Shadowed Galaxy Character Setup II

I thought that I’d put this up long ago – but apparently I hadn’t. So here it is now.

General Notes: All characters are stellar explorers – and must be able to function as a part of a close-knit group aboard a small ship. Characters who cannot work in a group, insist on keeping piles of deadly secrets, are actually possessed by horrible alien forces, are utterly insane, are too crippled to be recruited, or are otherwise incompatible with working with a group are automatically weeded out before they ever get aboard. You can’t play one.

You can play very difficult characters if you want, but if you go overboard you probably won’t be taken on the next trip. Be sensible.

Character Advancement is being handled by direct awards of character points, at a rate of two points per session to start with. After level four this is reduced to one point per session. Logs and contributions are usually worth an extra 1 CP per session.

Skills and Equipment:

Equipment is handled through the Equipment Skills – which cover acquiring, operating, maintaining, and repairing various types of gear. You are automatically considered proficient with anything you buy through an Equipment Skill. Such skills include:

  • Armory (Str): Armor, Power Armor, Shields, Life Support, and similar.
  • Biotech (Con): Organ Implants, Surgeries, and Genetic Modifications.
  • Gadgetry (Int): Sensors, Computers, Tools, and Utility Items.
  • Logistics (Chr): Supplies, Subscriptions, Licenses, and Lifestyles.
  • Vehicles (Wis, Occult): Vehicles. Note that this is an occult skill (basically, there’s a 3 CP
  • Weaponry (Dex): Weapons. These are almost as popular as Armor.

Action Skills bend reality a bit to allow heroic feats. Unfortunately, each time you do something major with an Action Skill, it’s value is reduced for the rest of the session. Consider them your “Special Effects” budget. They include:

  • Bullet Time (Con): Pull flashy tricks, evade damage, and take immediate actions.
  • Erudite Focus (Int): Act ;ole Mr Spock or Gilligan’s Professor, get hints, and resist some mental attacks.
  • Narrative (Chr, Occult): Detect narrative influences or buy Whimsy Cards.
  • Sensitive (Wis): Detect psychic clues, resist mental influences, gain Power, and be a generic “Psychic”.
  • Stealing the Scene (Con, Occult): Invoke cliches and tropes.
  • Tough It Out (Str): Resist attribute damage/drain and various conditions through sheer grit.

Equipment and Action skills generally cannot be used unskilled.

Other Skills:

  • Idiotic Technology (Wis, Occult): Basically the Shadowed Galaxy version of “Use Magic Device” – allowing the user to fiddle with Idiotic Technology, make deductions about it, keep a few such devices ready to use, and use them. This is not especially safe, but it’s sometimes necessary.
  • Faith (Wis): Measures the intensity of your religious beliefs – and how much control you can exercise over Spacefield Effects.
  • Networking (Chr): Your ability to manipulate organizations. Commonly purchased with bonuses with particular groups to represent rank within them.
  • Minions (Chr, Occult): Recruiting minions – and making sure that they do what you’d want them to do when you’re not there.

Special Ability Notes:

Unlike most settings, the Shadowed Galaxy doesn’t forbid many abilities. The limitations fall more under how they work. Thus it’s wise to consult the GM on your character design. Things that are generally functional within the setting can be tweaked.

For an example take Returning. Some Spacefield Template Effects can provide it. In such cases the Spacefield Effects include storing the user/victim’s mind and reconstituting a body if they’re physically killed. A few Informational Effects basically turn the “user” into a free spirit, and let them manifest a new body after they’re “slain”. Biotech can provide some impressive regeneration. Psychic Powers have (very, VERY, rarely) been known to allow for body-hopping (likely in conjunction with some additional ability), and – given the lack of success with cloned bodies and “braintaping” – only computers and androids can back themselves up microtronically.

So humans in general may…

  • Employ up to 4 CP worth of Relics if they should happen to acquire any.
  • Buy up to 3d6 Mana – whether as Mana, Generic Spell Levels, or Power – without it counting against the limit for various special abilities. Beyond that point, it does.

As for specific power sources…

Biotech: Humans are pretty good at medical skills, understanding their own biology, implanting synthetic organs and tissues, correcting genetic flaws, fixing up damaged bodies, and so on. They have free access to the Biotech skill and may opt to take various adaptions (even as bonuses to the equipment skills with an immunity to having them taken away) starting off – but modifying such things after an organism matures is extremely difficult. Humans simply do not seem to be able to solve the problems inherent in active adjustments, such as shapeshifting. Note that this also bans the “partial shapeshift for big attribute bonuses” trick.

Psychic Powers: Humans may develop up to 36 CP (plus Pacts) worth of Witchcraft Powers (or actual psionic abilities of up to level two) – which is actually quite a lot. Unfortunately, a fair number of the advanced Witchcraft abilities are either limited (although this does reduce their cost) or simply do not work.

  • Aegis only provides the “care” function rather than destroying diseases, etcetera (3 CP).
  • Apparition is possible, but will kill you without some special ability to avoid having your body shut down while you’re focusing on a temporary one (2 CP).
  • Ashen Rebirth is very likely to kill you when used (2 CP).
  • Birth of Flames works, but creates a purely intangible entity that cannot materialize. It’s still an effective scout though (3 CP).
  • Blessing cannot bestow a permanent benefit. Given that this is very rare anyway, this does not change the cost.
  • Bones of Iron mostly works, although Iron Lung doesn’t work well (No change).
  • Breath of Life only lasts for a minute of concentration at most (2 CP).
  • Breath of Peruza works VERY briefly (2 CP).
  • Covenbond is Ritual Only, and so is only (3 CP).
  • Darknsense can cause serious confusion in the user (3 CP).
  • Dismissal cannot banish entities since the Shadowed Galaxy lacks true outsiders, elemental, and outer planes and it’s only options for being selective are disrupting hyperspace-related entities, subspace-related, or informationally-powered entities (3 CP).
  • Divination covers low-end detections only – nothing above level two (3 CP).
  • Flesh Like Mist is VERY dangerous and often fails (2 CP). If you’re taking this, a bit of Luck may be in order.
  • Grounding is messy, since the energy has to go SOMEWHERE (4 CP).
  • Hag-Riding works, but the victims need to have some psychic ability (4 CP).
  • Leaping Fire only works in part; it cannot provide rapid healing, eliminate fatigue, or eliminate exhaustion (4 CP).
  • Light of Truth has no holy-energy combat applications beyond causing flash-blindness (4 CP).
  • Longevity is a bit more limited, but not enough to justify a cost change.
  • Master of the Sabbat does not work.
  • Master the Elements does not work,
  • Mouth of the Earth works, but causes backlash (3 CP).
  • Nightforge will not work.
  • Possession is generally not possible without something that sustains your existence without a body (3 CP).
  • Ridden by the Loa can tap some low-powered entities, but they’re more like Vestiges than anything else – and generally lack any major powers (3 CP).
  • Sanctify can give areas moods and such, but not much more (2 CP).
  • Seize the Wandering Soul is generally short of targets (3 CP).
  • Siphon will not work.
  • Sleep of Stone mostly works (being reassembled rarely does, 4 CP).
  • Spirit Binding is very temporary at best (at least for humans) and the advanced command stuff won’t work (3 CP).
  • Spirits of the Deep generally has no power source to use, and so does not work.
  • Summoning is very limited for lack of targets and there are no sources for borrowed magic. It is normally a ritual, and is Specialized and Corrupted for (2 CP).
  • Sympathetic Link is generally limited to planting bits of yourself to use (3 CP).
  • Tenebrium’s coin works, but you need to do something like run a psychic hotline and “money” means very little in the Shadowed Galaxy (2 CP).
  • The Sight is never controllable (3 CP)
  • The Inner Fire generally does not work.
  • The Secret Order does not work.
  • The Umbral Form allows blending with shadows, not becoming insubstantial – although you can move within them easily (3 CP). Most psychics just use Shadowweave unless they didn’t take it.
  • True Prosperity only works on a few plants or a garden patch at most (3 CP).
  • Venomed Touch does not work
  • Warding provides a +3 Luck Bonus to Saves and a +2 Luck Bonus to AC, but no other bonuses.
  • Weathermonger only allows data-collection and steering things a bit (3 CP).

Informational (or perhaps Conceptual) Abilities are quite limited. Humans simply are not capable of handling more than 24 CP worth of active informational powers (6-: Novice, 12-: Initiate, 18:-Master, 24-: Grandmaster) with one major exception: Informational Powers built as Witchcraft may have their cost reduced by Pacts.

Spacefields are generally beyond humanities ability to sense or manipulate in any detail. The only known interface is the Faith skill. Characters may request a +1 ECL Spacefield Template, but the details are up to the game master.

Randolf Upton Pickman, A.K.A. Pharaoh Nephren-Ka, E-poh of the Tcho-Tcho, Mylakhrion of Theem’hdra., and others.

The planes where mankind can exist are a tiny island in an infinite sea, surrounded by reefs of possibility and dedicated guardians. Yet there are things – some minor, others vast and powerful – which sometimes walk our realms when the stars are right and a gate is opened. Some find our little island little more than a shortcut, an amusing path less trodden, or a source of some desired oddity. Others… take an interest. Some even wish to understand, and seek that understanding in strange and maddening ways.

If some mortal is very, VERY, unlucky… they may even take a liking to him or her. Whether that means that said mortal was never entirely mortal at all, or whether they become so retroactively has never been determined.

Favored of the Outer Ones

+2 ECL Race or +3 ECL Acquired Template – although baseline d20 humans can “acquire” it for a mere +2 ECL since their racial advantages can simply be subsumed into “In The Guise Of Humanity”.

In The Guise Of Humanity (9 CP):

  • Fast Learner, Specialized in Skills (3 CP).
  • Bonus Feat (6 CP).

Randolf appeared (mostly) human as a child, and – at least for now – can easily pass for one as far as conventional examaination goes.

The Hidden Eye That Sees Unveiled (30 CP):

  • Adept: Craft/Visual Arts, Diplomacy, Knowledge/Arcane Lore (Specialized in Mythos Lore for Double Effect), and Perform/Oratory (6 CP).
  • Fast Learner, Specialized Skills, Corrupted/only to give his Adept skills a “racial modifier” of +(effective Level) (4 CP).
  • +3 to each Adept Skill (4 CP).
  • 2d6 (8) Mana with Resilience, Specialized and Corrupted/only usable for the Resilience Natural Magic (4 CP).
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted/only to restore Mana, only usable for the Resilience function (4 CP).
  • Occult Ritual, Specialized and Corrupted; Can only perform the terrible, sanity-blasting, rites of the Outer Ones using his Mythos Lore (2 CP).
  • Major Privilege: Gets along with virtually all of the Outer Gods and their Servants, despite how incredibly awkward this is (6 CP).

Randolf, while still rather human, sees what is hidden – and can present it to other humans. He is also highly resistant to the dread effects of interacting with the Outer Gods and their servants in their true (or near-true) forms (those he explains to are rarely so fortunate) – although too much of that sort of thing will overwhelm even his defenses and slowly erode his (debatable) humanity. Oddly enough, most of the Outer Ones are quite willing to go along with this.

Guardian Spawn of The Dark Tapestry (15 CP):

(Dreamspawn) Companion, with +4 Template Levels, Great Form, and Transform (Corrupted; only the Companion can transform), +3 Speciality in Managing it. Specialized with the Standard Dreamspawn limitations (15 CP).

I’ve only put up a few specific Dreamspawn. To save time, I’d suggest using a minor variant of Queen Yintor. As Randolf is level one,:”she” gets a 3 CP bonus – in “her” case buying a particular Trick; the first time anyone sees Randolf’s companions true form” he or she will suffer 1d4 points of Wisdom Damage, 1d4 points worth of Wisdom Drain, and 1d4 rounds of Confusion. A successful Will save will reduce this to the minimum effect – one point of damage, one of drain, and one round of confusion. This is, however, Specialized; it can only affect any given creature once during their lifetime (3 CP).

The Outer Ones have vouchsafed Randolf a companion on his voyage beyond the gates of sanity, a guardian and supporter that may at times appear human, but is anything but. In it’s questioning and attempts to understand it’s new master it may, perhaps, become a little more human – or it may simply wind up increasing Randolfs upcoming dementia faster than ever.

Still, the enhancements and powers it grants him make surviving the many enemies that Randolf has acquired for simply existing a lot easier.

The Dreamer In The Labyrinth (66 CP):

  • Mystic Artist (Craft/Visual Art, including Painting, Drawing, Etching, and – possibly – Film-making (6 CP).
    • Basic Abilities: Skill: 3: Fascinate, 4: Emotion, 5: Block, 6: Hold Audience, 9: Suggestion, 12: Emotional Auras, 15: Freedom, 18: Amplify, 21: Harmonize, 24: Mass Suggestion, 30: Serenity, 36: Alter Attitudes, 48: Puppet Master, and 60: Rule the Horde.
  • Bonus Uses: +4 (6 CP).
  • Path of Whispers: Subliminal, Conditioning, Compelling, Immersive, Undertow, and Worldgate (36 CP).
  • The Art of the Occult: The Hidden Way, Spellweaver, and Sphere of Mastery (18 CP).

Randolf paints and draws – and dreams and visions of things that cannot exist in the world as it is pour through his pen and into reality, each work a potential gateway for that which is beyond and a crack in reality that helps to reshape the world into somewhere where such beings CAN exist. Those who gaze upon a work that happens to be “active” at the moment may find themselves subject to strange compulsions, experiencing memories and visions of the realms beyond, subject to the plots and themes of inhuman entities, or possibly can even be drawn into the realms beyond. Unfortunately, at the moment, he has little control over such events.

Similarly, while he little knows it at the moment, his images can also back any magic he happens to learn with the energies of the Outer Realms or even carry him partially beyond the boundaries of the world.

Whispers Of The Black Tapestry (108 CP):

  • Mystic Artist (Perform/Oratory) (6 CP).
  • Bonus Uses +8 (12 CP).
    • Skill: 3:Block, 4: Emotion, 5: Fascinate, 6: Competence, 9: Greatness, 12:Excellence, 15: Mass Greatness, 18:Mass Excellence, 21:Group Focus, 24:Harmonize, 30: Serenity, 36: Mass Heroism, 48: Double, and 60: Rule The Horde.
  • Basic Modifiers: Amplification, Echoes, Rapid, and Seeking (24 CP).
  • Path of Dissonance with Selective Targeting (+6 CP): Dissonance, Distracting, Disrupting, Stunning, Maddening, and Banishing (42 CP).
  • Chords of Fate: Harmonics (affects Undead), Spirit Summons, Spirit Channels, and The Great Summons (24 CP).

The Voices of the Outer Ones leak into Randolfs voice – and disrupt the very structure of reality and the creatures within it, whether living or dead. With time and practice he may be able to learn to disrupt the restraints that keep his targets from using their full potentials and store borrowed magics in the inflections of his words – but at the moment, only the disrupting energies of alien realms are really his to call upon, and he’s barely aware of even that.

High Priest of the Outer Ones (20 CP):

  • Dominion (Cultists) (6 CP)
  • Path of the Pharaoh: Manipulation, Sphere of Influence (Mortal Ties with The Outer Realms, Corrupted/he is drawn to points where contact is occurring, and there will try to sort it out so that everyone involved comes out OK), and Godfire (Corrupted; cannot actually spend any save to return from death but does get the side effects – such as not aging and not losing attribute points to disease) (14 CP).

Randolf doesn’t actually control any cults yet – but he’s their natural leader. He senses it when they open gates and call upon the outer ones, he can grant them a certain amount of actual power through various unspeakable and incomprehensible Offices, and he can manipulate events to help enable or cover up their activities.

As Randolf makes the acquaintance of more Cultists, and (willing or unwillingly) becomes a major figure in their rituals and beliefs, he will become ever harder to keep dead – and he will come ever closer to the ability to warp the Earth into a pocket-realm where the Outer Ones can easily come and visit, whether he wishes to do so or not.

His Unspeakable Destiny (38 CP):

  • Unique Returning with a Minor Rewrite, Specialized and Corrupted for Reduced Cost: Randolf reappears at a point in time and space chosen by his unnatural patrons, each time he reappears he becomes less human and more a creature of the “Cthulhu Mythos”, each reappearance sends him into a predestined role. The only way to stop the sequence (and his eventual rise to join the ranks of the Outer Ones) is to travel back in time to one of his prior appearances and there find a way to massively disrupt the timeline and thwart his destiny. In effect, he must be raised or resurrected quite promptly or he will become very difficult indeed to retrieve (8 CP).
  • Privilege: The “Favor of the Outer Ones” doesn’t have to be “paid for” up front – although that also means that the character doesn’t start off with much knowledge of his abilities, much less understanding how to use them or how they work. Levels Two and Five are (or will be) devoted to paying for the template and picking up an increased understanding of his talents. Randolf thus had a somewhat disturbed, but otherwise fairly “ordinary”, childhood (3 CP).
  • Double Enthusiast, Specialized for Increased Effect (4 floating CP) and Corrupted for Reduced Cost (4 CP) / only for use with “Create Relic”, all the Relics Randolf “creates” are actually borrowed from the Outer Ones; they’re usually very weird, they’re only available when the Outer Ones feel like lending him something, and what he gets is entirely up to the game master. (4 CP).
  • Create Relic / Specialized and Corrupted / All the Relics Randolf “creates” are actually borrowed from the Outer Ones; they’re usually very weird and what he gets is entirely up to the game master (2 CP).
  • Inherent Spell with +6 Bonus Uses, Specialized and Corrupted for Increased (Level Nine) effect (15 CP). L9 “Anyspell” effect, producing any Arcane effect of up to L6. Note that this requires that he call upon an appropriate Outer One, is considered blatant blasphemous and horrible black magic by pretty much everyone except the Outer Ones, will not be fully under control until he reaches L17 (and the ability to control a ninth level inherent spell properly), requires a modest ritual at least 1d4 minutes long, calls for a minor offering, and gives the Outer One invoked a limited point of entry into the “normal” universe – allowing some sort of tinkering or even a minor manifestation (15 CP).
  • Major Favors: The Outer Ones (6 CP).

Randolf has encountered several of the Outer Ones – although the forms they have chosen to take in his eyes are a lot more “normal” than any other entity could reasonably expect and it generally hasn’t been for long. They are, however, definitely taking an interest.

  • Baba Shiby” (“Mother of Shiva”, Life Manipulation, Monsters, Conjuration, and Relationships) usually acts sort of like a genial “house mother”. After all, she DOES have a thousand young – even if they are all aberrations of one sort or another. She seems to see Randolf as being one of them. Hopefully, she is wrong.
  • “Gnarly Hotep” (“The Twisted Way At Peace”, Darkness, Mind Control, Transformation, and Conflict) shows up in a variety of forms. Gnarly just can’t resist stirring up trouble, just to see how far people will go – and the greater the powers they bring into play, the better he likes it. He’s still especially proud of “The Rain Of Colorless Fire” – whatever that was.
  • “Uncle Yoggy” (“Elder Conjunction”, Time, Space, Dimensions, and Gates) is surrounded by a fiery froth of opening and closing wormholes traversing space and time, and as a result is never more than partially in any one place. He’s extremely distracted and quite obliging – but almost always gets whatever-it-is quite wrong.
  • “Ozymandias” / “Ozzy” (“The Fallen Eternity”, Chaos, Creation, Destruction, Music and Werewolves) acts like a stereotypical drugged-out hippie full of nihilistic wisdom, tells people not to worry or plays music that drives mortals mad while weird monsters appear nearby and eat them, and often leaves the people who survive his visits with strange curse/powers – commonly including forms of Lycanthropy which render them near-mindless monsters while transformed.

No, Randolf has no idea why any of them have chosen to look the way that they do for him. He thinks that they’re just whimsically pulling images from somewhere, and for once he’s right. 

For when Randolf has lived his second-to-final incarnation, and been slain at long last by what-he-must-become, all mortality and humanity will be subsumed, and what once was Randolf will return at last to Earth, sliding down from the far realms, the spaces between the stars, abandoning his place in the dark tapestry to come again to his birthplace. There he shall wait, dreaming in a death which is not a death, until R’leyh rises once more, and he – the perfected high priest of the Outer Ones and now their Native Guide – shall stride forth to stand beside his ancient friends as an equal. And he shall show them around the place, and they shall make themselves comfortable upon the Earth which is his house, and there shall be a party at the twilight of the gods that none save the Outer Ones will understand.

That is not dead which can eternal lie, and with strange aeons, even death may die.

ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn


At 286 CP that is one heck of a template. That’s in +8 ECL territory, and it probably well deserves it even if most of the powers it grants are a bit more subtle than blasting the enemy. After all, this is a Template that grants godhood (even if rather limited) to a first level character. Fortunately for Randolf, however, the entire thing is Specialized and Corrupted.

  • His abilities attract attention of the Outer Ones and their Servitors. This is not a (direct) problem for him beyond the occasional damage to his sanity, but can be hard on the rest of the world.
  • He feels responsible for managing the impact of the Outer Ones and their Servitors on the world – often frantically attempting to manage them so as to minimize the impact.
  • His abilities attract the notice of investigators, demon-hunters, and similar groups. Generally they are not happy about them and would like to see him dead.
  • His artwork is easily-recognized, and can be used to trace his incarnations across space and time.
  • He is subject to nightmarish visions of the Outer Ones and their Servitors, which he is compelled to express in his imagery.
  • He is occasionally asked to run “errands” or perform rituals for the Outer Ones. Declining results in ill fortune and (once he knows about them) his powers becoming even more erratic.
  • He is compelled to display his artistic talents, but often has little control over the results.
  • His occult powers are easily recognized as forbidden black arts by anyone who pays attention to his activities and their effects. In most places they are banned.
  • The “performance” of the Whispers Of The Black Tapestry cannot be sustained; the duration is thus limited to the basic 5 rounds plus the Echoes duration.
  • He occasionally utters terrible prophecies or unleashes dark forces without even meaning too.
  • He is a veritable magnet for strange and bizarre events, rifts in reality, dark artifacts, and other people’s prophecies. Oddly enough, this often makes it possible to anticipate him by finding a relevant prophecy.
  • His mere presence often causes conventional devices to malfunction. At best, he effectively only gets one-third to one-half of the treasure and equipment his level would normally grant.
  • His mystical abilities with the visual arts only work in conjunction with his nightmarish visions of the Outer Ones; only images of such visions express these powers.
  • He is compelled to draw his visions, activating at least some (GMO) portion of the Path of Whispers on one each day without even being aware that he is doing so.
  • He starts off mostly unaware of his various potential abilities.
  • His magical powers are too bizarre to be used in the creation of conventional magical items, and will influence any conventional talents he develops enough to bar their use as well.
  • The Template subsumes Duties (to the Outer Ones) and Restrictions (cannot use divine powers from any “normal” deities, including those bound into items). Given that this would eventually be worth rather more CP than the character gains from the items that wind up double-Specialized and/or Double-Corrupted (normally a big red flag) I’ll let this particular Template get away with that.
  • The user counts as whichever of a human, a non-human, an outsider, and a native of the prime material plane is most disadvantageous at any given moment.
  • Mortals who are psychically or magically sensitive, or are aware of the presence and nature of this Template, are instinctively wary of the user, generally preferring to avoid them entirely. The user’s social life is going to suck.

That brings Favored of the Outer Ones down to 95 CP – the upper limit for a +2 ECL race (or +3 ECL Template). Are those enough limitations to justify that?

Probably. After all, at low levels Randolf doesn’t have the knowledge or control to use his nifty powers that effectively. Sure, he can optimize the use of Whispers Of The Black Tapestry, His Unspeakable Destiny, or the abilities granted by bonding with a Dreamspawn (all of which have some serious downsides) at mid-levels, but it’s not like other characters can’t optimize and Mystic Artist is hardly the go-to path for raw power. At high levels… there will be lots of more outrageous characters around.

Randolf Upton Pickman

Level One Would-Be Hapless Bystander

Randolf is a nice, obliging, fellow. Unfortunately, he’s so out-of-tune with humanity that he’s had a terrible childhood – and finding himself to be the chosen high priest of the outer ones (or even a potential Outer Lord) has not really improved matters. In a rather weird way, Randolf is baby-sitting his patrons in their interactions with earthly creatures while they baby-sit him in his interactions with the creatures and powers of the outer realms.

Racial Package: Favored of the Outer Ones.

Available Character Points: 48 (Level Base) +2 (Untraveled, a variant on Illiterate. Randolf has never really been beyond his country birthplace and the local woods and town. He has a little bit of theoretical knowledge of the world, but is essentially unfamiliar with other cultures, species, and places) + 12 (Racial and L1 Bonus Feats) = 62 CP.

Package Deal: Student (Privilege/gets basic housing and support for free, has access to university facilities and libraries, 3 CP), +1 each with Computer Use, Craft (Writing), Drive, Knowledge (Art and History), and Research (6 CP), and Enthusiast (Specialized in Skills, for Double Effect, 3 CP). If transplanted from d20 Modern into a fantasy world the Pathfinder Package Deal is probably preferable.

Basic Attributes: Str 8, Int 14, Wis 16, Con 12 (14), Dex 8 (10), Chr 10. (22 Point Buy).

Languages: Common, Latin, and the “Dark Speech” of the Outer Ones.

Basic Abilities (31 CP):

  • Hit Points: 20 (L1d20, 16 CP) + 2 (Con) +16 (Dreamspawn Link) = 38 HP.
  • BAB: +1 (6 CP).
  • Saves:
    • Fortitude: +0 (Purchased, 0 CP) +2 (Con) = +2 (Effectively +8 due to Companion)
    • Reflex: +0 (Purchased, 0 CP) + 0 (Dex) = +0 (Effectively +8 due to Companion)
    • Will: +2 (Purchased, 6 CP) + 3 (Wis) = +5 (Effectively +6 due to Companion)

Combat Information:

  • Proficiencies: Simple Weapons (3 CP) and Pistols (3 CP).
  • Initiative: +0.
  • Move: 60′
  • Armor Class: 10 (Base) +4 (Mage Armor) +2 (Judo) = 16. Also, Protection from Law.
  • Usual Weapons:None

Special Abilities:

  • Bestowed by Template Companion: Need not Eat, Drink, Sleep, or Breathe, effectively immune to poison*, Fast Healing I (up to 20 points/hit die/day)*, Protection from Law*, and True Strike 3/Day*. May employ 4L1, 4L2, & 4L3 Absolute Command effects daily used as Reflex Actions at caster level equal to his level. These require making both a Fortitude and a Will save against the spell at +4 to avoid fatigue. All use-activated. Effects marked with an “*” are subject to dispelling and antimagic versus caster level one – but will come right back again next round.
  • Adept: Pays half cost for Decipher Script, Disable Device, Research, and Spot (6 CP)
  • Fast Learner, Specialized in Skills for Double Effect (6 CP).
  • Witchcraft II with the Rituals and Karmic Links Pacts paying for Witchcraft III and +3d6 Power (24 total) (12 CP). Save DC 13. Basic Abilities: The Adamant Will, Glamour, The Hand of Shadows, Healing, The Inner Eye, Shadowweave, and Witchsight. Notably, combining Glamour and The Inner Eye allow him to bypass language barriers – at least for living things.

Skill Points: 7 (CP Spent) +8 (Int Mod x 4) + 8 (Racial Bonus Feat spent on Fast Learner at L(-2)) = 23

  • Computer Use +1 (1 SP) +2 (Int) +1 (Package) = +4
  • Craft/Writing: +1 (1 SP) +2 (Int) +1 (Package) = +4
  • Craft/Visual Arts: +4 (2 SP*) +2 (Int) +4 (Race) = +10
  • Decipher Script +4 (2 SP*) +2 (Int) = +6
  • Diplomacy: +4 (2 SP*) +0 (Cha) +4 (Race) = +8
  • Disable Device +4 (2 SP*) +0 (Dex) = +4
  • Drive +1 (1 SP) +0 (Dex) +1 (Package) = +2
  • Knowledge/History +1 (1 SP) +2 (Int) +1 (Package) = +4
  • Knowledge/Arcane Lore (Specialized in Mythos Lore for Double Effect), +2 (1 SP*) +2 (Int) +4 (Race) = +18
  • Knowledge/Art +3 (3 SP) +2 (Int) +1 (Package) = +6
  • Martial Art/Tai Chi: +1 (1 SP) +3 (Wis) = +4 (Provides Defenses 2, already in his AC above).
  • Perform/Oratory +4 (2 SP*) +0 (Cha) +4 (Race) = +8
  • Research +4 (2 SP*) +2 (Int) +1 (Package) = +7
  • Spot +4 (2 SP*) +3 (Wis) = +7

Note that his Companion can grant a +20 Insight Bonus on a skill check three times per day. A “*” indicates half cost due to Adept.

Personally Randolf is a competent starting sage-type and has a number of psychic tricks to call on – but he really isn’t much of an adventurer. He isn’t likely to master most of his template powers very soon either – but he will learn to use the powers his Companion grants fairly rapidly, if only because she’s quite capable of explaining them and because the passive durability-enhancements will work whether he quite understands them or not. That will make him a tolerably effective and surprisingly durable minor mage.

Of course, Randolf intended to be an artist, not an adventurer or mage. If he really MUST develop some combat abilities he has lots of levels to go as of yet.

Future Development: Randolf could REALLY use some luck for Saves and some for Skills, but that’s cheap enough to pick up quite soon. More Witchcraft – and some more durability effects, such as a bit of damage reduction, will help his career as well.

Really though, he’s set up assuming a more or less “realistic”, even if Lovecraftian, setting. Massive leveling up is not really a thing under those assumptions.

Randolf is loosely inspired by “Ow, My Sanity”, a webcomic spoofing the Magical Girlfriend and Harem genres in a Call of Cthulhu setting. Of course, given that this is d20 and that the characters quite commonly achieve godlike power in the setting, Randolf is a lot tougher and more powerful than the hero of that comic. Unfortunately, “Ow, My Sanity” is on indefinite and possibly permanent hiatus – but what there is of it is well worth a look.

Eclipse d20 – The Great And Powerful Trixie, Celestia’s School for Gifted Unicorns, the Alicorn Amulet, and the Ursa Minor

Trixie Lulamoon has made several appearances in My Little Pony, albeit with significant personalty changes from appearance to appearance – even after allowing for the effects of the Alicorn Amulet. She has a wand and either a cape or a stylized moon for a cutie mark.

Wait. Isn’t there something a little weird about that? Unicorns have a horn. No one in Equestria uses a wand. From that point of view… Trixie’s cutie mark is saying “I use an alien system of magic!”. (Given her profession it also says “my show is going to be exotic and well worth watching” – but that’s secondary).

So Trixie performs unusual magic. Is it just stage magic and tricks? After all, “I use props and tools” could reasonably be taken from her mark.

No. It can’t be. “Stage Magic” relies on preparation, props, visual angles, and misdirection. How do you set up in advance to deal with whatever comes of an open challenge to an audience in a world where almost everyone has a special talent that they’re proud of? If Trixie’s special talent is to use her magic to pull back the cloak of time (star-tipped wand, cloak of stars… I could make a case for her being an astrologer too) and see the future well enough to get ready for whoever will challenge her… why isn’t she a top advisor to Celestia? Even if it was strictly limited to challengers, stubborn bureaucrats, underhanded nobles trying to slip something past her, and would-be assassins would all qualify.

That seems pretty unlikely.

Trixie does use smoke bombs and similar gadgetry, and it’s obvious enough that she’s good at bluffing and often simply claims that her way of doing things is better than a challengers – but she’s also blatantly incredibly versatile compared to most unicorns. Normal unicorns seem to be capable of low-powered, short-range, telekinesis, sensing magic, making light, and doing something related to their cutie mark. Trixie is capable of skillful telekinesis, firework and light displays, illusions, changing hair colors, briefly shutting up a heckler with an (easily-removed) “mouth zipper”, creating electrical energy discharges sufficient to be annoy and startle a Pegasus (cartoon joy buzzer style), animating rope, and producing what appear to be small weather effects – and it isn’t likely that dealing with only three challengers in a brief segment would display all of her abilities. While her power level is nothing like Twilights (although she seems to be more versatile at this point; it is pretty early in the series), she seems to be a match for Rarity – and Rarity is pretty powerful compared to the average Unicorn.

So Trixie is reasonably powerful compared to low-level NPC’s, very versatile, uses exotic magic, and is apparently far more attractive and persuasive than her skills and personality seems to warrant since she apparently does make a living with her shows. She (at least per Lauren Faust) was admitted to Celestia’s School for Gifted Unicorns – which may not be uncommon, but does at least show the ability to pass the entrance exams. It’s implied elsewhere that she left before graduating – possibly because of personality problems and possibly because the school wasn’t helping her much.

On the other hand, Trixie gives relatively brief shows, and only one or two a day. Perhaps, unlike most other unicorns, she runs out of magic fairly quickly. Additionally, it seems like a lot of her magic may be self-taught.

Hm… Self-taught, highly versatile, powerful at fairly low levels but no match for a high-level specialist, runs out of power quickly, but has some ability to manipulate social situations in her favor, and rather poorly socialized… Trixie, unlike the vast majority of unicorns, is a Witch.

To account for the personality changes, I’m going to make her into a Bokor – a Spirit Channeler.

So; this version of Trixie hails from Neigh Orleans, where a small colony of Zebras has brought along their exotic magic and mixed with the local earth ponies to produce even more exotic hybrids – both of blood and magic. Among them… the magic of the Bokor. Trixie, with few unicorns about to provide training in Equestrian Unicorn Magic, learned some of those arts – and easily qualified for Celestias School for Gifted Unicorns. Unfortunately, her somewhat difficult baseline personality, the constant shifts resulting from her spirit channeling, and the fact that the teachers there didn’t know much of anything about her style of magic except that it was weird and scary, soon led to her leaving. Trixie took up with some traveling performers (“ran away to join the circus”) and picked up some of their skills before breaking up with them as well (albeit on more friendly terms; circus performers are used to odd behavior patterns) – setting out on her own career. Sadly, Trixie was over-proud of her skills and not yet an especially polished performer in season one, and so tended to be far, FAR, too provocative. She has improved a good deal since then though – although, for her, even “bearable” is a big improvement.

Trixie Lulamoon, The Great and Powerful (when channeling Ile Zeremika), The Clever and Discerning (when channeling Andromalus), The Mysterious and Resourceful (Haagenti), The Humble and Penitent (Naberius), The Swift and Deadly (Cheshire Cat), and The Avatar of Flame (Amon). Also known as “The Complete Fruitcake” when influenced by The Alicorn Amulet.

Level Five Bokor

Racial Package: Unicorn Pony (30 CP/+0 ECL race)

  • Attribute Shift, +2 Charisma/-2 Strength (6 CP).
  • Innate Enchantment, caster level x spell level 1 x 2000 gp (7 CP; 6000 gp)
    • Greater Mage Hand x2 (allows handling two items at once), (4000 gp).
    • One additional 0- or 1st-level spell. In her case that’s Greater Prestidigitation (from the Trickster Mage spell list). That provides a LOT of flexibility for minor tricks.
  • Immunity/stacking limitations when combining innate enchantment effects with external effects (common/minor/trivial; only covers level 0 or 1 effects) (2 CP).
  • Immunity/the normal XP cost of racial innate enchantments (uncommon/minor/trivial) (1 CP).
  • Immunity/needing to concentrate on spells (common/major/trivial – only for spells of level 0 or 1), specialized for half cost/only applies to innate enchantments (1 CP). This allows Trixie to use her telekinesis (and Greater Prestidigitation) without actually paying attention to it, just like a human uses their hands.
  • Immunity/verbal, somatic, and material components when casting spells (very common/major/minor – only for spells of level 3 or below) (10 CP). Note that this also affects her spells as Bokor, although it does not entirely overcome the limitations; it just means that you have to be watching closely and make a DC 15 Spellcraft check to spot them.
  • Eldritch, a unicorn’s horn glows when using innate enchantments or spellcasting, and a matching glow surrounds the target (0 CP).
  • Skill Focus (6 CP). In her case that’s in (Unicorn) Gadgetry.
  • Accursed. Any damage, or other harmful effect, that befalls a unicorn’s horn (e.g. must target their horn specifically, rather than the unicorn overall) causes all innate enchantments and spells cast to immediately end. No more can be used until the effect is healed (-3 CP).

I’m using Alzrius’s racial description rather than my own because mine relies on treating the ponies as superheroes – while this character is meant for a more-or-less standard game.

Available Character Points: 144 (Level Five Base) +10 (Disadvantages: Accursed (due to the extreme difficulty in finding information on Mysteries in Equestria, Trixie only learns of one for every two ranks or part thereof of her Knowledge/Arcana skill), History and – inevitably – Showman) + 12 (L1, L3, Bonus Feats) = 166 CP.

Package Deal: None. If used in a Pathfinder (or Ponyfinder) game, apply the Pathfinder Package Deal.

Basic Attributes: Str 8 (6 after racial modifier), Int 16, Wis 10, Con 16, Dex 16, Chr 8 (10 after racial modifier). Given that Trixie is supposed to be working on her character flaws, her +1 from fourth level will probably go to Charisma. It won’t be enough.

  • Strength: There’s not much to go on here. Trixies Wagon doesn’t even seem to have a harness in season one (and judging from the amount of gadgetry that seemed to be built into it, it may have had some sort of motor like the cider machine), but her new (or heavily-rebuilt and modified) wagon has a harness in season six and she’s seen casually strolling along while pulling it. Of course, that may not mean anything but “showing off less” or just “ponies are presumed to have no trouble towing small wagons”. I’m setting her strength to a minimum simply because she’s a caster and there’s no indication that she’s particularly strong.
  • Intelligence: Trixie seems to be pretty clever about magic and shows a variety of skills, so a fairly high rating here makes sense.
  • Wisdom: For this… Trixie falls to her pride and overdoes her challenges and attempts to confront an Ursa when completely unprepared (honestly, it’s a big bear. A few stink/smoke/irritant bombs might well have driven it off), gives into the Alicorn Amulet before she even TOUCHES it, and certainly doesn’t seem all that perceptive. Even by the old-school notion of Wisdom (are you sensible?) it’s not her strong point.
  • Dexterity: Trixie does sleight-of-hand with hooves, and does some escape artist tricks and such. That’s probably not all telekinesis and magic; Equestrian audiences are unlikely to be impressed with telekinetic tricks.
  • Constitution: Trixie wanders Equestria alone, getting plenty of healthy outdoors exercise – and likely dealing with various minor monsters. If she got too sick or injured… she’d be dead. Ergo, a decent Constitution (and probably some healing magic) is in order.
  • Charisma. You’d think this would be a priority for a showpony wouldn’t you? Well, you are apparently greatly and powerfully wrong. Trixie isn’t greatly evil, but she is powerfully abrasive. Fortunately, a practiced routine goes a long way towards covering that while she’s on a stage.

Languages: Common (A.K.A. Equestrian and English), Draconic, Zebrican (a somewhat bastardized dialect), and Sylvan.

Basic Abilities (77 CP):

  • Hit Points: 12 (L1d12, 8 CP) +14 (L2 and 3, d8, 7, 7, 8 CP), +10 (L4 and 5, d6, 5, 5, 4 CP) + 15 (5 x Con Mod) = 51 HP
    • Trixie has been touring, on her own, to towns on the fringes of the Everfree. She may or may not have fought an Ursa, but she’s almost certainly fought Timberwolves and dealt with other perils – and she is still alive. A decent number of hit points is definitely in order, although she’s focusing less on hit points as her magic improves.
  • Skill Points: 12 (Purchased, 12 CP) + 24 (8 x Int Mod) = 36 SP. 32 have been invested in her eight Adept skills, giving them all a base of +8.
    • Access to Occult Skill (Unicorn) Gadgetry, as a “Relevant” skill (6 CP). This is probably a fairly normal skill in Equestria, but we are more or less presuming a visit to a fairly standard setting.
    • Adept: Bluff +8* (+2 Synergy to Diplomacy, Disguise, Intimidate, and Sleight of Hand), (Unicorn) Gadgetry (+11 +3 Skill Focus +2 Synergy from Knowledge/Arcana= +16 with a +3 Specialty), Perform (Stage Magician, covers many tricks) +8*, and Sleight of Hand +11* (6 CP). Skills marked with an “*” are often augmented with Witchcraft.
      • Usual Unicorn Gadgets (16): “Motorized” Wagon (+6 to pullers effective strength, 1), Opens into an elaborate Stage (2) with Lightshow, Magician’s Props, and Fireworks (2), Smoke Bombs (1), Refrigerator / Freezer (1), Stove / Water Heater (1), Charmed Cloak (+4 Deflection Bonus to AC, 3), “Smart” Cards (display whatever is needed and reform if damaged. This provides a +10 bonus to performing card tricks and individual cards can serve as a license, pass, or business card, 2), Ectoplasmic Mirror (Spend 3+ Power, generate a minor ectoplasmic construct that you can use as a stand-in and speak through. Unfortunately, while “real”, it is about as effective as an Unseen Servant with a Mirror Image and Ventriloquism, cannot get more than thirty feet away from you, and lasts no more than three minutes per point of power supplied (although the first three count), 1), Veil of Maya (This can be set up to cover her stage, or a carnival booth, or similar – covering up the signs of Trixie’s magic use, so that her powers will appear even more mysterious, 2).
      • Stage Magic Gadgets (From +3 Specialty): Vanishing Stone (A part of her cloak clasp): This activates as a free action up to three times daily, turning her Invisible – but the effect lasts for a maximum of one turn (1), Stone of Transit (Also a part of her cloak clasp): Teleports the user to a pre-prepared box, circle, or similar “receiver” within the range of a normal move as a move action up to three times per day (1), and an Innocent Blade: This vicious looking, wickedly sharp scimitar that can, if the bearer wills, pass through living creatures (and, optionally, their clothing) without harming them. It has no other special function (1).
    • Adept: Concentration +11, Knowledge/Arcana +11, Spellcraft +13 (with +2 Synergy from Knowledge / Arcana), and Survival +8 (6 CP).
      • Known Mysteries: Amon, Naberius, The Cheshire Cat, Haagenti, Andromalus, and Ile Zeremika.
    • Specialties and Other Skills: (Unicorn) Gadgetry/Stage Magic (1 SP), Craft/”Gypsy” Items (2 SP for a +5 total, mostly for fixing her wagon), and Magic Tricks (1 SP).
  • BAB: +2, Specialized in Ranged Combat for Double (+4) Effect (12 CP).
  • Saves:
    • Fortitude: 2 + (Purchased, 6 CP) +3 (Con) = +5
    • Reflex: +2 (Purchased, 6 CP) +3 (Dex) = +5
    • Will: +0 (Purchased, 00 CP) +0 (Wis) = +0
  • Combat Information:
    • Proficiencies: All Simple Weapons. Trixie knows how to effectively wield all the common items you’d find around a circus – hammers, mallets, clubs, poles, knives for throwing acts, crossbows for the “shooting” games, spears/prods for poking at misbehaving acts/attacking monsters, and so on (3 CP).
    • Initiative: +3 (Dex) -3 (Showman) = +0
    • Move: 30′ (60′ with Horseshoes).
    • Armor Class: 10 (Base) +3 (Dex) +4 (Deflection) +4 (Armor) = 21.
    • Usual Weapons: Trixie normally relies on her mighty magic, not weapons! Still, if she must… she usually has a few knives about (they are so useful after all) to chuck telekinetically. That gives her a +7 to hit and no damage modifier, which isn’t bad for a small blue unicorn.

Special Abilities (89 CP):

Bokor Powers (48 CP).

  • Basic Power Package (24 CP)
  • Initiate of the Mysteries I (14 CP).
  • Witchcraft Pacts:
    • Missions. Trixie wanders Equestria, is in contact with strange spirits, and has highly versatile abilities. It would be hard to find a better special agent wouldn’t it? Ergo, Trixie undertakes occasional missions for the spirit world – and so can be found almost anywhere, doing almost anything, that the plot demands for her patrons mysterious and unexplained (even to her) reasons. Could you ask for a better adventure hook? (-6 CP).
    • Rituals. Trixie performs an assortment of minor rituals – speaking of herself in the third person to avoid giving her location away to malevolent spirits, making small offerings, visiting obscure shrines when she passes them, and telling certain tales as a part of her act (-6 CP).
    • Duties: Trixie must never take up permanent residence anywhere or adhere to a regular route of travel, must take and train at least two apprentices during her lifetime, must constantly (and abrasively) test the patience of those who wish to befriend her, and must often mysteriously disappear into the wilderness following the omens of the winds (-6 CP).
  • +2d6 Mana, taken as 6d6 Power. Bokor Limitations, Only usable for Witchcraft (4 CP). This gives Trixie a total of 55 Power – quite a respectable amount!
  • Rite of Chi with +8 Bonus Uses, only to restore Power, Bokor Limitations (6 CP)
  • Witchcraft II to Doubled Effects father than one-third cost (allowing Trixie to produce Telepathic Projection, Telekinetic, Animation, Light, and Illusion effects of L0/1/2/3 for .5/1/2/3 Power. These have a base range of 60 feet and a base Will save DC of (16 + Cha Mod) (+4 CP).
  • Breath of Life (2 CP). Allows the user to Animate an object of up to Large size for an hour for 3 Power. When necessary, Trixie is perfectly capable of animating her wagon and telling it to go and take care of itself.
  • Finesse; Substitutes (Int Mod) for (Cha Mod) when it comes to Witchcraft (6 CP).
  • Double Enthusiast, Specialized and Corrupted for Increased Effect (6 Bonus CP) / only active when channeling a Mystery, only changes only when summoning a Mystery, only to an ability associated with the latest Mystery to be summoned, the acquired ability may not be used more than three times before it fades until a new Mystery is summoned (6 CP).

Introductory Courses at Celestia’s School for Gifted Unicorns

What does get taught at Celestia’s school? Well, at least in Eclipse terms it seems likely to go something like this…

  • Magical Kindergarten (ages 6-7) presumably teaches Unicorns to control their innate magical talents. By the end of it… they should have a fair handle on basic telekinesis and should only surge under serious stress.

As for Celestia’s School for Gifted Unicorns…

First Year: Honing your Natural Magic and General Education

  • All students: +6 CP Innate Enchantment (usually expanding on their special talent), plus courses in the ethics of magic, and some basic knowledge of history, literature, elementary mathematics, and basic science – or what passes for it in Equestria plus general socialization. (Other ponies get this stuff in their normal schools and apprenticeships since it’s pretty much presumed for every character, like Literacy). Trixie did not complete this year – making her severely undertrained for her potential and leaving her with woeful gaps in her general knowledge.

Second Year: Basic Magical Theory.

  • For magical-talent students the start of a Spell Progression.
  • For students with limited affinities the basics of Rune Magic – Some SP (or CP if necessary) in Rune Mastery and Rune Casting and a little Mana (Specialized in Rune Magic only). Usual minimum of +1 Mastery (allowing Cantrips), +2 Casting (providing a casting level of one), and 1d6 Mana Specialized in Rune Magic.
  • Given that Trixie was already using an entirely different magic system it’s not surprising that she dropped out when she saw this coming up. Celestia’s school simply wasn’t much use to her.

Third Year: Practical Magical Focusing

  • For magical-talent students: Storing Mana with which to enhance spells and continuing their Spell Progression.
  • For students with limited affinities: Storing Mana to power spells and developing their rune magic skills.

Fourth Year: Gathering Mana

  • All Students: Rite of Chi, possibly with Bonus Uses.

Fifth Year: Professional Certification, followed by Graduation

  • For magical-talent students: Advancing their Progression and expanding their list of known spells.
  • For students with limited affinities: developing their rune magic skills to professional levels.
  • Graduation: All students should now be competent enough to start careers, usually as first level characters. Celestia’s school graduates some of the best magical healers, shielding experts, communication mages, and other specialists in Equestria – greatly improving the lives of her little ponies throughout the land. Those talented students with actual spell progressions tend to head into research and (since they can teach a wide variety of students with specialized talents) into teaching – although they usually get some practical experience (and pick up a level or two) out in the world first.
  • Post-Graduate Studies (Years Six and Seven): Individualized studies. Commonly Spell Research, Creating Magical Items, Runic Ritual, Alchemy, Combat Magic, and so on. Yes, this means that even an advanced Equestrian Education is often over by age fourteen or fifteen, while most other students are educated . Is that really a surprise? The show IS, after all, aimed at kids

Most first years will acquire a few effects that they can use almost without limit. Trixie, by the usual standards an incurable dabbler, learned a variety of tricks – but most of them were not associated with her special talent, and so are each only usable a very few times per day at best. Worse, she dropped out quite early, leaving her with only part of a first year magical education. She may be a powerful Bokor (even if she thinks of that as her “stage magic”) but, by normal Equestrian unicorn standards she is mostly untrained.

Partial First Year: +4100 GP to her Racial Innate Enchantments (4 CP):

  • Wizard’s Pocket (SL 1, The Practical Enchanter) Caster Level One Unlimited-Use Use-Activated, x.4 (may only be renewed when the duration runs out, may not be spammed) = 800 GP.
    • Trixie has the equivalent of secret pockets, and can store five cubic feet / 50 pounds of material about herself at only five pounds of encumbrance and retrieve items as a move equivalent action. This makes all kinds of Sleight-of-Hand MUCH easier to pull off.
  • Handyman (SL0, repairs one point of damage to an inanimate object. While this will put pieces back together it does not restore magical properties or repair constructs). Spell Level Zero reduced to -1 by Ambient Magic limitation, Caster Level One, Unlimited-Use Use-Activated = 500 GP.
    • Trixie, not being an idiot, presumably slipped back into town during the night after Boast Busters and used a combination of Hand of Shadows (Getting all the pieces picked up and put back together) and Handyman to put her wagon back together. Being homeless is pretty miserable!
  • Goodberry (SRD SL1, 0 after the Ambient Magic Limitation). Caster Level One Unlimited-Use Use-Activated, x.2 (Once Per Day) = 200 GP.
    • An invaluable trick when on the road. Find a few berries – or force a few on a bush out of season with Greater Prestidigitation – and you have food for days.
  • Obscuring Mist (SRD SL1). Caster Level One Unlimited-Use Use-Activated, x.2 (Once Per Day) = 400 GP.
    • When you really need to run away there’s nothing like a sudden fog.
  • Relieve Illness (Hedge Wizardry, SL1, 0 after the Ambient Magic limitation): Caster Level One Unlimited-Use Use-Activated, x.2 (Once Per Day) = 200 GP.
    • When you’re traveling alone, a minor illness can be dealt with. A major one is often a death sentence. This spell will reduce the severity of an illness considerably.
  • Cure Light Wounds (SRD, SL1, 0 after the Ambient Magic limitation) Caster Level One Unlimited-Use Use-Activated, x.6 (Three Times Per Day) = 600 GP.
    • Similarly, minor injuries can become infected, or accumulate, and swiftly prove fatal on the road – so any sensible long-distance solo traveler needs to learn to deal with them.
  • Hearthfire (Hedge Wizardry, SL2 reduced to SL1 by Ambient Magic limitation), Caster Level One Unlimited-Use Use-Activated, x.2 (Once Per Day) = 400 GP.
    • A small fire and a stove will suffice for heating, cooking, baking, hot water, and light, with no trouble or expense.
  • Expeditious Retreat (SRD, SL1) Caster Level One Unlimited-Use Use-Activated, x.2 (Once Per Day) = 400 GP.
    • Are there a lot of monsters? Bandits? Going faster is often quite enough to save your neck. This has since been superceded by her Horseshoes, but it was very useful back when she was starting out.
  • Shield (SRD, SL1) Caster Level One Unlimited-Use Use-Activated, x.2 (Once Per Day) = 400 GP.
    • It may not last very long, but when you’re principally interested in getting away, stopping magic missiles can be pretty important.
  • Alarm (SRD, SL1, 0 after the Ambient Magic limitation): Caster Level One Unlimited-Use Use-Activated, x.2 (Once Per Day) = 200 GP.
    • Another invaluable effect for the lone traveler. After all, it’s not like she has anyone else with her to stand guard.

Other Abilities:

  • Reflex Training (3/Day Bonus Actions Variant) with +4 Bonus Uses, Specialized in Movement and activating Movement-Boosting Effects (6 CP). Trixie is very good at ducking out when necessary.
  • Action Hero/Stunts (6 CP). Trixie will occasionally pull things off that she has never done before – and will quite possibly never do again.
  • Immunity/Needing to wear clothing or light armor of up to 100 GP value to enjoy it’s beneficial effects (Common, Minor, Major, 6 CP). Trixie need not wear heavy clothing in winter to keep warm, raincoats to keep dry, minor armor to avoid injury, swarm suits to keep off bugs, or anything at all to avoid public indecency and to have pockets. Yes, this is a pretty standard part of being a pony – but it certainly isn’t a normal part of most other settings. Trixie, like the Royal Guards, has an upgraded version, covering armor as well as simple clothing. Given that this version of Trixie may show up in other worlds… it’s worth calling it out, as opposed to simply leaving it as a background assumption.
  • Damage Reduction 3/-, Specialized in Physical Damage for Double Effect (6/-) (6 CP). Ponies are TOUGH. And it starts young. We can tell, because the Cutie Mark Crusaders are still alive. It’s another thing that isn’t called out in the show because EVERYONE in Equestria is resistant to injury – but when you’re interacting with outsiders, it’s worth noting.
  • Opportunist: Trixie gets to provide herself with special effects (via Greater Prestidigitation and minor (no cost) touches of Witchcraft) without it requiring an action of any kind. She can have a bit of faint background music, her cloak may blow in a non-existent wind, simple spells may have impressive special effects, and so on. In general, this is worth a +2 bonus on relevant rolls and makes her act look more impressive (6 CP).
  • Damage Reduction 3/-, Specialized in Energy Damage for Double Effect (6 points of general energy resistance) (6 CP). Like most cartoonish characters, ponies tend to shrug off minor energy discharges – including things like being set on fire – with a bit of superficial blackening that goes away in a few moments. Once again, this isn’t really called out in the show because this kind of thing applies to everyone in Equestria – but it’s worth noting when you’re interacting with normal mortals.
  • This actually leaves 1 CP left over. I’d spend it on a Specific Knowledge of Stage Magic – covering tricks, its history, and great stage magicians.

Equipment (9000 GP):

  • Amulet of Tears (2300 GP). If you’re trying to run “Equestria” under the standard rules, this item is probably almost standard issue. Even the kids survive outrageous stuff quite regularly.
  • Horseshoes of Speed (3000 GP). What traveling equine entertainer could pass up these?
  • Hat of Disguise (1800 GP). Invaluable for any stage magician.
  • Everfull Mug (200 GP). Not a major item, but combined with Goodberry it lets you travel with very little risk of going hungry or thirsty.
  • Bag (Hat Lining) of Tricks (900 GP). You never know when a small assistant will come in handy – and pulling an animal from your hat is about as classic as you can get.
  • Trixie’s Wagon is a large two-pony fully-furnished Caravan (requires Str 10 for easy pulling). It includes built-in seats, cabinets, and a wardrobe, two one-pony (two if they’re intimate) bunks in the rear, a chest of drawers who’s top serves as a table, a small larder, a wine rack, a glass-fronted china cabinet, and shelves with bars to keep things from falling off. Small windows and a skylight allow for light in the daytime, at night there are brackets for oil lamps – although Trixie mostly uses magical effects. There is a small porch on each end. Racks and cases along the outside fold out to provide storage for trade goods, a set of masterwork artisans tools and a workbench, a small forge, and a wide variety of storage spaces and barrels. An assortment of minor items – pots and pans, a water tank, a supply of food (about a months worth for one pony), a spare cape and hat, bedding, an (average) door lock, soap, and similar miscellany – is included at a net cost of 350 GP (Caravan 250, Tools 55, minor goods 45).
  • That leaves 450 GP for minor stuff – a few books on stage magic, some extra props, some bottles of decent wine, hiring an assistant or a venue for a big show, hiring a youngster or two as shills for her show or servants, a selection of posters to put up, and other minor gear. After all, Equestria isn’t that big on magic items outside of household Gadgetry anyway.

Translated into d20, Trixie is actually a very impressive stage magician – mostly because powers that don’t do much in combat are really, REALLY, cheap in d20. Most d20 games are focused on fight-the-monster, get-the-treasure, and save-the-world – with more mundane careers relegated to the backstory. It being d20, however, her left-over points have gone into combat related abilities – leaving her a competent, if minor, trickster-styled adventurer.

What about the Alicorn Amulet? Well, given that it was evidently in a junk shop with no takers for quite some time… I’m going to assume that appropriate users are scarce. It’s a 4 CP Relic, all powers Specialized: using it makes the wearer crazier and crazier until the game master takes over the character – and it makes the user fairly obviously insane or possessed long before then.

  • The Alicorn Amulet: 3d6 (12) Mana with the Spell Enhancement option, Corrupted/only to enhance the user’s spells and psychic powers (18 CP, 1 point adds +3 spell levels, but only one point may be used), Rite of Chi with +8 Bonus Uses, Corrupted/the ritual is to gloat, explain your plans, and otherwise act like a stereotypical villain (6 CP), Immunity/Having the amulet removed against the user’s will (Uncommon, Minor, Major, 3 CP).

That lets Trixie toss around sixth level spells quite readily – which should be sufficient, given that most of her “major” effects were likely short term or were so flawed that they were easy to get around.

As a bonus, here are some statistics for the Ursa Minor.

My (very rough) calculations give the Ursa Minor a height of about 24 feet (figuring that Ponies are about four feet tall when not crouching a bit). That’s on the lower end of “Huge”, so figuring from a Dire Bear, an Ursa Minor would look something like this…

Ursa Minor:

  • Huge Magical Beast (About 24 feet tall). (Possibly Augmented Animal if the limited magical powers are taken as being provided by the rules of Equestrian reality rather than being innate).
  • Hit Dice: 20d8 + 120 (210 HP).
  • Initiative +0
  • Speed 40 Feet (8 Squares)
  • Armor Class 18 (-2 Size +10 Natural), Touch 8, Flat-Footed 18
  • Base Attack/Grapple: +15/+23
  • Attack: Claw +29 Melee (2d6+14)
  • Full Attack: 2 Claws +29 Melee (+2 Weapon Focus, -2 Size, 2d6+14) and Bite +22 Melee (3d8+7).
  • Space/Reach: 15 Feet/10 Feet.
  • Special Attacks: Improved Grab, “Shooting Stars” / Magic Missile as a Supernatural Ability 5/Day (10 Missiles). This attack is only used when something is really annoying and hard to hit physically.
  • Special Qualities: Low-Light Vision, Scent, Immunity to Blinding and Light-Based Effects, Immunity to Magic Missiles. Radiates sufficient light to dimly illuminate a radius of ten feet per hit die, this automatically dispels all Darkness effects within that area with caster levels of less than it’s hit dice.
  • Saves: Fort +18, Ref +12, Will +13
  • Abilities: Str 39, Dex 11, Con 23, Int 2, Wis 12, Cha 10.
  • Skills: Listen +10, Spot +10, Survival +15, and Swim +15
  • Feats: Alertness, Endurance, Run, Luck with +4 Bonus Uses (only for Saves), +2 BAB specialized in Claws,
  • Extra Skills (+6 SP), and Grant of Aid (Stellar Powers).
  • Environment: The Everfree Forest, Equestria
  • Organization: Usually Solitary, pairs possible.
  • Challenge Rating: 10
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 37-64 HD (Colossal Ursa Major).

Combat: An Ursa Minor attacks notable opponents by tearing at them with its claws. Up to one minor opponent per limb may simply be stepped on as per Grappling (see Improved Grab).

Improved Grab (Ex): To use this ability, an Ursa must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Like all Equestrian Animals, Ursa’s are strongly affected by Friendship and Harmony, suffering a -6 penalty on saves against such effects – including against musical effects.

OK, Trixie almost certainly could not defeat an Ursa Minor, much less an Ursa Major. She might well, however, be able to escape from one – or (if she had time to channel the right Mystery, get up a Shield spell to handle the Magic Missiles, and prepare some alchemical toys) be able to stay out of reach and harass one with spells, smoke, stink, and other irritants until it leaves.

This version of Trixie is – quite intentionally – versatile enough to fill a great many different roles, just as she does in fanworks. You want Trixie the Noir Detective? Trixie the Mad Bomber? Trixie the Crimelord? Trixie the Rebellious Arsonist? Trixie the Mage Duelist? Trixie the Foil for Twilight? Here you go. Just pick a relevant Mystery and associated Bonus Feat and you’re all set.

This one just kept getting longer, so it’s a couple of days late…

Zhan Rayden, Master of the Earth, Levels 9-12

Zhan Rayden, Master of the Earth

“Earthbender” (Eclipse Kineticist-Style Build) Mystic Architect

Zhan Rayden is now approaching what used to be called “Name Level” – the point at which the characters were supposed to start collecting followers, founding domains, and otherwise having a larger-scale impact on the world rather than simply going out to fight monsters. The faster level gains and classes-for-all system introduced in third edition have pushed that to a much later point (if it ever happens) – but I happen to think that people who battle dragons, create mighty magical devices, teleport across the world, and explore other dimensions SHOULD be very important and noteworthy people. Given that Rayden was already an architect-builder, expanding his influence beyond his personal reach is a fairly obvious path to take anyway – so I’ll be including some such options in these levels.

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Level Nine:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills, +2 Doubled Pathfinder “Favored Class” Bonus)) +30 CP (Base plus L9 Bonus Feat), +1d4 (+Con Mod, +Wis Mod) HP. “Healthy One” (+2 CP to become more durable).

Basic Attributes: Str 15 +2 (Wrath) +6 (Shift) +1 (Level) +2 (Enh) = 26, Dex 16 +8 (Shift) +2 (Enh) = 26, Con 19 (17 +2 Pathfinder +2 (Wrath) +4 (Shift) +1 (Level) +2 (Enh) = 28, Int 14, Wis 16, Cha 13.

Adept Skills:

  • Avalanche Fist Martial Art +12 (Base) +6 Con +3 Path: Net +21, Toughness IV, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility, Vanishing and Inner Strength.
  • Craft/Stonemason: +12 (Base) +3 (Int) +3 (Path) = +18
  • Earth Rune Magic/Casting +12 (Base) +3 (Wis) +3 (Path) = +18
  • Earth Rune Magic/Mastery +12 (Base) +3 (Wis) +3 (Path) = +18
  • Perception: +12 (Base) +3 (Wis) +3 (Path) = +18
  • Profession/Architect +12 (Base) +3 (Wis) +3 (Path) = +18
  • Profession/Engineer: +12 (Base) +3 (Wis) +3 (Path) = +18
  • Use Magic Device +12 (Base) +1 (Cha) +3 (Path) = +16

As for those 30 (+2 from “Healthy One”) CP…

  • +1 BAB (+11 Total) Specialized in Melee (3 CP)
  • Hit Die: d4 (0 CP). Rolls: L1d5 (5), L2d4 (2), L3d4 (3 +2 Path), L4d6 (6 +2 Path), L5d6 (6 +2 Path), L6d6 (3 +2 Path), L7d4 (2), L8d4 (4), L9d4 (2), Immortal Vigor +2d6 (12), +11 x (Con Mod + Wis Mod) = 185 HP.
  • Increase his Damage Reduction to 3/- (Specialized for Double Effect (6/-, 10/- with Toughness) / Only versus physical damage), (1 CP + 2 CP from Healthy One). That’s getting quite impressive; in combination with his massive number of hit points, he can wade through quite a lot of minor foes with no difficulty.
  • Body of Stone: Immunity / Sneak Attacks and Critical Hits (Common, Major, Major, 9 CP). This reduces the extra damage from Sneak Attacks and Critical Hits by 30 points. That won’t stop a serious crit-build, but it should suffice versus
  • Saves: +1 Will (3 CP) (Net Fort +6/Ref +6/Will +4)
  • Skill Points: 2 SP (Pathfinder Bonus, 0 CP). These are going to Linguistics and Stealth.
    • Linguistics +4 (SP) +2 (Int) +3 (Path): Common, Terran, five other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +12 (SP) +4 (Dex) +3 (Path) = +19 (+23 when Armored).
  • Hammer of the Underworld / Augmented Attack/+2d6 (taken as +5) Damage to overcome Damage Reduction and Hardness Only, Corrupted / only with melee combat (4 CP).
  • Upgrade his Metamagical Theorems: (Elemental Manipulation and Amplify with Streamline II, Specialized and Corrupted: Only to add +2 levels of Infliction and Empower to Fists of Stone and Stone Mountain Stance (8 CP)) to Specialized Only (Also adds two levels of Empower to his Force Shield and Force Armor – raising their effective bonuses to +6 and providing a now-needed +4 to his AC) (4 CP).
  • Strengths of the Earth IV: +4 Bonus uses for Rite of Chi, Specialized and Corrupted / only to restore Mana, requires at least one hour of sleep per die regained (2 CP).
  • Upgraded Strengths of the Earth: Rite Of C’hi, Specialized and Corrupted/only to restore Mana, requires at least one hour of sleep per die regained (2 CP). This gets his effective Mana Recovery Rate up to 2d6 per hour of sleep (Since he has two instances of Rite of Chi, even if each takes an hour to work), up to a maximum of 17d6 per day. Given that Rayden only has 5d6+6 (25) Mana at the moment, this is far more than enough unless he takes a nap later on in the day.
  • Upgrade Runic Ritual to cover Combat Spells – however rarely this is practical (2 CP).

Magic Items: With 46,000 (or +13,000) GP to spend, it’s time to consider these again:

  • Armor:
  • Belt: Healing Belt (MIC, 750 GP. 3 Uses/Day, spend 1/2/3 to heal 2d8/3d8/4d8, +2 to the Heal Skill). Includes Attribute Boosters: Str, Dex, and Con, each +2 (12,000 GP. Per the rules in the MIC these functions can be added at cost to any item which occupies an appropriate slot).
  • Body: Ghost Shroud (MIC, 5000 GP): +1 Deflection to AC, all Melee Attacks are treated as Ghost Touch.
  • Chest:
  • Eyes:
  • Feet: Combined Item; Boots of the Earth (Pathfinder, Inner Sea Gods, user may plant his or her feet as a move action, gaining Fast Healing I and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious, 5000 GP) and Vanguard Treads (MIC, 3100 GP, lets you ignore difficult terrain, slippery surfaces, +8 CMD versus bull rush and +4 CMD versus reposition attempts – but +10 to attempts to track the user). As combined, these have a net cost of 9650 GP). Given how many HP he has for his level… he needs these badly, just to get healed up each day.
  • Hands:
  • Head:
  • Headband: Third Eye Clarity (MIC, 3000 GP, 1/day immediately remove daze, stun, etc).
  • Neck:
  • Ring:
  • Ring:
  • Shield:
  • Shoulders: Cloak of Protection +1 (1000 GP)
  • Wrists: Wristbands of the Poseur III (8000 GP. Note that between his Use Magic Device check and attributes he can get full use out of these quite easily).
  • Slotless Items:
    • Everfull Mug (MIC, 200 GP)
    • Handy Haversack (2000 GP).
    • Ioun Torch (75 GP)
    • Cracked Dusty Rose Prism Ioun Stone (+1 Competence to Initiative, 500 GP). He may have implanted this, since that only calls for skill checks, not money.
    • Cracked Magenta Prism Ioun Stone (+2 Competence Bonus to any one skill, may be changed once per day, 800 GP). Mounted in a Wayfinder (500 GP) to provide a Resonant Power (a +1 nameless bonus on any one saving throw. He usually takes Will).

This comes to 43,475 GP – leaving 2525 GP available for minor supplies. He really ought to upgrade to at least a +2 Cloak of Resistance – but he can’t quite afford it at the moment. It is worth noting that he has rather a lot of unused item slots. As usual for an Eclipse character, the magic items are nice, but they aren’t really required for him to do his thing.

Ninth level brings Rayden the ability to penetrate Damage Reduction to a modest degree, as well as a bit more magic and a drastic boost to his ability to resist sneak attacks and critical hits. Those aren’t especially dramatic powers, but they’re very useful. One thing he still doesn’t have is any Energy Resistance. He’ll probably have to come up with some soon.

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Level Ten:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills, +2 Doubled Pathfinder “Favored Class” Bonus)) +24 CP (Base), +1d4 (+Con Mod, +Wis Mod) HP. “Healthy One” (+2 CP to become more durable).

Basic Attributes: Str 15 +2 (Wrath) +6 (Shift) +1 (Level) +2 (Enh) = 26, Dex 16 +8 (Shift) +2 (Enh) = 26, Con 19 (17 +2 Pathfinder) +2 (Wrath) +4 (Shift) +1 (Level) +2 (Enh) = 28, Int 14 +2 (Enh) = 16, Wis 16, Cha 13.

Adept Skills:

  • Avalanche Fist Martial Art +13 (Base) +6 Con +3 Path: Net +22, Toughness IV, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility, Vanishing, and Inner Strength.
  • Craft/Stonemason: +13 (Base) +3 (Int) +3 (Path) = +19
  • Earth Rune Magic/Casting +13 (Base) +3 (Wis) +3 (Path) = +19
  • Earth Rune Magic/Mastery +13 (Base) +3 (Wis) +3 (Path) = +19
  • Perception: +13 (Base) +3 (Wis) +3 (Path) = +19
  • Profession/Architect +13 (Base) +3 (Wis) +3 (Path) = +19
  • Profession/Engineer: +13 (Base) +3 (Wis) +3 (Path) = +19
  • Use Magic Device +13 (Base) +1 (Cha) +3 (Path) = +17

As for those 24 (+2 from “Healthy One”) CP…

  • +1 BAB (+12 Total) Specialized in Melee (3 CP)
  • Hit Die: d4 (0 CP). Rolls: L1d5 (5), L2d4 (2), L3d4 (3 +2 Path), L4d6 (6 +2 Path), L5d6 (6 +2 Path), L6d6 (3 +2 Path), L7d4 (2), L8d4 (4), L9d4 (2), L10d4 (3), Immortal Vigor +2d6 (12), +12 x (Con Mod + Wis Mod) = 200 HP.
  • 4 CP – two from “Healthy One” and (2 CP) – are being invested in buying an Extra Hit Die, but that costs 8 CP, and so will not be available until next level.
  • Saves: +1 Fortitude and Reflex (6 CP) (Net Fort +7/Ref +7/Will +4)
  • Skill Points: 2 SP (Pathfinder Bonus, 0 CP). These are going to Linguistics and Stealth.
    • Linguistics +5 (SP) +2 (Int) +3 (Path): Common, Terran, six other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +13 (SP) +4 (Dex) +3 (Path) = +20 (+24 when Armored).
    • (From Int Boost) Concentration +12 (Hit Dice) +9 (Con) +3 (Path) = +24
  • Gather Power II: Immunity/the Mana Cost of using Rune Magic, Specialized and Corrupted: Requires a move action, produces a spectacular display of elemental energy, usable for earth rune magic only, if the users spell is interrupted he or she must make a concentration check (DC 10 + Damage Taken) or lose the accumulated energy taking 3d6 Damage per point of Mana Gathered (Common, Major, increased from Major to the Epic (2 Mana Point maximum) level), +6 CP after limitations).
  • Initiate of the Earth V: +1d6+2 Mana, Specialized in Rune Magic, Corrupted/includes no Natural Magic (3 CP). This gives him a total of 6d6+8 (30) Mana. For most utility effects he’s going to be relying on Gather Power and Runic Ritual to conserve his Mana. That’s not such a good idea in combat, but in combat he will usually be relying on his blasts.
  • Mystic Artist/Modifiers/Seeking, Specialized for half cost / Only works with massive fortresses, soaring cathedrals, and similar mighty and enduring works (3 CP). This allows him to build targeted effects into his works. Given that he’s making fortresses and temples and such, bonuses that target their rightful occupants are likely.
  • Mystic Artist / Stonemason, Specialized for half cost / Only works with massive fortresses, soaring cathedrals, and similar mighty and enduring works (3 CP).

With this combination Rayden can design and build some very impressive structures indeed. Since he’ll presumably be using Harmonize on both sets of abilities, this will let him build in two double-effect abilities and two standard ones – which offers rather a LOT of options.

Magic Items: With another 16,000 GP to work with, it’s time to invest in an upgraded Cloak of Resistance (Increasing it to +3, at +8000 GP), a Pathfinder Style Amulet of Mighty Fists (gives his fists the Warning ability as per a +1 Modifier, 4000 GP), and adding Intelligence Enhancement (+2, provides (Hit Dice) ranks in the Concentration skill) to his Headband (4000 GP).

With this level Rayden basically picks up another attack, gets a bit better on his utility earth magic and becomes a better architect. That’s potentially VERY useful later on, but – at least at the moment – isn’t particularly dramatic. Still, despite his defenses Rayden still has several major vulnerabilities. Perhaps most notably, he has damage reduction and armor class for physical attacks and can automatically make a few saves to avoid save-or-die (or save-or-suck) effects – but he doesn’t really have any special defenses against energy attacks. He’ll have to pick up at least a little.

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Level Eleven:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills, +2 Doubled Pathfinder “Favored Class” Bonus)) +30 CP (Base plus Level Eleven Bonus Feat), +1d4 (+Con Mod, +Wis Mod) HP. “Healthy One” (+2 CP to become more durable).

Basic Attributes: Str 15 +2 (Wrath) +6 (Shift) +1 (Level) +2 (Enh) = 26, Dex 16 +8 (Shift) +2 (Enh) = 26, Con 19 (17 +2 Pathfinder +2 (Wrath) +4 (Shift) +1 (Level) +2 (Enh) = 28, Int 14 +2 (Enh) = 16, Wis 16 +2 (Enh) = 18, Cha 13 +2 (Enh) = 15.

Adept Skills:

  • Avalanche Fist Martial Art +14 (Base) +6 Con +3 Path: Net +23, Toughness IV, Attack III, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility, Vanishing, and Inner Strength. Note that – when it comes to smashing rock and metal – his effective “strength check” now has a +46 Bonus. This will allow him to casually smash iron doors, reinforced masonry, and most walls.
  • Craft/Stonemason: +14 (Base) +3 (Int) +3 (Path) = +20
  • Earth Rune Magic/Casting +14 (Base) +4 (Wis) +3 (Path) = +21. Rayden can now throw his earth spells at an effective caster level of ten.
  • Earth Rune Magic/Mastery +14 (Base) +4 (Wis) +3 (Path) = +21. Rayden can now throw fifth level earth spells.
  • Perception: +14 (Base) +4 (Wis) +3 (Path) = +21
  • Profession/Architect +14 (Base) +4 (Wis) +3 (Path) = +21
  • Profession/Engineer: +14 (Base) +4 (Wis) +3 (Path) = +21
  • Use Magic Device +14 (Base) +2 (Cha) +3 (Path) = +19

As for those 30 (+2 from “Healthy One”) CP…

  • +1 BAB (+13 Total) Specialized in Melee (3 CP).
  • Completing the purchase of an extra d4 Hit Die (4 CP – two from “Healthy One” – for a total of eight character points including those spent last level).
  • Hit Die: d4 (0 CP). Rolls: L1d5 (5), L2d4 (2), L3d4 (3 +2 Path), L4d6 (6 +2 Path), L5d6 (6 +2 Path), L6d6 (3 +2 Path), L7d4 (2), L8d4 (4), L9d4 (2), L10d4 (3), L11d4 (3), second L11d4(3), Immortal Vigor +2d6 (12), +14 x (Con Mod + Wis Mod) = 244 HP. Honestly, after a point hit points are no longer a very important part of your defense – but having a lot of them is nice and Rayden automatically gets a fair chunk of them every level now anyway.
  • Saves: +1 Will (3 CP) (Net Fort +7/Ref +7/Will +5)
  • Skill Points: 2 SP (Pathfinder Bonus, 0 CP). These are going to Linguistics and Stealth.
    • Linguistics +6 (SP) +3 (Int) +3 (Path): Common, Terran, seven other languages.
    • Ride: +1 (SP) +4 (Dex) +3 (Path) = +8 (+12 when Armored).
    • Stealth: +14 (SP) +4 (Dex) +3 (Path) = +21 (+25 when Armored).
    • (From Int Boost) Concentration: +14 (Hit Die) +9 (Con) +3 (Path) = +26
  • Feet Upon The Ground / Leadership with Strength in Numbers and Horde, Specialized in Stronghold Staff – servants, repairmen, guards, minor clergy, cooks, a couple of mages with repair spells, your friendly alchemist, and so on. This thus provides support personnel and a garrison for his holdings, but not direct adventuring assistance (6 CP).
  • Continental Drift / Immunity to Effects that Impede Movement (Common, Major, Major, 9 CP). This provides protection against effects that impede movement of up to level five – including grappling, being underwater, and effects such as paralysis, solid fog, slow, and web. Higher level effects are not cancelled, but the user gets a +6 bonus on saving throws and other rolls to resist their effects.
  • Master Builder / Action Hero; the Crafting Option. Specialized for Double Effect, Corrupted for Reduced Cost / provides 2x the base number of Action Points to work with and covers the GP cost rather than the (non-existent) experience point cost (4 CP). Basically, Rayden can now complete at least one really major project, whether the rest of the party has been helping or not. This is also why I haven’t gotten him a Lyre Of Building (or variant thereof); between his earth magic and Crafting he doesn’t really need it to get things up rapidly.
  • Endurance of the Mountain: Damage Resistance 2/- (3 CP), Specialized in Energy Resistance for Double Effect (4/-). That isn’t a LOT of general energy resistance, but he can build on it later.

Magic Items: With another 20,000 GP to spend… Add +2 Enhancement Bonuses to Wis and Chr to his Headband (8000 GP, no surcharge per the MIC) and get a Hat of Disguise (1800 GP), just for the fun of it. Yes, that does leave 10,200 GP unspent – but I’ll just be saving that for his next level. You never know when there will be unexpected expenses in a new domain.

With this level Rayden basically gets a bit better on his utility earth magic – and gets to use his powers to build himself a free castle, complete with Mystic Artist and Ward Major functions. I’m going to presume that he (sensibly) gets himself a dedicated crafter of some sort (and perhaps someone like Verdigrised Forge to help maintain things), so as to be able to get his items on the cheap. From this point on, his magical items are 50% off.

He hasn’t, however, really upgraded his offensive capabilities or armor class since level eight very much beyond simply getting another attack. They were high-end then, and are still decent, and his other capabilities are quite good – but he IS a dedicated “blaster” type after all. He’ll have to be getting a few upgrades here too. He still won’t even remotely be a match for an Ubercharger, the “Mailman” Optimized Blaster, or a battlefield control Wizard – but he should be doing just fine in competition with Swordsages and such.

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Level Twelve:

Basics: +1 Attribute Point (Cha), +6 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills, +2 Doubled Pathfinder “Favored Class” Bonus)) +24 CP (Base), +1d4 (+Con Mod, +Wis Mod) HP. “Healthy One” (+2 CP to become more durable).

Basic Attributes: Str 15 +4 (Wrath) +6 (Shift) +1 (Level) +2 (Enh) = 28, Dex 16 +8 (Shift) +2 (Enh) = 26, Con 19 (17 +2 Pathfinder +4 (Wrath) +4 (Shift) +1 (Level) +2 (Enh) = 30, Int 14 +2 (Enh) = 16, Wis 16 +2 (Enh) = 18, Cha 13 +2 (Enh) +1 (Level) = 16.

Adept Skills:

  • Avalanche Fist Martial Art +15 (Base) +6 Con +3 Path: Net +24, Toughness IV, Attack III, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility, Vanishing, and Inner Strength.
  • Craft/Stonemason: +15 (Base) +3 (Int) +3 (Path) = +21
  • Earth Rune Magic/Casting +15 (Base) +4 (Wis) +3 (Path) = +22
  • Earth Rune Magic/Mastery +15 (Base) +4 (Wis) +3 (Path) = +22
  • Perception: +15 (Base) +4 (Wis) +3 (Path) = +22
  • Profession/Architect +15 (Base) +4 (Wis) +3 (Path) = +22
  • Profession/Engineer: +15 (Base) +4 (Wis) +3 (Path) = +22
  • Use Magic Device +15 (Base) +3 (Cha) +3 (Path) = +21

As for those 24 (+2 from “Healthy One”) CP…

  • +1 BAB (+14 Total) Specialized in Melee (3 CP)
  • Hit Die: d4 (0 CP). Rolls: L1d5 (5), L2d4 (2), L3d4 (3 +2 Path), L4d6 (6 +2 Path), L5d6 (6 +2 Path), L6d6 (3 +2 Path), L7d4 (2), L8d4 (4), L9d4 (2), L10d4 (3), L11d4 (3), second L11d4(3), L12d4 (4), Immortal Vigor +2d6 (12), +15 x (Con Mod + Wis Mod) = 278 HP.
  • Saves: +1 Fort and Ref (6 CP) (Net Fort +8/Ref +8/Will +5)
  • Skill Points: 2 SP (Pathfinder Bonus, 0 CP). These are going to Linguistics and Stealth.
    • Linguistics +7 (SP) +3 (Int) +3 (Path): Common, Terran, eight other languages.
    • Ride: +1 (SP) +4 (Dex) +3 (Path) = +8 (+12 when Armored).
    • Stealth: +15 (SP) +4 (Dex) +3 (Path) = +22 (+26 when Armored).
    • (From Int Boost) Concentration: +15 (Hit Die) +9 (Con) +3 (Path) = +27
  • Mastery of the Elements: Elemental Manipulation and Amplify with Streamline IV, Specialized in specific boosts for his innate enchantments (6 CP after the twelve CP already spent).
    • Stone Strike and Mountain Stance: Double Effect (total of 2d6 Base with +4 Enhancement for Stone Strike, +4d6+2 for Mountain Stance), Two levels of Infliction Effects (Save DC 10 + Spell Level 1 + 10 Con Mod due to Empowerment), and two levels of Twining (adds a secondary elemental effect, for +50% (3d6+3) damage). That still isn’t as strong a blast as a Kineticist will have, and he has no area-effect options and fewer boosting tricks for it, but he gets more of them.
    • Force Shield and Force Armor: Double Effect (+8 AC Each – although this is reduced again by his Wrath ability).
    • Storm Of Stone: Range Increment becomes 200′
    • Ride the Earth: +60 Speed, +1 attack whenever attacking (not just with full attack).
    • Volcanic Wrath: +4 to Str and Con, +2 to Will, -4 to AC.
    • Immortal Vigor: +24 + 4 x (Con Mod) HP.
    • Geokinesis: The “Unseen Servants” can now perform multiple tasks without implicit direction.
    • Dust Weaving: Can now include minor sounds – although they always have a whispery, “dusty”, quality.
      • Unfortunately, the item-class enchantments do not use spells directly, and so cannot be affected by adding metamagic. This is, of course, some fairly heavy optimization – but it’s definitely time for it.
  • Endurance of the Mountain II: Increase Energy Resistance to 6 (1 CP + 2 CP from Healthy One).
  • Upgrade Mystic Artist/Stonemason from Specialized for Half Cost to Specialized for Double Effect (3 CP).
  • Contact (1 CP): The local overlord, governing council, or similar. If you’re going to be erecting at least one major public work (likely a mighty castle) of great magical power you had BETTER get acquainted with the local power structure.
  • Contact (1 CP): The local religious authorities or similar. They are almost certainly going to want to get in on the “mighty cathedral action” too – and ignoring them is NOT a good idea.

Creating a mighty castle offering various benefits and massive defensive bonuses for the secular authorities, or a cathedral with numerous boosts for the faithful, and then throwing in a Ward Major that bestows permanent benefits on any of the kings loyal knights / faithful followers who visit the place might be worth a great deal – quite enough to “buy in” as a major noble. If you prefer to build in the wilderness, and start founding your own nation… this sort of thing is a big, BIG, step towards doing so. A player character is likely to want his or her own base first – but there will be plenty of Crafting points available for construction later on.

Castles are an awkward thing in d20 and many similar games. Trying to sort out their “real cost” is an exercise in futility (Edward I spent about 80,000 English pounds building ten castles in the late 1200’s – one of few sources for their actual cost. Sadly, converting that to modern currencies beyond saying “a whole lot” calls for an endless maze of assumptions. D20 currencies are even worse, since they’re rarely even remotely consistent and pay no attention to actual economics. Common conversions run from $10 = 1 GP to $100 = 1 GP, but those are based on little more than handwaving). Still, the 3.5 DMG said 150,000 (a “Keep”) to 1,000,000 (a “Huge Castle”) – pretty pricey.

But in d20 a castle is pretty worthless. It remains an administrative center and a place to put your stuff, but a simple adamantine blade can easily take down your walls even before we start talking about magic and monsters. It may provide quarters and working room for a lot of folk, but there’s a funny thing about that; when you hire people they usually handle most of the details of getting themselves set up on their own. The “build a smithy to put a smith to work producing tools” sort of procedure is an artifact of games like “Civilization” and “Colonization”.

Thus I usually allow would-be landlords to just spend a few character points on a castle if they wish, as covered in the Castle Hieronymus article. If you want to go with cash… just remember that that 20,000 GP Holy Sword costs enough to feed and clothe 5000 Orphans, or to hire 137 laborers (normally with families), for a year – and it is still virtually nothing next to the actual cost of a useless castle.

  • Upgrade One With The Land: Immunity/Dispelling and Antimagic from (Common, Major, Great) to (Epic), Specialized and Corrupted/only protects his Earthbending abilities, 3 CP). This covers Dispel Magic, Greater Dispel Magic, Antimagic Sphere, Disjunction, and similar abilities of up to, and including, level nine.

Magic Items: Rayden picks up 26,000 GP worth of stuff at this level (and 10,000 GP left over from last level), and is now getting his stuff at half cost. This time around he’s going to be upgrading things. Cloak of Resistance to +4 (3500 GP), Upgrade Wristbands of the Poseur to Type V (Jumping right past Type IV, 24,250 GP), Upgrade his Amulet of Mighty Fists to +2 (Provides Warning (+5 to Insight to Initiative) and Whirling (3/Day you may spend a full round action to make one attack at full BAB against each opponent within reach. Given that Rayden effectively has Reach 35, this can be quite effective), (6000 GP), and double up the charges on his Belt of Healing (+750 GP, discounting the cost break from not needing another +2 on the Heal skill). That leaves 1500 GP left over for minor equipment.

  • Armor:
  • Belt: Doubled Healing Belt (MIC. 6 Uses/Day, spend 1/2/3 to heal 2d8/3d8/4d8, +2 to the Heal Skill). Includes Attribute Boosters: Str, Dex, and Con, each +2 (Per the rules in the MIC these functions can be added at cost to any item which occupies an appropriate slot).
  • Body: Ghost Shroud (MIC): +1 Deflection to AC, all Melee Attacks are treated as Ghost Touch.
  • Chest:
  • Eyes:
  • Feet All-Conquering Brogans (10,000 GP): The wearer ignores the effects of non-magical difficult terrain (such as rubble, undergrowth, steep slopes, stairs, and snow) and slippery surfaces (such as ice, wet stones, etc) and gains a +4 to his or her CMD versus attempts to move him or her (Bull Rush, Drag, Trip, Reposition, Grapple (being thrown or moved), etc) attempts – but anyone attempting to track him or her gets a +10 bonus. In addition, the user may plant his or her feet as a move action, gaining Fast Healing I and increasing the CMD bonus to +8 – although these effects end if the wearer moves or is moved, knocked prone, or rendered unconscious. (This is a combination of Boots of the Earth (Pathfinder, Inner Sea Gods, 5000 GP) and Vanguard Treads (MIC, 3100 GP). Given how many HP he has for his level… he needs these badly, just to get healed up each day). (Yes, I’m giving these their own name and a slight price increase, just because).
  • Hands:
  • Head: Hat of Disguise (SRD). This lets him look normal while still “wearing” his “armor”.
  • Headband: Third Eye Clarity (MIC, 1/day immediately remove daze, stun, etc). +2 Enhancement to Int, Wis, and Chr (Per Pathfinder, the boost to Intelligence provides the Concentration skill).
  • Neck: Amulet of Mighty Fists II (Pathfinder, provides the Warning and Whirling abilities).
  • Ring:
  • Ring:
  • Shield:
  • Shoulders: Cloak of Resistance +4 (SRD)
  • Wrists: Wristbands of the Poseur V. Now with Caster Level Seven and spells of up to the fourth level.

Slotless Items:

  • Everfull Mug (MIC)
  • Handy Haversack (SRD)
  • Ioun Torch (Pathfinder).
  • Cracked Dusty Rose Prism Ioun Stone (+1 Competence to Initiative). He may have implanted this, since that only calls for skill checks, not money.
  • Cracked Magenta Prism Ioun Stone (+2 Competence Bonus to any one skill, may be changed once per day). Mounted in a Wayfinder to provide a Resonant Power (a +1 nameless bonus on any one saving throw. He usually takes Will).

Given that I’m well past the requested levels, it’s time to get back to heavy optimization, and this level has a pretty big dose of it; upgrading all those innate enchantments boosts his armor class and damage output substantially. Becoming a major factor in local politics is, in optimization terms, simply a bonus associated with arranging to buy his magic items at half cost. Personally, I’d say that getting into politics is a fairly major step for a character, but I do have to admit that it doesn’t add much to your combat abilities in a dungeon.

Zhan Rayden, Master of the Earth (Levels 3 to 8)

For levels (-2) to (2), look HERE.

At this point most of Rayden’s powers are established; he possesses some basic powers over the earth that he can use all he pleases, he can give himself (funny-looking) “power armor” made of earth and stone, he can use the earth to strike at range and bounce himself around the battlefield, he has a lot of hit points, and he can use limited amounts of more advanced earth magic (refining metals, sticking people’s feet to the ground, repairing rare ming vases, getting information from the earth to track people, and so on).

While he will pick up a few additional tricks here and there, this batch of levels is mostly going to go towards building up his existing abilities.

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Level Three:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner) +30 CP (24 CP Base +6 Bonus Feat), +1d4 (+Con Mod, +Wis Mod, +2 HP Doubled Pathfinder “Favored Class” bonus) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

From this point on, those four automatic skill points will be automatically applied to his eight Adept skills – keeping them at a base level of (Level +3). That gives us…

  • Avalanche Fist Martial Art +6 (Base) +4 Con +3 Path: Net +13, Toughness II, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), and Versatility (May opt to inflict bludgeoning, slashing, piercing, or nonlethal damage without penalty).
  • Craft/Stonemason: +6 (Base) +2 (Int) +3 (Path) = +11
  • Earth Rune Magic/Casting +6 (Base) +3 (Wis) +3 (Path) = +12
  • Earth Rune Magic/Mastery +6 (Base) +3 (Wis) +3 (Path) = +12
  • Perception: +6 (Base) +3 (Wis) +3 (Path) = +12
  • Profession/Architect +6 (Base) +3 (Wis) +3 (Path) = +12
  • Profession/Engineer: +6 (Base) +3 (Wis) +3 (Path) = +12
  • Use Magic Device +6 (Base) +1 (Cha) +3 (Path) = +10

Rayden is becoming quite the expert here – and his utility magics are now quite potent. They’re still of a pretty limited variety of course, but for the moment he’ll have an edge on a Sorcerer or Wizard, at least when it comes to earth-based magic. That will last until level five, and he’ll maintain parity until level nine – but after that he will fall ever further behind even within his specialty. That’s the price of not being a full caster.

As for those 30 CP…

  • +1 BAB (+4 Total) Specialized in Melee (3 CP). Of course at an effective Str 23, Dex 24, and Con 25 with his Armor, and an extra +2 from his Avalanche Fist martial art, that gives him +12 to hit (and two attacks at +12 with a full attack). That sounds like a lot – but martial types need to dominate combat if they’re going to compete with casters who can fight well AND do all kinds of other things.
  • Saves: +1 Fortitude, +1 Reflex, +1 Will (9 CP). That’s expensive – but it gives us +3/+3/+1 to match the original Kineticist character class.
  • Heart of the Earth: Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP). Luck is too limited a resource to rely on for minor saves – but when it comes to those few that you HAVE to make, it’s very nice to have some.
  • Advanced Earthbinding: Empowerment (Innate Enchantment), Specialized in Mountain Stance, Geokinesis, and Dust Weaving (6 CP). This won’t do much at the moment – but it will allow him to take advantage of his Innate Enchantments increased effects at higher casting levels when he reaches those levels.
  • One With The Land: Immunity/Dispelling and Antimagic (Common, Major, Great, Specialized and Corrupted/only protects his Earthbending abilities, 6 CP). This covers Dispel Magic, Greater Dispel Magic, and Antimagic Sphere. Once Disjunction and epic magic becomes a possibility he may want to spend more points to upgrade this immunity and complete the conversion of his innate enchantments into extraordinary abilities.

That leaves nothing to spare for SP at this level, so he’s still at…

  • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
  • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored). He may well never improve this again. Why bother? He’s better off with his feet on the ground and – while flying mounts are cool – he’s not likely to spend much time on one given the nature of his powers.
  • Stealth: +2 (SP) +3 (Dex) +3 (Path) = +8 (+12 when Armored)

Current Combat Abilities:

A basic Kineticist Earth Blast (Physical) would, at level three, do 2d6+2+(Con Mod) damage. Rayden currently does 1d6 (Base)+2 (Enhancement) +1d6 (Mountain Stance) +(Str Mod) – but has a better range (Increment of 100′) and crits as a hand axe (20/x3). His damage will not increase as rapidly – but he gets an extra attack when making a full attack and can make both iterative attacks and attacks of opportunity.

  • AC 10 (Base) +4 (Shield) +4 (Armor) -2 (Wrath) +1 (Natural) +7 (Dex) = 24. – pretty good, although he would hit himself 45% of the time.
  • Move 30 (Base) +10 (Armor) +30 (Personal Haste) = 70 – and he can skip two out of every three spaces. Rayden is already impressively mobile.
  • Since his effective (Con Mod) is increased by his (Wis Mod) for hit point purposes his current hit points will be +15 (L1, D5 + Con Mod) +32 Immortal Vigor (+12 + 2 x Con Mod) +12 (L2d4 + Con Mod) +15 (L3, 1d4 + Con Mod +2 Pathfinder) = 74 HP).

Hm… It looks like I made an error earlier: I used the generic “Big Cat” listing from the 3.5 SRD while Pathfinder broke some individual species out of that listing; Jaguars are now +8 Str, +6 Dex, +4 Con and otherwise vary a bit from the generic “big cat”.. If you care, pick a specific species (Cheetah if you want move movement, Leopard for more Dex, etc) and use those very-slightly different numbers. It’s not like specifying “Jaguar” originally had any reason beyond looks.

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Level Four:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills)) +24 CP (Base), +1d4 (+Con Mod, +Wis Mod, +2 HP Doubled Pathfinder “Favored Class” bonus) HP, +1 Con. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Basic Attributes: Str 15 +2 (Wrath) +6 (Shift) = 23, Dex 16 +8 (Shift) = 24, Con 19 (17 +2 Pathfinder +2 (Wrath) +4 (Shift) +1 (Level) = 26, Int 14, Wis 16, Cha 13.

Adept Skills:

  • Avalanche Fist Martial Art +7 (Base) +5 Con +3 Path: Net +15, Toughness III, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), and Versatility (May opt to inflict bludgeoning, slashing, piercing, or nonlethal damage without penalty).
  • Craft/Stonemason: +7 (Base) +2 (Int) +3 (Path) = +12
  • Earth Rune Magic/Casting +7 (Base) +3 (Wis) +3 (Path) = +13
  • Earth Rune Magic/Mastery +7 (Base) +3 (Wis) +3 (Path) = +13
  • Perception: +7 (Base) +3 (Wis) +3 (Path) = +13
  • Profession/Architect +7 (Base) +3 (Wis) +3 (Path) = +13
  • Profession/Engineer: +7 (Base) +3 (Wis) +3 (Path) = +13
  • Use Magic Device +7 (Base) +1 (Cha) +3 (Path) = +11

As for those 24 CP…

  • +1 BAB (+5 Total) Specialized in Melee (3 CP).
  • Hit Die: d6 (2 CP). Hit Points, for a total of 16 (L1, D5 + Con Mod) +34 Immortal Vigor (+12 + 2 x Con Mod) +13 (L2d4 + Con Mod) +16 (L3d4 + Con Mod +2 Pathfinder) +19 (L4D6 + Con Mod + 2 Pathfinder) = 100 HP
  • Saves: +1 Fortitude, +1 Reflex (6 CP) (Net +4/+4/+1).
  • Skill Points: 2 SP (2 CP). These have been spent on Stealth.
    • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +4 (SP) +3 (Dex) +3 (Path) = +10 (+14 when Armored).
  • Mastery, Specialized/Use Magic Device only (3 CP). This allows him to “Take 10″ on Use Magic Device checks – sufficient to automatically get a 21.
  • Shockwave Stance III: Upgrade Shockwave Stance to a Major (30 foot) immunity (+5 CP).
  • Heart of the Earth II: +4 Bonus Uses of Luck, Specialized in Saves (3 CP).

Magic Items: With a 6000 GP budget for a combatant, the only reason this is worth worrying about is his not having to buy armor and weapons. Let’s call it… Healing Belt (MIC, 750 GP), Cloak of Protection +1 (1000 GP), Ioun Torch (75 GP), Everfull Mug (MIC, 200 GP), Wristbands of the Poseur II (1150 GP. Note that between his high Use Magic Device check and attributes he can get full use out of these quite easily). Net 3125 GP, leaving 2875 for mundane gear or other magic – unless he invests 2000 GP in a Handy Haversack (normally outside his price limits, but who cares?) and fills that up with 875 GP worth of mundane supplies – which is probably a good idea.

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Level Five:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills)) +30 CP (Base + L5 Bonus Feat), +1d4 (+Con Mod, +Wis Mod, +2 HP Doubled Pathfinder “Favored Class” bonus) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Adept Skills:

  • Avalanche Fist Martial Art +8 (Base) +5 Con +3 Path: Net +16, Toughness III, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), and Versatility (May opt to inflict bludgeoning, slashing, piercing, or nonlethal damage without penalty).
  • Craft/Stonemason: +8 (Base) +2 (Int) +3 (Path) = +13
  • Earth Rune Magic/Casting +8 (Base) +3 (Wis) +3 (Path) = +14
  • Earth Rune Magic/Mastery +8 (Base) +3 (Wis) +3 (Path) = +14
  • Perception: +8 (Base) +3 (Wis) +3 (Path) = +14
  • Profession/Architect +8 (Base) +3 (Wis) +3 (Path) = +14
  • Profession/Engineer: +8 (Base) +3 (Wis) +3 (Path) = +14
  • Use Magic Device +8 (Base) +1 (Cha) +3 (Path) = +12

As for those 30 CP…

  • +1 BAB (+6 Total) Specialized in Melee (3 CP)
  • Hit Die: d6 (2 CP). For a total of 16 (L1, D5 + Con Mod) +34 Immortal Vigor (+12 + 2 x Con Mod) +13 (L2d4 + Con Mod) +16 (L3d4 + Con Mod +2 Pathfinder) +19 (L4D6 + Con Mod + 2 Pathfinder) +19 (L5d6 + Con Mod +2 Pathfinder) = 117 HP.
  • Saves: +1 Will (3 CP) (Net +4/+4/+2)
  • Skill Points: 2 SP (2 CP) (+6 SP Total). Once again, these are going into Stealth.
    • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +6 (SP) +3 (Dex) +3 (Path) = +12
  • DR 2/-, Specialized for Double Effect (4/-, Physical Attacks Only. Note that this stacks with Toughness, for DR 7/-) (3 CP). Does this make Rayden an “Official” Jaguar Tank? Why not?
  • Double Damage: When calculating the difficulty of injured targets making concentration checks (6 CP). This isn’t exactly an awesome power – but it can certainly help make life difficult for any caster within his enormous effective reach.
  • Strengths of the Earth II: +4 Bonus uses for Rite of Chi, Specialized and Corrupted / only to restore Mana, requires at least one hour of sleep per die regained (2 CP).
  • Initiate of the Earth II: 1d6+2 Mana, Specialized in Rune Magic, Corrupted/includes no Natural Magic (3 CP)
  • Initiate of the Earth III: 1d6+2 Mana, Specialized in Rune Magic, Corrupted/includes no Natural Magic (3 CP)
  • Gather Power: Immunity/the Mana Cost of using Rune Magic, Specialized and Corrupted: Requires a move action, produces a spectacular display of elemental energy, usable for earth rune magic only, if the users spell is interrupted he or she must make a concentration check (DC 10 + Damage Taken) or lose the accumulated energy taking 3d6 Damage (Common, Major, Major (Reduces the cost by one Mana), 3 CP after limitations).

Obviously enough, this level is mostly devoted to utility magic – expanding on Rayden’s versatility, if not so much on his raw combat power.

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Level Six:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills)) +24 CP (Base), +1d4 (+Con Mod, +Wis Mod, +2 HP Doubled Pathfinder “Favored Class” bonus) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Adept Skills:

  • Avalanche Fist Martial Art +9 (Base) +5 Con +3 Path: Net +17, Toughness III, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility and Vanishing.
  • Craft/Stonemason: +9 (Base) +2 (Int) +3 (Path) = +14
  • Earth Rune Magic/Casting +9 (Base) +3 (Wis) +3 (Path) = +15
  • Earth Rune Magic/Mastery +9 (Base) +3 (Wis) +3 (Path) = +15
  • Perception: +9 (Base) +3 (Wis) +3 (Path) = +15
  • Profession/Architect +9 (Base) +3 (Wis) +3 (Path) = +15
  • Profession/Engineer: +9 (Base) +3 (Wis) +3 (Path) = +15
  • Use Magic Device +9 (Base) +1 (Cha) +3 (Path) = +13

As for those 24 CP…

  • +1 BAB (+7 Total) Specialized in Melee (3 CP)
  • Hit Die: d6 (2 CP). For a total of 16 (L1, D5 + Con Mod) +34 Immortal Vigor (+12 + 2 x Con Mod) +13 (L2d4 + Con Mod) +16 (L3d4 + Con Mod +2 Pathfinder) +19 (L4D6 + Con Mod + 2 Pathfinder) +19 (L5d6 + Con Mod +2 Pathfinder) +15 (L6d6 + Con Mod +2 Pathfinder) = 132 HP.
  • Saves: +1 Will (3 CP). (Net +4/+4/+3).
  • Skill Points: 2 SP (Still added to Stealth, 2 CP).
    • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +8 (SP) +3 (Dex) +3 (Path) = +14 (+18 when Armored).
  • Metamagical Theorems: Elemental Manipulation and Amplify with Streamline II, Specialized and Corrupted: Only to add +2 levels of Infliction and Empower to Fists of Stone and Empower to Stone Mountain Stance (8 CP).
    • This adds his choice of some conditions / debuffs to his attacks (even if the saves are pretty easy to make) and increases their power by 50% – an extra d6 or two at higher levels. Basically, it’s his equivalent of a normal fighter picking up a low to mid-level magical weapon.
  • Opportunist: Gets an attack of opportunity whenever someone within reach casts a spell, whether or not they are casting defensively or would not otherwise provoke one (6 CP).

Magic Items: With a wealth-by-level allowance of 16,000 GP (And only 6000 spent), I’d recommend adding some Vanguard Treads (MIC, 3100 GP, lets you ignore difficult terrain, slippery surfaces, and provide a bonus to CMD in Pathfinder), a +2 Attribute Booster to one or another physical attribute (at this point it doesn’t matter much which, 4000 GP), and perhaps a Third Eye Clarity (MIC, 3000 GP, 1/day immediate remove daze, stun, etc).

Rayden is now capable of making life extremely difficult for any nearby spellcasters he chooses to foul up; he should have a pretty good chance of hitting and he can push the resulting concentration check DC’s very high.

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Level Seven:

Basics +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills, +2 Doubled Pathfinder “Favored Class” Bonus)) +30 CP (Base + :L7 Bonus Feat), +1d4 (+Con Mod, +Wis Mod) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Adept Skills:

  • Avalanche Fist Martial Art +10 (Base) +5 Con +3 Path: Net +18, Toughness III, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility and Vanishing.
  • Craft/Stonemason: +10 (Base) +2 (Int) +3 (Path) = +15
  • Earth Rune Magic/Casting +10 (Base) +3 (Wis) +3 (Path) = +16
  • Earth Rune Magic/Mastery +10 (Base) +3 (Wis) +3 (Path) = +16
  • Perception: +10 (Base) +3 (Wis) +3 (Path) = +16
  • Profession/Architect +10 (Base) +3 (Wis) +3 (Path) = +16
  • Profession/Engineer: +10 (Base) +3 (Wis) +3 (Path) = +16
  • Use Magic Device +10 (Base) +1 (Cha) +3 (Path) = +14

As for those 30 CP…

  • +1 BAB (+8 Total) Specialized in Melee (3 CP)
  • Hit Die: d4 (0 CP). For a total of 16 (L1, D5 + Con Mod) +34 Immortal Vigor (+12 + 2 x Con Mod) +13 (L2d4 + Con Mod) +16 (L3d4 + Con Mod +2 Pathfinder) +19 (L4D6 + Con Mod + 2 Pathfinder) +19 (L5d6 + Con Mod +2 Pathfinder) +15 (L6d6 + Con Mod +2 Pathfinder) +13 (L7d4 + Con Mod) = 145 HP.
  • Saves: +1 Fortitude +1 Reflex (6 CP) (Net +5/+5/+3).
  • Skill Points: 2 SP (From Pathfinder Bonus) Going to Stealth
    • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +10 (SP) +3 (Dex) +3 (Path) = +16 (+20 when Armored).
  • Feel of the Earth: Occult Sense/Tremorsense (6 CP).
  • Dance Of The Earth Dragon: Rune Magic / Runic Ritual, Corrupted/only usable for Non-Combat spells (4 CP).
  • Strengths of the Earth III: +4 Bonus uses for Rite of Chi, Specialized and Corrupted / only to restore Mana, requires at least one hour of sleep per die regained (2 CP).
  • Initiate of the Earth IV: 1d6+2 Mana, Specialized in Rune Magic, Corrupted/includes no Natural Magic (3 CP)
  • Mystic Artist / Architecture (6 CP). While this isn’t really of any use in direct combat, a master architect with this ability is invaluable to any construction project. Considering the character… this is probably Specialized for Double Effect / Only works with massive fortresses, soaring cathedrals, and similar mighty and enduring works. Rayden just doesn’t build charming garden mazes, enchanting cottages, and elegant gazebos for lovers.

Magic Items: With a wealth total of 23,500 GP, Rayden can now afford to upgrade his Wristbands of the Poseur to Type III (8000 GP in total) – gaining reliable access to a set of second level spells, if only at caster level three. That will leave him about 500 GP left over for mundane stuff, which ought to be sufficient.

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Level Eight:

Basics +1 Attribute, +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills, +2 Doubled Pathfinder “Favored Class” Bonus)) +24 CP (Base), +1d4 (+Con Mod, +Wis Mod) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Basic Attributes: Str 15 +2 (Wrath) +6 (Shift) +1 (Level) +2 (Enh) = 26, Dex 16 +8 (Shift) +2 (Enh) = 26, Con 19 (17 +2 Pathfinder +2 (Wrath) +4 (Shift) +1 (Level) +2 (Enh) = 28, Int 14, Wis 16, Cha 13.

Adept Skills:

  • Avalanche Fist Martial Art +12 (Base) +5 Con +3 Path: Net +20, Toughness IV, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility and Vanishing.
  • Craft/Stonemason: +11 (Base) +2 (Int) +3 (Path) = +16
  • Earth Rune Magic/Casting +11 (Base) +3 (Wis) +3 (Path) = +17
  • Earth Rune Magic/Mastery +11 (Base) +3 (Wis) +3 (Path) = +17
  • Perception: +11 (Base) +3 (Wis) +3 (Path) = +17
  • Profession/Architect +11 (Base) +3 (Wis) +3 (Path) = +17
  • Profession/Engineer: +11 (Base) +3 (Wis) +3 (Path) = +76
  • Use Magic Device +11 (Base) +1 (Cha) +3 (Path) = +15

As for those 24 CP…

  • +2 BAB (+10 Total) Specialized in Melee (6 CP)
  • Hit Die: d4 (0 CP). Rolls: L1d5 (5), L2d4 (2), L3d4 (3 +2 Path), L4d6 (6 +2 Path), L5d6 (6 +2 Path), L6d6 (3 +2 Path), L7d4 (2), L8d4 (4), Immortal Vigor +2d6 (12), +10 x (Con Mod + Wis Mod) = 171 HP.
  • Saves: +1 Fortitude +1 Reflex (6 CP) (Net Fort +6/Ref +6/Will +3)
  • Skill Points: 2 SP (Pathfinder Bonus, 0 CP). These are going to Linguistics and Stealth.
  • Linguistics +3 (SP) +2 (Int) +3 (Path): Common, Terran, four other languages.
  • Ride: +1 (SP) +4 (Dex) +3 (Path) = +8 (+11 when Armored).
  • Stealth: +11 (SP) +4 (Dex) +3 (Path) = +18 (+22 when Armored).
  • Leadership, with the Exotic and Constructs modifiers. Specialized and Corrupted / Wards Major Only, Wards must be called into being at places of magical power through the construction of massive (small-castle sized at a minimum) stone structures designed by a Mystic Architect – although only the construction of the structure is required. The resulting Wards have a strong tendency to bestow Distant Gifts, but their powers will also be flavored by the designs of the Mystic Architect. The modifiers are applied for Increased Effect; the Ward Rank may equal the User’s Level, and the total number of available levels is 4 x (Level + Cha Mod) (12 CP).

That’s expensive – and requires that he get to work building castles in exotic and dangerous locations for it to do him any good at all – but those castles will offer major benefits for the entire party, which makes them a hook to bring everyone else in on getting them built.

Magic Items: With an expected wealth-by-level total of 33,000 GP – about 10,000 more than the last time we looked – it’s time once again to consider Magic Items. At this point Rayden’s list includes:

  • Healing Belt (MIC, 750 GP. 3 Uses/Day, spend 1/2/3 to heal 2d8/3d8/4d8, +2 to the Heal Skill).
  • Cloak of Protection +1 (1000 GP)
  • Ioun Torch (75 GP)
  • Everfull Mug (MIC, 200 GP)
  • Wristbands of the Poseur III (8000 GP. Note that between his Use Magic Device check and attributes he can get full use out of these quite easily).
  • Handy Haversack (2000 GP).
  • Vanguard Treads (MIC, 3100 GP, lets you ignore difficult terrain, slippery surfaces, and provide a bonus to CMD in Pathfinder).
  • Third Eye Clarity (MIC, 3000 GP, 1/day immediately remove daze, stun, etc).
  • Attribute Boosters: Str, Dex, and Con, each +2 (12,000 GP. Per the rules in the MIC these functions can be added at cost to any item which occupies an appropriate slot). These give him +1 AC, +1 to Hit and Damage, +1 to Fortitude Saves, and +10 Hit Points.
  • Cracked Dusty Rose Prism Ioun Stone (+1 Competence to Initiative, 500 GP).
  • Cracked Magenta Prism Ioun Stone (+2 Competence Bonus to any one skill, may be changed once per day, 800 GP. He usually applies this to his Martial Art, allowing him to gain an extra special ability – and vary it from day to day). It is mounted in a Wayfinder (500 GP) to provide a Resonant Power (a +1 nameless bonus on any one saving throw. He usually takes Will. Normally there’s only a 25% chance of such a resonant power showing up with a flawed stone, but he’s a powerful earth mage, and can easily check).

That leaves 1075 GP for mundane gear. Given that he doesn’t use weapons or armor, that really ought to be plenty even if he wants to carry a CL1 Wand of Cure Light Wounds just in case.

As might be expected for a Martial Eclipse character, Rayden can inflict quite a bit of damage and has decent defenses – but his real power lies in his special abilities. At this point he can exert a great deal of control over a battlefield – disrupting enemy spellcasting, shifting from point to point with great speed, and inflicting a significant price on enemy movement. Secondarily, he’s a master architect and builder – and can make it worth the parties time to support those endeavors as well.

Champions – Dylan “Redstone” Williams, Pulp Jungle Warrior

Despite his social gaffes, his predatory stance, and savage energy, Dylan “Redstone” Williams was not raised by wolves.

He was, in fact, raised by Cats – to be precise, the African Leopard Men, a secretive tribe of feline shapeshifters who – for reasons unknown – chose to adopt and raise a stray child, rather than simply ignoring him or turning him over to someone else. Perhaps they had enough magic beyond their felithropic talents to detect his potential, perhaps the small defiant boy somehow impressed them, perhaps it was a simple whim – but regardless of their reasoning, they took him in after his parents, and most of the rest of the Safari group, were massacred in one of the inter-tribal disputes endemic to Africa.

He never did learn to shapeshift like his mentors. His Northern European heritage was not closely enough bound to the cat-totem for THAT – but that same lack of an affinity allowed him to learn to draw on the strengths of many different creatures.

He was ten when he earned the name “Redstone” – killing his first poacher, a man who was shooting at one of his young feline friends, by crushing his skull with a rock.

By the time he was fourteen, and an adult by the standards of the tribe, he had dealt with many more poachers and plunderers – and the tales had spread across Africa.

By the time he was twenty there were whispers of an unkillable phantom of the jungle, of a wild man, of a king of the beasts – and that the Leopard Men had found a leader to help them resist the colonial powers.

None of that was really true of course – Dylan was mortal, and raised within a tribe (even if they did live in the deep jungle). He influenced animals, but did not rule them – and his power wasn’t THAT much greater than that of the average Felinothrope, and was still less than that of their elders. Still, he had far easier access to colonial society, and could bring them a lot of helpful information.

Dylan visited Europe for a time to learn of those colonial powers, and to claim his parents substantial (albeit not particularly awesome) estate – but soon returned to Africa, and his jungles. He did not venture beyond Africa again until the renewed assaults of the Qliphoth made it all too obvious that the Jungle could not stand alone; to defend it meant defending the rest of the world as well.

And Dylan stepped forth. Whether it will be to grow into a mighty champion of the world or to perish remains to be seen.

——————————————————-

Dylan’s powers are fairly straightforward. He’s a pulp hero, he has great strength, and considerable toughness, and he can tap into a variety of animalistic powers – including the ability to influence and communicate with animals. That isn’t an especially powerful mix when compared to most modern heroes – but he’s reasonably versatile and is doing pretty well in his milieu.

Of course he’s VERY heavily influenced by the totem spirits that he calls upon, and his reputation for antsocial behavior is well earned.

Dylan’s build relies rather heavily on a particular set of “side effects” – (Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man) – basically a set of stereotypical behavior patterns. This is more than a bit cheesy, but it also controls a good deal of his behavior and creates endless difficulties for him – making him a rather difficult hero.

——————————————————-

Yes, yes, stereotypes… The “Pulps” were mass-produced as cheaply as possible, and peaked a century ago. Even at the time, if a character type in them wasn’t a stereotype to start, it soon would be.

 

Dylan “Redstone” Williams, the Lion King

Value Characteristic Points
0/43 STR -10
18 DEX 24
23/28 CON 26
11 BODY 2
13 INT 3
11 EGO 2
15 PRE 5
15 COM 2
9 PD 0
7 ED 1
4 SPD 12
15 REC 0
32 END -12
47 STUN 0
Total 55

 

Points Powers END
2 Elemental Control: Pulp Hero (5-pt reserve); Generic Limitation (No power may exceed 10 active points.): -¾; Visible (Obvious pulp hero.): -¼
a-2 Armor: Only a flesh wound! (4 PD/3 ED)
b-2 +10 PRE: I’ve seen worse!
c-2 Mental Defense: Unconquered Will (12 pts); Add to Total
d-2 +5 CON: Tough As Nails
e-2 Regeneration (1 BODY/hour); Regenerate: Standard, +0
f-2 Resistance (+10 to EGO Rolls)
17 Mowgli Multipower (52-pt reserve); Linked (To Strength): -½; Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man. ): 60/All, -1; Generic Limitation (Side effects cannot be avoided.): -½
u-1 +40 PRE / The Lion’s Roar; Generic Limitation (Only 50% effective on humans and other intelligent races.): -½
u-1 Cat Climbing / Clinging (Clinging STR +5); Active Points: 12
u-1 Monkey Swinging (+20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 60; Reduced END: Half, +¼ 2
u-1 2d6 Bloody Fang / Killing Attack (HTH) (Total 4d6); Range: 0; Reduced END: Half, +¼

He normally uses a weapon for this – but a stick or chunk of rock will do, so there’s no limitation.

1
u-1 2d6 Killing Attack (RKA); Range: 225; Reduced END: Zero, +½; Generic Limitation (Requires a knife, spear, javelin, bow, or other primitive weapon.): -¼ 0
u-1 Cheetah Running (+10″, 16″, NC: 64″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 60; Reduced END: Zero, +½; Active Points: 37 0
u-1 +10 Gorilla Strength; Doesn’t Affect Figured: -½; Reduced END: Zero, +½; Generic Limitation (Only for combat purposes; cannot life massive weights, rip apart entangles, etc.): -½ 0
u-1 +5 DEX / Mongoose Reflexes; Doesn’t Affect Figured: -½
u-1 Beast Senses / Enhanced Perception (all) (+5 to PER)
u-1 Otter Darting / Swimming (+10″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Reduced END: Zero, +½ 0
u-1 5d6 Beast Speech / Telepathy; Generic Limitation (Only to communicate with animals): -½; Reduced END: Zero, +½ 0
u-1 2d6 Call of the Wild / Mind Control (Summon Animals); Communication: Telepathic, +¼; Area Effect (Radius): 1000″ radius, +1; Reduced END: Half, +¼; Increased Area: ×500, +2¼; Generic Limitation (Only works on animals.): -1; Active Points: 47 2
u-1 Jungle Lord
(2) Acrobatics 14-
(3) Mimicry 14-
(3) Survival 14-
(2) Tracking 14-
(2) Seduction 14-
22 +43 Strength of the Elephant; Reduced END: Half, +¼; Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man. ): 60/All, -1; Generic Limitation (Side effects cannot be avoided.): -½ 2
5 Damage Resistance (5 PD/5 ED)
1 Immune to Aging; Generic Limitation (Ages quite slowly, but does age.): -1
72 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/Mowgli Multipower
5 Money (Well Off)
5 Knowledge: Jungles 14-
3 High Society 12-
3 Paramedic 12-
3 Bump of Direction
3 Lightsleep
0 English (Native Accent); Literacy: Standard, 0
0 Yoruba (Native Accent); Literacy: Standard, 0
1 Bantu (Basic Conv.); Literacy: Standard, 0
33 Total Skills, Talents, Perks  

 

100+ Disadvantages
10 DNPC: Girlfriend(s) of the Week (Normal, 8-); Skills: Normal, +0
15 No Code Against Killing (Common, Strong)
15 Overconfidence (Very Common, Moderate)
10 Represents the interests of the Leopard Man society (Uncommon, Strong)
10 Womanizer (Common, Moderate)
10 Enraged: Plunderers of the Natural World (11-, 11-); Circumstances: Common, +10
10 Public Identity
10 Reputation: Crazy “Jungle King” (11-)
5 Rivalry: Anyone else who was “raised by animals”; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
20 8d6 Unluck; Generic Limitation (Only applies for running into lost tribes, evil plots, bizarre monsters, and so on. He doesn’t quite inhabit the same world as everyone else. ): -1
15 Hunted: Nature Exploiting Syndicate (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Mercenaries (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
150 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
55 + 105 = 160 250 = 150 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 12 13/9 10/8 3, 6, 9, 12

 

Champions – Lamechial who thwarts Deception, the Adversary

By what right do I do these things?

In any trial, there are two advocates before the Judge.

I am not a defense attorney. The LORD forms the Light, and creates Darkness. The LORD makes Peace, and creates Evil. He is the LORD who does all these things. Both the Light and the Darkness and the Shadows which lie between are HIS. And in those Shadows I have walked across the centuries, testing. Some pass, surmounting temptations and obstacles, and grow. Others fail, and diminish.

But I have not heard the guiding voice of the LORD within in centuries. Is this a part of his plan? Or have I somehow been twisted to the path of division, which claims that my office is not the LORDS, and fallen? And does it matter? No longer are mortals scattered so thinly across the earth. Now, no matter where my path might lead… there are lives that I am called to touch. Some to help, some to oppose – whether in training or reality – and, far, far, too many… to avenge, expose, or punish.

There is a reason that the first thing a lot of angels say is “Do not fear.” Lamechial… does not say that very often. Miracles are not always nice.

————————————————————–

There are spirits of wrath, or mercy, and of many other aspects of humanity and the world. Most of them are pretty blatant, even if the true ultimate powers are cloaked in a myriad mysteries and masks. Lamechial… walks the shadows, both in the darkest corners of the world and in its highest courts. He is a special agent – the supernatural version of James Bond.

And Lamechial resembles James Bond more than a bit. He is old (even if, as a spirit being, he does not age), sophisticated, experienced, and has seen the worst of humanity over and over again across the centuries – although innocence can still surprise him. He is something of a cynic, but – unlike so many spirits of good or evil – does not bother himself over the little, meaningless, “sins” and indulgences. Humans are not perfect, and they cannot be expected to be.

That does not mean that they cannot be BETTER.

————————————————————–

Lamechial both is and is not an atrocity of power. He possesses a few extremely potent abilities – he can send corrupted spirits on a tour of hell, release inhibitions, grant wealth, minions, or many other benefits, and warp the world around him in a thousand marvelous ways – but the tour (however shocking) merely delays his targets by a phase, he can make only minor changes in mortal minds, he can only grant benefits in conjunction with a willing mystical pact (although the price is rarely anything more than a few favors and he can only grant 20 points worth of boosts at that), and – while he can readily change the environment around himself – in superheroic combat, making a few walls and such only goes so far. Most of his resistance to injury fails against otherworldly weapons – which pretty much every occultist on earth knows about. He is owed countless favors, but rarely more than one or two related to his current activities.

Worse… the use of his active powers twists the world about him. Mortals may receive visions, take up magic, or develop strange powers and bizarre obsessions. Magical creatures sealed away since the very dawn of time may be unleashed. Strange plots and magical interventions spring up where Lamechial passes. Such things are, after all, obstacles for people to build up their strengths overcoming – and that is his purpose.

In actual combat, Lamechial is essentially a rather light duty brick. He’s tough enough (unless someone has an otherworldly weapons) to withstand most small arms unless someone gets in a lucky shot, but he really isn’t up to fighting a serious super-hero, super-villain, or major monster. He’s more of a pulp occult investigator.

Out of combat… his most potent (and rules-abusive) power is his Perfected Expertise, which makes him (thanks to eons of experience) familiar with every active skill, reasonably well informed on virtually any topic, and competent at social skills – although, even with this power an actual hero is likely to far exceed his skill in any topic that said hero is actually interested in.

————————————————————–

The primary problem with Lamechial in a game is not his awkward powers. It’s that he doesn’t really play very well with others. He may appear to mortals and aid them in pursuit of justice or against supernatural menaces. He may tempt them with their fantasies, show them luxuries and riches, or strip away their perks. He may show evildoers the likely consequences of their foul ways, or wisely mentor almost anyone – but, like most occult agents and detectives, he’s really something of a loner.

Although I suppose you could use him as one of those annoying Stealth Mentors; “I have no choice but to surrender! Excellent! Now that you have become strong enough to overcome ME, you will have a chance against the true challenges to come!”

 

Lamechial who thwarts Deception,

the Adversary

Value Characteristic Points
10/45 STR 0
8/23 DEX -6
13/40 CON 6
10 BODY 0
13 INT 3
11 EGO 2
25 PRE 15
17 COM 3
10 PD 1
8 ED 0
4 SPD 7
17 REC 0
80 END 0
40 STUN -13
Total 18

 

Points Powers END
23 Shadow Magic Multipower (70-pt reserve); Variable Limitations (Commonly IAF (Amulet) or OIF (Ring)): -½, -¼; Visible (Blatantly obvious to other supernatural beings): -¼; Side Effects (Has weird, cumulative, effects on those around. ): 30/Half, -½; Generic Limitation (Side effects cannot be avoided.): -½; Concentrate: ½ DCV, -¼; Only in Hero ID: -¼
u-1 Sorcerer’s Eyes / Detect Magic (+7 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory / Analytical.): +5
u-1 2d6 Walker of Ages / Aid to Favors and Contacts. (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Generic Limitation (May only “pull out” one contact and two favors in any one week.): -½; Reduced END: Zero, +½ 0
u-1 2d6 Balm of Gilead / Aid to all damaged powers and abilities (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2 3
u-1 Glimpse of the Abyss / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Usable Against Others (Only works on those at serious risk of winding up in hell): ×1 mass, 1; Generic Limitation (Sends victim on an astral tour of hell. This seems to last for hours, but actually requires only an instant (they lose a phase), after which the victim is returned to his or her body. It will not work again on the same victim for at least a week.): -1½ 4
u-1 1d6 Wages of Sin: Drain Perks (Return/century); Range: 0; Affects: Single Power of Special Effect, +¼; Penetrating: +1; Generic Limitation (Cannot drain more than 20 points in total from the target’s Perks. ): -1 5
u-2 Soulsight
(10) Stench of the Lie / Detect Deception (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
(10) Heartsight / Detect Surpressed Desires (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
u-2 Fiat Materia / Telekinesis (STR 30); Range: 345; Manipulation: Fine, +10; Reduced END: Half, +¼ 2
u-2 1d6 Call the Shadows / Transform: Remove Inhibitions, induce gloating, cause confessions, or other minor mental changes (Minor, Limited Class); No Range -1/2, Cumulative: +½; Area Effect (Radius): 6″ radius, +1; Increased Area: ×2, +¼; Champions Advantage (Exemption: can leave up to (ECV) targets unaffected): +½; Autofire: 20 shots, 1¼; Reduced END: Zero, +1; Penetrating: +1 0
u-2 2d6 Aid: Grant Wishes (Fade/century, Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Variable Special Effects: Certain Group, +¼; Generic Limitation (Target must willingly accept a mystically binding bargain (a 20-point disadvantage)): -1

It is important to note that Lamechial does NOT want your soul, or to deprive you of your free will. He is MUCH more likely to call upon you to take in an orphaned child, to help straighten out someone else, to turn away from an illegal business and donate to charity, or otherwise to try and improve matters on earth – to strive, in some small way, to become a better person.

5
u-2 Visions Through The Mirror / Clairsentience (Hearing, Sight); See: Past, +20; Reduced END: Half, +¼; Dimensions: Current, +0; Range: 500″; Generic Limitation (Cannot see into truly sacred places.): -¼ 2
u-2 15″ Gates of the Nephelim / Teleportation (Long Range 1,875″); Increased Range: ×125, +35; Long Range: 1,875″; Long Range (miles): 2.33; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 3
u-2 Warp Reality / Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Zero & Persistent, +1; Uncontrolled: +½, No Range: -½

This power manipulates the setting; If Lamethial wishes to fix a broken window, open some doors, or create a hole in a wall this will do it – as it will transform a room into a cavern full of gems, or a harem, or turn an area into a maze. He can even add in “extras” – minor spirits or bored souls acting in appropriate unimportant roles. The net effect is somewhat dreamlike.

And yes, that’s powerful, and quite likely outside the scope of “Change Environment” – but how would you build that power?

0
u-2 2d6 Heavenly Sword (No longer carried) Killing Attack (HTH) (Total 4d6); Range: 0; OIF (Blade): -½; Reduced END: Half, +¼; Armor Piercing: 1, +½; Affects Desolidified: +½

Lamechail is not primarily a warrior, and – these days – carrying a sword around is quite conspicuous, while having a car handy is much more generally useful. Thus Lamechial has put his celestial sword and armor safely away in magical storage, It is unlikely that anything short of an apocalypse scenario would or otherworldly invasion or some such make him get them out again.

3
7 Perfected Essence Elemental Control (20-pt reserve); Visible (Blatantly obvious to sensitives as a spirit entity.): -¼; Side Effects (Comes with numerous supernatural responsibilities and missions along with various supernatural opponents.. ): 30/Half, -½; Generic Limitation (Side effects cannot be avoided.): -½; Generic Limitation (Will not function in the divine realms of non-Judaeo-Christian gods. ): -¼; Only in Hero ID: -¼
a-6 Armor (14 PD/14 ED); Generic Limitation (Bypassed by Otherworldly Weapons): -1

If Lamechial is expecting a major battle against otherworldly opponents he may retrieve his divine armor – a 2-point bit of equipment that buys off the “not versus otherworldly weapons” limitation on his “natural armor” – but these days he usually finds owning a CAR a lot more useful and far, FAR, less conspicuous.

b-7 Perfected Health / Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Addition (Repairs any damaged attribute or ability): +10
c-9 +35 STR; Reduced END: Half, +¼ 1
d-12 +27 CON
e-9 +15 DEX
f-5 2d6 Perfected Expertise / Aid to Skills (Fade/5 hours, Max. 12); Range: 0; Generic Limitation (Target gains an 8- base in all skills, 11- in knowledges, and his or her base Presence Check in all Presence-Based Skills only): -½; Generic Limitation (Self Only): -½; Affects: All Powers of Special Effect, +2 4
g-9 Life Support (total); Area Effect (One-hex): 1 hex(es), +½
5 Damage Resistance (5 PD/5 ED)
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
117 Total Powers  

 

Points Skills, Talents, Perks Roll
37 +6 level w/Immortal Expertise / Overall Level; Costs END: -½; Reduced END: Half, +¼; Visible (Shadow Magic Signature): -¼; Generic Limitation (Will not function in the divine realms of non-judeo-christian gods. ): -¼
7 Money (Wealthy); Generic Limitation (Has no apparent source, no history, and no financial records. ): -½

Lamechial’s wealth is fundamentally based on his “Warp Reality” power, which allows him to fill empty rooms with whatever he pleases – as long as it has no significant point cost. He handles the legal concerns with his usual inherent skill, but people do notice and wonder…

1 Noted Occult Authority
45 Total Skills, Talents, Perks  

 

Cost Equipment
12 Sigil of Metatron / Sorcery Power Pool (10-pt Pool); Control Cost: 5; IAF (Sigil of Metatron on his Tie-Clasp): -½; Gestures: Instant Power, -¼; Variable Limitations: -½, -¼

For the most part this covers a little light levitation and some holy-radiance “special effects”. He’s not exactly an expert sorcerer. His power manipulation skill is Knowledge / Enochian Rune Magic, which his Perfected Expertise gives him a base of 11- in.

6 Sigil of Michael; IAF (Warding Amulet): -½

Given that much of Lamechial’s business has always been with more or less ordinary mortals, he has rarely needed special defenses – but a bit of guidance from Michael is helpful in dealing with unexpected attacks.

(3) Mental Defense (7 pts) ; Add to Total
(3) Power Defense (5 pts)
3 High End Smartphone (0kg)
5 Penthouse Base: 25

There may be a bit of vanity involved, and Lamechial enjoys a comfortable lifestyle as much as anyone else – but the real draw is the symbolism of watching over the world from on high. That… just appeals to him. And it’s handy to have a place to keep your stuff too.

4 High End Sports Car: 20
30 Total Equipment

 

100+ Disadvantages
20 Reputation: The Adversary (14-, Extreme)
20 4d6 Unluck
20 Ruthlessly Inhuman (Very Common, Strong)
15 Honorable (Common, Strong)
15 Code of Chivalry (Common, Strong)
10 Public Identity

Lamechial, as an Adversary, may lie – but only as a part of a test or to serve a greater purpose. He makes no particular effort to conceal his identity – although he also makes no particular effort to prove it either.

15 Hunted: Minions of Moloch (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: A “white” mage. (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Few mortal records, and those are spread over centuries. (Infrequently, Greatly)
135 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
18 + 162 = 180 235 = 135 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 4 7 24/19 22/19 3, 6, 9, 12