Today it’s a sample character that I helped set up for (someone else’s) Eclipse game set in the Forgotten Realms – however it was apparently set around a Nexus of Reality in the High Forest, and so allowed characters to wander in from all kinds of places. In this case, we have a Spearman from the battles of the Rig Veda with a fair number of oddities because – after all – it’s rather expected that anyone running an Eclipse-based game will customize things a bit. I’ve rummaged him out to help with some recent questions about how Presence can be used, since he makes extensive (or near-abusive) use of it.
Kartikeya
- Level Six Vedic Master Of The Divine Spear.
- Male, Age 17, Black Hair, Green Eyes, Swarthy Skin, 5’9, 115 Lb, Patron Deity: Agni.
Species Template: Homo Sapiens Sapiens: Tribal Endurance Hunter, Projectile Predator (31 CP / +0 ECL):
- Bonus Feat (6 CP): Humans get their usual bonus feat at level zero.
- Fast Learner, Specialized for reduced cost/skills only (3 CP): | Humans get (Level + 3) bonus skill points.
- Tribalism (6 CP): +2 Morale Bonus to Attacks, Damage, Saves, and Checks when defending members of their immediate tribe or family – or such close personal friends as the game master feels qualify. They will qualify for this bonus while hunting down and fighting a monster that’s been attacking their village or kin, but not when simply looting or generally protecting civilization or some such.
- Projectile Predator (3 CP): +1 Racial Bonus to attacks with projectile weapons.
- Heat Tolerance (6 CP): +4 Racial Bonus on saving throws to resist the effects of fatigue, heat exhaustion, and similar difficulties.
- Enduring Traveler (4 CP): +20′ ground movement only for use in calculating long-distance travel ranges.
- Heritage (3 CP plus one Disadvantage): Their choice of a six CP benefit derived from their family background.
Available Character Points: 168 (L6 Base) + 10 (Disadvantages: History, Obligations, Hunted by Asuras (evil spirits)) + 30 (Racial, L1, L2, L4, L6 Bonus Feats) +12 (Duties to his Patron Gods) = 220 CP.
Basic Attributes: Str 14 (+2 Level +4 (First Vedic Yoga – Mantra, hereafter VY) = 20), Dex 14 (+4 VY +6 Enh = 24), Con 14 (+2 Wealth +4 VY +6 Enh = 26) , Int 14 (+4 Enh = 18), Wis 12, Cha 12.
Basic Purchases (132 CP):
- Base Attack Bonus: +6 (36 CP)
- Hit Points: 48 (L1-6d8, 24 CP) ) +16 (4d4, VY / Biotech) +12 (2d6 Immortal Vigor) +156 (12 x (Str Mod + Con Mod)) +1 (Wealth) = 233 HP (DR 3/- due to Armor)
- Advanced Improved Augmented Bonus: Add (Str Mod) to (Con Mod) for HP calculations. Specialized and Corrupted/only the first six hit dice. (6 CP).
- Reflex Training with +4 Bonus Uses, Specialized in Defensive Actions (such as dodging an attack) (6 CP).
- Saving Throws:
- Fortitude +3 (Purchased, 9 CP) +8 (Con) +2 (Mor) = +13.
- Reflex +3 (Purchased, 9 CP) +7 (Dex) +2 (Mor) = +12.
- Will +3 (Purchased, 9 CP) +1 (Wis) +2 (Mor) = +6.
- Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
- Proficiencies: All Simple Weapons (3 CP), Light Armor with Smooth (6 CP).
- Skill Points: +0 (0 CP) +36 (Fast Learners) +36 (Int) +2 (Wealth) = 74 SP
- Adept: Half cost for Acrobatics, Athletics, Perception, & Martial Arts (6 CP).
- Adept: Half cost for Background, Stealth, Survival, and Thievery (6 CP).
- Upgrade Human Fast Learner to Double Effect (3 CP).
- Fast Learner, Specialized in Skills for Double Effect (+8 SP at L1, +2 SP per Additional Level) (6 CP).
- Access to Occult Skill: First Vedic Yoga – Mantra (Biotech) at Base Cost (Party Template, 0 CP).
- Armor Class: 10 (Base) +14 (+9 Full Plate +3 Enh +2 Wealth) +4 (Shield) +7 (Dex) +3 (Natural) = 38
- Initiative: +7 (Dex) +5 (Nerveskitter) +3 (VY) = +15
Movement: 30′ +30 Enh = 60.
Favored Attacks:
- Spear (Melee): +21/+21/+16 (+6 BAB +4 (BAB Comp) +5 (Str), +2 Mor, +2 Enh +2 Wealth), 2d10 +1d6 (electrical) +10 (+5 Str +3 Enh +2 Wealth), Crit 20/x3 +2d10 electrical. Considered Adamant, 25′ Reach, +2 in Special Abilities. 8 Attacks of Opportunity, 2d6 Sneak Attack.
- Spear (Thrown): +23/+23/+18 (+6 BAB +4 (BAB Comp) +7 (Dex), +2 Mor, +1 PP +1 Enh +2 Wealth), 2d10+8 (+5 Str +1 Enh +2 Wealth), 20′ Range Increment, Crit 20/x3. Considered Adamant, +1 in Special Abilities, 2d6 Sneak Attack
- “Unarmed” (Light Mace): +18/+18/+13 (+6 BAB +5 Str +2 Wealth +2 Mor, +2 MA +1 Enh), 1d10+8 (+5 Str +2 Wealth +1 Enh), Crit 20/x2, Ghost Touch, Considered Adamant, Considered Armed, 8 AoO. Can inflict various (slashing, blunt, nonlethal, piercing) damage types at will.
Bloodrune Spear Style: All items in this list are Specialized and Corrupted / only one-fourth (Three) of them can be used at any one time, thus each costs 2 CP. Where relevant save DC’s are (13 + Con Mod) = 21 (24 CP).
Several of these styles are built around Presence, Specialized and Corrupted for Triple Effect (a third level spell effect) / only takes effect once per round, only affects a single opponent who was just hit by one of the user’s melee attacks, only one such effect can apply with any one effect, although the user may choose which one (if any) if more than one is possible (6 CP). This is a bit cheesy – but it will mean that a fighter using these tricks will be as effective as a mid-range spellcaster. That’s probably a good thing.
- Blades Of Blood: Presence/all enemies within 10′ are attacked by Persistent Blades (and so are automatically flanked. As a L1 spell effect, this has no special requirements),
- Bloodstrike: +2d6 Sneak Attack.
- Bloodsong: Awareness. The user cannot be caught flat-footed
- Bloodsong Symphony: The user cannot be flanked (requires that Bloodsong Awareness be in use).
- Beasts of Blood (Presence, as above): Summons a Dire Wolf to fight for you (As per Summon Nature’s Ally in general, Caster Level = Your Level) when you wound an opponent. If you happen to be fighting an undead creature the wolf will look either starving or skeletal, and if you happen to be fighting a construct it will seem to be made of metal, stone, or whatever, but the difference is only cosmetic. This is a great way to keep crowds back and to flank opponents though.
- Drink The Heartblood (Presence, as above): Vampiric Touch upon the creature struck.
- Baleful Bloods Call (Presence, as above): Attempt to inflict Bestow Curse on the creature struck (most commonly in the form of a disabling wound)
- Blood Poisoning (Presence, as above): Attempt to inflict a Poison spell on the creature struck.
- Blood Infusion Stance (Presence, Specialized and Corrupted (applies to the user only, only while free to move to use martial stances) for Increased Effect / Two unrelated L1 effects that apply to the user only. His Armor is affected by Chitin Mail (Lighter, fewer penalties, no movement penalty. On this blog) and his Weapons do damage as if they were one size category larger.
- Note that this – thanks to the character having developed both Chitin Mail and a Spear Boosting effect as innate enchantments – is now mostly redundant. He will probably wish to retrain this maneuver at some point.
- Invigoration Of The Blood: Presence (as with Blood Infusion: Two unrelated L1 effects that apply to the user only. Floating Disk (the user may run a few feet above the ground – or above water – and Resurgence (the user gets a second chance on a saving throw once per round).
- Vigorous Flowing Blood: Opportunist / Each time the user makes an attack he or she may take a 5′ Step, Note that this applies to Attacks of Opportunity as well.
- Rage Of Blood (Presence, Specialized and Corrupted for Increased Effect; Applies the L3 Awesome Wrath (The Practical Enchanter) spell to the user: +4 Morale Bonus to Str and Con, +2 Morale Bonus to Will Saves).
This is basically one of the Eclipse methods of building freeform Magical Martial Styles, similar to those found in the Tome Of Battle. If you’re going for reasonably high-end combatants, taking some of these is probably a good idea.
Skills (All +4 Competence,+2 Morale, add +2 Masterwork Tools whenever relevant)
- Acrobatics: +9 (4* SP) +7 (Dex) = +22 (Tumble +25)
- Arcana: +1 (1 SP) +4 (Int) = +11 (+14 on Stances).
- Athletics:+9 (4* SP) +5 (Str) = +20 (Jump +32 from Move).
- Background: +9 (4* SP) +4 (Int) = +19
- Perform (Dance), Weaponsmith, Armorsmith, Mason, Teacher
- Deception: +1 (1 SP) +1 (Cha) = +8
- Endurance:+9(9SP) +8 (Con) = +23
- Handle Animal: +1 (1 SP) +1 (Wis) = +8
- Insight : +1 (1 SP) +1 (Wis) +2 (We) = +10
- Linguistics: +1 (1 SP) +4 (Int) = +11
- Chondathan (“Common”), Chessentic, Akalaic, Illuskan, Draconic, Jotun
- MA/Kalarivel (Vedic Spear): +9 (4* SP) +7 (Dex) = +20 (No Morale)
- Strike, Power III, Sneak Attack II, Reach II, Inner Strength. Wrath (Cold).
- MA/Malla-Yuddha (“Unarmed” Combat): +9 (4* SP) +7 (Dex) = +20 (No Morale)
- Attack II, Power II, Versatility, Battlecry (Will DC 18), Breaking, Mind Like Moon, Inner Strength, Ki Block.
- MA/Hatha Yoga (Purifying Meditations): +9 (4* SP) +8 (Con) = +21 (No Morale)
- Strike, Toughness IV, Instant Stand, Mind Like Moon, Inner Strength x2, Healing Hand, and Light Foot.
- Perception: +9 (4* SP) +1 (Wis) = +16 (Spot +19)
- Persuasion: +1 (1 SP) +1 (Cha) +2 (We) = +10
- Religion: +1 (1 SP) +1 (Wis) +8 (+11 Patron Pantheon)
- Scholar: +1 (1 SP) +4 (Int) = +11
- First Vedic Yoga – Mantra +9 (9 SP) +6 (Con, excluding it’s own modifier) (No Morale) = +19
- AKA Occult Skill/Biotech. +4d4 HP (3), +4 Str (3), +4 Con (3), +4 Dex (3), Immunity (Negative Energy, 3), +3 Initiative (3), Extended Lifespan (1).
- Stealth: +9 (4* SP) +7 (Dex) = +22
- Survival: +9 (4* SP) +1 (Wis) = +16
- Thievery: +9 (4* SP) +7 (Dex) = +14
- Use Device: +3 (3 SP) +1 (Cha) = +10
*Adept, Half Cost
+3 Skill Specialties: Stances, Patron Pantheon, Spot, Tumble (4 SP).
Specific Knowledges (0 SP):
This character is using a condensed skill list, and – as such – is a fair skill monkey. I have seen a few characters using an Immunity to use a condensed skill list in games that normally use the basic skill list. That’s worthwhile for any skill monkey if the game master lets you get away with it.
Innate Enchantments (26 CP):
Innate Enchantment, Specialized for Increased Effect / no eternally-directed effects, requires an hour of meditation and practice each day to operate, runic tattoos give the effects away to knowledgeable observers (Arcana DC 20). Up to 11,500 GP Value (6 CP). In general, Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only (Where applicable).
- Martial Mastery (Spear): +4 Comp. Bonus to BAB for Spears (1400 GP).
- Fast Healing I: Heals 20 points/HD/day at 1 HP/Turn (1400 GP).
- Immortal Vigor I: +2d6 bonus HD (12 HP plus Con bonus x2) (1400 GP).
- Sustenance: 1/4’th need to eat, sleep, drink and breathe (1400 GP).
- Nerveskitter: +5 bonus on Initiative Checks (1400 GP).
- Personal Haste (The Practical Enchanter), +30′ Enhancement Bonus to Movement Modes, +1 attack at highest BAB when making a Full Attack (2000 GP).
- Chitin Mail (This blog): User’s armor is treated as being one category lighter. The maximum dexterity bonus increases by two, the armor check penalty is reduced by two, arcane spell failure goes down by 15% (to a minimum of 5%), and the speed penalty is eliminated (2000 GP).
- Due to Wealth and Chitin Mail all Armor -2 weight categories (to Light).
- Due to Smooth Modifier Light Armor has no penalties.
- The Blessing Of The Wanderer (97 GP worth of mundane “equipment” as natural abilities).
- Cold and Hot Weather Outfits with Poncho and Boots (17 GP). Wanderers are very tolerant of bad weather and never need shoes.
- Cooking Kit (3 CP): Wanderers can cook anywhere as if they had suitable tools.
- Cot and Nice Bedroll (2 GP): Wanderers can sleep comfortably almost anywhere.
- Folding Chair and Table (5 CP): Wanderers always seem to be able to find a comfortable place to sit and a good place to set a plate and glass.
- Gauntlets/Brass Knuckles/Light Maces (15 GP): Any pair of gloves a Wanderer wears acts as if they were weapons of any of the types listed. That still isn’t much in the way of a weapon, but a wanderer is never helpless. These will work with unarmed martial arts styles though.
- General Artisans Tools (15 GP). Wanderers can perform basic craftswork with nothing but a handful of twigs and stones.
- Leather Armor (10 GP): +2 Armor Bonus. Should a wanderer choose to use this ability, their tough and weathered hide counts as Leather Armor.
- Sling (-). Wanderers can throw rocks as if using a sling.
- Thieves Tools (30 GP); Wanderers are incredibly resourceful, and can improvise the tools they need. .
- Leaves 403 GP unallocated.
Double Enthusiast, Specialized and Corrupted for Increased Effect / Points are only usable for Innate Enchantments (+6 Floating CP/12,000 GP, 6 CP)
-
- Master’s Touch: Grants proficiency in any armor worn (x.5 modifier on base price, 1000 GP).
- Force Shield I: +4 Shield Bonus, immune to Magic Missiles (1400 GP).
- Personal Heroism: (+2 Morale Bonus to Attacks, Saves, and Checks (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP).
- Remove Fear (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP).
- Benign Transposition (See Below), (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP).
- Summon Monster 0 with one level of Increased Range, Coupled with Benign Transposition, Creature only exists to provide an exchange point within medium range for Benign Transposition (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.5 restrictions as noted = 1000 GP).
- Lesser Restoration, 1/Day/Level, x.5 only to restore Martial Arts Inner Strength (1d4/Level/Day) (1000 GP).
- Feather Fall: you are immune to falling damage (1400 GP).
- Immunity to XP cost for L0 and L1 innate enchantments (1 CP).
- Immunity to dispelling and antimagic for innate enchantments (9 CP).
- Reflex Training with +4 Bonus Uses, Specialized and Corrupted / only to use Benign Transposition.7/Day when needed, if at a maximum of once per round (4 CP).
Mantles and Other Abilities (38 CP):
“Mantles” are Presence effects, generally Specialized and Corrupted for Increased Effect / has no social effects, applies to the user only, shows obvious signs of their effects to the mystically aware (Arcana or Spellcraft DC 20 to get a good idea of what the powers are). This generally means one L3 effect, a pair of L2 effects, or up to three L1 effects. They cost 6 CP Each.
And yes, this is cheese. If it wasn’t for the fact that the character was in a group with a grossly over-optimized mage, an ubercharger using a Minotaur Greathammer, and a dragon, the game master would have been well advised to ask some pointed questions. On the other hand, in a group like that… allowing the spearman a nice big slice of cheese to become a Vedic Warrior seemed pretty reasonable. Moreover, most of these are “I fight good!” – much less disruptive than, say, flight and invisibility.
- Of the Chaturanga:
- Greater Invocation of Eldritch Weapon. This makes any Spear the user wields either +1 with a +1 special ability, +2, or – if already magic – adds a +2 special ability (6 CP).
- Of the Gaulmika:
- Blood of the Ferret (Bite of the Wererat): +6 Dex, +2 Con, +3 Natural Armor, all Enhancement. No physical changes.
- Spear Mastery: The user’s spears act as if one size category larger and gain +5′ Natural Reach.
- Of the Gajadhyaksha:
- Enhance Attribute / +6 Enhancement Bonus to Con. (6 CP)
- Of the Digvijaya:
- Enhance Attribute: +4 Enhancement to Int
- Skill Mastery (General): +4 Competence Bonus to All Skills (6 CP)
Other Abilities:
- Lunge (6 CP). Specialized in Shortspears for Double Effect (+10′ Reach).
- Reflex Training (Combat Reflexes Variant, 8 AoO) (6 CP).
- Rite of Chi, Specialized and Corrupted / only to restore Martial Arts Inner Strength (2 CP)
Magical Items:
This stuff is a bit pricey for level six – but apparently it was loot. It’s probably not really worth it – the same amount of cash could buy a lot of useful stuff (such as the ever-popular Healing Belt) and, as an Eclipse character, Kartikeya has plenty of tricks already – but the player apparently wanted to keep it.
- Armor Of The Brazen Tower: +3 Adamant (DR 4/-) Full Plate.
- Spear of the Ancients: +2 Shocking Burst Spear (1d8 base, +1d6 Electrical, Critical: 20/x3 plus 2d10 electrical damage on a critical hit. Five charges/day:
- 2 Charges – Part of the Attack Action – Add 3d6 Electrical Damage for 1 round
- 3 Charges – Part of the Attack Action – 10′ burst of 3d6 Electrical Damage
- 5 Charges – Standard Action – Lightning Bolt 6d6 damage, save DC 16
Charms:
- Astrolable: +5 on relevant checks.
- Amulet of the Stallion: Enhances male potency.
- Bracers of Force: Minor fields that keep off the rain and such
- Dust of Illusion: Creates very minor illusions.
- Elfin Rope: 150′ of very good rope.
- Resounding Horn: Can be heard at great distances.
- Shadow Vellum: Allows instant forgery.
Talismans:
- Tulthara (Shortspear): Whenever the user needs one, a shortspear will appear in his or her hand. These are considered magic and will vanish shortly after being released. The given combat statistics are assuming that he throws these, not the Spear of the Ancients.
- Helm Of War: 7 Charges, regain 1/Week. Spend one (not an action) to prevent extra damage from a critical hit, sneak attack, or similar event.
- Rune Weapon (Gloves). +1 Ghost Touch.
Party Template: Guardians of The Nexus Of Reality
Party Disadvantages:
- Hunted: The forces of Nidhogg the Devourer, the Beast which brings Oblivion. In its quest to destroy the cosmos, Nidhogg finds the various Guardians of the equally-various Nexi of Reality, a dreadful pain – and so it tends to try and send trouble (whether it’s own horrifically twisted creatures or easily-manipulated groups such as the Zerg) against them.
- Obligations: While the Guardians may be entangled in cosmic affairs, they remain people – and as such are bound to the common folk of the nexus as well as to the defense of the Nexus of Realities.
- Accursed: Like it or not, the great powers often meddle with the Guardians. They get shifted through time, charged with dealing with ancient curses, visited by gods, and otherwise harassed – rather like the classical heroes of greek mythology.
Template Effects:
- The Guardians are deeply bonded with the Nexus Of Reality. No matter how lost they may become amidst the myriad planes of reality – or even the planes of the afterlife – should they wish it, they will always find their way back to the nexus eventually. (Returning, Specialized and Corrupted for Reduced Cost / may take months or years at the option of the game master, 2 CP).
- The Guardians are the allies of the Fey of the High Forest, and enjoy the right of Free Passage through it’s depths. Within the forest they will not be randomly attacked by wild beasts, be delayed by faerie rings and similar distortions of time and space, and will always find food, water, and pleasant places to camp. This does not, however (at least as yet) extend to being allowed to freely transverse the Straight Ways of the Fey – although they may be led upon them on occasion (Minor Privilege / Hospitality of the High Forest, Corrupted for Reduced Cost / Does not include access to the fey paths 2 CP).
- The Guardians stand at the balance-point of Aebir-Toril and its myriad timelines. As such, they may shift the balance of the world and open the hidden ways (1d6 Mana with Reality Editing / Specialized and Corrupted for Reduced Cost / Only for Reality Editing, Users have no conscious control of the process, only to affect what worlds currently connect through the High Forest and what emerges from them. Thus, if the Heroes gossip and speculate about – say – entering a mystical tournament, or encountering the Tomb of the Sleeping King, or going hunting for Pokemon… such a thing is quite likely to happen. (Thus giving the GM an excuse for indulging player speculation a bit. 2 CP).
- All the myriad lines of time pass through the nexus of reality as well, and so the Guardians are constants, braced against changes in those timelines. Thus, if they visit the distant past, and save hundreds from the ancient Fall of Netheril – they will remain unchanged, as will those near the nexus, although Aebir-Toril beyond the High Forest may well show some subtle changes, historical notes, and a slightly revised history. Similarly, their origins may lie in either the possible pasts or futures of Aebir-Toril without difficulty (Infusion / Temporal Energies, Specialized and Corrupted / only to gain immunity to Paradoxical Effects and Historical Revisions (2 CP).
- The Guardians are attuned to the High Forest, and to the whispering voices of the Fey that shape it. They thus gain a Specific Knowledge (The Hidden Places and Wonders of the High Forest, 1 CP).
- The Guardians stand at the Nexus of Reality, and so can draw on the exotic talents of distant realms – each finding their own unique secret of the cosmos. They gain access to any one GM-allowed Occult Skill (3 CP) at normal cost (+3 CP).
Wealth Bonuses:
The Wealth Templates from The Practical Enchanter apparently wouldn’t normally apply to this game – but the optimized mage apparently purchased access to one, then boosted it up to near the maximum, and used the ability to support others at a slightly lesser wealth level to hand out wealth bonuses all around. This is another bit of cheese, but since it was another characters cheese…
- Armor and Shields are treated as one category lighter for movement and special ability purposes, have their armor check penalties reduced by two (zero minimum), and gain +2 bonuses.
- In combination with the Chitin Mail effect and buying the “Smooth” modifier for light armor, this means that even heavy armor is treated as light armor and causes no penalties whatsoever.
- The use of seven Charms and three Talismans (The minor items from The Practical Enchanter)
- Mounts, pets, and familiars gain special bonuses if and when you get some. (I think this was a big part of what the mage was after; giving several companion creatures massive boosts apparently gave him a lot of guardians to hide behind).
- +2 to Persuasion and Insight.
- Is considered to be using masterwork tools and references wherever this is relevant.
- Get +2 SP and +1 HP at this level and per each succeeding level while this wealth template applies. (This is permanent even if he loses the other benefits since it’s considered to be a training effect).
- Get +2 to any single attribute of their choice.
- Weapons get a +2 bonus and may be considered Adamant, Silver, or of other non-planar special materials.
- Need not worry about minor expenses and basic supplies.
If it matters, these are “Wealth” bonuses, and will stack with pretty much everything.
Heritage – Feybrew
In an attempt to keep his Grandfather’s drinking under control Kartikeya learned to brew supernaturally powerful drinks from strange and marvelous components, for when his Grandfather demanded distilled visions of the outer planes, or hallucinogenic soma, or something similar.
- Create Artifact: Specialized and Corrupted for Reduced Cost / only to create various sorts of potions, inks, and lotions. albeit usually in multi-dose flasks, always produces (2d6) doses at random (2 CP). Note that this is not limited to spell-potions. If you want to brew an “Elixir of Frost” to stop fires, create walls of ice, and so on, you are free to do so.
- Immunity/Any need for a potions lab to brew his exotic formulas (Uncommon, Minor, Trivial, 1 CP).
- Specific Knowledge: Exotic “Potion” formulas (1 CP)
- Major Privilege, Specialized and Corrupted / Unless actively prevented the user will always be able to find enough ingredients to keep (Int Mod) moderately-potent concoctions ready to go, but the GM gets the final say as to what you have the ingredients to keep ready each month. It is presumed that concoctions derived from this privilege get used up during downtime if not used up during the month.
- The Associated Drawback is Obligations (Every so often the Fey, who taught you this art, will ask that you locate a few ingredients and brew something for them – although there is rarely any rush).
This is essentially first edition potion-making – back when you might need giant octopus ink, basilisk ichor, rare herbs, and the quill of a cockatrice to scribe a scroll of Protection from Petrification or a sliver from a Unicorn’s shed horn to brew healing potions. It does not, however, cost experience points or require spells. The exotic ingredients and a little time is all that the user requires.
Kartikeya is a quasi-divine hero of the mythic age – a wielder of several supernatural martial arts, enduring enough to fight for days on end, and capable of holding off a small army of normal soldiers. He probably carries some divine blood (hence his being hunted by evil spirits), will be sent on quests by the gods, and should be able to keep up with most other reasonably well-optimized characters – which isn’t easy for a fighter type.
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