Eclipse d20 – Cenric, Barbarian Beastmaster

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

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

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

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

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

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

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

Basic Purchases: (69 CP)

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

Usual Weapons:

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

Other Abilities (49 CP):

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

Skills (All +1 Morale):

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

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

Tier One Skills (Other) (36 SP):

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

Tier Two Skills (23 SP):

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

Tier Three Skills (8 SP):

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

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

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

Martial Arts:

Ancient Huntsman Style (Str):

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

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

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

Swift Hurling:

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

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

Jungle Lord Style (Str):

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

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

Pioneer Spirit Style (Con):

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

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

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

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

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

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

Stone Fang Style (Str).

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

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

Charms And Talismans

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

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

Current Talismans:

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

Current Charms:

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

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

Eclipse d20 -Serilda Ofellius Mallius

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

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

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

Serilda Ofellius Mallius

Level Four Imperial Artificer

Birthright: Order (The Alarian Imperium)

  • Assistant (Their “Aid Another” actions provide a +4 bonus rather than +2, 6 CP).
  • Privilege/Imperial Patron (6 CP. Exiles may substitute a bonus feat).
  • Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP). Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2. Personal charms only, 8400 GP) and Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP).
  • Fast Learner (may be specialized, 6 CP).
  • A bonus feat worth 6 CP.

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

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

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

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

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

Basic Purchases (96 CP):

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

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

Other Basics:

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

Preferred Weapons:

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

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

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

Family Talent: Alchemical Powers (37 CP):

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

Other Powers (21 CP):

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

Skills:

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

Specific Knowledges (8 SP):

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

Thunderbolt Prana Style:

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

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

Charms and Talismans

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

Passions, Apathies, and Relationships in Eclipse

To the last I grapple with thee! From hell’s heart I stab at thee! For hate’s sake I spit my last breath at thee!

-Moby Dick

Passions are larger than life commitments. They are the things that drive you to accomplish impossible feats, to push far beyond normal limits to save a loved one, to find the strength to hurl back a mighty demon that seeks to extinguish the light you guard, to stand alone and hold a pass against an horde of foes seeking to attack your city, and to crawl out of the very grave to avenge yourself upon your enemy. Passions – whether of hatred, of love, or of simple determination – are strengths that drive mighty deeds, both foul and fair. They both create and destroy. They both protect and torment. A Passion is always focused on doing or accomplishing something of importance – at least to you. A book-lover may collect and preserve books while a book-hater seeks then out to burn them – but both can be equally passionate about it.

The trouble with Passions is that they need to be reasonably specific and only help you out when they apply. Hating the Viking Raiders with all your heart won’t help you out against the wicked King John and his oppressive reign. Secondarily, positive Passions – a desire to defend, or serve, or build – are much safer than negative ones. Positive Passions tend to be open ended; if you are willing to die to defend someone… the Passion is still better fulfilled by you surviving unless it’s a choice between them and you. That way you can continue to defend them in the future. With negative passions… if you’re willing to die to destroy the evil emperor… then hurling yourself into a magma pool while grappling with him works just fine. You may die – but you have fully fulfilled your purpose. The tradeoff is that positive passions are often harder to invoke. A Passion to defend your city won’t do much if no one is currently threatening it unless you’re currently building up its defenses.

A Passion defines your relationship with something – whether that’s a rival, an enemy, a friend, a companion, a place, or a thing.

The inverse version – Apathies – is used in stories when you want to make a character suffer. For an all-too-common example… you can have a character lose their great love. Then have them be overcome with grief, make a great point of their terrible suffering, and have them refuse to take an interest in life. You can even have them attempt suicide. That’s an easy way to appeal to those audience members who feel unjustly put upon by powers beyond their control (most people, and especially teenagers), to the hopeless, and to those who can think of no way to try and overcome their own issues. That makes them a splendid audience sympathy character, sure to appeal to everyone who is either depressed already or who feels that “I probably couldn’t handle that either”. Unlike a Passion, an Apathy takes a character out of action rather than driving them to it. In Eclipse, that’s generally a disadvantage – most often Dependence or Accursed.

Has a person of Passion lost someone they love? Whether they succeed or fail… they DO SOMETHING.

  • Orpheus – and many other heroes – challenged the powers of Death itself.
  • In more realistic tales they often swear vengeance, and go forth to destroy the people who slew their loves, to sell their families into slavery, to burn their homes to the ground, and to sow their lands with salt!
  • If the loss was caused by some impersonal force… perhaps they found an orphanage or build a temple or erect a safety rail, or dedicate themselves to finding a way to prevent similar tragedies, in memory of their lost one.

Such people may despair for a time – but they take their Apathy and they turn it into Passion.

Many years ago… a man down the block from my parents house was informed that his wife was dying of cancer. There really wasn’t anything he could do – it was in the hands of the doctors – but he was a man of Passion, and he decided that cancer was the result of some sort of “magnetic imbalance” and started trying to build a machine to cure her. That wasn’t sane by most standards – but he kept trying in her memory even after the various medical treatments had failed and she had died. If he and his wife had only lived in a world of magic… he might well have succeeded.

So can you build Passions in Eclipse?

Of course you can. There’s already an article on building True Love over HERE.

If you just want die roll bonuses you can use the Bonds effect from the Nobilis articles.

But if you really want to break reality… you’re going to need something a little stronger than die roll bonuses. If what you want is something more like…

The battle was fell indeed, and the stench of burning powder and spilled blood lies thick. Despite your efforts your greatest enemy has won. Your ship is in a race between burning and sinking, your crew lies dead, your bowels are scattered across the deck and your shoulder is nailed to the mast by a sword. Your final words are an oath to all the powers that may be, and upon your very soul, that somehow, someday… your enemy WILL PAY.

And two years later, as the moon eclipses the sun and unnatural darkness falls… your ghostly ship, well-armed skeletal crew, and your wrathful spirit rise from the depths, launching a raid against your enemies homestead – a last chance to gain your vengeance against your enemy and all he values before you and your ghostly ship of the dead go on to become a curse upon the world.

Die roll bonuses won’t get you that. They won’t let you defy death and hold the way against a horde of enemies while others escape despite your mortal wounds. They probably won’t even let you duplicate some stuff that’s actually happened in the real world, such as Gladys May Aylward managing to tow more than a hundred children through the mountains to safety in the midst of an invasion. Fitting a feat THAT unlikely into a game will usually call for more than some die roll modifiers!

The path of the righteous man is beset on all sides
By the inequities of the selfish and the tyranny of evil men.
Blessed is he who, in the name of charity and good will,
Shepherds the weak through the valley of darkness,
For he is truly his brother’s keeper and the finder of lost children.
And I will strike down upon thee with great vengeance and furious anger
Those who attempt to poison and destroy my brothers.
And you will know my name is the Lord when I lay my vengeance upon thee.

-Quentin Tarantino

In Eclipse Passions are built with Mana and Reality Editing. They are Specialized and Corrupted for Reduced Cost.

  • Each die of Mana must be assigned to a particular Passion. While Passions may change over time – each session the character may reassign one die of Mana – it’s a slow process. If a passion is fulfilled – lets say you had “Slay The Dark Lord!” as a driving passion at six dice – then it will take six sessions to transfer them to something else after you succeed.
  • Mana may only be expended on reality editing in pursuit of the passion the die is assigned to.
  • A Passion must be assigned at least one die of Mana to allow Minor Edits, two for Notable Edits, three or four for Major Edits, and five or more for Grandiose Edits. Edits don’t count as actions, but you can only invest (Cha Mod) points of mana in edits per turn – unless the GM thinks that your proposal for an edit fits into the flow of the narrative really, REALLY, well. Edits that directly affect someone another being – such as trying to inflict a crippling wound – always allow a Will save. Edits always require the permission of the game master and will only work if they are dramatically appropriate.
    • Minor Edits are things like finding a weapon ready to hand when you need one, taking a move action without provoking attacks of opportunity, taking 20 on a roll, halving the damage from an attack on you, pulling out (and using up or having to leave behind) some convenient minor item of gear, taking an attack meant for someone else nearby, taking a player minute (with free kibitzing from other players and the GM) to come up with the perfect remark, briefly throwing off the effects of an enchantment, or making a brief speech. Dramatic special effects (similar to area-effect Prestidigitation) fit in here too; do you want to swear so foully that metal tarnishes, plants wither, and surfaces corrode in the area? Or scream so that sensitive individuals hear you in distant places? Or make a cutting remark so cold that everyone in the area feels chilled? Go right ahead.
    • Notable Edits include things like taking a Standard Action without provoking AoO, copying a feat or 6-point ability that you are eligible for but haven’t yet taken for ten round, maximizing the effect of a spell, power, or other roll, emulating a first or second level spell effect as long as you can describe some reasonably plausible method for doing so, greatly impressing someone with your courage, vulnerability, or whatever, or inflicting a crippling wound (equivalent to a “Bestow Curse” effect). You can perform a stunt so impressive (or comical) that everyone around you who isn’t doing something extremely urgent and important will take a few moments out to wonder or laugh over it. You might parry – and possible even reflect – a spell with a physical manifestation (for example, knocking away a Fireball before it detonates). You can draw on your Passion for strength to throw off fatigue or other minor conditions or to make a spell or other power last longer than it should. You can simply shrug off the damage from an attack (it’s merely a flesh wound!) or manifest an intimidating psychic aura. You can even improvise whatever simple tools you need at the moment. This is Reality Editing. It can do a LOT of things.
    • Major Edits include things like taking a Full Round Action without provoking AoO, getting a +15 on a roll, copying a feat for the duration of a scene, emulating a third level spell provided that you can describe some reasonably plausible (by Hollywood logic) method of doing so. You might impress someone so much that they might well offer you a job or perhaps some patronage. You might change a relationship in a dramatic scene – perhaps turning a Rivalry into (unrequited?) Love. You can focus utterly on a task, ignoring any die-roll penalties you would normally suffer from with respect to that task for a scene or initiate a confrontation, leading someone to either have to face you directly or back down. YOu can draw on the strength of your Passion to throw off the effects of poison, negative levels, or other major conditions or to remain standing and functioning despite mortal wounds. You can survive an accident that should have killed you; go ahead and throw yourself off a cliff, into a river, or into some other situation that should be lethal and vanish, returning (considerably) later having somehow survived.
    • Grandiose Edits are legendary deeds. You might drive off a far superior foe in a surge of berserk power, hold a chokepoint against an army for long enough for backup to arrive (the GM may call for a check to see if you survive), sacrifice yourself to accomplish some great goal or lay a great curse (usually with delayed effects). You might even go on a sidequest to call upon some hidden resource, such as Aragorn’s Spectral Army. Why not break something important and start some form of countdown to an enemies base or vehicle collapsing or exploding for no apparent reason? Grandiose edits are feats out of legend – but you shouldn’t always expect a game master to allow them.
  • The mana pool of a highly specific passion (“Defend the Princess!”) automatically refreshes daily, while the mana pool of a general passion (“Defend the Kingdom”) automatically refreshes weekly.
  • The mana pool of a Passion can also be refreshed by doing things directly related to the Passion. For example, if your Passion is defending the kingdom, then renewing your vows of service before the king will refresh your pool. Sadly, no more than one pool per day can be refreshed in this way.
  • Passions are major motivations. Characters who go directly against their Passions may suffer backlash. Perhaps Moroch The Implacable has sworn to destroy The Dark Lord at all costs and has invested seven mana dice in that Passion – but, when it comes to the confrontation and the Dark Lord says “Hey! Join Me! Let us Rule Together and I shall share with you the Secret of Eternal Youth!” Morloch says “Hey! That sounds pretty cool!” and joins the Dark Lord. In that case that Mana is going to spend itself at the discretion of the game master – perhaps ensuring that Moroch’s once-allies will become aware of his base betrayal, or arranging some terrible weakness, or creating a terrible rivalry with some other dark power, or notifying demons that Moroch’s soul is forfeit, or assisting other enemies, or causing his once-invincible sword to snap, or all of those things. And the next session Moroch may reduce his once-passion by one die, but the remaining dice will once more spend themselves whenever their pool refreshes. And so it will go until the Passion is spent and those dice are invested elsewhere.
  • Any given character can have a maximum of (Charisma) dice of Passions.

It thus costs 2 CP for one Passion die.

Some possible Narrow Passions? I Will…

  • Destroy the Dark Lord And Free The World From His Thrall.
  • Aid My Blood Brother In Both War And Peace.
  • Love, Protect, And Uplift My Family At Any Cost.
  • Serve My Friend And Liege Beyond Death Itself.
  • Drive Back The Horrors From Beyond And Preserve Our World.
  • Reclaim My Rightful Lands And Title From Those Who Hold Them.
  • Slay The Dragon That Ravaged My Home And Rebuild It Greater Than Before. .
  • Document This War And Compose The Greatest Epic Ever Known That It Will Be Forever Remembered.
  • Find True Love, Though Hell Should Bar The Way.
  • Allow Neither Rain, Not Snow, Nor Gloom Of Night To Stay Me From Delivering Messages!
  • Escape Unjust Restraint, For I Am The Captain Of My Soul.
  • Let Nothing Bar Me From Your Side, For I Will Always Be There For You.

Some possible Broad Passions? I Will…

  • Defend The Kingdom Against All Who Threaten It.
  • Be The Greatest Pirate Ever In Both Truth And Legend.
  • Assist My Friends Out Of My Matchless Loyalty.
  • Strike Down Evil Wherever It Arises That The Light May Triumph.
  • Protect And Aid The Innocent No Matter What The Threat. .
  • Drive The Usurpers From The Kingdom Into The Outer Darkness.
  • Hold To My Word, No Matter What The Price.

“Upon him I will visit famine and a fire,
Till all around him desolation rings
And all the demons in the outer dark
Look on amazed and recognize
That vengeance is the business of a man.”

-Patrick Rothfuss, The Name of the Wind

So go forth, and play with Passion.

Dark City Heroes I – Majestic

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

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

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

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

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

Majestic (Edmund Wells):

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Basic Purchases (48 CP):

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

Usual Weapons:

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

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

Abilities (30 CP):

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

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

Unicorn Powers:

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

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

So far it has worked reasonably well.

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

Using Valdemaran Gifts, Part II

One of the major tricks of using Gifts effectively is to work gradually. After all… if you’re not in too much of a hurry, treating a flu patient with specific level zero effects – “reduce production of mucus”, “expectorate”, “reduce inflammation”, “weaken virus”, “bolster immunity”, “heal trivial damage to the throat lining” (a variant of “cure minor wounds”), “bolster immune system”, “drain lungs”, “spring tonic” (A.K.A. “provide vitamins”), and “relieve aches and pains” – probably followed by bit of cleaning up and an “resist flu infection” effect on yourself – is just about as good as zapping your patient with a level three “Cure Disease”. It just takes a few minutes instead of a single turn and requires that you have some idea of what you’re doing. Sure, you might not be able to handle a retrovirus hidden in the patients genome, but how often does that kind of distinction come up in most d20 games?

Unfortunately, that kind of gradual approach isn’t too effective in combat, where you’re usually in a rather large hurry. It’s also less effective in the original books, since there even minor uses of a gift often seem to be a bit of a strain and going step-by-step would bore the readers – but telling the players that even trivial uses of their Gifts are draining is just going to frustrate them.

Personally, I’d recommend that the “chaining minor effects” approach be limited by how well you understand what’s going on in the first place – so you can’t effectively chain more minor effects than your baseline bonus (ranks plus attribute modifier plus permanent feats) in a/the relevant skill – possibly subtracting a few points for general difficulty. Thus the step-by-step treatment for the flu described above would call for a minimum of a +10 total in the Heal skill so as to know what to do and not forget things and might even call for a few more points than that if there’s a penalty. That’s not really much of a limitation, but in a low-level game it’s reasonable enough.

 

Gift Of Tongues

This barely gets a reference in the books – mostly as “Companions understand what people are saying” – but I’m going to presume that it covers vocal and written communication in general.

  • Basic Level Zero Effects: Double Meaning, Message, Read Magic, and Imitate Voice. You can also sketch accurately, make sure that your words cannot be accidentally misunderstood, and understand any normal language given a minute or two to listen to it being spoken. This won’t let you speak it though.
  • Level One Effects: Aphasia, Comprehend Languages, Compulsive Liar, Fumbletongue, Share Language, Memorize Page, Command, Enthrall, Litany Of Sloth (usually via distraction and insults) Litany Of Weakness, and Vocal Alteration. At this point you can get a general message across pretty much any language barrier, identify relationships between languages, give a fair description of the attitudes and beliefs of the author of any extensive written work, and give excellent motivational speeches.
  • Level Two Effects: Glibness, Codespeak, Heckle, Steal Voice, Hidden Speech, Suggestion, Tongues, Voluminous Vocabulary, Castigate, Litany Of Eloquence, and Speak With Animals. At this level you will also automatically take on an appropriate accent, use native turns of phrase, no one will notice anything odd about your speech, and you can reconstruct messages, books, and instructions presuming that you have at least a third of the original material to work with.
  • Level Three Effects: Curse Of Babel, Demanding Message, Confess, Lesser Geas, Illusory Script, Secret Page, Communal Share Language, Deflect Blame, and Triggered Suggestion. At this point you can understand utterly alien languages, translate technical and magical material, understand blueprints and other plans, reconstruct books and messages from small fragments, and communicate directly with computers.

 

Healing:

In the original books healers are rarely chosen as Heralds, simply because they’re very badly needed in the general population and because Heralds have very short life expectancies. Of course, in d20, any rational party will find SOME excuse to have a healer along – especially since a d20 Healing Gift is far more effective than the ones in the books. Maybe the party healer was chosen in an utter emergency because bonding with a companion boosts gifts – and healing someone was vital to the future of the country. Maybe their Healing Gift was too weak to use without a Companion. Maybe it was triggered accidentally and unexpectedly. Maybe there was just a special reason – perhaps a healing gift that would have been wasted in a bad situation so there was no reason not to choose an otherwise-suitable person with the healing Gift. It’s not as if it never happens, as shown by Shavri, (and, according to the Valdemar wiki I consulted, a Herald named Shia whom I do not remember). Just go with it. There’s no point in arguing.

It is important to remember that – the way Gifts are built – cumulative effects are limited to 2-12 uses of the same basic effect per day per target – so “unlimited use of level zero effects” doesn’t equate to “unlimited healing”. What it means is “somewhat faster healing” – even if the baseline healing in d20 is already better than healer-assisted healing in the original books, a gifted d20 Healer can come close to matching some fairly significant Valdemaran miracles – and we’re bowing to d20 here. In the books many or most healers have ethical problems with using their ability to manipulate the body to harm others, but it’s possible (and, with player characters, all too likely).

  • Basic Level Zero Effects: Cure Minor Wounds, Detect Poison, Diagnose Illness (Hedge Magic), Transfuse (Hedge Magic), Stabilize, Touch Of Fatigue, and individual Polypurpose Panacea effects. A healer at this level can also remove rashes, reduce scars and birthmarks, sooth burns and frostbite, keep wounds from becoming infected, relieve arthritis and headaches, eliminate male pattern baldness (if they want to waste time on regular treatments), slightly extend lifespans (regular attention from a healer will add about two years to the effective duration of each age category, resulting in a total extension of about ten years), and alleviate the effects of many other minor illnesses and disorders.
  • Level One Effects: Biofeedback, Relieve Illness (Hedge Magic), Relieve Poison (Hedge Magic), Cure / Inflict Light Wounds, Dentistry (Hedge Magic), Invigorate, Itching Curse, Restful Sleep, Touch of Blindness, Resurgence, Touch of Gracelessness, Keep Watch, Ray of Enfeeblement, Ray Of Sickening, and Remove Sickness (Pathfinder Version). A healer at this level can also produce effects equivalent to the best individual earthly medications, surgeons, and physicians.
  • Level Two Effects: Cure / Inflict Moderate Wounds, Sleep, Lesser Restoration, Youthful Appearance, Acute Senses, Blindness / Deafness, Delay Pain, Delay Poison, Bears Endurance, Bulls Strength, Sustenance, and Body Purification. A healer at this level can use his or her skill and Gift to reattach severed limbs, perform open-heart surgery, and imitate a trauma team.
  • L3) Remove Blindness/Deafness, Neutralize Poison, Cause Blindness/Deafness, Cure/Inflict Serious Wounds, Accept Affliction, Channel the Gift, Deep Slumber, Mass Invigorate, Remove Curse, Psychic Leach, Pain Strike, Remove Paralysis, Ray Of Exhaustion, Poison, Remove Disease, Contagion, and Endorphin Surge. A skilled healer with a Gift at this level will – at least with skill and a good deal of Mana expenditure – be able to perform organ transplants, create almost fully-functional prosthetics, perform extensive biophysical reconstruction, and – for that matter – create tailored drugs and diseases.

 

Mage-Gift:

Mage-Gift doesn’t work like the other gifts; the users have to learn specific spells and don’t get unlimited use of their level zero effects. On the other hand, it allows a MUCH wider variety of effects and Adepts can reach level four effects – which are generally beyond the reach of any other single character.

  • For 6 CP you can have Occult Talent, granting 4L0 and 1L1 effects that you can cast once a day each with a caster level equal to your character level.
  • For 12 CP you can have Advanced Occult Talent, granting 5L0 and 3L1 effects and a similar number of spell slots to cast them with.

Characters in the setting can have Occult Talents with a total base cost of 24 CP. If they wish they can limit their abilities to reduce the cost, but they can’t exceed that limit.

On the other hand, they CAN take higher level spells in those slots. They’ll just have to spend Mana to cast them – and while the Mage-Gifted have limited access to Rite Of Chi to recharge their mana reserves, mana is still a limited resource. Journeymen only have a bit and can only use spells one level above their base slots. Masters have a bit more, can recharge faster and can spend it to use spells one or two levels above their base slots. Adepts have even more, recharge even faster, and can spend it to use spells one, two, or three levels above their base slots.

But wait! That maxes out at ten L0 and six L1 slots! Adepts are far more versatile than that!

Are they? Almost everything complicated or powerful in the books falls under Ritual Magic. Most adepts only seem to have a handful of spells that they can really use immediately.

Pretty much every mage has Light (L0), a basic Shield (Immediate Action, L1 in a L0 slot so 1 Mana, blocks 15 points of damage), and some form of Energy Attack (Spells like Ray Of Frost, Magic Missile, Scorching Ray, or Lightning Bolt are popular depending on the user’s level of expertise).

For this particular “Gift”… here are some spells that fit in fairly well:

  • Basic Level Zero Effects: Almost anything fits in here. If you like, you can use the Continuum II cantrips. There are a lot of those to choose from.
  • Level One Effects: Disguise Self, Sleep, Alarm, Protection From Evil, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Shadow Trap, Shadow Weapon, Ventriloquism, Magic Weapon, Obscure Object, (Personal) Dream Shield, and Faerie Fire,
  • Level Two Effects: Scorching Ray (also Lightning and Force variants), Blur, Dust Devil (2’nd edition), Flaming Sphere, Wall Of Light, Glitterdust, Hypnotic Pattern, Invisibility, Armament (temporary force weapons, up to a dozen knives/arrows/etc). Spiritual Weapon, Contact Entity 1, Force Sword, Disguise Other, Invisibility, Mirror Image, Misdirection, Silk To Steel, Deeper Darkness, Daylight, Searing Light, and Dream Shield.
  • Level Three Effects: a long-term Disguise Self/other variant, Lesser Wall Of Fire (a weaker variant), Fireball, Circle of Protection, Dispel Magic, Pyrotechnics, Nondetection, Protection From Energy, Greater Stunning Barrier, Gloomblind Bolts, Ice Spears, Phantom Steed, Planar Inquiry, Arcane Sight, Contact Entity II, Daylight, Lightning Bolt, Sheet Lightning, Displacement, Call Lightning, Hedging Weapons, Infernal Challenger (only for evil blood mages), and Psychic Containment.
  • Level Four Effects: Dimension Door, Wall Of Fire, Lesser Gate (basically a time-consuming, exhausting, and error-prone teleport – or way to let various monsters come through. It might even be Ritual Magic rather than a spell), Summon Monster IV (“Adept Manifestation”), and Lesser Planar Ally.

That’s not exhaustive of course – d20 offers thousands of spells to play with – but a fair number of basics are on there.

 

Mind-Healing

The books represent Mind-Healing as being generally very slow, just as creating bonds that force someone to do your bidding is a very slow (and evil) process. You don’t see any mind-healers going “Zap! You’re Sane/Free/Rational!”. Honestly… given the principles of Lerandor’s Rule (the use-a-bunch-of-lesser-effects principle) even level zero mindhealing effects are more than they show in the books. If a character really wants “Mindhealing” the way it is in the books… take a bonus in Profession; Therapist or learn Ritual Magic. Because mental healing is normally pretty step-by-tiny-step anyway – which is just what level zero effects DO. So even with just cantrips you can finish up with anything within the power of level three effects within a few minutes – and that is NOT what the books show. In fact, it tends to wreck more than one of their plots – and it doesn’t add much to most games anyway since you can’t treat eccentric players and the villains aren’t going to hold still for it. That’s why d20 psychiatrists are not a favored class.

  • If you must be a Mind-Healer, buy Ritual Magic, Specialized and Corrupted / only for psychiatric purposes (2 CP) and put a few skill points in Profession: Therapist – and there you go.

 

Precognition

Precognition or “Foresight” seems to come in two basic forms in the books – short-term combat precognition that provides warnings of attacks and clues as to likely strategies and long-term visions of the future that are sometimes useful warnings, sometimes grim prophecies that tend to come true no matter what, and are sometimes simply wrong or misunderstood. There’s also room for very short-term precognition (the sort of thing that warns you of someone swinging at you from a blind spot or of an incoming arrow) and kingdom-scale foresight that warns of upcoming major disasters and such, but most characters with Foresight have very specialized forms, such as being able to foretell the weather.

Honestly, a lot of that goes under “plot device”, both very literally in the books and mostly so in the games. After all, the game is built around dealing with problems – and “the group is warned of an upcoming attack in time to set up the defenses or race to the rescue” is a pretty classic problem. In terms of the game… precognitive warnings really aren’t any different than being warned by a scout, peasant, merchant, angel, or wizard. The same goes for kingdom-level threats. If someone’s special power requires the game master to give a warning, he or she will just step up the threat to keep it challenging and exciting.

So this list is going to be a bit generic and include a lot of short-term bonus tricks – as well as some ways to inflict penalties, which is pretty much equivalent.

  • Basic Level Zero Effects: There are pretty much all thematic; you can have meaningful dreams, get vague warnings of major threats, get details equivalent to having a few scouts (or perhaps a flying familiar) out in the case of more local problems, know about upcoming natural disasters in time to show up to help, give good agricultural advice, predict the weather, and will probably get a +2 bonus on saves against traps, checks to detect ambushes, and maybe even initiative. You might even be able to prevent the occasional disaster that would normally resulted from phrases like “I wonder what will happen if I push the red button / mix these two chemicals / try this unknown mystical ritual” – at least if the rest of the party is sane enough to look at the precognitive before actually doing it. Most NPC precognitives are pretty narrowly focused (since that is so much easier to write and run for), but PC’s are all about meeting unexpected challenges – so they’re going to be generalists.
  • Level One Effects: Anticipate Peril, True Strike, Bungle, Precognition (One minute per level. Variants include +2 to Attacks, to Armor Class, to Saves, and to Damage), Ward Of Heaven (The Practical Enchanter), Aura Of Favor (The Practical Enchanter). Low-Light Vision, Hawkeye, Improvisation, Omen Of Peril, Surefoot, Surefooted Stride, Divine Favor, Entropic Shield, Doom, Fallback Strategy, and Bless (via giving orders). This can also be used to anticipate attacks (dodging up to 15 damage as an immediate action), to negate surprise for the party, and to reroll a skill check since you “foresaw it’s failure”. On the larger scale, this is where you can start using the skill-based variant of True Strike (True Skill, The Practical Enchanter) to do things like pick out the very best moment to call for a tactical maneuver, or the best advice to give the farmers, and so on – as least as long as some relatively vague precognition would he helpful.
  • Level Two Effects: Honeyed Tongue, Tactical Acumen, Augury, Hunter’s Eye, Heroic Fortune, Gallant Inspiration, Find Traps, Sutra (The Practical Enchanter), Karmic Shield (The Practical Enchanter), and Harrowing (or any other form of fortune-telling), At his point you can also use your power as an immediate action to evade twenty-five points of damage, get some clues about the long-term hazards (and likely benefits) of a proposed course of action, and win outrageously at games of chance – up until you have to quit because the likely outcome of winning again is getting stabbed.
  • Level Three Effects: False Future, Find Fault, Minor Dream, Vision Of Hell, Find Fault, Perfect Placement, Good Fortune (The Practical Enchanter), (individual) Ruin Delvers Fortune effects, Find The Gap, Danger Sense, Ubiquitous Vision, and Prayer (via giving directions). At this level you can use your power to take an extra standard action as an immediate action, to try and manipulate the force of Destiny (see Destiny Magic), and to have set up Contingencies (See Politics) to deal with events that the player had no idea would happen. This is also far, FAR, beyond any Gift of Foresight used in the books.

 

Psychometry

  • Basic Level Zero Effects: D20 usually leaves low-grade information gathering up to skill checks – but this level of ability can date items, determine causes of death, determine if a weapon inflicted a particular wound, discern the true intent of a gift or missive, learn the final thoughts or terminal experiences of a corpse, tell which button opens the door and which one sets off the bomb, and otherwise pick up on the intent behind manipulations of physical objects – such as the intent to add poison to a drink, an attempt to get someone too drunk to resist being kidnaped, or the true intent of complex legal clauses in a contract. It can detect forgeries or the information someone was intending (but failed) to convey in a frantic scribble. Was someone recently murdered in a dark alley? Finding out about it will be trivial if a psychometrist takes a look.
  • Level One Effects: Call To Mind, Identify, Obscure Object, Nondetection, Cultural Adaption, Master’s Touch, Detect Secret Doors, Eidetic Lock, and Sanctuary (a bit of a stretch, but it’s basically infusing the area with a feeling). At this level you can easily trace the provenance of items and antiques, “imprint” messages on objects that can only be “read” by another psychometrist, make areas inspire particular moods and emotions, experience bits of the past strongly associated with particular objects – using a womans wedding dress to experience the wedding it was used in or using the cane a man carried everywhere for ten years to “talk to” the imprint of his personality. This sort of thing may take some time, but if you have the time to try and investigate something that rarely matters.
  • L2) Ancestral Communion, Blood Biography, Magic Weapon (Armor, Tools, etc), Object Reading, Sensitivity To Psychic Impressions, Find Traps, and Share Memory, The major distinction at this point is that the user can pull out fairly major bits of useful information very quickly, instead of having to sit around and meditate on it. It’s also at the point where forcing psychic energy into something actually starts to affect it – hence the ability to somewhat enhance items on a temporary basis.
  • L3) Borrow Skill, Akhasic Communion, Discern Value, Find Fault, Pierce Disguise, Pack Empathy, Mindlocked Messenger, Greater Magic Weapon (Armor, Tool, Etc), Channel Vigor, Speak With Dead, and Masterwork Transformation (no components required, but does take some time and use). At this point you are basically drawing information from the universe – and can push some back out into it (thus Greater Magic Weapon and Masterwork Transformation). Given time and the patience to keep asking questions, you can find out all kinds of things, weave warnings and messages into the fabric of the world, and explore almost any mystery. While adventurers rarely have that kind of time available, when they do this Gift can be devastating.

 

Pyrokinesis

According to the books, a lot of the characters with this Gift have poor control over it, although there’s no apparent reason why it should be harder to control the power to heat things up then it is to control the gifts of Empathy, Telekinesis, and Telepathy. You can give your character some such disadvantage if you must, but there really isn’t any reason to. D20 characters routinely mess about with things a lot more dangerous than mere fire.

To account for the books, I’d suggest that ANY Gift that you are nervous about, or fail to get enough practice with, may be difficult to control – but while a rogue flare-up of Farsight may give you a headache, and a telekinetic flare may break a pot, such things don’t spread – while a bit of flame in the wrong spot may burn down a city. Ergo, in a self-fulfilling prophecy, Pyrokinetics tend to be nervous about their Gift and don’t practice as much for fear of losing control.

Of course, when it comes to player-characters… they’ll row out on a lake and sit on a rock or use snowshoes to visit a field under four feet of snow and practice boiling water, torching models, and making hot drinks until they have things well under control.

  • Basic Level Zero Effects: Dancing Lights, Flare, Ray Of Fire (Frost), Mending (Welding Only), Spark. Of course, a pyrokinetic can also start fires, warm their fingers, heat or cool small objects or minor amounts of liquid, instantly brew tea, light or extinguish many candles, several lanterns, or a torch, prevent or treat frostbite, control smoke rings, create puffs of smoke, and shape small flames and quantities of smoke into various forms.
  • Level One Effects: Control Flames, Blades Of Fire, Flame Darts (like Magic Missile), Lesser Orb Of Fire, Light, Animate Fire, Cure Light Wounds (Fire and Cold damage only), Blinding Flash, Endure Elements, Flare Burst, Burning Hands, Touch Of Combustion, Burning Disarm, Faerie Fire, Produce Flame, and Resist Energy (Fire and Cold only). There aren’t specific spells for it, but this also provides the ability to weld larger objects, cause small flames to flare up, put out groups of torches or a large campfire, and create and control a 10′ radius of fairly heavy smoke – whether to sculpt it or to make smoke signals.
  • Level Two Effects: Scorching Ray, Cause Nausea (via induced fever), Personal Haste (Practical Enchanter, via Boosted Metabolism), Heat Metal, Chill Metal, Obscuring Mist (smoke), Boiling Blood, Pyrotechnics, Burning Arc, Burning Gaze, Fire Breath, Frost Fall, Ice Slick, and Campfire Wall. Effects on this level can also be used to open safe paths through major fires, briefly form a cool and solid crust over a magma flow, to cause a fire to lash out and engulf someone, animate a bonfire, cause a quantity of wax or oil to detonate like plastic explosives or nitroglycerin, and to briefly create massive images of flame.
  • Level Three Effects: Fireball, Energy Wall (Fire), Haste (via accelerated metabolism again), Flaming Arrow, Protection From Arrows (they burst into flames), Heatstroke, Firestream, Dispel Magic (an immediate-action version that only works against Fire and Ice effects) and Quench. Effects on this level can also be used to contain forest fires by creating counterfires or driving the flames back to create firebreaks, to melt metal objects, to project a sphere that absorbs fire or cold damage (Resist Energy 10′ Radius), or to put someone into deep hibernation (roughly equivalent to Feign Death – although this is kind of dangerous).

 

Shields:

In Valdemar, “Shields” are normally passive – and basically amount to “buying a good will save”. Only mage-shields normally seem to be active effects, so they’re handled under mage-gift.

 

Telekinesis

  • Basic Level Zero Effects: Mage Hand, Hammertouch, Animate Rope, Launch Bolt, Launch Item, Breeze, Scoop, and Open/Close. While effects at this level are relatively short range and of fairly little force, you can produce a light zephyr, stir pots, work dangerous alchemical experiments from a safe distance, make bushes rustle distractingly, open latches from the outside, and pull off a wide variety of similar tricks.
  • Level One Effects: Guided Shot, Mage Armor, Force Shield, Feather Step, Lighten Object, Buoyancy, Coin Shot, Mending, Hold Portal, Stunning Barrier, Thunderstomp, and Gravity Bow. At this point you can move things to trip up opponents, yank chairs out from under people, guide pies to hit people in the face at considerable ranges, bind animals mouths shut, pull things to yourself, hurl small objects with force and accuracy, equivalent to a heavy crossbow, and get your armor on in mere moments.
  • Level Two Effects: Admonishing Ray, Alchemic Mist (turns a poison or alchemical item into a 20′ radius burst within medium range), Unseen Servant, Air Step, Protection From Arrows, Gust Of Wind, Gusting Sphere, Pilfering Hand, Knock, and Telekinetic Volley. At this point you can shove people away, manipulate objects at range, “feel around” for something you can’t see as if you were wearing heavy gloves, and cause masses of rope or vines to tie people up.
  • Level Three Effects: Web Bolt (using available materials). Raging Rubble, Make Whole, Tremor Blast, Hold Person, Wind Wall, Ape Walk, Arrow Storm, Telekinetic Force, Telekinetic Thrust, and Hedging Weapons. Effects at this level can also reduce missile damage in a small radius or create minor barriers.

 

Telepathy

  • Basic Level Zero Effects: Daze, Message, and Distract. At this level a telepath can make ideas occur to someone, perform “stage” hypnosis, share memories, lend someone one skill point (such as sharing a language) or borrow one, sense surface thoughts if the target isn’t resisting, detect hypnosis and other mental influences, and project a vague persona around yourself – things like “he looks rich”, “that’s obviously someone important”, or “just another janitor” that will often get by people who aren’t paying too much attention.
  • Level One Effects: Distract, Conceal Thoughts, Borrow Skill, Cause Fear, Hypnotism, Charm Person, Lesser Confusion, Innocence, Lock Gaze, Memory Lapse, Sense Link, and Mindlink. At this point you can broadcast vague ideas to a crowd, share detailed visions, pull an exact image out of somebody’s memory (and reproduce it if you have the required artistic skills), or communicate long lectures with a glance.
  • Level Two Effects: Inflict Pain, Silent Image, Sleep, Daze Monster, Detect Thoughts, Enthall, False Belief, Hidden Presence, Passing Fancy, Share Memory, Enshroud Thoughts, Misdirection, Telepathic Censure, Mental Disruption, Mass Missive, Thought Shield, Brain Lock, Suggestion, and Zone Of Truth. At this point you can generate group compulsions with some force, anticipate peoples arguments, send a message over a long distance (usually in times of desperation), and fairly easily pick up on things that people are worried about (or are trying to keep from thinking about).
  • Level Three Effects:) Minor Image, Audiovisual Hallucination, Aura of the Unremarkable, Confusion, Mass Feather Step, Malicious Spite, Seek Thoughts, Triggered Suggestion, Aura Sight, Seek Thoughts, Psionic Blast, Deep Slumber, and Crisis Of Breath. While the range is generally short – unless you’re working with another high-order telepath or a group to jump up to fourth level effects (such as Sending) at this point you’ve got a fair amount of range and can fairly readily overwhelm – or probe – the minds of normal people.

 

Teleportation

In the books “telekinesis” and “teleportation” are usually combined into “Fetching” – which seems to cover everything from traveling a bit faster and moving small items around up to shaking major structures and teleporting someone out of a locked cell a hundred miles away. I’ve split them up again because otherwise few d20 players would be able to resist. “Teleportation” is still a catch-all category for movement powers, but at least it’s not a must-have discipline.

  • Basic Level Zero Effects: At this level the user can grant themselves or others small bonuses to their movement skills, shift small items in contact with themselves around their body (making them very difficult to search), draw weapons as a free action, speed themselves up just a little bit, and cheat outrageously at many games.
  • Level One Effects: Skate, Catfall, Branch To Branch, Accelerated Movement, Expeditious Retreat, Feather Step, Liberating Command, Bladed Dash, Feather Fall, Jump, Longshot, Touch Of The Sea, Launch Item, Longstrider, Travelers Mount, Wings Of The Sea, Personal Haste (Practical Enchanter), Light Foot (Blog), and Benign Transposition. Not unexpectedly, given that basic physical obstacles are a significant problem for low-level d20 characters, the system also offers a wide selection of spells to deal with them. About the only thing that isn’t covered is the basic “teleport small objects” effect – which is simple enough; with this level of ability you can apport a small object from one spot to another within close range. Thus you can steal something off a table or (if you know the position accurately) from a bag, plant something on someone, and so on. Unfortunately, you can only teleport objects into open spaces, you can’t teleport them into creatures, and objects in someone’s possession get a save.
  • Level Two Effects: Retrieve Item, Returning Weapon, Trade Items, Moment Of Flight, Lions Charge, and Wall Walker or Spider Climb. Upgraded versions of the various first level effects also go here, as does teleporting small objects within medium range or somewhat larger ones within close range – even up to child size if you’re touching them and simply want to move them away.
  • Level Three Effects: Haste, Dimension Door, Blink, Urban Step, Greater Longstrider, Tailwind, Dimension Twister, Time Hop, and Hustle. You can even do the Lightning Step variant of Dimension Door from The Practical Enchanter.

And that’s about it for gifts from the books (in fact, it’s a rather drastic expansion on most of them) – and should be quite enough examples to work with if someone builds a more exotic gift.

Using Valdemaran Gifts, Part I

In this case the question is “What can you actually do with Valdemar-Style Gifts”?

Well, the answer in the original books is, of course, “whatever the plot demands and nothing more” – and over time we tend to see fewer magical options rather than more. After all, every time an author puts in a magical solution for a problem that actually works they close off future plotlines involving that problem – and that’s exactly what you don’t want when you’re writing a long-running series. If you keep it in mind, you lose plot options – and if you forget it, you can be sure that a lot of your readers will not. Either way, why make extra trouble for yourself?

Games, of course, are exactly opposite: Players who can’t use their characters special powers to solve problems get frustrated. Players who find their options too limited feel constrained, and lose interest. Players want to come up with clever, original, applications for things. If you tell them that they can’t do something they just thought of, they will want to know why not. The characters are not under the control of an author, they don’t have to follow the plot, and they don’t have plot armor. A bad die roll can kill off any character pretty much at random. Those are the things that make it a RPG rather than a novel. In a RPG… characters regularly wreck the setting, rather than leaving it more or less intact for the next book to be set in. ”

So this is going to focus on what the d20 RPG-style Valdemaran characters can use their powers to do, not just on stuff that would fit into the books.

On the other hand, I’m going to limit it to the general list of Gifts from the books; while there is nothing in d20 – or in the way that the Gifts are built – that would prevent you from having a Gift in Shape Shifting, Weaving Illusions, Destiny Manipulation, Building Guns, Self-Enhancement, Making Power Armor, Creating Ectoplasmic Constructs, or Necromancy, the setting is not set up to handle it.

The way the Gifts are built is fairly straightforward; a Gift lets you pick some sort of relatively narrow theme and produce level zero magical/psionic effects that fit into that theme pretty much at will. Stronger Gifts come in three levels: providing a limited (and slow to recover) reserve of power that can be used to boost your level zero effects up to level one (for strong Gifts), level two (for major Gifts), or even level three (for incredibly powerful Gifts). There are a few more details about how big the reserve is and how fast it recovers – but that’s about it.

The problem is that – when it comes to magic – a lot of gamers are much more used to “here is a list of things that you can do with that power” than they are to “you have a hammer; what are you going to build with it?”.

First up, a couple of general notes:

  • Anyone with one or more trained Gifts gains access to Rite Of Centered Mind as a L0 effect.
  • Two trained characters with the same gift can work together – each paying the cost (if any) for a use of their gift at a particular level to produce a combined effect of one level higher. That’s really only useful if you want first level effects (since level zero effects have no cost) or level four effects (requiring two characters with the same incredibly powerful gift working together to produce effects which are normally out of reach of even the most powerful Gifts).

Now, as for some options for specific gifts… I’m going to list some general uses and – since this is d20 and 3.5 and Pathfinder have an enormous list of spells to draw from – some spell effects that a Gifted character should be able to emulate.

Animal Mindspeech:

  • Basic Level Zero Effects: Communicate feelings to animals and sense what they are feeling, quiet an upset animal, let an animal know that you mean it no harm, lure birds to feed from your hand, gain small (+2) bonuses to ride or handle animals, detect hidden animals nearby given some time to look for them, give animals simple ideas, get spiders to spin webs over an opening or object, get bees to let you have a honeycomb, get a dog to bark, keep bugs out of your bed, gain a general impression of what an animal saw or heard, get a bonus to spot incoming threats by sensing the reactions of animals in the area. Basically… you can relate to animals really well, train them much more quickly, and get some basic information from them.
  • Level One Effects: Animal Messenger, Speak With Animals, Calm Animals, Charm Animal, Hide from Animals, Call Animal, Commune With Birds, “Alarm” (via animal lookouts), and Enrage Animal. You can also get small animals to harass someone, get animals to bring you small objects, send them to a destination, get larger bonuses to ride or handle them, or make a normal horse behave as if it was combat-trained for a few minutes.
  • Level Two Effects: Animal Trance, Hold Animal, Wartrain Mount (variants induce other types of training), Alpha Instinct, and Summon Swarm, Safe Clearing (only affects animals and magical beasts), and Share Husk. You might also frighten or calm a group of animals, cause a normal animal to attack it’s master or to do something else quite abnormal, or very rapidly train or domesticate animals.
  • Level Three Effects: I can’t think of many actual spells for this level – most characters have better things to do with third level spells than influence relatively normal animals – but at this level you might make animals fear an area for weeks or months, redirect a stampede, instantly domesticate and train an animal, direct an animal to do something extremely complex, get a map of an area and details about the people in it by surveying the minds of the animals there, reliably keep a powerful beast under control, or even spread disease though an area by manipulating rats, mice, and other vermin.

Yes, yes, I know… there was never anyone in the books who used Animal Mindspeech to do anything like THAT. Of course, there was never anyone in the books who had Animal Mindspeech on the level of Lavan Firestorms Firestarting Gift was there? You’ll see the same sort of thing in later gifts too.

Bardic Gift:

This one is never even clearly defined as far as I know, but here are some possibilities:

  • Basic Level Zero Effects: Lullaby, Haunted Fey Aspect, Message, Ghost Sound, and (individual) Polypurpose Panacea effects. You can also induce various moods, make ideas occur to people your listeners, and convey vague impressions – making your tales so real that listeners can “almost see the battle!” or get “the distinct impression of the goddess comforting them!”. This tends to make listening to your music or stories very popular.
  • Level One Effects: Aid, Heroism, Cause Fear, Lesser Confusion, Remove Fear, Charm Person, Aphasia, Hypnotism, and Demoralize. You could use this sort of manipulation to slowly addict someone to you or brainwash them, but it would probably take some time.
  • Level Two Effects: Sleep, Calm Emotions, Enthrall, Heroism, Rage. Absurdity, and Inflict Pain. At this point you can inspire a mob, rabble-rouse very effectively, and spread rumors without becoming known as the source.
  • Level Three Effects: Bestow Curse, Good Hope, and (Mass) Inflict Pain. You MIGHT be able to create a Major Image if the game master is feeling generous. You can also induce various minor mental problems in those exposed to your abilities – inducing terrible dreams, general depression, and other minor mental / emotional effects, such as undermining support for a leader. You can do the reverse as well of course – but it takes longer and rarely works as well.

Earthsense:

  • Basic Level Zero Effects: Detect Poison and Know Direction. You can also do a lot of things which aren’t really in d20 but which probably should be – Detect Cursed/Wild Magic Areas. Detect Ley Lines and Nodes. Detect Quicksand and Unsafe Ground. Sense disturbances of Nature. Detect Pure Water. Identify Plants and Animals. Determine if something is safe to eat. Identify minerals – and get a +5 bonus on a Survival check.
  • Level One Effects: Entangle, Goodberry, False Life, Detect Animals or Plants, Detect Snares And Pits, Hairline Fractures, Natures’s Paths, Pass Without Trace, Shillelagh, Underbrush Decoy, Enhance Herb (Paths of Power), and Greensight. You may also make small plants grow, detect the potency of herbs, follow trails more quickly, identify causes of death, get a +10 bonus on a Survival check, determine someone’s parentage, and detect aberrations,
  • Level Two Effects: Tremorsense, Lay Of The Land, Expeditious Construction, Expeditious Excavation, Lesser Curse Terrain, Binding Earth, Forest Friend, Wild Instinct, Hide Campsite, Dentistry (Hedge Magic) and Briar Web. You can also dowse for water, oil, or mineral deposits, get a +20 on a Survival check, trace someone’s ancestry with a drop of their blood, cause corpses, wooden doors, and other unattended organic items to rot away in mere minutes, and bless children (allowing them to reroll their lowest attribute once per child).
  • Level Three Effects: Defoliate, Plant Growth, Shifting Sand, Speak With Plants, Snare, Spike Growth, Stench Of Prey, Greater Thunderstomp, Forestfold, Nature’s Rampart, and Safe Clearing. You may also slowly heal regions of land, sense major disturbances in the realm, get a +30 to a Survival check, grow a tree (as per a Feather Token: Tree), or reroute ley lines – again, slowly.

Empathy:

We do have some ideas for Empathy thanks to Herald Talia – but she’s got all those pesky ethics to take the fun out of things.

  • Basic Level Zero Effects: Empathy and (half-strength) Telempathic Projection. You can also tell if someone is being mentally influenced, let other creatures know what you’re feeling, find really meaningful presents for people, fit into groups easily, detect salesmen, manage children, tell when someone is trying to manipulate you, and get fairly reliable impressions of people (“I never liked him…”).
  • Level One Effects: Telempathic Projection, Beguiling Gift, Adoration, Compel Hostility, Hideous Laughter, Innocence, Remove Fear, Unbreakable Heart, Undetectable Alignment, Unnatural Lust, Qualm, Rage, Reckless Infatuation, Cause Fear, and Miserable Pity. At this point – at least if you’re ethically challenged – you can play on peoples emotions, get them infatuated with you, sell them rubbish they don’t need, and tune your stories to their emotional responses.
  • Level Two Effects: Detect Hostile Intent, Anonymous Interaction, Calm Emotions, Charitable Impulse, Detect Desires, Heckle, Heroism, Jealous Rage, Compassionate Ally, Matchmaker, Oppressive Boredom, Scare, Unadulterated Loathing, Draconic Malice, Dreadscape, Fear, and Zone of Truth. You can now read emotions with ease and override them almost entirely – a talent likely to get you ridden out of town on a rail or burned as a witch if you use it a lot and are silly enough to let people figure it out.
  • Level Three Effects: Bestow/Remove Curse, Charm Monster, Confusion, Crushing Despair, Curse of Disgust, Detect Anxieties, Good Hope, Overwhelming Grief, Terrible Remorse, and They Know. You’re now able to warp minds severely and with effects that can last for years in extreme cases.

Farsight

  • Basic Level Zero Effects: Know Direction. At this point you can have meaningful dreams, see around corners, give yourself minor sensory boosts, avoid stubbing your toes and knocking things over in the dark, and swear blood brotherhood – creating a low-grade link. You can also tell if people are all right by looking at a picture of them and boost your abilities with mystic links.
  • Level One Effects: Aspect Of The Falcon and Improvisation. You can also “see” through minor obstacles, locate lost or mislaid personal items, tell who is on the phone or knocking on the door before you answer it, just know what escape routes are available, and ignore effects such as Blur and Concealment.
  • Level Two Effects: L2) Locate Object, See Invisibility, Darkvision, Augury, and Sense Minds. At this point serious prophetic dreams are possible, you can buy knowledges without regard for actually learning them, see past closed doors and on the other side of walls, and use “gather information” as an instant effect.
  • Level Three Effects: Clauraudience/Clairvoyance, Minor Dream, Pierce Disguise, Scrying, Stage Fright, Witness, See Beyond, Spirit Bonds, and Darkvision. Congratulations. You are a major seer and prophet, You can evaluate complex situations at a glance, easily get a “birds eye view” of most situations, and know far more than is strictly reasonable.

Next time around on this, the rest of the Gifts.

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

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

Fuyuha (“Winter Blade”) Zhang.

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

Racial Template: Atherian Human, Elemental Magic Birthright:

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

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

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

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

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

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

Basic Purchases (94 CP):

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

Usual Weapons:

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

Other Abilities (82 CP):

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

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

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

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

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

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

Tier One Skills (40 SP):

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

Tier Two Skills (18 SP):

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

Tier Three Skills (7 SP):

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

Known Martial Art Techniques:

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

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