The Wild Men Of Atheria

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

Atherian Birthright.

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

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

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

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

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

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

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

Skills:

Tier I:

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

Tier II:

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

Tier III:

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

Jungle Lord Style (Str):

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

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

Putting it all together, this gives us…

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

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

Eclipse D20 – Kaerek, Savannah Refugee

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

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

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

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

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

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

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

“Kaerek”

Level Four Wandering Mercenary

Life Domain Birthright:

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

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

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

Basic Purchases (93 CP):

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

Usual Weapons:

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

Other Abilities (65 CP):

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

Skills:

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

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

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

Martial Arts:

Dance Of Nightmares Style (Dex)

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

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

Blistering Thorns Strike (Dex):

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

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

Charms:

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

Eclipse d20 – Vada Dibria Lartia of Atheria

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

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

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

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

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

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

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

Vada Dibria Lartia;

Birthright: Shadow / Darkness (Chelm).

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

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

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

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

Order Birthright Patronage Deal (0 CP):

  • Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP).
    • Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2. Personal charms only, 8400 GP)
    • Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage).

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

Charms And Fetishes:

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

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

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

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

Basic Purchases (31 CP):

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

Favored Weapons:

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

Special Abilities (75 CP):

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

Current Relics:

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

Skills:

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

Skill Specialities (3 SP):

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

Specific Knowledges (12 SP):

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

Martial Art – Shadow Weaving (Cha)

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

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

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

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

Lunar Fang Style (Dex)

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

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

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

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

Fuyuha (“Winter Blade”) Zhang.

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

Racial Template: Atherian Human, Elemental Magic Birthright:

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

  • Skill Bonuses: +1 each in Creation, Control, Destruction, Healing, Transformation, and Understanding. Specialized: only for use with the Fire, Air, Earth, Water, and Spirit nouns (3 CP).
  • Adept: Choice of four from among Fire, Air, Earth, Water, and Spirit (6 CP).
  • Skill Bonuses: +1 in each of three elements, +3 in each of the two remaining elements (these must be among those chosen as Adept skills) (4 CP). As part of a template, these bonuses do not count against the normal skill limits.
  • Improved Occult Talent: 5 x L0 and 3 x L1 spell slots. Specialized: no inherent spells, only usable for theurgy, Corrupted, Elemental Magic only (4 CP).
  • Inherent Spell: 2 x L2 spell slots per day. Specialized: only to power Theurgy. Corrupted: Elemental Magic only (2 CP).
  • Immunity/Elemental Damage: Very Common/Major/Trivial (5 points of damage), (5 CP).
  • Fast Learner(May be specialized, 6 CP). In her case, it is indeed Specialized in Skills, for double effect (+2 SP/Level).
  • Fuyuha’s Adept affinities are Earth and Spirit (+3) and Water and Fire (+1). Those only cost 1/2 SP to raise by +1. Air costs her 1 SP per point.
  • Available Spells are 5xL0 (DC 5), 3xL1 (DC 10), and 2xL2 (DC 15), Her current check bonus is [Verb (1) + Noun (1 or 3)] – so she is pretty much all right on Cantrips, but will often fail trying for anything more. In her focus on her martial capabilities, she has – at least so far – gravely neglected her magical skills.

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

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

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

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

Basic Purchases (94 CP):

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

Usual Weapons:

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

Other Abilities (82 CP):

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

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

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

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

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

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

Tier One Skills (40 SP):

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

Tier Two Skills (18 SP):

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

Tier Three Skills (7 SP):

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

Known Martial Art Techniques:

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

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

Eclipse d20 – Saelocfeax Of The Calamitous Eye

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wealth Level (3 CP):

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

Basic Purchases (70 CP):

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

Usual Attacks:

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

Other Abilities (73 CP):

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

Tier One Skills (27 SP):

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

Tier Two Skills (13 SP):

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

Tier Three Skills (6 SP):

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

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

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

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

Saelocfeax sees herself as a demigoddess. As such…

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

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

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

Eclipse D20 – The Noble Pioneer

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

It might be best not to ask them why.

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

Darius De Tanga

L5 Pioneer-Noble of the Alarian Imperium, Atheria.

Order Birthright Racial Modifiers:

  • Assistant (“Aid Another” actions provide a +4 bonus, 6 CP).
  • Privilege/Imperial Patron (6 CP. Exiles may substitute a bonus feat).
  • Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP).
    • Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2. Caster Level Three, Unlimited-Use Use-Activated (x2000 GP), Personal charms only (x.7) = 8400 GP).
    • Inspiring Word (Spell Level One, Caster Level One, Unlimited-Use Use-Activated (x2000 GP), Personal only (x.7), +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP).
  • Fast Learner (may be (is) specialized in Skills, 6 CP).
  • A bonus feat worth 6 CP.

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

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

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

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

Basics (74 CP):

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

Usual Attacks:

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

Theurgic Mastery: (39 CP).

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

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

Political Advantages: (19 CP)

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

Combat Tricks: (24 CP)

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

Mystic Knacks: (20 CP)

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

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

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

Skills:

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

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

*Half Cost due to Adept.

Theurgy Nouns: (12 SP).

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

Theurgy Verbs: (36 SP)

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

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

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

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

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

Martial Art – The Starlight Blade Style (Int)

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

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

Equipment:

Current Relics:

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

Order Birthright Charms:

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

Order Birthright Talismans:

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

Personal Steed: Ajatantsija, Light Dernmarkian Warhorse.

Basic Information:

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

Timedancer Horse Birthright (18 CP):

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

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

Eclipse: Hiten Raiju, Thunder Warrior

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

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

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

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

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

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

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

Hiten Raiju, Level Two Thunder Warrior

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

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

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

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

Basic Purchases (68 CP):

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

Usual Weapons:

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

Special Abilities (36 CP):

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

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

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

Sample Level Zero Effects:

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

Sample Level One Effects:

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

Sample Level Two Effects

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

Sample Level Three Effects:

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

.

Skikon no Tama Shard Power: Thunder Yokai Ki

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

Thunder Clan Storm Fist Style (Str):

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

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

Thunder Clan Roving Wind Style (Dex).

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

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

Thunder Clan Lightning Bolt Style (Str)

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

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

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

Equipment:

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

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

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