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.

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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 for 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 evern 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 bel0w-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 of three 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 Prestiigitation, 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 indiract 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.

Beragrave The Fallen, Eclipse D20 Sniper-Assassin

He meant well. A dying wife, a sickly child, and none to help him. An old story, played out again and again. Unlike most, however, Beragrave would indeed do ANYTHING to help them. Anything at all.

And a power took note of that, and answered. The power to craft Charms and Talismans of black magic was a small, small, gift – but the seed of corruption easily took root in Beragrave’s flawed heart.

A Bloody Bowl saw to his families health. What matter it if a passing street urchin or two was sacrificed for that? They were doomed anyway, and their lives purchased the time his family needed for a natural recovery.

A Horned Amulet let him support his family in better style. It came at the expense of those about him, but they had not aided him when his family needed help, and so Beragrave paid no heed to the increased burdens he was inflicting upon them.

A Blood Spider and some Necromantic Elixir did in a few travelers – and left Beragrave and his family surprisingly well-off.

By the time his son moved out to start his own family – he and his mother still ignorant of Beragrave’s multitudinous sins – Beragrave had committed hundreds of dark crimes in exchange for additional powers, and served his demonic master with dedication.

Available Character Points: 48 (Level One Base) +10 (Disadvantages; Accursed, Secret, ) +2/Level (Duties; making black magic charms and talismans available and encouraging evil) +1/Level (Restrictions: May not willingly accept the services of good clerics or paladins) +12 (L1 and Human Bonus Feats) = 73 CP.

Basic Attributes: Str 12, Dex 14 (+2 Human = 16), Con 14, Int 14, Wis 10, and Cha 13 (Pathfinder 20 Point Buy).

The Basics (29 CP)

  • Warcraft +2, Specialized and Corrupted for Reduced Cost / Only for Missile Attacks, only for his Spirit Weapon (4 CP).
  • Hit Points: 8 (L1d8, 4 CP) +2 (Con Mod) +15 (Bear Cloak) = 25. By the time his “adventuring” career started, Beragrave had been in more than a few fights. Tending bar will lead to that.
  • Proficiency with Simple Weapons (3 CP) and Composite Bows (3 CP).
  • Armor Class: 10 (Base) +4 (Shimmermail) +3 (Dex) = 17
  • Initiative: +3 (Dex).
  • Save Bonuses: Will +2 (6 CP). Net Save Bonuses: Reflex +3, Will +2, Fortitude +2.
  • Skill Points: 6 (Purchased, 6 CP) +8 (Upgraded Human Fast Learner, 3 CP) +8 (Int) = 22.

Special Abilities (44 CP):

  • Seed Of Darkness: Equipage with Purchasing, Specialized and Corrupted / only to obtain charms and talismans (especially those of black magic), poisons, torture implements, unholy water, smoke bombs, and similar evil supplies (4 CP). This small ability allows Beragrave to simply “buy” small items on the spot. If a whim strikes him to poison someome, or pour acid into a prisoners eyes, or gift some child with a bit of black magic. he can indulge that whim on a moments notice.
  • Bane Of Heroes: Ranged Spirit Weapon (Composite Longbow, 1d8, 20/x3, 110′ Range Increment, 9 CP), Inflicts Nonmagical Fire Damage (+0 CP), two attacks each round are Touch Attacks (+12 CP), Exotic Appearance (Infernal Hellfire, +3 CP), Switch x2 (Stun and Unholy Damage, 6 CP), Augment Attack (Silencing, +6 CP), Augment Attack (Dirty Trick Master, 1d4+1 Rounds, +12 CP), Augment Attack (+1d8 Damage with Spirit Weapon, 8 CP) – all Specialized and Corrupted for Reduced Cost: Must ritually sacrifice an innocent intelligent being at least once per week, must regularly undertake missions for his demonic masters, and must gratatiously spread evil and corruption. If he does not do so, this power will soon start to fail. Failing for several weeks in a row will negate this power until he Atones (see the Atonement spell) for his failures (19 CP).
    • At the moment, Beragrave’s infernal blast is a +6/+6 (+2 BAB +3 Dex +3 Martial Art -2 Multishot) ranged touch attack with a 110′ range increment that inflicts (2d8 + 2 ((Str Mod)) fire, stun, or unholy damage, Crits on a 20 for an extra 1d8. A hit also silences the victim and inflicts a Dirty Trick effect for 1d4+1 rounds. He can upgrade this in a wide variety of ways, just like any other archer.
  • Demonic Tutelage: Adept (6 CP): Bow Martial Art, Diplomacy, Disguise, and Stealth.
  • Embracing The Darkness: Shaping, Corrupted and Specialized for increased (level one and possibly weak level two) effects/can only produce the effects for which the user has the appropriate foci ready, can only support a limited number (seven and three) of minor charms and more notable talismans at one time, they take some time to attune for use, at least three Charms and two Talismans must be Black Magic (6 CP).
  • Stolen Years: Immunity / Aging (Uncommon, Severe. Minor, 4 CP). Beragrave has already earned several extra centuries of life. Who knows what having that much time
  • Track (Urban) (3 CP)
  • A Sigil of Dark Fortune (1 CP): See Eclipse II. A minor Relic that allows one to either reroll or “take 20” in advance up to 12 times – but which can only be recharged though ritual murder.
  • Calling On The Dark Lord: Specific Knowledge: Ritual Of Consulting His Demonic Master (1 CP). This isn’t strictly necessary – presumably they can get in touch with HIM – but it can be convenient.

Charms and Talismans:

  • Personal Charms: Horned Amulet (Black Magic), Serpents Tongue (Black Magic), Wraith Guantlets (Black Magic Undead Version), Vanishing Cloak, Phylactory Of Whispering Shadows, Merasian Vapors, Hidden Pocket (to hide his minor supplies).
  • Personal Talismans: Bloody Bowl (Blask Magic), Black Bear Spirit Cloak (+15 HP), Shimmermail (Demonhide Version).
  • General Charms: As needed.
  • General Talismans: As needed.

Skills (22 SP):

  • Bow Martial Art: +4 (2* SP) +3 (Dex) = +7. +3 Attack and Multishot.
  • Climb +2 (2 SP) +2 (Str) = +4
  • Disguise: +4 (2* SP) +1 (Cha) = +5 (+10 using Merasian Vapors).
  • Diplomacy: +4 (2* SP) +1 (Cha) = +5
  • Perception +4 (4 SP) +0 (Wis) = +4
  • Profession (Innkeeper / Slumlord): +4 (4 SP) +0 (Wis) = +4
  • Stealth: +4 (2* SP) +3 (Dex) = +7
  • Use Magic Device +4 (4 SP) +1 (Cha) = +5

Further Advancement:

Each Level gains 24 CP (Base) +2 CP (Duties) +1 (Restriction) = 27 CP and +4 SP (Int and Fast Learner).

  • (2 CP) Between Adept and buying +2 SP/Level he can add +1 to each of his skills each level.
  • (2 CP) Buying a d6 Hit Die each additional level.
  • (3 CP) +1 on a selected Saving Throw.
  • (2 CP) +1 BAB with Bane Of Heroes
  • (1 CP) +1 level of the Ranger Spellcasting Progression, Specialized for Reduced Cost / Spells are weekly, not daily (Int-Based, Prepare Ranger Spells From List).
  • (1 CP) +1 Level of the Ranger Spellcasting Progression, Specialized for Reduced Cost / Spells are weekly, not daily (Int-Based, Perpare Assassin Spells From List)
  • (2 CP) +1 Caster Level, Specialized and Corrupted for Reduced Cost / Only for the Ranger Spellcasting Progression, blatant black magic, will not work on holy ground.

That gets him a reasonable set of skills, a reasonable number of hit points for someone who specializes in ranged strike-and-retreat, excellent attacks – touch attacks combined with a BAB of (Level + 1) and other bonuses should hit most of the time – and a pretty good selection of tracking, archery-boosting, stealth, and assassin-utility spells. It also leaves some 14 CP/Level to spend on other things. Spend some of those on…

  • Bane Of Heroes is his primary attack – and is Specialized and Corrupted for Reduced Cost – so you can easily add more d8’s (2.67 CP Each), Archer-Style “Feats” (2 CP Each), additional Touch Attacks (2 CP each) once his BAB is high enough to support them, and various archer-style boosts. You’ll obvious want Imbuement (to give it magical boosts), possibly more types of damage, Far Shot, Enhanced Strike (Focuses), Double Damage (Versus Paladins perhaps?), Precise Shot, and similar benefits.
  • Stealth and General Combat boosts are also in order – Cloaking (6 CP) to conceal his dark powers, Reflex Training (Extra Actions Version) to allow swift escapes or extra strikes (6 CP), Awareness and Flankless (6 CP Each) to avoid sneak attacks and most precision damage, Augmented Bonus (to boost his hit points, 6, 12, or 18 CP), Defender (to raise his AC, 6 CP), Imbuement (Armor, 6+ CP), Opportunist (Hide In Plain Sight. 6 CP),

For miscellaneous purchases…

  • A few more Languages or skills never hurt anyone.
  • An Enhanced Demonic Familiar (12+ CP) can be very handy.
  • Rite of Chi with +4 Bonus Uses (Specialized for Reduced Cost / Only to restore spell levels, 6 CP) will enable him to renew some spells given a few minutes out of combat.
  • Innate Enchantment (Hat Of Disguise (1800 GP), Amulet Of Tears (2300 GP), Healing Belt (750 GP), and 650 GP worth of necessary gear – perhaps an unholy symbol for his spellcasting (so that he doesn’t really need one), a spell component pouch if he needs one, and so on, Making some of his Black Magic Charms (10 GP) and Talismans (25 GP) into Innate Powers is a great way to keep them from being discovered. 6 CP). Alternatively, or in addition, a set of the convenient first-level archery boosters could be quite handy.
  • Leadership or Companion (6-12 CP). Beragrave is a family man, so when something happens to his wife – or if he’s just outlived her – he’s all too likely to marry a Hag, or a lesser Succubus, or something. He might also use this as a way to get a few disposable troops to keep a group from coming straight for him when he starts blasting them.
  • Returning (6 CP) – at least in the form of “mysteriously disappearing and reappearing later” – is probably a good trick for any villain that you want to have around for more than one fight scene.
  • Witchcraft: Even a few points invested here can provide access to The Adamant Will – preventing mind-reading and mind control – and a few other useful tricks.

For Items… He’s primarily going to want tools for infiltrating, burst damage, and escaping, A Cloak Of Mysterious Emergence (13,000 GP) is a WONDERFUL tool for escaping, if a bit pricey.

Beragrave is – in general – a long-range sniper-assassin. He pops up somewhere, starts blasting his target(s) (attempting to silence spellcasters and using dirty tricks to hinder everyone else) – and gets out if the opposition proves to have too much long-range firepower or is closing in on him. Being pretty optimized he can be a serious threat to good-guy characters. if only because “I’m getting my powers on the cheap because they rely on sacrificing lots of people to demons” is an approach that good-guy characters are often reluctant to take. After all, players are often reluctant to commit their characters to anything at all.

Skill Stunts And Epic Skill Stunts X – Survival

Survival is, arguably, the second oldest skill of all – predated only by Perception. After all, at the most basic level… Survival begins as little more than a tropism coupled with some ability to move around. An amoeba finds some digestible molecules and oozes towards the highest concentration of them – and presumably a source of food. A single-celled Euglena detects light and propels itself towards it, enhancing its photosynthesis (although it can also eat). In its way the Survival Skill predates multicellular life. Admittedly, it’s not a very sophisticated version of the skill (in game terms, it’s at a +0 bonus and probably an attribute penalty) – but it’s still a fair chance at doing the right thing before settling for random chance.

It’s also one of the broadest of all skills. It allows you to locate the resources you need to live in environments that would not normally support you, to understand, predict, and evade the dangers of such environments, and to build up resources from those environments. Secondarily, it covers navigation, tracking, raising children in a hostile world (“group survival”), building shelters, and exploiting the natural magic of the environment. For creatures of Intelligence Zero or One it also covers finding a mate, but more complex social behaviors take over in creatures of higher intelligence.

Finally, of course, it’s an archetype all by itself. A Knight, a Wizard, a Rogue, a Shaman, a Cleric… all have a complex array of skills and abilities – but what other skill pretty much defines an entire lifestyle and set of genres? Primitive tribes, Robinson Crusoe, Swiss Family Robinson, Burt Gummer, pretty much EVERY “survival horror” setting… all focused on THIS. It’s true that “I will live!” is a pretty basic drive – after all, it has to be or people would be extinct by now – but can you think of another skill that pretty much defines multiple genres?

  • Note that many benefits of this skill can be extended to companions, although each companion so aided increases the DC by +2.
  • In general, you can use Survival at a -10 penalty in place of Knowledge/Nature or Use Rope – but only for mundane purposes.
  • The format here is a bit different. Survival simply has too many applications to list them all separately. Ergo, they’re split into general categories.
  • Remember that these are mana-powered supernatural abilities, not simply feats of skill.

Sample Stunts for Survival:

  • DC 10 (normally no stunt required):
    • Harvesting: You may find and harvest common herbs and plants – taking appropriate precautions with those which are dangerous to handle. You may also identify toxic and dangerous plants and fungi.
    • Hazard Recognition: You may recognize animal dens, animal-created traps (ant lion pits, giant spider webs, trapdoor spider pits, etc), blatant natural hazards, wild magic zones, and cursed regions. In general, you get a free roll to spot such things before getting into them.
    • Pathfinding: You may select the more commonly used trails, leave readable trail signs to communicate basic information, and follow oddly marked trails (including the increasing traces of material that indicate routes to cave exits). You may avoid becoming lost on land.
    • Survival: You may obtain food, water, shelter, and basic personal supplies in cities without spending money. This is also the DC to find food and water in the wilderness, but finding shelter or clothing there is a bit trickier (+5 DC). You may also attempt to camouflage items and positions, inflicting a (Check Result / 2, rounded up) penalty on attempts to spot or otherwise locate them.
    • Talking The Talk: You may impress people with your skills. At DC 15 you may make a basic living as a survival lecturer or writer.
    • Tracking: You may follow unconcealed simple tracks under good conditions and can get a rough estimate of the age of the tracks and the number of individuals being tracked (See the system reference document for more details).
  • DC 15 (May or may not require a stunt):
    • Hazard Recognition: Basic weather prediction, flash flood risks, tidal bores, riptides, low oxygen levels, forest fires, explosive vapors or dusts, toxic fumes, quicksand, supernatural weather events, and similar items. Your check comes before the hazard takes effect and usually results in a chance to evade the hazard or a +2 on relevant checks and saves if that is not possible.
    • Improvise Gear: You can quickly devise protective clothing or gear up to an equivalent value of (5 + Check Result) GP, including swarm suits, basic armor, filter masks, vermin repellent, cold weather gear, and similar items.
    • Pathfinding: You may navigate in the wilderness or at sea without becoming lost. On land you may opt to conceal your trail and that of up to (Cha Mod +1, 1 Minimum) additional companions, penalizing attempts to track you. You may also leave more complicated trail markers to communicate facts about the trail.
    • Survival: You may remain warm or cool, or improvise a fairly secure camp, in the wilderness. You may also effectively remove or evade vermin such as leeches, army ants, and similar creatures and identify dangerous and/or toxic animals. You can also start fires under difficult conditions, build an effective cooking fire and keep it from spreading, construct basic shelters, and otherwise be a well-trained boy scout.
    • Tracking: You may recognize what planes or deities an item or place is linked to or determine your current location. If you happen to be a ghost or astral projection, you can determine both your spirits current location and that of your body.
    • Walking The Walk: As a man of the wilds, you need no longer worry about basic living expenses. Your casual activities as a trapper, gatherer, collector of herbs, and similar can be expected to provide for your needs wherever you may settle without placing further burdens on you.
  • DC 20:
    • Create Trap: You may spend half an hour to assemble a basic trap – swinging logs, spiked pits, punji sticks, snares, deadfalls, etc – from found materials. These only affect a single target or square however.
    • Harvesting: You may locate uncommon or highly dangerous plants and herbs (provided that they occur in the area) and correctly harvest them, as well as gather meat, hides, poisons, and other products from dead animals. You may also obtain honey or similar products without serious harm.
    • Hazard Recognition: You may roll to get a warning from the game master about upcoming natural disasters, such as earthquakes, floods, tsunamis, avalanches, and similar problems. Oddly, creatures of Int 2 or less can do this at DC 15 without a stunt.
    • Improvise Gear: You may pack efficiently, increasing your effective Strength score by 8 when calculating your carrying capacity. This does not stack with Muleback Cords.
    • Pathfinding: Swift Trails. Your overland travel rate increases by 50%. At DC 30 it doubles, at DC 40 it triples, at DC 50 it’s x4, at DC 60 it’s x5, at DC 75 it’s x10, and at DC 100 any given trip on the same land mass is completed after a brief travel montage. +2 DC per additional character taken along. You may also mark a trail so that it communicates some message or emotional impression to those who travel it.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Enhance Herb or Spirit Call (Paths Of Power).
    • Survival: You may hold your breath for up to (Con Mod + 1, 1 Minimum) Minutes or cause a bleeding wound to clot. You may ignore the effects of natural weather (similar to Endure Elements) for up to an hour (twenty-four hours at DC 25, for up to a week at DC 30). You may also construct log cabins and other intermediate structures.
  • DC 25:
    • Create Trap: When defending an area you may spend an hour to arrange (Int Mod + 1, 1 Minimum) Basic Traps (as above). You need not, however, specify where they are until you want them to go off.
    • Improvise Gear: On The Woad Again. You may apply war paint, tattoos, or scars to yourself that grant a +3 Armor Bonus, increasing to +4 at DC 40, +5 at DC 60, and +6 at DC 100. Tattoos and scars can be enchanted further like any other armor. This will, however, cause most people to consider you a barbarian, savage, or primitive and gives away your ethnicity, culture of origin, and profession. If tattoos or scars are further enchanted opponents may make a Spellcraft check to determine the nature of those enchantments.
    • Pathfinding: You may find safe trails, reducing the chance of encountering a creature or natural hazard by 50%. At DC 40 this reduces the chance by 75% and at DC 75 by 90%. Cursed areas increase the DC by +10/+20/+30 for Minor/Notable/Major curses however.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Summon Fetch or Channel Nexus (Paths Of Power).
    • Survival: You may hold your breath for up to (Con + 2, 5 Minimum) minutes, go into deep hibernation to survive being frozen solid, sleep for up to a month with no physical requirements, resist the need to sleep for a day, or go up to a week without food or water with no ill effects. If you die anyway, you may haunt your personal belongings and remains as a Spirit.
    • Tracking: You may identify creature types by logically insufficient traces, track without penalty while moving at full speed, and accurately determine the number of creatures being tracked and how fast they were traveling.
  • DC 30:
    • Hazard Recognition: You may determine what type of plants and creatures are likely to be present in an area and how large a population it might support. You may also predict what damage a natural disaster or storm will do, such as where lightning is going to strike or what areas will be swallowed up by crevasses or flooded.
    • Pathfinding: Swift Sailing. Your seafaring travel rate increases by 50%. At DC 40 it doubles, at DC 50 it triples, at DC 60 it’s x4, at DC 75 it’s x5, and at DC 100 any given trip on the same body of water is completed after a brief travel montage. This also applies to travel by vehicles designed for air or space travel.
    • Planar Adaption: You may draw on the natural energies of a plane to adapt yourself for comfortable survival under the planes base conditions for (Con Mod +1, 1 Minimum) days. Sadly, applying this to additional creatures increases the DC by +10 per additional creature instead of +2.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Spirit Of Place or Tap Conjunction (Paths Of Power).
    • Survival: You may obtain food, water, and shelter from the elements while traveling at full speed, as well as gaining (Wis Mod + 1, 1 Minimum) chances to harvest herbs or other materials along the way. Your campsites are protected by the equivalent of the Hide Campsite spell.
    • Tracking: You may trace a magical link such as a scrying sensor, determining it’s place of origin and the magical signature of the creature that created it. You may also determine if an area is linked to a land-ruler, is someone or somethings magical domain, or is otherwise claimed by some supernatural force.
  • DC 35:
    • Harvesting: You may harvest rare resources of the land, such as dyes, exotic fruits, surface and placer deposits of gems and precious metals, fine furs, and similar items. While finding a buyer may be additional work, you may expect to make (Check Result) silver pieces with a few hours of work.
    • Hazard Recognition: You may immediately determine the threat level and general attack routine of any creature you can get a look at. If you are operating from an audiovisual recording the DC increases to 40, a picture or detailed description increases the DC to 50, and working from rumors and general information increases the DC to 75.
    • Improvise Gear: You may improvise a dose of any alchemical Balm, Medicine, Tonic. Herb, or Plant worth up to 50 GP or up to a total of (Check Result + 5) GP worth of such materials. These are, however, of no use to anyone else and will only remain potent for twenty-four hours. Given a day in the wilds you will be equipped with a spear, staff, and club, in two days you will also have some javelins and an atlatl if you want one, and in three you will also have a longbow and arrows – all crude, but functional.
    • Pathfinding: Traceless Passage. You leave no traces of your passage, making conventional tracking impossible without supernatural aid.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Warlock Pact or Focus The Land (Paths Of Power).
    • Survival: You may ignore environmental penalties to movement, including those for being underwater, for steep slopes, for difficult terrain or overgrown, and similar. You may also attempt to panic the local wildlife in a radius of (Charisma x 10) feet, although a Will save applies. You may roll Survival instead of a Fortitude Save against poison or disease.
  • DC 40:
    • City Founder: You may select a good site to found a city – choosing a defensible location with access to water, better than average resources, on a likely trade route, or whatever. The spot you pick will prove to have two Foundations. At DC 60 it will prove to have three, at DC 75 it will have four, and at DC 100 it will prove to have five or more.
    • Hazard Recognition: You may subtly position up to (Cha Mod + 1, 1 Minimum) targets so that they will be exposed to the effects of some ongoing disturbance, such as being caught up in a riot or stampede or being struck by lightning.
    • Pathfinding: You may find a trail leading to another plane, although there are likely to be three encounters along the way. You may also determine the direction to a given destination, whether or not you have ever been there.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Great Oathbinding or Celestial Rune (Paths Of Power).
    • Survival: You may construct a Sturdy Tree Fort or equivalent as a campsite. In an emergency you can add a +4 Alchemical Bonus to one or more of your Strength, Constitution, or Dexterity for 3d6 rounds, but this causes you 2d6 damage per attribute so enhanced after it wears off. You may remove or expel parasites through various unpleasant home remedies.
    • Tracking: You may Track creatures through teleportation, plane shifts, and gates. You may also track vehicles and those using extraordinary means to conceal their tracks.
  • DC 50:
    • Create Trap: Given an hour to prepare a location you may arrange (Int Mod + 1, 1 Minimum) Major Traps – piles of rolling logs or small avalanches, deep pits with spikes or wild animals, and similar items – each of them capable of affecting a modest area. You need not, however, specify where they are until you want them to do off.
    • Child Raising: You are considered to have the Leadership (Eclipse) ability, but only to raise the level of your and your friends children. This is independent of any other Leadership abilities that you may have.
    • Harvesting: You may spend a day to locate or create a personal Charm (as per The Practical Enchanter) and may use up to seven Charms even if the setting does not normally support them. At DC 75 you may similarly locate or create personal Talismans (also as per The Practical Enchanter) and use up to three of them even if the setting does not normally support them.
    • Pathfinding: Mass Guidance. For the next twenty-four hours you may extend the benefits of your Survival skills to up to (Charisma x 10) individuals without penalty.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Forest Pact or Distillation (Paths Of Power).
    • Survival: You can render yourself immune to a specific toxin, to the heat and fumes of traveling through a volcanic landscape, or even to drowning. This does require a minute of preparation, but lasts a full day once invoked.
  • DC 60:
    • Hazard Recognition: You may evaluate an area to gain a detailed evaluation of the plants and creatures there, their general population, and the lands basic resources.
    • Pathfinding: You may find a trail leading between settings and worlds at intergalactic ranges that can be traversed in days to weeks. Such trails are often, however, difficult, dangerous, and present major environmental hazards.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Spirit Of The Beast or Circle Of Power (Paths Of Power).
    • Survival: You may survive in areas without breathable atmospheres, including space, find food and water on barren asteroids, and construct necessary survival systems, such as airlocks and air-tight shelters. You may automatically succeed on all weather-related saves for twenty-four hours.
    • Weather Witching: You may predict weather and – as long as it isn’t completely absurd – have it come to pass over the next few days.
    • Tracking: You may extract unnerving amounts of information while tracking, determining things like a starship engines type and fuel efficiency, the weight and likely general contents of a wagon, exactly what happened during a fight, and similar items, verging on postcognition.
  • DC 75:
    • Colony Founder: You may show a settlement how to survive in a normally impossible area, such as on an asteroid, in the depths of the ocean, on the surface of Venus, floating in the atmosphere of Jupiter, or similar.
    • Harvesting: You may harvest small tokens in which magic has become temporarily trapped. You may hold tokens containing a maximum of 12 total levels of spells at any one time, may refresh your collection once per day, and may only stabilize tokens containing spells of level two or less enough to collect. One half of the spell levels harvested in any one day are determined by the one using this ability, the other half are determined by the game master. Such spells are released as if they were use-activated at an effective caster level equal to the user’s level. At DC 100 the limit on the effects increases to level three.
    • Hazard Recognition: You may take advantage of a natural disaster, such as an earthquake, tidal wave, tornado, forest fire, or major storm, that you “saw coming”. While the worst effects are relatively localized – covering a small town at the maximum – this can still bring down walls and ceilings, damage castles and towers, wash away squads of soldiers, cause avalanches, and otherwise do a great deal of damage. The disaster will arrive 1d3 rounds after you decide to “predict it”.
    • Pathfinding: You may find a trail leading between game systems. Anyone following it will be automatically “translated” into the new system upon arrival. The time required is unknown, since travelers on such journeys invariably travel at the speed of plot. You may also find trails across water, allowing you to Water Walk.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Spirit Quest or Gates Of Myriddin (Paths Of Power).
    • Survival: Personal Evolution. You may spend a day to acquire (Con) character points worth of physical, survival-related, enhancements, maintaining them until you change them again. You might thus purchase Immunity to Aging, or Water-Breathing, or increased Strength, or any of many, MANY, other abilities.
  • DC 100:
    • Create Trap: Given an hour to prepare a location you may arrange (Int Mod + 1, 1 Minimum) Grandiose Traps – pits dropping victims into magma or dangerous underground labyrinths, gargantuan falling rocks, massive gas explosions, and similar events. Each can affect up to a 30′ radius. You need not specify where they are until you want them to do off.
    • Pathfinding: You may find a trail leading across both time and space. You may also find trails through the air, allowing you to Wind Walk or walk on clouds.
    • Primitive Magic: You may exploit the natural magic of the world, employing either Greater Pact or Planar Invocation (Paths Of Power).
    • Second Breath: Once per week you gain the benefits of a Revivify Spell immediately followed by the benefits of a Heal spell when the player feels that it is necessary. Both have an effective caster level equal to the user’s level.
    • Survival: You may survive and function in any consistent environment, including the hearts of stars, on the surface of neutron stars, and in similar impossible environments – although this may require some instant evolution. This takes a little time, so it can be treated as Returning with Rewrite (Eclipse). Your campsites cannot be located by anything incapable of dimensional travel.
    • Worldfounder: You may establish a colony in a normally impossible area, such as on an asteroid, in the depths of the ocean, on the surface of Venus, floating in the atmosphere of Jupiter, or similar and provide it with up to four Foundations.

Epic Skill Stunts:

  • Beastspeech (Spell Level 8, DC 42): This is a perpetual effect, but is otherwise equivalent to Speak With Animals.
  • Caravan (Spell Level 9. DC 46): You may extend the benefits of your survival skill to groups ten times as large as usual for the next twenty-four hours. The Level 15 Grand Caravan variant covers a group fifty times the usual size.
  • The Sensuous Lion (Spell Level 10, DC 50): For the next week you live a life of luxury, with many (if possibly primitive) comforts, plenty to eat and drink, expert services, and compliant sexual partners. You and up to a dozen others you opt to include will be completely refreshed and healed when the spell expires.
  • Life Leech (Spell Level 11, DC 54): You may target up to (Level) targets within medium range with a ranged touch attack. Each target “hit” suffers 12d6 damage. Such damage is applied to any wounds you currently suffer from as healing, once you have no wounds they provide temporary hit points up to a limit of 120 temporary hit points. The healing is permanent, but any remaining temporary hit points vanish after twenty-four hours.
  • Grand Hunt (Level 12, DC 58): You may lead a group of up to (Cha Mod x 100) people in a three-day hunter-gatherer outing to automatically acquire enough food and supplies to last them for 3d6 months.
  • Hardship Surviving Spirit (Level 13, DC 62): As per Universal Energy Protection (Mass) (The Practical Enchanter), but with a duration of one hour/level and Universal Energy Resistance (also from The Practical Enchanter) 30 – which applies before the limited protective function is depleted.
  • Invictus (Level 14, DC 66): When you or a companion dies, you may automatically cast this spell (if you have any slots left) to send them to an afterlife of your choice – including a new incarnation as a level-appropriate creature.
  • Evolutionary Adaption (Level 15, DC 70): A target group (up to the size of a small city) of a species will swiftly adapt to a radically altered or new environment. For example, a herd of horses being overwhelmed by the sea might spontaneously evolve into sea creatures.
  • Find The Lost World (Level 16, DC 74): You may locate (or call into existence) a hidden realm, ancient plateau, cavern complex, pocket dimension, or similar location. It’s general description, and where entry can be found, is up to you, but the details are up to the game master. Also known as “summon adventure”.
  • Set Hearthfire (Level 17, DC 78): You may ignite a blazing pillar of flame, suitable for providing heat, light, power, smelting services, hot water, cooking fires, and similar services for an entire city. It will burn for one hundred years. If you choose to sacrifice the slot for one year, it will burn for a thousand years. If you sacrifice the slot permanently, the flame will burn eternally. The residents can sacrifice spells and valuables to the flame occasionally to keep it going as well.
  • Dynastic Founder (Level 18, DC 82): All of your descendants for three generations will inherit a +2 ECL Template of your choice. The effect will start to fade thereafter unless they use magic to choose matches who will maintain the bloodline, but occasional throwbacks will occur for many centuries to come.
  • Gathering (Research Level 19, DC 86): You may gather natural resources from extreme range in refined and processed form. You may collect rare woods, extract metals from ore or veins, pull gems or crystals from the earth, pull perfume from flowers, quarry useful stone, or extract other resources. Sadly, this only works on unrefined and unclaimed or loosely claimed resources; a wild jungle that is loosely claimed by an absentee landlord is fair game; a cultivated or mined area is not. In general, this will get you up to 20,000 GP worth of raw materials. After all, if you are tossing around epic stunts like this and are still scrambling for gold pieces, something is very, very, wrong.
  • Eternal Freedom (Level 20, DC 90): You (only) enjoy perpetual Freedom Of Movement.
  • Planetary Adaption (Level 21, DC 94): The biosphere of a target world can adapt to a radical change in it’s environment. If a nearby supernova has turned the place radioactive, the creatures there can adapt to it. Or to a thinning atmosphere, or rising temperatures, or a sudden overlap with the negative energy plane, or a plague of wraiths, or whatever.

Survival is pretty fundamental – and in a world of magic involves quite a lot of magic in its own right. As such… it’s Stunts are quite powerful and flexible. If you drop a true master of survival in the wilds naked… you can expect him or her to soon live in a well-fortified redoubt, equipped with primitive but effective weapons, with stockpiles of food and water, and defended by an array of deadly traps and harvested magic – if he or she did not decide to simply go home. Given a little more time there will soon be a thriving colony.

So don’t upset the survivalists, OK? You don’t want Burt on your tail.

Eclipse – The Bloodmage Healer

Life and Death. Positive and Negative Energy. Vitality and Unlife. They flow and they ebb, they can be gathered and they can be transferred. Where a draught of life is given, wounds and afflictions are washed away before the sparkling flow. But there is always a price. What is given… must first be taken from another.

Such is the path of the BloodMage Healer.

Everyone in the neighborhood had heard of the youngster. A child with the healing touch – and one who was generous in it’s use to boot – was rare enough that it was surprising that there had not yet been attempts to snatch the kid.

Actually, there had been. But there had been no survivors.

But sooner or later… there will be.

BloodMage Healer

Level One Master Of Life And Death

Race: Any. Preferred a Bonus (or at least not a penalty) to Cha.

Available Character Points: 48 (L1 Base) +10 (Disads: Dependent (finds draining life force quite addictive), Secret (has killed many times), and Valuable) +6 (First Level Bonus Feat) = 64 CP

Basic Attributes: Str 7, Dex 14, Con 14, Int 12, Wis 12, Cha 16 (Pathfinder 20 Point Buy).

Basics (18 CP):

  • Hit Points: 8 (L1d8, 4 CP) +12 (Immortal Vigor) +6 (3 x Con Mod) = 26
  • Skill Points: 2 (Purchased, 2 CP) +8 (Fast Learner Specialized in Skills, bought at L(-2) with disadvantage points, 6 CP) +4 (Int) = 14. At least four will be invested in her Death Touch martial art.
  • BAB +2 (Specialized in Touch Attacks, 6 CP).
  • Saves:
    • Fort +2 (Purchased, 6 CP) +2 (Con) = +4
    • Ref +0 (Purchased) +2 (Dex) = +2
    • Will +0 (Purchased) +1 (Wis) = +1
  • Proficiencies: None (0 CP).
  • Initiative: +2 (Dex)
  • Move: 30 (Base).
  • Armor Class: 10 (Base) +2 (Dex) +4 (Armor) +4 (Shield) +2 (Martial Art) = 22
  • Primary Attacks: Touch Attack +7 (+2 BAB +3 Competence +2 Martial Art), 1d8 Drain Effect (Power or HP if victim has no Power), Crit 20/x2, 20′ Natural Reach. May use a Witchcraft Healing effect whenever she gains power from this attack.

Special Abilities (48 CP):

  • Witchcraft III with The Inner Fire and Leaping Fire, Pacts of Vampirism (may touch others to drain 1d4 Power, or hit points if they have no Power, gaining the same amount of Power – but cannot naturally regain power) and Gateway (18 CP).
      • The Adamant Will. Very handy for covering up the user’s true nature.
      • Healing. A primary ability at the moment.
      • Hyloka. Another option for healing.
      • Dreamfaring, Specialized and Corrupted for Increased Effect: May see/hear/smell and strike into coexistent planes without cost. This does not count as an action.
      • Witchsight, Specialized and Corrupted for Increased Effect / The user is constantly aware of the physical and spiritual health of everyone within a 30′ radius. The user may tell if they are injured, diseased, cursed, blinded, near death, dying, undead, and so on.
      • Witchfire, Specialized and Corrupted for Increased Effect / the user may either strengthen or disrupt structures by touch, spending one power to either use a Make Whole effect or to add 3d6
        “Acid” damage to a successful touch attack. This does not count as an action.
      • Elfshot, Specialized and Corrupted for Increased Effect / User may spend power to add an Elemental Manipulation Metamagical Infliction effect to a successful witchcraft-based touch attack. The user may add a +1/+2/+3/+4/+5 total levels of effects for 1/3/5/7/9 Power at levels 4+/8+/12+/16+/20+. This does not count as an action, but saves apply against the Inflicted effect(s).
    • The Inner Fire: Specialized for Increased Effect (Bonus spell slots are converted to Power, spells run on Power) / paired sets of medical/anti-medical effects only, cannot exceed level four effects even with a successful will check). Note that the user’s level must at least equal the level of a bonus slot to activate it and will saves will be required until the user’s level is at least four times that of the spell being cast.
      • L1 (1 Power): Dentistry (Hedge Wizardry)/Inflict Pain, Cure/Inflict Light Wounds, Remove Sickness/Ray of Sickness.
      • L2 (3 Power): Lesser Restoration/Death Knell, Ease Pain/Disfiguring Touch, Remove Paralysis/Ghoul Touch
      • L3 (5 Power): Contagion/Remove Disease, (Remove) Blindness/Deafness, Bestow/Remove Curse.
      • L4 (7 Power): Restoration/Enervation, Poison/Neutralize Poison, Panacea/Mortis (Inflicts damage and – if the target fails to save – one of the effects Panacea removes per seven caster levels or part thereof up to a maximum of 3 at level 15+).
    • Leaping Fire: The user may heal [1d4 + (Con Mod)] hit points per round for 5 rounds for 1 Power. add a Move-Equivalent Action in any given round by spending 2 Power or gain a +4 bonus to Initiative for the same price. For 3 Power they may Haste themselves for 3d4 rounds. to Eliminating fatigue costs 1 Power and eliminating exhaustion costs 3.
  • Whirlwind. Specialized and Corrupted / only for use with her Power-Draining Touch, only (Cha Mod +1) Times Daily instead of 1/Minute (2 CP).
  • Lunge, Specialized for Increased Effect (10′) and Corrupted for Reduced Cost / only with touch effects, cannot be used with a physical weapon (4 CP). (Provides +10′ Natural Reach with Touch Attacks).
  • Luck with +4 Bonus Uses, Specialized and Corrupted / Only for Saves, only for Will Saves (4 CP).
  • Finesse (Uses Dex Mod instead of Str Mod for Melee Touch Attacks, Corrupted / only applies to her Draining Touch (4 CP).
  • Opportunist: May use a Witchcraft Healing Effect whenever she successfully drains power from someone (6 CP).
  • Innate Enchantment: 5476 GP Effective Value (6 CP):
    • Weapon (Hand) Mastery: +3 Competence Bonus to BAB with Hands (L0, Personal Only, 700 GP)
    • Immortal Vigor I (L1, Personal-Only, 1400 GP). +12 + 2 x Con Mod HP.
    • Force Shield I (L1, Personal-Only, 1400 GP). +4 Shield Bonus to AC.
    • Force Armor I (L1, Personal-Only, 1400 GP). +4 Armor Bonus to AC.
    • Summon Rat L0, 3/Day, x.6 / Rat does not actually appear, it simply has 1 HP and can be drained for up to 6 power (dying at -5) – however cheap that is (360 GP).
    • Perpetual Candle (25 GP): Has a little speck of flame which hovers by her to light things when she needs it to.
    • Ioun Torch (75 GP).
    • Comfortable Anywhere: Outfits: Explorers, Hot Weather, and Cold Weather Clothing (26 GP), Ice Skates (1 GP), Skis (5 GP), Snowshoes (5 GP), Holy Symbol (1 GP), Armchair (5 GP), Workbench (10 GP), Bed (10 GP), Cooking Kit (3 GP), Grooming Kit (1 GP), Umbrella (2 GP), Snowshoes (5 GP), Down Comforters (2 GP), Large Tent (30 GP), Compass (10 GP). The surging vital force within the BloodMage Healer makes them comfortable and mobile in many places where a normal mortal would be quite miserable.
  • Immunity to Personal Martial Arts not having a Key Ability Score (Common, Minor, Minor, Specialized / only for the Death Touch Martial Art, 2 CP).

Death Touch Martial Art (Cha). Specialized for Increased Effect (Techniques are doubled in effect if possible, otherwise you get two per choice) / Only usable while wearing light or no armor and no more than lightly encumbered, user is easily detected as a powerful psychic nexus, and so will tend to draw both interested creatures and opponents. Requires: Vamparism Pact.

Since this is a design-your-own style, and will currently have a score of at least +7, she can have at least four techniques. Personally, I’d recommend Power 1 (Doubled, getting her Draining Touch up to 1d8), Attack 1 (Doubled, for a +2 to her Touch Attack), Defenses 1 (Doubled for a +2 to her AC), and Reach (Doubled, for a +10 Natural Reach – giving her a current Natural Reach of 25 feet with her draining touch).

Like most Witchcraft-based characters, the BloodMage Healer comes into their power fairly early on – but they will, like most other fighters, tend to start falling behind at high levels. On the other hand, in the early levels they are devastating – able to use the energies they drain from opponents to heal themselves and their allies as a part of their attacks. Admittedly, it’s only 1d8 damage and 3d4 Healing per strike – but that can be quite effective in conjunction with a whirlwind attack on every enemy within 25 feet even without throwing in “acid” damage or an Infliction effect. If they are up against a swarm of mooks, they may be almost unstoppable.

Further Advancement? Well, a couple of more points in Lunge to get the draining effects out to the thirty foot base range of Witchcraft would be nice. More Martial Arts of course. Imbuement on the hands to add more damage and effects. More Power and Charisma. Reflex Training (the Combat Reflexes variant). Increasing the DC of the saves against his or her Witchcraft is definitely in order. More Witchcraft – Breath Of Life, Venomed Touch, and similar effects seem entirely appropriate – and the usual fighter-style stacking of bonuses. Sneak attack and Presence (to provide flanking) is a possible route as well, but it’s a bit specialized