something of a specialist. He’ll probably want to buy some Witchcraft (for “Rage Powers”) later on and pick up some Luck to confirm more criticals – but he’s really quite capable already.

Eclipse D20 – The Noble Pioneer

For today, it’s another sample character – and an example of fitting a character to a specific setting, rather than ignoring it. Yolande‘s husband Darius is a character for a realm-building game in the Atheria setting. He’s a noble of the Alarian Imperium who is attempting to found a colony / domain in the northern wilderness, with his wife, their followers, and a motley assortment of random people / refugees who think that they’d be better off deep in the wilderness than in an ancient, prosperous, and well-established civilization.

It might be best not to ask them why.

Darius is thus designed to operate in a “party” of two, taking on the roles of commander (both strategic and frontline), colonial governor, monster hunter, court magician, diplomat, and more That’s somewhat eased by Atheria’s world laws which limit spellcasting to a maximum level of three, restrict various powers, reduce the cost of the less-useful skills, and don’t support normal magical items – although they do provide attribute boosts and feats every two levels. That makes it a LOT easier to handle what little magic will be available and what exotic skills will be needed. Thus Darius is a reasonably good warrior (with a focus on defense and evasion), a very flexible mage (albeit with very limited power reserves), and a pretty good politician and leader. It’s still not going to be easy, and he’ll have to do a lot of negotiating when something is simply far beyond his power – but if he’s cautious and clever, his odds of founding a realm and a dynasty are pretty good.

Darius De Tanga

L5 Pioneer-Noble of the Alarian Imperium, Atheria.

Order Birthright Racial Modifiers:

  • Assistant (“Aid Another” actions provide a +4 bonus, 6 CP).
  • Privilege/Imperial Patron (6 CP. Exiles may substitute a bonus feat).
  • 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. Caster Level Three, Unlimited-Use Use-Activated (x2000 GP), Personal charms only (x.7) = 8400 GP).
    • Inspiring Word (Spell Level One, Caster Level One, Unlimited-Use Use-Activated (x2000 GP), Personal only (x.7), +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP).
  • Fast Learner (may be (is) specialized in Skills, 6 CP).
  • A bonus feat worth 6 CP.

Available Character Points: 144 (L5 Base) +10 (Disadvantages: Compulsive (prove that he is a worthy scion of his family), History, and Valuable) +10 Duties (to the Imperium) +24 (L1, L2, L4, and Birthright Bonus Feats) = 188 CP.

Wealth Level (3 CP): Affluent, Specialized for Reduced Cost / this is contingent upon maintaining support from the Imperium and his family and is only fully available within the Imperium; replacements and hard cash may not be easy to get in the north.

  • His armor, shields, and weapons are all considered “masterwork” where this is relevant.
  • He gets a good deal of leeway about things like the use of deadly force against an “attacker,” carrying armor, shields, and weapons, or riding in the city streets, and will virtually always get the benefit of the doubt unless the other side is even richer.
  • He may use five charms and two talismans.
  • He may have exotic pets, like fine hawks and rare imported animals. Trained warbeasts, chargers, and packtrains are at his disposal.
  • He may have a few competent and loyal guards and assistants, know various spellcasters and rare specialists, and have quite a few employees and general gofers.
  • He gains an extra skill point each time he levels while “Affluent”.

Basic Attributes: Str 14, Dex 10, Con 12, Int 14 (+2 L2 and L4 Boosts +4 Enh = 20), Wis 12, & Cha 14 (+2 Enh = 16). (3.5 28 Point Buy).

Basics (74 CP):

  • Base Attack Bonus: +1 (6 CP), additional +2 Specialized and Corrupted for Triple Effect (Melee Only, Swords Only) (+6, 12 CP).
  • Hit Points: 35 (L1-5d8, 20 CP) +5 (Con Mod x 5) = 40 (DR 1/- due to Martial Arts).
  • Saving Throws:
    • Fortitude +2 (6 CP) +1 (Con) +1 (Mor) +1 (Res) = +5
    • Reflex +2 (6 CP) +0 (Dex) +1 (Mor) +1 (Res) = +4
    • Will +2 (6 CP) +1 (Wis) +1 (Mor) +1 (Res) = +5
  • Skill Points: 40 (Int Mod x 8) +24 (Cha Mod x 8) +40 (Double Fast Learner since L(-2), both Specialized in Skills for Double Effect, 6 CP) +8 (Wealth) = 112 SP
  • Proficiencies: All Simple and Martial Weapons (9 CP), Light Armor (3 CP).
  • Armor Class: 10 (Base) +6 (Augmented Shimmermail) +4 (Shield) +5 (Int Mod) +4 (Martial Art) = 29
  • Move: 30′ (Base) +30 (Enh) = 60′.

Usual Attacks:

  • Baelrigor (Greatsword) +15/+15/+10/+5 (+7 BAB +4 Competence +2 Str +1 Mor +1 Mas), 2d6+2 (Str) +1 (Mor), Crit 19-20/x2.
  • Unarmed: +10/+10/5 (+7 BAB +2 Str +1 Mor), 1d4 +2 (Str) +1 (Mor), Crit 20/x2.

Theurgic Mastery: (39 CP).

  • +5 Base Caster Levels, Specialized in Theurgy (15 CP).
  • 3d6 Mana as 6d4 (18) Generic Spell Levels, Corrupted / only usable to power Thaumaturgy (12 CP).
  • Augmented Bonus (Uses Int Mod as a Base for Theurgy Skills, 6 CP).
  • Advanced Improved Augmented Bonus (Add Cha Mod to Int Mod for calculating skill points, Specialized and Corrupted / only through level six, 6 CP).

Darius is – for Atheria – a powerful and extremely versatile mage – but his supply of magical power is quite limited, even with some pretty good rolls for his daily supply. He’ll have to choose his spells wisely if he wants to be effective with his magic.

Political Advantages: (19 CP)

  • Major Privilege: Noble Of The Imperium, Specialized / is of limited utility outside of the Imperium (3 CP).
  • Leadership: Specialized and Corrupted / Characters other than generic guards/farmers/etc must be sought out and recruited – and are designed (and played) by the GM, rather than by the player (2 CP).
    • Currently 16 Levels Worth, individual max ECL of 3.
  • Major Favors (6 CP): Through his family and other political backers.
  • Contacts – an Imperial Scholar and a Merchant (2 CP).
  • Adept (Diplomacy, Starblade Style, Spot, and Nobility, 6 SP).

Combat Tricks: (24 CP)

  • Finesse / Adds (Int Mod) to AC instead of (Dex Mod) (6 CP).
  • Reflex Training (Three Actions Per Day Variant) (6 CP).
  • Luck with +4 Bonus Uses (12 CP).

Mystic Knacks: (20 CP)

  • Mindspeech (6 CP). May send and receive thoughts with willing (or at least not unwilling) targets within a 60′ radius
  • Mystic Link (Yolande) with Communications and Power Link (9 CP).
  • Double Enthusiast, Specialized and Corrupted for Increased Effect (3 floating CP) / Points can only be used for 1 CP Relics (3 CP).
  • Create Relic, Specialized and Corrupted / only usable to create a limited selection of one-point relics (2 CP).

Innate Enchantment: (9 CP)
All effects SL 0 or 1, Caster Level One, Unlimited-Use Use-Activated, Personal-Only where applicable, up to 8500 GP Value.

  • Enhanced Attribute (+2 Charisma, 1400 GP).
  • Force Shield I (+4 Shield Bonus to AC, 1400 GP).
  • Martial Mastery (+4 Competence Bonus to BAB with Greatsword, 1400 GP).
  • Personal Haste (+1 attack at full BAB when making a Full Attack, +30′ Movement, 2000 GP).
  • Resistance (+1 Resistance Bonus to Saves, 700 GP).
  • Skill Mastery (+2 Competence Bonus to All Skills, 1400 GP).

Skills:

Tier One Skills (Full Price) (38 SP):

  • Diplomacy (Cha): +8 (4* SP) +3 (Cha) +1 (Mor) +2 (Com) = +14
  • Disable Device (Int): Unskilled.
  • Fly (Dex): +0 (0 SP) +0 (Dex) +1 (Mor) +2 (Com) = +3
  • Hide (Dex): +0 (0 SP) +0 (Dex) +1 (Mor) +2 (Com) = +3
  • Knowledge (Always Int):
    • Arcana: +8 (4* SP) +5 (Int) +1 (Mor) +2 (Com) = +16
    • Architecture And Engineering: +3 (3 SP) +5 (Int) +1 (Mor) +2 (Com) = +11
    • Geography: +3 (3 SP) +5 (Int) +1 (Mor) +2 (Com) = +11
    • History: +3 (3 SP) +5 (Int) +1 (Mor) +2 (Com) = +11
    • Nature: +3 (3 SP) +5 (Int) +1 (Mor) +2 (Com) = +11
    • Nobility and Royalty: +8 (4* SP) +5 (Int) +1 (Mor) = +2 (Com) +16
    • Planes: +3 (3 SP) +5 (Int) +1 (Mor) +2 (Com) = +11
    • Religion: +3 (3 SP) +5 (Int) +1 (Mor) +2 (Com) = +11
  • Martial Art (Starlight Blade Style) +8 (4*SP) +5 (Int) +1 (Mor) +2 (Com) = +16
  • Move Silently (Dex): +0 (0 SP) +0 (Dex) +1 (Mor) +2 (Com) = +3
  • Profession/Occult (Wis): Unskilled.
  • Search (Int): +0 (0 SP) +1 (Wis) +1 (Mor) +2 (Com) = +4
  • Sleight of Hand (Dex): Unskilled.
  • Spellcraft (Int): Unskilled.
  • Spot (Wis): +8 (4* SP) +1 (Wis) +1 (Mor) +2 (Com) = +12
  • Survival (Wis): +0 (0 SP) +1 (Wis) +1 (Mor) +2 (Com) = +4
  • Swim (Str): +0 (0 SP) +2 (Str) +1 (Mor) +2 (Com) = +5
  • Tumble (Dex): Unskilled.

*Half Cost due to Adept.

Theurgy Nouns: (12 SP).

  • Air: + 1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Body: +1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Earth: + 1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Fire: + 1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Illusion: + 1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Magic: +1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Mind: +1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Plant: + 1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Space: + 1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Spirit: + 1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Time: +1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Water: + 1 (1 SP) +5 (Int) +1 (Mor) +2 (Com) = +8

Theurgy Verbs: (36 SP)

  • Control: +6 (6 SP) +5 (Int) +1 (Mor) +2 (Com) = +14
  • Creation: +6 (6 SP) +5 (Int) +1 (Mor) +2 (Com) = +14
  • Destruction: + 6 (6 SP) +5 (Int) +1 (Mor) +2 (Com) = +14
  • Healing: +6 (6 SP) +5 (Int) +1 (Mor) +2 (Com) = +14
  • Transformation: + 6 (6 SP) +5 (Int) +1 (Mor) +2 (Com) = +14
  • Understanding: +6 (6 SP) +5 (Int) +1 (Mor) +2 (Com) = +14

Tier Two Skills (Half Price) (20 SP).

  • Appraise (Int): +8 (4 SP) +5 (Int) +1 (Mor) +2 (Com) = +16
  • Balance (Dex): +0 (0 SP) +0 (Dex) +1 (Mor) +2 (Com) = +3
  • Bluff (Chr): +0 (0 SP) +3 (Cha) +1 (Mor) +2 (Com) = +6
  • Climb (Str): +0 (0 SP) +2 (Str) +1 (Mor) +2 (Com) = +5
  • Concentration (Con): +0 (0 SP) +2 (Con) +1 (Mor) +2 (Com) = +5
  • Control Shape (Wis): +0 (0 SP) +1 (Wis) +1 (Mor) +2 (Com) = +4
  • Craft/Exotic (Int)*: Unskilled
  • Escape Artist (Dex): +0 (0 SP) +0 (Dex) +1 (Mor) +2 (Com) = +3
  • Gather Information (Cha): +8 (4 SP) +3 (Cha) +1 (Mor) +2 (Com) = +14
  • Handle Animal (Cha)*: Unskilled.
  • Heal (Wis): +0 (0 SP) +1 (Wis) +1 (Mor) +2 (Com) = +4
  • Intimidate (Cha): +0 (0 SP) +1 (Wis) +1 (Mor) +2 (Com) = +4
  • Open Lock (Dex)*: Unskilled.
  • Perform (Specify) (Cha): +0 (0 SP) +3 (Cha) +1 (Mor) +2 (Com) = +6
  • Profession/Complex (Wis)*: Unskilled.
  • Psicraft (Int)*: Unskilled.
  • Ride (Dex): +8 (4 SP) +0 (Dex) +1 (Mor) +2 (Com) = +11 (+13 with Tethered steed).
  • Listen (Wis): +8 (4 SP) +1 (Wis) +1 (Mor) +2 (Com) +4 (Torc) = +16
  • Sense Motive (Wis) +8 (4 SP) +1 (Wis) +1 (Mor) +2 (Com) = +12
  • Speak Language (Int): +0 (0 SP) +5 (Int) +1 (Mor) +2 (Com) = +8.
  • Speaks Havril, Illerian, Ikunn, Draconic, and Chordath.
  • Use Magic Device (Cha)*: Unskilled.

Tier Three Skills (One-Third Cost, can’t be Corrupted or Specialized) (6 SP).

  • Autohypnosis (Wis): +6 (2 SP) +1 (Wis) +1 (Mor) +2 (Com) = +10
  • Burrow (Wis)*: Unskilled.
  • Craft/Mundane (Int): +0 (0 SP) +5 (Int) +1 (Mor) +2 (Com) = +8
  • Decipher Script (Int): +6 (2 SP) +1 (Wis) +1 (Mor) +2 (Com) = +10
  • Disguise (Cha): +0 (0 SP) +3 (Cha) +1 (Mor) +2 (Com) = +6
  • Forgery (Int): +6 (2 SP) +5 (Int) +1 (Mor) +2 (Com) = +14
  • Jump (Str): +0 (0 SP) +2 (Str) +1 (Mor) +2 (Com) = +5
  • Profession (Simple): +0 (0 SP) +1 (Wis) +1 (Mor) +2 (Com) = +4
  • Sense of Touch (Wis): +0 (0 SP) +1 (Wis) +1 (Mor) +2 (Com) = +4
  • Use Psionic Device (Cha)*: Unskilled.
  • Use Rope (Dex): +0 (0 SP) +0 (Dex) +1 (Mor) +2 (Com) = +3

Martial Art – The Starlight Blade Style (Int)

Starlight Blade focuses on predicting the patterns of an attack and exploiting any opening which appears, hopefully allowing the user to deal with an opponent without leaving any opening in his or her own defense. While it’s certainly preferable to have a weapon, Starlight Blade doesn’t neglect unarmed techniques either. Depending utterly on a weapon is itself a flaw.

  • Requires: Weapon Focus/Greatsword or point-buy equivalent.
  • Basic Techniques: Defenses 4, Strike 1, and Toughness 3.
  • Advanced and Master Techniques: Deflect Arrows, Mind Like Moon, Prone Combat, and Unarmed Kata.
  • Occult Techniques: Healing Hand, Inner Strength, Iron Skin, and Vanishing.
  • Known Techniques: Defenses IV, Strike 1, Toughness I, and Unarmed Kata.
  • Bonus Techniques from Baelrigor: Deflect Arrows, Mind Like Moon, Prone Combat, Healing Hand, Inner Strength, Iron Skin, and Vanishing.

Equipment:

Current Relics:

  • Baelrigor (Greatsword) (1 CP Relic). This blade grants +9 points worth of a sword-based martial art, corrupted for increased effect / only while using the blade (provides an effective +14 or seven extra martial abilities in total)
  • Ruby Tongue of the Sorcerer (1 CP Relic): A ruby amulet granting Improved Power Words, Corrupted/only for storing spells the user personally supplies. Since theurgy is slow, this allows him to have a few fast spells on hand.

Order Birthright Charms:

  • Captain’s Torc: +4 to Listen checks, can make the user’s voice very loud, -1 on saves versus sonic attacks, can cast your voice up to sixty feet.
  • Helm of War: Grants six as-needed uses of Heavy Fortification, regaining one use each week.
  • Hidden Pocket: Holds 15 Lb of stuff with no noticeable weight or bulk and a mere slit for access.
  • Mage Tether: Lets the user call for the animal whose hair was used to make it. If it’s within two miles it will come as quickly as it reasonably can. As a side effect the user gets a +2 bonus on ride and handle animal rolls involving the animal in question.
  • Sunstone: Stores 25 minutes worth of sunlight (recharging five minutes worth per day in the sun), and can illuminate a 10′ radius with full sunlight and dimly illuminate some distance beyond that. Can discharge ten minutes worth as a ray of Searing Light (at CL5). Since this is stored natural sunlight spell resistance does not apply.

Order Birthright Talismans:

  • Greater Scholars Eye: +4 Enhancement Bonus to Intelligence.
  • Shimmer Mail: +6 Armor Bonus with no penalties or effective encumbrance.

Personal Steed: Ajatantsija, Light Dernmarkian Warhorse.

Basic Information:

  • Attributes: Str 16, Dex 14, Con 18, Int 2, Wis 13, Cha 8
  • Initiative +2, HP 32, Speed 90′
  • Armor Class: 17 (-1 Size, +2 Dex +2 Leather Barding, +4 Natural).
  • Attack: +4/1d4+3 (Hoof), Full 3 Hooves, Bite (-1, 1d3+1).
  • Senses: Low-Light Vision, Scent.
  • Saves: Fort +7, Ref +5, Will +2
  • Skills: Listen +4, Spot +4
  • Feats: Endurance, Run.

Timedancer Horse Birthright (18 CP):

  • Reflex Action, 3/Three Actions Per Day Variant, with +4 Bonus Uses (for a total of seven), Specialized/only usable for movement, whether natural or magically-assisted (6 CP).
  • Innate Enchantment (Personal Haste, from The Practical Enchanter), CL1, SL1, At-Will Use-Activated, 2000 GP effective value) (3 CP).
  • Inherent Spell (Lightning Step (from The Practical Enchanter), with +2 Bonus Uses, 9 CP).

Darius is – as usual for an Eclipse character (and one with an exceptionally powerful base “race” at that) roughly equivalent to a baseline d20 character of several levels higher –  but as a generalist he certainly can’t match a focused Eclipse build even if he is a quite effective warrior-mage by baseline d20 standards. His biggest problem in a conventional game

Eclipse And What NOT To Do

Today it’s something unusual for me – an example of what NOT to do with Eclipse.

In this case, a player who was new to Eclipse wished to make a first level character. He then…

  • Refused to consult with, or take advice from, the game master – or from anyone who knew the system.
  • Provided a character history which consisted of “He was a slave. He was freed by some people who attacked the slavers. He then wandered off with some of the other slaves who elected to follow him (although he explicitly denied doing anything to lead them). After arriving at an isolated village, he refused to interact, come up with a way to make a living, or find a home – for a year or two.
  • Ignored the setting – which happened to be the 3.5 Forgotten Realms – in favor of Pathfinder references.

These were not good signs – but the most serious problem was that he refused to come up with a concept. Instead, he skimmed through Eclipse, through various builds on this site, and possibly some optimization boards and tried to grab the”best” abilities he saw – ignoring the supporting abilities that made them work. Thus he wound up with a first level character who…

  • Had a custom racial template (some sort of experimented-on mutant fey), despite that being a “Game Master Permission Only” item. Unfortunately, he tried to put a number of abilities that had prerequisites into it. These included…
  • Took undefined “Duties to Custom and Tradition” on a unique creature that had neither.
  • Took Innate Enchantment to get less than 250 GP worth of basic stuff – clothing, leather armor, a few simple hand tools, and a piece of rope instead of any actually useful enchantments or gear. This power would function, but – as set up – was essentially worthless.
  • A part of the Lesser Fey template – the Channeling / Conversion ability it used to produce some spell effects – without the immunity to the level requirement that allowed it to work for fey of below fifth level. This power would not function in a racial template.
  • Took Extra Limbs to get a Prehensile Tail, but didn’t put enough points into it to actually buy the ability – so this did nothing.
  • Took Returning despite the game master telling him “no” – but with a one month minimum delay and severe memory losses. Given that I am told that the game was known to be plotted for a series of crisis’s over a period of a few months, actually attempting to get any use out of this power would effectively put him out of the game for a year or more of real time. Still, this ability might function in a long-term game – but is saving one point really worth giving yourself amnesia?
  • Took Immunity to Aging. That would function, but again… the game was plotted for a few months.
  • He did take Grant Of Aid for a bit of self-healing. That power doesn’t really belong in a Racial Template – at least not without some restrictions and a description that would describe why ALL of the members of the race have some exotic entity interested in helping them – but it did function.

Personal Powers

For his personal powers, he did start out reasonably enough: he…

  • Took a d10 hit die, a +1 BAB, some save bonuses, and proficiency with a limited group of simple weapons (and no armor or shields). So he was reasonably tough, and had some talent for hitting people – but had no effective attacks and no way to defend himself.

Unfortunately, the then…

  • Took Leadership – ignoring both that the basic effect would not work below fourth level and that it was on the “special permission from the game master” list. Result: Points spent on a power that did not actually function.
  • Grabbed a part of the Path Of The Dragon (the entire path was on the “special permission from the game master” list, but at this point why worry about that?) – a crafting-boosting effect that let you accomplish certain tasks more quickly and a small boost to certain skills. Unfortunately, he did not take the basic “Shaping” ability that was a prerequisite and neither did he take any crafting abilities. Thus this ability did not function at all, and – even if it had – would only make him capable of doing basic housework and chores more quickly than usual. That isn’t a lot of use on an adventure.
  • Took Hysteria, but declined to select what it could be applied to – rendering it functionless.
  • Took a bit of Power to pay for Hysteria with. Sadly, with Hysteria functionless, this was too.
  • Took Universal Jack Of All Trades – an ability that effectively gives you a +1 on skills linked to a particular (unspecified) attribute and a minimum +1 in all skills, although this does not stack with actual skill point investments. Unfortunately, since the game used a severely condensed skill list, and he had already invested skill points in almost all the skills, this – once again – did very little.
  • Took “Lunge” (extra reach) for his tail. Since he hadn’t actually paid for a tail, this did nothing.
  • Took Charmsmith – the ability to make trivial magical devices with effects equivalent to selected “Prestidigitation” effects. Thus he could, for example, make boots that kept your feet warm. Unfortunately, he did not take any of the abilities that built on Charmsmith to allow him to make something that would actually be useful. Nor did he have the perquisite Shaping ability, rendering this nonfunctional in the first place.
  • Took Dominion – yet another ability on the “Game Master Permission Only” list and one which requires actually ruling a domain of some sort to do anything. He had no domain and apparently had no actual plans to rule anything, rendering this ability utterly useless.

The net result, of course, was a completely ineffectual character with virtually no useful abilities – unless, of course, an adventure called for an unusually durable field hand or housekeeper.

I’m informed that once the game started he refused to interact with the other characters and rejected the game premise (“small, isolated, village meeting a series of crisis), apparently wishing to be a lone wolf – but that’s not what this is about.

At that point I was asked to look the character over since the game master had  no idea of what the player was attempting to build. Given the complete train wreck, I took a few hours and wrote up a functional version. Sadly, while I could make it function to some degree, that did not overcome the lack of a concept and nonsensical ability selection. Still, here it is, just for comparison.

First up was making an acceptable race. To keep as much of the original structure as possible that also meant fixing the unusable racial abilities and cramming as much as possible of the “special permission only” abilities into the racial template. Ergo…

Far Darrig (A type of minor Irish fey) Racial Template (31 CP / +0 ECL Race):

  • Speaks Sylvan (1 CP).
  • Minor Privilege: Welcome among the Fey (3 CP). Far Darrig, along with Brownies and other varieties of “House Elves”, are welcome in fey circles.
  • Extra Limb(s): Prehensile Tail (6 CP). A third hand often comes in handy.
  • Immunity to Aging (Uncommon, Major, Minor, 4 CP). A Far Darrig can expect to live for many
    centuries.
  • Returning: Unless slain by Cold Iron or Old Age a Far Darrig will be reborn from the forces of nature in about a month – albeit with partial amnesia (3 CP).
  • Shaping, Specialized and Corrupted / only to provide the basic structure for seven Fey Spells – Chain Of Obligation, Feygift, Mastery Of The Named, Major Image, Phantom Steed, Shadow Enchantment, and Suggestion (2 CP).
  • 1d6 (4) Mana with Spell Enhancement, Specialized and Corrupted for Increased Effect / only for Spell Enhancement, only for use with Shaping (above) – allowing the user to spend 1 Mana to use one of the listed effects (6 CP).
    • These abilities replaced the Channeling / Conversion abilities. While more limited in higher development, this allowed more basic abilities and would actually work at first level.
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore the specialized mana pool above, only works between encounters (4 CP).
  • Charmsmith (6 CP). A Far Darrig can make many minor magical devices.
  • Taskmaster (6 CP). Divides the time required for small-scale mundane tasks by (Intelligence).
  • Disadvantages: Accursed (True Name), Compulsive (Must offer hospitality, keep their word, and respect their pacts). Accursed (Cannot directly lie) (-10 CP).

That race isn’t an atrocity of power – but it does offer some handy tricks and lays the foundation for later advancing several of the normally-restricted Path of the Dragon abilities.

Basic Attributes were Str 13, Int 16, Wis 9, Con 13, Dex 14, and Cha 17. I don’t really know why, although I suspect that the player was trying to get the biggest possible benefit out of his later attribute gains.

Available Character Points: 48 (L1 Base) +12 (Disadvantages: Outcast, Broke, Irreverent and Illiterate) +12 (L0 and L1 Bonus Feats) = 72 CP.

Basics (26 CP):

  • Hit Dice: 10 (1d10, 6 CP) +1 (Con Mod x 1) +14 (Immortal Vigor, 12 + 2 x Con Mod) = 25 HP
  • Skill Points: 6 (Purchased, 6 CP) +12 (Int Mod x 4) = 18 SP
  • BAB: +1 (6 CP).
  • Saves:
    • Fort +2 (Purchased, 6 CP) +1 (Con) +1 (Mor) = +4.
    • Ref +0 (Purchased) +2 (Dex) +1 (Mor) =+3.
    • Will +0 (Purchased) -1 (Wis) +1 (Mor) = +0.
  • Proficiencies: Small Group of Simple Weapons (Club, Dagger, Gauntlet, Staff, Sickle, Sling, Unarmed, 2 CP).
  • Initiative: +2 (Dex)
  • Move: 30′
  • Armor Class: 10 (Base) +2 (Leathers) +2 (Dex) = 14

Usual Attacks:

  • Quarterstaff: +3 (+1 BAB +1 Str +1 Mor), 1d6+1 (Str) +1 (Mor), Crit 20/x2
  • Thrown Dagger: +4 (+1 BAB +2 Dex +1 Mor), 1d4+1 (Str) +1 (Mor), Crit 19-20/x3, 10′ range increment.

Special Abilities (46 CP):

  • Adept (Pays half cost for four skills – Acrobatics, Insight, Stealth, and Thievery, 6 CP).
  • Innate Enchantment (5500 GP value or less, 6 CP. Currently 5972.4 GP value):
    • Universal Skill Mastery: +2 Competence Bonus on All Skills and Attribute Checks. (Personal-Only, x.7 = 1400 GP).
    • Fortune’s Favor: +2 Luck Bonus on All Skills and Attribute Checks (Personal-Only, x.7 = 1400 GP)
    • Inspiring Word: +1 Morale Bonus on saving throws, attack rolls, checks, and weapon damage (Does not apply to attack rolls or weapon damage, x.5, Personal-Only, x.7 = 700 GP).
    • Net: +5 to all Skills, +1 to all Saves
    • Immortal Vigor I (Personal-Only, x.7 = 1400 GP). Clurichaun are tough and durable
    • Armor and Clothing: Leather Armor (10 GP), Cold Weather Outfit (8 GP), and Explorer’s Outfit (10 GP).
    • Tools: Bedroll (.1 GP), Crowbar (2 GP), Flint & Steel (1 GP), Hammer (.5 GP), Miners Pick (3 GP), Signal Whistle (.8 GP), Shovel (2 GP), Artisians Tools (5 GP), Thieves Tools (30 GP), Quarterstaff (-).
  • Action Hero/Crafting, Specialized for Increased Effect (double points) and Corrupted for Reduced Cost / only to cover the XP costs of Innate Enchantments and using Charmsmith at 1 AP = 20 XP (4 CP).
  • Lunge, Specialized for Increased Effect (10′ Reach), Only with Tail (6 CP).
  • Mana, 1d6 as 3d6 Power, Specialized for Increased Effect / only to power Hysteria (6 CP).
  • Hysteria (Skills) (6 CP).
  • Grant of Aid with both Regenerative Functions (12 CP).

Skills (18 SP):

  • Acrobatics (Dex) (Balance, Escape Artist, Tumble): +4 (2* SP) +2 (Dex) +5 (IE) = +11
  • Arcana (Int) (Spellcraft, Knowledge/Arcana): +1 (1 SP) +3 (Int) +5 (IE) = +9
  • Athletics (Str) (Climb, Jump, Swim, Escape Artist): +1 (1 SP) +1 (Str) +5 (IE) = +7
  • Background (Int) (5x Craft, Profession, or Perform): All unskilled, so universal +3 (Int) +5 (IE) = +8
  • Deception (Cha) (Bluff, Disguise): +1 (1 SP) +3 (Cha) +5 (IE) = +9
  • Endurance (Con) (Concentration, Control Shape): +1 (1 SP) +1 (Con) +5 (IE) = +7
  • Handle Animal (Cha) (Handle Animal, Ride, Profession/Teamster): +1 (1 SP) +3 (Cha) +5 (IE) = +9
  • Insight (Wis) (Gather Information, Sense Motive): +3 (1* SP) -1 (Wis) +5 (IE) = +7
  • Linguistics (Int) (Decipher Script, Forgery, Speak Language): +1 (1 SP) +3 (Int) +5 (IE) = +9
  • Perception (Wis) (Listen, Search, Spot): +1 (1 SP) -1 (Wis) +5 (IE) = +5
  • Persuasion (Cha) (Diplomacy, Intimidation): +1 (1 SP) +3 (Cha) +5 (IE) = +9
  • Religion (Wis) (Knowledge/Religion, Knowledge/The Planes, Heal, and performing various religious services and rituals): +1 (1 SP) -1 (Wis) +5 (IE) = +5
  • Scholar (Int) (Architecture, Engineering, Geography, History, Local, and Nobility): +1 (1 SP) +3 (Int) +5 (IE) = +9
  • Stealth (Dex) (Hide, Move Silently): +4 (2* SP) +2 (Dex) +5 (IE) = +11
  • Survival (Int) (Dungeoneering, Nature, Use Rope): +1 (1 SP) +3 (Int) +5 (IE) = +9
  • Thievery (Dex) (Appraise, Disable Device, Open Locks, Sleight Of Hand). +3 (1* SP) +2 (Dex) +5 (IE) = +10
  • Use Device (Cha) (Use Magic Device, Use Psionic Device, and Use Technological Device): +1 (1 SP) +3 (Cha) +5 (IE) = +9

Equipment (23 GP, 1 SP): Backpack (2 GP), Bedroll (.1 GP), Canteen (2 GP), Ragged Clothing (Free), Rations (7 Days, 3.5 GP), 100′ Hemp Rope (2 GP), Grappling Hook (1 GP), 10 Pitons (1 GP), Quarterstaff (-), Whetstone (-), Fishing Line & Hook (.1 GP), Tarp (1 GP), 10 Torches (.1 GP), Hammock (.1 GP), Glue Pot (.5 GP), 5 Daggers (10 GP).

Dominion and Leadership got dropped because neither would do anything for several levels to come and because the game master had said “no” quite firmly.

This rewritten version of the character did, at least, function. Substituting Shaping and Mana for Channeling and Conversion took care of the level requirements, expanded on the available list of magical tricks, and covered the Shaping prerequisites for the later Path of the Dragon abilities. Throwing in skill and hit point boosters under Innate Enchantment, and determining that Hysteria was applied to Skills made him a reasonable skill monkey and Immortal Vigor provided enough hit points to take a few blows – but the character still has no focus. He has a few magical tricks, but nowhere to go with them. He has enough hit points to take a few blows but little offensive or defensive capability otherwise. He is pretty good with skills – but d20 characters really need an effective combat role.

And that is why the CONCEPT is vital in Eclipse. Unless you have a good idea of what you’re building, how are you going to pick the proper parts to make it?

Character Optimization in RPG’s and Eclipse:

Today it’s an offline question – but it’s very relevant to the latest article series, so I’m sticking it in here:

How do you optimize a character in Eclipse, or in RPG’s in general?

First off, you remember that RPG’s are social events. You “Win” by contributing to everyone having fun. A moment of drama, of defiance, or of inspiration, or even a really good death scene, will be remembered, and can be enjoyed over and over again, for years to come. Good scenes and stories are what it’s all about. Which was most important and still gets remembered and talked about decades later in The Empire Strikes Back? That Darth Vader must have at least a +5 combat advantage over Luke or the “I AM your Father” reveal? The creature bursting out of the victim’s chest in Aliens or your impression of the likely skill bonus provided by the futuristic medical resources that were in use to to try and help him? The challenge rating on the fight with the flying monkeys grabbing Dorothy or “There’s no place like home”? The likely damage done by the proton accelerators in use in the hotel or “He slimed me”? Oliver’s pickpocket training or “I would like some more please”? The burning of Atlanta or “Frankly My Dear I don’t give a damn”?

Jackie Chan may be famous for his fight scenes, but don’t they all blur together?

Game statistics are a framework for your character, but by themselves they are little more than a skeleton. An optimized RPG character for actual play – as opposed to a solitary exercise in mathematics and sourcebook-mining for an “optimization” board – is one that is fun to play and that everyone else who’s playing, including the game master, enjoys having around.

That means that there are two levels to optimize on – the Strategic / Social (making a character that the game master and other players will WANT to have around) and the Tactical / Mechanical (making a character that can contribute effectively).

Not surprisingly, “Strategic” comes first. All Pun-Pun’s “brilliant exploits” are useless if you can’t get him into a game. For that, here are six rules for Strategic Optimization:

  1. You want your character to have a variety of useful, but not conclusive, options applicable to a broad variety of situations. Doing the same thing over and over again – even if it’s an automatic “I Win!” button – is boring. In fact, “I Win!” buttons are ESPECIALLY boring, if only because they tend to shut down interactions rather than getting everyone involved. A character who can contribute in a lot of different situations and help keep the other player characters involved too is far more strategically optimized than one who can only do a few things – even if they are very powerful things.
  2. You want your character to have a strong backstory and a memorable personality – making him or her much more difficult to simply replace with another character. That will often take a good deal longer to develop than the game statistics, but RPG’s usually last for quite awhile. You generally have the time.
  3. You want your characters to be connected to the other characters and willing to interact. While secretive lone wolves are fun to read about, demanding that the other players remember what bits they’re supposed to know about and which are only known out of character is extremely rude. Wanting to go off and monopolize chunks of game time – preventing everyone else from playing – is even ruder (although it’s easier to manage in Play By Post – although then you need to accept that everyone else will have moved on and will not care what you were up to in your solitary side game). RPG’s are social things. If you’re failing to socialize, you’ve already lost.
  4. You want to respect other character’s special niches. Unless you’re willing to play second-string backup to everyone else, leave other people’s specialties alone even if you’re so mechanically “optimized” that you can outshine four or five of the other characters at the same time. If you don’t let other people do their thing, the game will fall apart because the other players will lose interest – and you won’t get to play your shiny “optimized” character any longer. That’s an automatic loss again.
  5. You want your characters to have motivations and ethics. Things that they want to do and accomplish, and other things that they just will not do. The Shadowrun Medic who would NOT participate in Wetwork – and who would warn the targets and try to protect them if the rest of the group was discussing taking such a job – was a lot more interesting than a generic runner who would do anything. Just as importantly… being an actual ethical physician let him maintain a lot of allies and contacts that a character with no ethics would have had a lot of trouble with. That often turned out to be a very valuable niche.
    1. Go ahead. Do things that are extremely dramatic or in-character even if they are not optimally efficient (or even possible) mechanically. Remember that it’s a game and that EVERYONE is there to have fun. Give it a chance and you’ll find that most game masters are quite willing to let the Rule Of Cool override (or at least stretch to the breaking point) the actual game mechanics when you’re having a moment. The rules didn’t really cover it when the Shadowrun Medic found the Slasher’s latest victim – decapitated mere seconds ago – and promptly oxygenated the brain, healed the major blood vessels, supplied blood and nutrients, and started putting the guys head back on. The rules said “He’s dead Jim!” Rule Of Cool voted with biology and said “that might actually work!” – and the fact that the setup was supposed to wind up with the character accused of the crime got tossed right out the window – and the scene turned into “Cops! Good! Lt. Richards, call an ambulance, Leonard, you apply pressure here while I heal this segment… maybe this guy can identify the Slasher!”.
  6. You want to make yourself important to the story in some way so that it – if something happens to you – the game master will have to do extra work to keep the game on track. Perhaps you can provide the exposition, have given your character stacks of plot hooks, be searching for kidnapped relatives and thus driving the “find the bad guys” plot, or you’re linked with a bunch of handy NPC’s that you wrote up, or have taken the mystic oath of service, or are really deeply committed to pursuing the current McGuffin, or are the one providing items and boosts for the party. If you can, be more than one of those things – or provide filler details for the setting. GM’s hate extra work, so this makes your character a LOT safer. There is no protection stronger for any character than plot armor.

Tactical Optimization is what the people on most “Optimization Boards” are talking about. Of course, you can be “optimized” even if the game has no mechanics beyond “your character is good at that” and “you don’t know how to do that” based on your background and description. If you decided to play a hardbitten detective, good with a gun and tough as nails and wrote up a character history and description for that – and the game master opted to run a 1920’s Chicago-based Gangsters game – then you are well optimized for the game. The fellow who opted to write up a history and background for a Peruvian jungle runner probably is not.

That means that there are two basic rules for Tactical Optimization even before we get to the game mechanics – although they overlap into the “Strategic” level a bit.

  1. You want to be competent. It’s fun to watch Inspector Jacques Clouseau, or Cheech and Chong, or the Marx Brothers – but it’s less fun to try and play them, even if you can keep the jokes rolling well enough to make a creditable try at it. You want your decisions to mean something and to achieve results on your own merits – not to have victories handed to you.
  2. You want to avoid becoming the primary target. At it’s most basic… if you open a door and see three men – two of whom reach for knives while the third is bringing up a submachine gun to point at you… which one do you shoot first? Similarly, if one PC demonstrates the capacity to do immense amounts of damage, or is throwing really powerful magic about, or some such… every enemy with any intelligence at all is likely to say “OH @#$%& NO! GET THAT GUY!”. Don’t be “That Guy”. Don’t give the opposition an obvious focus for their efforts. It is much better to be one of the crowd so that individual opponents will be basing their priorities on factors like “who is closer to me”, “I never did like elves”, “somebody else can bash the cleric, I’m going to have a glorious duel with that fighter”, and even “maybe I can duck out while everyone else gets killed”. Being way more powerful offensively than everyone else in the party is asking to die. Worse, if you got that way by building an mathematically-optimized character and shorting the role-playing part… No one will care if your character dies. After all, if that happens you’ll probably just bring in another “optimized” build and the game will continue just the same. Don’t make your character disposable.

Finally, firmly on the tactical level…

  1. You want some decent defenses. Despite d20’s general rule that “The best Defense is a good Offense”, Eclipse includes several limited-use ways to avoid individual attacks or attack sequences – which means that the guy who inflicts five hundred points of damage per round is likely to see what he does be completely avoided or nullified while the guy who inflicts thirty or forty points of damage per round may well wind up being more effective. That’s not worth spending limited-use defenses on when the first guy is around – so those smaller point attacks may well get through while the five hundred point strikes will not. There’s a series of articles on that over here that you might want to look at, but Action Hero (Stunts Variant), Reflex Training (Extra Actions Variant), and Luck are all very helpful. In fact, with Action Hero (Stunts)… you only get a limited number of points per level, but you can generally spend one to simply have something not work against you. That’s pretty much the equivalent of a bunch of “extra lives” each level.
  2. For Offense… at least for offense against important targets rather than swarms of mooks – you want a balance. You have to either settle for being the one who burns through those limited-use defenses or annihilates mooks while other people actually do the damage or inflict hindrances on the important targets or you want to try to strike a balance – enough offensive power to be reasonably effective without necessarily triggering the use of those special defenses. The system isn’t perfect of course, but at higher levels Eclipse is intentionally set up to try to reward cleverness and restraint over mathematically-optimized power.

But I LIKE fishing through rulebooks and trying to mathematically optimize things! You’re leaving me out!

Not at all. There IS a place for that kind of thing in Eclipse. It comes with your character concept – but not really in the sense of what you CAN do. It’s all about what you CAN’T do.

Are you a dashing Errol Flynn type? Master of a Rapier, but knowing little about other weapons? Buy your Base Attack Bonus (Warcraft) Specialized in Melee Weapons Only and Corrupted / Only with Rapiers – both for Increased Effect. Have a +6 BAB with Rapiers at level one for a mere (12 CP). Buy Improved Augmented Bonus / Adds (Int Mod) to (Dex Mod) when figuring Armor Class, Specialized / Only while wielding a Rapier (6 CP). Buy Fighters Tricks (6 CP). Buy Presence (Specialized; only affects opponents you hit with your Rapier, 3 CP) and cause anyone you strike to be afflicted with a Shocking Grasp effect. Look for places where you can make things cheaper by narrowing broad abilities into exactly what you want – either making them more potent or saving points to spend on other tricks.

Low level Eclipse characters can be quite powerful. But they’ll have gotten that way by taking specialized versions of the abilities they want – plucking the low-hanging fruit. Well-optimized Eclipse characters generally don’t increase in power with level nearly as fast as classical d20 characters do. Instead, they usually start broadening their abilities – continuing to use their old abilities while exploring new ones. Sure, that Fencer may buy the Augmented Bonus (Int Mod to AC) to Double Effect instead of half cost and add a second Presence-based “Chilling Grasp” effect – but branching out into Ninjitsu, Illusion Spells, and the ability to strike immaterial creatures makes him far more versatile and interesting to play.

You aren’t playing against the Game Master or competing with the other players. You’re trying to have a good time with your friends. Arguing about the rules, wrecking the game, hogging the spotlight, and similar tactics can’t help you “win”. They can only help you spotlight yet another loss.

And I hope that helps!

If someone wants more on this topic… this article series might help too:

Eclipse: Hiten Raiju, Thunder Warrior

Today (And for a few more times coming up) we have an unusual-for-me request – a weapons expert. I usually tend a lot more towards spellcasters, simply because I can play around with medieval weapons in real life. On the other hand… a genuine weapons expert in d20 is going to have some form of magic to work with anyway; it’s simply too important to ignore.

In this case, I’ll be building this character around using the Guisarme

Why the Guisarme and not, say, the Duom? Or Talenta Sharrash? Or Executioner’s Mace? Or Spiked Chain? Or Minotaur Greathammer? Or Scorpion-Tail Whip? Or various other oddities that have been published at one time or another?

Mostly because almost all of those have serious problems. They’re from Dragon magazine or third party sources (and not allowed in many campaigns), were nerfed by errata or in Pathfinder, have blatant typos in the information on them, have a primary advantage (such as being reach weapons that can attack adjacent targets) that’s easily and cheaply purchased in Eclipse, are exotic weapons with benefits that fail to outweigh the cost of learning to use them, have no prices, come from unique sources that aren’t available in many campaigns,, or simply (and worst of all from my viewpoint) make no sense. The Guisarme, however, is from the SRD, is unchanged in Pathfinder, and actually makes sense – as demonstrated by the fact that it’s a real-world weapon. It’s also got decent damage, Reach and Trip – both of which are quite useful.

You could also go with Falchion, and double up the Reach bonus while eliminating the ability to ignore it and get much the same result with 18-20/x2 Criticals instead of 20/x3 – but that’s less helpful than it seems once Luck comes into play.

Since I find that some visuals and background always help bring some focus to vague requests (“A weaponsmaster who does a lot of damage”), I’ll be pulling some background from THIS character. Just watch out for Inuyashu, Shippo, and Kagome…

Finally, this build won’t be taking the Ubercharger route, or anything similar. Eclipse simply includes too many ways to no-sell single attacks, no matter how overwhelming they are – which means that all the alpha-strike builds are often going to find themselves out of luck. What we want here is a high BAB, extra attacks, a high Base Damage, and a lot of tricks. That way this guy will have a lot of things to do even if someone negates his favorite attack and will get a lot of chances to inflict decent amounts of damage.

Hiten Raiju, Level Two Thunder Warrior

Basic Attributes (3.5 32 Point Buy): Str 16 (18, +4), Int 14 (+2), Wis 12 (+1), Con 14 (+2), Dex 14 (+2), Cha 8 (-1).

Racial Modifiers: Yokai Human: Bonus Feat (+6 CP), Fast Learner, Specialized in Skills for Half Cost (3 CP).

Yokai Humans are naturally attuned to the energies of negative emotions. This translates to a form of Dominion: if they can get enough people to hate and fear them, and are utterly obnoxious villains who commit all kinds of evil acts just for the fun of it, they get Dominion Points based on the area they terrorize. Technically this is Specialized Dominion, and worth 3 CP. Of course, it also comes with a minor disadvantage; Yokai Humans always show obvious signs of their dread heritage, They are widely, and for rather obvious good reasons, distrusted (-3 CP).

Available Character Points: 72 (L2 Base) +10 (Disadvantages) +4 (Clan Duties) +18 (Human, L1, L2 Feats) = 104 CP.

Basic Purchases (68 CP):

  • Base Attack Bonus: +2, Specialized and Corrupted for Increased Effect (+6) / Pole Arms Only, Guisarme Only (12 CP)
  • Hit Points: 16 (L1-2d8, 8 CP)+12 (Immortal Vigor) +24 (4 x [Con Mod + Str Mod]) = 52 HP
  • Saving Throws:
    • Fortitude +2 (Purchased, 6 CP) +2 (Con) = +4.
    • Reflex +0 (Purchased) +2 (Dex) = +2.
    • Will +2 (Purchased, 6 CP) +1 (Wis) = +3.
    • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Proficiencies: Simple and Martial Weapons (9 CP).
  • Skill Points: 4 SP (4 CP) +20 (Fast Learners. Upgrade Human Fast Learner to Double Effect only for buying Adept Skills (+1 CP), buy Fast Learner Specialized for Increased Effect (Skills), Corrupted / only for buying Adept skills (4 CP)) +10 (5 x Int Mod) = 34 SP.
    • Adept x 2 (buys four skills of choice and four Martial Arts for half cost, 12 CP). All Adept Skills at +5 Base (20 SP), leaves 14 SP left over for other skills.
  • Armor Class: 10 (Base) +4 (Shimmermail) +2 (Dex) +2 (Shield) = 18 (Or more if Shield effect augmented). This is quite variable depending on what Martial Art and Enhancements he is currently using.
  • Initiative: +2 (Dex).
  • Movement: 30′ + 30′ (Enhancement) = 60′.

Usual Weapons:

  • Guisarme: (Storm Fist Style): +13/+13/+8 (+6 BAB +3 Comp +4 Str), 3d8+6, Crit 20/x3, 15′ Optional Reach, drawn as a free action, +2 to Trip Attacks, may use Whirlwind Attack, no penalty for use in tight spaces.
  • Javelin: +7/+7 (+0 BAB +2 Dex +4 Str +1 Martial Art), 1d10+4, Crit 20/x2, 30′ Range Increment 80′, on a critical hit the target must make a DC 19 Fortitude Save or suffer a -2 penalty on Attacks, AC, and Saves and a 20% chance of spell failure for 2d4 rounds. This will not work on creatures two sizes or more larger than the user or who are immune to critical hits. It also looks like the user is throwing small lightning bolts.
  • Shikon Jewel Shard: Two instances of Double Enthusiast, Specialized and Corrupted for Increased Effect (6 floating CP) / only changes once per user, only to buy magical boosts that are in-theme for the character. Basically, this is a 2 CP relic that’s different for each character – although it’s only useful to those who HAVE a magical theme. This brings his Thunder Yokai Ki (see below) into action.

Special Abilities (36 CP):

  • Advanced Improved Augmented Bonus: Adds (Str Mod) to (Con Mod) for HP Purposes, Specialized and Corrupted / applies to levels 1-6 only (6 CP).
  • Grasp Of Sun Wukong: Anime Master, Specialized and Corrupted for Reduced Cost, Pole Arms Only, Guisarme Only. This allows the user to wield a Guisarme that is “one size larger” (well, usually just heavier) than usual (2 CP).
  • Iron Stave Grip: Immunity/the reach of your own weapon (Common, Minor, Minor, Specialized / only for Pole Arms, 2 CP). This talent allows the user to ignore the Reach quality of pole arms when he or she does not wish to use it – allowing them to threaten and attack adjacent spaces with ease.
  • Will Of Destruction: Lunge, Specialized and Corrupted for Reduced Cost / only for Guisarme (2 CP). This useful talent allows the user to increase his or her effective Reach with a Guisarme by five feet.
  • Spirit Of Steel: Immunity/the distinction between weapons and the self (Common, Minor, Major, Specialized in Pole Arms, Corrupted for Guisarme Only, 2 CP). The user’s Guisarmes are an extension of themselves. They are treated as natural weapons and any touch-based powers and “unarmed” combat enhancements or martial arts that the user possesses operate through them.
  • Honing The Blades: Augmented Attack / +2 Damage with Pole-Arms, Corrupted / only with Guisarme (4 CP). This effectively increases the base damage of a Guisarme from 2d4 to 2d6.
  • Demon Ki Mastery: Innate Enchantment: All Spell Level Zero (1/2) or One x Caster Level One x 2000 GP Unlimited-Use Use-Activated (1000 or 2000 GP Base), Corrupted for Reduced Cost / each individual effect requires an specially-crafted token to work .Up to 8500 GP Base Value (6 CP). In theory – at least in 3.5 if not in Pathfinder – this costs 220 XP to activate everything. In this case, I’m going to ignore that since a single adventure a level behind the rest of the party will pay off enough XP to catch that up.
    • Broach Of Defense: L0. Lesser Force Shield (+2 Shield Bonus to AC, x.7 Personal-Only, 700 GP).
    • Buckle Of Might: L1, Enhance Attribute (Str) +2 (x.7 Personal-Only, 1400 GP).
    • Enduring Girding: L1, Immortal Vigor I (x.7 Personal Only, 1400 GP).
    • Ring Of Clay: L1 Morphic Touch (Personal-Only x.7, Guisarme Only, x.5 – 700 GP).
    • Runic Guisarme: L1 Lead Blades (Guisarme Only [raises damage to 3d6], x.5 = 1000 GP).
    • Thunder Bracers: Lo Weapons Mastery: +3 Competence Bonus to BAB with Guisarme (Personal Only x.7 = 700 GP).
    • Void Gloves: L0 Void Sheathe (Guisarmes Only, x.5, no more than (Dex Mod + 1, 1 Minimum) at a time x.8 = 400 GP). The user can put his or her Guisarmes away… somewhere. Don’t ask where).
    • Wind Fire Wheels: Personal Haste (60′ Move, Bonus Attack on Full Attack = 2000 GP).

Morphic Touch (Transmutation 1, Casting Time: One Swift Action, Components V, S, Range Touch, Target Weapon or Armor Touched, Duration ten minutes/level, Saving Throw None. Lets you make the weapon or armor touched look however you like. For armor Max Dex increases by one and Armor Check Penalties are reduced by two. Weapons can be drawn as a free action and may be used in confined spaces without penalty.

  • Lung Ki: Shaping, Specialized for double effect (Cantrips) and Corrupted for Reduced Cost / only for weapons magic tricks, requires the use of a rune-inscribed staff (or pole-arm shaft…) as a focus (4 CP).
    • Reflex Training (Extra Actions Variant), Specialized and Corrupted / only to “cast” weapons magic tricks, requires the use of a rune-inscribed staff (or pole-arm shaft…) as a focus (2 CP).
    • 1d6 (4) Mana with the Spell Enhancement Option, Specialized and Corrupted / only for spell enhancement, only to enhance shaping-based Weapons Magic Tricks (2 CP).
    • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore the spell enhancement pool, above (4 CP).
      .
      Lung Ki allows the user to work weapon-enhancing spells of up to level three as supernatural abilities – albeit not very many of them beyond level zero during any one fight.

Sample Level Zero Effects:

  • Call Weapon: an unattended weapon leaps into your hand from up to thirty feet away as a swift action.
  • Fast Draw: a weapon on your person appears in your hand as a swift action.
  • Mend Weapon: A swift-action Mend that only works on weapons.
  • Weapon Blaze: Cause your weapon to glow as a free action, gaining a +2 Circumstance Bonus on Intimidation and Feint attempts.
  • Wind Weapon: You conjure a normal weapon for one minute as a swift action.

Sample Level One Effects:

  • Adamant Strike: Weapon acts as Adamant for one minute.
  • Deafening Clang
  • Fancy Footwork: Gain +5′ Natural Reach for one minute as a swift action.
  • Magic Weapon
  • Master’s Parry: Block 15 points of incoming damage as an immediate action.
  • Sudden Strike: Make a single attack at your full BAB as a swift action.
  • Sweep: As per Burning Hands, but Force Damage.
  • True Strike
  • Warding Blade: Weapon functions as per a Shield spell.
  • Whirlwind Strike: A standard action, otherwise as per Whirlwind Attack.

Sample Level Two Effects

  • Death Blossom: A standard action, as per Whirlwind Attack with +10 reach.
  • Eldritch Weapon II (The Practical Enchanter)
  • Grandmaster’s Parry: Blocks 25 points of incoming damage as an immediate action.
  • Guardian Stance: Weapon provides a +6 shield bonus to AC and negates magic missile attacks.
  • Litany Of Warding
  • Storm Of Blades
  • Whirling Blade
  • Whirlwind Kata (as per Protection From Arrows).
  • Winged Step. Cast as a Swift Action, for the next one minute per level you may take a move action as part of a full attack action.

Sample Level Three Effects:

  • Eldritch Weapon III (The Practical Enchanter)
  • Greater Magic Weapon
  • Lightning Dance: Cast as an immediate action, gain +3 AoO for the next minute.
  • Paragon Defense: Weapon provides a +7 Shield Bonus to AC and negates Magic Missile attacks.
  • Paragon Parry: Blocks 35 points of incoming damage as an immediate action.

.

Skikon no Tama Shard Power: Thunder Yokai Ki

  • Thunder Yokai Ki uses the same basic structure as Lung Ki, but shapes Storm Magic effects instead – allowing the user to employ his or her Guisarme to project blasts or balls of lightning, call up fogs, hurl blasts of wind, and many similar tricks. Not surprisingly, you can also learn Fire Demon Ki, Healing Hand Ki, and lots of other variants. All of them use different focus items and work independently.

Thunder Clan Storm Fist Style (Str):

Surprisingly enough, the Storm Fist style is a gentle one – albeit it generating a bioelectrical display that is incredibly obvious to everyone nearby. Even the weather seems to participate, often providing dramatic bolts of lightning to backlight the user or punctuating his attacks with dramatic crashes of thunder. Of course, when you’re “blows” are often electrical arcs, the speed of your physical movements is often irrelevant.

  • Requires: At least a +2 Melee BAB, Yokai Blood.
  • Basic Techniques: Attack 4, Power 3, Defenses 4, and Strike.
  • Advanced And Master Techniques: Improved Trip, Improved Disarm, Reach, and Whirlwind Attack.
  • Occult Techniques: Storm’s Fury (Inner Strength), Thunderbolt Strike (Touch Strike), Lightning Stride (Vanishing), The Living Storm (Wrath, Electrical).
    • Known Techniques (5): Power 3, Reach, Whirlwind Attack

Thunder Clan Roving Wind Style (Dex).

The wind passes over the earth, and the earth knows it not. No man knows from where it comes or where it goes, it leaves no tracks. It travels where it will, for none may harm it. Practitioners of the Roving Wind Style touch but lightly upon the earth and set down no roots. They seem to drift lightly away from attacks, traveling where they will without harm.

  • Requires: Dex Mod of +1 or more, Light or No Armor.
  • Basic Techniques: Defenses 4, Toughness 4, Synergy/Stealth, and Synergy/Survival,
  • Advanced And Master Techniques: Expertise (Trade Attack Bonus for AC), Instant Stand, Mighty Blow, and Mind Like Moon.
  • Occult Techniques: Inner Strength, Healing Hand, Ki Block, and Light Foot.
    • Known Techniques (4): Defenses 3, Mind Like Moon.

Thunder Clan Lightning Bolt Style (Str)

Given how common the power of Flight is among the Thunder Demon Tribe, it is little surprise that the Clan has an art devoted to hurling missiles (Javelins) against their foes. Given the egotistical nature of the Yokai… it is also not unexpected that the style relies on the power of a pair of Talismans – Bracers Of Hurling that grant thrown weapons the range of a bolt from a Light Crossbow and a Tulthara (Javelins) lets the user have a small thunderbolt / javelin appear in his or her hand whenever he or she wants one.

  • Requires: Use of Charms and Talismans (in this case provided by a World Law since there seem to be very few basic d20 magic items about).
  • Basic Techniques: Attack 4, Power 3
  • Advanced And Master Techniques: Mighty Blow (Automatic Trip on a critical hit), Expertise (Trade up to -5 AC for up to +5 Attack Bonus), Augmented Bonus (Adds Str Mod to Dex Mod for attacking with Javelins), Blinding Strike (target must save on a critical hit or suffer penalties).
  • Occult Techniques: Inner Strength x2, Wrath (Fire), and Ki Focus (+4 Strength).
    • Known Techniques (5): Attack 1, Power 2, Augmented Bonus, Blinding Strike

For his fourth style… how about Dungeon Crasher? That’s quite handy sometimes.

Equipment:

  • Talismans: Shimmermail, Bracers Of Hurling, Tulthara (Javelins).
  • Charms: All-Weather Cloak, Amulet Of The Stallion, Captain’s Torc, Diplomatic Sash, Foothold Boots, Sculptor’s Smoke, and Sealed Helm.
  • Otherwise Hiten has several rune-enscribed Guisarmes to focus his power, a nice outfit, and few bits of basic supplies (food, water, rope, etc) stashed around his person, and a rather nice house. He rarely carries money. Why bother? He takes what he wants from the local peasants.

Hiten is already a formidable damage-dealer and (if he’s running the proper enhancements) a fairly good battlefield controller. He needs a few more levels and tricks to fully handle that role – but that’s sort of inevitable for a level two character. In fact, if he draws on his weapons magic he can already pull stunts like Charging and then going into a Whirlwind that covers a 15′ radius – not all that often, but he CAN.

Of course, he’s also pretty heavily optimized for many games – but physical fighters often need all the help that they can get.

Eclipse And Pulp Mad Science

And for today, it’s another request – a Witchcraft-based Mad Scientist build.

Well, mad scientists are certainly entertaining – but the first question to ask is where does your mad scientist get his or her power to defy the laws of nature from? While there are plenty of fantastic power sources to choose from – including elerium, kryptonite, protoculture, tiberium, element x, vibranium, quantonium, dilithium, unobtanium, pinotium, auadium, illyrion, protonite, mako, arcanite, naquadah, kittens, magnetic monopoles, “hypermatter”, black holes, and dozens more – using any of them will mean that your mad scientists is utterly dependent on a single vital supply. You’re out of protoculture? None of your stuff works. That works well in a story that’s fully under an authors control, but it’s pretty limiting in a game. players HATE having their character get sidelined for want of supplies.

So we want something more personal – but outside of that the special effects don’t really matter a lot.

  • Do you have some mysterious “Spark”, mutation, or memetic contagion that lets you draw reality-warping power from other realms, singularities, zero point energy, inter-dimensional potential, subspace, or other cosmic sources? (Waldo, Dexter’s Laboratory, Girl Genius, etc),
  • Do you have implants / nanites / crystals in your body or genetic modifications / special skills that let you draw on possibility, quantum, vril, your own emotions (love, hate, friendship, light, darkness, whatever), your own soul, “neuropotential” / psychic, “the lifestream” / vital, will, or A.R.C. reactor “energy” for power?
  • Can you build devices that gather reality-warping power on their own and/or can be fueled by yours? (temporal, nucleonic, hyperspace, possibility, dimensional, electroplasmic, warp, often with “flux” attached to imply something dynamic that can change over time with the needs of the plot. Thus Doc Brown’s “Flux Capacitor”).

Regardless of your justification, you have a pool of power – spark, flux, quantum, or whatever – that makes your mad science work. This also avoids letting you become endlessly powerful, which is also important in a game.

Most mad scientists have a collection of gadgets that they usually use, but only add new ones relatively rarely – and if they do add new ones, they commonly become a permanent addition to their arsenal. On the other hand, their gadgets are often quite versatile, but they’re rarely awesomely powerful. Sure, Doomsday Devices are a classic, but they never really seem to work.

Ergo, this mad scientist build is going to use Witchcraft.

  • Available Character Points: 48 (L1 Base) + 10 (Disadvantages) +2 (Restrictions x 2: Mad Scientists cannot use generic “power” devices, but only items especially created for them and they cannot employ clerical magic; the necessary mindset is incompatible with mad science). +10 (Three Disadvantages. Mad scientists are commonly Aged, Compulsive (over-curious, meddling with things they should not, activating things to see what they do), Dependent (stimulants, sappho, supplies), have a History (usually including a list of projects that have gone terribly wrong and are unaccounted for), may be Hunted (outraged villagers are a classic), Incompetent or Inept (Social Skills), Insane (obviously), Irreverent (A god? Ha! Just let me analyze…), Obligations (often a beautiful daughter who is being held hostage), Outcast or Poor Reputation (mad scientist), showman (you fiddle with your gadgets and boast), Unluck (fairly obvious), and Valuable (you know important secrets, which you are usually utterly blind to) +6 (First Level Bonus Feat) = 66 CP.
  • Basic Attributes: Mad Scientists fall into the Adventurous Scholar archetype – so Intelligence is important, and Constitution is next. Dexterity is nice, but Strength, Wisdom, and Charisma are rarely important. For Pathfinder 20-point buy, I’ll take: Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 8. Tbe build will have to Finesse the Witchcraft saves over to Intelligence, but that’s not too important.

Basics (34 CP):

  • Base Attack Bonus: +0 (0 CP)
  • Hit Points: 8 (L1d8 Hit Die, 4 CP) +2 (Con Mod) = 10
  • Saving Throws:
    • Fortitude +0 (Purchased) = +2.
    • Reflex +1 (Purchased, 3 CP) +1 (Dex) = +2.
    • Will +1 (Purchased, 3 CP) +0 (Wis) = +1.
    • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Proficiencies: All Simple Weapons and Light Armor (6 CP).
  • Skill Points: 2 SP (2 CP) +16 (Int Mod x 4), +8 (Fast Learner), Adept x2 (12 CP) = 26 SP.
  • Armor Class: 10 (Base) +2 (Leathers) +2 (Dex) +2 (Shield) +4 (Martial Art) = 20
  • Initiative: +1 (Dex).
  • Movement: 30′

Special Abilities (32 CP):

  • Fast Learner, Specialized in Skills for +2 SP/Level (6 CP). This was presumably purchased at level (-2) using Disadvantage Points, and so provides +8 SP at level one.
  • Finesse (Saves against Witchcraft abilities are based on Int, not Cha, 6 CP).
  • +4 Levels of Int-based Wilder Spellcasting with no Caster Level, Corrupted / provides no disciplines. (+17 + 2 x Int Mod Power) (8 CP). This is a bit cheesy, but most characters have some cheese somewhere.
  • Witchcraft III, Corrupted for Reduced Cost / Requires various blatantly obvious Foci that can be taken away (12 CP Base). This provides a selection of seven basic abilities / devices. A mad scientists basic abilities are usually (although not always) Specialized in particular applications for double effect. For some possible examples:
  • The Adamant Will Gadgets:
    • Auric Distortion Cloak: Specialized for Increased Effect / presents a false aura to aura detection effects at no cost.
    • Neural Block Module: Specialized for Increased Effect / Provides permanent immunity to any two of Fear, Possession, Charm, Hold, Mind-Reading, Pain, or Truth Detection effects.
    • Null-Foil Hat: Base functions. This is mildly unusual for a mad scientist, but fits in well enough here.
  • Dreamfaring Gadgets:
    • Afterlife Communicator: Specialized for Increased Effect / Allows the user to sense and communicate with Astral and Ethereal entities at no cost – although it does not bypass language barriers.
    • Cosmic Consciousness Helmet: Specialized for Reduced Cost / Allows the user to project his or her spirit into the Astral of Ethereal Plane for up to one hour for 1 power.
    • Etheric Manipulator Vest: Specialized for Increased Effect / only to let the user see and attack into the Ethereal Plane at no cost.
  • Elfshot Gadgets:
    • Hypersonic Pulser: Specialized for Increased Effect / Panics animals in the area that fail to resist for 1 Power.
    • Neural Dampener: Specialized for Increased Effect / Penalizes a target attribute by -4 for ten minutes for 1 Power.
    • Neuralizer: Specialized for Increased Effect / this device produces some specific short-term effect for 1 Power. Possibilities include Blindness, Deafness, Entanglement, Ghostbane Dirge, Mad Hallucination, Daze Monster, Forgetfulness, Oppressive Boredom, Shadow Anchor, or similar second-level effect.
  • Glamour Gadgets:
    • Cloak Of Radiant Impressions: Specialized for Increased Effect / The user may program this item with a description – “a wealthy merchant”, “an important noble”, “a big man in the underworld”, “a famous military commander”, “just another servant”, or something similar – and anyone who sees him or her must consciously attempt to disbelieve that impression to penetrate it.
    • Harmonic Vocalizer: Specialized for Increased Effect / The user may spend 1 Power to gain a +12 bonus to Charisma-based skill checks for ten minutes.
    • Hypnotic Wheel: Specialized for Increased Effect / Produces a Suggestion effect for 2 Power.
  • Hand of Shadows Gadgets:
    • Kinetic Guantlet: Specialized for Double Effect / May push, punch, and execute ranged combat maneuvers using your (Int + 6) as Strength for one power per minute.
    • Microbot Assistants: Specialized for Reduced Cost / Tiny robots can help you do an hours worth of light work every five minutes at no cost but that is all they do.
    • Vital Flux Charger: Specialized for Reduced Cost / may animate objects (as per Entangle, Animate Rope, Animate Fire, Dancing Lantern, Tripvine, Animate Object (One small item), etc).
  • Healing Gadgets:
    • Bacta Supply: Specialized for Double Effect / only to provide immediate healing (maximum of 6d4/Round for 3 Power).
    • Regenerative Blanket: Specialized for Increased Effect / sleeping under this blanket provides one full days worth of healing per hour at no cost.
    • Universal Antitoxin: Specialized for Increased Effect / taking a dose of this substance (1 Power worth) provides a +10 bonus against Poisons for the next hour.
  • Hyloka Gadgets:
    • Augmentation Harness: Specialized for Double Effect / provides +2 to Str, Dex, and Con for one hour for 1 Power/Hour.
    • Hibernation Drug: Specialized for Double Effect / users may be put into complete suspended animation indefinitely. While so suspended they do not age, breathe, eat, drink, suffer from poison, normal heat, or normal cold, and show no signs of life. This costs 1 Power but does require an unresisting target.
    • Immunobooster Serum: Specialized for Increased Effect / 1 Power provides Immunity to Disease for twenty-four hours.
  • Infliction Gadgets:
    • Ray Gun: Specialized for Double Effect / only one form of energy. Mad scientists almost always have a cold ray, lightning gun, solar blaster, or similar device that can be adjusted to be single target or affect a small area. This may either allow a saving throw for half damage or be a ranged touch attack. (There aren’t any other major examples for this particular basic ability. After all, the Ray Gun is probably THE iconic mad scientist gadget).
  • The Inner Eye Gadgets:
    • Life Sensor: Specialized for Reduced Cost / The user may easily detect the presence of nearby life (or Unlife) forms gaining a +6 bonus to any rolls made to notice or identify them at no cost.
    • Mind Probe Gauntlet: Specialized for Double Effect / provides the results of a full interrogation for 2 Power. The target, however, may resist as usual for an interrogation.
    • Sensory Link System: Specialized for Double Effect / this set of small units allows a group to share their sensory data at a cost of one power for every ten minutes. This provides an automatic Aid Another check for each character in the group when one needs to make a roll with a shared sense and permits the sharing of information from improved senses – thus allowing everyone in a group to benefit from Blindsense or similar effects
  • Shadowweave Gadgets:
    • Disguise Belt: Specialized for Increased Effect / provides a +12 bonus to Disguise and Stealth for ten minute for 1 Power.
    • Holographic Image Projector: Specialized for Increased Effect / may spend 2 Power to generate a Minor Image effect or 4 Power to generate a Major Image effect.
    • Invisible Blade Module: Specialized for Increased Effect / renders a melee weapon effectively invisible, granting the user a +6 circumstance bonus on attack rolls against creatures that normally rely on sight for ten minutes for 1 Power.
    • Prismatic Distillation Crystal: Specialized for Increased Effect / may spend 1 Power to generate a Blinding Color Surge effect.
    • Pyrotechnics: Specialized for Increased Effect / costs 2 Power, otherwise as per the Spell.
  • Witchfire Gadgets:
    • Comfort Module: Specialized for Increased Effect / maintains a 5′ radius at a comfortable temperature, providing immunity to normal weather extremes for 1 Power per hour or 10 points of resistence to Fire and Cold for those within the area for 1 Power / Minute.
      Cryogenic Mister: Specialized for Increased Effect / This simple gadget, capable of inflicting up to 6d6 damage to an individual target for 1 Power or to a modest area for 2 Power.
    • Essence Extractor: When directed at an unresisting creature, corpse, or area of up to a 20′ radius, this device extracts specific substances for 1 Power. It can thus be used to gather poison from deceased monsters, perfume from flower gardens, drugs from various plants, or gold from ore.
    • Molecular Synthesizer: Specialized for Increased Effect / for 1 Power this gadget allows the user to prepare a sizeable batch of some chemical from common raw materials for 3 Power. This can be used to produce drugs, toxins, explosives, and many similar items.
  • Witchsight Gadgets:
    • Darksight Goggles: Specialized for Increased Effect / provides Darksight at no cost.
    • Multioptics Band: Specialized For Increased Effect / Optical Enhancements only, can swap out what is being enhanced (“changing settings”) up to (Wis Mod + 2) times during the abilities duration.
    • Sensor Wand: Specialized for Increased Effect / for 1 Power provides a +36 bonus to checking for toxins, attempting to determine chemical compositions, or checking a fire scene for accelerants.

Most Mad Scientists will also take Pacts, typically

  • Advertising: Mad Scientists are rarely quiet. Many of them want to explain, to demonstrate their mastery of SCIENCE, to shout out the names of their gadgets, and to set up spectacular, attention-grabbing experiments and laboratories. This inevitably attracts notice and tends to give away their plans.
  • Backlash / mad science experiments are ALWAYS running amuck, or having weird effects, or causing unexpected problems
  • Corruption: It’s not like “The Fly” is an isolated incident. Mad scientists are always attempting to boost their intelligence, or giving themself animal powers, or some such.
  • Exclusion: Some mad scientists just refuse to deal with magic, psionics, and similar items, feeling that they are just misunderstood mad science.
  • Guardianship: If you’ve opened some door that should never have been touched, or found some dark and terrible secret, then you have a lifetime obligation to stand guard over the problem you’ve created.
  • Hunted: While it’s hardly required, mad scientists do occasionally really upset people.
  • Isolation: Who needs social distractions when there is SCIENCE to be had? Far better to isolate yourself in some castle atop a jagged peak, undersea laboratory, or other spot where no one will bother you!
  • Madness: Most mad scientists are more than a bit crazy. Some are completely over the edge. A mad scientist subject to “the madness” will soon go completely over the edge. It’s probably best to leave this one to the NPC’s.
  • Possession: While this is rarely literal unless a given mad scientist happens to be a specialist in ghosts or lovecraftian horrors or some such, quite a few mad scientists are subject to creative fits, wherein they become utterly obsessed with something, or build some device with no idea of what it does, or completely fail to consider whether or not implementing some insanely dangerous idea or experiment is really a good idea.
  • Tithe: Buying all that equipment and maintaining a laboratory can be quite expensive. A “tithe” of gold covers THAT.

The two allowable pacts at first level can provide +12 CP worth of Advanced Witchcraft Powers. For some samples there for use with Pacts or with later development consider…

  • Advanced Vital Infusion: (4 CP): Usually an upgrade to the Vital Flux Charger, allowing it to affect larger items.
  • Aetheric Crystalizer / Ice Gun: Nightforge (4 CP). Often purchased as an improvement on a Ray Gun, this allows the user to creature durable structures.
  • An Important Figure: Web Of Shadows (6 CP) provides a support network and influence in an area. It’s most common with drug dealers, poisoners, and other criminals.
  • Anagatic Regimen: Longevity (6 CP). Always a popular project.
  • Augmented Mentation: Spirit Of The Sage (6 CP).
  • Brewing (6 CP): You are good at making potions, narcotics, alcohol, and other useful extracts, giving you a complete pharmacy. This may be used as a gateway to making Pulp Drugs.
  • College Membership: The Secret Order gets you more gadgets and power, so it’s always popular – but it DOES involve hooking up with an actual secret order of mad scientists, who usually have their own agendas. Usually 6 CP.
  • Combat Drug: Wrath of the Sea (4 CP) to provide +6 Strength. Often combined with the similar Essence Of Earth ability (+4 CP for +6 to Constitution) or Dance Of Flames (+6 Dexterity).
  • Death Ray: Mouth of the Earth applied to a Ray Gun (4 CP).
  • Entropic Dissipater (4 CP). As per Grounding.
  • Genetic Augmentation (4 CP), Flesh Like Mist, Specialized for Increased Effect: the user may inject himself with animal DNA to temporarily take on animal powers.
  • Ghost Trap: Seize the Wandering Soul and Spirit Binding usually shows up in the hands of Ghostbusters as a gadget worth 8 CP.
  • Hyperspeed Accelerator (4 CP). Provides access to the Leaping Fire ability.
  • Minions (6 CP). Where would a mad scientist be without his or her faithful minons?
  • Monster Creation: Tulpa, Specialized For Reduced Cost (3 CP) / always material, sometimes goes off on it’s own or doesn’t understand directions, monstrous appearance.
  • Noted Inventor: Tenebriums Coin. Your gadgets bring in a steady income (6 CP).
  • Null-Gravity Boots: Whisper Step (6 CP).
  • Phase Suit: The Umbral Form (4 CP).
  • Planar Sealer (4 CP). This gadget provides access to the Dismissal ability. Specialized versions (for increased effect or reduced cost) are quite common.
  • Technofamiliar: Familiars are fairly rare among mad scientists, but if they have one it will usually have Robotic Template from Eclipse II. Usually 12 CP.
  • Teleportation Belt: Ashen Rebirth with Teleportation, Specialized for Reduced Cost / only for the Teleportation function (6 CP).
  • Weather Control Module / Weathermonger (6 CP). Can also be Specialized in specific, more powerful, effects – such as generating Chain Lightning or Hurricane Blasts or some such.

Like most Witchcraft-based builds, a Mad Scientist is most effective at relatively low levels, before they hit the upper bounds of what Witchcraft can do. Fortunately, Witchcraft is also fairly cheap – leaving plenty of points available at higher levels to invest in other abilities.

Medieval Dark Ages “Classes” – The Võlur

While Eclipse doesn’t actually use Classes, a Dark Ages game is very likely to stay in the level one to level four range for more-or-less “real people”, rather than dipping into the “action movie star” or “more than human hero” territory that starts at level five or six. That means that a first level character is starting off with close to half of all the character points that he or she is ever going to have – and so that first level build is certainly going to set the tone for a characters later development. Unlike a game that’s expected to go to level fifteen or so… there simply aren’t enough character points in levels 2-3 to do a particularly radical redesign. For this setting, even in Eclipse, “classes” – or at least your initial build choices – are actually quite important.

A Võlur (sometimes a Velho) is a classical sympathetic magician, using Sympathy and Contagion to produce magical effects. Classically, a Võlur could produce an immense variety of effects, at nigh-limitless ranges – but required a great deal of time to do so and was generally limited to relatively subtle, and often long-term, effects.

Unfortunately, that’s pretty much the opposite of gaming mages usually do. They tend to have a very limited range of effects (to let the players and game masters keep track of them easily), most of their effects have very limited ranges (to force the characters to go out and have exciting adventures rather than desk jobs), they have to work their magic quickly (since they are basically competing with the archers and swordsmen), they are anything but subtle (since most of their magic is for use in direct battle), and they don’t use many long-term effects (since, once again, it complicates things too much). Thus, while there have been a few attempts to import sympathetic magic into d20, it rarely works out that well. Fortunately, I am using Eclipse and a setting where this sort of thing is more appropriate – and where the characters will mostly have to settle for “subtle” because most of the blatant stuff does not work.

For Dark Age game purposes Sympathetic Magic comes in two categories – Direct and Indirect.

Indirect Sympathetic Magic is classical. You perform lengthy, complicated, rituals, usually a long ways from your target, and produce… fairly minor effects. Most such interventions can be effectively represented as die roll modifiers. Is the local Võlur attempting to bring rain in the midst of a drought that threatens to ruin a villages crops? Well, in game terms that droughts a -8 Circumstance modifier on on Profession (Farmer, Hunter, Gatherer) and Survival checks. With three separate rituals (perhaps one for rain, one to pull water up from the deep soil, and one to strengthen the plants), our Võlur can provide a +6 bonus to those checks – not entirely negating the effects of the drought, but certainly reducing its effects from “disaster and starvation” to “a somewhat below-average year”. So did cave paintings of successful and bountiful hunts aid early man. Cursing a cow to go dry? A penalty on the owners income check. Do you wish to protect someone from harm? You might take some of their hairs and place them in a metal poppet, granting your target a +2 bonus to their Natural Armor.

More drastic direct interventions approximate the power of a cantrip, albeit at indefinite range. Do you wish a castle to catch fire? Your ritual may cause a candle to topple over when unattended, igniting the rushes on the floor. The place MIGHT burn down – but a passing servant might stomp it out, and even if the fire spreads, it may wind up only destroying a room or two. You can cause ominous messages to appear on walls, let your voice whisper in your targets dreams, cause frightening chest pains, and otherwise subtly aid or hinder your target in a wide variety of ways – but there’s only so much you can do with the occasional cantrip, even if they are being used indirectly from many miles away.

  • Indirect Sympathetic Magic always costs 2 Mana at a base. Additional Mana may be spent to affect a larger area. Do you wish to affect a household, party, or small farm? +1 Mana. A hamlet, manor, or castle? +2 Mana. Sadly, larger areas are out of mortal reach.

Indirect Sympathetic Magic can be quite effective – if a group (or coven) of three Võlur (cauldron optional) wishes to affect a battle of champions, each can aid their champion with an effect (Say, +2 to AC, +2 to Attacks and Damage, and +2 to Strength) and inflict some similar curse on his or her opponent, which may well prove decisive – but it’s not like throwing lightning bolts.

Direct Sympathetic Magic is less classical, but much more playable. It substitutes line of sight for a proper link and for much of the ritual (still a minimum of a full-round action). You still need to represent the effect, and the effect is still fairly weak – but you can produce trivial, minor, and notable effects.

  • Sample Trivial Effects (1 Mana per Day): Rub something to briefly polish it. Rub your fingers together (mimicking a firestick) to generate a match-sized flame. Blow, and direct, an impressive smoke ring. Basically, the kind of stuff you can manage with Prestidigitation, but limited to sympathetic effects.
  • Sample Minor Effects (1 Mana): Mold clay to create a large image of smoke or a (fairly obvious) mirage. Break a thread to snap a bowstring. snuff out a match or candle-flame to extinguish a torch or lantern. Use a candle and a thimble to heat a bucket of water. Make your voice come from someplace else. Cause a few moments of disorganization. Try to get someone to repeat what you just whispered aloud. Create an area if slippery ground that might make a target fall. Ease a difficult childbirth. Stop bleeding.
  • Sample Notable Effects (2 Mana): Mold clay to shape a sizeable cloud. Turn a key to open a lock, even if the key has nothing to do with the lock. Exhale hard to create a modest gust of wind or to blow away some smoke. Strike a wall or tree to generate a ranged combat maneuver or attack. Toss out a handful of dust to create a bothersome cloud of dust, cover a trail, or instantly make a large area look dirty and undisturbed. Fan vigorously to purify the air in a modest area.
  • Expanded Targeting: One point of additional Mana may be spent to affect slightly larger areas or groups – a group of up to a dozen targets or a household – but that’s the limit.

Unfortunately, all sympathetic magic is subject to the following limitations:

  • The Rule Of One: A target may only be directly affected by one sympathetic effect from any one witch in any one day. This is a consequence of the fact that each such act establishes a temporary link back to the originator, making it impossible for the user to properly focus any additional magic on the target until it fades.
  • The Rule Of Two: Sympathetic effects are normally limited to a +/-2 or trivial effects of similar potency. That could be applied to armor class, saves, skill checks, attacks and damage, or even as direct damage however. For example, one might sprinkle mold over a handful of stores to affect the food produced by a kitchen, causing everyone who eats it to suffer penalties.
  • The Rule Of Three: No matter the number of rituals enacted, no given target may be affected by more than three sympathetic effects in any one day. Beyond that, there are too many competing temporary links for any sympathetic mage to direct effects to the proper target.
  • The Patronus Rule: Long-term sympathetic effects are maintained by the user’s power. They cannot endure past the caster’s death or the point at which the caster reclaims his or her Mana – although the caster may voluntarily refuse to do so to maintain an effect, although this is still limited by the Synodic Rule, below.
  • The Synodic Rule: Unless a Võlur willingly dies to cast a spell (not so rare as you might think, many a sick or elderly Võlur has given up his or her last few days to provide a permanent blessing for his or her loved ones – or a permanent curse for some truly hated foe) the maximum duration of any sympathetic working is one Synodic Month. After that time, the mana invested in maintaining the effect is freed, and will be regained by the caster normally.
  • The Rule of Resistance. If you directly affect someone with a malevolent sympathetic effect they get a will save to negate the effect at DC (13 + Mana Spent + Users Wisdom Modifier). Targeting someones equipment or something they’re carrying adds +4 to the DC. Environmental modifications do not permit a saving throw.

The wealthy and powerful are obvious targets for Sympathetic Magic. Unfortunately, most of them will employ sympathetic mages of their own, both to maintain beneficial spells on them and their immediate households (which incidentally protects them against hostile spells) and to trace the origin of sympathetic attacks. Ergo, using sympathetic magic against important folk needs to be either subtle or indirect or carefully timed to slip in to the gaps between when their current spells go down due to the Synodic Rule and when they can be re-established.

To actually build the 36 available character points worth of this ability take…

  • 3d6 Mana with Reality Editing, Specialized for Increased Effect (Sympathetic Magic, as above) and Corrupted for Reduced Cost (12 CP). This may be taken a second time.
  • Rite of Chi with +4 Bonus Uses, Specialized for Reduced Cost / only to refill the magic pool above, requires at least one hour per die (6 CP).
  • Occult Sense / Detect Sympathetic Effects. This allows the user to determine the nature of any sympathetic effects currently affecting someone – and to get a good deal of information about the user. This ability is anothe rmajor reason why the wealthy and powerful often employ their own Võlur.

A Võlur is actually the party enhancement specialist. Sketch a scene of the party as amazing heroes cutting their way through a host of enemies to victory, pour three Mana into it (2 for an Indirect Effect and 1 for affecting a small group) and give everyone in the party a +2 to Attacks and Damage until you opt to regain that mana or the synodic rule kicks in. They can pull off some useful tricks in direct battle as well – snapping a group of opponents bowstrings, or trying to trip a group of enemies or some such – but the Rule Of One is very limiting in such cases.

The Build:

Basic Attributes: A Võlur should probably have a reasonable Wisdom, but attributes aren’t actually that important to their magic – leaving them free to focus on some secondary role.

Available Character Points: 48 (Level One Base) +10 (Disadvantages: Accursed [Suspicious Person. Võlur can offer gifts. They can also strike against you in secret, in ways that are difficult to detect. Whenever things go wrong, the local Võlur will be under suspicion almost automatically], History [every Võlur should have at least a short list of things they’ve done to help or harm to provide some plothooks], and Accursed [While the Almighty may or may not have a problem with Võlur – after all, he’s the one who made that power available – Clerics tend to disdain Võlur on the theory that meddling with reality should be let to God]) +12 (Human and First Level Bonus Feat) = 70 CP.

Unlike being a Friar or a Bombardier, being a Võlur doesn’t require any major commitment.

Basic Items (24 CP):

  • BAB +1 (6 CP). It’s a rare adventuresome Võlur who hasn’t practiced a bit.
  • Hit Points: 8 (L1D6, 4 CP) + (Con Mod). Võlur aren’t front-line fighters, but they deal with enough upset neighbors to be reasonably competent at defending themselves.
  • Proficiencies: All Simple Weapons and Light Armor (6 CP). Pretty much the minimum for anyone who’s going adventuring and who isn’t otherwise inhibited somehow. Most likely from militia training.
  • Saving Throws: +2 Will (6 CP). Imposing your will on the universe is good training for resisting anything else imposing on you.
  • Skill Points: 2 SP (2 CP) (But see below).

Other Abilities (46 CP):

  • Võlur abilities (As above); 18 CP (Most often Mana and Recovery for PC’s).
  • Upgrade Human Fast Learner to +2 SP/Level (3 CP).
  • Fast Learner Specialized in Skills for +2 SP/Level (6 CP).
  • Adept x 2 (12 CP). This allows a Võlur to keep eight skills maxed out before any intelligence-based or purchased skill points come into play. While they will probably want one or two to be in crafts or performance skills with which to make models, perform pantomime, or draw pictures, this gives them quite a few
  • Tis Only A Flesh Wound!: Damage Reduction 2/-, Specialized / only versus physical injuries, Corrupted / damage prevented by this should be tracked, since it represents bruising, strains, minor flesh wounds, and similar non-critical damage. As long as any remains, half the characters healing will be devoted to removing it (1 CP). Unlike the purely positive-energy based “hit points” of standard d20, a Dark Ages character actually has meaningful biology. With them, being stabbed ten times in the foot for one point of damage per blow is not at all equivalent to being hit in the head once with an axe for ten points of damage. Major wounds will blow right past this resistance, but they can take lots of minor ones. Sadly, this may not be upgraded past 3/-.
  • One Bonus Feat. For combative types, there are some good tricks available with things like Augmented Attack, Trick, or Enhanced Strike. More Mana can make for a decent group-enhancement specialist while still leaving some room for direct tricks.

The Võlur’s magic can be surprisingly effective if used cleverly – but a Võlur is basically a Trickster Mage, rather like the Bard and various magical rogue builds in most d20 settings. Of course, in a Dark Ages setting… a Võlur is reasonably powerful and is about the most vesatile mage to be found.

Personally, I find that the most attractive feature of this sort of magic is that the player needs to be clever. They not only have to think of something useful to do with their very limited powers but they have to come up with a little ritual to make it happen. That can bring in a lot of creativity to replace the usual “I cast Spell 17b”…

Medieval Dark Ages Classes – The Bombardier:

Is not the scent of brimstone and the infernal choking smoke enough of a sign? There are devils in gunpowder. They make it explode in hellish flame. The horrible wounds that such cursed weapons inflict tend to fester and rot (although washing them clean with pure holy water sometimes helps) – a sure sign that firearms are full of wickedness! A bishop tested once – simple leaden musket balls fired from ordinary muskets versus balls of blessed silver with a cross carved into them fired from blessed muskets. The profane lead was far more accurate, inflicted more damage, and consistently outranged the silver that had been cleansed of hellish influences. And if those tests were not proof enough… the dark power of firearms and bombs will easily injure monsters that are near-impervious to mundane weapons. Only the greatest of holy weapons can match their destructive power. The foolish few who dare to risk their very souls dabbling in the use of Gunpowder, Explosives, and Firearms are greatly feared.

Liber Ignium, the Book Of Fires:

As a field of Natural Magic, the use of Firearms and Explosives is based on the Witchcraft system.

Journeyman Bombadier: Witchcraft II (12 CP) with +6d6 Power (Powder?) (Specialized / only for use with Gunpowder Weaponry, 6 CP).

A Journeyman Bombardier gets (Str + Con + Dex) / 3 +6d6 Power and three Witchcraft Abilities – two fixed and one chosen.

  • Gunpowder Mastery – Infliction, Variant (uses a ranged attack check instead of a saving throw), Specialized and Corrupted for Increased Effect (120′ Range, uses d6 for damage, increases limits by +1 die per category – so a maximum of 4/6/10 dice for 1/2/3 points) / requires the use of a pistol/longarm/light cannon or rocket at base, or a grenade/petard/powderkeg or rocket to get the area effect, effects are extremely noisy, fiery, and smoky, “force” or “fire” damage only, may frighten the parties horses or other animals, costs +1 power in rainy or otherwise wet conditions.
  • Sharpshooter – Hand Of Shadows – Specialized and Corrupted for Increased Effect / Enhanced Aim only. Normally, given the vagaries of early gunpowder, the fouling of the barrel, using smaller balls than barrels so that they bounce around when fired, and imprecise early manufacturing techniques, early firearms are horribly inaccurate. With this power a Bombardier negates that problem automatically and may spend 1 Power as a part of attacking with Infliction to either gain a +5 bonus to Hit with that shot or to attempt some absurd trick shot without penalty.
  • Plus any one of the following knacks:
    • Cauterizing Charge – Healing, Specialized and Corrupted for Increased Effect / the user may cleanse an infected wound or stop bleeding automatically, as a move action, at the cost of doing 1d3 Fire damage to the target. This costs no power but the user cannot use other Healing abilites.
    • Demolitions – Dreamfaring, Specialized and Corrupted for Increased Effect / the user’s Infliction effects cause double damage versus objects and bypass hardness. This is a continuous effect with no cost, but the user cannot use other Dreamfaring abilities.
    • Demon’s Breath – Shadowweave, Specialized and Corrupted for Reduced Cost / only to turn the smoke from bits of powder into a great cloud of choking, nigh-impenetrable smoke. The user may create such a cloud as a free action or as part of discharging a firearm up to seven times per day for free, each additional 3 uses costs 1 Power. Unfortunately, he or she can use no other Shadowweave abilities.
    • Devils Glance – The Inner Eye, Specialized and Corrupted for Increased Effect / Observe enough men in battle, stressed and tempered by the flames and thunder of the guns, and you will soon come to see the flaws their eyes reveal. The user may make a perception check (opposed by the targets ability to bluff) to see a targets personality flaws – if someone is corrupt, has committed grievous crimes, is open to bribery, is treacherous, lies routinely, is overly lecherous, or suffers from similar personal troubles.
    • Festering Evil – Elfshot, Specialized and Corrupted for Increased Effect / the user may, on a hit with a gunpowder weapon, roll 1d5: 1-2) The wound is clean, and will heal normally. 3-4) The wound will fester and rot, unless heroic efforts are made, 5) the wound will bleed for an additional 1d6 damage per round until stanched. 6) Shock. The wound acts as Bestow Curse until treated.
    • Greek Fire – Witchfire, Specialized and Corrupted for Increased Effect / The user may spend 1 Power as a part of attacking with a gunpowder weapon to cause the target hit to be set on fire. Area effect weapons also add +2d6 Fire Damage when this option is used. Unfortunately, the user may not employ any other Witchfire abilities.
    • Hellfire Gaze – Glamour, Specialized and Corrupted for Reduced Cost / Wielding Hells Fires has it’s side effects. The user gains a +6 bonus to Intimidation checks at no cost and – if holding a gunpowder weapon – may expend 2 power to generate a Command effect against a group of up to six individuals. Unfortunately, he or she can use no other Glamour abilities.
    • Leathered Toughness – Hyloka, Specialized and Corrupted for Increased Effect / the user permanently gains Energy Resistance 5 against Fire and Gunpowder-generated Force effects at no cost, but can use no other Hyloka abilities.
    • My Guns They Comfort Me – The Adamant Will, Specialized and Corrupted for Increased Effect / the user is automatically immune to Intimidation and other Fear effects so long as he or she possesses a gunpowder weapon but can use no other Adamant Will abilities.
    • Piercing Eye – Witchsight, Specialized and Corrupted for Increased Effect / the user may readily see through smoke and fog, suffering no penalties for such conditions but can use no other Witchsight abilities.

The three further possible expansions of the Bombardiers abilities include:

  • Alchemical Compounding: Rite of Chi with +4 Bonus Uses, Specialized / only to restore the users Gunpowder Weaponry power pool, above, (6 CP).
  • Master Bombardier (Witchcraft III): Adds four additional Bombardier knacks (+6 CP).
  • Sulfurous Deviltry (The Secret Order): Requires Master Bombardier. Adds the remaining five Bombardier Knacks and +4 Power (+6 CP). A master of Sulfurous Deviltry has sworn himself or herself to the powers of flame and metal, and can no longer be Inspired by the Clergy, but is not necessarily an enemy of the faith. They’re just straddling the line.

Bombardiers may take Witchcraft Pacts to reduce the costs of their abilities – but all such pacts are with demonic powers. A Bombardier with any Pact counts as an enemy of the Christian Faith, and – as rule – their selection is limited to Missions, Spirit, Taboos, Rituals, Essence, Souls, Gateway, Corruption, Possession, Spell Failure (Christian Clergymen), Madness, and Susceptibility (Holy Objects and Places). Taking such pacts is rarely a very good idea.

The Build:

The Bombardier commands the most directly destructive battle magic to be found in the setting – the power of black powder and iron. There is literally nothing else of the mortal world that can match the destruction wrought by a high level Bombardier with a cannon short of a the great acts of nature – volcanic eruptions, great earthquakes and landslides, and the greatest strikes of mighty storms. To be a Bombardier is in itself an act of hubris, betting your very soul that you can bend the fires of hell to your will without being taken by them – and many Bombardiers lose that bet.

Basic Attributes: A Bombardier will want Dexterity first and – probably – Constitution second. Other attributes are of considerably less importance.

Available Character Points: 48 (Level One Base) +10 (Disadvantages: Dependent (Unless they regularly restock their supplies of lead, saltpeter, sulfur, charcoal, and any destroyed alchemical apparatus Bombardiers suffer a -12 penalty to their daily Pow(d)er allotment), Irreverent, and one disadvantage of choice) +12 (Human and First Level Bonus Feat) = 70 CP.

Basic Items (40 CP):

  • BAB: +0 (0 CP), +3 Specialized and Corrupted / only with Gunpowder Weapons (6 CP).
  • Hit Points: 12 (Level One 3d4, 16 CP) + (3 x Con Mod). This also gets them up to Level Three as far as Witchcraft use is concerned – making their pistols quite powerful even at level one.
  • Proficiencies: All Simple Weapons (3 CP) and Light Armor (3 CP). Since their firearms are actually a branch of natural magic, no proficiency is required to use them.
  • Saving Throws: +2 Fortitude (6 CP).
  • Skill Points: (Int Mod + 2) x 4 + 6 (6 CP).

Other Abilities (20 CP):

  • Journeyman Bombardier Package (30 CP).
  • Improved Initiative II (6 CP): +4 to Initiative. A Bombardiers basic strategy is pretty much always “shoot – or at least intimidate – them before they close”, and going first is pretty fundamental to that.
  • Tis Only A Flesh Wound!: Damage Reduction 3/-, Specialized / only versus physical injuries, Corrupted / damage prevented by this should be tracked, since it represents bruising, strains, minor flesh wounds, and similar non-critical damage. As long as any remains, half the characters healing will be devoted to removing it (2 CP). Unlike the purely positive-energy based “hit points” of standard d20, a Dark Ages character actually has meaningful biology. With them, being stabbed ten times in the foot for one point of damage per blow is not at all equivalent to being hit in the head once with an axe for ten points of damage. Major wounds will blow right past this resistance, but they can take lots of minor ones. Sadly, this may not be further upgraded.
  • One bonus Feat or Feat-Equivalent of Choice (6 CP).

The Bombardier is pretty much a Warlock – a wielder of dangerous, highly-damaging, and very likely unholy magics that are principally useful in battle. Their damage isn’t especially enormous compared to a high-strength melee specialist with a big weapon or an focused archer, but it’s generally enough, they’ve got reasonable range, and they can bypass a lot of defenses – including a good bit of armor class. Overall, they have an important role to play in Dark Ages party.

Can non-Bombardiers try to use firearms? Why of course! That’s where all those one-handed, or one-eyed, or badly scarred and permanently limping, or powder-tattooed people come from. Meddling with magic when you don’t have the skill rarely works out well, although occasionally someone gets away with it for a bit.

Oh, as a note… I have seen references stating that some bishop or other actually did conduct that test. Given that the results actually make some sense – there are numerous problems with using silver bullets and carving crosses on them will only make the aerodynamics even worse – who knows? Someone might have really tried it. Early bullet or ball wounds are also a lot worse than arrow wounds when it comes to infection. Cleanly cut tissue versus smashed with bits of wadding, cloth, armor chips, and whatever the target was wearing carried into the wound? Which one seems more prone to infection to you?

Eclipse d20 – The Djinni Childe Build

The desert is a hard land. Despite the occasional oasis, it can support only a few wandering nomads and tiny towns clustered around the few larger sources of water – at least until magic comes into play. A few Perpetual Fountains and other city conveniences make it possible to live there – but are both expensive and hideously vulnerable. If someone holds a cities water or food sources hostage… the population often has noplace else go. And so, among the widely-scattered cities, the Compact has grown up. Tradition and Honor. Duel-wars are fought on terms, well outside the cities, with less than a dozen adventurers on each side. The soaring cities are sacrosanct. To strike at the wellsprings of their life is the worst of crimes, a dishonor for generations to come. Those few who seek power in such a manner well-earn the title of “Evil” even if they do not always start as Grand Viziers.

The cities are isolated. Within the deserts crystal outcroppings drink the sun and burn with eldritch power. Magics that attempt to reach across the wastes are warped and distorted. And so the cities are isolated. Teleportation, Gates, Conjurations, the powers of the Gods that reign elsewhere, and even simple messaging spells… fail. No libraries of spells or markets of magic are to be found.

Adventurers and the occasional nomad or trader traverse the desolate wastes between the cities, finding in them purification and a forge for souls, a path that sharpens their powers and skills beyond even the cities elites. There, where the elemental powers of the world sweep unhindered across the land, one can learn to control those powers – or one can fall to them, becoming a ravening elemental force and a peril to others.

So we have an “Arabian Knights” setting – fantastic cities of sparkling towers rising over bustling slums, surrounded by narrow belts of farmlands and deadly deserts. With each city so isolated – and generally small – a vague worship of distant, uninvolved, deities may occur, but lesser local spirits serve the role of gods and magical lore is scarce – making spontaneous casters, Sha’ir, and similar types dominant. In these desolate lands skillful rogues, lesser mystics, and empowered warriors do the adventuring. Practically all of them will be human.

Those who commune with the spirits of the land are especially respected. When a sandstorm engulfs your caravan, or your route becomes impassible… A guide who can moderate that storm or find you another path is far more valuable than a mighty warrior, an evoker of vast destructive powers, or spellcasters with impractical specialities.

Basic Attributes: Charisma is a Djinn Childe’s most important attribute, Intelligence is next – while Strength is rarely all that useful to them.

Available Character Points: 48 (Level One Base) +10 (Disadvantages) +6 (Level One Feat and Human Bonus Feat) = 70 CP.

The Basics (34 CP)

  • BAB (Warcraft): +0 (0 CP). At least to start with we’re looking at a primary mystic here; BAB – is not going to be a major focus.
  • Hit Points: d6 (2 CP). While anyone wandering the desert is going to be a bit tougher than your standard commoner, Djinni Childe aren’t combat specialists, even if the may well have some damaging effects.
  • Proficiencies: Simple Weapons (3 CP) and Shields (Corrupted / small and/or light shields only, 2 CP). While armor is an oven in the desert, any traveler will soon pick up the basics of some weapons-work, if only because their fellow travelers will insist on it.
  • Saves: Fortitude +2 (6 CP). Those who wander the deep desert seeking enlightenment are either tough and enduring or dead.
  • Skills: +(3 CP) to upgrade Human Fast Learner to +2 SP/Level, +(6 CP) from Disadvantages to buy Fast Learner/Specialized in Skills at Level(-2), Adept x 2 (Usually five Perform skills, Knowledge (Religion), Knowledge (History), and Diplomacy, but there is some variance, 12 CP), +2 SP (2 CP) = 18 SP plus (Int Mod x 4). Sixteen of those will go into maxing out their Adept skills.

Other Abilities (36 CP):

  • Mystic Artist, Spirit Speaker Variant, x4 (24 CP).

This variant replaces many basic (Inspiration, Manipulation, and Synergy) abilities with elemental manipulations. Mystic Artist (Oratory) gets Sun and Minor Divination powers. (Dance) gets Sand and minor Transformation powers, (Singing) gets Wind and minor Movement powers, (Percussion) gets Water and minor Illusion powers. (Strings) gets Wood and minor Animation powers, and (Wind) gets Spirit and minor sonic powers. (Act) has no known associations while (Keyboard) appears to be related to Life, Death, and – for some reason – minor powers over space-time (it’s mostly used by space travelers). Corrupted for increased effect: second and later selections only get half the usual number of uses, but all uses are pooled between modes. For an example, Sun might include brilliantly illuminating a radius – dispelling darkness, damaging undead, and dazzling light-sensitive creatures – but by default it will be an ongoing, low-damage effect even against the undead, not a sudden blast. Spirit Speaker effects tend to helpfully adjust the environment, and only secondarily directly attack.

  • Echoes, Specialized / only to give abilities a three-minute duration after they’re dropped (3 CP). Note that Mystic Artist upgrades normally only apply to a specific Mystic Artist skill – so this will force the Djinni Childe to choose a speciality at level one.
  • Ritual Magic, Specialized / only to work minor rituals associated with their knowledge skills (3 CP). Thus someone with Knowledge (History) can use minor rituals to date artifacts, sense psychic impressions, and restore ancient inscriptions, while a user with Knowledge (Nobility) can use minor rituals to create genealogical charts, administer mystic oaths, and make their wardrobe and manners suitable for a foreign court. Knowledge (Religion) suffices for reading auguries, making proper offerings, detecting “evil” and “curses”, and conducting funerals.
  • 1d6 Mana with Reality Editing, plus Rite Of Chi with +4 Bonus Uses, Specialized and Corrupted / only to modestly extend elemental effects produced by Mystic Artist or recharge the pool used for that (6 CP). This is primarily an excuse for being able to pull off minor stunts with their abilities. Have they got the ability to whip up whirlwinds of sand which grant their friends a bonus on Armor Class, Attacks, and Damage (an elemental variant on the Inspiration/Emotion ability)? This would let them gather sand into a heap or sheltering wall, dig through it, or calm a sandstorm in the appropriate radius.

Further Advancement: Most Djinni Childe are, like Bards, support types – and so they lean towards Bonus Uses and Upgrades to their Mystic Artist abilities, Healing Touch, Connections Favors, Action Hero / Influence, Augmented Bonus (Adds Int Mod to Cha Mod for skill purposes). In combat, they generally resemble Rogues or Factotums – focusing on sudden strikes if they MUST get into melee.

There are a lot of other ways to create elementalists – even performing elementalists – in Eclipse. Another suggested build used Rune Magic requiring a perform check to make things work – but Mystic Artist seemed like nice gateway to an intermediate-level mystic package. Even better, this setup leaves later levels pretty much freeform; yes, you will need to devote an occasional 6 CP to mystic artist upgrades, but the skills and base number of uses will increase automatically, even with no further purchases.