Campaign Magic – Covenant Seals, the Siege Perilous, and the Dreamer’s Censor

And for today it’s a bonus post – a trio of campaign-enabling items: Covenant Seals (to set up adventures and missions), the Siege Perilous (to take the party to distant adventures), and the Dreamer’s Censor (to train and access the realms of dream).

Covenant Seals:

Back in first and second edition clerical types prayed to be granted their spells each day – and might or might not get them depending on the judgement of their deity. If they didn’t behave according to the dictates of their faith, or didn’t make an effort when tasked with a mission or goal, or otherwise displeased their god, their powers might be diminished or even denied entirely. They fairly often got the spells that their god thought they should have instead of what they asked for – although this sometimes helped them out; if their god gave them a bunch of anti-undead spells instead of the anti-dragon loadout they’d asked for… that told them that they weren’t getting to the dragon today due to undead.

That faded over the editions, in roughly the same way that there are quite a lot of people who claim to be members of one or another religion but who don’t actually follow it’s teachings. After all, if someone wanted to be a priest of “X”, they almost always wanted it because they wanted some cool power that came with it, not because they wanted to play a devout follower of “X” who listened to what “X” told them. I suspect that that is related to the trend towards focusing on individual characters rather than campaigns – when embracing martyrdom for your faith became defeat instead of victory. I put a nod to that philosophy in Eclipse in the form of Duties – where you got some extra power for actually working towards some goal or serving someone or something. Here we have another – a nod to the classical notion of making a supernatural pact with some entity, receiving a bit of it’s power as long as you live up to your end of the contract.

Covenant Seals only work in settings where seventh level spells work and where greater powers, or some some reasonable facsimile thereof, exist. The effect is simple enough; a mortal proposes a contract – offering service(s), or valuables of some type, or sacrifices, or something similar, to a greater power or entity. If the contract (or edited version thereof) is approved and the mortal decides to go through with it after reviewing the terms, the mortal may then apply the Seal – and be imbued with the magical powers specified, although the upper limits of what is possible is set by the chart below. Contracts must specific what spells are to be granted, how often they will be renewed (minimum of never for short term contracts, maximum of once per day at some specified time), how the contract will or can be terminated, and any special services, offerings, or rituals which must be provided or observed. If the Power violates the terms of the contract (not likely; most don’t care that much) the Mortal may immediately terminate the Covenant. If the Mortal violates the terms, the Power may or may not take action or terminate the contract; it depends on the entity in question. If the power dies, the contract ends. If the Mortal dies the magical part of the contract also dies, although some greater powers will press their claim to the Mortal’s soul if that was part of the terms. A given Covenant Seal can only support one contract at a time. Such Covenants usually require several hours to set up – and consulting an expert on contracts is often advisable, unless the contract is something like “I will give you this specified set of spells each day at dawn as long as you keep attacking my enemies!”. The spells granted are, of course, limited by the nature of the greater power, but not necessarily by any particular spell list.

Level/Maximum Spells Imbued
1-2) One 1’st
3-4) Two 1’st
5-6) Two 1’st, One 2’nd
7-8) Two 1’st, Two 2’nd
9-12) Two 1’st, Two 2’nd, One 3’rd
13+) Two 1’st, Two 2’nd, Two 3’rd

All spells are cast at Caster Level 9, any material components must be provided, and the save DC’s are set by the user’s relevant casting attribute with a minimum of (12 + Spell Level). Alternatively, the GM may allow two second or one third level spell to be replaced with a specific feat.

  • Spellcasting Contract: SL5 (Originally SL7, but sealing a pact does 5d6 damage to the pacter (sealed in blood), requires a suitable offering of service or things the power values, and does not provide special bonuses to the caster) x CL9 x 500 GP Unlimited-Use Spell Completion Activation (Access to Cleric Spell List or Use Magic Device DC 33) x.5 (Immobile) x .1 (Usable once per week) x.9 (Requires Knowledge/Religion check at DC 20) = 1012.5 GP.
  • Offering (Brings an appropriate offering to the notice of a greater power): SL1 x CL9 x 500 GP Unlimited-Use Spell Completion Activation (Access to Cleric Spell List or Use Magic Device DC 33) x.5 (Immobile) x .1 (Usable once per week) x.9 (Requires Religion check at DC 20) = 202.5 GP.

At a total cost of 1200 GP a Covenant Seal is surprisingly affordable way to (potentially) access considerable power. If only they weren’t limited to one contract at a time… still, many families and groups maintain a small collection of Covenant Seals and have patrons that accept standardized pacts of some sort.

A Greater Covenant Seal (2650 GP) uses the ninth level version of Spellcasting Contract (seventh after modifiers) but is effectively the same save for having a CL of 13 and being able to grant a recipient of 13+ Hit Dice Two 1’st, Two 2’nd, Two 3’rd, Two 4’th, and One 5’th level spell(s) to use. All spells are cast at Caster Level 13, any material components must be provided, and the save DC’s are set by the user’s relevant casting attribute with a minimum of (14 + Spell Level). Alternatively, the GM may allow two second or one third or higher level spell to be replaced with a specific feat.

For an example… the Penitent Monks Of The Scales of Ma’at accept retired adventurers, warlords, and criminals who wish to balance the harm they have done with good. Once they have done some retraining, and have meditated to purify themselves… they are offered Contracts with the Lords of Balance – granted helpful spells (most often healing) as long as they spend their time sincerely attempting to atone for the harm they have done. Thus bandits and such should beware; they can never know if that wandering elderly healer visiting the village they are about to raid will turn out to have twelve levels as a barbarian or something.

The Siege Perilous:

Dread Portal: Conjuration (Teleportation), Level 5, Components V, S, M (A barred, iron-bound, door inscribed with various runes, warning symbols, and ominous figures inlaid in copper and silver, and set into a stone wall or arch, 200 GP). Casting Time: Seven Minutes and Special, Range: Special, Target: Creatures passing through the door, Duration: Three full days, Saving Throw: None (Voluntary), Spell Resistance: No.

When Dread Portal is cast the runes and symbols will dance and whirl across the door before settling into a particular configuration as the door opens into blackness. Up to seven characters may step through during the minute that the portal remains open – to emerge somewhere. Unlike most Teleportation effects, the destination is influenced by the general nature of those waiting to embark, but is not under their control (although it is usually on the same planet). Adventurers will normally find a “mini-adventure” of some sort – a modest ruin with a few monsters, an ancient graveyard haunted by some undead, or whatever – that is reasonably well suited to their abilities. Refugees are likely to find themselves somewhere distant from their troubles and reasonably safe for the moment and usually will not return. Stray kids tend to find a lonely person who will entertain and scold them for a bit before shooing them home. In any case, any members of the group who return to their point of arrival within the next three days will find themselves before the now-closed portal once more. Any who do not will have to make their own way back – if they survive.

Classic versions often have a set of seats arranged before the portal to accommodate the lengthy casting time, from which the participants will vanish and in which the fortunate survivors (if any!) will reappear.

While the delayed recall and potentially long range drives up the level, the lengthy casting time and lack of control – allowing the “narrative force”, or strange entities, or the forces of fate, or whatever, to do the steering – drives it back down at least as much. I could reasonably argue for level four, but I’m going to leave it at level five like the basic Teleport spell.

Siege Perilous: SL 5 x CL 10 x 1800 GP Unlimited-Use Command-Word Activated x .1 (Usable once/week) x .9 (requires Arcana DC 18 to activate, user may “take 10” but not “20” x.5 (Immobile) = 4050 GP + 200 GP (Focus) = 4250 GP.

In many campaigns and adventure paths the various encounters and situations are arranged in a carefully-graduated order, meant to let the characters level up in a smooth progression towards the climax. This is so ingrained that I’ve seen a campaign wrecked because the players – on being told that a warlord would be attacking their cluster of isolated villages in a few months – concluded that their best bet was to gather power as quickly as possible. So they set up for fast travel and began madly rushing about, skipping anything that seemed likely to take too long in favor of fast XP and treasure. Since most encounters were “appropriate”… that soon left them so overpowered for the plot-required encounters that the whole thing collapsed.

Now in early editions, encounters tended to be location-based. If you went to the mountain where the dragon lived, it didn’t matter what level the characters were. If low-level characters were stupid enough to ignore the rumors and warnings and not scout ahead and went there… the dragon would probably eat them. That made sense; the world was not arranged to suit the player characters. They didn’t have destinies and did not start out important.

A Siege Perilous allows a sensible setting, with location-based hazards and events, that doesn’t revolve around the PC’s (and won’t break if they miss or skip a step) – while still allowing them to hit a graduated series of level-appropriate adventures. Level one? There are plenty of places where wolves are attacking settlements, or a pack of goblins are being pests – and the Siege will send the party to places like that. Level 20? That ancient liches crypt could use purging…

This is a setup for an episodic campaign of course, made up of small one or two session adventures and thus allowing for those times when you have a guest character or someone can’t make it this week, but the small-scale destiny-free stuff does have a certain charm to it all it’s own.

Dreamer’s Censor:

Dream Gathering: Divination, Level: 3, Components: V, S, F (a lit incense cone, the spell is over when it burns out or is extinguished), Casting Time: One Full Turn (one minute to touch targets, Range: Touch, Target: Creatures Touched, Duration: 15-20 minutes, Saving Throw: None (Voluntary), Spell Resistance: Automatic if desired.

Dream Gathering brings up to (Caster Level) touched creatures into a shared lucid dreamscape, it’s nature set by the mind of the first target touched, although later entrants can add minor details. The first minute is devoted to gathering the group and setting up the environment, thereafter the group may spend 2d4 subjective hours experiencing some scenario during their fifteen to twenty minute power nap (they can be awakened normally during that time). While no one can be truly harmed, and no resources are expended during such an experience, the dreamers can enjoy a day at the beach, or go whitewater rafting, or hold a race, or spar with each other, or talk something over, or do something x-rated, without actual consequences beyond the slight results of their brief nap. Comfortable lounge chairs are recommended. Optionally, the GM may occasionally allow characters to derive a circumstance bonus on some particular task if they practice it a lot in dreams – but this risks a similar penalty if the practice sessions are missing important elements. It’s also possible for entities from the wider realms of dream to intrude on the dream, but – since that doesn’t actually accomplish that much – it’s rare for anything to make the effort.

Dreamers Censor: When this palm-sized incense burner is lit everyone who touches it within the next minute up to a total of five characters will be affected by Dream Gathering. After the dream is over the Censor will not operate again until the next day. SL 3 x CL 5 x 2000 GP Unlimited-Use Use-Activated x .2 (Once per Day) x .5 (requires a full minute to open, fill, light, and close up again) x .9 (The first user must have Lucid Dreaming or Dream-Weaving) = 2700 GP.

This, of course, is good for training and practicing – as well as a possible (if roundabout) method for a party to make a quick trip into Dream; all they need is to start in a setting with an easily accessible exit into the greater realms of dream. This still won’t let them stay all that long, but what do you want from a relatively minor item? Go ahead, attempt to drive off a child’s nightmares or visit the dreams of a long-slumbering dragon to ask it about some ancient historical event. Hold a final gathering with a dying relative – and hear about the long-lost treasure they hid and get a start on your next adventure. As with any dream… the possibilities are limitless.

Eclipse D20 – Exotic Combat

The question in this case was about Tolkien’s battles of music. And those are fun, and dramatic, and fairly similar to any other fight – a declaration of challenge/opening combat, attacks are launched to succeed or fail, “injuries” are inflicted, the battle sways back and forth as skill and talent influence the course of battle, songs and instruments are wielded like weapons, mystical injuries are inflicted, and – in the fullness of time – one combatant either attempts to break away and flee or is overwhelmed and falls. Oddly enough, such battles – once begun – are rarely interrupted; there are a few stories where some minion or companion stabs the brash challenger while he or she is focused on music and gives the opponent a cheap victory, but that’s pretty rare and mostly only turns up in deconstructions and satirical works – and with player characters, who are always looking for some way to seize an advantage.

Backwards and forwards swayed their song.
Reeling and foundering, as ever more strong
The chanting swelled, (Finrod) fought,
And all the magic and might he brought,
Of Elvenesse into his words.
Softly in the gloom they heard the birds
Singing afar in Nargothrond,
The sighing of the sea beyond…

…The wolf howls. The ravens flee.
The ice mutters in the mouths of the sea.
The captives sad in Angband mourn,
Thunder rumbles, the fires burn-
And Finrod fell before the throne.

-Tolkien.

There are an enormous number of sources for magical music – and not a few musical battles. Just to list a few, consider Orpheus (Greek Mythology). Spellsingers (Alan Dean Foster). Link (Zelda). Finrod (And swarms of others, including Aule, the Creator. Tolkien). Beldandy (Ah, My Goddess). Minmay (Macross). Heartsongs (My Little Pony). The Pied Piper (Folklore). The Sirens (Greek Mythology). Mothra’s “Faeries” (Movies). The Musicians (Kung Fu Hustle). The Dreamtime (Australian Myths). Aslan creating Narnia. Väinämöinen (the Kalevala). The Dagdha and his Harp (Celtic Myth), and Musicians and the Fey (Popular Myth). For more modern (and visual) notions we have Guitar Warfare and Roundtable Rival.

But now we have a major problem. If we start admitting “battles” of music – and presumably of insults, and dance-offs, and economics, and social standing, and so on – either people will just turn down battle types where they’re at a disadvantage (in which case most will never be used since “choice of battle type” is ALWAYS going to be to the advantage or one side or the other) or (if they can be forced into such battles) will either turn combats into initiative roll-offs and attempts to drag targets into battles that they aren’t prepared to fight or will force combatants to spread themselves thin attempting to cover dozens of different battle types. This is fairly disastrous and requires rewriting everything every time someone comes up with a new way to “fight”. Do you really want to bother with rules for a cooking battle beyond maybe a few skill rolls and some amusing attempts to cheat or sabotage the competition?

The basic answer in Eclipse is that you just treat this as normal combat (sometimes with a slower time scale) using regular hit points, and armor class, appropriate weapons, but with “death” defined appropriately. Are you engaged in a social combat of rumors, revelations, and slanders? The battle may take weeks – but when your opponent “falls” their reputation will be ruined, they will be a social outcast, and they may have to flee the city! Is the battle economic? The user will likely be bankrupted! Are you up against a giant corporation? It’s likely to be represented as a giant boss monster, with relatively low AC but a lot of hits and numerous attacks. Sure, that’s even more abstract than d20 combat normally is – but no more so than representing military units as individual powerful characters, and that goes back to Chainmail (1971) – arguably a major part of the foundations of Dungeons and Dragons.

Can this be justified? Well… let us consider a Dragon. High Hit Points, High AC. Why should that make it hard to fight in an battle of economics, or social combat, or song?

Hit Points? Economically dragons are rich and hard to bankrupt. Socially? They mostly care about other powerful creatures (which are hard to influence), have massive egos, and live a long time. They have massive reputations. It will be hard to ruin them socially. With song? They are ancient, clever, wise, and have inhuman charisma. They mostly only listen to each other. Why should they listen to what lesser creatures sing? Again… that’s basically lots of hit points.

Armor Class? Economically Dragons mostly just have hoards. If they do run businesses they tend to be inhumanly good at it. It will be hard to land a telling economic blow. Socially? Do you even know who they socialize with? How will you find where to strike? With Song? Perhaps easier, but how will you get them into such a fight in the first place?

The same sort of considerations go for other organizations, especially if you use the rules for representing them as high-level characters.

That is very abstract of course, but a lot of things in games are pretty abstract – and it should work well enough to run the game.

Things get even more messy when battle types can overlap. Of course, to overlap effectively they have to be on the same time scale – like spellcasting and physical attacks. At least that means that you aren’t likely to have to worry about economic warfare or social combat during a standard battle of spells and steel. Music, insults, and dance-offs though? IO suppose they’re possible. There are quite a few spells that can represent musical or insult-based attacks. I suppose you could use a version of Irresistible Dance that required that the caster keep up the dance-off to reduce it’s level and which had reduced effects to lower te level even more. While spells tend to be rather limited resources, how often will a character be trying to start a dance-off? Take this an an Inherent Spell with Bonus Uses and you’re got an effective (if weird) debuff to help out your friends with enemies who fail their saving throws.

Music and insults though? Those can reasonably be considered just another way to fight. There are various feats and individual spells that can help represent such battles, but to make it a full-out fighting style I’m going to make a Mystic Martial Art out of each – basically a spell list where each available spell can be used once “per encounter”. You can either go with the default restrictions or invent your own, but that’s the basic routine. You buy the various abilities as you go up in level as follows: L1 Ability (2 CP Each, take at least two), L2 Ability (4 CP Each, take at least two), L3-6 Abilities (4 CP each, take at least one of each level in order), L7-8 Abilities (6 CP Each, take at least one of each level in order), and L9 Abilities (8 CP Each).

The Flything (Insult) Style:

L1) Faux Pas: Lesser Confusion (Single Target, 1d4+1 rounds, save each round to throw it off)
L1) Contemptuous Dismissal: Demoralize (Psionic)
L2) Mocking Inabilities: Suggestion
L2) Infuriating Assault: Mindless Rage
L2) Appalling Tirade: Enthrall
L2) Shocking Denegration: Phantasmal Assaliants
L3) Insinuation: Glibness
L4) Mortal Insult: Phantasmal Killer.
L5) Mass Mockery: Mass Suggestion
L6) Malediction: Advanced Inherent Spell III: Greater Invocation of the Malediction Spell Template at level 4.
L7) Slanderous Tongue: Bestow Curse, affects up to (level) targets within short range. Alternate: Holy Word
L8) Burning Words: Inciendary Cloud,
L9) Greater Libel: Greater Bestow Curse. Affects up to three targets within short range.

Associated Stances (8 CP, may have one active at any one time).

  • Compel Hostility: Any enemy who comes within 10′ must save or focus on the user.
  • Comprehend Languages: every sapient being can understand your insults, mockery, and rude gestures.
  • Focused Malice: +2 to the DC of resisting your insults.
  • Burning Sarcasm: Any enemy who approaches within 10′ is affected by Lesser Acid Orb.

Harmony Of Creation Style (Instrumental Music):

L1: Concussive Chord: As per Magic Missile, but each missile does 1d6 Force Damage and requires a ranged touch attack. The target gets a Fortitude Save to resist the casters choice of being Bull Rushed or Tripped.
L1: Driving Rhythm: As per Improvisation, but user and up to three allies gain 1 Luck Point/Level each.
L2: Grieving Dirge: As per Phantasmal Assailants. Alternatively use Hideous Laughter.
L2: Guardian Descant: As per Hound Of Doom, but the Hound only exists to take attacks for the caster and adjacent allies, which it can do up to twice per round.
L3: Sonic Phantoms: Like the Musicians from Kung Fu Hustle. As per Melfs Unicorn Arrow but varying imagery
L4: Weave Emotion: Greater Invocation, creates any emotion-influencing effect of up to L3. Possible effects of L3 or less include Crushing Despair, Fear, Good Hope, Heroism (one hour per level), Malicious Spite, Rage, Overwhelming Grief, Smug Narcissism, and Terrible Remorse.
L5: Haunting Melody: Greater Invocation, Weave any Illusion – but not Shadow – effect of up to level four.
L6: Discordant Blast: Disintegrate. Alternatively Heaven’s Trumpet or Snowsong.
L7: Call The Fallen: Dirge Of The Victorious Knights with various special effects and no expensive components.
L8: Song Of Glamour: Mass Charm Monster.
L9: Song of Doom: Medium Range Greater Bestow Curse. Affects up to three targets, no two more than 30′ apart.

Associated Stances (Two points each, one may be active at any given time for every four purchased):

  • Shielding Rhythm (Shield, +4 Shield Bonus to user and allies in a 10′ radius).
  • Liberating Aria (Liberating Command, affects user and allies in a 10′ radius).
  • Whispered Melody (Disguise Self, affects user and allies in a 10′ radius).
  • Tempus Fujit (Personal Haste, affects user and allies in a 10′ radius).
  • Encounter Music (Anticipate Peril, +Level (+5 Max) to initiative for allies in a 10′ radius).
  • Shattered Harmony (All enemies who approach within 10′ are targeted by an Ear-Piercing Scream effect).
  • Distracting Sparkle (All non-allies within 10′ are subject to a Memory Lapse effect).
  • Veil Of Song (Everything within 10′ is hidden from Scrying effects).
  • Chime Of Dreams (The user and all allies within 10′ gain benefits similar to doubled Restful Sleep).
  • Jungle Rhythm (Everyone within 10′ benefits from Undetectable Alignment).
  • Laborer’s Chant (The user is attended by enough Unseen Servants to take care of minor tasks and help with larger ones).
  • Harmony Of Winds (User and all allies within 10′ benefit from a Feather Fall effect).
  • Joyful Noise (Joyful Noise, Negates effects of Magical Silence for user and allies within 10′)
  • Heroic Harmony (Master’s Touch, applied to user and all allies within 10′).
  • Path Of Song (Feather Step, negating difficult terrain penalties for user and allies within 10′)
  • Pack Descant (Summon Nature’s Ally: Any enemy who comes within 10′ will be confronted by a wolf and must deal with it before approaching further).

That’s 32 CP in total – an expensive purchase (or a +1 ECL Template) – but those stances (all based on Presence generating first level spell effects since these are supposed to be very mystical styles) do offer a lot of flexibility. It might be well worth it. 

For another variation, lets build some weaponized musical instruments based on Pathfinder’s weapon creation rules.

Battle Instrument:

  • Base Points: Exotic Weapon (6 Base), Two Handed (+3), +30 GP Cost (+2) Reduced Range (40′ Range Increment instead of 100, +1 Design Point) = 12 Design Points.
  • Base Cost: 50 GP.
  • Weapon Group: (As per instrument type – strings, percussion, etc)
  • Proficiency: Requires Mystic Artist / Perform / Music to use effectively.
  • Base Damage: Bashing, 100′ Base Range (reduced as above)
  • Improved Damage (2d4 Bashing Base, Critical 20/x2, 3), Upgrade to Sonic Damage (1) (Why is the upgrade to energy damage – and bypassing Damage Reduction – relatively cheap? It’s because energy resistance is much more effective than DR, and even a low level of it will likely render creatures pretty much immune to instrumental attacks).
  • Finesse (Bonus to Damage is based on Charisma, 3)
  • Magazine: 25 Shots before “Reloading” (3). (6/12/25/75 shots before reloading, 1/2/3/4 points).
  • Special Quality: Blocking (Musical Shield). May take a -4 on Attacks to gain a +2 Dodge Bonus to AC, Specialized and Corrupted for Increased Effect (Protects adjacent allies as well, bonus is +4) / only works against musical and sonic attacks (1).
  • Tool: It’s an instrument for playing music. You can play it normally (0)

That’s 11 points, so specific weapons can spend one more point… (You can, of course, design individual instruments – but it’s rarely worth the bother. Battle instruments are already pretty niche).

  • Guitar: User may opt for either Bashing or Sonic Damage (1).
  • Violin, Ukulele: User may opt for either Piercing or Sonic Damage (1).
  • Drums, Percussion: User may opt to use all of his attacks to affect a space and it’s adjacent spaces once every five rounds (1).
  • Trumpet, most Brasses: Target must make a DC 15 Fortitude save or be Deafened until it’s next action (1).
  • Carnyx: User may spend one shot and an attack to cause creatures with one hit die or less within the first range increment to make a DC 15 Will save or become Shaken for 2d4 rounds. This only works once per encounter (1).
  • Bagpipes and Accordion: The user’s breath provides much of the power, halving the ammunition use (1).
  • Piano, Organ, Harpsichord, Etc: Immobile Flaw (-2), giving such instruments 3 points to spend. Given that each such instrument tends to be unique, just give each one some unique property or properties.

Optional: Masterwork Weapon (+1 to Hit, can be enchanted, +300 GP)
Optional: Masterwork Tool (Perform / Strings, +50 GP).

Ammunition: Ranged Weapons require ammunition. In the case of a Combat Instrument it needs to be refilled with Alchemical Liquid Sound when it starts running low; a 50 GP flask is good for 25 “Shots”. If liquid sound is spilled, it will evaporate over the next five minutes or so, randomly producing loud and annoying noises suitable for upsetting the neighbors, getting thrown out of libraries, and being given detention in school. You can use a drop (one “shot” worth) in your mouth to speak extra-loudly without straining your voice for about ten minutes or use the same amount in an instrument to get the effect of an amplifier for a similar period. Alternatively, call it twenty shots per use of Mystic Artist.

And for those who want to pull out a gun and shoot Blackwolf the Dark Wizard and don’t want to fool around with absurdly over-complicated firearms rules… here you go:

Gnomish Dart Pistol: Simple Weapon (4 DP), One-Handed Ranged (+2 DP), Expensive (+30 GP, +2 DP), Disadvantage: Reduced Range Increment (From 100 to 40 Range Increment, +1 DP) = 9 DP, 40 GP. Improved Critical (20/x3, 3),Improved Damage (1d8, 3), Magazine (12 Shots before reloading, 2), Weapon Feature (Deadly, 1). The ammunition costs 2 GP/Shot. Yes, this works with the various feats and martial arts designed for firearms.

Eclipse d20 – the Scholar of Magic

Once reading and writing were considered powerful mystical arts. After all, from nothing but a few meaningless scratches a practitioner could discover what was happening in distant realm, discover hidden secrets, exercise mysterious arts using herbs, or ropes and pulleys, or building ships, tell the tales of the gods, command the obedience of legions of men, seal contracts beyond what memory and handshakes could accomplish, hear the words of the dead, and so much more. Today we are so used to such things that we have long forgotten the wonder of writing in the world’s dawn.

When such earthshaking power was known to be real… who could know it’s outer limits? Would naming your blade, writing a targets name upon an arrows shaft, or reading the ritual words, lend power? Would symbols bind the unseen forces of the world to the will of men as they bound bargains between men and nations? The original Wizard – the Wise Man – was learned, and clever, and knew the words and the letters. Think of the reputation of Runes today. They are, after all, basically just an obscure alphabet.

But this form of wizardry – or at least all the parts that worked – was slow. That tome of notes gathered over a lifetime of practicing engineering might bind the rivers floods, letting the wise man who could read the secrets hidden therein direct great rituals – building earthworks, canals, and sluice-gate mechanisms – to control the forces of nature. But that power too grew familiar and mundane as understanding spread and mystery faded. Today it is engineering, not magic, and no god-king or secret lore is required to mobilize the resources and make it work.

But stories often needed quicker magic – and there was an example. Medicines, drugs, and toxins, brewed according to the complex instructions recorded in nigh-incomprehensible (“occult”) tomes could have swift and powerful effects, even drawing life from death. They just had to be prepared first – and so magic was stored in scrolls. grimoires, potions, amulets, charms, paintings, and rods. This is where the image of a wizard clutching am eldritch tome, reading aloud from it, and struggling to keep the power he or she is unleashing under control, comes from.

In these days of visual tales things have gotten even more rushed, which is why modern wizards employ prepared magic that they can unleash with a few words, or make a gesture to create a mystical diagram, or call on entities to do most of the work. Rummaging through, and reading from, books and scrolls to work your magic is usually limited to amateurs and is commonly taken to imply that they don’t really know what they’re doing – as shown in The Sorcerer’s Apprentice. Still, if it was good enough for Prospero, there is no reason why it can’t be good enough for a player character.

Scholar Of Magic:

The art of the Wizard is to reach across the planes, seize blazing sparks from creations primordial source, forge them into tools upon the anvil of your will, and to store them – barely-tamed thunderbolts of seething power – within your mind through sheer discipline and determination until it is time to call them forth and shape the world to your will. It is as close as any mortal ever comes to true divinity, a reflection in miniature of a Creator God.

Yet most would-be wizards fall short. Something is lacking. Most often, it lies in the shaping and storing. For such demands a will of iron, a tremendous memory for the intricate details of eldritch patterns, intense focus over time, the capacity for fine mental workmanship, the capacity to store raw power in your mind, and the mental discipline to not think about those readied spells until you wish to use them – for in thinking about them your mind will touch upon them and bleed off bits of their power in semi-random discharges (Such is the basis of “Reserve Feats”).

Wizards are, for all that, surprisingly common – but those who just fall a little short in their studies of magic are far more common. But if you cannot find a wizard… perhaps a Scholar of Magic will do.

The Scholar Of Magic package has two basic components, one of which is the per-level cost (3 or 6 CP) – a lot cheaper than the 14 CP/Level cost of Wizardry. Those two components are:

  • Empowerment (Scrolls. 6 CP). Scholars of Magic can’t bind spells. That doesn’t mean that they can’t channel sparks from the primordial source into pre-existing patterns to power them up. After all… tapping that that power is EASY. Holding on to it and getting it to do something besides explode in random magic is the hard part – but dumping that energy to a preexisting, external, already stabilized pattern is fairly easy. Thus a Scholar Of Magic can activate Scrolls with their own energies, avoiding using up the scroll. Note that they will, however, have to provide any expensive material components.
  • One level of the Int-Based Wilder Progression as Generic Spell Levels, Specialized for double effect (counts as two levels)/ only usable to empower either Arcane or Divine (or Druidic) scrolls, (this choice is permanent) includes spells only as theoretical knowledge (6 CP). Provides CL 2 for activating Scrolls and (6 + Int Mod)/1.8 generic spell levels to power them with. If you really want, take this twice and use two kinds of scrolls.

And that – at 12 CP – is pretty much it for the first level requirements. Keep your Intelligence up and spend either 6 CP per level through L10 or 3 CP/level through L19 and you will officially be a master of scrolls. You’re going to want a high intelligence, so taking Adept (to make skills cheaper) and Fast Learner (to get even more skills) may be in order.

You’ll also need at least one skill point in Spellcraft (if necessary you can Take 20 to decipher scrolls) and a relevant holy symbol or spell component pouch. I would highly recommend either spending 25 GP on scrolls of Detect Magic and Read Magic before even starting or spending 3 CP on the “Lesser Invocations” ability below. Those will make life a lot easier. Later on you’ll want a Handy Haversack, Infinite Scrollcase, or Endless Bandolier and possibly something to make getting a scroll out into a free action if you didn’t get that with Lesser Invocations.

If you want to branch out a bit later, toss in Device Use (Spell Completion items from one or another list – Wands, Staves, and Tomes, 6 CP) and there you are. You could even add Empowerment for them, and something to power them with – but first level utility wands (the only ones that really see much use) are cheap, higher level wands and staves usually aren’t worthwhile unless the GM lets you get away with the “only a fraction of the charges left, so only a fraction of the price” exploit, and Tomes are already so limited as to be special purpose stuff anyway. They are very in character for a Scholar of Magic though. Go ahead. Get a copy of the Necronomicon. You know you want one.

Now, admittedly, getting a bunch of Scrolls can get expensive in GP terms, and having to get them out to use them means that there’s always a risk of that particular scroll getting destroyed, and your magical tricks will be kind of limited – but this still offers access to some fairly high-powered “Spellcasting” without a large character point cost. Go ahead. Use them to moonlight as a rogue, or an adventurous archaeologist, or dashing swordsman or cartographer or something. Keep your “spellcasting” as a an emergency option.

The original question was mostly about getting magic on a budget – so here’s a 3 CP / Half-Feat to get a character some handy tricks. This version was written for use with the Scholar of Magic package above, but can easily be tweaked for use by others – or the common folk. The disadvantage, of course, is that you really can’t build on it and it takes up a quarter of the generally permitted 12 CP. This also makes heavy use of the Arcanum Minimus / Compact Metamagic from the Practical Enchanter / Eclipse to cut down on the level of effects by extending the casting time. In practice, this mostly means that items with that modifier are only really usable between encounters.

Lesser Invocations (3 CP):

There are the mages in their towers, the priests in their temples, the druids in their groves – and even the bards in their taverns – but all of them are practitioners of High Magic. Primordial power poured into great spells which twist the world, forged either by their own wills or by some greater entity. Even Hedge Mages often tap into that power. But there are also the little magics, calling on the small spirits and forces, the bit of magic within every part of the world. The whispered invocation of the hearth-spirits that lights a torch, of the household gods that gets the bread to rise properly, or which brings minor misfortune upon an obnoxious neighbor… such things are not spells. They are requests to minor spirits, using the natural magic of various items and materials, and simple skills within a world of magic. and thus are well within the reach of the common folk. After all, does wet wool remain warm because of it’s natural magic or because of it’s complex material properties? In a world of magic… both are equally likely.

Innate Enchantment (Up to 6500 GP Value due to rounding, 7 CP base, Specialized for Half Cost/you only get half the GP Value (3250 GP), 3 CP). In classic 3.5 games this also costs 130 XP; you can either spend 1 XP on an immunity to this cost (Uncommon, Minor, Trivial, 1 CP) if the GM won’t let you start off with your abilities working otherwise or just accept it; it is fairly trivial,

  • Read The Runes: Read Magic SL 1/4 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.6 3/Day, x.7 requires the use of an arcane test kit (I’s use the Upgraded Spell Component Pouch), x.9 Requires Knowledge/Arcana 4+ (170 GP). If you aren’t planning on being a Scholar of Magic this isn’t very important, so you can just buy something else.

Unless the GM has something different in mind for an arcane test kit I’d use the Magician’s Pouch: This modest bag contains various spell and ritual components, including packets of salt, beeswax, assorted colored chalks and small candles, origami paper, incense sticks and various common herbs, string, pen and ink, several pencil-sized “wands” (bone with lead bands, hawthorn, ebony with gold tips, elder, oak, magnetized steel, and mistletoe), a “scribing” tip (for the wands), 2 small knives (meteoric iron with oak handle, silver with rowan handle), silk cloths, 2 small bowls/bells/cups/incense burners/etc (silver and gold), a silver disc/mirror, tongs, wire, matches, a set of rune or “tarot” cards, a small key, some rings (Simple blank bands; 4 copper, 2 silver, 2 gold, and 2 iron), a small flute, embroidery thread, brass chime, holy symbol (Per user’s beliefs), some crystals, needles and thread, pins, and assorted vials (Holy and unholy water, assorted oils, alcohol, mercury, “fingerpaints”, a measuring cord, glue and healing herbs) in a padded roll. (60 GP, 3 Lbs.

An upgraded spell component pouch. Water-tight and somewhat resistant to fire, allows various applications of Spellcraft with +2 bonus and the performance of various bits of folk magic – charming warts, determining which of the village boys a village girl is most likely to marry, helping someone lose weight, making cattle less likely to stray, and so on).

  • Wisdom Of The Runes: Detect Magic: SL 1/4 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.4 2/Day, x.7 requires the use or an arcane test kit, x.7 can only inspect a small area each round, x.9 Requires Knowledge/Arcana 4+ (79 GP).
  • Claim The Runes: Moment of Insight (+20 to a Skill) SL 1/2 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day x.4 only for use with Detect Magic to determine the properties of a magic item x.7 requires the use of an arcane test kit (50 GP).
  • Skillful Organization: Sleights (L0, Free Action Casting, a snap of your fingers instantly brings a single small or medium item on the caster’s person to their hand(s), ready for use. SL 1/2 x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.4 only for Books, Tomes, and Scrolls (360 GP). This isn’t really magic; the user just knows how to keep his scrolls and tomes ready to hand. (This is, of course, the “wandering scholar” variant. Other professions might want this attuned to other things – or not bother at all).
  • Expert Chirurgeon: Healing Belt: x.8 requires the use of a healing kit and the heal skill (for performing minor surgery), x.6 requires ten minutes of treatment time per patient (although dying patients will stabilize immediately) (360 GP). This will lose importance later on, but for the early levels? Even a little healing can be critical.
  • Study the Land: Commune with Birds, SL 1/2 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.4 2/Day (360 GP): Specialized for Increased Effect / Doesn’t actually require Birds, but only provides some very general information about the geography and trails of the local area, you can ask no other question. Variant forms specialize in other questions (or even other kinds of animals) of course. Fishermen may ask about good fishing spots, lumberjacks about where accessible patches of old-growth trees are, foragers about nuts and berries, and so on.
  • Improvise Shelter: Moment of Insight (+20 to a Skill) SL 1/2 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day x.4 Only for Survival Checks to locate/build appropriate shelter from the elements and a small fire (72 GP). Note that, by increasing the DC, such shelters can be camouflaged, given very minor defenses (such as a few basic stakes or some simple tripwire alarms). Other versions might give a big bonus to maintaining existing shelters, or focus on navigating at sea, or even foretelling the weather.
  • Stone Soup: Combines Locate Herbs (locates or conjures a modest handful of herbs and berries, suitable for making a pot of tea, adding little color and garnish to rations, or casting Goodberry). SL 1/4 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day, x.7 requires the use of a survival kit (63 GP) and Goodberry SL 1/2 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day x.7 requires the use of a survival kit (126 GP).
  • No Dry Well: Create Water Sl 1/4 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x .4 2/Day (180 GP). This allows the user to scrounge up enough water (juicy fruits, cactus sap, fish juice, groundwater, etc) to keep four to six people adequately hydrated daily. There is water available most places if you know how to find it – and in d20 that includes asking the local spirits and powers for help.
  • Travel Hardened: Endure Elements SL 1/2 (Arcanum Minimus, one minute casting time (getting dressed)) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day x.7 Personal Only x.7 requires that the user travel at a casual pace, make an effort to dress reasonably, and attempt to minimize their exposure to inclement weather conditions (88 GP). Between winter, summer, and a lack of central heat and air, any fantasy-based d20 character will like having this.
  • Professional Blessing: Guidance. SL 1/2 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .6 (3/Day) x.7 Personal Only x .2 (Only assists with rolls made in pursuit of a single, prechosen, mundane profession but works automatically. For example, a Lumberjack might gain a +1 (Competence) bonus on picking out trees to take down, on his check to see how well he does, and on some other aspect of the task – such as dodging a tree that is falling wrong. The GM picks when this bonus applies. Subtle, mostly unrecognized, and an invaluable edge in getting through life thanks to it’s cumulative effects over the years) (84 GP).
  • Spiteful Ill-Wishing: Some minor embarrassing, annoying, or even very slightly injurious or slightly expensive event happens to annoy the target within twenty four hours provided that the caster is feeling truly spiteful towards them. There is, however, no save. SL 1/2 x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 usable once per day x.5 can often be warded off by lucky charms and minor protections or simply fails to work – but if a lot of people are cursing a single target some will usually get through (90 GP). This doesn’t have any real “game effect”, but it’s a way to try and get back at people without resorting to violence and an outlet for anger. The social benefits are well worth the occasional annoyance.
  • A Knack For It: Personal Haste, SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.2 Only applies to a particular skill or profession, in which the user can get twice as much done as usual x.8 user must actually have professional-level skill (+4 or higher) in the area affected. It does not boost movement, or attacks, or anything that actually does much (320 GP). This is a boon to almost anyone. Perform a days labors in half the time or get two days worth of work done in a single day? Yes please.
  • Natural Health: All SL 1/2 (Arcanum Minimus, requires one minute to start) x CL 1 x 2000 GP Unlimited-Use Use-Activated x .2 one use/day x.7 personal only = 140 GP Each. One use each of Relieve Illness (Hedge Magic, this site), Relieve Poison (Also hedge magic), Lesser Vigor (fast healing 1 for 18 founds), and Lesser Restoration (560 GP). This is not that big a deal for adventurers past the early levels, but is an invaluable boon to commoners, starting adventurers, and anyone else who’d like a long and healthy life. You do have to last at least a minute for Natural Health to kick in though, so carrying a few Blessed Bandages might also be in order.
  • Fireblock: Once per day you can conjure up a small campfire. It needs no fuel, does not smoke, and will last up to twenty-four hours. (180 GP). This… is pretty blatant magic – but there is a reason why hearth-spirits are one of the most common magical ideas. Fire is so obviously alive and offers so many things that it is one of the great foundations of civilization and of survival. If it is willing to come when a mortal works with wood and tinder, in a world of magic why should not a call or invocation do as well?

Of course, while Magic can – in a magical world – represent equipment and skills, Equipment can also represent magic.

  • Crafter’s Chant: Artificers Tools (Ten sets, should cover pretty much any variant, 50 GP). After all, in a world of magic, chants, words of power, and tiny mystical rituals are tools just as effective as any mere physical item.
  • Umbrella (2 GP). Through minor signs, prayers, and details of dress, you may remain mostly dry despite pouring rain.
  • Compass (10 GP): You can tell which way is north from various subtle indications, both physical and magical. +2 to avoid getting lost via knowing which way is north.
  • Contraceptive Amulet (10 GP): You can have sexual congress without risk of becoming a parent if you don’t want to. There’s a writeup on how this works on this blog, but it really doesn’t matter.
  • Life Vest (5 GP). This floats very well. So do you. Remember to pray to the water gods regularly!
  • Swarmsuit (20 GP): Pretty much everyone who ever learns this trick feels it to be well worth it. Chant your prayer to the spirits, ask their aid, and keep the bedbugs, mosquitoes, ticks, and many other annoyances at bay! Or just harvest some honey without getting stung.
  • Fire Carrier (2 GP): There have been hundreds of variants on fire carriers since Homo Erectus started using the stuff about a million years ago – but they all work much the same way; tuck an ember into a lump of something that holds heat and burns very slowly, put it in an outer shell that insulates it and only allows very small amounts of oxygen to get in, and there you are! For quite some time (potentially weeks, or forever if you take care to replace the core every week or two) you can simply uncap your fire carrier, puff on it, and behold! Flame! Light what you want with it and put the cap back on to save it to start your next fire. If this was good enough for Otzi the Iceman in 3300 BCE, it should be good enough for you. (Unless you want the alchemist to make you a zippo lighter). Includes the case, about six months worth of the flame-matrix, and an emergency flint and steel in case the thing goes out. You can also get the Fire Piston version if you want. Regardless, mutter the plea to the fire spirits, hold out your hand, and comjure a small flame to set fire to something. Personally, my current favorite version can be seen HERE.
  • Ioun Torch: Asking for a little light is pretty easy. After all, pretty much every celestial body is willing and eager to give the stuff away (75 GP).
  • Chalk (100 Pieces / 1 GP): You can, under the “100 units = unlimited principle) mark stuff pretty much indefinitely.
  • Grooming Kit (1 GP): You are blessed with good hair, teeth, and general grooming.
  • Wooden Holy Symbol (1 GP): Well, when you have faith you really don’t really need a physical holy symbol – and in a world with active gods faith is fairly easy to come by.
  • Dagger (2 GP): Useful in all kinds of situations from opening mail, to cooking, to carving your initials onto trees.
  • Travelers Outfit (1 GP): Even if you are dressed in leaves, rags, and bits of uncured hide, it is as functional as a decent outfit.
  • Leather Armor (10 GP): Even if you don’t want it in a fight, the ability to evoke the protection of leather clothing protects against briers, small burns and cuts, slipping with a saw, things which stain or damage your skin, and a thousand other little hazards.
  • Work Boots (2 GP): You feet are tough and comfortable even if you are technically barefoot.

The comes to 3247 GP, so there are 3 GP left over. Simple pictures don’t cost much, so get a tattoo or something.

As ridiculously hard as I’ve squeezed the costs here, this stuff is still fundamentally trivial past the first few levels. Sure, it might be convenient to have a life vest, or tools, or to be able to scrounge up something to eat no matter where you are, or to be resistant to diseases, but how many games spend much time on that sort of thing? Most games focus on exciting adventures, not wilderness survival. It is, however, a reasonably good example of classical magic – the little rituals that make life easier. Besides… it’s only 3 CP and having a bunch of convenient little powers is probably well worth that.

Or you can use this sort of thing as templates for really low-level items to hand out to low-level characters. It’s up to you. 

Eclipse d20 – Aegis Armor

And it’s time to convert the Aegis which – like many late-cycle first edition pathfinder classes – attempted to maintain “balance”, and avoid unexpected and “overpowered” interactions by offering enormous numbers of relatively minor and very niche abilities to choose from. Honestly, this really doesn’t work very well; if it did you wouldn’t have all those class optimization documents with the various options rated as being good or bad. It’s also intended to produce a certain level of excitement and player involvement by allowing (or forcing) the players to sort through a pile of options so that they can customize to meet a particular encounter, which at least partially disguises the fact that the basic framework they’re hanging those options on is kind of weak.

Personally, since Eclipse makes specialized powers cheaper, and most of what I’ve seen rates the Aegis as a Tier Three or Four class, I expect this version of the Aegis will wind up upgraded – both in the number of special abilities that they will possess and in their utility since there will be little need to put in all the niggly little restrictions – and it was late enough in the product cycle to justify using some of the make-it-cheaper options for hit points and skill points.

First up, since this is a Pathfinder class, we’ll want the (free) Pathfinder Package Deal. That doesn’t have that big an effect, but it does tweak a few things.

Now as for the class’s foundations… The usual recommendation for an Aegis is strength first, followed by intelligence and constituition. Since this build won’t need strength… prioritize intelligence and constitution. A little dexterity won’t hurt either, but it’s not really required.

As for the basic framework…

  • d10 HD: This would cost 120 CP at level 20. To be blunt, however, hit points have been seriously devalued over the editions (as combats went from attrition contests to rocket tag, massive damage, and save or (something unpleasant) effects) and the assumptions underlying the third edition rules were faulty – which is why Eclipse allows several methods of getting hit points on the cheap). It’s best to buy a booster instead of going with the back-compatibility rules. Take Advanced Improved Augmented Bonus; Add (Int Mod) to (Con Mod) when calculating hit points. This usually starts off Specialized and Corrupted (Only for the first six hit dice), gradually buying off that restriction as levels go up. Still, even with only a 16 in Intelligence… this turns the base d4 hit dice into the equivalent of a d10. (18 CP). Plus, of course, the Armor provides +85 HP.
  • +20 BAB for (120 CP). That’s expensive – and it could certainly be argued that it’s overrated – but this is pretty fundamental to martial classes. You can get along with less by stacking up various bonuses, but most martial types will want to do that anyway.
  • +30 in total to Saves. That’s (90 CP). An Eclipse character will probably want to transfer a few of those CP into (or just buy) Luck Specialized in Saves, or other boosters, or Action Hero/Stunts for serious emergencies. After all, it’s much more important to stand up to a save-or-die effect than it is to resist a distracting itch.
  • 4 SP/Level. Skill points have also been devalued simply because there are low-level spells which can substitute for most of them. As a Pathfinder Class there is no first-level quadrupling, so 80 SP at L20 and 80 CP. Even if more skill points are wanted later, I would recommend Fast Learner Specialized in Skills (for +2 SP/Level) and Adept (Twice, giving a list of eight skills which can be acquired for half cost. That’s (18 CP) and effectively provides 4 SP/Level, and also helps with Int-based bonus SP.
  • 70 Daily Power with no Casting Level and no actual powers. Which is really kind of pathetic. Well, this build is going to be using Witchcraft III (18 CP) anyway, so 10 levels of Wilder Casting with no Caster Level, Corrupted/does not include any Powers either (20 CP). That’s (Str+Con+Dex)/3 + (5 x Int Mod) + 88 Power in place of (70 + 10 x Int Mod) power. Throw in Rite of Chi with +4 Bonus Uses (3 times daily recover 4d6 Power, Corrupted for restoring Power Only, 6 CP) to make up any potential shortfall. We will also be wanting Path Of Fire/Birth Of Flames (6 CP) to make the basic armor.
  • Proficiency with Simple and Martial Weapons (9 CP), Light Armor (3 CP), and Shields (Corrupted, no Tower Shields, 2 CP).

That’s 298 CP.

Now lets start looking at the various special abilities. I’m going to be tracking “customization points” in this section since that’s a fairly major thing about the Aegis.

  • Professional (Craft Skill) (6 CP). This is really sort of irrelevant for most in-game purposes, but here it is. This will go to a +10 bonus eventually if you take it early enough.
  • Universal Damage Reduction 6/-, Specialized in Physical Damage for Increased Effect (12/-) (15 CP). This covers one of the armors common customization’s and the base level. That saves (8) Customization Points right there.
  • Re-configuring Customization Points: At the moment I’m simply intending to buy the armor stuff in its entirety – which means that this power won’t mean or do anything. The same goes for the “Spend Power for Temporary Boosts” ability. While that’s obviously set up for a bit of tactical drama – “Spend a round getting ready and – at least if you guessed right – be suddenly better prepared for a particular challenge” – that’s pretty much the same thing that any Psychic Warrior or Spellcaster does. If you really want a temporary boost mechanism you can do it with Mana and Reality Editing or a bit of Mystic Artist to grant yourself a Positive Level.
  • Cannibalize Suit – Dismiss your psychic armor for one minute, gain up to 26 HP (Normal about 16, max 5/Day). Once again, this is kind of sad. Buy Witchcraft/Path of Fire/Leaping Fire (6 CP). This lets you add a Move-Equivalent Action in any given round by spending 2 Power or gain a +4 bonus to Initiative for the same price. This can be done at any time. For 3 Power gain Haste for 3d4 rounds. Self-Heal (1d4 + Con Mod) hit points per round for 5 rounds for 1 Power. Eliminating fatigue costs 1 Power and eliminating exhaustion costs 3. That’s much improved and also covers the “Invigorating Suit” bit pretty well except for resisting suffocation, which is going to be covered elsewhere.
    • “Invigorating Suit: An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.”
  • The suit cannot be dispelled or removed against the user’s will, although it still won’t work in null psionic fields and areas that do not allow psionics. First off, the stuff is easily re-summoned – so “removed against the user’s will” is pretty meaningless. Ergo this  protects against Dispelling/Greater Dispelling/Dismiss Ectoplasm. That’s fairly uncommon – directly attacking, escaping, or other actions are almost always a better deal than interfering with a single martial PC – so Immunity/Dispelling Effects (Uncommon / Minor / Great, Specialized in protecting the user’s armor (3 CP).
  • Spend two daily uses of the reconfigure ability to alter all of the customization’s on the astral suit. This isn’t likely to mean much when you’ll already have most or all of them.
  • Once per day dispel your suit for ten minutes to heal all your damage. That is a fairly good healing effect – but one hundred rounds of near-helplessness? This is blatantly a daily-rest sort of thing. And downtime healing simply is not a big thing. Anybody can spend 5000 GP on Boots of the Earth and get Fast Healing I as long as they stand still. Buy Inherent Spell, Specialized for Increased Effect (Heal) / requires ten minutes of meditation and Corrupted for Reduced Cost / only works on the user (4 CP) and +2 Bonus Uses with the same restriction (2 CP) and – while you’ll only get 110-150 points a shot, it does fix a lot of other conditions – and you’ll get three uses and can pick it up at level eleven, instead of as a twentieth level capstone ability. Plus the suit already includes Fast Healing II – although the GM may (and probably should) rule that it only applies to the 85 bonus HP that the armor provides. Given that the armor will be dispelled for a time if those HP run out, it’s wise to start taking the damage yourself after a bit.
  • Master Craftsman lets you make Magic Weapons, Magic Armor, and Wondrous Items, using a Crafting or Profession skill (to which it gives a +2) in place of Spellcraft and raising the DC to account for other prerequisites you can’t meet. First off, this is a pretty bad piece of game design. It’s one feat that replaces three other feats with other benefits. And shouldn’t it at least be limited to psionic items, not magic? Immunity / the distinction between a chosen craft skill and Spellcraft for item-creation purposes (Uncommon, Minor, Great, 6 CP), you get a caster-level equivalent from Witchcraft, and you can purchase a floating Feat with Double Enthusiast, Specialized and Corrupted for increased effect (6 floating CP)/ only for item-creation feats (6 CP)
  • You can use the Mending cantrip at will. I think I will just buy that as an item. It’s very cheap.

Finally they get psychic armor with 26 Customization Points. I’ve already put up a couple of packages for that, so I’ll start with them:

  • You can create a suit of Psychic Power Armor with Witchcraft using The Path Of Fire / Birth Of Flames. You’ll want to apply Corruption for Increased Effect / Does not get independent actions, must be worn and operated by it’s summoner with the Increased Effect of being treated as “armor” and two Class-C abilities – Enveloping (allowing it to be worn and the summoner to use it’s abilities) and one other, see The Practical Enchanter). Pick something you like. It’s already paid for.

This is already good; This gives you +85 HP, Speed 40, +15 Armor, your attacks or two attacks at (+5 or your BAB, whichever is better, +Str Mod) for 1d10+Str Mod, Str 29 (and Dex 13 unless the user’s is higher), you’re considered Large (and with 5′ of natural reach), and get three Class-A and three Class-B abilities to start off with. Lets see… Fly 30 (counts as two) and Tunnel 10 for the Class A’s, Fast Healing 2, Energy Attack (add +1d6 of a chosen energy type to it’s 1d10+12 base), and maybe another +4 to Str (also netting +2 to Attacks and Damage) for the Class-B’s, and one Class-C of choice. The Game Master might insist that you build up to this a bit – cutting down on the bonuses at lower levels – since the basic Birth Of Flames ability does use a sixth level effect and it wouldn’t be unreasonable to pro-rate it a bit if you take it at first level – but it’s going to be fairly powerful anyway.

As a side benefit taking Witchcraft provides seven basic witch abilities. In this case…

  • Adamant Will: Allows the user to resist mental influences and deceive divinations. This isn’t normally an ability of the Aegis, but it is fairly vital for warriors in most games.
  • Dreamfaring: Specialized and Corrupted / the user’s armor and weaponry is treated as having the Ghost Touch ability.
  • Glamour: Specialized and Corrupted / only to produce a Frightful Presence effect (3 Points) at no Power cost and a Will save DC of 15 + Cha Mod + Level/4, rounded down. This affects a 30′ radius.
  • Infliction: Specialized and Corrupted for Increased Effect (Only with a Weapon attack, counts as pert of the attack), This allows the user to spend 1/2/3 Power to add up to 6d4/10d4/14d4 (maximum of two dice per level) damage to an attack. This is slightly less powerful than Empowered Blast (Add 1d6/Level up to 20d6, but at a cost of 1 Power/Die, 1 Point) but far more cost-efficient and usable more than once per round/ It is also much more effective than Crystalized Weapon (+2d6 for 2 power), Energy Blast (1 Point): Ranged Touch, 1d6 energy, standard action to use, not part of full attack. Requires Ranged Attack. Improved Energy Blast (3 Points): Hit three targets, no two more than 15′ apart. This can be done by simply making a full ranged attack.
  • Inner Eye: Specialized and Corrupted / only to sense life and target it. While not effective against things that are not alive – golems, undead, items, etc – and useless against evasive or actual deflection effects (Blink, Entropic Shield, Incorporeality, and Etherealness, although the Dreamfaring ability helps with this), it negates most Miss Chances unless they are supported by additional nondetection effects.
  • Shadowweave, Specialized and Corrupted for Increased Effect / Spend 1 Power for +18 to Stealth Checks for ten minutes. Replaces Chameleon: +4 to Stealth up to four times (8 Points for four times).
  • Witchsight: Spend 1 Power to enhance a sense, granting either a +6 on checks or a special capability for an hour. This covers Darkvision (1), Tremorsense (2). The basic armor enhancements don’t cost anything to use, but this offers a wide variety of options. You need Scent? Detect Magic? Detect Poison? Heightened sense of touch to crack a lock? This will cover it.

Which isn’t a bad package in itself. Now back with the armor…

Since this stuff is considered Armor, personal boosts and most non-armor equipment will work fine. So lets take some Innate Enchantment to enhance it and add minor functions. Innate Enchantment (18 CP for up to 17,500 GP worth Innate Enchantment), Immunity/the normal 12-point limit on Innate Enchantment (Common, Minor, Major, for +6 points, 6 CP). Note that the original power armor build assumed that this was Corrupted / you had to actually be wearing your special armor and it was physical stuff that you had to put on and take off. That doesn’t mean much as a limitation when you can manifest your armor with a moment’s thought. Throw in Shaping (Use of Charms and Talismans variant, 6 CP) for some more utility stuff and Immunity to Dispelling and Antimagic/Null Psionics (Common, Major, Great, 18 CP, You could probably get away with Corrupting that so that you cannot manifest your armor in a null psionics zone – but that means telling the GM that “I’m claiming a bonus for this limitation while counting on the GM to not take advantage of it to leave my character helpless”). That’s really a cheap form of metagaming. I’m not doing that. So 48 CP here.

Innate enchantment could do thousands of different things of course, but here’s a quick adaption of the general “power armor” package:

  • Personal Haste (2000 GP): +1 Attack when making a Full Attack, +30 to movement modes.
  • Force Shield I (1400 GP): +4 Shield Bonus to AC (Force). Blocks Magic Missiles.
  • Enlarge Person (PE Variant, 1400 GP): +8 Str, +4 Con, -2 Dex, -1 to AC and Attacks. Weapon Damage increases.
  • Resist Energy (1400 GP): Universal Energy Resistance 10.
  • Immortal Vigor I (1400 GP): +12 + (2 x Con Mod) HP
  • Magic Weapon (1400 GP): Any weapon you use – including your gauntlets – counts as +1 Magic.
  • Monkey Fish (2000 GP): Gain a base Climb and Swim Speed of 10′ (40′ with Personal Haste).
  • Embrace The Wild (2000 GP): Gain Low-Light Vision, 30′ Blindsense, and +2 to Spot and Listen.
  • Cure Light Wounds: Once per level per Day, only activates when the user drops to zero or negative hit points but activates automatically then to cure 1d8+1 damage (SL 1 x Cl 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only). I think it’s reasonable to treat “cannot be voluntarily activated” as a fair trade for “auto-activates if you’re dying” since needing a few HP healed is a LOT more common than hitting 0 HP. So 1400 GP.
  • Endless Bandolier (1500 GP): Holds up to 60 Vials/Powerstones/Potions/Small Scrolls/Etc, as well as four book-sized and two sword-sized objects.
  • Brute Gauntlets (500 GP): 3 Charges/Day, spend 1/2/3 as a swift action to get +2/3/4 to Str checks, Str-Based Skills, and Melee Damage for one round. Not a big deal, but “emergency power surge” was sometimes important for Iron Man.
  • Restful Crystal (500 GP): The user may sleep in his or her armor without penalty. Again, this isn’t too important unless you get surprised in your sleep a lot when you can don your armor with a thought, and there are plenty of ways around that. Pick up some Danger Sense or something if you just want to always wake up with time to armor up.
  • Ioun Torch (75 GP). The armor can radiate enough light to illuminate the area a bit.

Built-In Charms (70 GP):

  • All-Weather Cloak: The armor is comfortable in all normal weather conditions.
  • Captain’s Torc: +4 to Listen, acts as a bullhorn, -1 on saves versus sonic attacks.
  • Foothold Boots: 3/Hour find firm footing even in midair. Save yourself from falling, doublejump, etc. Given that the base psychic armor grants Flight, you can always substitute something else.
  • Sealed Helm: Holds out hostile environments. After about three minutes it will start tapping the Air Bladders, below.
  • Wardstone: DR 1/- versus Weapons. Note that this stacks with other sources of DR.
  • Wardstone: DR 1/- versus Natural Weapons. Again, this stacks.
  • Wellstone: The wearer never gets thirsty.

Built-In Talismans (75 GP):

  • Helm Of War: Your armor may negate up to five critical hits, sneak attacks after they’re announced, or similar effects, but only regains one “charge” of this ability per week. That can be quite helpful until you can add actual Fortification.
  • Tulthara: Your “Power Armor” has a built-in melee weapon equivalent to any one normal ranged weapon. It counts as being magical, albeit with no built-in bonus beyond the +1 of all your weapons. You can, however, get it enchanted normally or apply a weapon crystal. How it looks is up to you. Note that other factors – such as the three effective levels of increased weapon size that later powers build in – apply.
  • Tulthara: Your “Power Armor” has a built-in weapon equivalent to any one normal ranged weapon (Most often a Composite Bow). It does not require ammunition (but can use such), uses your normal attack rate, and counts as being magical (albeit without any innate bonus beyond the +1 from Magic Weapon). In any case, the special effects are up to you. Bolts of Black Lightning? Repulsor Blasts? Whatever. Note that you can mount a Weapon Crystal to improve this further or get it enchanted normally and that the three effective levels of increased weapon size that later powers build in – apply.

Built-In Basic Gear (142 GP):

  • Swarm Suit: 20 GP. If activated (A free action) this halves your movement but provides DR 10/— against Fine creature swarms and DR 5/— against Diminutive creature swarms.
  • Air Bladders x1200 (120 GP). Holds two hours worth of air in case of an unbreathable external atmosphere or vacuum.
  • Heavy Mace (12 CP). You can punch people for 1d8 base damage. You’re also never unarmed.
  • Armor Spikes (50 GP): I’ve seen it claimed that these are the greatest things ever, and claims that they’re totally useless. Either way, they’re cheap and an option in the original build, so here they are.
  • Masterwork Tools for Three Skills (150 GP). Pick whatever you like.
    That leaves 28 GP. Go ahead; get a really fancy paint job in translucent enamel and use the Ioun Torch function to make it selectively light up to look like your favorite power armor artwork. It’s not like “looking cool” has a specified cost anyway.

Now, a Martial Art is not technically part of a build, but pretty much any martial character is going to have one. Since this build has Adept and a massive strength modifier, a strength-based armor style is kind of inevitable.

Iron Juggernaut Style (Str): (This means that characters using this build will start off with a minimum of a +19 or so)

For a day and a night did the aged grand master hold the pass. Against his indomitable armor the horde threw countless warriors, sorceries, and engines of war. But none prevailed. The iron-willed old guardian blasted those who approached with the thunder of his voice and held a circle of death which allowed no passage with his blade. There was no overcoming him save by age and time. Today, the wind whispers through the trees about his weathered tomb – but it is still said that any innocent who seeks refuge at that sacred place will there be defended by sourceless thunder – and the occasional worthy candidate who sleeps nearby will dream of the guardian’s path, and learn.

Spirits and their abilities can be found HERE

  • Requires: Psychic Armor. Pretty obviously. Starts with the Mace-Fists, but adds Weapon Kata as soon as possible.
  • Basics: Attack +3, Defenses +3, Strike, Toughness +4
  • Advanced Techniques: Reach, Versatility, Weapon Kata x 2 (Both Tulthara).
  • Master Techniques: Combat Reflexes, Expertise (Shift BAB to Damage), Rapid Shot, Whirlwind Attack.
  • Occult Techniques: Inner Strength, Light Foot, Ki Block, Resist Pain.

That covers Hardened Strikes (1 Point) and – instead of slashing or piercing – Bashing or whatever the Tulthara weapon does normally and nonlethal damage without penalty. It also covers Reach (3 Points).

So what all does that give us already?

  • The suit has no armor check penalty. That covers Flexible Suit (1 Point, -1 to Armor Check Penalty). Of course, since it can be summoned as a standard action or fitted with a cheap armor crystal, that’s hardly important.
  • The suit provides a +15 Armor Bonus (and a +4 Shield bonus). That covers it’s base in any form and is better than the maximum of Improved Armor in any of the usual forms (4 Points)
  • Personal Haste provides the equivalent of Speed 6 (+5/Ground Move per level, only 5 points are normally allowed) and Quickened Attacks (3 Points): +1 attack at full BAB when making a full attack. Does not stack with similar effects.
  • The suit provides Str 33 to start. That’s +11 to attacks and melee damage. Throwing in Magic Weapon gets you to +12/+12. Enlarge Person to Str 41 and +16/+16. That pretty well covers Psionic Attacks (1 Point, Melee attacks are magic for overcoming DR, weapons are masterwork if not already), Psionic Damage (1 Point): Melee attacks do +1 damage, Brawn III (+6 Enhancement Bonus to Damage. Note that the Str 33 is a base; you can still wear enhancing items) and Improved Damage: Two-handed weapons do +3 damage, one-handed +2, light +1 (2 Points).
  • The Base Armor comes with Flight. Flight Speed (2 Points): Equal to land speed. Good maneuverability, (+2 points) for perfect.
  • I was already buying DR 12/-. This covers the base of 8/0 and the allowable +4/-of Improved Damage Reduction (8 Points). Plus we can throw in a Martial Art and those Wardstones. That will get the DR up to 17/-
  • Monkey Fish covers Climb Speed (2 Points) and Swim Speed (1 Point).
  • Embrace The Wild covers 30′ Blindsense (3) and low-Light Vision (not listed).
  • Tunnel: Already in the armor,covers Burrow (3 Points).
  • Enlarge Person covers Increased Size (2 Points): +1 Size Category, as per Expansion. Of course, Expansion is basically a classical version of Enlarge Person. This is the Practical Enchanter version that actually boosts you a size category.
  • Armor Spikes covers Armor Spikes (1 Point) of course.
  • The Tulthara covers Ranged Attack (1 Point) with a much better range increment and adding Str damage. There will need to be some more Size Increases to cover Improved Ranged Attack (2 Points): +1d8 Piercing or 1d6 Energy per 5 levels. Requires ranged attack. Of course, those are definitely going in.
  • Diehard (3 Points): Auto-stabalize. May act as if disabled, staggered may take move actions without further injury,standard actions cause 1 damage. Covered by the Cure Light Wounds and built-in fast healing.

So how about the rest of the customizations? How expensive are they?

  • Power Resistance (6 Points): Spell/Power Resistance (5 + Level): Specialized / psionics only (3 CP).
  • Improved Focused Imbuement covers Fortification at the (6 Point) level. It’s 18 CP, but it gives your armor an effective bonus of (Level/3), some or all of which can be put into special abilities. Fortification is common and still leaves some room for other functions. We might want to do the same for a weapon or two if there are a lot of points left over = but there’s already a lot of stuff this character won’t need to pay for. You’ve got to spend gold on SOMETHING.
  • Powerful Build: Anime Master (6 CP): Grapple, Overbear, and Wield Weapons as if a size category larger. Also Corrupted for Increased Effect / resist special attacks as if a size category larger. .
  • There are several Extra Arms powers, offering an assortment of minor bonuses to keeping stuff ready to use, grappling, and so on. Just take Extra Limbs (6 CP). This covers Extra Arms, Lesser (1 Point): hold items, get as swift action, Extra Arms (2 Points): +2 to Climb, CCMD vrs Grapples per extra arm not holding stuff. One arm can use a light one-handed weapon, a shield, or any other one-hand item. Extra -2 to attacks. Requires lesser extra arms. Extra Arms, Greater (3 Points): a fair bonus to Climb and CMD versus Grapple, and so on. Basically they’re entirely functional extra arms. Do what you want and ask the GM to rule on it.
  • The Endless Bandolier covers storing power stones, while The Inner Fire (6 CP) and Empowerment (6 CP) (Specialized in Power Stones) lets you touch one and use your own power to power it (Caster Level = 1/2 your level or the stone’s if it is less, maximum level of effect usable safely = Level/4 rounded down as long as the casting attribute is high enough). Get two Powers of each usable level, convert the spell levels to Power, and power your stones as long as you have power left. This covers Harness Power Stone: Use first-level power stone at manifester level one using own power. The power is wiped if you switch to another. May be taken twice (2 x 1 Point), Power Stone Repository (1 Point), Harness Power Stone, Improved As per basic, but up to second level at manifester level 4. May be taken twice (4 Points), Harness Power Stone, Greater (6 Points): As previous, but power is 3rd level max, manifestor level 9. May be taken twice. or lower, and Harness Power Stone, Superior (8 Points): powers up to L4, As Improved Harness Power Stone, except the power is 4th level or lower and the manifester level is 16 (Presuming you took all the power stone boosters, at a cost of 21 customization points.
  • Harness Shard (1 Point): Spend 1 power to use a (Skill) shard without it disintegrating. That’s Empowerment, Specialized in Skill Shards (6 CP).
    • Since these techniques don’t destroy the stones or shards after you switch to using another, you can fairly easily maintain a fair array of (admittedly low to mid level) powers ready to use. This is restricted by the low Power reserve, but still provides a good deal of extra versatility.
  • Energy Resistance (Specific, 1 Point): 5/10/15 at level 1/5/10. The basic Resistance effect provides Resistance 10 to all energy forms (5). To get past that you’ll want Empowerment (Specialized and Corrupted / only for Energy Resistance, 2 CP). That will get you to Energy Resistance, Improved (10 Points): to get all the Energy Resistances up to 30. It won’t get you to Energy Immunity (Active energy type, 4 Points) since Eclipse doesn’t generally do all-out immunities without a corresponding vulnerability. Oh well. Energy Resistance 30 to everything is pretty good.
  • Mantle of Impact: Presence, Specialized and Corrupted for Increased Effect (3’rd level spell effect) / only works on the user, provides no social benefits). Spell Effect: All weapons used are treated as one size category larger. This does not stack with spells like Lead Blades, Gravity Bow, or Shillelagh (6 CP). In conjunction with Enlarge Person (the good version) this covers the effects of Increased Size (4 Points) and/or Augmented Weapon (2 points): +1 Size Category to Weapon. Does not stack with Expansion. (Isn’t it good that we’re not using Expansion?).
  • Saves for Half (on a failure) or No (on a success) Effect falls under Improved Fortune for Reflex and Fortitude Saves (not Will since the build already has The Adamant Will for that) (24 CP). This covers Evasion (1 Point): Reflex saves for no damage, Stalwart (1 Point): Make Fortitude and Will saves for no effect. Improved Evasion (4 Points), and Improved Stalwart (4 Points).
  • Retaliation: Opportunist (User may spend an Attack of Opportunity to strike back when they are attacked, must expend their psionic focus to do so). Covers Retaliate (1 Point) and Improved Retaliate (2 CP). This is the only thing on the list that uses psionic focus, but that still means that you can’t just keep doing this.
  • Adhesive Feet (2 Points): Grants +4 to Climb and to CMD against Bull Rush, Trip, and being Moved. The boosted strength and armor class covers all of this already.
  • Ram (2 Points): +5 to Bull Rush or Overrun attempts, can Charge and do 5d6 damage treated as adamant (8 Points). The massive strength boost already covers the bonus (and more), you can already charge with a adamant weapon, and attacking by ramming your head into things is just kind of stupid. Just use the 1d8+16 base punch; with the various available boosts it’s more effective anyway.
  • Mantle of Dex (Nimble, 6 Points) (6 CP). Personally I think you’d be better off buying this in an item, but it is one of the customization options. As noted before, Mantles are basically Presence – which normally grants (or inflicts) some effect similar to a first level spell on either allies or enemies in a ten foot radius. An awful lot of designs Specialize and Corrupt it to get a higher-level effect – up to third level – by only affecting one target at a time and requiring a particular trigger. For example, a master of the Cursed Blade who inflicts minor debilitating curses every time he draws blood (unless the target saves of course). But that means that you can limit it to just yourself and get an ongoing third level spell effect – like… +6 Dex. Good at low levels, but likely not at higher ones.
  • Mantle of Con (6 Points) (6 CP). Basically as above. Likely a better deal. Dex is nice, but this build needs Con and Int a lot more – and it’s very useful to start with.
  • Occult Sense (Blindsight) (4 Points), Corrupted / 30′ range only (4 CP).
  • Presence: Specialized for Reduced Cost and Corrupted for Increased Effect / limited to a single target who must first be struck by a successful melee attack, who must then make a Will save (DC 11 + Cha Mod, this affects objects) or be moved 5′ as the user wills (3 CP). This movement does not provoke AoO. Covers Pull and Push (2 Points)
  • Extra Passenger (4 Points) (Blessing, with Group, Specialized and Corrupted / the user may only share the DR, energy resistances, and life support options of his or her armor, only works on creatures of equal or smallser size, who must remain adjacant to the user, ride along with his or her move actions, and use a standard action to “climb aboard” or “dismount”. The affected creature has total concealment while riding along, since any attacks will be targeting the armor user (4 CP).

That’s 502 CP in total. Out of a total of 504 available. Of course, the Pathfinder Package Deal provides +1 CP/Level, Eclipse characters can take ten points worth of disadvantages (and almost always do so), and are encouraged to take limitations like “Duties” or Restrictions” for extra points – and a power-armor character is a pretty obvious candidate for membership in some knightly order, group of oath-sworn guardians, or some such.

But basically… an Eclipse Aegis build gets all the customizations, some extra tricks, and basic manifesting. Plus whatever oddities they purchase in the way of equipment, since they don’t actually need much of it – my recommendation list calls for a Greater Crystal Of Aquatic Action (3000 GP, covers Underwater Breath), a Tinkerstone (unlimited Mending, 1000 GP), and Stagger-Proof Boots (2000 GP) – for a total of 6000 GP. Obviously some power stones and skill shards are in order, but since you’ll never need to replace them it’s not really going to amount to much.

Now there are some differences in play; while this version of the Aegis starts off with a lot more customizations than the original, gets them a lot faster, and winds up with all of them, as well as with more active powers, self-healing, stealth abilities, and more, if they want the “temporary boost” effect along the way they’ll want to use something like Mystic Artist to grant themselves a Positive Level and six floating CP – or just take Double Enthusiast (Specialized and Corrupted for Increased Effect / only to buy the listed enhancements). In terms of the Tier system… I’d probably peg this version around Tier II. They don’t have the game-wrecking power of Tier I, but they certainly have options for an awful lot of situations and have access to low-to-mid tier spellcasting. If you want the Martial Customizations nothing is stopping an Aegis type who wants them from just buying them directly. After all, this build can easily spare more than enough points for some Stances and a Martial Discipline if you add some limitations.

I’m not, however, going to go through how to build Martial Stances and Disciplines again. If that’s what you want, they’re right HERE and HERE.

That’s pretty normal for an Eclipse build; if you’re focused on what you want it’s hard to build a really ineffectual character. Problems tend to come up when you try to focus on how the world should react to you rather than on what you are.

Eclipse d20 and Power Armor

The question here was “How to make Power Armor in Eclipse”.

Well, there are a lot of ways to get “power armor” for yourself.

Basic Builds:

Probably the simplest is to simply buy various abilities Corrupted or Specialized (or both, depending on how hard the armor you’re using is to obtain/build, use, and maintain and how often you can use it) – they require that you be wearing your expensively personalized suit of armor to use with the special effect of “Power Armor”. Honestly, this is usually quite sufficient. In fact, it can easily cross into Bottleneck Design / Abusive territory if you’re willing to be helpless enough out of your armor or just arrange things so that you almost never have to take it off (in which case the GM should point out that you don’t get a price break for “Corruptions” and “Specializations” that don’t mean anything). Dr. Wrath is built along those lines as is the Advanced Armor Training.

For a relatively cheap set… take Innate Enchantment, Corrupted for Reduced Cost / Requires that the user be wearing a suitable set of personalized armor/begemmed psychic harness/other awkward and expensive focus you can’t normally use in noncombative situations. That allows you to get up to 17,500 GP worth of Innate Enchantments for (12 CP). You’ll probably also want to throw in an Immunity to Dispelling and Antimagic (Common, Major, Great, Specialized and Corrupted / only to protect the “power armor” package (6 CP), and – for some minor functions – Shaping (Use of Charms and Talismans variant, 6 CP). That’s 24 CP, which isn’t too bad at all. What to buy? There are thousands of possible variants, but here’s a “general utility” package.

Innate Enchantment:

  • Personal Haste (2000 GP): +1 Attack when making a Full Attack, +30 to movement modes.
  • Force Shield I (1400 GP): +4 Shield Bonus to AC (Force). Blocks Magic Missiles.
  • Enlarge Person (PE Variant, 1400 GP): +8 Str, +4 Con, -2 Dex, -1 to AC and Attacks. Weapon Damage increases.
  • Resist Energy (1400 GP): Universal Energy Resistance 10.
  • Immortal Vigor I (1400 GP): +12 + (2 x Con Mod) HP
  • Magic Weapon (1400 GP): Any weapon you use – including your gauntlets – counts as +1 Magic.
  • Monkey Fish (2000 GP): Gain a base Climb and Swim Speed of 10′ (40′ with Personal Haste).
  • Embrace The Wild (2000 GP): Gain Low-Light Vision, 30′ Blindsense, and +2 to Spot and Listen.
  • Cure Light Wounds: 3 Uses/Day, only activates when the user drops to zero or negative hit points but activates automatically then to cure 1d8+1 damage (SL 1 x Cl 1 x 2000 GP Unlimited-Use Use-Activated x .6 (3 Uses/Day). I think it’s reasonable to treat “cannot be voluntarily activated” as a fair trade for “auto-activates if you’re dying” since needing a few HP healed is a LOT more common than hitting 0 HP. So 1200 GP.
  • Endless Bandolier (1500 GP): Holds up to 60 Vials/Powerstones/Potions/Small Scrolls/Etc, as well as four book-sized and two sword-sized objects.
  • Boots Of The Cat (1000 GP): You take the minimum possible damage from falls.
  • Brute Gauntlets (500 GP): 3 Charges/Day, spend 1/2/3 as a swift action to get +2/3/4 to Str checks, Str-Based Skills, and Melee Damage for one round.

Built-In Charms (70 GP):

  • All-Weather Cloak: The armor is comfortable in all normal weather conditions.
  • Captain’s Torc: +4 to Listen, acts as a bullhorn, -1 on saves versus sonic attacks.
  • Foothold Boots: 3/Hour find firm footing even in midair. Save yourself from falling, doublejump, etc.
  • Sealed Helm: Holds out hostile environments. After about three minutes it will start tapping the Air Bladders, below.
  • Wardstone: DR 1/- versus Weapons.
  • Wardstone: DR 1/- versus Natural Weapons.
  • Wellstone: The wearer never gets thirsty.

Built-In Talismans (75 GP):

  • Helm Of War: Your armor may negate up to five critical hits, sneak attacks, or similar effects, but only regains one “charge” of this ability per week.
  • Shimmermail: Your “Power Armor” has a +4 Armor Bonus (And may mount an Armor Crystal if desired). If you want to base your “Power Armor” on a suit of actual armor, replace this function and just buy the armor.
  • Tulthara: Your “Power Armor” has a built-in weapon equivalent to any one normal weapon. It does not require ammunition (but can use such), uses your normal attack rate, and counts as being magical (albeit without any innate bonus). The most common choices are Composite Longbows (For those with Str) or Heavy Crossbows (for those without). In any case, the special effects are up to you. Bolts of Black Lightning? Repulsor Blasts? Whatever. Note that you can mount a Weapon Crystal to improve this.

Built-In Basic Gear (142 GP):

  • Swarm Suit: 20 GP. If activated (A free action) this halves your movement but provides DR 10/— against Fine creature swarms and DR 5/— against Diminutive creature swarms.
  • Air Bladders x1200 (120 GP). Holds two hours worth of air in case of an unbreathable external atmosphere or vacuum.
  • Heavy Mace (12 CP). You can punch people for 1d8 base damage.

Technically that leaves 3 GP unspent. Call it a nice paint job with your personal heraldic crest and colors.

For amusement, one character expanded on the Force Shield effect by buying…

Metamagical Theorems (Power and Elemental Manipulation) plus Streamline x 2, all Specialized and Corrupted / only to enhance the Force Shield effect, only to allow it to be transformed into one of the following effects (8 CP).

  • Shield Wall: Increase Shield Bonus to +8 until discharged.
  • Shield Bash: Make a full attack to slam someone within reach with your shield, inflicting 1d8 + (Str Mod) damage, stunning them, and forcing a DC (12 + Str Mod) Fortitude Save to recover each round thereafter. The shield goes down until you act again.
  • Shield Hurl: Turn the shield into a ranged touch attack (30′ increment, does 2d6+Str Force Damage plus any one Combat Maneuver. The shield goes down until you act again.
  • Guardian Shield: You extend your shield to allies within 10′, granting them a +4 shield bonus to their AC (and protection from Magic Missiles).
  • Ablative Shield: Your shield absorbs the first 20 points of damage you would take this round, then goes down until you act again.
  • Binding Shield: Hurl your shield as a net of force to Entangle a target (30′ range increment, ranged touch, Ref save (DC 12+Str Mod) as a move action each round after the first to escape.
  • Tower Shield: Create a Force Ladder effect.

Or, of course, you could just throw in a relevant martial art.

That’s not incredibly powerful Power Armor but it is reasonably effective and it’s compatible with most other gear. Of course, many d20 characters do not exactly need power armor… For example, there are some Battletech Mecha conversions in these two articles.

Going Shopping:

Next simplest is to just pay for it. In this case you want something like “Immunity to the settings normal technology level” or “Privilege / Access to a Dimensional Market” – and then you simply talk the game master into allowing you to buy stuff from Dragonstar, or convert some Gold to d20 Future Credits (the ratio works out to 20 Credits per GP) and use the optional “Purchase DC to Credits” price chart from d20 Future to buy what you want – although maintenance may be awkward. There are a few superhero builds up, like Cable and Warlock, that use this trick one way or another. Of course, relatively few GM’s will let you get away with this; outside of anything-goes superhero universes advanced technology is highly dependent on the exact details of a settings physics, so – unlike in Rifts – hauling power armor into a fantasy universe usually just turns it into junk or – if the setting is accommodating, like the Federation-Apocalypse game and you have the right abilities – into armor that fits in the new dimension. That’s what that settings Gadgetry skill is for – low-key reality manipulation used to keep your stuff working in dimensions where it probably shouldn’t. Normally, even if you buy – say – a pickup truck at the dimensional market that doesn’t mean that the battery or engine will work under whatever physics your quasi-medieval fantasy setting has – or that the place is suddenly going to develop tow trucks, gas stations, mechanics, and automotive supply shops full of spare parts.

Using Occult Skills:

Occult Skills can offer access to power armor. The trouble is, you either need one that doesn’t rely on a lot of missing background elements or you need to supply those elements. For example, Glowstone Alchemy and Stygium Forging can do all kinds of things – but if you don’t have any Glowstone or Stygium knowing how to work with it doesn’t do you much good. Your ice age caveman character can take Occult Skill; Computer Programming too – but it won’t get him a computer or an outlet to plug it into or access to the non-existent internet.

If you want to pick up the Shadowed Galaxy Biotech skill – which normally represents how much effort you’ve devoted to Biotech Augmentations and thus how many you have and how much you know about maintaining them – you’ll need to either get access to the ultra-advanced biomedical industry that makes and installs the stuff in the Shadowed Galaxy or to provide your own support system if you want the skill to do you much good.

You can do that. For example, several characters have taken the “Aqua Vitae” Occult Skill as an fantasy-alchemical version of Biotech – representing using various mystical concoctions to enhance themselves. This alters the available list of improvements a bit (you aren’t going to find a potion that gives you a smartphone implant but getting some “cat” bonuses is perfectly possible) but characters with advanced alchemical abilities (high skills, easy and regular access to a high quality alchemy lab, freeform spellcasting or Greater Alchemy and – perhaps – Reality Mining) can support it. An Armorer with a very high crafting skills, access to an enhanced workplace and magical materials, freeform gadget-making, and a few other advantages managed to support a version of the Shadowed Galaxy Armory skill and built his own magical power armor.

To be less complicated, take a skill that is designed to start from scratch. such as the various Modun Occult Skills. Or take a fantasy occult skill that covers adding magical Grafts to yourself. Go ahead. Be Kafkaesque; use Dream-Binding focused on Grafts, make it cheaper with some random factors, and you can wake up every morning with a brand-new body plan (and likely a chorus of screams).

The best skill on the current list for from-scratch Power Armor is probably Clockwork Engineering, since it’s a steampunk mad scientist skill that’s designed to build weird gadgets and equipment in garages and sheds with nothing more than a few sets of tools and some basic mechanical supplies. You can make this approach easier by boosting it with other skills. For example, one of the current characters is using “Goblin Engineering” – a variant on Clockwork Engineering that makes things cheaper by throwing in drawbacks and occasionally supplementing it’s designs with Greater Alchemy. His mecha looks like…

Goblin Mining Mecha:

  • Large Iron Statue (450 GP): AC 18 (20 Natural, when animated -1 Size, -1 Dex), Hardness/Toughness 10, HP 70. Bulky, crude, and extremely heavy, for -3 on the Clockwork Engineering “Cost” to work with it.
  • Cargo Bin (Masterwork Backpack) 50 GP, +1 Str for calculating Carrying Capacity.
  • Clockwork Animation Engine: Provides Str 22, Move 30′, Slam for 1d6+6. Requires regular recharging via explosives to drive the piston which rewinds the mainspring -2 for [4], clunky and slow.
  • Clockwork Piloting Compartment: Provides Dex 8, user may use statues HP and his or her own senses, BAB, saves. User must be dwarf or goblin sized, -2 for [2]).
  • Clockwork Mining Drill: +1d6 Damage for (2d6 + 6, Crit 20 / x3, treated as Adamantine) [2].
  • Ejection Seat: Blows up the mech (blasting out things like collapsing mineshafts or avalanches in the process) to eject the pilot a hundred feet or so [1].
  • Explosive Tendencies: Goblin engineering tends to be quite unstable; if a Goblin Mining Mecha is hit with a Fire attack doing 12 or more points of damage, severely damaged, or just is having a really bad day, it may blow up doing 6d6 in a significant radius and triggering the pilot ejection seat. [-3]. Still, thanks to their considerable carrying capacity (Light/Medium/Heavy: 400/800/1200 lbs) and ability to readily dig through rock, they see considerable use in mining or other heavy construction – albeit sometimes with other tools substituted for the Drill. If you need heavy rocks moved, or posts driven in, or a large animal restrained… A goblin mining mecha may be just what you need.

Net Cost: 500 GP, 6 Clockwork Points. (2 or 4 Greater Alchemy points may be substituted for 1 or 2 Clockwork Points). .

Optional Items:

  • Upgrade to remove unstable tendencies, pure Clockwork Engineering designs only [3]
  • Steam Cannon (Large Heavy Crossbow: Simple Weapon, +100 GP, 2d8 Damage, Crit 19-20/x2, 120′ range increment. Special ammunition optional)
  • Steam Cannon Autoloader, 12 shots before having to spend a couple of rounds reloading [1]
  • Steam Cannon Pressure Supercharger: As per Gravity Bow, Increases Damage Base to 3d8, 3x 5-Minute Uses [2]
  • Orion Jump Jets: Jump or Break a Fall, 3 uses [2)].
  • Muleback Cords (Equivalent): [2]. Increase Light/Medium/Heavy Carrying Capacity to 1224/2448/3680 lbs. May substitute +600 GP for the Clockwork Cost.

Net cost with all upgrades: 14 Clockwork Points, 600 GP or 12 Clockwork Points and 1200 GP.

Goblin Fireworks (Greater Alchemy):

Goblin Fireworks are notoriously unstable and inaccurate. Those with any significant range often miss (they are generally Touch Attacks with a range increment of 20′) and stockpiles can be cooked off by major fire attacks. Creators with more skill or mechanical aptitude can fix either or both problems, but each one that applies to a given creation will reduce the cost by [1] to a minimum of one (just increase uses if this would reduce the cost to [0]). Still, unless they wind up exploding themselves with their own munitions, a swarm of Goblins equipped with Goblin Fireworks should not be underestimated – at least on Modun, where ordinary people can easily take Occult Skills.

  • Flame Belcher (As per Burning Hands) [1], three uses for [2], seven uses for [3].
  • Rolling Thunder (Used to make an entrance with clouds of smoke and dramatic thunder, as per Shock and Awe) [1], three uses for [2], seven uses for [3].
  • Fireshrike Cluster (As per Snapdragon Fireworks): [1], three uses for [2], seven uses for [3].
  • Burning Rain (As per Stone Call, but Fire Damage and small fires on the ground) [2]. Three uses for [3], Seven uses for [4].
  • Dragonsmoke (Pyrotechnics, smoke only instead of using an existing fire), [2]. Three uses for [3], Seven uses for [4].
  • Sunfury (Pyrotechnics, flash only instead of using an existing fire), [2]. Three uses for [3], Seven uses for [4].
  • Wind Fire Wheels (As per Fire Shuriken): [2]. Three uses for [3], Seven uses for [4]. Note that these require normal attacks since they’re single target.
  • Flarelight (As per Daylight that only lasts for three minutes and illuminates a fixed area, but which may be launched at medium range) [4], Three uses for [5], Seven uses for [6].
  • Incendiary Gout (As per Firestream): [4]. Three uses for [5], Seven uses for [6].
  • Petard (Fireball): [4], Three uses for [5], Seven uses for [6].
  • Dragon Breath (As per Lightning Bolt, but Fire Damage): [4], Three uses for [5], Seven uses for [6].
  • Thundersphere (as per Thunderclap): [4], Three uses for [5], Seven uses for [6].

Powering the Goblin Mining Mecha requires about [2] per shift, [4] per day, or [7] for a week – which is advisable, since you don’t want to run out of fuel for the thing while you’re on an adventure.

You could probably also use this version of Gadgetry Specialized in Armor Gadgets for twice as many gadget points and fill your armor with limited-use stuff – grapnel guns, rocket boots, lightning movement boosters, automatic medical kits, and so on – but that may have more of a “Batman”, “Inspector Gadget”, or general mad-scientist feel.

The most versatile form of power armor on the site is Federation-Apocalypse setting “Smartclothes” – clothing made of extremely durable microcomputer fibers that extract energy from the user’s movements or the environment to power themselves, can recolor themselves, move about, reweave themselves as needed, and provide various functions. A standard outfit in that setting provides +2 Armor, DR 2/-, Universal Energy Resistance 2, +2 to Climb (due to the fibers gripping surface irregularities and acting as short-range ropes), Disguise (reweaving themselves into any clothing desired), Listen (can selectively amplify and locate noises), Spot (pattern detection), Stealth (due to muffling noises and camouflage), and Swim (providing the equivalent of fins and webbed gloves), +2 to saves versus sensory overloads (sensory filtering), stabilizing while dying (stitching wounds shut, blocking blood loss, providing CPR), and chemical exposure (they’re nonreactive and highly resistant), a +2 to Attacks with ranged weaponry (due to targeting systems), personal-computer and HUD functions (including mapping, tutoring, secure communications, reference library, etc) via a wireless neural interface, visual enhancements (IR, UV, Low-Light, Magnification, and Flash Suppression), personal and environmental monitoring (for example, calling for help if you’re hurt, medical diagnostics, detecting toxins), long range secure communications (cellular, radio, satellite), automatic distress beacons, and life support (12 hours of air, comfortable from arctic to tropical desert temperatures, limited space-survival functions). They do not restrict movement and have no more weight than normal clothing. And that’s just the basic model handed out to kids and civilians for free. Just like nanite first aid kits that can just stick detached heads back on, and weapons up through anti-vehicle stuff. Getting your own starship is a privilege, but not a very big one. Upgraded Smartclothes? Available with a decent explanation (like “Going Adventuring”). That’s the trouble with the FA version of the “Gadgetry” skill. It isn’t for “buying” stuff; it’s a way to measure how much equipment you can push whatever dimension you’re in at the moment into accommodating. You visited the “Indiana Jones and the Last Crusade” universe and grabbed the Grail? Getting it to work in a hard science universe will likely occupy a lot of your gadget points.

Is it worth noting that Federation-Apocalypse Pet Collars work just the same, but the fiber network hides in their fur/scales/whatever. It also means that smarter pets are occasionally wearing personalized mini-mecha. Sadly, good luck on persuading your game master to allow you access to a universe where pretty much everything is free, fusion-powered battlemechs are considered “quaint” and are easily available to first level characters, and the magical types get to go hog-wild because otherwise they haven’t got a chance to keep up with the weaponry available to fighters.

The Capitalist Exploit:

Tomonoko takes another approach to Power Armor – buying a high level of Wealth (which provides various gear bonuses), Specialized and Corrupted for Increased Effect / only works as far as Armor Enhancements and Charms/Talismans are concerned (which she has built into the armor). That’s definitely cheese, but it is a cheap way to get enhanced armor – and if your special effect is “Power Armor”, so be it!

3.5 and Pathfinder:

Golem Armor is a classic method, but tends to be very expensive. The Epic Level Handbook has some, while Pathfinder has Construct Armor and Golem Armor adequately covered – but pure enchantments really don’t have a lot to do with character builds and Eclipse. If you want to take this approach just use the existing rules.

d20 Future Mecha are overly complex, but here’s a simplified set of design sheets if you want to build Mecha along those lines:

Those are reasonably effective, but are best suited for a military campaign where everyone is using the things.

Psychic Armor:

The most straightforward method of creating psychic armor is covered by the Exokinetic – but those come with a fairly steep ECL cost since the Mutants of the Eclipse series is set up to create reasonably balanced quick-and-easy superheroes rather than being especially optimized.

You can create a suit of Psychic Power Armor with Witchcraft using The Path Of Fire / Birth Of Flames. You’ll want to apply some sort of Corruption for Increased Effect (Most often “Does not get independent actions, must be worn and operated by it’s summoner) with the Increased Effect of being treated as “armor” and two Class-C abilities – Enveloping (allowing it to be worn and the summoner to use it’s abilities) and one other, see The Practical Enchanter).

Honestly, this is pretty good already; This gives you +85 HP, Speed 40, +15 Armor, your attacks or two attacks at (+5 or your BAB, whichever is better, +Str Mod) for 1d10+Str Mod, Str 29 (and Dex 13 unless the user’s is higher), you’re considered Large (and with 5′ of natural reach), and get three Class-A and three Class-B abilities to start off with. Lets see… Fly 30 (counts as two) and Tunnel 10 for the Class A’s, Fast Healing 2, Energy Attack (add +1d6 of a chosen energy type to it’s 1d10+12 base), and maybe another +4 to Str (also netting +2 to the base Attacks and Damage).

Since this stuff is considered Armor, personal boosts and most non-armor equipment will work fine. For that we’ll want some Innate Enchantment that only works while you’re wearing your psychic armor – such as the package above. You can pretty easily build the equivalent of Pathfinder’s Aegis class that way (and in considerably fewer levels, as befits a Tier 4 option). If I have some spare time I may do a full conversion for them…

And I hope that helps!

Modun – Charms and Talismans Of The Aqua Elves

The Charms and Talismans of The Practical Enchanter are fairly generic – and are designed to fit into fairly generic settings. Modun is full of wildly variant settings, and so there will be unique Charms and Talismans to fit those settings.

First up, it’s the Aqua Elves. Like other aquatic d20 races, they spend much of their time underwater – and that is a very different environment. Ergo, here are some unusual Charms and Talismans to fit them.

There have also been some questions about what’s appropriate for a Charm or Talisman – and that’s a bit of a judgement call. The general rules of thumb are 1) try to stay away from numerical bonuses, 2) try not to make anything a “must have”, 3) direct spellcasting – particularly offensive spells – is very limited, 4) most effects either require active use or are constant personal effects, and 5) as it says in The Practical Enchanter… “Charms usually have level zero effects and are either constant or operate a few times per day (often 1-3 plus [Users Level/3] times). A few are “charged”, and can have up to 50 charges. They are no particular strain to use. Talismans can have effects of up to level one or even level two in rare cases – and those with active effects often are a strain to wield, typically draining one of the user’s attributes or otherwise endangering the user.”

For example, Blessed Blades are basically +1 weapons – but will be destroyed (doing extra damage but injuring the user) if they hit an undead or evil outsider of six hit dice or more. Possibly a must-have for a low-level combatant fighting skeletons and such, but not much use for a mid- or high-level type. They’re also very hard to find. They’re still one of the most powerful charms. An Iconograph works like a limited-use Polaroid Camera. A Luncheon Pot provides a daily snack.

As for Talismans… Shimmermail – basically the equivalent of a Mage Armor spell – is one of the most potent Talismans, and comes close to being a must-have for a low-level mage – but will soon be superseded, just as a Rune Weapon is of great benefit to a low-level fighter, but will become obsolete once magical weapons become available.

For more examples, there are THESE (Part I, Part II, Part III, Part IV, Part V, Part VI, Part VII, and Part VIII) articles about some Charm and Talisman proposals, and why they will or will not work.

Ambergris Pearl: This shimmering pearl gradually darkens as it is applied to, and absorbs (or at least stops the bleeding of), small injuries, crumbling away once entirely dark – an effect equivalent to the Sovereign Ointment charm. The Talismanic version is larger, and can produce a Polypurpose Panacea effect up to three times daily. It also will eventually crumble away, but is usually good for several hundred uses first.

Active spellcasting is always a sign to look carefully at a proposed Charm or Talisman – but this spell is extremely weak-sauce, only being capable of producing a very limited selection of Healing cantrip effects. If someone really wants such an item… L1 spell (Reduced to a Cantrip by the Ambient Magic limitation = level .5), x.5 (Utilitarian Village Magic, given that this really doesn’t do anything of any import), x.9 (requires the Heal skill to use), x.5 (Item eventually burns out), x 1800 GP (Unlimited-Use Command Word Activated), x Caster Level One, x.6 (Three Uses/Day) = 121.5 GP. And the Talisman version takes up a Talisman slot.

Anchorstone: This bangle will hold an object of up to medium size stationary against a gentle current – a maximum of about half a mile per hour. Unusually, these can be stacked; each additional Anchorstone increases the limit by about a quarter of a mile per hour. Talismanic Versions are equivalent to two of the baseline Charm versions each; even with the maximum possible, a riptide or some of the really strong surface currents will overwhelm them. An anchorstone will continue to operate for several hours if left alone, indefinitely if within thirty feet of the user.

Anklets of Flotation: These talismanic anklets effectively encase the user’s feet and lower legs in buoyant foam, allowing a medium-sized or smaller wearer to “stand” – or even “walk” – on water. Unfortunately, this requires considerable skill (Balance, Tumble, or similar) to simply remain standing on calm water. Trying to “walk” is slow and any significant disturbance makes remaining upright near impossible. Fortunately, they can be turned off and (given a minute or so) restarted so falling over is not near-automatic drowning for an air-breathing user. They do see some use as sporting equipment, or occasionally as practical jokes – although at least a few diplomats and guards take considerable pride in being able to “stand on the waters surface” as they talk to land-dwellers, using either their remarkable skills or some method of cheating to keep their balance. The Charm version is just a variant on The Ocean’s Arms charm, making the user too buoyant to sink.

Water Walking is fairly high level. This, however, is much more “pool toy” than water walking.

Aquarium Stone: This minor charm keeps an aquarium, modest ornamental pool, or similar habitat for small animals clean, free of excessive plant growth, fresh, and free of offensive odors. Talismanic versions can add a small fountain, or a stream of bubbles, or similar bit of semi-functional adornment. Many user’s add a Food Dispenser charm – a version of a Luncheon Pot which will keep your guppies or hermit crabs, or whatever your preference in small pets is, well (but not excessively) fed. Obviously enough, land-based variants are available but few people wish to waste charm slots on tasks that only require a few minutes a day anyway. You can combine the Stone and the Dispenser in a single Talisman too – but that is almost inarguably a waste.

Kids with small pets, and parents who don’t want the kid to shove care of the pets off on them, are the major market for these, although the occasional specialist keeping a tank of rare magical fish or really exotic creatures may find them worthwhile.

Cargo Slide: This polished sheet of mother-of-pearl (the shiny smooth part of a seashell), may be hung on a chest, crate, or similar item weighing up to a thousand pounds, rendering the surface supporting it slick and effectively smooth, allowing the item to be shoved from place to place as if it was on a furniture dolly. Talismanic versions can easily be turned on and off with a simple tap, allowing the user to keep things from sliding so readily if he or she wishes to take a fest. And yes, if you can set up a situation where you can slide a heavy box at your enemies, this will work just fine.

If you’re loading or unloading a lot of cargo or moving furniture or some such this is probably well worthwhile. You could make do with grease, glides, or actual dollies, but that gets expensive in quantity and they’re harder to turn off.

Dehydrator: This simple rack will quickly dry out any items draped over it, with applications ranging from quickly drying laundry on through drying fish and meat, or freshly-painted artwork, or damp books. Talismanic versions can handle several times more stuff, but are otherwise the same.

Driftwood Pin: Carved from a piece of ocean flotsam this charm allows the user to adjust the weight of whatever it is fastened to by up to six pounds (albeit to a minimum of zero) as long as it remains within ten feet. Commonly used as a buoyancy-adjustment aid for swimming and diving it can also be used to carry along a bit more gear, to reduce falling damage if the wearer is small enough and/or uses enough of them, and to briefly anchor small pets that don’t want to be picked up or caught. Talismanic versions are twice as effective, but there are usually better uses for Talismans.

Flotation Net: Woven of kelp, the magic of this talisman is devoted to enhancing the flotation bladders and strengthening the seaweed of which it is composed. When stuffed in it’s carrying bag it is of neutral buoyancy, but when spread out upon the surface it is roughly as effective as a rubber liferaft – although, while it is puncture-resistant due to the many flotation bladders, it is fairly useless at keeping things dry. Once deployed, the net will remain effective indefinitely but becomes increasingly hard to get back into it’s bag since all the new growth will have to be painstakingly trimmed. If abandoned by it’s owner it will revert to normal kelp in a week or so. Smaller, Charm-level variants exist, but are basically either floating baskets or the equivalent of the Oceans Arms buoyancy charm.

At the price of a rubber raft in d20 modern – up to about 500 Credits or 25 GP – corresponds precisely with the cost of a Flotation Net. This is coincidental, but is still a good check on whether or not this is reasonable – which it does seem to be.

Gripcurrent Bracer: When worn underwater, this charm allows the user to use hand tools underwater as if it offered no more resistance than air, negating any skill penalty for water resistance. The talismanic versions can also (very) briefly harden water into simple tools, effectively giving the user access to a set of basic Artisans Tools (or a crowbar) whenever he or she needs them.

D20 doesn’t actually specify any penalties for using tools underwater, but using a charm to negate a possible -2 circumstance penalty under unusual and highly-specific conditions is certainly reasonable enough. And paying 25 GP and a talisman slot for access to a very light set of Artisan’s Tools (usually only 5 GP and 5 Lb) is reasonable enough. After all, you could just get the Talismanic version of a Hidden Pocket charm and stuff them in there.

Lantern Pearl: This variant on the common Lightstone charm is only as bright as a candle, but if left overnight in a bottle of fireflies, luminescent jellyfish, or similar creatures it will emerge with a single “charge”. At the cost of that charge and 1d4 HP the user may cause the pearl to release a bright flash (others within 10’ must make a DC 12 Reflex save or be dazzled for two rounds. Light-sensitive creatures and those of the ocean depths will often retreat if dazzled), or a stronger glow (equivalent to a Light spell) for up to an hour, or a Snapdragon Fireworks spell (does luminescent jellyfish of invoked underwater) at a caster level equal to half the user’s hit dice. Talismanic versions are normally as bright as a common lamp and can hold three charges that do not cost HP to use.

Again with the red flags – not only active spellcasting, but actual offensive magic! On the other hand… A bright flash of light – like a flash pellet. And Snapdragon Fireworks, which have a decent range but are otherwise about as effective as a handful of firecrackers. Honestly, if someone is clever enough to pull off an upset using Snapdragon Fireworks they probably deserve it for ingenuity alone.

Hm. For an actual item… Rod (or Ring or something) of Fireworks. Snapdragon Fireworks with Sculpt Spell, Spell Level 2 Caster Level 3 x 2000 GP Unlimited-Use Use-Activated x.9 requires five or more levels of either Knowledge/Arcana or Craft/Alchemy = 10,800 GP. The user may spend a move action to discharge a Snapdragon Firework, affecting either the base 5’ square or any one of a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, or a ball (20-foot-radius spread), or a 120-foot line. Sure, that’s nothing major, but a continuous bombardment of 1d4 annoyance might be worth the cost at appropriate levels. If you’re just standing around casting anyway it’s free harassment.

Mangrove Knots: Made from shoots of young mangroves cut and tied into a pair of knotted rings, these talismans are used, with an appropriate ritual, to link the natural magical energies of two lovers (or possibly very close friends) – sharing a few of their natural abilities. In the case of a Aquatic Elf with a land-dweller, the land-dweller normally gains the ability to function underwater, while what the Elf gains depends on the nature of his or her companions abilities (and is thus up to the GM). Naturally enough, if one or the other dies, or willingly betrays the other, the link will break immediately. There is a version which can be imposed on an unwilling donor, but it is severely debilitating, requires that the donor be restrained, and – as black magic – tends to corrupt the beneficiary. The Charm version is basically just a version of the Heartrune charm.

This, of course, is more a case of anchoring a magical ritual than a freestanding item,

Numbscale Salve Pearl: When touched to an injury this charm creates a numbing aura that blocks the pain from stings, pinches, scrapes, and other irritants or minor injuries for up to an hour. Sadly, this does not actually heal anything; it just prevents pain. Talismanic versions are variants on Wardstones attuned to damage from stings, pinches, and scrapes – including the toxins of jellyfish, sea snails, and similar creatures, whose effects are also reduced by one point if they get through the injury resistance.

Octopus Eye: While actually made of glass harvested from undersea obsidian, this small carving either corrects for distortions of color and angle while underwater so that outlines and colors appear as if on the surface for surface-dwellers or corrects for such distortions for water-dwellers above the surface, so that they see as if the area was underwater. In either case there is no effect on lighting levels or visual range. The Talismanic version allows the user to see through the eyes of any octopus within twenty feet or so if he or she wants to do so and it does not make a DC 13 will save (they rarely bother) – although this is mostly only useful if you want to peek around a corner or apply makeup or something. Unfortunately, the targeted octopus will continue to look at, and do, whatever it pleases – unless, perhaps, someone has trained it.

Pet Toy: This variant on the Endless Stick charm (for distracting babies) is very distracting for animals. Presuming that nothing urgent is wrong, offering it to an animal (or small group thereof) will usually keep it or them distracted for some time. The Talismanic version can usually get them to take a nap with it,

Polar Coral: This charm is a polished piece of pale blue coral that always feels cool – basically the opposite of a Firebox. It can be used to (slowly) freeze small amounts of ice, keep the contents of simple container cool, or simply be carried to help keep the user comfortable in hot weather. The talismanic version can turn a simple chest into a fair-sized freezer, suitable for preserving fresh meat and vegetables. This is mostly a variant of the Ice Box charm of course, but it’s easy to swap it between containers.

Pressure Pin: Carved from metallic nuggets found in the deep sea, these charms help vulnerable creatures adapt to pressure changes – avoiding problems like Nitrogen Narcosis, the “Bends”, oxygen toxicity, hypothermia due to heat conduction, and so on. Charms are good for adapting to rapid changes of up to three hundred feet in depth, Talismans are good for up to a mile. (Typical d20 games don’t get into this kind of thing, but if someone wants to bring it up, here’s something to get that noxious realism to go away again).

Ripple Mirror: This variant on the common Scrying Mirror charm focuses on visions of friends and family members, usually as they are but occasionally as they were or even giving hints about imminent danger. It works even better if the person seen has recently been in contact with a natural body of water that is linked to the sea. In any case, a Ripple Mirror’s limited scope tends to make it considerably easier to get a vision or a particular person and such visions are far less fragmentary than those of a Scrying Mirror. If you want to check on your kids every so often or something, this is fine way to do it. Talismanic versions offer longer and more reliable visions – and often give the target the impression that the user is checking on them – but really aren’t much more effective.

Saltleaf Patch: Made from the leaves of trees that live in tidal salt marshes, when applied to a container, book, or other item weighing up to ten pounds these maintain a thin film of air about them, preventing water damage and keeping hot items warm much longer. While this will allow firearms to function underwater without the barrel exploding underwater ranges are still fairly minimal. On land, they will keep things dry in the rain and prevent hydroscopic materials from taking on water. A pouch normally includes about twenty leaves; and will remain effective as long as the items they are applied to remain within about thirty feet of their possessor. The Talismanic versions come in packs of 50, and will remain effective for an hour or so after their user leaves the area – resetting this time limit if he or she returns before it runs out. Interestingly, applying one of the Talismanic versions to a bolt, spear, javelin, or similar item will give it a normal range under water.

Siltstone Mask: Pressed from clay made from rich black river silt, this mask grants clear underwater vision in turbid or murky water (only works against obscurement by mud or sediment, not magic). Talismanic versions allow the wearer to “see” several inches into mud or sand, which may occasionally be useful when you’re hunting for secret hatchways or something, but is mostly useful to harvesters of shellfish, beachcombers, and archaeologists.

Stand of Balanced Brine: Maintains a palm-sized sphere of perfectly salinity-controlled water. Often used to grow underwater plants (or as an aquarium for sensitive fish; there is a slight “membrane” effect that inhibits them wandering off) in a manner similar to potted plants or to transport delicate seedlings, coral buds, and eggs. The Talismanic version maintains a sphere roughly a foot to a foot and a half across, but otherwise works much the same. In either case, they will function without their owner for a week or so, but will then cease to work unless the user comes back to maintain them in time.

Stone of Settling: When placed in a bowl or basin this talisman causes specified materials to settle out in short order while other materials remain suspended. This is useful when panning and sorting metals, in filtering out the finest clay to make porcelain, in collecting shellfish, in obtaining pure sand to make high quality glass with, in searching for archaeological discoveries, for harvesting particular types of algae or krill, for determining which clams contain pearls, or for a thousand other purposes – all labors that the Stone can greatly speed. Charm versions exist, but generally operate so much more slowly that no one bothers with them.

Stonesinger Hammer: This talisman produces localized vibrations that loosen barnacles, calcified shells, adhesions, jams, or caked sediments without harming the structure underneath. The user may thus get many things cleaned up, unblocked, or unjammed, via persistent pounding. Talismanic versions affect a radius of several feet, and thus allow the user to get a lot more done.

Tidecoral Stopper: When attached to a vial, bottle, or other container of liquid the contents will not mix with any external liquid even if the cap, cork, or similar seal is removed. It can thus be used to drink tea or potions underwater without issue, to use various chemicals and oils effectively, and to milk creatures of the sea for venom or similar. Talismanic versions affect larger quantities and the effect persists for a short time after a liquid is decanted – allowing it to be used with cauldrons (and something like the Heating Stone version of a Firebox) to make and serve soup. to deep-fry items despite being deep in the ocean, to let bartenders to serve drinks, and so on.

Tidelock Weave Netting: A net made from sea-silk threads knotted around a runestone that – with a successful ranged attack check (as per a normal net) – will cinch around and hold a single creature of Diminutive or smaller size that fails a DC 14 Will save to escape (one chance). If fish, crustaceans, or shellfish are taken out of the water, they will remain wet enough to live comfortably for up to a day (at which point they receive another save to escape). Sadly, if used to catch birds, rodents, or similar prey they are not protected from drowning if taken underwater. Talismanic versions can catch small groups of such creatures. Either releases automatically when the user taps it three times or can be unwound by hand in a few minutes. Such nets are often used by those who wish to catch dinner, or decorative beasts without harming them, or by catchers of vermin.

Water-bound Brush: Fashioned from the hair of the color changing cats that stalk the mangrove forests, this variation on the Loaded Brush will not work with glue or paint, but doesn’t require a Talismanic version to change it’s ink color. The Talismanic version will, however, render the ink instantly waterproof when working underwater.

Wave-Kiss Sandals: This charm slightly alters the behavior of water in contact with the wearer. He or she need never worry about water making a surface more slippery, water will either quietly roll off or cling in a cooling film as desired, the user will never be betrayed by splashing, will not get water in their ears, and will never wind up coughing because a drink “went down the wrong way”. The Talisman version can function as swim fins and goggles as well.

Eclipse d20 – Playable Dryads And The Other Nymphai

This was a question about Dryad’s in Eclipse, and possibly turning them into player characters.

First up… Nymphai: (Female) spirits of nature/minor goddesses in general). Minor goddesses or spirits (daimonaissai) of nature. Many of the classes overlapped: for example, the Dryad nymph of a tree growing by a spring was also often the Naiad of the fountain. In general, Nymphai were embodiments of nature’s beauty, fertility, and benevolent aspects – and so were much sought as companions, consorts, and wives. Many or most of the gods has substantial entourages of Nymphai and many male gods had quite a few children by them. Satyrs / Fauns tended to represent nature’s strength, virility, and more destructive aspects, and were considerably more active and animalistic (and somewhat less visually appealing to most humans) than Nymphai. Of course, given the male bias of classical greek culture Satyrs and company mostly appear as specific characters from particular areas or groups (and often as antagonists) rather than as fairly generic prizes to be won. Potamoi – local river gods – also fell into this general category.

For some specific types of Nymphai we have…

  • Aurai: Wind-spirits. Daughters of Boreas or Okeanos the earth-encircling wind or stream. Not seen much, possibly because dwelling in the sky sort of limits socializing with humans. They tended to cover much larger areas and may have had a sideline in divination and prophecy, if only because they literally got to look down on the world and see what was going on while listening to the whispers carried on the wind.
  • Bacchic or Thyiadic Spirits: Companions of Dionysus, also known as Maenads, Bacchae and Bacchantes. A mixture of Dryads and Naiads. Drunk and mean with it, but basically party girls. There are some stories about hardcore Maenads ripping people apart and eating them alive in their frenzy. Of course, there were also lots of stories about orgies and dolphins and parties. Still, probably best avoided. Themes like Intoxication, Frenzy, Combat, and Shapeshifting are more than a bit risky.
  • Dryades: The spirits of trees and forests. Some of them had their life force bound to that of a specific tree, usually the loftiest in a forest, or one in a sacred grove of the gods. Dryads of lofty mountain pines (and possibly of mountains, stone, and earth) were known as Oreiades, those of ash-trees were called Meliae, Hamadryads were of the oaks (and more often were associated with individual trees and came in groups), Alseids were linked with (sacred?) Groves and Meliades with fruit-trees and orchards. These days often a guardian or symbol of unspoiled nature. In a rather unsubtle metaphor often taken as wives by ambitious types who settle for conquering the local Dryad when they would otherwise despoil the wilderness.
  • Epimeliades: Spirits of highland pastures, guardians of flocks and shepherds (well, it is probably lonely and boring being the spirit of a highland pasture – and the shepherds were probably pretty lonely too). Possibly a type of Oceanid. Also known as Meliades. They seem likely to be linked with the Meliai – spirits of honey, bees sweets, and honeydew (manna) – and, for some reason, mountain ash trees. Also known as Melissai. I’d also link them with the Boukolai and Epimelides – Bucolic or rustic nymphs. What little I can remember about them just seems more domestic than the usual wild nature theme. Maybe it’s just the “lonely magical women of the wilderness spending time with lonely mortal men who guard and care for flocks and herds” thematic, but the greeks were pretty direct about that sort of thing.
  • Lampades: Light-bearing spirits of the underworld. Found in the service of Hades, Persephone, and Hecate. Rather more ominous than most Nymphai and likely possessing powers over earth and death to reflect the nature of the underworld rather than flourishing nature. Still, if you need a source of mystic wisdom or a guide to the underworld there are FAR worse choices.
  • Leimenides: Spirits of riverside and otherwise well-watered fields and meadows – places thick with lush grass and flowers. Closely related to the Heleionomai, the spirits of wetlands and the Limnatides, the spirits of lakes and pools. After all, the difference might be nothing more than how much rain there had been recently. Linked to the other water-spirits. Probably related to the Anthousai or flower spirits. These seem likely to have been guardians of particular types of flowers, simply because individual flowers are pretty transient. I’d guess that they covered herbalism and possibly medications and healing as well.
  • Nereides: The fifty daughters of Nereus (a sea god) representing the gentler aspects of the sea. For some specific examples we have Thetis (mother of Achilles), Amphitrite (the wife of Poseidon), and Galatea (beloved of Polyphemus). Haliai were general spirits of the sea, sands, and shores and were guardians of sea creatures. Possibly granddaughters of Nereus? In any case, there were lots of Nymphai of this general type who lacked such a prominent parent (and so were rarely named in stories). There were Mermen too of course – and the not-yet-generic Triton, a son of Poseidon – as well as associations with dolphins (“Hieros Ichthys” / “Sacred Fish”), which were a common alternate form for various supernatural beings. Those fall more under the Satyrs end of things though.
  • Okeanides: Spirits who presided over fresh water – both earthly, the streams and fountains, and heavenly, moist breezes and rain-clouds. They were daughters of Oceanus – the earth-encircling, fresh-water stream – or Okeanos and various River-Gods or were sisters of the River-Gods. The cloud-spirits were known as Nephelai (since it was fairly well understood that rain came from clouds, and that clouds thus had water in them all of them were usually counted as Oceanids or Okeanides). Naiades/Krenaiai/Pegaiai were the spirits of fresh-water springs, fountains, streams, rivers (Potameides), and lakes.
  • For more celestial Nymphai we have the Hesperides (evening spirits), the Hyades (rain spirits), and the Pleiades (hunting-companions of Artemis – along with some Hyades. Incidentally, while Artemis was a virgin goddess, her companions had quite a few kids by various fathers. Presumably Artemis gave them pregnancy leave).

And the list goes on.

Most of those entities – and many similar creatures from other cultures, such as fox-women, selkies, and even succubi – have traditionally been assigned unreasonably high Charisma scores. Like it or not… many writers translated “Female”, “Often scantily dressed”, and “Attractive” as “High Charisma” (the Succubus got a REALLY huge bonus) – when even in first edition charisma was supposed to be “force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness” – with physical attractiveness being by far the least important aspect, to the point where it was an official option to split off a “Comeliness” attribute for how good-looking you were – and even then it was mostly only applicable to your own species. After all… many real humans think that Jaguars and Tigers (Cha 6), Wolves (Cha 6), and Horses (Cha 7), as well as many other creatures are extremely good-looking. (Comeliness never really caught on, because most GM’s just let players describe their characters looks however they liked anyway. Charisma governed meaningful interactions, looks… were just for low-stakes social situations. After all, d20 worlds allow traits like horns, flames for hair, or scaly skin to pass without comment in humans, much less in fey and spirits. You can look good and still be an easily-manipulated bubblehead who couldn’t lead a toy poodle on a leash).

Nymphai, as befits classical greek spirit-beings, are very good looking (have you looked at greek statuary?). That does not make them great leaders or politicians, mighty sorcerers, or dominating presences. They tend more towards being mothers, wives, consorts, entourages, and minor priestesses. At least in my interpretation they do NOT have a huge Charisma bonus (although they, as semi-divine beings, do get one) Yes, human males will find them very good looking. I happen to be one, and I remember being young and finding most young women good looking. That’s the way it works. It does not mean that almost all of them had exceptional charisma scores.

Secondarily, I am going to assume that – as minor divinities and spirit beings / fey (in d20 terms) – Nymphai and Satyrs and such all belong in High Fantasy games and generate their attributes the same way PC’s do. So I’m presuming a baseline of 14, 14, 14, 14, 10, 10, with the high scores going to Dex, Int, Wis, and Cha for the standard monster-manual Dryad. I’ll give them another booster later, but this makes their attributes a lot easier to fit into a low-ECL framework and makes more sense anyway. Sure, I can see a generic peasant, or goblin, or shark – but quasi-divine spirit beings really shouldn’t be considered “generic” I think.

By default, Dryads have 4d6 Hit Dice, and get the basics of +2 BAB (normally using Daggers and Masterwork Longbows), Fort +1, Ref +4 and Will +4, 8 skills at +7 (6 SP per level x4 at level one and 14 Int, normally Escape Artist, Handle Animal, Hide, Knowledge (Nature) +7, Listen, Move Silently, Spot, and Survival plus a few synergy bonuses on various things), and two Feats. So a basic level four Fey. All of that is stuff that you buy with character levels.

For special abilities we have

  • +4 to Dex and Cha, possibly a typed bonus.
  • +3 Natural Armor
  • DR 5/Cold Iron
  • Wild Empathy (with a +6 Racial Bonus)
  • Pathfinder gave them a bonus to Craft (Wood). I’ll throw one in too, albeit probably indirectly.
  • Spell-like abilities: at will: Entangle, Speak with Plants, Tree Shape; 3/day: Charm Person, Deep Slumber, Tree Stride, 1/day: Suggestion. Caster level 6th. The save DCs are Wisdom-based.

That’s not actually that horrendous. A couple of the spells – Deep Slumber (L3) and Tree Stride (L4) – are a bit beyond what you could easily get in baseline d20 at level four, but they’re hardly game-breaking and are easy enough to get in Eclipse. On the other hand, in basic d20, racial abilities are generally a dead end; there’s really nowhere to go with them. Eclipse is a bit more flexible that way.

Of course, the basic d20 dryad / nature spirit is essentially unplayable: being unable to get past three hundred feet from your focus doesn’t leave much scope for adventure – although I suppose it could work in a slice-of-life game set in a small village or a harem comedy. Fortunately, that’s mostly a Victorian interpolation; the original Nymphai could pretty much wander around as they pleased – it was pretty much a requirement given how many of them moved around as a part of a divine entourage – it was just that they remained mystically linked to their tree, or mountain, or lake, or whatever, and if something bad happened to it they would be similarly affected and so it was unwise to leave it unprotected. Presumably the gods handled the problem for the Nymphai in their entourages.

If you look at the SRD entries closely, they’re kind of questionable in other ways too. Like most “monsters” Dryads are set up to serve as encounters. But this leaves some pretty obvious holes:

As Fey, they eat, sleep, drink, and breathe. So they need food and drink. Maybe they can keep making survival checks and catnap using Tree Shape, but somehow I just don’t see the magical dryads spending all their time scrounging for berries and nuts – or spending all winter being a tree.

They fight with Daggers and Masterwork Longbows (and apparently always and only with Daggers and Masterwork Longbows) – but have no apparent way to get either. Hopefully they can also get shoes and a warm cloak from the same place, since there’s nothing about them being resistant to the weather either.

So lets build a general Nymphai.

Nymphai Racial Template (61 CP / +1 ECL):

  • Mantle Of Divinity (Presence, Specialized and Corrupted to apply a couple of second level effects to the user only – in this case a +4 Enhancement to Charisma and to one other Attribute chosen at the time of character creation, 6 CP). This is a notable edge to start, but Enhancement bonuses are one of the most common types and others can easily obtain them as well.
  • Presence, Specialized and Corrupted for increased effect (Area) / only to produce a Charm Animal effect on nearby animals (6 CP).
  • Shaping (Use of Charms and Talismans variant): Note that, unless they opt to empower external Charms and Talismans instead they may always use the Charms and Talismans in their Innate Enchantments (6 CP).
  • Immunity/Aging (Uncommon, Major, Great, 6 CP): Nymphai may remain young and vital for many centuries – but time and accident catch up to everything in time.
  • Damage Reduction 2/-, Specialized and Corrupted for Increased Effect / Not versus energy, penetrated by cold iron (Net 6/Cold Iron, 3 CP).
  • Innate Enchantment (Up to 7500 GP Effective Value, 8 CP):
    • Create Water: SL ½ x 1800 GP Unlimited-Use Command-Word Activated x.6 (3 Uses/Day). A Nymphai can call forth a stream or short shower of water on occasion – enough to drink, or extinguish a small fire, or to water a small area during a dry spell (540 GP).
    • Embrace The Wild: SL 1 x CL 1 x 2000 GP Unlimited-Use Use Activated x .8 the Blindsense and Scent abilities only work in natural surroundings. A Nymphai always enjoys the benefits of low-light vision and a +2 to Listen and Spot, but in natural surroundings she also gains Scent and 30’ Blindsense (1600 GP).
    • Endure Elements: SL ½ (Ambient Magic Limitation: requires several minutes of fussing around with whatever coverings are available) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.6 (3 Uses/Day, although one must always be the user). A Nymphai is unaffected by natural weather, and can extend that protection to up to two others daily (540 GP).
    • Everlasting Rations (Always vegetarian but does include fresh berries, nuts, a little herbal tea, or similar to suit the nature of the user, 350 GP).
    • Goodberry: SL ½ (Ambient Magic Limitation, requires several minutes of preparing food) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x .4 (Two uses/day). This version may work on berries, or nuts, or freshly-brewed tea, or whatever suits the nature of the user, but it always works on stuff produced by the Everlasting Rations (360 GP).
    • Healthful Rest: SL 1 x CL 1 x 1800 GP Unlimited-Use Command Word Activated x .2 (1/Day). The presence of a Nymphai, and the energies of nature that surround her, bring health (360 GP).
    • Ioun Torch (75 GP): Nymphai may call upon a modest light when they feel the need.
    • Lesser Vigor: SL 1 x CL 1 x 1800 GP Unlimited-Use Command Word Activated x .2 (1/Day). The touch of a Nymphai is a touch of the divine, and can sometimes mend wounds to some extent (360 GP)
    • Relieve Disease: SL ½ (Ambient Magic Limitation: requires several minutes of fussing around with herbs, ointments, hot water, etc) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.6 (3 Uses/Day). Nymphai can help with mortal illnesses, although they are no match for a truly great healer (540 GP).
    • Relieve Poison SL 1 x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.4 (2 Uses/Day) x.4 (can only be used against more or less natural, slow-acting poisons – the kind of thing which takes hours). Nymphai can help with slow-acting poisons (288 GP).
    • Sleeves Of Many Garments (200 GP). As spirits, Nymphai can tweak their appearances and accessories pretty much as they like.
    • Speak With Animals: SL 1 x CL 1 x 1800 GP Unlimited-Use Command Word Activated x .6 (only works on animals that live in the user’s base environment) x.6 (Three Uses/Day). Nymphai can communicate with local animals if they wish, but rarely bother. They don’t usually have much to say (648 GP).
    • Traveler’s Anytool (250 GP): Nymphai, as spirits, do not need tools as mere mortals do. If they want to saw wood, peg boards together to make a cottage, whittle, or whatever, they can do that.
    • Wilds Mastery (The Practical Enchanter: Skill Mastery): SL ½ x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 700 GP. +2 Competence Bonus to a group of four skills:
      • Knowledge – whichever one applies to their base Environment. For most it’s going to be “Nature”.
      • Speak Language/Linguistics – providing two suitable languages. For example, Aurai would probably get Auran and Celestial while Dryades usually get Elven and Sylvan.
      • Profession – Pioneer (Forester, Mountain Man, etc). Basically rustic living in their base environment and maintaining said environment.
      • A personal talent, most often something like Heal, Craft (Some resource in their base environment), or Perform (Oratory, Religious Ritual, and Sex are common). Survival is possible, but not really very common. Nymphai generally have no problems with basic survival.
    • Wood Wose: SL ½ (Ambient Magic Limitation, requires several minutes to start manifesting) x CL 1 x 2000 GP Unlimited-Use Use Activated x .5 only a few can exist at one time, only to make life easier. These can help construct and maintain a simple dwelling, gather firewood, scrub your back, grind flour, stir the soup, and clean your clothes. They make it easy to live in the wilds (500 GP).
    • Innate Charms (70 GP):
      • Blemish Cream: Nymphai can remove blemishes, unwanted tattoos, brands, etc, with a simple touch up to (Cha Mod +1) times per day.
      • Contraceptive Charm: Nymphai completely control their own fertility.
      • Elfin Cloak: Nymphai gan a +4 bonus to Hide, +7 if standing still or in a natural environment, +10 if both apply.
      • Elfinstone: Acts as a skill-12 Healer when dealing with problems of fertility, pregnancy, or childbirth. Roll independently of the user’s personal actions.
      • Firebox: Contains a small, smokeless, perpetual fire, suitable for heating a room, making a pot of tea, or similar small-scale tasks.
      • Local Guidebook (Variant): Nymphai have an excellent knowledge of the area around their focus and never become lost therein.
      • Trackless Boots: Nymphai cannot be tracked by non-magical means.
    • Innate Talismans (75 GP):
      • Scrying Mirror (Variant): A Nymphai is closely linked to her life-focus, and will always be aware of threats to her life and anything major going on in the vicinity.
      • Shimmer Mail: Nymphai gain a +4 Armor Bonus when this is active, although this (as usual) does not stack with other armor bonuses. On the other hand, it causes no penalties either.
      • Tulthara: Every Nymphai has an affinity with a particular type of weapon (and ammunition if necessary) and can produce one as needed – although they will vanish if anyone else attempts to use them. Such weapons are considered “Magic” but have no other special powers (Str “X” Composite Longbows are a popular choice for those with the ability to use them effectively).
    • Minor Appurtenances (44 GP): Nymphai have various minor props up to a total value of 44 GP available (although they will need to pay replace anything that gets broken, lost, or used up). So they do not need to worry about finding a teapot and cups, or a pot to cook in, or a blanket to tuck the baby in, or a mirror to check their hair in, or other minor items of mundane kit.
  • Immunity to the XP cost of Racial Innate Enchantments (Uncommon, Minor, Trivial, 1 CP).
  • Immunity to Dispelling and Antimagic (Common, Minor, Great, Specialized and Corrupted / only to protect racial Innate Enchantments, 4 CP).
  • Spirit Of Nature: (24 CP).

Nymphai are minor deities, and – as such – get some magic related to their fields. This is purchased as

  • Shaping, Specialized and Corrupted (only for effects in a specific field of magic, no more than six effects of each level 1-4 (first level effects are unlimited use, higher level effects must be reduced to first level via Mana with Spell Enhancement). Note that there are a LOT of possible fields here. Since we were talking about “Dryads” – who, in the SRD, have some Plant magic and Enchantment/Charm type effects, here are the lists for them. 6 CP base, each Nymphai gets two fields at a total cost of (12 CP).

Plant Magic:
L1: Detect Plants, Entangle, Heal Plant, Goodberry, Shillelagh, Animate Wood.
L2: Barkskin, Climbing Beanstalk, Speak With Plants, Tree Shape, Warp Wood, Wood Shape.
L3: Burst Of Nettles, Command Plants, Diminish Plants, Lily Pad Stride, Plant Growth, Snare.
L4: Antiplant Shell, Arboreal Hammer, Blight, Commune With Nature, Tree Stride, Wall Of Wood,

Enchantment/Charm:
L1: Charm Person, Command, Distract, Hypnotism, Inhibit, Sleep.
L2: Daze Monster, Entice Gift, Hideous Laughter, Rebuke, Suggestion, Touch of Idiocy.
L3: Deep Slumber, Dominate Animal, Heroism, Hold Person, Lovers Vengeance, Mesmerizing Glare.
L4: Charm Monster, Confusion, Crushing Despair, Dominate Person, Greater Rebuke, Lesser Geas.

  • 3d6 (12) Mana with Spell Enhancement, Specialized and Corrupted / only for Spell Enhancement, only to enhance Racial shaping-based effects (6 CP).
  • Rite of Chi with +8 Bonus Uses, Specialized and Corrupted / only to refill the Spell Enhancement Pool Above, requires one hour per die (6 CP).
  • Template Disadvantage: Accursed. Nymphai are mystically linked to a particular focus – a tree, or place, or even a concept to which they are bound as a Genus Loci. If something happens to that focus, they will suffer similarly – and if something happens to THEM, their focus will suffer the same. Nymphai with basically indestructible foci – such as the Nymphai of the Winds – must use their first level Feat to buy off this disadvantage if they wish to remain a +1 ECL creature (-3 CP).

It might seem that Nymphai ought to have Returning, being able to come back as long as their focus exists – but it’s more or less the other way around. As a Nymphai will die if their focus is destroyed, so too will the focus be devastated if the Nymphai bonded to it perishes.

Nymphai are fairly powerful, if somewhat specialized, spellcasters at low levels – but while the Shaping / Spell Enhancement combination is a quick and easy way to get some basic magic, it is rather highly specialized, never goes above fourth level effects, and you won’t even get to use all that many of them. They have rather a lot of minor bonuses and abilities, but other people can get them too if they want them – and a fair number of them are more for flavor than anything else. I’d peg them as a reasonably good racial choice, but certainly not a must-take – and that’s usually playable enough.

Eclipse D20 – Opportunist and Reflex Training

For today, it’s answering a question from resqr414 which got far too long for the comments…

So, do I understand that Opportunist not only lets you take an action you could not usually do, but also lets you arrogate the application of certain advantageous states (like flat-footing your target) to that action?

Hopefully, you have some limit in mind there – otherwise, I can just Opportunist “coup de grace” all over the place. “I just Bluffed you, so you dayyed!”

On that note: I am having some difficulty figuring out the differences between Reflex Training & Opportunist and which is used to buy extra actions for Blocks & Ripostes.

Well, Reflex Training lets you take extra actions, usable for the normal things actions are usable for (and thus is appropriate for Blocks and Ripostes). Opportunist can provide what looks a lot like extra actions if so phrased (usually that you can combine two closely related things in one action), but it’s primary purpose is to let you do things with actions that are not normally allowed – sometimes something entirely off the wall, sometimes simply combining normally-incompatible options.

For some examples of Opportunist:

Specter Of The Grave: When you, or someone in the immediate vicinity, dies you may attempt to negotiate with Death – perhaps challenging the grim reaper to a game, or offering a service in exchange for allowing the victim to survive. Perhaps fortunately, Death is rarely very interested in mere mortal lives – he will, after all, harvest them all eventually – but does take an interest in those who attempt to cheat through vampirism, lichdom, placing their minds in golems, and so on. Certainly, those must eventually perish as well – but it’s untidy. So fairly often, if you lose, the price is not death but going on a quest against some overdue horror. It may be absurdly dangerous though. After all, Death is not at all concerned with keeping his agents alive. They have already been paid with life, at their own request!

Now it’s important to note that this, fairly obviously, requires a personification of Death that 1) shows up for any death, and 2) is willing and able to negotiate or play games reasonably fairly. If the setting says that Death is a purely mechanical process – the default in most d20 games, where a spirit runs out of positive energy, loses it’s grip on it’s body, and is then drawn to the planes of the dead – then it doesn’t matter than if you take this ability. It won’t work because there’s nothing to negotiate with. The same goes for if Death is incomprehensible or impossible to negotiate with for some reason. The mechanics are there to help represent the setting; the setting does not bow to the mechanics. That’s especially important in Eclipse, where the mechanics explicitly allow variants.

After all, no usable set of rules can cover all the factors that will affect any complex situation; they’re just there to help the GM. If an ability says “You become immovable for three rounds” and the “Fluff Text” says “you anchor yourself to the earth beneath your feet” then you know that if someone rips up the earth for a sufficient distance around you, you will move with it – and you can’t use the ability to stop just before you hit the ground after a long fall. (After all, becoming truly immovable on a rotating planet in an orbit has a considerable chance of proving immediately fatal).

That’s also why you don’t find many rules about mundane tasks; nobody needs detailed rules about – say – making pottery (that will come up again later) because even if some odd question about making pottery becomes important there are lots of real-world sources to check. What happens if you try to forge stygium crystals into an alloy of ectoplasm and ghost iron? You aren’t going to find much in the way of real-world sources to consult about that.

Hotshot Pilots have Opportunist/can use vehicle weapons while piloting – essentially allowing them to retain control of a vehicle while using it’s weapons. A lot of fighter pilots manage that, so this is blatantly reasonable enough. It could also be phrased as them getting to make piloting checks as free actions rather than implying that something can be combined with a full attack of course – which doesn’t actually make any difference. Or perhaps as being able to make a piloting check as a part of an attack action? Or is it just that when the GM calls for a skill check it doesn’t take up an action? It would be kind of odd to insist that characters automatically crashed if the GM called for a piloting check when it wasn’t their turn and they had no actions to take.

Hilsaryn gets to make an immediate skill check if he has a relevant skill at +5 or more and an appropriate attempt to resolve a situation descriptively fails. Various forms of this pop up a lot in old-school”thief” builds for characters who might announce that they were pouring water on the floor to check for slope and cracks, or probing carefully for trapdoors and tripwires, or slipping a knife through a crack to try and cut a cord that released a trap on the other side. You rolled only if that didn’t work on the grounds that it was the character who was expert, not the player – and thus the character would check for things that the player had not thought of once said character was making an effort. Obviously enough, this is usually applicable outside of combat, so the action type involved is not really relevant.

The Opening of the Gate: As the gates of death open to receive another soul, Borez can tap into the powers that lie beyond that gate. Opportunist/whenever a sentient living creature dies in the immediate vicinity, Borez gets a free chance to use his Negative Energy Channeling. In his case this is Specialized and Corrupted/he must personally kill the victim, he can only use his spell conversion effects, and this is a blatant act of evil since it causes the victim to expire in horrific agony as a portion of his or her inevitable death is drawn away and his or her spirit briefly lingers. In effect? As a Boss Monster type, Borez gets to do something else horrible each time he murders someone – at least until he runs out of uses of Channeling. Of course, you could do the same with Reflex Training – but it would be a lot more complicated.

From Uncle (an intentionally over-the-top build) we have “The user may “ride along” with any nearby character who enters a fast timestream, taking actions along with them – effectively taking actions of your own for free whenever anyone in the vicinity uses Time Stop or a similar effect.” That is indeed a bit over the top, but how often is someone using Time Stop on you? (Note that Uncle is an illustration of an intentionally abusive build, so he’s better used as inspiration than a direct source).

Elareth developed a knack for slipping minor additional requests into a business negotiation. He could roll his Diplomacy skill to try to gain an additional minor concession just after a bargain had been concluded. Later on he picked up a second instance that allowed him to open, or re-open, negotiations without penalty when he’d normally be at a severe disadvantage – such as when being dragged off to a starring role in an execution.

The Musical Theater package has Opportunist: Can maintain a Mystic Artist effect as a free action each round, Specialized for Reduced Cost (3 CP) / only for the Musical Theater effects and only if the performance is taking place at an appropriate venue. That could still be fairly powerful in the right situation, but a lot depends on the what kind of effects you’re maintaining. For an example from the Musical Theater sequence… “(Skill 9 Inspiration – Greatness) Spontaneous Choreography: Everyone near you when you perform is suddenly a competent dancer (+2), decent singer (+2), knows the music (1 SP), knows the choreography (1 SP), and gains (1d10+Cha Mod) social HP, allowing them to look good and to shrug off a few faux pas, insults, or social barbs. While no one is actually forced to cooperate, who says that life cannot be like a Hollywood musical?”. If you wanted it to be used for something more important than social gatherings – something that has an actual game impact – you would probably be better off with the Echoes modifier on your mystic artist ability – allowing you to make them last for several minutes after you start them.

Trixie the Unicorn Pony gets to provide herself with special effects (via Greater Prestidigitation and minor (no cost) touches of Witchcraft) without it requiring an action of any kind. She can have a bit of faint background music, her cloak may blow in a non-existent wind, simple spells may have impressive special effects, and so on. In general, this is worth a +2 bonus on relevant rolls (most often Perform) and makes her act look much more impressive.

The Pacifist Fist Style – a diplomatic martial art designed to allow a penalty-free attempt to negotiate even as weapons are drawn – includes Opportunist/If negotiations fail the user may instantly switch to a combat martial art so that they can defend themselves. This could be built with Reflex Training, but why bother? Opportunist is a lot simpler than putting in Reflex Training (Extra Actions Variant) with – say – +4 Bonus Uses (7/Day total), Specialized and Corrupted / only to switch to an appropriate combat martial art if negotiations using the Pacifist Fist fail. Sure, the Reflex Training variant would be 2 CP cheaper and almost as effective, but when something is built into a martial art that really doesn’t make much of a difference. In the same martial arts article the Pipes of Doom style uses Opportunist to let the user maintain a musical mystic artist effect while using the same music to make musical attacks – allowing the user to inflict small amounts of damage while providing bonuses for the rest of the party. They aren’t very good attacks, but it’s something for the bard to do while singing or whatever.

Mario has “Opportunist: May renew Innate Enchantments as a free action when necessary”. Normally you don’t have to worry about that – it’s generally assumed for Innate Enchantments if the base spell has a reasonable duration – but in his case he has a “Lead Blades” effect that is very short term indeed – so this is used to ensure that he doesn’t need to worry about keeping his hammer doing 3d6 damage. A straight damage adding effect, or adding the Persistent Metamagic and a couple of levels of Streamline (Specialized and Corrupted / only for his innate enchantments, only to make them last long enough that he doesn’t need to worry about reactivating them in combat) would be simpler, but this seemed appropriate to the character. Similarly His Tai Kwan Leep style allows him to make a full attack after a charge – but given that there are several cheaper ways to get to do that thanks to the existence of a low level spell which allows it, there’s no need to worry about that.

King Dorsian gets Spawned of Blood/May opt to manifest an Astral Construct when he scores a critical hit with a sword. “As the blood sprays and splatters from the sword’s arc, it shimmers and flows together to become a mighty monster, standing ready to fight by the King’s side!” Sure, astral constructs are nowhere near as useful as high-level monster summonings since they don’t have fun magic like the various fiends and celestial beings do – but they are reasonably good at hitting things. You could do this with Reflex Training too, but epic level characters are a nightmare to keep track of in any case, so who needs extra bookkeeping?

For a very common example, Hide In Plain Sight could be allowed by an immunity, or smoke pellets, or some other trick or spell – but the simplest way to get it is to take Opportunist/user may roll to hide even when under observation and without cover. It might not be worth it – there are plenty of ways to get short-term invisibility and such – but if you have special bonuses or modifiers either linked to your stealth or enhancing it it might come in handy.

Flash Magnus, the Pillar of Courage, has/Can use a personal-enhancement air magic effect of up to level two as a part of another physical action. He usually uses this to pull off incredible acrobatics, make instant high-speed aerial turns, boost his armor class, boost his speed, expand his physical attacks to affect a small area (knocking down a line of creatures by flying through them or spinning to affect a small radius). boosting the impact of one of his attacks, or similar tricks. There are several other characters who do something similar – basically adding a chance to use a low level boosting effect as part of another action, most often an attack. There are several ways to do that – such as using Metamagic (Easy) and Streamline, Specialized and Corrupted to only apply to the little set of effects you want to use or using Stances to generate the effects you want, or Reflex Training, or other ways, but Opportunist is a simple and easy one. It’s cheaper (and far less complicated) than using Stances, but stances are unlimited-use, while active spellcasting can usually be depleted – and a “combined action” is definitely a type of action that isn’t normally available, which is what Opportunist is all about.

The Bloodmage Healer build needed an effect where they drained life energy from one target and transferred it to another. They have Opportunist/May use a Witchcraft Healing Effect whenever she successfully drains power from someone. You could – once again – use specialized boosting effects to achieve the same result, but it would be a bother. Alternatively, you could Specialize the healing effect so that it only worked when draining another (thus making it cheaper), but triggered automatically then – but that would prevent the user from acting as the donor, which was also wanted.

Arcane Linguistics comes from a player who wanted to think about the idea that the language a spell was spoken in could affect the result resulted in Mystic Artist (Linguistics) plus Opportunist (Once per round can use this form of Mystic Art as a part of casting a spell) so as to make that possible.

Dirty Trick Masters can use Opportunist/You may use an Attack Of Opportunity to make a classical Called Shot – taking a penalty to try and add some minor special effect to a normal attack. Why can’t you do that anyway? Because a Called Shot normally implies that you’re waiting for an opening, not more-or-less creating one through some feat of skill or trickery during a normal attack. I’d allow it anyway, but at a significant extra penalty to the called shot.

Less drastically, some characters use Opportunist to modify a conventional action in a way that isn’t normally possible.

Each time the user makes an attack he or she may take a 5′ Step. You see this in fencing and movies all the time – someone either advancing or falling back while attacking. Could you do something similar with Reflex Training? Certainly – but it will normally give you extra standard actions, allowing you to move much further in exchange for limited uses. That generally winds up looking more like the Flash or some other speedster. You could use a bunch of limitations to get roughly the same result, but why bother when Opportunist is so much simpler?

You may make an Attack Of Opportunity against anyone who takes a 5′ step within your threatened area. This, of course, requires that you have an Attack Of Opportunity available to use. There are lots of other variants, such as getting to make an attack of opportunity on someone who casts a spell within your threatened area even if they cast defensively or getting a chance to make an Attack of Opportunity on any opponent within reach who attacks you and misses (The Kensai variant says “when a melee opponent misses the Kensai due to non-armor bonuses the user may spend an Attack of Opportunity to make a counterattack against him or her” – which is slightly less useful, but Kensai don’t use Armor much anyway).

Or you could do the same thing with Reflex Training, probably with Bonus Uses and Specialized and Corrupted (Only for attacks, only for attacking someone who is trying to cast a spell in your threatened area) – which would get you eleven times per day for the same cost – almost certainly more than you’ll need.

You may feint as a normal attack, instead of it being an independent action. Given that there are ways to do this in standard d20 games, it’s no surprise that Opportunist will allow it.

The Dark Ages Warrior can pick up Terrible Mein: Opportunist/the user may attempt to persuade, or intimidate, opponents into surrendering or fleeing as a free action up to twice per battle. This is most likely to work if they are obviously overmatched. Well worth it for them, since the Dark Ages setting lacks significant healing – making avoiding injuries far more important. Obviously this rarely works – hence turning it into something you can occasionally attempt as a free action. If you had to use combat-effective actions to attempt this… no one would ever bother. Of course, the GM may allow this occasionally even without buying the ability; after all, talking, shouting threats, demanding surrender, and so on – with the GM asking for a relevant roll if he or she finds it reasonable – are all free actions anyway.

Uncle has Dimensional Warder: Opportunist/you may use an Attack Of Opportunity whenever something Teleports, is Summoned, Dimension-Doors, Manifests, or otherwise abruptly appears, in an area that you threaten. Uncle has this Corrupted to use up an Attack Of Opportunity to do so – but Uncle is quite specifically an abusive example of what not to do and that is hardly the only way that he’s trying to abuse the rules. Still, on it’s own this is entirely reasonable. It could even be argued that it doesn’t even require Opportunist since the creature DID just enter a threatened square, even if it was by materializing there.

Rockhoof – a superheroic earth pony – has Concussive Parry: Opportunist/may make an attack of opportunity against any attack that enters his threatened area. If his attack roll exceeds that of the attacker he can subtract the damage he “inflicts” on the attack from the damage the attack would normally inflict, reducing it to a minimum of zero. If this completely negates the damage from an attack, it also negates any other effects it might have, such as requiring a saving throw. This is a powerful defense, but Rockhoof was working under superheroic world laws, so why not? In other settings it might get defined as an Inherent Spell to limit it’s uses – but a superhero will just fuel it with mana and get exactly the same result anyway.

Hmm. Having watched Mystery Men, I’d have to say that The Shoveler has this too.

Uncle (again) has Guardian Strike Technique: Opportunist/gets a chance to make an Attack of Opportunity on any opponent that he or she threatens who attacks someone else. For Uncle that’s a bit redundant – if he’s around paying any attention to anyone else is insane – but would be handy for a controller-type build.

Dante has Opportunist/may add a weapon-based shaping effect to a physical attack or other weapon maneuver without it counting as an action. Of course, Dante’s basic strategy is to temporarily empower his weapon to deal with his current opponent. He could do this with Specialized and Corrupted Reflex Training at the same cost; he’d only have a limited number of uses per day, but it wouldn’t matter; he’d run out of mana to pump his Shaping up to something useful before his Reflex Training would fun out anyway.

Yuki has Opportunist/When the user is surrounded by multiple targets, slashes at one, and hits, he or she may spend two AoO to continue the slash to hit the next target. This can continue as long as he or she keeps hitting and has enough AoO left. This, of course, notably inferior to Cleave/Great Cleave and sucks up your Attacks Of Opportunity – but it’s only one feat instead of two and fulfilled the players desire to get SOME use out of the characters many possible AoO.

5′ steps and withdrawals provoke AOO before they’re taken, Of course, this will require that the user have an Attack Of Opportunity left to spend. Basically, as the target starts to retreat, you fling yourself into a full attack because they are focusing on defense and escape, and thus there is no risk of them responding – leaving you free to go all out.

Opportunist/A Dreamspawn may take a free “aid another” action each round, but only on behalf of it’s bondmate. That’s potentially a free action every round! Isn’t that a bit much? And that’s true. A Free Action would be far too much – but what this actually does is offer their bondmates a +2 bonus on various checks provided that the Dreamspawn can make a successful check with the relevant ability. There are a lot of ways to do that with Presence, Innate Enchantment, and other abilities – most of which would work better. After all, “Aid Another” isn’t entirely reliable, while effects that simply grant bonuses directly generally are.

The Bulwark build uses a complicated little package including Opportunist to hit anyone within 10′ who attacks someone else for 1d4+1 damage. Honestly, that’s not terribly effective; they’d be better off using Presence to generate a low-end attack effect under those conditions.

Reflex Training: 

Reflex Training gives you extra actions, rather then giving you new ways to use your current supply of actions. There can be some overlap depending on how you phrase it – giving an action a secondary, combined, effect can certainly look the same as just taking an extra action to produce the effect – but there’s nothing wrong with that. For an example, lets say you want to make a Full Attack after Charging. OK; you could take Opportunist/can make a full attack after charging, or Inherent Spell / Lion’s Charge, or Reflex Training (Specialized and Corrupted / only usable for Movement, only to charge opponents) and just use your normal turn for the full attack, or you could use Presence to apply a couple of second level boosting effects to yourself (a bit cheesy, but most even slightly-optimized characters have at least a little cheese), or you could build it into a Martial Art, or you could use any of the fifty-odd methods on this list from standard sources. They’ll all work.

Reflex Training commonly shows up for the equivalent of Combat Reflexes or Cleave/Great Cleave,or for Extra Actions specialized in something – Defenses to allow characters to throw use protective effects in “comic book time” (For an old examplefrom am even older comic book… the Silver Surfer comes through a wall at a significant fraction of the speed of light, attacking Dr Strange who is a few feet from the wall. In the fraction of a microsecond available Dr Strange sees the incoming attack, reacts, makes some mystical gestures and chants a protective spell. That’s “Comic Book Time” – or Reflex Training) or Movement for battlefield mobility or getting out of a spells area of effect before it can affect you, outrunning explosions, or reaching someone with time left to pull them out of some horrible situation. You want to move and interpose yourself between someone you want to protect and an attack so that you can take the attack for them? Or cast an emergency defensive spell? Reflex Training will give you a standard action to do it in, even in the midst of a normally instantaneous effect.

For a few specific examples:

Take The Blow: Reflex Training (Three actions per day variant), Specialized and Corrupted for Reduced Cost / only for defensive actions, only to avoid really major problems by evasion, leaves the user stuck with the equivalent of a Curse of the game master’s choice until he or she is treated (Heal DC 30), receives a healing spell of level 3+, or rests for a week (2 CP). Provided that you could move far enough in a standard action to avoid being hit by something – which covers most things – this basically allows the user to turn “Dead!” into “A troublesome injury” rather cheaply. It is only three times per day unless upgraded, but if you’re basically being killed more than three times a day you’re in trouble anyway.

Throw in a similar setup for – say – turning the single attack you get with a charge into a full attack and one for using a defense or healing ability (whether on yourself or on a companion) and for a mere 6 CP – one Feat-equivalent – your basic fighter is suddenly a good deal more durable.

Reflex Training is generally more potent than Opportunist – the ability to interrupt whatever is going on on someone else’s turn to take an extra action for whatever purpose you want can be utterly invaluable – which is why it’s limited use rather than “whenever the proper situation shows up” like Opportunist. It’s also a lot less off-the-wall. Reflex Training lets you take extra actions but doesn’t in itself give you especially weird options.

Acrobatic Backstab:

Now when it comes specifically to Acrobatic Backstab… It is important to note that skills are not limited to the listed uses in the rules. For an example from five years ago:

lets say you have Craft (Pottery). According to the rules…

You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.

All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.

To determine how much time and money it takes to make an item, follow these steps.

  1. Find the item’s price. Put the price in silver pieces (1 gp = 10 sp).
  2. Find the DC from the table below.
  3. Pay one-third of the item’s price for the cost of raw materials.
  4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

And that’s the end of the SRD rules for Craft skills, including Craft (Pottery). But…

  • Can you roll it to – say – recognize a Potters Wheel or other basic paraphernalia? Of course you can – and that’s a free action. Any decent potter should recognize a Potters Wheel at a glance. I can, and my pottery experience is limited to a couple of experiments as a kid and a short segment in a high-school art course.
  • Can you judge how to break an amphora so that you wind up with a shard attached to the handle that you can use as a weapon? You can probably make that one as a part of the swift action of breaking the amphora you’re holding.
  • Can you roll it to tell if a pot was slip-cast or thrown? Yes you can. If the maker was a poor workman and left the ridge where the two halves of the mold met, you might be able to tell at a glance. If they scraped it away carefully it will be much harder and will require a careful examination that may take a minute or two.
  • Can you compound and apply glazes before firing a delicate set of teacups? Certainly. But now we’re looking at a lengthy project.
  • Can you tell a kiln from a bread oven? Build a kiln or Potters Wheel? Wedge clay? Make a slip-casting mold? Recognize a bed of fine clay suitable for making porcelain? Know what Grog is and how to use it? Determine what types of clay are best for high- and low-temperature applications?

Of course you can. All of that, and much more, is a fairly basic part of Craft (Pottery).

You can make heat-resistant tiles for a space shuttle, or specialized shatterproof ceramic inserts for making high-tech bulletproof armor as well, but now we’re getting into some fairly tricky rolls, at least if you’re working with a set of medieval tools and a wood-fired backyard kiln. You want a special glaze to resist particular chemicals? Or one that absorbs sunlight and later glows in the dark? Can you make magical jars? Well, my general rule is that – if you generate enough monetary value that you could simply buy it anyway – it’s reasonable enough to let you make it. After all, plenty of Smiths were said to have forged magical swords without being spellcasters.

Skills can do anything that the GM is willing to assign a DC to. Go ahead. Ask and make a skill check.

Now, in the case of the Acrobatic Backstab ability… you don’t actually need a feat or special ability to do that at all. “Flat-Footed” is defined as “A character… who is not yet reacting normally to the situation (is Flat Footed). A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.”

Is “you use your acrobatic skills to wind up in a position that an opponent does not expect, leaving them out of position to defend themselves as you strike from an unexpected angle” (in game terms using Tumble, Acrobatics, or a similar skill to deny them their dexterity bonus against your next attack provided you make it immediately) an unreasonable use of Balance/Tumble/Acrobatics/Et Al? Is it as unreasonable as using Balance to walk on water or stand on a cloud? Because you don’t need anything except a high skill to do THAT.

So no. Opportunist is not negating their defenses; you are moving to a position where a small part of them does not apply. Just because there are no (non-optional) facing rules (to simplify the rules, especially when playing without miniatures or a battle map) doesn’t mean that facing doesn’t exist. Where Opportunist IS helping is in setting the DC at “successfully preventing them from making AoO” instead of “whatever the GM feels like at the moment”. You’re just that good at spotting a spot to tumble to that will leave your target out of position.

“Helpless”, on the other hand, it is a lot harder to justify. “A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets.”

So what acrobatic stunt would the user be performing that reliably renders someone else “paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy.” without actually attacking or affecting them directly (which would call for other rolls and abilities)? And if there is a particular maneuver which works that way, why isn’t it a standard part of learning to fight?

Plus, of course, it isn’t any fun. There’s an illustrative build for this – The Harbinger Of Doom – just to show why it’s no fun.

Finally, of course, you need to persuade your game master that this is a reasonable build to allow. That’s one of the basic restrictions in Eclipse – just as it’s used in basic d20 games to disallow things like Pun-Pun. After all, I could hardly call Eclipse “The Ultimate D20 Point Buy” and not have ways to duplicate D20’s infinite power shenanigans. And just like in basic d20… it is up to the game master to decide what he or she is going to allow.

Varjipiak, TARDIS and House On Realities Borders

Varjipiak – The Last Refuge – clings to existence at the borders of time and space, a cluster of flotsam from fallen worlds, lost realms, and forgotten times washed up from the cosmic sea upon the shores of reality. There… a few mortals gather, refugees and dimensional wanderers cast away from disasters across the multiverse. Yet a final opportunity as well. From there, surrounded by the towering world-trees of the forest of eternity and the mysteries of the lingering spirits of near-forgotten fey, faded gods, and waning totems, adrift upon the cosmic seas, could brave souls set out across time and space to set such disasters to rights, in ways both large and small.

Yet few were the resources to be found at the edge of reality to support such questing – and each such successful quest would reduce them further, for with each such righting, each apocalypse averted, fewer resources would be set adrift upon the tides of eternity to wash ashore at the Last Refuge. There would never be nothing at all – for new disasters arose ever amongst the myriad realms – but Varjipiak would ever remain a hamlet of lost souls within an eternal wilderness.

But one young mystic of Varjipiak, his name now lost, refused to accept such limitations, seizing upon the few resources that he possessed in abundance even at the end of all things – indomitable will, the lore of eternity and what lies beyond, and his own soul, to forge a legacy – Vilmanemagi, The Last House, a cross between a pocket-realm and a conjuration, a base in which adventurers might refresh and equip themselves, practice their arts, and seek out the places where they were needed. Places where the intervention of a small, heroic, band might prevent – or at least soften – tragedy and set ancient wrongs to right.

Mortals, no matter how adamant of will and strong in magic, pass on at last – but what had been wrought endured. The Last House has continued beyond the passing of its creator and his friends, both in it’s own right and as a pattern for similar constructions created by aspiring heroes across reality. A House may occasionally intervene on its own, appearing for a group of adventurers to find, to clear of any noxious hitchhikers it may have picked up between the worlds – and then to renew themselves before continuing their quests or to be carried to other places where they can best intervene.

Houses are essentially tailored pocket realms, akin to that created by the Magnificent Mansion spell – albeit internally stable and with a mobile external access point. They “manifest” by overlaying their access points on some local feature of the environment – causing a rock-face, large tree, or similar substantial bit of scenery to manifest a door and windows as if the house was actually “inside” of it (although, if the disguise feature is active, it can alter that appearance – or even do the classic “Police Box” bit). Naturally enough, the “size” of the “containing” feature has no bearing on the house’s internal size. Consequently, a House can be accessed from the outside by simply opening the door or by simply breaking in through one of the walls, doors, or windows – and while the walls are basically “whatever it is manifested inside of” on the outside and wood on the inside, the doors and window-shutters are simply iron-bound wood buttressed by magic unless further augmented by the residents. They’re quite capable of keeping out the weather, most wild animals, and similar pests, but the place is not really much of a fortification under normal circumstances. It does require a DC 20 Spot Check to see the doors and windows up close (whether open or closed), and the DC goes up fairly rapidly as you get further away – but that is still only basic camouflage / concealment. All rooms (Pathfinder Downtime rules pricing) are Specialized for Half Cost / they provide no downtime revenue.

The extra-dimensional space is from the Spacewarp Spell Template (The Practical Enchanter): (L2 Base), modifiers of Stable (other spaces may come inside safely, dispelling/antimagic only closes the doors for a time, +1 SL), Multiply available space by caster level (+1 SL), Mobile (entrance anchors to a target and moves with it, +1 SL), Ambient Magic (casting time one minute, -1 SL), Item Powered (-1 SL), SL 3 x CL 12 x 2000 GP Unlimited – Use Use-Activated x ,2 (1/Day) x.7 (Contents beyond air and light must be purchased separately) = 7200 GP. The supplementary power source required is a Rod of Wonder (12,000 GP) x.5 (“Immobile” as part of the House) x .5 (Can’t be directly used, occasionally produces minor random effects inside) = 3000 GP. Net 10,200 GP. This provides some 45,000 square feet at 8′ ceilings or 1800 5×5 spaces (about the size of 15-20 normal houses or fairly well up there as a “mega-mansion”. If you really MUST have more space spend another 10,200 GP and double up on it. There’s no reason to unless you want to house a small army or try to evacuate a city or something though).

The basic House takes up about 30,000 square feet. Throwing in corridors, higher-than-basic ceilings in the Deeps, cupboards, stairwells, and a little extra room here and there (mostly in the Deeps), for another 3000 leaves about 12,000 square feet unallocated, which the Ward – with it’s 44,100 GP worth of Dream-Binding – can fill with brick-a-brac (clocks, alarm bells, weird statuary), additional rooms and teams (if you wish to rescue the people of Pompeii or something) – including actual physical aides, servants, and concubines if it wishes as well as weird arcane tomes, including exotic spellbooks (for those who use such things), magical items, and even “magical businesses“. All are reasonably common manifestations. Still, the Ward has it’s own ideas; there is no controlling what it (or the GM) wishes to install.

The base cost of a House is some 76,298.5 GP (Note that this is the price under a rule that states that Craftsmen and Professional types are skilled in five areas instead of one, since otherwise no one takes Craft or Profession skills at all seriously. The same applies to their workplaces. (If this is not acceptable you can either raise the base cost to around 90,000 GP or just assume that it’s covered by the Ward’s ability to upgrade the place). At it’s base cost the house is anchored to a physical item of some sort, such as a door-knocker, and manifests it’s entryway wherever said item is set up and activated. On the other hand, creating a House at this cost calls for a high caster level, many skills at fairly high levels, multiple item creation feats, and knowing many specialized spells – including, quite possibly, something like “Wish” for the various Unseen Teams. You can get “virtual items” – including mundane stuff – with Siddhisyoga (Eclipse), but it might be a lot more complicated to do it with item creation.

Creating a House through Siddhisyoga means that the entrance – while stationary with respect to whatever it is opened in – travels with the “user” automatically when shut, cannot be taken away or permanently damaged, doesn’t call for anything else beyond (possibly) a high spellcraft skill and lots of money, and makes it easy to justify purchasing “Unseen Aides” of various types since Siddhisyoga can be used for “virtual” mundane purchases as well. On the other hand, it’s a LOT of money – 2x the base cost for basic Siddhisyoga or 1.5x the base cost with the “Efficient” modifier.

Regardless of which option applies, you can apply the modifier “Requires a Specific Deed to Activate” (DMG or The Practical Enchanter) to make it cheaper – which, in the case of a House, generally means that “In it’s creation or travels the House has been occupied by a swarm of monsters – usually creatures from the Astral, Ethereal, or Outer Planes – which must be driven out (if they haven’t already come out to attack whatever area the House landed) before the Party can claim the House and become residents thereof”. Until this happens, the House will not help either side – although the current occupants may use some of the resources the house produces (Planar Staves, Obols, Etc) in their defense. They won’t have much of any other treasure though. What’s that worth in terms of a price break? That’s up to the GM depending on how tough he or she makes it to claim the place. It would probably be fairest to add up the value of treasure you could normally loot from the creatures involved and subtract it from the assessed value of the House.

Houses are essentially a tailored, mobile, pocket realms that employ quite a few esoteric rules – notably Wards Major (The Practical Enchanter), Obols (this blog), the Narrative Voyager spell (this blog), the Spacewarp Spell Template (The Practical Enchanter), Planar Magic (This Blog), Pathfinder’s Downtime Rules, Siddhisyoga (Eclipse), Dreambinding (This Blog), Applied Spellcraft (The Practical Enchanter), and more. In practice, an independent version of the House can shelter, and supply, a group of adventurers – albeit only with relatively low-level equipment in most cases – while employing the Narrative Voyager effect to carry them to suitable adventures across the multiverse. For a practical model think “Dr Who” and the TARDIS. The TARDIS offers basic supplies, and a comfortable spot to heal and recover and work on projects – but in return it keeps inserting you into weird adventures, effectively stranding you there, and expecting you to fix things before leaving.

The House Ward Major (22,400 GP):

A Ward Major (The Practical Enchanter) is what you get when you make an area or structure intelligent, creating a Genius Loci – a creature-“item” capable of having a variety of effects on the area and folk within it’s influence. The house ward isn’t a particularly grandiose example of it’s kind, but it serves it’s purpose admirably. Sadly, a Ward Major is generally too dispersed and inhuman a mind to communicate with (or to give directions to), but it can run a lot of the House’s functions. House Wards are generally oriented towards running the house, taking heroes to where they need to be (rather than to where they want), and to providing basic support services – all in their own idiosyncratic ways.

Ward Major V: Int 18, Wis 12, Cha 18 (+2 Wealth = 20). 42 Skill Points [(4 Base + 4 Int Mod) x 4 (Ward Rank 5) +10 (Wealth)], Two Feats: Access to two Occult Skills (Dream-Binding and Reality Mining) and Power Words (Eclipse, Cha Based in lieu of Con, can store 7 levels of spells for use as move-equivalent actions – normally Narrative Voyager (2 using the Lab as the source), Emergency Force Shield (4) and some first level effect. Generally for an emergency escape option). House Wards are normally Lawful Neutral (they just do their thing) but aren’t that picky about their residents.

Ward Skills:

  • Dream-Binding, Specialized for Increased Effect/only to add rooms, teams, and facilities to the house; it cannot be used to provide equipment for the residents. 9 SP for +16, +5 Cha Mod = +21. This allows the Ward to add 44,100 GP worth of extra stuff to the House, although no single item may exceed 14,700 GP in value).
  • Reality Mining: 11 SP for +8, +5 Cha Mod (as the House does not have a Con score, it uses it’s Cha Mod instead) +2 Morale = +15. As the eddies and currents of the cosmic seas sweep around and through the structure of a House, from that eldritch flow a House can sieve small amounts of occult resources – although each House has it’s own affinities. One may sweep up Demonic Essences, perhaps to forged into hellish weapons of war. Another may gather the Quintessence of Time, or Computronium, or Chaos Emeralds, or Dust from Remnant, or Energon, or Mana Crystals, or Vespene Gas, or Stygium, or Soulsteel, or whatever. In general there will be a small but steady supply – sufficient for small wonders if anyone can figure out what it is good for or how to work with the stuff. (What is gathered depends on what the +15 in this skill is applied to. Assigning +6 to Soulsteel, +4 to Stygium, +3 to Demonic Essence, and +2 to Adamant sounds like a fine recipe for making unholy weaponry for example). Note that, if a particular resource is required, a House can easily dream up a booster for this (or another personal) skill and start getting it.
  • Profession/Narrative Piloting +8 (8 SP) +1 (Wis) +2 (Morale) = +11. While traveling via the Narrative Voyager spell usually takes you to plot-important places more or less at random, a House is capable of tweaking things a bit, most often to take the residents somewhere where something they badly want is available (if likely only with great effort) or to get its over stressed residents a brief vacation or to visit friends and relatives or some such. It may only be after a lengthy trip through time and space, but anyone traveling by House WILL make it to the church on time!
  • Knowledge/Local, Specialized for Increased Effect / only provides a very short “briefing” about whatever location the House is currently in or headed for, but this can be made available to the residents if the “Location Database” is currently installed. +8 (16) (8 SP) +4 (Int) +2 (Morale) = +22.
  • Escape Artist, Specialized and Corrupted for Increased Effect / only for escaping dimensional restraints and otherwise closed universes. +8 (24) +4 (Int, stands in for Dex for creatures without Dex) +2 (Morale) = +30. A House tends to be very good at finding it’s way in and out of sealed off or apocalyptic universes, the negative zone, “inescapable” underworlds, and so on – even if it has to spend a while dreaming up boosters that will temporarily raise this skill to an absurd level.

Minor Abilities (Four, Caster Level 15 if relevant):

  • Good Hope: This provides a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for those within the house. There usually isn’t any fighting in the house (Unless you have the version which needs to be cleared), but the skill bonus is handy.
  • Industry: Mundane productivity within the house is multiplied by a factor of seven, allowing a weeks worth of work to be done in a day.
  • Sustenance: Those inside the house need not eat, drink, sleep, or breathe. This will allow those working inside to get in a days work during their daily downtime – generally allowing them to craft their own gear and supplies if they wish.
  • Health: Diseases are not communicable inside, attribute damage recovers at one point an hour, attribute drain and lost levels recover at one per day each. In general, this means that the residents cannot carry diseases between realms since such things cannot be passed on and are swiftly cured for those inside.

Major Abilities (One, Caster Level 15 if relevant):

  • “Wealthy” (The Practical Enchanter). This gives the Ward +2 Cha, adds +5 Hardness and +20 HP to it’s doors, walls, and shutters, provides very nice furnishings and decorations, makes the place look good, grants +10 Skill Points, gives it a virtual maintenance staff that will do minor repairs, sweep up, and take care of similar small tasks around the place, and gives it the effects of 7 Charms and 3 Talismans (145 GP). Masterwork tools are presumed for everyone working within it, although that has little effect since buying a relevant facility normally includes them anyway (and is a major part of the expense since three sets of masterwork tools are normally about 150 GP).

Charms (The Practical Enchanter):

  • All-Weather Cloak: The House is comfortable in almost any weather.
  • Bardic Instrument: Pleasant background music is available.
  • Bracers Of Force: Insects and rain cannot get inside, items do not fall off tables or break if dropped, gas molecules and particulate radiation are generally too small and light to enter.
  • Contraceptive Charm: Sexual activity within the House will never result in pregnancy unless both partners are willing for that to happen. This is generally regarded as a strong indication that the original designer was a young male.
  • Deathwand: Mold, skin fungi, bedbugs, etc are never a problem within the house; it does not carry vermin between realms.
  • Diplomatic Sash: The House can instantly decorate itself for holidays and parties.
  • Sweat Stone: Time spent in the baths or sauna is equivalent to time spent with a Skill +8 healer attending to you.

Talismans (The Practical Enchanter):

  • Ironcloth Loom: Cloth and cloth items produced in the House are so sturdy that they provide a +1 Armor Bonus to the wearer, resist fire, stains, and water, are easily cleaned, and will not wear out for many, many, years. This way the Doctor residents can continue wearing the same outfits for years if they wish.
  • Preserving Chest: Food in the pantry and clothing in the closets is always fresh and is never damaged by vermin.
  • Industrious Tool: Each week the Ward may pick one of the “crafting teams” and double it’s total normal output (to 1200 GP) for that week.

General Notes:

Yes, using the Narrative Voyager spell to travel basically makes the House a TARDIS. Why would you want to allow such a thing? Because it’s a near-ideal way to keep throwing people into whatever adventure comes into your head at the moment. The party arrives, gets some very basic information about the area, has to discover what is going on through their own investigations, and then find a way to deal with it without outside support. Once they’ve dealt with the local plot they can move on – abandoning any local resources they may have acquired to deal with a fresh problem elsewhere. If their solution would create later problems… they may well have to deal with those problems even if they take centuries to develop. As an adventure format it’s almost ideal. There was a REASON why Dr. Who went on for so long.

Water is supplied by a Perpetual Fountain I, 250 GP. Up to 1200 gallons per hour, which should be plenty. (The Practical Enchanter)

Double Blinds x2 (Pathfinder Rooms and Teams, 360 GP) camouflage the house’s manifestation, requiring a DC 20 Spot or Perception check to note the presence of the House even when quite nearby and providing total concealment to those who might be outside the doors or looking through windows. (If the TARDIS options are in play, increase the base Spot or Perception DC to 30).

Many of the rooms host one or more of the following:

  • Unseen Craftsmen Teams (Three Workers): x.5: These unseen aides only exist to produce a limited set of specialized crafts or services, and can be called on for nothing else (100 GP per incidence, see individual rooms, below).
  • Unseen Housekeeping Services (Cooks and Maids): Stray items will be regularly picked up and put away, the place will be cleaned, beds made, dishes washed, and similar chores done. The kitchen will always have a pot of soup on, fresh bread available, and a choice of cheese, preserves, honey, and butter ready to put on it. (Two general sets, 200). This could be assumed from the wealth level, but it’s cheap enough to pay for explicitly to make SURE that the food is good.
  • Unseen Crafters (Various): These have Masterwork Tools (like anyone else working in the house) and produce specific items – although they can produce magical items like any others – albeit paying the full cost (functionally identical to making trade goods and buying items normally). Skill +7, Morale +2, Tools+2, Take 10 = 21. 21 x 21 x .1 (convert to GP) x 3 (# of workers) x2/3 (for Materials Cost) x7 (Industry) = 617.4 GP/Week, usually rounded down to 600. Note that, as written, they are using an option from the Condensed Skill list – giving Crafters five “Craft” subskills and Professionals a wide field. If the game is using specific skills their cost will be higher – but there is plenty of room in the Dream-Binding budget to make local adjustments. See individual rooms, below.
  • Unseen Aides: These unseen aides only exist to provide “aid another” bonuses to the characters working with particular skills and to keep the workplace place tidy. They do nothing on their own. Since they have a +7 Base with the +2 Morale bonus and a minimum roll of “1” they never fail to provide a +2 Aid Another bonus each. See individual rooms, below.

Note that the technology level really doesn’t matter in d20; masterwork tools or a workshop offers a +2 bonus on working metal, whether it takes the form of a ritual circle, a blacksmith’s shop, a modern machine shop, an automated production line, or a futuristic “nanoforge”. It’s +2 in any case. Given that working in the house usually provides a +2 Morale Bonus and – in most cases – a +6 Assistance Bonus on top of the +2 tools bonus, and lets a weeks work of work be done every day, how the place is described makes little difference.

So you want the rest of the Tardis functions? If it’s appropriate, the House can add them with a little dream-binding. Here you go:

  • Chameleon Circuit: Hat of Disguise (Immobile Variant, x.5): 900 GP. What with the Ward Major, the house is (via technicality) a creature – which makes this item sufficient to allow it to disguise itself. Note that the passengers do not control what it disguises itself as. This makes it possible to temporarily lose the door or to enter various adventures without being obvious about it.
  • Cloister Bell: Omen Of Peril (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.5 Immobile = 1000 GP). The Cloister Bell is technically only 71% accurate, but being able to cast it every round pretty well covers that. Basically, if the House is headed into a disastrous situation the bell will toll, more and more quickly as disaster draws closer. So if the bell starts ringing… you must scramble to find out what is going on and do something about it!
  • Communications Array: Akhasic Dream (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.5 (Immobile) x.5 (Activates at random, no one has any control over this) = 500 GP. While this occasionally allows the people in the house to talk with random acquaintances, relatives, or enemies, this occurs entirely at random. Equally randomly, it occasionally presents the user with distress calls, offers of weird missions, notifications of various events, and other randomness. It will also occasionally allow you to “watch the news”, but this pays no attention to time or space. The user may or may not choose to act on any of this.
  • Emergency Shields: Emergency Force Sphere (SL 4 x CL 12 x 2000 GP Unlimited-Use Use-Activated .5 (Immobile) x .2 (Usable twice per week) = 9600 GP. The emergency Shields can hold off some pretty big attacks for a bit, but it will be best to get out of the area before they collapse. Overall, the usual effect is to create dramatic tension – you must do something to escape this situation before the shields fail!
    • Or you could just install a Lyre Of Building (13,000 GP x .7 (Only the “prevent damage” function works, the construction function is unavailable) x.5 (Immobile) = 4550 GP. That makes your doors, windows, walls, and all entirely invulnerable for half an hour once a day, Go ahead, upgrade it to 22,750 GP (x5 to upgrade 1/day to “unlimited use”) and just make the House permanently invulnerable. This is a lot less interesting than rapidly-depleting shields though.
  • Environmental Sensors: Detect Environment (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x ,5 (Immobile) x .8 (Takes a few minutes to read anything subtle) = 800 GP. This will tell those inside if the environment outside is a vacuum, highly radioactive, toxic, etc. This usually doesn’t matter – but the occasional slowly-toxic environment can make finding a solution to a problem more urgent.
  • Location Database: Locate Self (SL 1/2 x CL 1 x 1800 GP Unlimited-Use Command-Word Activated x .-5 (Immobile) x.5 (requires several minutes to check) = 225 GP. With just a couple of minutes of fooling about this useful little item will tell you where and when you are. That doesn’t actually help much, but at least you’ll have a name for wherever the Narrative Voyager spell effect has dumped you this time.
  • Psychic Defense: Mind Thrust (SL 1 x CL 4 x 2000 GP Unlimited-Use Use-Activated x .6 (May only be directed at targets inside the house x.5 (Only works against creatures who are actively invading with the intent of attacking current residents as designated by the House) = 2400 GP. This doesn’t usually show up much, but – on rare occasions – the House will decide to try and help out a bit with major threats. Don’t count on it.
  • Self-Repair Systems: Greater Make Whole (SL 4 x CL 12 x 2000 GP Unlimited-Use Use-Activated x .8 (Only affects the House and it’s various systems) x .2 (Once Per Day) x .7 (Can require hours for major damage) x,5 (Immobile) = 5376 GP. The House will gradually repair itself if it is somehow damaged. Note that this is a high enough caster level to repair any of the other house systems. It may take a while if the damage involves a lot of different systems though.
  • Translator: This is normally handled by d20’s “Common Tongue”. Admittedly, that’s a bit of a handwave, but the TARDIS version – which amounts to “anyone who has ever been in the TARDIS can speak to anyone and read all languages save for when that is not convenient for the plot” – is rather poorly defined bit of handwaving anyway.
  • Viewer: This is normally handled by looking out a window. Honestly, does “you can look outside” really need much of an explanation? If you feel like designating one window as having really tough glass in it (over and above the boost to hardness and hit points the house already supplies) I suppose you could throw in a small cost for a really tough sheet of glass.
  • Weapons De-activator: Shatter (SL 2 x CL 5 x 2000 GP Unlimited-Use Use-Activated x.5 (Immobile) x .6 (May only be directed at targets inside the House which can reasonably be described as weapons) = 3000 GP. It may take a few minutes, but the house will bust any unwanted weapons brought within it fairly well – when it wants to. Sometimes it may allow weapons, or forget or a weapon may prove unbreakable.
    • That’s 23,801 GP – well within the Wards 44,100 GP Dream-Binding allowance. Specialized facilities – a laboratory for use with particular skills with a set of Unseen Aides to provide a +6 bonus on top of the House’s benefits is a bit less than 300 GP. You will still have about 20,000 GP left in the budget (and plenty of unassigned floorspace) for additional facilities, which can change regularly.

For some more blatantly magical possibilities, consider:

Mirror Of Visions: Scry (SL 2 (after -1 level for requiring several mintes to activate) x CL 3 x 1800 GP Unlimited-Use Command-Word Activated x.2 (one use per day) x .5 (Immobile) x .8 (occasionally activates on its own, showing what some higher power thinks the owners should be aware of) x.5 (user must sacrifice three spell levels to the mirror to activate it voluntarily) = 432 GP.

A Mirror of Visions is basically another plot device, allowing the game master to throw in random foreshadowing, glimpses of why various missions are so important, and let the characters briefly check up on family, friends, and allies once in a while, letting them know when they are needed at home.

The next two items employ the Applied Spellcraft rules (The Practical Enchanter) to make them cheaper – in both cases because, while they’re very thematic and impressive, they’re also both mostly just laboratory dressing.

An Atheric Spire is a massive chunk of crystal, inlaid with mystical symbols laid out in golden wire and filled with glittering stars of raw mana entangled in a constantly shifting aurora borealis of mystical power. They are relatively common features in magical laboratories and temples, for it is their power to reach out into the cosmos to tap into various sources of magical power, filling themselves with a pool of energy that their owner can tap for various effects. Unfortunately, whichever power is available and appropriate to invoke – which changes with the seasons, stars, and shifting relationships between the planes – will be owed a minor favor for channeling a bit of power into the Spire for the owner to use. Once so activated, a Spire will contain a pool of twelve spell levels, similar to a Rod of Absorption, which the owner can tap into to power his or her own spellcasting – although the spire cannot power spells of above level six.

  • Atheric Spire: This crystal pillar is inscribed and inlaid in gold with a +3 Power Amplification Circle for Channel The Gift (Applied Spellcraft DC 25, +10 for reduced size, -5 for only affecting the built-in spell= DC 30, +250 GP). Channel The Gift (L6 Base, -1 for Karmic Debts, -3 for Power Amplification = L2 x CL3 x 1800 GP Unlimited-Use Command Word Activated x .5 (Immobile) x .8 (User must make a DC 15 Arcana, Religion, or Planes check to think of an appropriate power to call on for any given project – and, thanks to the Karmic Debts modifier will owe that power some minor favor) x.6 (Two subdividable charges) = 2592 + 250 = 2842 GP.
  • The Atheric Spire is quite powerful in theory – and rather useless in practice unless someone is invading your base. After all, owing even small favors can be a pain – and it being immobile makes it pretty much a downtime item for player characters. How often are you worried about running short of spells during downtime? Besides, the enchanter needs to be able to handle that DC 30 Spellcraft check.

Quintessenal Athanor: This alchemical furnace is full of vents, tubes, injectors for adding weird materials to the flames, slots which hold an assortment of crucibles, distillation coils, bubbling beakers, and stranger apparatus. The Athanor is capable of applying effects of up to level six to ease or enhance alchemical procedures – allowing simpler items to be completed in mere minutes and allowing the user to create effects of Low, Middle, and High Alchemy. Unfortunately, it must be fueled with rare alchemical reagents including a portion of the user’s life energy and cannot be used very often.

  • +2 Power Amplification Circle (The Practical Enchanter) for Alchemy-Enabling effects, Applied Spellcraft DC 30, +10 for reduced size, -5 for only affecting the built-in spell = DC 35, 250 GP worth of materials). Greater Invocation of Alchemy L7 Base, -2 levels for amplification circle, -1 spell level for Ambient Magic Limitation (Requires considerable puttering around to work), -1 spell level for requiring rare alchemical ingredients to work (typically 7d6 GP worth per procedure), -1 spell level for each procedure causing 3d6 damage to the user, SL 2 x CL 3 x 1800 GP Unlimited Use Command Word Activated x,5 Immobile x.9 User must have Craft/Alchemy or similar x,6 Seven Uses/Week = 3166 GP.
  • Alchemy… can be fun, but even at it’s strongest it’s slow, complicated, time-consuming, and of limited effectiveness compared to upper-level magic. In effect, this is simply a rather clunky, slow, and overly complicated way to get access to a heavily limited version of the “Greater Alchemy” occult skill. It might be worth it for someone who wants to dabble though. Plus, of course, you need the enchanter to be able to handle that DC 35 Spellcraft check.

The Ground Floor:

Most of the Ground Floor rooms have solid iron-bound wooden doors with internal bars and/or iron-reinforced windows to the outside with their own internal bars. Thanks to Wealth these are all Hardness 15, HP 50 (75 for the Doors), Break DC 32, 38 when Barred (1200 GP). Still, someone could always just break in through the walls.

Entryway: The door from the outside opens into a modest hexagonal entryway, with a set of stairs spiraling up and down in the center. The walls are of polished chestnut wood, as are the stairs. While there is a rack of pegs and a spot for wet cloaks and boots and such, most of the walls are decorated with paintings – many of them very strange indeed, showing scenes of ancient times, fey forests, gods and legendary beasts, flying cities, mighty cataclysms, and alien worlds. None can be removed, although they occasionally change when no one is looking. (Hallway, No Cost).

  • The heavy door and rack provide Partial Cover for anyone defending the entryway. There are Lamps (10 GP) and Good Locks for the outside doors (80 GP).
  • The Cleansing Table between the door to the private rooms and the door to the workshop cleans, dries, presses (if necessary), folds (if desired), and performs minor repairs on one modest laundry basket worth of goods – whether cloth, leather, fur, or even jewelry or metal (removing tarnish and similar) when the stuff is left sitting on it for one minute or longer. (Cleansing Ring, 62.5 GP)

Left Hall: A short corridor, with five modest private rooms opening off it – two on each side and one on the end. While they are paneled with a variety of woods, each is a little over twelve feet square and contains a couple of comfortable fold-down beds with storage underneath, a small fold-down table/desk and some chairs, a few shelves, and some cabinets and pegs. They’re kind of tight for two, but quite comfortable for one (Lodging, 215 GP). The rooms provide a comfortable, quiet, spot to sleep and store your belongings, but have no other special functions to start with. If someone wants their gear cleaned, polished, and given general maintenance, the Cleansing Table in the Entryway will handle it.

Left-Forward: Magical Workshop. This sizable rectangular room is paneled in dark wood with a twisted grain that seems to draw the eye into it’s depths. The floor is of some utterly black substance which muffles footfalls and gives the impression that the various occult seals and sigils set into it are floating above a bottomless void. Oddly, dust, wood shavings, and other bits of small trash do indeed seem to fall through it into nothingness. The walls are lined with cabinets and workbenches, with tools and apparatus – a small lathe, the fine hammers, scribing tools, furnace, and molds of a jeweler, watchmakers tools, a still and set of kegs for brewing, and even a few loose bolts of cloth – occupying various surfaces in competition with half-completed projects (Artisans Workshop, 180 GP).

  • The domed area displays charts and diagrams full of occult symbols, shelves of esoteric books, and short pillars bearing peculiar instruments of crystal and clockwork (Observation Dome, dimensional variant, for peering into the multiverse and performing rituals, 220 GP)
  • Power Amplification Circle (Applied Spellcraft, The Practical Enchanter): Reduces effective level of spells for casting purposes by two within the lab (Applied Spellcraft, DC 35, Pigment and Binder Materials (100 GP). (Paint to Inlay minor ritual):
    • Spiraling winds mixed streams of powder – lapis lazuli, gold, verdigrised copper, and the black of iron oxide, with molten beeswax, binding it into the ancient encaustic formula, the art of elder days, in the heat and pressure of the magic. Across the floor the runes formed, laid out by a vortex of pigment, blue, green, gold and black, shimmering with a subtle hint of protective oil. The process required time undefined, countless intricate details, laid out one after another with great care in the time which is not, between the instants of the common time which is. The intricate diagram flared with flames of red and black, merging with the void of the laboratory floor, becoming a permanent part of it – and filling the room with a shimmering mist of unfocused power.
  • A ticking crystal mechanism of whirling gears, knobs, levers, switches, and cycling pistons that emits an odd blue glow is the focus for the Narrative Voyager spell, 100 GP. Narrative Engine SL2 (in the lab) x CL3 x1800 GP Unlimited-Use Use-Activated x.2 (twice per week) x.5 (Immobile) x.8 Arcana 20+ for anyone but the Ward to activate = 864 GP).
  • It is both lit and dominated by the drifting orbs and strands of shimmering light which fill the dome – an occult Grand Orrery (Fixed, 500 GP) reflecting the status of the planes and worlds nearest to the current world-anchor.
  • A minor ritual (Tapping The Lifestream: Healing Belt x4, User’s must go into the “observation dome” and spend at least five minutes messing around with minor rituals per charge used (x.4), No +2 bonus to Heal (x.8) = 960 GP) allows a certain amount of rapid healing if someone is injured.
  • The Falling Star Forge:
    • The drifting spheres of the Orrery Of The Planes that occupies the dome of the laboratory are, through contagion, an aspect of what they portray. They wrap themselves in inter-dimensional currents and celestial forces that govern the relationships between the planes, a multidimensional panorama extending to the Far Realms – the eye-twisting nothing at the edge of the multiverse. From the hearts of dissolving realms descend stars of crystallized magic – the primordial sparks known to the Wise as Ioun Stones.
    • The Falling Star Forge brings tiny sparks of cosmic power into the world, manifesting them as the original, primal, versions of Ioun Stones. These may be set into a necklace, set whirling about the user, or installed in a Wayfinder as usual. Sadly, at the moment, the Forge is of very limited power – manifesting only some 1200 GP worth of Stones per week, meaning that truly powerful stones might require many years to form. Two Crafting Teams (Ioun Stones and Accessories – Wayfinders mostly, 200 GP).
  • +6 to Craft: Brewing, Charms and Talismans, Jewelry, Tailor, and Wands/Rods/Staves (100 GP).
  • +6 to Occult Skill/Gadgetry and it’s variants (100 GP).
  • +6 to Profession: Celestiologist, Demonologist, Elementalist, Healer, and Ritualist (100 GP).
  • +6 to Spellcraft (100 GP).
  • +6 to Knowledge: Arcana, Geography, Nature, and Planes (100 GP).

Straight Ahead: The Master Bedroom is primarily a comfortable bedroom / study, with a large bed, a wardrobe (sadly, absent any connection to Narnia), chairs, a small table, a few shelves and cabinets, a desk, a couple of chests, a rug, and a crackling (if smokeless) fireplace (Fireblock 180 GP). While there is a large mirror by the wardrobe, most of the room is focused on comfort (Bedroom, 150 GP, Office 60 GP). A set of secondary chambers opening off the room provides private rooms for servants and concubines if the current master employs any (Lodging, 215 GP).

  • +6 Assistance Bonus to Profession/Playboy and any related activities (100 GP).
  • It is commonly assumed that this room suffices to demonstrate that the original designer was a adolescent or teenage humanoid male.

Forward Right: A spacious Kitchen and Pantry, complete with a perpetual smokeless fire to heat the stove and water, pots, utensils, silverware, a dining table, chairs, etcetera, handy for teenage midnight snacking. With a flagstone floor and basic timbered walls heavily hung with pots, pans, and other implements, the area is most blatantly a “country kitchen”. If you want fresh flour, you’ll have to spend a few minutes turning the handle on the hand-quern – but thanks to the “Industry” modifier, this isn’t at all laborious (Kitchen 80 GP, Storage 60 GP, Fireblock 180 GP).

  • +6 Circumstance Bonus to Profession (or Craft)/Cook (from Housekeeping Services, already paid).
  • Food and drink stored in the pantry will never spoil.
  • There is always a pot of soup on, fresh bread available, and a choice of cheese, preserves, honey, and butter ready to put on it.
  • Stored Items: Bread, Cheese, Flour, Dried Beans, Dry Noodles, Hardtack, Honey, Syrup, Herbal Teas, Nuts, Carrots and Onions, Cured Meat, Salt, local Spices, dried fruit, and Herbs (A.K.A. Forty days worth of “Good Meals” for eight), a dozen bottles of good wine, two casks of Mead, two casks of Beer, a cask of Applejack, a cask of Whiskey, and a Water Keg. This all exists simply because the House is a completist: if this actually gets used… the house has the Supply Cabinets, an onboard brewery, and more. Food is not really a problem (200 GP).

Right: Stables. This modest stable is suitable for up to six horses or what-have-you with it’s own (large) door to the outside when it’s manifested. Brushes, blankets, tack and veterinary gear are stored on a side rack, while the loft space stores hay and grain. Stored Items: 40 days worth of fodder, suitable for horses, mules, pegasi, and similar animals (If you’re keeping gryphons or nightmares or something you will need to feed them yourself) (3 x Stall, 375 GP).

  • +6 Circumstance Bonus to Handle Animal and Heal (Animals) (100 GP).
  • Any reasonably normal creatures kept here will be well tended without requiring attention from the residents.

The Stables also currently include the Vehicle Bay, which, after all, uses the same oversized outside door.

Vehicle Bay: The whirling cogs of self-winding clockwork engines, steel and bronze, steam and oil, drive automatic lathes, drills, grinding wheels, and the whirling metal brushes that polish cold-forged parts to a blinding gleam. The hammer-forge and molds shape small parts with delicate precision, while delicate watchmakers tools are ready to hand and tiny bearings and cogs of gemstone, brass, invar, and adamant wait to be fitted to their purpose. Here is everything a Mechanic – or a Clockwork Engineer – might seek, as well as the space to work on three major projects at once – or for three engineers to work, either together or on their own projects.

  • Clockwork Shop (180 GP), Masterwork Tools for Mechanics / Engineering / Clockwork Engineering (+2). Unseen Engineering / Mechanics / Clockwork Engineering Assistants (100 GP, +6 via Aid Another).
  • Skill Mastery (Engineering, Clockwork Engineering and Similar) +2 Competence Bonus to that group (SL 1/2 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .5 Stationary x .5 Utilitarian Village Magic x .9 Requires 5+ Skill Ranks to take advantage of x .8 requires several hours of tinkering to take advantage of: 180 GP).
  • Working in the Vehicle Bay grants a +10 bonus to Engineering, Mechanic, Clockwork Engineering, and similar skills, but generally requires that the points be invested in a single large gadget – such as a Mecha, Steam Car, Mole Drill, or similar creation.

The Lower Floor:

The spiral stairs continue down – but the landing on the next floor down opens onto a similar similar hexagonal room, once again of deep red-brown chestnut wood decorated with various paintings and statuettes, although none of the six doors opens to the outside and there are no windows. Nevertheless, a gentle current of air flows through, carrying away smoke and odors.

Landing: Supply Cabinets. These are capable of providing up to 750 GP worth of supplies per week – although they can only provide items that could be purchased in a small town, actual magic items cost double, and actual cash “costs” triple. (An immobile version of the Bejeweled Noble’s Supply Pouch, 4112 GP. Normally this is set up for 500 GP for supplies and 250 GP to expand the House).

Forward (directly across from the landing) is the Workshop and Forge, with it’s furnace, smelter, bellows, hammers, vises, saws, quenching tubs, scrapers, chisels, lathes, sanding blocks, draw knives, and other tools and apparatus for working metal, leather, and wood. The walls are padded in places with scorched leather, muffling the noise that would otherwise echo deafeningly, the ceiling is braced with massive beams, and the walls are hung with pegs and tools. The scents of hot metal, smoke, and scorched wood mingle here, where most of the light comes from the flames of the forge. While the place somehow manages to remain tidied up, there is no power in the worlds which can keep a smithy from accumulating scorch marks, sooty patches, and oil stains here and there. Those wishing to add runes, engraving, or ornamentation to their finished work are, however, better off working upstairs or in the alchemical laboratory. A Cleansing Candle burns beside the furnace and smelter, dealing with the inevitable smoke and sparks (Forge, 185 GP, Cleansing Candle 50 GP).

  • +6 Assistance to Craft: Metals, Weapons, Armor, Leather, and Wood (100 GP).

Forward Right: Baths and Lavatories. Several steps lead down to a stone floor, slanted slightly to the side to lead any excess water to the drain. Here another perpetual smokeless fire provides light for the room, steam for the sauna, and hot water for the hot tub, baths, and showers. Another Cleansing Table ensures that there are always plenty of fresh towels and clean clothing. The soap, however, is a bit unreliable; it tends to be whatever the alchemy lab has made in the past few weeks – and so there are tubs and jars of soft soap, herbal washes, cleansing oils, variously-scented bars, and even a supply of crude lye soap for those who wish to show how tough they are. It is, however, wise to check the labels on the shampoo before using any of it, or you may wind up with hair down to your waist, a sudden green Afro, or appearing as if your head was on fire for the next few days (Bath, 65 GP, Cleansing Ring 62.5 GP, Fireblock 180 GP). The lavatory section (60 GP) is very nicely appointed and very comfortable (60 GP), lit by Cleansing Candles (x4, 200 GP) and the waste (including what is dropped down from the Kitchen) is handled by instant composting (Composting Chute, 250 GP), so there is neither odor nor mess. Other than that… there isn’t much to say about bathrooms.

  • Spending some time in the Sauna counts as receiving the services of a skill-8 Healer (Sweat Stone).
  • The area provides a +4 bonus on saves against disease and for recovering from negative levels. This is usually superseded by the Ward’s healing function.
  • If you mess with the shampoo without checking, I suppose you might get a bonus to Disguise if you want to conceal your identity.

Rear Right: The Wreck Rooms: This small complex includes a Bar (125 GP), Brewery (190 GP), Game Room (150 GP), Dojo (160 GP), and another Fireblock for the brewery and good cheer (180 GP). Overall, its look is quite traditional – wooden beams, battered tables, a trunk full of practice weapons, barrels, bottles, and stills, stools, tables, and various games, and snacks to go with the drinks. At some point someone added some minor Runic Inscriptions (basically powering Video Games, 200 GP) to the entertainments.

  • Counts as a Training Facility in general.
  • Retraining. Thanks to the Ward bonuses, this can be done at a rate of 2 CP per day. Spells and Powers known can be retrained as well, as can hit points (up to the maximum you would qualify for normally at +1/Day), skill point allocations, and attribute gains.

Rear: The Alchemy Lab, with it’s potentially flammable and toxic contents, is placed opposite the Forge to reduce any chance of flying sparks. Here are alembics and athanors, beakers and glassware, a small glass furnace, miniature stills, packets of odd herbs, bottles of chemicals, anatomical models and charts, syringes and droppers, mirrors, smokes, fireworks, and colored liquids in bottles. Why there is a miniature stuffed alligator hanging from the ceiling no one knows, but somehow the way it grins dissuades folk from removing it. Oddly for a medieval lab, the fume hood functions properly (195 GP).

  • +6 Assistance to Craft Alchemy and Constructs, Craft or Profession/Herbalism, Profession/Healer, and Perform/Illusionist, (100 GP).
  • Alchemical Crafting Team (100 GP): The alchemy lab generally produces about 600 GP worth of alchemical stuff each week – ranging from household chemicals, soap, and herbal extracts on through fireworks and the more esoteric stuff. This tends to be a bit random however, so what is available is entirely up to the game master.

Rear Left: The Conservatory Of The Trees. Hewn from the living rock, this sizable chamber slopes gently up towards the far end, where rippling curtains of tree roots support many instruments and the finer roots are musical strings themselves, humming faintly with delicate harmonies in the gentle movement of the air. When someone plays or sings within that stage-like grotto, those gentle breezes rise, drawing orchestral harmonies from the roots and the many instruments to accompany the musician (Auditorium, 455 GP). Back towards the entrance, stony shelves, cabinets, and work surfaces contain supplies, tomes of music and plays, props and costumes, with the gentle music of the roots, stirred by the winds in the trees of the forest far above, to stoke creativity. The music can flow upon the winds in the other way as well, resonating through the trees to be heard up to a mile away from wherever the House is currently located (Bell Tower, 225 GP).

  • Inspirational Qualities: +2 Circumstance Bonus to all Perform skills.
  • Background Orchestration: +6 Assistance Bonus to Perform (Music and Theater) and to Craft (Music and Theater) (100 GP). This will allow a musically-based mystic artist to access effects that would not normally be available as of yet.
  • The Theater Globe: Synergestic Presentation, Ambient Magic limitation (SL 1/4 x CL 1 x 1800 GP Unlimited-Use Command Word-Activated x .5 (Immobile) = 225 GP. Also available as a Talisman.
    • Synergestic Presentation: Divination, L0, Components V, S, MF (Source Material), Casting Time: One Full Round, Range: Touch, Target: Book, Scroll, Codex, CD/DVD, etc to be converted, Duration: Special, Saving Throw: None, Spell Resistance: Yes.
    • Synergestic Presentation is loosely related to Scholar’s Touch, but instead of allowing one to instantly read a book, it simply produces a version of the material contained by the source in an audiovisual format, usually somewhat cutting down the time required to go through it. A lengthy volume covering the fauna and flora of a distant island might produce a lecture-with-visual-aides presented by an image of the author or a “national geographic special”, a copy of Romeo and Juliet with stage directions might be seen as a play, a travelers journal as a documentary, and an adventure novel as an exciting movie. Using it on a book like the Necronomicon is NOT recommended. The effect will continue until the presentation is complete or in four hour segments of the caster’s choice for truly lengthy works. Unfortunately, the spell does not automatically translate anything; if a book is in a language you do not speak, the presentation will be in that same language. The only “real” game effect is that it lets several people examine the material at the same time.
  • OK, yes, this is a Movie Theater enchantment. Why not? It’s cheap enough. If you want it even cheaper (135 GP) limit it to three times per day (x.6) and limit your movie marathons. Or just use the Talisman version.

Forward Left: Dragonheart Caverns (Can be used as a temple of Bahamut, Tiamat, Night, Dragon Pantheon, Primordials): The breath of winter flows through the cracks and crevices of the rocks, settling deep within the earth. There, insulated from the sun by massive layers of earth and stone, frost grows into layers of iron-hard ice, while trickles of water fill dark pools and fill deep streams, plunging yet further into the depths of the world. Elsewhere the welling magic of the world’s incandescent core bubbles up in pools of molten stone. Between ice and fire heated vapors become coiling mists, seething with magic as in the youth of the world. Here, where the mana of the deeps brushes against the surface of the world, is a dragon’s lair – a place of rugged chambers, rough-hewn stone, and secured fastnesses. The ragged, near-vertical cavern offering access to the outside world is slick with dripping water, secure only for a creature large enough to brace itself against opposing walls (Habitat for Dragons, 395 GP, Altar 105 GP, Sanctum 190 GP)

In the farthest depths, where that water falls into the magically-charged fiery pools where elemental mana wells up from the heart of the world and meets the eldritch planar magic of the house the impossible is brought into reality as droplets fall and chime like tiny hammers, forging the deep magic of the worlds into arcane crystals – Obols of Elemental Magic. In Winter, the translucent bluish-white of Water and Ice, in Spring the glittering, near-invisible crystals of Air, in Summer, the rubies and sunstones of Fire, and in the Autumn the brown and gold of the leaves and the great harvest of the Earth. Twenty-four such fantastical gems appear each week, glittering richly in the depths of the black tarn – there to slowly accumulate over the years to form a horde to delight any dragon’s heart. Crafting Team (Elemental Obols, 100 GP).

  • Why is there a Habitat for dragons on board? Why because there CAN be a habitat for dragons on board. If you ever have one in the party, or someone has a dragon mount or something… here you go.
  • As for the Obols… well, it’s long been true that potions simply aren’t worth buying. Compared to cheap wands, and the Use Magic Item skill, and permanent uses/day items, they’re just too expensive and limited for what you get. Ergo, Obols – fairly cheap, entirely fungible, and versatile. Sure, it still hurts to use up a non-renewable resource,but they’re versatile enough to see some actual use.

The Deeps:

Magic flows from the hearts of worlds. There, where fire, water, earth, air, life, and death blend under pressures unimaginable. there is naught to use the power that flows from creations heart. Each mote contributes it’s speck of power to a mighty fountain that rises eternally, flowing towards the deeps between the stars. At last, as that wild magic flows outwards to where pressure fades, it finds expression. The deep caverns are opened and sustained by that endless current, pouring through roots and streams and veins of stone, focused by geology and happenstance, enchanting the waters and the very air of the depths. From that unshaped power springs the veins of gems and adamant, the strange gases, the mithril and earthsblood, the magical springs and streams, and the ever-growing fungi that are the wealth of the depths. That same wild magic renders access perilous, distorting spells that pass through it, blocking far-scrying, teleportation, and other methods of easy access.

Here, embedded in the bedrock and the roots of the world, are placed the sacred places. The chestnut spiral stairs open up into a dark space, dimly lit by flickering starlike motes of drifting light, the air moving back and forth as if driven by the breath of the gods. Currents of magic – the lifeblood of the worlds – pulse through the air and stone, driven by the world’s heart and easily felt by any magic-wielder, While there are doors, they are set in stone archways, opening into spaces carved from the living rock. The length of the stairs is somewhat inconsistent, and – no matter which shrine you come seeking – it’s entry is always directly ahead when you step onto the floor of the cavern.

  • Each shrine counts as a permanent fixture dedicated to the relevant power for the purpose of consecrate and similar spells and provides a +6 circumstance bonus on appropriate religious rituals, including prayer and meditation. (Six times Altar 105 GP, Sanctum 190 GP, and Common Room 150 GP = 2670 GP).

The Spirit Caverns (Shamanism, Tribal Pantheons, Totemic Magic): An archway curtained in the hides of great beasts leads to an earth-lodge – a cavern which lies upon the threshold of the spirit world, touched by the deepest roots of the elder forest, yet nestled amongst the deep currents of the wild magic even as the primal forest begins to give it form and it’s final threads are gathered into magic’s weave. The fires flickering light and drifting smoke upon the whispering currents of the air makes the timeless images of beasts and spirits of the elder world move upon the walls. Here are gathered the the sacred hangings and the hidden secrets encoded in Khipu. Implements of the shamans trade – drums that echo the deep thunders of riven rock and air, a shimmering pool that reflects the stars rather than the stony roof, incense to cast upon the fire that it’s smoke may give form to the formless, wind-flutes, bottles of rare oils, bundles of herbs, fur and bone, and pouches of colored sand to lay out the ever-changing medicine wheels – the gates of spirits – upon the floor. Close your eyes, let the currents of magic carry you into a trance, and open your eyes to the Spirit World. Who knows what insights and mighty quests may come from the voices of the spirits?

  • The echoing drums and chimes of the cavern now subtly amplify the magic of the wild lands, enhancing the arts of the shaman and the strength of the totems and primitive gods. All such magic and/or powers have their effective levels reduced by two for casting purposes within the cavern (Power Amplification Circle, 100 GP).
  • The Astral Seine: Across the astral plane, the wind blows, carrying dreams, the energies of the outer planes, and fragments of list worlds. Here the last breaths of fallen gods drive astral storms. From that endless flow of wonder the Astral Seine gathers the energies of magic, grounding them into the physical world – manifesting the tools of the shaman’s art. From the Seine flows strange herbs, incense, rare oils, and small works of art, offerings suitable for spirits (with a value of 100 GP per week) – and the occasional beaded feather, dancing within the cosmic flow until they gather together into Dream Catchers (one per week). (Crafting Team, 100 GP).
  • Dream Catcher: (A fragmented version of the Supply Pouch) From this small medicine wheel dangle many feathers from various birds, each ornamented with tiny beads and leather ties. When one such token is plucked from the wheel and breathed upon, it will dissolve into a sparkling mist – and the will of the user will be made manifest. Each year the wheel will supply enough feathers to call forth 180 GP worth of goods and services which could be obtained in a small town, including spellcasting services of up to level three. Calling forth actual magical or psionic devices costs double their base price while cash costs three times it’s “base price” and generally comes in the form of trade goods rather than coins. Oddly enough, Dream Catchers can be combined, their vivid and intricate symbols growing more elaborate and evocative with each addition. The value stacks until certain thresholds are reached; four will provide 750 GP value / year, eight will provide 750 GP value / month, sixteen will provide 750 GP value / week, and thirty-two will provide 750 GP value per day. For some prices:
    • Door and suitable framing, with bar, installed to fit 10 x 10 area: Wooden (Hardness 5, 10 HP) 10 GP, Reinforced Wooden (Hardness 5, 20 HP) 40 GP, Iron (Hardness 10, 60 HP) 500 GP.
    • 10 x 10 Wall: Masonry (2′ thick, hardness 8, 180 HP, Break DC 25) 250 GP, Packed Earth (3′ Thick, Hardness 2, 30 HP, Break DC 19) 10 GP, Wood (1′ Thick, Hardness 5, 120 HP, Break DC 26) 100 GP.
    • Dig out 10 x 10 x 10 cube of: Earth 5 GP, Clay/Rocky Soil 15 GP, Stone 50 GP. Yes, you can put holes under creatures, but it’s only a DC 16 Reflex save to avoid falling in. Just as bad, going more than fifty or sixty feet down in earth tends to lead to the walls collapsing before anything can fall that far, leaving any possible victims landing on a pile of soft earth about sixty feet down for 3d6 damage.
    • Build a Well (5 x 5, 100 feet deep) 200 GP. It comes with rope, winch, and bucket. While fitted stones hold the well open, trying to open one under someone allows them a DC 11 reflex save to jump away in time – which is unlikely to catch anything of the least importance.
    • Build a Trail 1 GP/100 Feet. This means clearing out the trees and brush, and enough leveling to let a small wagon get dragged through.
    • Build a Road: 1 GP/30 feet, x5 for difficult terrain. x2 for Gravel, x3 for Cobbles, x5 for a solid base and mortared stones.
    • Build a Bridge: 5′ x 5′ section: Rope-and-Board 2 GP, Wood 10 GP, Stone 25 GP, Iron 150 GP.
    • You can also buy “Spellcasting Services” – pulling ouy a variety of minor spells to help out. Unfortunately, they are cast at the caster level you pay for up to a maximum of caster level thirteen.
      • Level Zero: 5 GP x Caster Level
      • Level One: 10 GP x Caster Level
      • Level Two: 20 GP x Caster Level
      • Level Three: 30 GP x Caster Level

The Sanctum Of The Art (Magic, Law, Planes): The two sides of the arch and the thick double doors of the entryway are carved with the black and white trees, the twin poles of the balance of magic. From them, descend nine steps into the circular chamber of the Art – one for each school of magic, each wrought in the corresponding color of the school, showing the full rainbow of magic with the final step – the universal school – in marble-white. The lower walls are lined with bookshelves and display cases, some full, others still awaiting being filled with tomes of magic and ancient lore. The floor displays the seven great seals of magic inlaid in eldritch metals – the Thaumaturgic Triangle for operations of Mind, Body, and Spirit, the Magical Square for Material, Shadow, Astral, and Ethereal, The Pentagram for the five polar forces of the Outer Planes, the Hexagram for the six Elemental Forces, the Spiral Heptagram for the Far Realms, where worlds touch upon what Is Not within the angles of time, and the Octagram of the Cosmic Sea for what lies outside the myriad worlds (although working any significant magic drawing upon THAT lies beyond the reach of any mortal) and the great binding circle which is both the beginning and end of magic. Above hang seven crystal lamps, as of seven stars, their myriad colors casting an endless weave of magical luminescence across the walls. Above the shelves, the walls are decorated with the entwining runes, glyphs, and symbols of magic, flowing into each other in a mortal representation of magic’s endless weave. The ceiling, of course, seems to be a spiraling crimson mist. Among the cabinets, directly across from the stairs, stands a simple altar of polished wood, on which items can be consecrated. Above it… hangs a mask, representing an androgynous face. Sometimes it seems to change from the face of a living being to a deathmask. Perhaps that represents some omen, a response to the prayers offered here – and perhaps not. None can as yet be sure.

  • Loom Of Magic: Four times per year, on each Solstice and Equinox, several items will appear upon the altar within the sanctum; one Timelord’s Scarf (as per a Robe of Useful Items, albeit with a 1-3 bonus packets of jelly babies, 7000 GP) – a reminder not to rely entirely on the casting of spells – and a set of scrolls containing three level zero, two level one, and one level two randomly chosen spells (237.5 GP) (Crafting Team, 100 GP).
  • It is said that – if any mage can obtain a Tome of Ancient Lore (Magic Item Compendium dedicated to whatever god of magic happens to exist in the setting) and slot a fifth level Pearl Of Power into the cover to provide the required daily spell slot donation, he or she will be blessed by the local god of magic if they donate the tome to the shrine. Even lacking such an amazing boon, the shrines of older Houses often contain a variety of spellbooks, mystical tomes, and donated volumes from which magi can study.

The Waters Of Memory (Psychics, Druids, Nature, Rogues, and the Froglord): The irregular tunnel descends and opens up into a sizable cavern where a narrow strip of “beach” borders a great underground pool. Here, veins of crystal refract and amplify the rays of sunlight they channel down from the surface far above, spreading a maze of variously-directed shafts of light across the surface of the waters, the moss-covered cavern walls, and the pillars of stone which help support the roof. Unhindered by heat, cold, and drought, the lichens hang like curtains and the water-plants are strewn across the surface, their perpetual blooms rendering the air thick with scent. Insulated from the greater world by vast thicknesses of stone, the sounds here are entirely those of a hidden pond – the splashing of rivulets and droplets falling into the greater waters, the croaking of frogs, the splashing of fish, the drone of dragonflies chasing midges and mayflies, and the chirping of crickets. A few fat ducks feed among the cat-tails at the edges, and a tiny flock of hummingbirds, dart about as aerial jewels, sipping the nectar from the water-blossoms. Deeper in, behind the glacially-slow flowing lichens and outcroppings of rock lie many a private watery grotto or pocket of rich soil, accessible only by small boats, and perfect to relax, meditate, or grow exotic plants in. A small dock extends a short distance into the still waters, supporting a few oars and personal coracles hung up next to the pot of oil used to keep them in good condition. An annex here across an ornamental bridge holds a druidical shrine, where a small waterfall cascades musically across mossy rocks and a curtain of rivulets conceals the Froglords niche overlooking the limpid pool of water-lilies, cattails, and darting fish that serves as the shrines threshold, his miniature kingdom and shrine to the all-powerful Froglord (The Froglord, a fairly normal frog, is basically a druidical mascot – although someone apparently believed him to be a disguised god). Beside the pool, a small altar ornamented with jade-green frogs stands, thriftily conserving space by also serving as a chest for pool-maintenance supplies and frog food, just in case the Froglord is bored with the bounty of his personal pond (Greenhouse x 4, x.5 for being mostly water-filled and so less productive, 300 GP). For those interested, some 50 GP worth of herbs, teas, and spices can be harvested from the area each week and once per season an extra frog will appear upon the altar – an Amulet of the Frog (Crafting Team, 100 GP).

Amulet of the Frog (Strong Transmutation): 6500 GP, Throat Slot, Caster Level 19’th, Aura (DC 24) of Strong Transmutation. Standard (Command) activation or self-activated by Intelligence. Weight: –

This mottled greenish-yellow amber frog pendant appears to have recently swallowed a large beetle, and looks rather smug about it. It exists to aid the skillful in performing similarly impressive feats that are merely supplemented by magic rather than relying on it entirely. As long as it’s user attempts daring feats making good use of skills and mundane equipment the inhuman (and slightly dim) intelligence of the amulet will activate it’s various powers to aid him or her in such pursuits. If the user does not, the amulet will subtly urge said user to do so.

Base: An Amber Amulet Of Vermin (Giant Stag Beetle) (Magic Item Compendium), CL 19, 1200 GP):

Intelligent (+500 GP): Int 10, Wis 10, Cha 10, Alignment; Uncaring, Empathy, 30′ Senses, Ego 5, can cast each of the following spells 3/Day Each:

  • Improvisation: User gains 38 luck points. Up to nine points can be added to an Attack, Skill, or Ability check as desired. Unused points vanish after 19 rounds (1200 GP).
  • Skill Trick: This variant on Skill Mastery (The Practical Enchanter) grants a +2 Competence Bonus to any one skill for ten minutes per caster level in the form of a Skill Trick for that skill that the target is otherwise qualified for. (1200 GP)
  • Greater Slight: (L1 Conjuration) Conjure an item worth up to 2 GP + 2 GP per caster level (in this case 40 GP). Such items last for up to one hour unless dismissed, but are obviously conjurations and unsalable (1200 GP).
  • Resurgence: Target may reroll a saving throw that they just failed (1200 GP)

While unusual in that this item is automatically intelligent, it is a rather focused intelligence, and cares little about anything save for it’s bearers daring deeds.

The Lunar Shrine (The Moon, Woman’s Magic, Shapeshifters, Dreams): The archway is filled with massive twin chestnut doors, carved with images of the Maiden, Mother, and Crone, the three aspects of the ever-changing Moon. The stairs beyond rise up, curving slightly and cloaked in darkness, concealing the inward mysteries of the shrine. At the entryway a curtain of glittering beads, of labradorite and iolite, form a glittering veil for the shrine proper, delicately chiming to announce visitors to the Lunar Sanctum. To the right, a smaller arch hidden by shadows conceals a modest bunkroom (200 GP), where children, supplicants, and shrine attendants can rest.

Within the stony walls of the cavern are carved a myriad images of women and maids of many races, of beasts and birds, and of transformations between those forms. As the shadows play the images seem to shift and change, an illusion of life aided by the mighty roots of the great trees far above. Here those roots have responded to the light by putting forth leaves and branches in profusion, drawing across the walls a rustling living cloak of silver-edged leaves, blossoms, and fruit of walnut and almond, oak, ash, and thorn. Around the edges of the ceiling hang seven baskets of lunar glowvine, it’s trumpet-like blossoms contributing a soft silvery radiance to the illumination. The obsidian floor bears a circle of images wrought of silver and copper, portraying the moons monthly progression – new, waxing, full, and waning, progressing leftwards towards the opaline altar at the far end, the station of the full moon in its splendor. Above the constellations of the lunar zodiac are picked out in moonstone, glinting against the blackness of the domed roof.
Lunar Magic cast within the circle of the moon is reduced by -2 spell levels for casting purposes only (Power Enhancement Circle, 100 GP).

In the center of the ceiling is set a lattice of moonstone, both a map of the hidden face of the moon and a lens through which the light of the moon – and only the moon – shines, focused upon the altar – an Opaline disk cradled in the branches of a stylized tree of silver, the axis mundi. There the moonlight gathers, and slowly liquefies, forming drops of lunar essence that drip slowly from the altar into the crater-pit which occupies the center of the floor, the Lunar Forge, In those secret depths the glimmering essence of the moon is gradually solidified, gathered, and wrought. The daring may walk the spiral of dark steps which descend into the pit to find what is created there (Crafting Team, 100 GP).

  • The Lunar Forge produces moonstone, opal, and obsidian, silver and mithril, and fine crystal, forming beautiful crystals, betrothal and wedding rings, holy symbols of the moon, courting gifts, shining blades of alchemical silver, and crystal vials of holy water – although the process is slow, producing only 100 GP worth of materials per week.
    • Once per week, on the appropriate phases of the moon, the forge will produce a an Echo Of The Moon (New, Waxing, Full, or Waning) – a pendant with seven charges, each capable of being expended to produce a cantrip-level effect of lunar magic appropriate to the phase of the Echo as a standard action when the pendant is grasped, albeit only at caster level one. If the user can explain how the effect can be produced by chaining together cantrip-level effects, two charges, and a full round, may be expended to produce a first level effect. Four charges and two full rounds will produce a second level effect. All seven charges and three full rounds will produce a third level effect (although, unfortunately, the caster level always remains one). When a pendants power is expended it will crumble into dust. Anyone willing to pay their respects to the Moons power may use them. The simplest of lunar magics – dancing lights, fertility blessings, and household magic – are suited to any phase of the moon. Otherwise appropriate effects include:
      • New Moon Talisman: Darkness, Dreams, and Female Magic,
      • Waxing Moon Talisman: Healing, Rebirth, and Purification.
      • Full Moon Talisman: Light, Divination, and Transformation.
      • Waning Moon Talisman: Illusion, Time, and Weapon Magic
  • Four times a year, at the changing of the seasons, the Forge will produce two Sigils Of The Changing Moon (Neck Slot) – each granting the wearer the use of the following abilities for seven hours once per month. Unusually, these are cumulative: wearing two will grant these powers twice per month, and so on up until the user is wearing thirteen sigils, which will make the powers granted continuous.
  • Sigil Of The Changing Moon:
    • Damage Reduction, Specialized and Corrupted for Reduced Cost/only versus physical attacks, not versus Silver, 4/- (3 CP).
    • Innate Enchantment. All enchantments Spell Level One, Caster Level One, Unlimited-Use Use-Activated, and Personal-Only. Specialized for Reduced Cost / comes with animalistic instincts (and the need to make occasional will checks to resist such impulses), pack loyalty, and the traditional signs of being a werewolf. It may or may not come with a compulsive urge to party all night during the full moon. 6480 GP inherent value (3 CP).
      • Aspect Of The Wolf (2000 GP). The user may continue to walk on two legs and keep his or her pants on if desired (or may describe this as “Aspect Of The Cat” or “Aspect Of The Bear” or some such) but this has no game effect.
      • Speak with Animals (1400 GP).
      • Wrath. Morale bonuses of +2 Str, +2 Con, +1 Will, and -2 AC when in use (1400 GP).
      • Endure Elements 1/Day (280 GP).
      • Fast Healing I for 18 Rounds 2/Day (560 GP).
      • Relieve Illness (Hedge Wizardry List) 1/Day (280 GP).
      • Relieve Poison (Hedge Wizardry List) 1/Day (280 GP).
      • Lesser Restoration 1/Day (280 GP).
  • Note that the spell level reduction function of the shrine applies to the effects of the Echoes Of The Moon and the Sigils Of the Changing Moon as well. Using the Echoes within the room gets the -2 spell level adjustment, while activating a Sigil there extends the duration of the effect to three days. It is theoretically possible to change the items produced by the Lunar Forge, but doing so would require many rituals and prayers to the moon.
  • The Crafting Team of three Lunar Smiths produces:
    • Assorted Lunar Jewelry/Materials: 100 GP/Week
    • Lunar Echo Pendant: Spell Level One (Greater Invocation; Any Lunar Magic Cantrip) x Caster Level One x 250 GP (seven use-activated charges) x .8 (phase of the moon restrictions) = 200 GP.
    • Changers Moon Pendant: Spell Level Four (Grant Complex Mental Feat for One Hour/Level) x Caster Level Seven x 1800 GP (Unlimited-Use Command-Word Activated) x .05 (Once Per Month) x.8 (user must make an offering to the moon) = 2016 GP (317.4 GP x 52 Weeks = 16,504.8 GP – enough for creating eight per year).

The Realm Of War (War, Strategy, Chaos, Battle, Sun): The great doors are of oak bound with iron, scarred and scorched with the marks of weapons, spells, and alchemy. Little remains of the scenes of battle which once ornamented it, save for a version of the Star of Battle carved out by the very scars and gouges hacked into the wood – the eight-arrowed circle of Chaos wielding Axe, Bow, Dagger, Flail, Hammer, Mace, Spear, and Staff, at it’s center the single, upright, burning Sword of War. Behind them, obsidian stairs, their walls carved with scenes of ancient battles, descend into the darkness, opening into a torch-lit arena of packed earth – or sometimes of poles, or a ships rigging, or a steep mountainside, or even a swamp. From outside, the muffled sounds of ancient battles can be heard. Mounted on the walls surrounding the combat ground an assortment of weapons – both lethal and nonlethal, simple, martial, and exotic – hangs ready for use. At the far end stands an altar, beneath the Star of Battle. The simple silver bowl upon it will accept offerings to any Battle God, or – if he user sacrifices 1 HP worth of his or her own blood – will call forth a monster to fight (the fight is worth experience, but the monster will not be pulling punches and the damage it inflicts is real. There is no treasure however, the creature simply vanishes after ten rounds. The monsters summoned are typically one from Monster Summoning VI, or 1d3 from Monster Summoning V, or 1d4+1 creatures from Monster Summoning IV or below – but once in a great while the war gods will send a more powerful creature to deliver some message during the fight. If the would-be combatant seizes upon one of the shrine’s weapons for the battle, it will function as a +1 weapon for the duration).

  • Perhaps most importantly, if a weapon in need of maintenance is laid before the altar, repairs will be made – and if a particular weapon or weapons must be forged or enhanced it will gradually be infused with the divine blood (at a rate of 1200 GP Value / Week). Valuable offerings can speed up this rate, just as if you were spending such funds normally.
  • Armory: The walls offer a great variety of weapons (195 GP).
  • Dojo: Provides training facilities and nonlethal weapons (155 GP)
  • 2x Crafting Team (Three Weapon Smiths, Three Rune Smiths, 200 GP): Provides 1200 GP / Week for the creation, maintenance, or upgrading of weaponry.
  • Summon Monster VI, CL 12 (SL 5 (6-1 Ambient Magic) x CL 10 x 1800 GP Command-Word (A short prayer to Tempus) activated x .5 (Immobile) x.5 (User may not choose monster – or monsters from lower-level tables. The GM does) x.1 (Monsters are hostile the the user, and promptly attack) x.6 (No more than three times daily) x.8 (user must pay his or her respects to the Gods of War and offer up 1 HP worth of blood) = 1080 GP.
  • Magic Weapon (SL 1 x CL 1 x 2000 GP Unlimited-Use Use Activated x.5 (Immobile) x .2 (only when the person who activated the monster first picks up a weapon to defend themselves) x.6 (maximum of three uses daily) = 120 GP
  • Assorted extra weapons, bandages, instruction manuals, and other minor supplies suitable for training (180 GP).

The Vaults Of Time-Not, The Invisible Labyrinth (The Far Realms, Mystic Martial Arts, Entities): The thick doors of rich chestnut wood are inlaid in greenish metal with the spiral heptagram of the Far Realms, where the worlds touch upon that which exists outside of time. At the center they are inset with the Elder, and other curious, signs in yellow crystal. From beneath the door flows strange wisps of mist, a breath of timelessness intruding upon the world. Here may mortals set foot upon the timeless web, the weave of Atlach-Nacha spun between what IS and what now NEVER WAS. A drifting maze, defined by coiling mist and yawning void, filled with cyclopean basaltic pillars carved with strange runes, crystalline statues of beings unknown, a bizarre fluting music which hovers always on the edge of comprehension, and even more haunting visions of impossible pasts and futures that will never be, of paths not taken and lessons never learned (Labyrinth, 185 GP).

  • Here a portion of that power may be taken onto the wanderer; every ten minutes of walking within, and contemplating, the Invisible Labyrinth grants the wanderer one Sigil of Power (appearing on his or her skin), whether that Sigla be of the Past, the Present, or the Future. Sadly, no one wanderer can bear more than three Sigla at any one time and no more than one person at a time can wander the Invisible Labyrinth. For those who are troubled, the mists will occasionally whisper wise advice, or even provide minor clerical support (Effectively a L3 Priest of the Elder Ones, 405 GP, has enough Mana with Spell Enhancement to every so often provide a clerical spell of up to level four) – but every so often a Wanderer will see something in the future that will almost demand their intervention (Free GM plot hooks).
  • Create Magic Tattoo, Renewable (+1 Spell Level, can support up to 144 tattoos / “Sigla” at one time). Spell Level 3 x Caster Level 13 x 1800 GP (Unlimited-Use Command-Word Activated) = 70,200 GP, +100 x 100 GP (materials cost) = 80,200 GP. x.5 (Immobile) x.5 (Supports a maximum of 24 Sigla, instead of 144), users occasionally catch glimpses of things that they must urgently intervene in and must respond to at least some of them or their Sigla will cease to work (Free GM hooks, x.8) = 16,040 GP. “Team” of Craftspeople (Artists to “draw” the Sigla, only for that purpose, 100 GP).
  • Available Sigla Include:
    • +1 luck bonus on attack rolls.
    • +1 deflection bonus to AC.
    • +2 resistance bonus on saving throws.
    • +2 competence bonus on attack rolls.
    • Spell Resistance 12.
    • +2 Enhancement Bonus to any one Basic Attribute (May be repeated for different attributes).
    • Cast Spells at +1 Spellcaster Level when determining level-based variables.
    • +5 Enhancement Bonus to any one Skill or a +3 Enhancement Bonus to a group of up to four skills.
  • Sigla can be dispelled (they are treated as having a Caster Level of 13) or removed by an Erase spell, but otherwise last until the user dies or decides to walk The Invisible Labyrinth again to replace one or more of them.
  • Crafting Team x3: Planar Staves (300 GP). These turn out a Lesser Planar Staff every six months, a Planar Staff every year, and a Grand Planer Staff every three years.

The Upper Floor:

Landing: The spiral stairs open into another hexagonal room, where gentle breezes blow, there is the rustling of foliage, and the songs of birds – a gentle and ever changing melody, as if the chambers here were suspended high within a forest canopy. The chestnut walls are decorated with window-paintings of forested hills and valleys – from which faint scented breezes blow. The light of sun, moon, and stars shine in their times, clouds and storms blow by, and birds fly, nest, feed, and sing – occasionally emerging from the paintings to fly around for a bit, to visit friendly occupants, beg for favored foods, and duck into other paintings (although no one else can follow). Above, the ceiling is the mottled green of young leaves woven together while the trim is formed of clustered chestnut flowers. A number of padded benches offer comfortable seats for those wishing to read in comfort or to enjoy the view.

  • General to the floor: The windows are basically just a Habitat for ornamental and singing birds – populated with Charming Budgerigars, Fussy Cockatiels, Musical Canaries, Cooing Doves, Fluttering Finches, Chatty (and Colorful) Parrots, Superb Lyrebirds, Mantling Macaws, Northern Mockingbirds, Ominous Ravens, Whistling Thrushes, and Musician Wrens. (395 GP). Housekeeping and Animal Care Team (100 GP). Minor Illusions to provide the “forest canopy” view (250 GP).
  • Altar (The Fates, 105 GP), Seer (Oracular “Priest of Fate”, x.5 additional for limited usefulness, 200 GP): The three Ravens occasionally come out to convey strange oracular pronouncements, declaim bits of prophecy, or announce possible missions. No one knows why or has any influence on when they appear. They provide no other priestly services, but do provide the GM with an excuse for making comments or dropping in various directives. .

Forward: The Library: Directly ahead a pair of double doors, inscribed in verdigrised copper with an ancient tale of creation on the left and a somewhat dubious prophecy on the right and emblazoned with the star of wisdom in the center, open to the Library – a surprisingly light and airy place, containing a wealth of books, scrolls, and manuscripts covering a multitude of subjects on low shelves, as well as desks, tables, lecterns (to support the weightier tomes), supplies of paper, ink, and quills (the quills often left laying around by the various birds), and comfortable chairs to allow reading, note taking, and other forms of research. For good or ill, the painting-windows here are screened, to keep the birds out of the books – although their songs are still heard in the background and the ravens seem to get in whenever they want to in any case. Here too are displayed a variety of minor mementos – small carvings, models of historical structures, ancient maps, images of exotic beasts and locations, and various weathered scholarly artifacts. Basic Room (Shelves, tables, chairs, desks, lecterns, supplies of paper,ink, and pens, etc – including some locked shelves for more valuable (or dangerous) tomes (200 GP).

  • Assistant Group: Unseen Librarians who handle sorting and filing, bringing you relevant books, cleaning up, repairing and caring for the books, and so on (100 GP).
  • Masterwork Tools (various books, scrolls, and tomes: +2 Circumstance (Equipment)) for Appraise, Arcane, Engineering, Linguists, Local Knowledge, Religion, Scholar, and so on through the Knowledges – although using them requires some hours. Technically unnecessary to note since masterwork tools are assumed for anyone in the house, but a lot of GM’s feel that “books” are different – so here they are explicitly called out.
  • Skill Mastery (Group Above) +3 Competence Bonus to the skills noted above. (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .5 Stationary x .5 Utilitarian Village Magic x .9 Requires 5+ Skill Ranks in the skill to take advantage of x .8 requires several hours of research to take advantage of = 360 GP),

Forward Right: The “Trophy Room” (125 GP) – a museum area suitable for displaying souvenirs, stuffed monster heads, broken bits of automata and golems (such things should be checked to make sure that they are drained of all Power and / or Magic, but have minor runic inscriptions to restrain them anyway. 100 GP), diaries and notes and pictures from assorted adventures, and various other oddities. Unsurprisingly, it connects to the library above: the short entryway between them contains a series of minor displays – maps, pictures, common relics and fossils, and small dioramas, depicting the major (known) periods of the world’s history (50 GP). Oddly, no matter which end of the entryway you start from, the displays always start with the earliest material and progress to the present.

Rear Right: The Great Hall: This large and comfortable chamber is stocked with comfortable chairs, a large table, counters, and a small runic inscription that allows for the easy display of various centerpieces, maps, and similar items via a tiny exercise of illusion magic. Here a party can gather for meetings, more formal meals, parties, and planning sessions. Following the pattern, a side door leads to the Trophy Room. (“Sitting Room”, 240 GP, +50 GP Minor Runic Inscription, +100 GP Unseen Wait Staff).

Rear: The Zoo: To the rear is a small zoo (395 GP) – a series of chambers, grottoes, and the occasional open area, pool, or gurgling riverlet set up to accommodate familiars, larger group pets (other than pet birds, who mostly spend their time in the paintings), and occasional random bits of wildlife. The zoo is invariably already occupied by a Tiger (which seems to come with the house. No one knows why. 325 GP), by a few squirrels (which apparently come with the trees, free), and possibly by some otters or fish (it is hard to tell what is in the pools). Housekeeping and Animal Care Team (100 GP).

Forward Left: The Vault: This massive door of bronze and iron is heavily locked, airtight, sealed and barred, with runes of Warning, of Containment, and Protection carved upon it. Here, is a space where any truly dangerous items that the residents of a given Housecollect can be locked away with care in individual chambers in their own dimensional pocket.

  • Vault (150 GP): Massive metal door and frame, assorted locks, and warning inscriptions.
  • Inward-Facing Protection From Evil (Runic Inscription, Arcana 58) 150 GP). The standard for containing mental influences and malevolent creatures from the Outer Planes.
  • Basic Containment Ward (Runic Inscription, Arcana 56, 150 GP).This won’t stop some massive escape attempt, but it generally suffices to keep more subtle influences contained.
  • Unseen Caretakers (100 GP), These keeps things secured, report disturbances, and keep the place neat and well-labeled.

Rear Left: Nursery Complex: All too often heroes pick up youthful apprentices, enthusiastic hangers-on, or rescued kids with no place else to go – usually from some remote corner of the map hundreds of miles away from civilization and a place to drop them off! There’s no getting around it; children are extremely vulnerable and no decent hero will abandon them. Ergo, the base has a modest accommodation for rescued children, youthful apprentices, pitiful orphans, possible offspring, and lost or rescued princesses or princelings until some more permanent accommodation can be found for them. Here are cribs and beds for smaller children, toys, games, and supplies for arts and crafts, a few educational aides, tables and supplies for caring for the younger set – as well as some unseen caretakers to spare the heroes from having to find time to change diapers. Perhaps unsurprisingly this is one of the larger mini-complexes in the base.

  • Nursery (125 GP), All the basic child-care stuff.
  • Lavatory (60 GP). Wastes and appropriate trash go to the composting setup lower down.
  • Classroom (125 GP). While this is only meant to cover the basics, no child who spends much time here will be unaware of the basics of life and mathematics, some practical socialization, and how to speak and read the common tongue.
  • Bath (65 GP). Kids. Bathing counts as receiving the attentions of a Skill-8 Healer (Sweat Stone) and provides a +4 bonus on saves against disease and for recovering from negative levels – although this is usually superseded by the Wards healing function. Kids do catch lots of stuff though, and things like “Colic” aren’t really diseases.
  • Bunks (200 GP). These ten train-style – nooks come with some drawers for personal belongings, curtains to be drawn for darkness or privacy, mattresses, bedding, blankets, cushions, and reasonably comfortable accommodations.
  • Unseen Nannies (100 GP) and Caretakers (100 GP) round out the basic accommodations, take care of kids, and teach the basics, rounding out the major features.
  • A Cleansing Table (cleans, dries, presses (if necessary), folds (if desired), and performs minor repairs on one modest laundry basket worth of goods – whether cloth, leather, fur, or even jewelry or metal (removing tarnish and similar) when the stuff is left sitting on it for one minute or longer. Cleansing Ring 62.5 GP.
  • The Hearth contains a crackling (if smokeless) fire (Fireblock 180 GP) suitable for warming up, cooking snacks, heating water, and gathering around for story-time.
  • A couple of Cleansing Candles (100 GP) take care of any minor messes.
  • A Crafting Team of three Fatecrafters (100 GP) produces twenty-four Obols – six each of Life, Death, Order, and Chaos – each week, ensuring that the staff always has access to various minor magics in case a child gets hurt or into trouble. Given that unused collections of Obols, however useful they may be in emergencies, are potentially troublesome (especially where children are concerned) any excess production is usually relocated to the magical laboratory on the first floor.

For a Production Summary:

  • Everyone working inside gets a weeks work done every day.
  • Those inside need not sleep, and so can get a weeks work done during daily downtime.
  • The House may double the work (+600 additional GP value/Week) of a selected team each week.

General:

  • Kitchen: Provides excellent meals. If PC skills are thrown in they may be much better than merely “excellent”.
  • Supply Cabinets: 500 GP/Week of basic supplies, +250 GP towards expanding the House.
  • Wreck Rooms: Retraining or HP Training (+1/Day up to the maximum you might have).

Crafting Teams:

  • Falling Star Forge (2 Teams): +1200 GP of Ioun Stones and/or Wayfinders every week. Obviously, powerful stones may take quite some time to produce.
  • Alchemy Lab (1 Team): 600 GP worth of Alchemical Items/Week. What is available depends on the House Ward’s whims however. In theory the House could dream up a set of potion-crafters as well – but in practice it simply lets the residents use the Obols it produces.
  • Caverns (1 Team): +600 GP / 24 Elemental Obols/Week (Half that if the GM decides to value them at 50 GP each). Type depends on the season.
  • Spirit Caverns (1 Team): Herbs, Incense, Oils, +100 GP/Week. Dream Catcher 1/Week.
  • Sanctum of Magic (1 Team): Solstices and Equinoxes: Timelords Scarf, scrolls (3L0, 2L1, 1L2, random spells).
  • Waters of Memory: (1 Team): 50 GP of Herbs, Teas, and Spices/Week, one Amulet of Frognarok per season.
  • Lunar Shrine (1 Team): Jewelry, Silver, and Lunar Materials 100 GP/Week, Echo of the Moon 1/Week, At Seasons Change two Sigils of the Changing Moon.
  • War Room (2 Teams): 1200 GP worth of weapons, weapon repairs, or weapon enhancements, weekly.
  • Labyrinth (3 Teams): Sigils (3/User, 24 Max). Lesser Planar Staff every six months, Planar Staff every year, Grand Planar Staff every three years.
  • Nursery Fatecrafters (1 Team): 6 Obols (Half that if the GM values them at 50 GP each instead of 25 GP) each of Life, Death, Law, and Chaos each week.
  • The House sometimes dreams up a brewing team (and some bartenders), but at 600 GP/Week it doesn’t take long to stock up on beer, wines, liquor, and assorted bar snacks. Having unseen bartenders on duty is pretty normal though.

A House is a productive – and incredibly useful – base of operations, but it also tends to drag the player characters into an endless stream of episodic adventures that often lack major rewards, thus making up for the items and income that it provides.

Vilmanemagi has wandered through several campaigns already and generally works fairly well. It does take all the stress off of basic survival – it can provide plenty of food, water, and basic supplies, as well as a certain amount of healing and (given enough time) several very useful items, but it also comes with any number of plot hooks. It generally works best in a lighter, more episodic, game then a grimly serious one, but d20 is rarely all that grim anyway.

Eclipse d20 – The Masks Of Ramujin

The Masks Of Ramujin

The Masks Of Ramujin

While the greatest spellcasters may mold worlds, the greatest warriors clear and tame them, and the greatest skillmasters build civilizations, shaping those civilizations is the task of gods, innovators, and artists.

For in Eclipse, the power of Art is almost unmatched in it’s ability to mold cultures. Mystic Architects can shape the nature of settlements and help protect them, Authors and Playwrights can shape their currents, and Historians and Talespinners illuminate their courses – but there are other ways.

For an example…

Ramujin the Masquerader was an artist of the theater, a costumer, and director who came to focus on the crafting of Masks via Mystic Artistry. As a grand master of his craft, he learned further modifiers – and left a legacy. Across the seven lands of Lerath, his work has shaped the path of nations and the lives of folk across the centuries.

Not with power, although some power is there. Not with mastery of the environment, although a little of that is there as well. The gift of Ramujin… was Prosperity. The lands he blessed with his craft are filled with comfortable yeoman, gentlemen farmers, expert craftsmen, happy, healthy, and well-fed children and adults, comforts and success. You will not find starveling villagers, desperate criminals, and peasants laboring in mindless drudgery there. There may be ascetics, and dashing rogues, and laborers – but such are their choices, and their burdens are light.

Ramujin’s Masquerade Of Dreams: Mystic Artist (Craft: Masks +30, although Costumes, Tailoring, or similar would do), with Artistic Mastery / Composition, Specialized and Corrupted for Increased Effect (Doubled Effect and the Composition effect degrades more slowly than usual and the degrading effect can be “reset” by craftsmen making small variations on the original design) / Only affects a person voluntarily wearing such a mask, each individual can only be affected by one such effect at a time, effects are preset when the mask is made only Inspiration abilities may be used, user must select a mask for the day in the morning and cannot benefit from a differing mask until the next day, Masks must be Masterworks of Craftsmanship, masks will only operate for wearers who have personalities and interests reasonably compatible with the nature of the masks (12 CP).

Ramujin had most of the Inspiration list and Synergy through Harmonize but only used a few of the higher-order abilities in his masks – or at least any minor examples of his craft have been forgotten across the years as only the more powerful masks are reproduced.

Ramujin also wasn’t stupid; thanks to his high Knowledges he set up his masks to provide the most efficient ability packages that he could. None of them provide stupid or useless powers.

Ramujin wrought a wide variety of masks – the Wild’s Ranger, the Ogre Mage, the Conquering Dragon King, the Laughing Rogue, and hundreds more (albeit far fewer for villainous roles). Of those… he could sustain twenty-eight at full power, a selection that was fixed with his death. Those twenty-eight True Masks are treasured items of power for the lucky noble houses that possess them.

True Masks provide:

  • A +4 Untyped Bonus to BAB, Saves, and AC, +24 CP (Fixed, all abilities are Corrupted / the masks have a strong behavioral influence on their users, causing them to settle into the roles that their masks portray, for an effective total of 36 CP).
      • And either:
  • +12 on Saves versus Mind-Affecting Powers and +12 to Hit and Damage.
      • Or
  • +8 Morale Bonuses to any two of Str, Dex, Con, Wis, Int, Cha, Saves, or AC.

Thus the Seer’s Mask provides brilliant intelligence, prophetic powers, and access to occult skills – and will make it’s wearer a wise advisor and prophet, a skillful guide through the chaos of time. The Conquering Dragon King grants powers of Dominion and Rulership and makes the user a worthy ruler.Those may only be 36 CP worth of special powers – but that is basically the equivalent of three to five levels worth of spare points (or a prestige class) focused on a particular purpose. Certainly, a dedicated high-level character can easily exceed such abilities – but passing down the appropriate Masks with positions of leadership ensures that societies leaders will have the skills and competence to maintain their nations even when they are new and inexperienced. The Great Masks bring stability and skilled governance to the seven lands.

Thanks to Ramujin’s Composition modifier Lesser craftsmen produce lesser – common – versions of Ramujin’s masks, albeit at only half effect and with each craftsman only able to learn a few patterns. But even at half effect… a mask is so incredibly useful that only a fool would go forth without a suitable mask, whether that means suitable for their jobs or suitable for their personalities. While masks – as Masterwork Tools for Perform (Specialized and Corrupted for +6 for a particular role) are somewhat expensive, even most normal folk will only own one – or perhaps two,

Common Masks provide:

  • A +2 Untyped Bonus to BAB, Saves, and AC, +12 CP (Fixed, all abilities are Corrupted / the masks have a strong behavioral influence on their users, causing them to settle into the roles that their masks portray, for an effective total of 18 CP).
      • And one of:
  • +6 on Saves versus Mind-Affecting Powers, +6 to Hit and Damage.
      • Or
  • +4 Morale Bonuses to any two of Str, Dex, Con, Wis, Int, Cha, Saves, or AC.

The Stalwart Guardian:

This is the mask of a valiant defender, a bodyguard or sentinel who holds the line against an advancing foe. Nearby allies will be defended and attackers will pay the price of trying to pass the Stalwart Guardian.

  • +2 to BAB, Saves, and AC
  • +6 on Saves versus Mind-Affecting Powers, +6 to Hit and Damage,
  • Presence (all allies within 10′ including the user gain a +4 Shield Bonus to AC, 6 CP)
  • Reflex Training with +4 Bonus Uses, Specialized / Only for defensive actions, whether on their own behalf or to protect another, 6 CP)
  • Grant of Aid with +4 Bonus Uses, Specialized in Hit Points Only (6 CP).

A fairly common mask for bodyguards, policemen, and adventurers, the Stalwart Guardian represents a willingness to place oneself between others and danger – and it’s gifts are the skill and strength to do so.

A player character would probably want to combine this Mask with Reflex Training (Combat Reflexes version), Lunge (+5′ Natural Reach) and an adjustable Reach Weapon.

The Gentleman (or Gentlewoman) Farmer

This mask is that of a prosperous farmer, a skilled manager of the land capable of turning is or her hand to any task needed on their farm, orchard, ranch, or similar establishment with considerable skill. The wearer of this mask can feed many, bringing in rich harvests – food in plenty for all the seven lands.

  • +4 to Str and Con, +2 to BAB, Saves, and AC.
  • Luck with +2 Bonus Uses, Specialized and Corrupted (Only to allow taking 20 on Farm-related skill checks 3/Day (3 CP).
  • Jack of All Trades, Specialized and Corrupted / only to grant the user one effective skill rank in all skills related to running a farm (2 CP).
  • Shaping, Specialized for Increased Effect (L0 Effects) and Corrupted for Reduced Cost / Hedge Magic effects only, only effects related to homesteading and to running a farm/orchard/ranch/etc, user must work at any given task for a few minutes while the magic takes effect (4 CP)
  • 1d6 (4) Mana with Spell Enhancement, Rite of Chi with +4 Bonus Uses, Specialized and Corrupted/only for Spell Enhancement, Only for Hedge Magic (6 CP).
  • Universal Damage Reduction 2/-, Specialized and Corrupted for Increased Effect (6/-), only against accidents, being attacked by farm animals, and similar hazards (3 CP).

A Gentleman Farmer is entirely capable of running a sizeable farm all by him- or her-self since the power of the mask vastly multiplies his or her efforts. A few minutes spent plucking fruit? An entire orchard can be harvested. And the same goes for turning and sowing fields, caring for a herd, and many other tasks. In addition, their expertise will let them produce bumper crops, build pleasant homes, and feed many. Hungry wanders, visiting merchants, and tradesmen are always welcome at their tables.

A player character is less likely to choose this Mask – although if they want to spend a few personal CP it would only take 2 CP to buy off the “and to running a farm…” restriction on their Hedge Magic – and there are an enormous number of ways to use that to make life more convenient. Do the same for the Luck, and suddenly you’re a hedge magician of some skill.

The Master Of Arts

There are many variations of this mask, each attuned to a differing Craft or Professional skill – masks for Carpenters and Cooks, Lawyers and Limners, Masons and Herbalists. Each variant is attuned to a single Focus Skill.

  • +4 to Int and Wis, +2 to BAB, Saves, and AC.
  • Mantle of Mastery: Presence, Specialized and Corrupted for increased effect /only to generate a spell effect, spell effet only applies to the user (L3 Skill Mastery, +15 Competence to the Focus Skill, 6 CP)
  • Mantle of Improvisation: Presence, Specialized and Corrupted for reduced cost / only to provide a spell effect (Improvisation) to the user, spell effect is only usable to add to the Focus Skill (effectively a +1 Luck Bonus to the Focus Skill per user level, 2 CP)
  • Luck, Specialized and Corrupted / only to Take 20 with te Focus Skill once per day (2 CP).
  • Innate Enchantment (5010 GP Effective Value, 6 CP).
    • L1 Enchant Tools (for the Focus Skill): Doubles the amount of work done in a given time, +2 Circumstance Bonus to the skill check. (1400 GP).
    • L1 Dexterous Fingers (Trickster Magi Spell List, x.4 only for use with the Focus Skill, only for long-term use, decreases the needed time to accomplish tasks by 75%. In combination with Enchant Tools, this allows a weeks worth of work to be done in a day (560 GP).
    • 1 Precognition x .4 (only for use with the Focus Skill, provides a +2 insight bonus, 800 GP)
    • L1 Personal Heroism, x .4 (only for use with the Focus Skill, provides a +2 morale bonus, 800 GP)
    • L1 Enhance Attribute: +2 Enhancement Bonus to Int or Wis as suited to the Focus Skill (1400 GP).
    • Basic Tools for the Focus Skill (50 GP). Technically these are Masterwork, but the GM may not permit the bonus to stack with Enchant Tools.
  • Immunity to the normal limits of the Focus Skill. (Common, Minor, Trivial, 2 CP). The wearer’s of these masks can push their skills just a bit beyond what is reasonable – forging Adamant from Steel, or crafting modest items of magic without further occult abilities.

In practical terms there is no difference in any standard d20 setting between crafting Trade Goods – equivalent to money – totaling 8000 GP in value and using them to buy an 8000 GP item and making the item directly except not having to go to town; it’s still 8000 GP worth of crafting, requiring the same time and resources. Of course, using magic item creation feats is a LOT faster, but that does call for being a spellcaster. Doing it yourself is a lot more interesting.

The Master Of Arts (Focus Skill) Mask is – fundamentally – absurd. Granting a total skill check of (User’s Effective Skill + 15 (Enhancement) + User’s Level (Luck) +2 (Circumstance) +2 (Insight) +2 (Morale) +3 (Enhanced Attribute Bonus) +20 (Can “Take 20″ automatically) = 44 +User’s Level (1 Minimum) +User’s Skill (Call it +4 minimum) + Base Attribute Modifier (Call it a +1) equals a basic total of 50 at seven times the normal rate. So 250 GP worth of Crafting per day. That’s still fairly good even if you have to generate your raw materials from scratch.

That’s a LOT. That means that the seven lands are filled with artwork, literature, furnishings, clothing, boats, and more, all wonders beyond anything that any earthly craftsman has ever created. Michelangelo? Picasso? Morris? Van Rijn? Faberge? Masamune? Pikers all. No artist limited to mere reality can possibly compete against the casual wonders so commonplace in the seven lands! Think of the unearthly beauties and shimmering towers of the fey, not dull reality.

A player character choosing this mask obviously wants to be really, REALLY, good at something – or at least to have a source of funds at lower levels. Still, if a swordsman wishes to forge his own weapon (and to keep upgrading it over time), or someone wants to have lots of potions, or a near-endless supply of alchemical gadgets, this might be a choice.

The Kensai

The Warrior Pilgrim of the Way of the Sword signifies a searcher for enlightenment, and one who is well upon his or her chosen way. For the world is reflected in even it’s smallest pieces – but the nature of the Sword is pure. It is Separation – Life from Death, Truth from Falsehood, Reality from Illusion… all such dualities may be divided by the First Blade and a fragment of that truth remains in each of it’s lesser reflections. Seek, Kensai, and in that seeking, Find.

  • +4 Dex, +6 AC, +2 BAB, +2 Saves
  • Lesser Path (Initiate Of Mysteries, Wind Blade Style, 12 CP).
  • Wind Blowing Evasion: Reflex Training, 3 Actions/Day variant. Specialized and Corrupted / only for defensive actions, only to get out of the way of serious or possibly deadly attacks, leaves the user afflicted with a GM-chosen “Curse” (representing a serious wound) until they heal up entirely or receive a Cure spell of level three or higher or a Heal check of DC 30 or higher. (2 CP)
  • Grant of Aid with +2 Bonus Uses, Specialized in restoring HP only, (4 CP).

The Mask of the Kensai tends to be worn by adventurous – and fairly well-meaning – youths, those who seek either meaning and purpose, or a clean break with their pasts, or both. They usually view turning their blades to the defense of others as a step along their paths, and so often attempt to act as intermediaries, protectors, and peacemakers.

Player characters may find the Kensai Mask an excellent choice. The Wind Blade style provides a good mix of special tricks for any blade user even if they are limited-use and there really shouldn’t be any need to explain the benefits of on-demand self-healing,being able to evade potentially deadly attacks, and good general boosts.

Only the sword which is no sword is sharp enough to cut nothing.

The Woods Witch

It is an ancient archetype. The wise old woman, the one who has long outlived her husband and most of her children, who dwells by herself – whether in an odd corner of the cave or in a hut set apart. In a world where so many (and most men) die young… it is the grandmothers who are the keepers of lore, who know the herbs that may save a sick child, how to sew up a wound, what was done two generations past that solved a rare problem. The one who is feared, because when she looks upon you and your plans, and pronounces you a fool who will come to a bad end… she is all too often right, not because of a curse she laid, but because she has seen such plans over and over again.

Not so much a resource in these days of safety, and education, and prosperity, and the Masks… but still a source of power for those who don the Mask that calls upon the mythic side of the archetype.

The Woods Witch can tap into the little magics of Herbs and Brews, and of Charms and Talismans, for a thousand small purposes – and is capable of using various magical rituals with just a little skill. While great rituals require both great ingredients and great skill, small rites – to bring a little good fortune, to keep vermin out of the granary, to bless children, to aid in love, and more, require small ingredients and small skills. Certainly, a bit of magical lore is required – but the DC of having a young maid peel an apple in an unbroken coil, chanting over it with a glass of wine for an offering, and tossing it on a table to have it spell out the name of the one she is likely to marry and be happy with… is small, and the results potentially priceless.

The Woods Witch tends to suit the clever and experienced, those who know that access to a broad array of tricks – even if each individual trick is fairly minor on it’s own – means having options for almost any situation, whether that is entertaining and caring for your grandkids or dealing with horrors from beyond.

The Wise Physician’s Mask:

The Physician is an adept healer, capable – given a little time – of treating almost any injury that a normal person can endure short of death (and even that if they get to them in time). Given the care of one who wears the Wise Physicians Mask… the sick will recover, the blind shall see, and the poisoned will survive. While not everyone will qualify for this mask (Physicians require a decent Bedside Manner, and thus a Charisma of at least eight) most can qualify if they truly desire to heal. .

  • +2 to BAB, Saves, and AC, +4 Dex, +4 Cha
  • Healing Touch, with Improved, Improved II (Offers access to Panacea and Moderate Revival (from The Practical Enchanter, grants a chance at reviving the newly dead), Switch, and Empower, +8 Bonus Uses of Improved, +4 Bonus Uses of Healing Touch (Total daily healing touch increases to (Cha Mod x (4 + Level/3)). Specialized and Corrupted / requires at least ten minutes to complete a treatment (although the patient will stabilize immediately if that is required and the ten minutes need not be continuous), requires a healer’s kit (16 CP).

A physician has access to a basic healing touch – and to their choice of Remove Disease, Lesser Restoration, Restoration, Remove Blindness/Deafness, Cure Serious Wounds, Remove Curse, Panacea, Moderate Revival (see The Practical Enchanter) and Neutralize Poison (Level/3 +12) times per week. Admittedly, at level one and (Total) Cha 14 that is only enough to instantly stabilize at eight folk dying of injuries per day, and cure a dozen major problems a week – but that is still a remarkable level of health care available from some kindly person donning an appropriate mask.

  • Occult Sense / Diagnosis, Specialized and Corrupted / requires at least three minutes, an examination under reasonably good conditions, and a healers kit to work. Provides an accurate diagnosis of a patient, and a +4 insight bonus on any subsequent Heal checks.

Many wearers of the Physician’s Mask partner with a Woods Witch or a Healing Master Of Arts or both, since such a group is easily able to provide the benefits of having a major hospital in any settlement.

Its not actually that hard to heal injuries out of combat in d20, but The Physician’s Mask is a cheap way to do it at first level and offers a reasonably good shot at reviving the newly dead. On the other hand, in a more social game… a healer so powerful and versatile is welcome pretty much anywhere.

Silverback

The mask of the Silverback appears to be hewn from wood and stone, crude but sturdy, and expresses strength and endurance. Such masks are of low status within the seven lands, but are often given to the outsiders who are drawn to the seven lands prosperity and health, who come and form much of the servant class – although their burdens are light indeed compared to life elsewhere (which is why they come), for a wearer of the Silverback Mask gains the services of twenty Unseen Aides – and while they are not particularly skilled, the wearer need do very little other than send them to do things.

  • +4 to Str and Con, +2 to BAB, Saves, and AC.
  • Innate Enchantment (Upto 11,500 GP Value, 12 CP):
    • Unseen Servant (2000 GP).
    • Unseen Tools: Unseen Servants who have Phantom Tools cast upon them are considered to be equipped with the relevant tools for any task they are assigned. In addition, their range increases to Medium Range (2000 GP).
    • Unseen Supervisor: An Unseen Servant imprinted with this spell gainst the user of it’s masters skills, although the bonus is halved. Still, even a +1/2 bonus allows rolling as if skilled (2000 GP).
    • Skill Mastery +2 to All Skills (1400 GP). In combination with Unseen Supervisor this gives the Unseen Servants at least a +1 skill in anything and everything. That’s not a lot – but when you are dealing with housekeeping, loading and unloading carts, and similar tasks, it’s more than enough.
      Sustenance: The user’s need to eat, drink, breathe, and sleep drops to one-quarter normal (1400 GP).
    • Laborer’s Vigor: (Fast Healing I – for 18 Rounds – 1/Day, Relieve Illness 1/Day, Relieve Poison 1/Day, and Lesser Restoration 1/Day. From the Hedge Wizardry list on this site and The Practical Enchanter, 1400 GP).
    • Immortal Vigor I: +12 + (2 x Con Mod) HP (1400 GP).
    • The wearer is always considered to have sturdy workman’s clothing, good boots, protective gloves, insect protection, and similar (60 GP).
    • The wearer is always considered to have a broad selection of basic tools ready to hand (Artisans Tools, presuming considerable overlap, for various professions, 20 GP)
    • The wearer is always considered to have access to a comfortable chair (or hammock) and table, as well as to assorted games, light reading, and puzzles, to avoid ever being bored (100 GP)
  • Occult Sense/The Most Efficient Way to go about a Task. Specialized / requires several minutes of careful thought to use (3 CP).
  • Occult Sense/The likely Failure Modes of the task that is currently being attempted, Specialized / requires several minutes of careful thought to use (3 CP).

These, of course, allow tasks to be accomplished both effectively and safely,

An Unseen Servant – even enhanced with Unseen Supervisor and Phantom Tools – is weak, slow, and ineffectual compared to an actual worker, accomplishing only about 10% as much as a human would. Still, producing one every three rounds with a duration of an hour allows a Silverback to maintain two hundred of them at a time – for an effective equivalent work force of twenty men tireless men who need no food, water, equipment, or breaks. That’s not huge, but it’s more than enough to dig ditches, build walls, clear land, haul ore, load cargo, man a small ship, clear drains, remove flood debris, construct firebreaks, or any of a thousand other tasks – and to bring in enough money to live very comfortably indeed.

A player character won’t gain much raw power from a Silverback Mask even if the basic bonuses are useful enough – but if you wish to dig your way into a sealed tomb, assemble a raft, set up a fortified camp, mine a vein of ore, set up a triggered avalanche, or any of a myriad other tasks,.. This Mask will serve your purposes. It’s also a fairly good disguise within the seven lands. After all, who looks at another laborer?

Oathbound Questor:

The Oathbound Questor is on a mission, and shall not stay their hand. Whether that is to destroy the monster that threatens, hold the gate against an oncoming horde, ensure that a warning of treachery reaches the king in time, to rescue the princess, or any other grave task matters not. The Questor may succeed or fail – but few others will make such a determined attempt or drive themselves so far in the process. Neither rain, nor snow, nor dark of night – or even Missus Cake – will stop a Questor upon his or her appointed task.

  • +2 to BAB, Saves, and AC.
  • +6 on Saves versus Mind-Affecting Powers, +6 to Hit and Damage
  • Inherent Spell/Oath of Endurance (AKA Malediction), Specialized and Corrupted for Increased Effect / may only be used to curse the user with some task, only acts seven times. This results in a a L9 base effect; the user may swear to complete a specified, task – holding a pass against an attack, dealing with an unexploded bomb, slaying the attacking dragon, getting the vital medicines to a plague-stricken city – as long as that task will take a month or less to complete. For the duration of the task the Oathbound will need no food, drink, or rest, and will – in times of need – be assisted (or compelled!) by a spell effect of level four or less up to seven times, even if that means being brought back as an undead that will fall to dust when the task is completed. A Questor can only be sworn to a single task at any one time and may not swear a new oath until at least a day after the completion – or final failure – of the last one (6 CP).
  • Grant of Aid with +4 Bonus Uses, Specialized for Reduced Cost / only activates to assist the user in pursuing his current oath (6 CP).
  • Innate Enchantment (up to 5500 GP Effective Value, 6 CP).
    • Immortal Vigor I (+12 + 2 x Con Mod) HP (1400 GP).
    • Personal Heroism, +2 Morale Bonus to Attacks, Damage, Saves, and Checks (1400 GP).
    • Personal Haste (2000 GP). +30′ Move, +1 attack at full BAB when making a full attack.
    • Prestidigitation: Only to remain clean, neat, and dry (x.2, 200 GP).
    • Basic Gear: An Oathbound Questor is always considered to have a Chainmail Shirt (100 GP), Buckler (5 GP), Longsword (15 GP), Dagger (2 GP), Heavy Mace (12 GP), Explorers and/or Cold Weather Outfits (18 GP), Silk Rope and Grapnel (11 GP), Bedroll (.1 GP), Large Pot (.5 GP), Hooded Lantern (7 GP) with Unlimited Oil (10 GP). Flint and Steel (1 GP), Basic Artisians Tools (5 GP), a Common Musical Instrument (5 GP), a Wooden Holy Symbol (1 GP), a Spell Component Pouch (5 GP) available as needed.

How better for a man to die than facing fearful odds, for the ashes of his fathers and the temples of his gods!

This is one of the quintessential “player character” masks – the hero who undertakes a task and will not be turned aside. Paladins, loyal Samurai, Noble Knights, Messengers, and various Legendary Hero types may find that this mask suits them perfectly.

The Aspirant of (X)

Some hear a call – whether to the service of a specific god or to the study of a specific field of magic. The Aspirant amplifies that call, the siren song of the worlds foundations, for those with ears to hear. It is worn by students of the arcane, by disciples of gods, and by servants of nature.

  • +2 to BAB, Saves, and AC, +4 to Int and Wis.
  • Double Enthusiast, Specialized and Corrupted for Increased Effect / only to buy Shaping, itself Specialized and Corrupted for Increased Effect / only for use with a very specific field of magic (Fire, Weather, Shields, Phantasms, Monster Summoning, the Domains of a particular god, etc), only to produce cantrip level effects and up to (relevant attribute modifier) preset first level effects, the exact field and preset effects are specific to each user and will require some weeks of study to learn but are automatic thereafter (6 CP).
  • 3d6 (10) Mana with Spell Enhancement, Specialized and Corrupted / only for Spell Enhancement, only for use with the shaping effects from above (6 CP).
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore the Mana pool above, requires an hours rest per die (4 CP).
  • Occult Sense / Magic Detection, Specialized and Corrupted / only to detect the specific field of magic the user employs – although it’s antithesis (if any) may be detected as an intense absence (2 CP).

How does this work? It’s pretty simple; the user may cast all of the cantrips in his or her specific field that they wish, may generate spells of levels 1/2/3 for similar amounts of Mana, gets two first level spells which may be freely used, and gets two fourth level spells which may be cast for 3 Mana. The game master may rule that casting spells above what you could normally handle at your level (Level/2, Rounded Up) is risky, unstable, or simply impossible.

The Aspirants Mask creates reasonably powerful but extremely specialized spellcasters – but ones with no real prospect of ever hitting those high-level, game-changing, spells and a rather limited supply of what they can cast unless they start actually developing their own powers, rather than relying on Ramujin’s gifts. “The Hedge Mage” is a common minor variant with the theme of “Hedge Magic” and two free first level effects and two one-point second level effects instead of the higher level effects. Hedge Wizards often learn to use Charms and Talismans (6 CP) as well, but that isn’t required.

The Shaman

The oldest form of magic known, the Shaman is an agnostic priest – aware that there are entities of the spirit world which can help him / her if they choose and that he or she can communicate with those entities. There is no need for a Shaman to know the minutiae of magic or the intricate structures of the worlds beyond. They need but know what is needed – whether that is to tame a blight that is damaging the crops, to moderate an especially frigid winter, or to ward away the beast that is devouring children – and to ask if help can be given or purchased in some reasonable fashion. Are the Spirits of the Winter willing to moderate their wrath in exchange for a few offerings and a ceremony performed in their honor? That is an exchange well worth making.

  • +2 to BAB, Saves, and AC, +4 to Wis and Cha.
  • Occult Sense / the Entities and Forces of the Spirit World, Specialized for Reduced Cost and Corrupted for Increased Effect (conveys a fair notion of the nature of the spirit or force sensed and the proper titles and modes of address) / only while meditating, in a trance, or taking hallucinogens (3 CP).
  • Mindspeech, Specialized for Reduced Cost and and Corrupted for Increased Effect (crosses dimensional barriers to interact with the spirit world) / only while meditating, in a trance, or taking hallucinogens (3 CP).
  • Companion: Raptor Familiar with the Spirit Fetch Template (12 CP).
  • Granted Power: While the Companion is on hand the user need not be meditating, entranced, or on hallucinogens, to use the two prior abilities (6 CP)

And… that’s pretty much it. There are a few other things you could add to your shamanism – likely taking some Witchcraft to pick up Astral Projection, Master The Elements (an ability to undertake astral quests for various purposes) and Shapeshifting – but those are just icing on the cake. Basic Shamanism is pretty much complete at “Sense Spirits, Commune with Spirits, Get Favors from Spirits”. It isn’t generally a terribly powerful branch of magic – but it is extremely flexible and potentially widespread. After all, if you appeal to the weather spirits for fog, or rain. or to turn aside a storm, it’s likely to cover quite an area. Weather is like that.

In the hands of a player character Shamanism is a plot coupon. Is there a problem the party cannot deal with? Even if the Spirits want something in return for helping out, it’s always going to be less difficult than the original problem was. If you need to access the House of the Night King to steal back the sun which he has there entrapped so as to bring night eternal to the lands… a Shaman can get you there.

The Simurgh

This strange mask draws on the aspect of the legendary Simurgh, the master – and perhaps source – of Feather Magic. The user gains access to a limited selection of Feather Tokens, each with it’s own uses. Still, to don the Mask of the Simurgh is to link yourself to the purposes and nature of an entity of which very little is known.

  • +2 to BAB, Saves, and AC, +4 to Int and Cha.
  • Access to Occult Skill / Feather Gleaning.(3 CP).
  • +12 (+ Int Mod) Bonus to the Feather Gleaning Skill (15 CP).

This… is a bit of a stretch. It might be more reasonable to limit the total skill bonus to the usual level – (Character Level + 3) plus (Int Mod). Regardless of such limitations, this mask offers access to a reasonably wide variety of adventure-useful powers, even if most of them are relatively minor.

Secondarily, of course, variants may offer access to other Occult Skills, making masks of this style definite wild cards; there are any number of Occult Skills which can easily give a character a unique twist. Take Gadgetry to be Van Helsing or James Bond, Naming to invoke the forces of destiny, or Superlatives to twist the universe to suit your desires. Occult Skills can be very strange indeed – and the various versions of this mask are an open invitation to experiment with any of them that your game master is willing to put up with.

The Walking Dream (Also known as the Laughing or Dashing Rogue)

Unfortunately, when the Mask you wear proclaims the nature of the abilities it grants to the world, you aren’t going to see Masks meant for Thieves, Assassins, or Spies. What’s the use of trying to be stealthy when your face announces your intent? Even if Ramujin had wanted to set that sort of thing lose on the world it simply wouldn’t work. On the other hand, sometimes there is a legitimate need for wild cards – and so he created the Mask of the Dashing Rogue. Admittedly, wearing this Mask is still more than a bit suspicious, but at least it isn’t a banner announcing your nefarious intentions.

  • +2 to BAB, Saves, and AC, +4 to Dex and Cha.
  • Witchcraft I (6) CP
  • Double Enthusiast: Specialized and Corrupted / only to take Witchcraft II, the effect is fixed for any one wearer (6 CP). 
  • Double Enthusiast: Specialized and Corrupted / only to take Witchcraft III, the effect is fixed for any one wearer (6 CP).
  • The user may also take two Pacts – using the points to pay for two Advanced Witchcraft abilities or for more Power. Unfortunately, the Pacts stick with the user even if the Mask is removed.

This one is really a stretch – but it does allow for the sudden reveal that the user is a Witchcraft-powered Thief, or Martial Artist, or Secret Agent, or Insurgent, or – for that matter – a Street Performer, Fortune-Teller, Carnival Trickster, or (using Birth of Flames to create vehicles, as per the Pulp Hero build) even a Zeppelin Captain or a master of various other exotic trades.

Personally, I’d recommend that anyone using this mask Corrupt and / or Specialize the various basic Witchcraft abilities into more specific powers, such as the Martial Arts of the Panda.

Honestly, this is one of the major masks for PC’s. Witchcraft’s general-purpose Basic Abilities can very easily be Specialized and Corrupted into a selection of cheap and effective supplementary powers, as seen in the Pulp Hero, several Martial Artists, the various Mysteries, and this Illusionist.

The Psychopomp

The Psychopomp is a guide for the dead – and, unusually, tends to be a role one is called to later in life, in part because becoming so intimate with death requires a certain amount of experience, and in part because (unlike most masks) the user must be of at least fourth level before the Mask reaches it’s full potential beyond simply guiding souls to their rest and tapping into the wisdom of the dead.

Not that those powers aren’t quite effective on their own.

  • +2 to BAB, Saves, and AC, +4 to Con and Cha.
  • Major Privilege/May arrange a peaceful (or terrible) passing and a smooth transition into a (desirable or undesirable) afterlife or superior (inferior) reincarnation for those under his care (6 CP): The Psychopomp has power over the spirits of the dying and the dead, whether to bind, guide, or release them into the otherworlds. He or she stands at the gates of death, directing those who pass through into eternity.
  • Spirit Followers: Leadership with Exotic Type (Spirits), Corrupted / Spirits ONLY and they definitely have minds of their own (6 CP).
  • Akhasic Lore: Luck with +4 Bonus Uses: Specialized in Social and Intellectual Checks (6 CP). The psychopomp may draw upon the lore and words of the dead,

The Psychopomp calls upon knowledge from beyond the grave and the most stirring words of ages past, perhaps eventually calling upon the services of various spirits.

A player character using the Psychopomp Mask will eventually gain access to quite a lot of information and a wide variety of tricks that will be handled by essentially indestructible minions without requiring any of their actions. Socially… a Psychopomp is not a happy profession – but how may important or wealthy people will want one in attendance in their last days to ensure that they get into one of the better afterlives? How heroic is it to offer a dying child a new and better chance at life?

For player characters… some might find this Mask irresistible, more so if they are inclined towards subtlety or wish to be mystical and mysterious. Others, more interested in direct action, will find it almost entirely useless.

The Courtier or Mandarin

Courtiers are negotiators, peacemakers, and diplomats – as well as occasionally acting as spies or even as assassins. They are suave, elegant, and professional, expert public speakers and are often unusually well informed. If you need someone to speak for a group a Courtier will serve.

  • +2 to BAB, Saves, and AC, +4 to Int and Cha.
  • Shaping (Specialized in vanity and social effects to allow L0 – effects, 6 CP): The Courtier always looks good – his hair perfect, his clothing fabulous, his person clean and sweetly scented. His glances speak volumes. (For example… Mending, Prestidigitation, Message, +2 Luck bonus to Social Checks, including Perform and such). Courtiers command a multitude of small magical tricks.
  • Luck with +8 Bonus Uses: Specialized (rerolls only, cannot “?take 20″ in advance) and Corrupted (Skills and Attribute Checks only) (6 CP).
  • Innate Enchantment: (Up to 5500 GP effective value, 6 CP).
    • Handy Haversack (2000 GP). You never know what a Courtier is carrying.
    • Healing Belt (750 GP). Oddly enough, courtiers can inspire those around them to endure.
    • Hidden Touch (L0, increases the TN to notice a Slight of Hand attempt by +10, personal only), (700 GP)
    • Skill Boost (Social Skills, Personal Only, L1 Skill Master) (1400 GP): +3 Competence Bonus to Social Skills.
    • Chronocharm Of The Horizon Walker (500): 1/Day take a half move as a swift action.
    • Masterwork Tools: Perform (Oratory), Diplomacy, and Bluff.

The courtier is the general-purpose skill master, While not up to the superhuman abilities of a Master of Arts, a Courtier’s skills are pretty much universal – and that universal competence makes the Courtier a fine choice for any administrator, officeholder, or public servant. Keeping the land running smoothly isn’t that dramatic, but it is a major contribution to society.

Rogues, experts, and party “Faces” may give serious consideration to the Courtier’s Mask. Concealed equipment, a bit of healing, some magical tricks… a generalist can fill a wide variety of roles.

Wilds Ranger

This ancient archetype is the hunter of the wilds, the man of the wilderness, and the guardian of the tribe. Unfortunately, such an ancient figure has far too many aspects and skills to fit into a single Mask – and so the Wilds Ranger must settle for an affinity with Nature and it’s Spirits.

  • +2 to BAB, Saves, and AC,
  • +6 on Saves versus Mind-Affecting Powers, +6 to Hit and Damage
  • Shapeshift(6 CP): The Wilds Ranger call on the totem spirits to lend him or her their forms and powers
  • Shaping, Specialized in Druidical Effects for Reduced Cost (3 CP).
  • 2d6 (7) Mana with Spell Enhancement, Specialized and Corrupted / only for spell enhancement, only for the shaping effects above (1/2/3 Mana for L0/L1/L2 effects) (4 CP).
  • Rite of Chi with +4 Bonus Uses, Specialised and Corrupted / only to restore the Spell Enhancement pool above, only works between encounters (4 CP).
  • +1 to Survival (1 CP).

The Wilds Ranger is a significant aid to any far-traveler, forester, outdoorsman, hunter, trapper, or similar character – offering versatile, if relatively low-level magic and enough shapeshifting to bypass most natural obstacles, to handle weather extremes,and to find food and shelter in hostile environments.

A player character using this mask gets to be a cut-rate druid, if a rather minor one. Honestly? There isn’t much to say here. Basic spellcasting, basic shapeshifting. If you want a companion creature you’ll have to buy it normally.

Mask Of The Beast

The Mask of the Beast is one of the most dangerous that Ramujin created. Those who use it must be attuned to brute force and to the great beasts to begin with, a trait which is only exaggerated by the Mask. Therianthropic powers are not to be meddled with lightly, and inviting a totem spirit into your body grants it influence over you – which has led to more than one tragedy when a wearer has lost control. Still, if turned to the defense of others… few sights send a stronger message than that of a hulking beastman bearing down on a threat carrying a massive weapon.

  • +2 to BAB, Saves, and AC,
  • +6 on Saves versus Mind-Affecting Powers, +6 to Hit and Damage
  • Mantle of the Beast: Presence, Specialized and Corrupted for Increased Effect (L3 Spell Effect – Bite of the Werewolf. Special effects are variable; any given user is likely to look wolfish, but some will look feline, or ursine or whatever. This has no actual effect, but is fixed for each character. )
  • Berserker: +4 Str, +4 Con, +2 Reflex, -2 AC for (3 + Con Mod) rounds (1 + Level/3) times per day. User is fatigued afterwards (6 CP).
  • Grant of Aid with +4 Bonus Uses, Specialized / cannot activate more than once per minute and cannot heal injuries caused by silver or blessed/holy weapons (6 CP).

If you wish to smash your way through an obstacle – whether that is in the form of enemy forces or portcullis’s and walls – few masks succeed like the Mask of the Beast. There is no subtlety here, but brute force in this quantity has a quality all it’s own.

The Masks are – of course – something of an exploit. The effect of a build and power specifically designed not for adventure, but to have the maximum possible influence on society over time, transforming a fairly basic quasi-medieval d20 culture into realm of intricate social customs, leisurely jousting for status, manners, and leisure time – the pattern of an wealthy elite so entrenched as to be able to ignore any possibility of rebellion spread across an entire nation – decadence and a courtly dance of manners without the need for lower social strata to support it coupled with a layer of anonymity, wherein it can be hard to determine just which wearer of a particular mask is the one that you are looking for – if they haven’t changed to another role entirely.

About the only stabilizing factors are that the folk with sufficiently high status can usually identify each other by their mannerisms and that people will find a mask – and identity – that they are comfortable with and stick with it. When masks are so tightly interwoven with the wearer’s persona and abilities… it is not easy to change them.

Still,  if you want to have a high-society campaign of intrigue and manipulation… perhaps the seven lands are a good setting to use. 

Eclipse d20 And First Edition: Practical Considerations and “Roll-Playing”.

Now that we have first-edition styled classes for d20, how can we use Eclipse – or d20 in general – to run a first-edition styled game?

The biggest difference between the editions is philosophical.

It’s the pretense that the world is independent of the characters. A lot of encounters – including potentially game-changing ones! – were random because there was stuff going on that didn’t involve the player characters. The characters needed to know when to cut their losses and run because a lot of things were just too much for them to handle.

Is a Dark Lord rising? The characters may or may not get involved. If they do, they might stop the Dark Lords rise – or they might fail, or die, or others might stop it, or run away to found a free colony, or seek aid from another kingdom. If the Dark Lord wins? Perhaps some new characters will try to start a rebellion, or try to get angels to intervene, or attempt an assassination, or try to teach the Dark Lords heir to be a good and noble ruler! Will they succeed? Will the Dark Lord rule for a thousand years? Who knew? There was no predetermined outcome or path to follow

And fundamentally… it didn’t matter. The world was OLD. It had seen Dark Lords rise, fall, perish of overreach, and found multi-generational empires before. Such things were but ripples in the stream of time, the world would endure and its cycles would continue to turn. In a future age… no doubt a new generation of adventurers would be exploring the long-sealed crypts beneath the crumbled ruins of a yet another long-forgotten Dark Lords ancient stronghold.

And if the GM choose to advance the campaign timeline to allow that, it would probably be the same players making new characters to explore what had come of the the history that they had helped to make.

And there it was. “Realism” had a more-or-less historical definition drawn from Wargaming. Either side could win. Units / Characters had special abilities but no special destinies. They could die – and when they did, until the game was over, there would be other units to take their place. The European conquest of the Americas did not stop just because a band of explorers didn’t make it back. Wars – AKA “Campaigns” – did not end because a few units got themselves killed.

● Characters were quick and easy to make (without a lot of choices) because there was a regular need to make new ones. First edition was about survival and exploration, occasionally building into heroism.
● Characters weren’t linchpins of destiny and didn’t start out important. They might have the potential to become figures of legend, but so did a lot of other people. Some made it – but most did not.
● Characters started off unformed. Young and inexperienced. They grew, developed personalities, and got background details in play. After all, there was no point in investing all that effort in backstory before they established themselves.
● Characters might have plans, but they revolved around in-character goals and desires, not pre-planned builds.
● Characters measured achievement in tales of adventure, in living to retire, in influencing the world, in building institutions and families, in discovery and in the achievement of personal goals – not in numbers on a character sheet. It was the game and the party, not individual characters, that went on.
● Characters were not guaranteed a spot in the party. Even if there weren’t multiple parties or solo adventures, your character was not vital. If they did not get along with the characters already present, or didn’t fill a useful role, or weren’t trusted? They got left behind.

This, of course, is where “Roll-Playing VRS Role-Playing” started out. First edition tended to assume that any player would have a solid understanding of their characters abilities, of the area where they’d grown up, and of how the world worked / the relevant game rules. After all, a character had grown up with his or her racial abilities, intentionally learned the rest, and had practiced quite a lot. Even if they weren’t too bright… they should understand how their own abilities worked (in practice, if not necessarily in theory) and how they interacted with the world. If somebody was missing some details, there would be explanations.

Newbies, starting off with young and inexperienced characters, got the rules – and what they could and could not do – explained as they went along. They quickly learned the (simpler!) first edition rules. It wasn’t too uncommon for a players small children to drop in and do fairly well; they soaked up the basics in an hour or so and in some cases did better than the parent who’d brought them.

That’s foundation of Role-Playing GAMES: understanding how your character fits into the setting and playing them as someone who lives there – even if that means self-sacrifice or other serious consequences.

Although it didn’t help that the intersection between “mechanics and magic that said that the game reality was very different from the real world” and “stuff that was assumed to match how the real world worked” was often more than a bit counterintuitive.

As the rules became more complicated, learning them became a lot of work, and thus a barrier to introducing new players and casual gamers. There were attempts at compromise – such as having players just describe what they were trying to do and building characters to match – but that simply resulted in players who wanted to play without ever bothering to learn anything about the rules OR about the world that they were supposed to be natives of.

In such they often leaned towards Improvisational Theater – and saw attempts to tell them that their characters did not fit into the setting, or that solving major problems would require special abilities and dice rolls over and above talking, or that they could not do things that they wanted to do as attempts to keep them from role-playing (defined as free improv) – rather than attempts to get them to role-play (defined as taking the role of someone who lived in the setting, had developed special powers, and knew how to use them to solve issues that normal people could not deal with).

Eschewing game mechanics – including the social ones – in favor of player-based persuasion, leaning on social connections, and so on? Things that didn’t call for any special abilities? Weren’t those things that most NPC’s could do just as well? Or better if they had some special abilities along those lines that they actually used? After all… any notable problem that could be solved by pure Improv-style “Role-Playing!” should have already been solved, or be in the process of being solved, without any intervention from the PC’s – unless, of course, all of the NPC’s were gratuitously stupid or none of them had had a chance to try yet. It also demanded that the characters who had and understood relevant special abilities refrain from using them so that the pure “Role-Player” was still important to the game. .

Frustration led to complaints that the Improv players were trying to ignore the game rules – which they were, because they saw the game rules as mere suggestions to guide their Improvisation, not as actual limits on what their characters could do or as providing challenges that they needed to deal with. Faced with this position, Improv players answered by saying that they were “Role-Playing NOT Roll-Playing!” – a formulation unanswerable under Improv rules, but a declaration of “I can’t be bothered with learning the rules, so I should be respected for cheating” to the gamers who felt that the rules were there to make the game interesting and challenging.

As a philosophical point… The “Improv Rules” tend to be inherently self-contradictory. After all, if everyone can ignore the rules and do anything that suits them… then nothing can be accomplished since no two individuals will be operating in quite the same world. I’m not willing to treat players who will not make an effort to learn the rules of the game they asked to play as special privileged snowflakes while denying other characters the same freedom so that they will not ruin the special snowflakes story.

Now there are plenty of games – usually falling into the “rules-light” category or even purely narrative genres – that are well suited to the assumptions of Improv. I’ve run games like that too. It’s just that d20 is not one of them.

Personally I spend a lot of time game mastering and find that this kind of behavior makes games near-impossible to run – although it makes it very easy to let a set of characters freewheel pretty much on their own (they just won’t get much done). As someone who writes game rules, I find people who want to “play in game (X)” while refusing to actually do the “play” part annoying. So there’s a bit of bias here.

This also led to the popular idea that the GM was obligated to include anything that had ever been published despite the DMG specifically noting that worlds should be tailored by the GM, but that’s been covered elsewhere.

But what are some actual rules changes?

1) Start new characters a few levels behind. Since character mortality and retirement is high, they can soon be the most experienced in the party anyway – and the overall average level will keep moving up.

2) Keep monsters the same – but award experience based on gaining wealth and accomplishing goals, only giving a moderate amount for defeating (or evading) foes. Since the characters are weaker anyway, and death is a real possibility, this puts a premium on scouting, tricking or evading opponents and going around obstacles.

2a) There will be a lot fewer high-level NPC’s around. Most of the potential high-level types will have died trying to reach those levels and the vast majority of the population will be level one or two and characters who achieve level six or more are extremely rare.

2b) Interestingly, this also means that those characters who do achieve high level will have much greater impacts on the world at large. You didn’t kill the 14’th red dragon to be killed this month. You killed Ratzigan the Terrible, Scourge of the North, and opened new lands for the cities of men to rise upon! No one else has killed a dragon for many years!

3) Magic Items are created via Create Artifact. That means that truly powerful items are rare, almost never sold, and tend to be just a little unique. Did a vengeful man forge a magic sword to strike down the evil noble who killed his family? Then that sword likely has a name, and even if it is only a +2 sword 99% of the time, when you confront the bandit leader descended from that noble… the blade may begin to burn with it’s creators anger. Perhaps that will be permanent; items that grow with their bearers are fun. So add a little flourish to some of your major items. If you need to, you can just make something up on the fly if an encounter is going very wrong. Perhaps the sword only recognized the bandit leader as a target once it drew blood, even if the blow was otherwise trivial.

3a) Potions and scrolls may be available if someone has a stock of the reagents. If a snip of thread from a Saint’s Robe can power a Healing Potion and a local saint died in a monastery… then that monastery may have healing potions for emergencies, and to reward adventurers with, or even a few to sell, for many years afterwards even if only the one robe that the saint died in counts.

3b) Since you usually can’t buy magic, wealth can only be turned into power or prestige through politics, hiring mercenaries, building bases, public works, fine living, and so on – allowing you to dodge questions like “why does that Paladin spend his money going from +3 armor to +4 instead of feeding all the orphans of the kingdom for a year?”

4) Your adventures should be flexible since where the characters go is up to them. Since magic is rare and money is best spent on living well and supporting the community – you may want to use campaign-based rewards. Perhaps the prayers of the monks whom you have supported and defended provide some useful benefit. The government may offer invitations, titles, and privileges. Perhaps building a temple may earn you some divine blessing? In this case I will cross-reference to a set of older articles – the Ridmarch series (Part I, Part II, and Part III).

4a) Get out those random encounter tables. Since there’s no destiny, the PC’s might go anywhere at all – and no GM has the time to come up that much detail in advance. A few random encounters along the way buys time. A monster lair here, a ruined monastery there (Huh, the dice say “Trolls”, so a bunch of monsters from the deep caverns came up decades past? Put an entrance in a cave not too far away), and you can have enough material in minutes to keep everyone busy until you have a few hours to detail the blank area that they decided to go and visit.

4b) Similarly, place location-based encounters. If the low-level party INSISTS on going to Dragon Mountain… well, they may need a lot of new characters soon. Keep your encounters in the zone.

5) There should be a fair amount of mystery, starting with the most basic; “this area is strange and new to you. You must survive and explore!”. Things which work more as heroic legends than as fixed statistic blocks may help. Again, there are some articles on literary tropes (Part I, Part II) for this – although whether they are guidelines or rules is open to question.

6) Since characters are weaker – and death is a much greater threat- the phrase the players want is not “roll with +(X)”. It is “that will work”. Is this a social encounter? The characters will probably want to talk, and to try and make deals, and only roll dice if they HAVE to, and even then hopefully only to see how well they accomplished something, not whether or not they did.

7) While death is more common, and much harder to come back from, it is rarely unimportant after the first few levels. A heroic, dramatic, death (or a well-earned retirement to found a realm, or an order, or even to raise a family of potential new heroes) makes a far better story than a boring “oh, the GM quit running the campaign” even if the cause was (as it often is) “the characters got too powerful to manage”.

There are a lot more old-school and RPG design articles than I can reasonably link here, so here’s a link to their own sub-index. The Underlying The Rules articles (the first is HERE) might come in handy too. 

Eclipse d20 – Poisons

And for today, it’s a question about buying and using Poison in Eclipse:

It’s worth noting that – in baseline d20 – Player Characters really aren’t supposed to be using Poison. There’s the old presumption that it’s evil and dishonorable (“Paladin’s can’t use poison!” or “Good characters can’t use poison!” – although they can somehow use Cloudkill and other horrible effects all they want), there’s a Feat tax to avoid self-poisoning, the stuff is expensive, it doesn’t last long after being applied, and – to be blunt – the vast majority of d20 poisons aren’t very effective. They’re also very annoying for the players and game master, since reduced attributes can mean a lot of hasty math to change all the statistics that a characters attribute modifiers affect. Still, if you want to look at some ways to build and use poisons, why not?

Trick – especially given that the “Death” and “Stun” tricks are only examples – can be used to to build most “natural” poisons fairly cheaply. After all, in d20, most of them are essentially minor nuisances. Take a Medium Giant Spider. That’s a spider about the size of a human being. A black widow weighs about a gram. So we’ve scaled up by a factor of about 50,000. A black widow bite very rarely kills, although it can happen. Scaled up by 50,000 times? If we’re being even slightly “realistic”, a medium giant spider should inject enough venom to kill a thousand people even if it’s way less potent than a Black Widow. That’s why, in first edition, it was “save or die” – and even with a +2 bonus for their venom being “weak” that meant that most low-level types would die barring near-immediate magical intervention. But what does a Medium Giant Spider’s poison do in d20? DC 12 Fortitude Save, 1d4 Strength Damage, repeating in ten rounds. That’s annoying – but DC 12? 1d4/1d4? First level commoners have a good chance of shrugging that off – and even if it takes full effect, they’ll just be weakened for a few days. A PC has a much better chance of shrugging that off, and even if they are affected… it’s easily fixed or they can just live with a reduction in their strength modifier for a few days. That’s bothersome, but is mostly a setup that might give later monsters a better chance.

“Trick” can take an enemy out of the fight. If you want to reduce the effect to a minor annoyance, you just take apply some limitations to Specialize and Corrupt it – effect is reduced from “taken out of action” to a relatively modest amount of attribute damage (or an even smaller amount of drain) with any possibly incapacitating effect applying only after the fight is likely to be over, effect requires a normal attack that inflicts damage, effect allows an easier save than the base for Trick. Most real creatures start running out of venom after just a few injections – so the 3/Day limit (rather than a complicated situation) is appropriate. That gives a minor venom a base cost of 2 CP. +4 Bonus uses for +2 CP, 4 CP in total. Reducing the limitations will provide more powerful venoms at CP total net costs of 6 CP (things which are a notable annoyance), 8 CP (for a serious hindrance), and 12 CP (for venoms so potent that they could actually take a character out of action or immediately kill them). Natural venoms cause natural damage – and, in d20, where healing is generally automatically perfect, that generally does not include attribute drain.

This is probably the best option to use with natural creatures, especially if they can be milked for poison. After all, if a poison is particularly slow to take effect… that is a limitation rather than an advantage.

Alternatively, you can use Presence, Specialized and Corrupted / only for the spell-like effect on an opponent, opponent must be struck with a particular melee attack in combat to be affected (actually having to take damage from it is possible, but optional since something might have a contact poison ability), only usable once per round, only one such effect can be applied with any one attack (if you bought more than one), effect is set when this ability is taken if you’re using an effect like “bestow curse” which has many possible applications.

  • If you go with a first-level effect equivalent, that’s 2 CP. For inflicting “poison” damage, 1d2/1d2 damage to a particular attribute is probably appropriate. Alternatively, you could use a version of Sleep with a higher hit die limit to make up for being single target, or Silent Image to cause hallucinations, or even Reduce Person to shrink them. And that’s just Player’s Handbook options.
  • A second level effect equivalent is 4 CP, and 1d6/1d6 is likely about right. Alternatively you could use Glitterdust, Touch of Idiocy, Scorching Ray or Combust to make them burst into flames, Blindness/Deafness, Ghoul Touch, or many other spells.
  • For a third level effect at 6 CP we have “Poison”, giving us 1d10/1d10. Alternatively, there’s Bestow Curse, Contagion, Dispel Magic to disrupt their protections, Deep Slumber, Suggestion for venoms that cause weird behaviors or obsessions, Ray of Exhaustion, or Slow.

This is a useful (if slightly cheesy) way to give supernatural creatures venom. It’s very versatile, and somewhat cheaper than the Trick based approach – but is inherently subject to magical countermeasures, tends to have lower save DC’s, and any “milking” is going to be a lot more tricky. Unlike a purely physical venom such as you get with “Trick”, this sort of thing will likely require serious magic or alchemy to stabilize for long.

If you want something absurdly deadly you can start buying Metamagic and Streamline, both Specialized and Corrupted for Reduced Cost / only to modify your Poison Powers, only to add specific prechosen effects rather than allowing a selection from the various options the chosen Metamagic makes available, only takes effect with the secondary effect – and then you can start stacking on various odd status effects, or create poisons that can’t be magically countered, or which affect normally-immune targets. If you want to be specific, you could be supernaturally venomous as above. A bit weird, but if you liked Pathfinder’s Toxicant archetype it should work for you.

For incredibly virulent or exceptionally weird venoms, you can use Mana with Reality Editing, Specialized and Corrupted for Reduced Cost / only for Reality Editing, only to produce a specific “venom” (or curse or horrible illness or whatever) typical of the creature, Plus Rite of C’hi with +4 Bonus Uses, Specialized and Corrupted / only to refill the venom pool above. That’s a total of 6 CP, A creature with very weak venom – such as most SRD animals – would only need a Minor edit. On the other hand, something like slow petrification might be much more difficult – possibly requiring buying more Mana (and more bonus uses on Rite of Chi) to use it. (For amusement, and some weird venom, you might like the Trap spider Template).

Of course, you can combine the Presence and Mana (Spell Enhancement this time) approaches – perhaps for an accursed beast that can lay curses on those it strikes but if it successfully injects it’s horrific venom uses Mana with Spell Enhancement to pump that basic level curse up to level six or so and do something really horrible.

As noted, Poisons pay off – with a relatively small investment – at low levels, but at medium and higher levels are not an especially good option in d20, and even less so in Eclipse. The saves tend to be fairly easy to make, the effects are moderate, the danger to the user is annoying, the GP costs can be very high, and countermeasures are legion. They’re most effective at the lower levels, where a reasonable number of opponents can be expected to fall victim to the cheaper poisons before they become ineffectual – and where moderate penalties hurt the most. At higher levels creatures will all too often have immunities, big save bonuses, or countermeasures – almost always so in Eclipse. They’re also a pain when it comes to actual play. Take some attribute damage and suddenly you need to recalculate a pile of derived values. Still, they are very thematic for darker character concepts, and Eclipse makes it fairly easy to get them.

  • One of the most common ways to get a regular supply of poison is to take a Companion Creature that produces the stuff, and so can be milked for it. Boost the Companion to boost the DC of the milked poison and use Alchemy to stabilize it. (6-12 CP).
  • You can get quite a lot of toxins with Shapeshift (Specialized and Corrupted / not in combat, only to produce various venoms, 2 CP) and a few upgrades with similar limitations and “milk” yourself. It’s cheap, but there are several spells bestowing animalistic features that can do the same thing, so animal venoms really aren’t much of a problem.
  • If you want to purchase a permanent method, there’s the Poison Fangs graft (The Serpent Kingdoms, 9000 GP). This doesn’t produce the most potent of poisons – Injury, 1d6 Con/1d6 Con – but the Fort DC was (10 + User Level/2 + User’s Con Mod). Personally, I’d let the user choose the targeted attribute when they bought the ability if they did so with Innate Enchantment or Siddhisyoga. They might even get to Specialize it for not being able to bite in combat. Either way, these things provide poison with an excellent DC. That “+ Level / 2″ has a large impact.
  • There’s Psionic Minor Creation, but I’d probably rule that creating poison that way requires a skill sufficient to do it some other way – although this is still a massive shortcut. At a minimum you’ll usually need samples – although there are lots of sources and you can always just make them to start with Craft (Alchemy or Poison). Still, if you want to get this… you can pick it up with Inherent Spell, or Occult Talent, or in lots of other ways; getting a first level effect is pretty easy.
  • Use of Charms and Talismans (A variant on Shaping, 6 CP, see The Practical Enchanter) might be good too – a venom master could make excellent use of some Black Magic Talismans – perhaps a Blood Spider, Miasmic Dust, and a Venom Blade. Charms can help too. A Wardstone or two against poisons might help a lot. Perhaps a Ring of Mist? That will let you use inhaled and contact poisons at range. There are many choices.
  • To help you work with poison take Shaping, Specialized and Corrupted for Increased Effect (first level spells) / only for a limited selection of effects related to poison, requires the use of a 50 GP poisoner’s kit, effects are easily recognized by any observers as dark magic (6 CP). ,
    • Apply Poison: Safely applies a dose of poison in your possession to an object or weapon – or infuses it into food or drink. It can also be used to apply contact poison to a creature that you touch, but this requires a touch attack.
    • Extract Poison: Extracts a dose of poison from an unresisting plant or from the body of a deceased or unresisting poisonous creature. This won’t work to extract poisons from a victim thereof unless it is in itself poisonous.
    • Identify Poison: Tells you if something is poisonous and about the properties of the poison (if any). Will saves apply if the target is alive or in someone else’s possession.
    • Obscure Poison: Makes poisons hard to detect.
    • Relieve Poison (Hedge Magic, this blog. Gives its target with a +4 enhancement bonus on saves against poison, and reduces the attribute damage resulting from failed saves by two points each. If applied within one round after a poison takes effect, the benefits of the spell are effectively retroactive.
    • Spray Venom: Administers a dose of Contact, Inhaled, or Ingested poison in your possession to a target within 60′ (Inhaled venoms fill their usual 10′ cube). A reflex save applies to avoid the stuff even before saving against the poison itself if you’re trying to force-feed someone an ingested poison or some such.
    • Stabilize Poison: Keeps an extracted poison from deteriorating for a week and a day. It must either be recast before it expires or 10 GP worth of Unguent of Timelessness may be added to stabilize it indefinitely. This also works on poisons applied to weapons, keeping any poison on them fresh until they are used.
  • To upgrade, take 2d6 Mana with Spell Enhancement and Rite of Chi, all Specialized and Corrupted / only to enhance the Poison Shaping effect above (6 CP). With this you can gain access to further spells – although if the GM feels this is overly efficient you might have to buy another incidence of Shaping to get a new set.
    • Accelerate Poison (L2, 1 Mana)
    • Contingent Venom (L4, 3 Mana)
    • Increase Virulence (L2, 1 Mana)
    • Neutralize Poison (L3, 2 Mana)
    • Poison (L3, 2 Mana)
    • Toxic Tongue (L3, 2 Mana)
    • Venom Cloud (L4, 3 Mana): Turns a dose of poison into a 10′ radius cloud up to 60′ away.
  • Upgrade some more with Opportunist (to let you use one such effect a round to enhance your attacks, 6 CP)
  • Occult Sense (Poison, 6 CP) might be handy too. At the least, it would let you analyze them a bit so that you can justify knowing which are best for various purposes.
  • If you just want to carry some poisons… Occult Skill (Gadgetry, 3 CP for Access, the first three ranks cost 2 SP each) can cover that. If you want, you can Specialize if for Double Effect in Poisons and Poison Paraphernalia (poison rings, sheathes that poison your weapon when it’s drawn, alchemical capsules, poisoned missiles, etc). That probably won’t cover those incredibly expensive epic-level antimagical poisons or other very rare stuff, but it will let you carry a reasonable supply of toxins with you at little or no expense. If you really feel that you need access to weird magical poisons that are extremely difficult to treat, or which affect groups of creatures that are normally immune… change that “double effect” to “increased effect / can make enhanced poisons including those affect normally immune groups, which last longer, or with are extremely difficult to treat”. If you want to make them last longer so you can hit more often, you’ll probably need to pay the usual premium for “increased number of uses” for your Gadget.

For a Venom Master, you might want to use:

  • Witchcraft II, Specialized in effects involving poisons only (6 CP).
    • Hyloka: Specialized for Increased Effect – only to make the user immune to his or her own poisons and provide a +2 to the DC of saves against personally-generated poisons at no cost. (Alternatively, a general near-immunity to poisons could work).
    • Witchfire: Specialized in poison infusion, allowing the user to apply any available poison to a weapon or infuse it into food or drink or similar with a touch at no cost.
    • Elfshot: Specialized in enhancing the poisons the user employs, increasing the DC of saves against them by +2 at no cost.
  • +2d6 Mana as +6d6 Power (Specialized, only to create venom with, 6 CP)
  • The Path of Water / Venome’d Touch (6 CP).
  • You might want to throw in Brewing later, to make even more exotic stuff. 

That’s 18 CP, and makes for a fairly effective venom master. You could throw in a Pact to cut it down to 12 CP. Perhaps throw in Augmented Magic (3 CP) to boost your DC’s and the Attribute Damage Done (3 CP), boost your Charisma (or take Augmented Bonus to boost your effective bonus for Witchcraft purposes) since the saves against Witchcraft-based powers are based on it, and take Improved Focused Imbuement (18 CP) to grant your weapon poison-based powers – although there are only a few worthwhile weapon enhancements or priced upgrades that deal with poison.

Poison-Related Weapon Powers:

  • Assassination (Cityscape, +1): +1d6 damage against foes who are flanked, flat-footed, or otherwise denied a Dexterity bous to AC. This stacks with sneak attack damage. The user never risks poisoning himself or herself while applying poison to an Assassination weapon. The DC of saves against such poisons is increased by the weapons enhancement bonus. This is pretty much the king of poison-related weapon abilities.
  • Injecting (Agents of Evil, +1): Stores up to three doses of poison, can be coated with one of them as a swift action. Bladed weapons – and probably melee weapons – only. This is kind of pointless, since three Alchemical Weapon Capsules (The Complete Adventurer) can be added to a weapon on a Triple Retainer – which does much the same thing at a cost of 450 GP (albeit at the usual risk of self-poisoning. But, see “Assassination” above). As a bonus, you can use capsules that give you three rounds of Ghost Touch (100 GP) or three rounds of treating it as a Silver weapon (50 GP) among other things. I’d guess that other weapon blanches and such can be used as well. Call it 600 GP to work it into a cool design on the hilt. Go ahead and add a Wand Chamber (+100 GP) as well. Why not?
  • Toxic (Drow of the Underdark, +1): Poison applied to this melee weapon retains it’s potency until two successful attacks are made with the weapon. That’s probably worth it.
  • Toxic (Agents of Evil, +2): The DC of poisons applied to this weapon is increased by two. There is a 25% chance of getting a second use out of poison applied to this weapon, but two is the limit. This probably isn’t worth it, since Assassination and Toxic (above) do a better job.
  • Virulent (Drow of the Underdark, +1): Poisons applied to these weapons take effect in half the usual time for their secondary effects – usually after five rounds instead of one minute. Maybe worth it, but a lot of fights are over in five rounds.
  • Venomous (Magic of Faerun, +1): Once per day inflicts a Poison spell (DC 14) upon a creature struck. This should probably be a flat cost power at +12,000 GP since it’s just use-activated Poison once per day. Done this way it may be added up to three times. It’s cheaper to do it yourself though.
  • Venomous (Magic Item Compendium, +1): 3/Day coats itself in DC 14, 1d4/1d4 Strength Damage poison. DC 14? Not worth it. Get those Weapon Capsules and some real poison instead.
  • Psychic (+2) isn’t strictly related to poison but it can give you up to a +5 Enhancement Bonus if you have a lot of Power. It’s well worth it if you do, especially with Assassination. After all, it’s still +2 at 1 or more Power so it’s probably never going to be worst than +2.

Some possible flat price abilities to throw in:

  • Adamant (3000 GP): Able to cut through chains and doors and walls and way tougher. Worth it, just as a tool. You’ve got to get to people before you can poison them after all!
  • Everbright (2000 GP): The blinding flash isn’t worth a lot, but immunity to rust and corrosion can be more than worthwhile. You ARE coating your weapon in nasty stuff after all.
  • Hideaway (2000 GP): Makes your weapon easy to hide. Sizing (5000 GP) is the improved version; it can let you ape Sun Wukong and hide your polearm inside your ear or disguise your greatsword as a toothpick. Certainly worth it if you’re trying to be sneaky at higher levels.
  • Called (2000 GP): Lets you teleport your item to you. Technically this is for Armor and Shields only. Why it can’t be put on a weapon if you want is unknown. I’d allow it. Or get a weapon that provides a Shield bonus. After all, you’re relying on poison to do the real work. You can afford to give up a bit of your physical damage.
  • There are recommendations for Feycraft (1500 GP) which has a variety of effects, but it is less effective in Eclipse – where you can just buy what you want – and restricts you to using a cold iron weapon.

You might be able to get away with using Doubled Damage to double the secondary effect(s) of the poisons you use (6 CP). That will likely depend on whether or not the GM is finding poisoning everything annoying.

You could build a Martial Art around poisons, possibly including Expertise (Variant: Trades in Sneak Attack dice for a boost to the save DC of your poisons or to cause various special effects. Or you could just go with the Called Shot rules).

Now I hope that helps – but for a bonus response Editorial-0 has thrown in some exotic poisons, just for fun, noting that odd numbered items are mostly intended as injury poisons while even numbered items are mostly intended as ingested poisons. Set the save DC’s to whatever works for your game.

Random body part targeter: 1D6 – (1) Right Arm, (2) Left Arm, (3) Right Leg, (4) Left Leg, (5) Chest, (6) Head.

(1) You are stunned until someone strikes you. Even a firm slap for 0 damage is enough to shake you out of your stupor.

(2) You begin to sweat flammable oil. While the poison itself will not cause ignition, after 1d4 rounds your character is primed to erupt into flame. The first flame attack will deal double damage, and set you on fire until extinguished or 2-12 rounds pass and the effect ceases. On the upside, this is a powerful way to loose any excess fat you’re carrying.

(3) Half of your body is randomly Paralyzed (roll 50/50 to check whether it’s the left or right).

(4) You are Deafened but incapable of realizing this since you are having auditory hallucinations. Instead, the GM will give you increasingly insane messages from beyond whether or not anyone speaks to you. You may role-play this or treat this as the Confusion spell. You will be convinced that nothing is wrong during all this.

(5) Your eyes suddenly begin to see neighboring dimensions. Roll a 1d6 to see what happens. You may also grow addicted and wish to repeat the experience.

(1) You are effectively Blind.
(2) You see friends as foes and vice-versa, as per Charmed.
(3) You are mesmerized by the flow of the Astral and Ethereal planes.
(4) You are disoriented by swirling patterns.
(5) You attract an ethereal enemy, which can attack you but is not physically present for other characters.
(6) Extradimensional space is quiescent, and you can act normally.

(6) The character will exude a pheromone that afflicts all normal living beings, but not Undead, Constructs, Planar Beings, Oozes or other creatures with immunity to critical affects or who lack as Constitution score. All other creatures will instantly dislike the character. If violent, they will preferentially attack the character. If not, they may find ways to show their disdain, or treat the character with constant suspicion and believe he or she has done something terribly wrong. The character’s companions may not be affected (Fort Save 18) due to familiarity, but will not understand any clear cause of the problem even if so, unless they have the Scent ability.

(7) An affected limb is petrified. This may be instantly fatal if it affects the chest, neck or head. If it happens to strike an arm holding a shield this may be annoying but not hinder your combat ability, but you cannot use a petrified limb to attack or cast spells. A petrified leg will limit you to dragging yourself around at half speed.

(8) The character quickly becomes addicted to something nearly at random. It could be drink, food, darkness, light, noise, quiet, or even exercise. The DM can decide based on what is convenient. Although there is no obvious or immediate affect from the poison, the character will soon find themselves desperate for more and more of the subject of their addiction. Ideally this should be roleplayed instead of being purely mechanical.

(9) Lycan’s Saliva: An affected limb or body part is afflicted by Lycanthropy, transforms immediately, and begins to attack you. Treat it as having the character’s attack with and additional plus an additional +10. it deals 1d8 +4, plus the character’s Str bonus. This does little if affecting the chest, but if it afflicts the head the character will flail around furiously trying to stop their own head from snapping at their limbs, and he or she can only deal with enemies as per fighting blind. Note that the head cannot control the body.

(10) Your soul is cast into the astral while your body appears dead. This may make you and your Silver Cord vulnerable to Astral attacks, and your body remains unresponsive unless you have the power to act while in Astral form.

(11) Medusa’s’ Venom: You sprout vicious serpents (of an appropriate type or level, usually 1/2 the character’s own) from your wounds, at a rate of 1 per round until the wound is treated. The serpents attack you and allies, cause flanking penalties, and will attempt to constrict or bite.

(12) A raging abyssal monstrosity of chitin and bone will begin to consume your innards. Over the next 24 hours, it will weaken you (-1 Strength and Constitution per 6 hours) but not cause any pain. It will then erupt in a shower of blood, dealing 50 hit points and forcing a Fort save (DC 26) to avoid immediate death from massive damage. The character will also bleed at 10 points per round until immediate medical treatment or magic is applied. It will be a Demon with CR appropriate for the character but may immediately flee if outmatched. However, it will attempt to stalk and kill the character and his or her closest companions.

Eclipse d20 Occult Skills – Menemonic Estate and Feather Gleaner

The Modun Setting – which gives an enormous price break to dabbling in Occult Skills – has, unsurprisingly, led to a lot of proposals for, and dabbling in Occult Skills. Who would have guessed?

So here are a few more:

Menemonic Estate (Occult, Int):

A.K.A. Memory Palace, Menemonic Manor, Akhasic Realm, etc
+2 Synergy Bonus at 5+ ranks of Lucid Dreaming and/or Self-Hypnosis.

This occult skill allows the user to weave an enduring dream – a private pocket-realm woven of memory, dreams, imagination, and psychic energy. There detailed memories endure without the fading of fallible mortal minds, and the owner can easily access and draw upon them. Like common dreams, a Menemonic Estate lies upon the borderlands of the Ethereal and Astral realms, where the Dreamheart drifts in fantastical splendor. While too small to be effectively targeted by Plane Shift and similar effects, anyone who is actually present in a Mnemonic Estate may use such means to depart – although where they will emerge may be difficult to establish unless they are just dreamers returning to their physical bodies. Higher level or more specific effects may, however, be able to access an Estate. Gate will certainly do it.

Most simply, Mnemonic Estate may be rolled whenever the user wishes to recall the details of something they have experienced or observed – although the DC is set by the GM and one cannot recall details that one was never aware of in the first place.

Far more importantly, each point in the skill total allows the user to add one area to the estate. Possible areas include:

  • Archives: These rooms are dedicated to particular places, times, or subjects – providing the benefits of a chosen Specific Knowledge. For example, an “Egyptian Room” might cover many details of “The Old Kingdom”, or “Funerary Practices and Tombs of Ancient Egypt”, or some such. Characters may develop as many archives as they please. Characters who use Spell Books may attempt to keep spell formula in an Archive, but the reality-twisting nature of such formula makes this difficult: each Archive can only store (Int Mod +1) levels worth of formulas.
  • Armory: An Armory can store one prepared spell or psychic effect of up to level (Skill Total / 3). This is essentially a Spell Storing effect which can be released as a standard action that does not provoke AoO. It will, however, take some hours to replace an expended effect. They can also be furnished with a lot of dream-weapons if you happen to want some.
  • Bestiary: This personal zoo provides a place where your Familiar or other Companion Creature can stay in comfort when not out and about. At a skill total of 8+ it also functions as a Gray Bag of Tricks. At 16+ it adds the function of a Rust Bag of Tricks. At 24+ it also functions as a Tan Bag of Tricks – and at 28+ it adds the functions of an Aquamarine Bag Of Tricks. Each additional +8 provides +1 use/day of each of the four available bags. It also allows the owner to have a variety of “pets” roaming the estate but these are essentially ornamental rather than functional. Go ahead, keep a dinosaur or tiger if you always fancied one. The Aviary variant works the same way, but the lists are: Gray: Eagle, Owl, Parrot, Raven. Rust: Axe Beak, Blood Hawk, Ostrich, Trumpeter Swan. Tan: Flying Cat (as Bobcat, but has wings), Giant Falcon, Raven Swarm / Murder of Crows, Unnamed* (*and very annoying) Goose. Aquamarine: Albatross, Emperor Penguin. Giant Duck, Seagull Swarm. If you have both variants, you can add “Pets”, and have an assortment of dogs/wolves/dire wolves/horses/unicorns/cats (of various sizes), crocodiles (if you have a moat), and similar things wandering around to be pets / mounts / minor guards, since they will harass unauthorized intruders.
  • Boundaries are defensive works. Whether they are seen as crenelated walls, soaring keeps, moats, labyrinths, or wards, Boundaries protect the estate-user against minor psychic annoyances, such as cerebral parasites, and defeat effects such as Detect Thoughts, Discern Lies, Know Alignment and similar low-level effects. Such an area can also be used to counter a telepathic attack, probe, psychic blast, or similar effect, but will be breached in the process – requiring a nights rest or twenty-four hours (whichever comes first) to repair. Boundaries can be purchased multiple times. Two such areas permit the user to roll his or her Memory Palace skill against a Caster Level check to resist Scrying and magical location. If five or more such areas are currently active the user may allow one to be breached to block any supernatural mental or information-gathering effect targeting him or her. If anything is actually trying to get into the Estate, such barriers will have to be surmounted or otherwise bypassed to get in.
  • Celestial Pendulum: Once per day this steadies the flow of dreamlike time, granting it a certain reality of it’s own – an effect equivalent to Psychic Asylum. Purchased a second time and upgraded to a Pendulum Concourse, the user may “bring along” up to (Cha Mod +3) unresisting companions, allowing time for a quick planning session.
  • Chambers: A chamber, such as a Theater (Perform), Sickbay (Heal), Ritual Room or Arcane Laboratory (Arcana), and many more, is pretty simple: it provides a +2 Synergy Bonus on the specified skill and one Skill Benefit from the list below. Each such benefit must be approved by the game master, but is permanent thereafter. Multiple Chambers can be purchased – even for the same skill – but the Synergy Bonus caps at +3.
    • Possible Skill Benefits:
      • Expertise; The user may reroll a skill check using the skill once per day.
      • Income: The user is a known professional and can live comfortably thereby, earning (Skill Total) GP/Day.
      • Quick: You may reduce the action required to use this skill by one level – from full round to standard, standard to move-equivalent, move-equivalent to free. Out of combat this halves the required time.
      • Mystic: The user may select or invent two Cantrips/Orisons OR a single first level spell effect relevant to the skill. Each is usable once per day as a spell-like effect at an effective caster level equal to the user’s number of hit dice.
      • Secret: The user learns how to produce normally-impossible effects with a skill, such as using Heal to aid in the recovery of attribute damage or Craft to produce magical trinkets. Sadly, the DC of such stunts must be negotiated with the game master, and is unlikely to be low.
      • Synergy: Add a +2 synergy bonus to another skill or to a related roll, such as Turn Undead, Caster Level Checks to Dispel Magic, Caster Level Checks to Penetrate Spell Resistance, or to some similar value.
      • Trick: The user may pick a relevant Skill Trick (from the Complete Scoundrel) or – in Eclipse – take a free 2-point ability related to the skill.
      • Guide: The user may either Aid Another with this skill once per round as a free action
  • Collegium: Your children, and any youngsters you take under your tutelage for a few years, start off at level two – a simple, but profound, benefit.
  • Dungeon: This psychic cell allows the user to imprison some unwanted thought, personality trait, or unwelcome possessing spirit. Are you struggling with lust, afflicted by intrusive thoughts, or are trying to overcome an addiction? Is some entity attempting to possess you? You can lock one such thing at a time into your psychic dungeon (although locking up a possessing spirit will require daily opposed will checks). If you’re really a mess you can have more than one Dungeon. If you have three or more Dungeons you – as a master of a certain river in Egypt – get a free Eye of the Abyss, a fathomless well of darkness into which unwanted psychic items (and possessing creatures who lost the battle of wills) can be thrown. Creatures will be banished to their home realms pretty much at random while intrusive thoughts, painful memories, and similar will be banished to the depths of the user’s unconscious mind – either forever or until the game master contrives to dredge them up again.
  • Guardpost: A Guardpost hosts an Psychic Construct of level (Skill Total / 3, 9 Maximum, see The Practical Enchanter) with the Sentient modifier as a bonus to serve as a loyal aide. It is possible to call such an aide into reality as a manifested Astral Construct briefly, but this costs Power as if summoning a similar Astral Construct and the Construct will be “go on holiday” afterwards, remaining unavailable until the user gets a nights sleep or twenty-four hours have gone by, whichever comes first. It can be purchased a second time to provide a Staff Room – from which an assortment of servants, back-rubbers, minor guard-creatures (basically equivalent to medium-sized animated objects) can be deployed to tend to the estate, up to a maximum of (Charisma) such entities. If destroyed, they take twenty-four hours to reform. There is, however, no way to manifest such minor creatures beyond the estate.
  • Inn: You and up to (Skill Total) willing creatures will sleep well and comfortably, recovering twice as many hit and attribute points as usual if uninterrupted and at the normal rate even if interrupted. If the party takes a day off, they will heal as if they spent three days relaxing and will be very comfortable. If purchased twice the party will wake up remembering having had a full breakfast, with the usual benefits thereof.
  • Moon Pool: The pale silver of this limpid pool shines with the light of the full moon, a jewel in the night. It allows the user mental access to the Astral Plane. Still, this will also occasionally allow perils from the astal access to the Estate – so it is wise to add a Starlight Gate to fortify the approaches and/or an Astral Mist to conceal the portal.
  • Recreation Areas: Whether whitewater rapids, serene groves, raucous brothels, or gentle music rooms, these mental retreats will allow their user to function normally on only 75% of the usual amount of rest and/or meditation that is usually required. Unfortunately, while the user may add as many recreation areas as he or she pleases, their effects are not cumulative.
  • Sanctum: A sanctum is a personal place of rest. The user may mentally retreat to it at will – ignoring the world outside. This lets them ignore disturbances while they sleep (awaking at a predetermined time. Unfortunately, trying to awaken them before that time will require 3d4 rounds), retreat to their inner sanctum to ignore pain, and even to ignore their own death for a time – allowing them to linger in their estate, reviewing their lives and treasured memories after their physical death, until they decide to move on.
  • Secret Passages: A Menemonic Estate may be built of dreams, but it is almost as solid as the real world thanks to it’s rigidly-enforced structure. If there are ever intruders or guests, it can be treated like any other pocket realm while they’re there even if anything you “physically” remove from the place will soon dissolve back into the realms of dream. With Secret Passages whenever the owner (and any allies who have been drawn along) manage to break away from an intruding force they will always have a few minutes break in the action before they can be located again if they wish it.
  • Shrine: Dedicated to a philosophy, power, or powerful entity, a Shrine invites that force into the user’s mind. So long as the user takes a few moments to consider their course of action, they will always know if it will be offensive to that force – an effect similar to a Phylactery of Faithfulness. So long as the force in question – whether sapient or not – “approves” of the user and his or her activities, he or she gains the daily use of two cantrips and a first level spell effect appropriate to the power being invoked. The user may “install” up to three Shrines.
  • Stelea (Obelisk, Tekhanu, Monument). Set in a courtyard or garden this pillar of inscribed stone channels the energies of dream into the waking world – albeit in very small quantities, powering up to (Skill Total / 3) -1 Charms and (Skill Total / 7) -1 Talismans (As per The Practical Enchanter). These can be used personally or loaned to nearby allies and can be traded out or replaced given a week.
  • Sunwell: A Sunwell can store a certain amount (Skill Level / 2 -1 points) of Power – a small emergency reserve for the owners use, although it requires an hour or so to refill it from the user’s reserves and a nights rest or meditation for it to automatically refill.
  • Threshold of Greater Slumber: While none knows the length of these haunted stairs, they lead from the Estate into the wilds of the Dreamlands. While this can be used to go dreamwalking – even as it leaves the user’s true body slumbering – it is a dangerous addition, since things may wander in as well. Installing a Bastion of Dreams – a fortified gate to keep out unwanted things of dream – and/or a Feyblind, a mist of dreams which conceals the Estate from such dangers may be in order. Still, even without such precautions, the Estate is as difficult to get into as a personal dreamspace usually is.
  • Throne Room: You are treated as being one level higher for Leadership and Mystic Artist (Inspiration) abilities, and may spend one point of Power (If you have any available) to create a Command or Liberating Command effect.
  • Tomb: This chamber maintains a link to the realms of the dead, allowing a user to communicate with a selection of up to (Cha Mod +3) chosen spirits to ask for advice or just to talk to someone. While most such spirits may be presumed to be tolerably well disposed towards the user if they accepted the link in the first place, they are often a bit dated and may ask the user to provide the occasional small service in the living world. Still, if you wish to talk to Obi-Wan Kenobi, or Confucius, or to get some advice from the wise old priest who taught you to read so many years ago… this is the area for you (presuming that they are still hanging around). The owner of a Tomb may seek such advice – or hold a general seance (this may or may not work out well without a prior relationship) once per day. Tombs may be upgraded to Catacombs to allow advice to be sought three times per day, and from Catacombs to a Necropolis (creating a link to the realms of the dead which may be opened once per day to allow traveling to – or returning from – such realms similar to Astral Projection, although this can be quite dangerous.
  • Treasury. This area may store detailed memories of up to (Int Mod +3) personal experiences, allowing them to be recalled, examined in detail, or relived later. Do you treasure the memory of a day spent with your parents many years ago? A treasury will keep it unblemished while the centuries pass. A Treasury may be used to protect the user against an emotional manipulation effect once per day per experience it contains. Estates may contain up to (Int Mod +1, 1 Minimum) Treasuries.
  • Watchtower. Looking out over the ever-shifting realms of Dream, the Astral Seas, and the Etheric Winds, a Watchtower allows the owner of the Estate to garner occasional prophetic dreams and visions – although such things occur purely at the option of the game master.
  • Workshop (Forge, Garden, Leather-workers Shop, Etc): Dedicated to a particular craft or similar skill a Workshop grants a +2 Synergy bonus to it’s associated skill, allows the user to invoke a bit of Narrative Time to accomplish appropriate tasks in an eyeblink (one hour of work per point of Power spent if they have any Power to fuel it with, and – once per day – allows the user to manifest a piece of mundane (or alchemical) equipment suited to the workshop worth up to (Skill Total Squared) gold pieces. Such items may remain manifested for up to one hour. While the user may install as many workshops as he or she pleases, each must be devoted to a different skill.

Other areas are possible, but will need to be discussed with your game master.

Unlike many other Occult Skills, Menemonic Estate provides a scattering of small abilities rather than raw power – quiet personal utility rather than the broad effects of Governance, Foresight, or Dream-Binding. From a game master’s standpoint, the various small effects of a Menemonic Estate are a lot of stuff that is rarely used, simply because larger, more versatile, powers tend to be a better investment.

Note that Modun Halflings – as creatures of dream – may well be able to simply knock on the door of a Menemonic Estate if you happen to be visiting one of their settlements / fables.

Feather Gleaner (Occult, Int).

+2 Synergy Bonus if at 5) ranks of Lucid Dreaming or Arcana 

A myriad bits of flotsam ride the currents between worlds, drifting remnants of primordial forces, fallen gods, and shattered dominions. Among those… fourteen are relatively common. Why? No one knows – but echoes of those fragments, almost always known as “Feather Tokens”, are bound into minor, one-use, magical devices across the myriad planes. The art of the Feather Gleaner is to sieve those fragments from the astral seas through their dreams, drawing them briefly into reality and tying them to some small token (usually a feather) to gain a single use of their power before they slip away once more.

A Feather Gleaner may gather up to seven fragments during a nights dreaming, although the total “cost” (The number in brackets after each fragment) of the fragments they hold may not exceed the gatherer’s skill total. Thus, for example, a character with a skill total of +7 might gather and hold one Anchor (2), one Travel (4), and one Quill (1) Tokens during the night before a sea voyage – but would have to release any other tokens he or she might have already had, since that is a total value of seven. On the other hand, someone with an epic +80 skill would need several nights to load up to their maximum.

Where relevant, the effective “Caster Level” is equal to the users (skill total / 2) and saves against a tokens effect are DC (13 + User’s Int Mod). The available tokens are…

  • Anchor (2): Applying this token to a vehicle, portal, portcullis, or similar inanimate mass will keep it from moving for a day unless the token is removed. Alternatively, a targeted creature is subject to Shadow Trap and a targeted area Entangles those within it whether or not there is vegetation present.
  • Bird (2): Carries a message and / or a package weighting up to a pound to anyone on the same plane or on a plane to which there is an available open portal. While not instant, this is certain. Alternatively, the user may question the birds (as Commune With Birds) or try to get them to ignore a group (Hide from Animals – Birds and Bats only).
  • Bridge (3): Creates a bridge, raised path, or similar, equivalent to a Dark Way effect that lasts for a full day unless dismissed by the user. Alternatively the user may create a Wall of Gloom, area of Darkness, or even a Shadow Mask effect, in all cases with a three hour duration unless dismissed by the user earlier.
  • Camp (4): Creates a lodge, shop, or even a small crenelated tower lasting a full day. All are basically equivalent to a Secure Shelter although they lack the Arcane Lock, Unseen Servant, and Alarm effects. They do come with any sign that the user wishes and standard tools for any one Craft skill – although they will vanish with the shelter. Alternatively, the user may conceal an existing campsite (as per Hidden Camp) or create a small place of worship with an altar Consecrated (or Desecrated) as suited to the chosen god or power.
  • Key (2): This token creates a Knock or Wizard Lock effect when touched to an appropriate portal. Alternatively, it can grant a +20 Insight Bonus on both a Search and a (possible) subsequent Disable Device check (if a trap is found) or it can be touched to a lock, container, or barrier, whereupon it will inflict 1d6 of hardness-bypassing damage on it each minute until it has opened a way through or an hour has gone by, whichever comes first.
  • Plant (2): This token can create a huge tree, masses of brambles, a burgeoning garden of common herbs, fruits, vegetables, and flowers, or even a bush with 3-18 Goodberries on it. Alternatively it can be used to create a Spike Growth, Wood Shape, or Warp Wood effect.
  • Quill (1): For one full day this plume will competently take dictation, draw reasonably good pictures, map out your travels, and write of your activities as you command. If commanded, it can also brush away what it has written, but otherwise it is as durable as normal ink would be. Alternatively, it can translate writings as Comprehend Languages, write in an obscure tongue or cypher (Encrypt), or act as an Erase spell.
  • Sun (2): Calls forth a blazing fire, suitable use as a signal or beacon, for lighting and warming a great hall, or for cooking for a large group. The fire will burn for one full day, even in extremely poor conditions. Alternatively, the token can be used to cast Searing Light or – given an existing fire – be used to cast Campfire Wall or Pyrotechnics.
  • Time (3): Allows the user to employ a Lightning Step (The Practical Enchanter) effect. Alternatively, it can be used to cast Haste, Slow, or Gentle Repose.
  • Totem (3) Creates a Magic Circle against “X” (Law, Chaos, Good, Evil, Plants, Vermin, Animals, etc) for one hour. Alternatively, it can be used to cast Bestow or Remove Curse or to Remove Blindness/Deafness.
  • Travel (3): Conjures a vehicle for twenty-four hours. Boats carry 32 medium creatures up to 50 miles a day, Coaches carry 12 (albeit only 6 really comfortably) at 40 miles a day, Airships/Balloons carry 6 at 30 miles a day. Neither drivers nor crew are required, but the vehicles tend to be quite fanciful – swan boats, pumpkin carriages, colorful airships or ornithopters, and so on. Alternatively, room can be made for horses and other large creatures, but each counts as four medium creatures. Room can also be made for cargo beyond personal gear, replacing medium creatures with space for 250 Lb of cargo each.
  • Treasure (2): This token creates up to 250 GP worth of mundane (including Alchemical) supplies as the user desires. These cannot be sold – and anything which isn’t used up already (food, lamp oil, firewood, etc) vanishes in twenty-four hours. The user may also opt to create an (otherwise ordinary) +1 Weapon, a +1 suit of Light or Medium Armor and/or a +1 Shield, or any Least or Lesser Augment Crystal, any of which will last for one hour.
  • Wind (3): Creates a Favorable Wind effect for eight hours. Alternatively, its power can be expended erecting a Wind Wall for an hour or in a momentary Hurricane Blast or Cutting Wind (equivalent to Melf’s Unicorn Arrow) effect.
  • Wing (2): Creates a Feather Fall effect lasting up to ten minutes. Alternatively, it can be expended to produce an Updraft, Pass Without Trace, or Buoyancy effect.

Optionally, a token limited to a specific subfunction out of the ones listed costs one point less (two for 1 if normally 1).

The trouble with Feather Tokens is that they’re a based on a descriptive element, with nothing else to tell you what the limits ought to be except for being one-shot and reasonably specific solutions – the same as almost all spells. Like the character who wanted to use “Frog Magic” to create exploding frogs, healing frogs, hypnotic illusion-creating frogs, intercontinental transportation frogs, and any other effect he wanted as long as he put “Frog” in the title, there really isn’t any restriction on what Feather Tokens can potentially do any more than there is on “spells”.

If you stick strictly to the basic token list… only a few really see any use*, and you can reasonably make some way of accessing Feather Token effects fairly cheap. If you make the third-party stuff available, there are entire books full of feather tokens – and now you have a full-blown magic system, even if it is a bit on the lower end of the power scale. If you really want to do that, you might as well just save yourself the work and slap “feathers” onto one of the currently available systems as a special effect.

Ergo, this is a compromise; a system with fifty-odd fairly specific effects between it’s fourteen tokens – most of them relatively low-powered. Worse, you only get a few tokens and must choose them in advance. On the other hand, it can supply a fair variety of effects and is fairly cheap to develop. Finally, of course, it includes some explanation, however arbitrary, as to why it’s user’s gain access to these specific effects and no others.

*The Swan Boat and Anchor since they’re sensible emergency precautions in appropriate (low level naval) campaigns. The Tree Token can be pretty useful too, just because there are so many times when creatively placing a giant tree can really change a situation. Otherwise the standard list doesn’t see a lot of use. Expanded lists are common enough – including entire books such as “100 Tokens Of Feathery Fascination” – but the vast majority are just additions to the “who is ever going to use this?” pile. Sure, a “Fishing Rod” token (100 GP) catches lots of fish and can feed quite a few people given a body of water and hours in which to fish, but 99% of adventurers would simply pull some nice cheap rations out of their Handy Haversacks. Permanent items generally beat out temporary ones – which is why Healing Belts are at least as popular as Cure Light Wounds or Lesser Vigor wands and either beats out a single potion of Cure Serious Wounds at the same cost.

Eclipse d20 and the First Edition Classes – Monks, C’hi Powers, and Bards (Bards, Minstrels, and Skalds)

The Monk:

First Edition Monks… were just weird. They were actually quite powerful, but “there could only be three eighth level monks and only one of each higher level”. To reach that level you had to immediately go to one of/the current level holder(s), and defeat them – whereupon the winner got the level and the loser was demoted. While they always knew where to find the current level-holder, and did get access to the level until they won or lost… that meant that each time they gained a level above seven there was only a 50-50 chance of actually getting it. Otherwise it was back to the beginning of the prior level for you! And, of course, you could always be challenged from below… That SUCKED. And you had to do it for ten levels before you hit the maximum monk level of 17 and spent the rest of your life fending off challengers. And they were expensive levels too. On average you’d need six or seven million XP to hit level seventeen – enough to get a Cleric to level thirty-nine. I’m dumping this; Monks have enough other problems.

Just in case that overwhelming problem was not enough… Monks could not use Armor or Shields or poison or burning oil (and presumably other alchemical stuff that hadn’t yet been added to the game), could possess no more than five magic items (two of them weapons, which they normally didn’t use at higher levels) at a time, had to give almost all of their money or other magic to NPC’s, could only use magical weapons of the (very limited) set of weapons they were allowed to use, rings, and “those miscellaneous magical items usable by thieves”. They did not gain bonuses from having a high strength (now I am not a very good martial artist, but I took enough courses in my youth to know that THAT isn’t very realistic; strength mattered) or an AC bonus for a high dexterity, could not have henchmen or hirelings until level six (and even then only Fighters or Thieves), and would only attract a small number of student monks on hitting level eight – who automatically left if they started reaching a useful level (and would likely come back to challenge you later).

If a Monk using unarmed attacks made their attack check against a target of Medium size or less by five or more their opponent would be stunned for 1d6 rounds and had a chance – (20 – Opponent AC + Monks Level over Seven)% – of dying outright. That was definitely martial arts movie stuff, especially when combined with high level multiple attacks – but they didn’t get strength bonuses to their attacks or damage. Lets say… 8’th level monk (if they got that far) vrs AC 18. So… base roll of 14 required to hit, 10% chance of Stun on a 19-20, 3% chance of death on a stun – so three in a thousand. OK, that’s a conversion to the current AC system, but honestly, some basic bonus damage is likely better and involves a LOT less dice rolling. It would also have been nice to know if this affected undead, or how stun interacted with creatures that required special weapons to hit, and so on, which was basically up to the GM since the rules had little or nothing to say about it. Of course, creatures that needed +1 weapons to hit and such were a bane to Monks anyway.

Monks did get lots of weird special abilities though – and while few of them were especially potent, a clever player could still get something out of them. Still, there was a reason why Monks have basically been an afterthought over multiple editions. They’re a little tricky in Eclipse too, mostly because Eclipse is not designed to build tiny, ineffectual, abilities. For example, at level four a Monk could fall twenty feet without injury if within one foot of a wall. Admittedly, this might save you 2d6 damage if you fell into a pit – but there was a first level spell which would let you jump out of a plane at five miles up and land safely. At level ten and up Telepathy and Mind Blast attacks were made as if the Monk had Int 18 – with specific reference to Mind Flayers, A marginally boosted resistance to a rare type of monster / attack..

Oh well. A lot of Monk abilities were more limited versions of first level spells, with the advantage being that they were always on – and the disadvantage that most of them were so situational that it didn’t really matter very much that they were always on. Ergo, I’m going to be dipping into Innate Enchantment even more heavily than the Fighter build does.

The First Edition Monk:

  • Restriction: Poverty. Monks tread lightly in the world, eschewing wealth, social position, and command. Most of their funds – and any special items acquired beyond their Discipline (below) limit must be expended on charitable/social endeavors or on building/supporting a monastery, temple, or school.
  • Restriction: Discipline. Monks focus on training themselves to superhuman levels – and reliance on equipment as a crutch. One may need a boat to transverse the seas, or an item which grants Fire Resistance to explore the Elemental Plane of Fire, but a Monk will always attempt to rely on their training first. They may never retain more than five magical / psionic / ultratech devices of significant power, although they may retain a similar number of minor potions, charms, talismans, and similar bits and pieces.

First Level Bonus Abilities (12 CP + 6 CP from first level allotment):

  • Expertise: Monks are good at meditating, chanting, identifying martial arts styles, talking about martial arts history and legendary battles, teaching students, philosophizing, constructing weird training gauntlets, running monasteries, and exercise programs – and some of the Thief skills; Climb, Disable Device, Hide, Listen, Open Lock, Search, and Move Silently (6 CP). Why they’re good at opening locks is a good question; I blame all the movies showing the heroic martial artist sneaking into the evil martial artists hidden base or escaping from unjust imprisonment.
  • Innate Enchantment (28,980 GP effective value) / Specialized and Corrupted: Only while unarmored, unshielded, and (at most) lightly encumbered. Only gradual availability; Monks gain the first six bonus abilities immediately, and gain one more technique from among those available at their current level at levels three through fifteen. Note that this means that they will have to skip two of the listed abilities. Choose wisely! (10 CP).

● Axe-Hand Technique – SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. The user’s open-hand strikes do are equivalent to those of +2 Hand Axes (1d6+2, Crit 20/x3) for one minute per caster level. Note that, if they want, they can use various weird martial-arts weapons, but that’s only special effects. Still, if you really want to use wind fire wheels, three-sectional staves, flying guillotines, stools, hook swords, chakram, fans, whip-swords, monks spades, deer horn knives, and other items, go right ahead. Most of this stuff was from when actual weapons were banned, so various tools and non-weapon items were used in self-defense styles. It was making the best of a bad situation, not gaining amazing benefits from mysterious secret weapons.
● Cherry Blossom Storm – Ranged Strike: The user’s unarmed attacks gain a 20′ Range Increment, each user gets his or her own special effect – throwing needles, shuriken, feathers, flowers, leaf-blades, energy beams, shockwaves, etc.. SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 effective increment is only 10′ = 1400 GP.
● Golden Armor Technique – Mage Armor and Personal Force Shield: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only x2 Two Spells = 2800 GP, Specialized for Increased Effect / total bonus cannot exceed user’s (Monk Level -1). This will thus allow a total bonus of +16 at level 17.
● Ki Recirculation Technique – Immortal Vigor (Cantrip): SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 700 GP. Add (6 + Con Mod) HP.
● Lightning Nerve Cultivation – Personal Haste: SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Gradual Availability; +5/10/15/20/25/30 Move at levels 1+/3+/5+/7+/10+/15+, extra attack at level 7+ = 1400 GP.
● Cloak of Ki – Endure Elements, SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only x .2 1/Day = 280 GP. OK, this was never really a part of the class – but they do always seem to be running around in a robe regardless of the weather or terrain and I’ve got enough room for it left over.

Minimum Level Three:

● Blood Cleansing Technique – Relieve Poison: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. +4 on saves versus Disease, -2 on the damage resulting from a failed save.
● Body Purity Technique – Relieve Illness: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. +4 on saves versus Disease, -2 on the damage resulting from a failed save.
● Broken Crane Style – Feather Fall: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only x ,5 Only when within 10′ of a surface, conscious, and free to ack = 700 GP.plus Appearance Of Death (Cantrip): SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 700 GP. You give a very convincing impression of a corpse.
● Pole Training – Surefoot: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. The user gains a +10 competence bonus on Balance, Climb, Jump, and Tumble and retains his or her Dexterity bonus to AC when balancing or climbing for one minute per level of the caster. Basically, for practical purposes, a Monk with this technique is near-infallible at such tasks and can fight effectively in many silly situations.
● Universal Life Ki – Speak with Animals: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 represents a slow communion, often requiring several minutes = 1400 GP. Sadly, animals aren’t terribly bright – so what you get is up to the game master.

Minimum Level Seven:

● Light Foot: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. From the Speedsters spell list, +30 circumstance bonus ground movement speed and a +10 circumstance bonus on jump checks, and DR 10 versus Falling Damage only. This does mean you can get knocked around more easily though since you are effectively rather light.
● Martial Mastery: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. +4 Competence Bonus to BAB with Unarmed Strikes (Weapon Mastery, from The Practical Enchanter).
● Iron Hand Technique: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. The user’s open-hand base damage increases by +1d6.
● The Rejuvenating Manual: Lesser Vigor: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only x.1 (5/uses day) = 14000 GP. Gain Fast Healing I for 11 Rounds five times per day. This is not cumulative with itself however. This is better than the classic monk self-healing, but that was too feeble to be really useful anyway.
● Serpent’s Fang Technique: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 only with a successful unarmed strike, not a touch attack = 1400 GP. Add Chill Touch effects to your unarmed melee attacks.

Minimum Level Twelve
● Dim Mak – Delayed Damage: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. The user may delay the damage of his or her melee attacks for up to 72 hours, releasing it either at a specified time or on command if within 120′ feet. No more than (Cha Mod +1, 1 Minimum) such attacks may be held in abeyance at any one time. Note that, if you are sneaky or have Phantom Hand (Below), you can often set this up without being detected.
● Ki Drain – Ray of Enfeeblement, SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Must be used as part of an unarmed attack or touch attack instead. Your lastt strike each round causes a struck target without Spell Resistance to lose d6+1 strength for the next minute. This cannot reduce their strength below one.
● Ki Infusion (Element): SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. Add 1d6 elemental damage (type determined when the ability is taken, fixed thereafter, does not stack with itself) to targeted weapons base damage. This can be taken more than once, but only one version may be applied at a time. In a monk’s case, the targeted weapon is always their Axe-Hand technique.
● Phantom Hand: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. Your attacks are silent and unseen. Ranged attacks cannot be directly traced back to you, in melee the most that will be seen is a bit of a blur.
● Dragon Coiling – Serpents Strike: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP. Gain one additional attack at your full BAB which may be taken off-action.

  • Immunity/Dispelling and Antimagic (Uncommon, Minor, Great, Specialized and Corrupted/only protects innate enchantments above, 2 CP).

Every Level (12 CP + 2 CP / Restrictions):

  • +1d6 HD (2 CP). This is another boost. Mostly because at 1d4 hit points (and with a limited Con bonus if they were lucky enough to have one at all) way too many Monks died before getting to level three or so – which was a pity when being a Monk required Str 15, Wis 15, Dex 15, and Con 11, making them very rare to begin with. Alternatively, if you want to be a bit more like third edition, raise their saves to +1 2/3’rds per level.
  • +1/2 BAB, Corrupted / no iterative attacks (2 CP).
  • +1 to a Save (3 CP). Monks were given much better saves in third edition, but saved as Thieves in first – and had those leveling problems. A monks saves were pretty poor in first edition.
  • +1 SP in a particular Martial Art (1 CP). This is more or less from Oriental Adventures rather than first edition, but did make monks a lot more interesting, so I am throwing it in.
  • Bonus Abilities (6 CP).

Bonus Ability List:

L01) +6 CP towards (later) Innate Enchantments / first level bonus abilities.
L02) Windmill Kata: Defender, Specialized for Increased Effect and Corrupted for Reduced Cost / only versus ranged attacks, only works if the user is unarmored and unencumbered. +1/2/3/4/5/6/7/8 AC versus Missiles at levels 2+/5+/7+/10+/12+/15+/17+/20+. This replaces Missile Deflection to reduce the amount of dice rolling – and works better anyway.
L03) Clarity Of Mind: Spell/Power Resistance II, Specialized for Double Effect and Corrupted for Increased Effect (Also applies to “Detect Thoughts” and other items on the list that normally bypass Spell/Power resistance) / only versus Detect Thoughts, Telepathy, Beguilement, Charm, Hypnosis, Slow, Suggestion, Mind Blast, and Geas/Quest effects. I’m leaving Haste off the list; since it no longer causes aging so there’s no reason to resist it. This basically amounts to immunity versus such effects.
L04) Specialist with Evasive: This is basically Improved (Select one from among Disarm, Grapple, and Trip).
L05) Immunity to Disease (Uncommon, Minor, Major) – Reduces the Attribute Damage from a failed save by 4. This stacks with Blood Purity Technique.
L06) Fortune (Evasion). A monk takes no damage on a successful Reflex save for half damage.
L07) Lunge. A monk gains 5′ natural reach.
L08) Immunity/Needing to Breathe (Very Common, Major, Minor). Monks can hold their breaths for at least twenty minutes and possibly for up to thirty without ill effects (the actual world record is – much to my surprise – nearly 25 minutes).
L09) Specialist with Evasive: This is basically Improved (Select one from the remaining two from among Disarm, Grapple, and Trip).
L10) Fortune (Improved Evasion). A Monk takes half damage on a failed Reflex save and none on a success.
L11) Immunity to Poison (Common, Major, Minor) – Reduces the Attribute Damage from a failed save by 2. This stacks with Blood Cleansing Technique.
L12) +2 to Axe-Hand Damage.
L13) Occult Sense / Vegetative Empathy. The user may communicate with plants. Plants can generally tell you if creatures have passed through them. Rather self-contradictorily, the original “Speak with Plants” let you “cause thickets to part to allow easy passage, require vines to entangle pursuers, and similar things” – but specifically did not let you animate vegetation, despite that being what two of the examples of it’s use did (at a guess, it meant that you couldn’t make them uproot themselves and walk around). The modern version allows communication with plants (noted as being not too aware) and plant creatures, but remains fourth level despite the vast decrease in utility. So what can this do? How aware are normal plants? Given that this is a translation of the original rules, I cant tell you because those rules never really told me. See what your GM thinks. You can’t get much more first edition than that anyway.
L14) Specialist with Evasive: This is basically Improved (Select the remaining one from among Disarm, Grapple, and Trip).
L15) +2 to Axe-Hand Damage
L16) Reflex Training (Combat Reflexes variant).
L17) Upgrade Immunity to Poison
L18) +2 to Axe-Hand Damage
L19) Acrobatics
L20) +2 to Axe-Hand Damage

Honestly… I’m not sure on this one. A high-level Monk could be a devastating melee fighter in first edition – but high-level monks were basically nonexistent in first edition. And a couple of lucky hits can easily get a rather high level Monk killed, which is rather bad news for a melee character. And while this version avoids some of the Monks truly major first edition problems its hard to say how the remaining, rather drastic, restrictions on wealth and magic will affect them. If there isn’t a lot of magical stuff available, the Monk may well dominate the game – or at least the combat-based bits. If there is, or the game veers into territory where – say – a character pretty much HAS to be using several items just to survive the environment – then a Monk may find themselves at a massive disadvantage or even be forced to sit out such an adventure. Still, at least this version can “look cool!” and wield any impractical martial art weapon that they can dream up.

First Edition Style Bards:

Bards… are a bit problematic. The First Edition Bard was buried in an optional appendix in the back of the book because they really didn’t work very well. They were loosely based on (semi-) historical Celtic bards (who were associated with the druids and supposedly played magical music and were historians and loremasters) – although, to be fair, the information on Druids is pretty dubious itself – by way of fantasy fiction about wandering minstrels (who were mostly roguish adventurers in the stories instead of just being entertainers, loosely based on European troubadours who were roguish sleight-of-hand artists and stage magicians ) mixed with ideas about Skalds (poets with a mix of nordic warrior, courtier, and – in tales – the mystical power of runes / poetry from Odin). As might be imagined… the result was a bit unfocused.

Bards started as Fighters (albeit Fighters who needed a 15+ in Strength, Wisdom, Dexterity, and Charisma, 12+ in Intelligence, and 10+ in Constitution. This was RARE), and remained Fighters until level five to seven. Thereafter, they always fought as a fighter of that level. This did let them get a higher con bonus than a non-fighter though (should they have the incredible luck to have a high Constitution on top of their required characteristics). An effective BAB of +5 to+7 wasn’t BAD, but even magic-users would eventually equal it and others would exceed it fairly shortly. They also got to keep their saves – but that wasn’t much of a benefit, as those would soon be superseded. Of course, when they traded to Thief, they were limited to Thief weapons and armor.

They then became Thieves, until attaining level 6-8. This got them some thief skills, and some backstabbing, and access to another saving throw table – although only at high levels were they even a little bit better than what they already had. On the good side, since the party would be higher level, they would rocket through those early Thief levels and they would get another hit die or two once their Thief level exceeded their Fighter level.

Then they became Bards – and could get another ten six-sided hit dice (maybe; the standard multi-class rules would only let them get more hit dice once they were past their highest Thief level – but then why have a chart which would never apply? Similarly, they were now apparently restricted to Bard weapons and armor), potentially making them tougher than pretty much any other character. Now they got access to the Cleric / Druid saving throw table – which was instantly better versus Death and would soon be better than their fighter and thief saves, eliminating any benefit there. They got access to Druid spells through level five (up to a maximum casting level of 12 – although they did get bumped to caster level 13 at level 23 (and 3,000,001+ Experience as a Bard). They could use Druid scrolls, learned extra languages (although Comprehend Languages was a first level spell), had a chance to charm others with their music (50% at level eleven, with saves and resistance applying), and a chance at knowing things about legendary stuff and some magic items. Given a few rounds they could raise Morale by 10% (mostly affecting NPC troops, who – by the time anyone had actual Bard levels – were almost totally irrelevant), inspire a +1 bonus on Attacks, and block song-based attacks. Again, since the party would likely be level nine to ten by the time the Bard actually started getting Bard levels, they would rocket through the first eight to ten levels as a Bard.

On the other hand, they commonly couldn’t work together, couldn’t be henchmen, couldn’t have henchmen until rather high levels, couldn’t settle down and build a stronghold until level 23 (the maximum they could obtain) and they never got followers. And while Legendary Knowledge was nice… a first level Magic User could identify items, Legend Lore the Spell would probably be online before you could actually take levels as a Bard, and even at best… if a piece of information was vital, the game master would find a way to provide it anyway. After all… if you had to know the legendary beasts weakness to defeat it, that would leave the difference between an easy victory and a total party kill riding on a single die roll. Nobody wanted that.

There was a reason why they were soon revised, then a rewrite appeared in Dragon Magazine, then they were revised again, then more revisions from various sources got in on the act, then second edition completely revised them again… Given current leveling conventions the original version will would not work anyway – you’d be level fifteen or sixteen before taking your first bard level – so this is going to require a complete rebuild along the lines of the Dragon Magazine version.

Moreover, it seems like there really should be a distinction between the celtic-style Bard – a sacred keeper of history, tales, genealogy, composer of music and epics, general cultural touchstone, member of a quasi-druidic order, and advisor / recorder to the nobility, the wandering Minstrel – a roguish sleight-of-hand artist, tavern musician, and social specialist found in carnivals, taverns, and anywhere someone with money wanted music, and Skalds – Poets, Prophets, Lorekeepers and – at least in some versions – associates of death and masters of Runic Magic.

For the basics… becoming a Bard in first edition required a lot of work, lots of experience, luck, exotic training, and rare talent; I’m going to assume that this sucks up their first level bonus feat.

First Level Bonus Abilities (12 Base + 9 CP Bonus Feat) = 21 CP.

  • Proficiency with Light Armor, Specialized / Leather and Magical Chainmail Shirts only (1 CP)
  • Proficiency with all Simple and Martial Weapons, Specialized / Club, Dagger, Dart, Javelin, Sling, Scimitar, Spear, Staff, Sword (Bastard, Broad, Long, Short) only (4 CP).
  • Mystic Artist (Music, 6 CP): This is more powerful and versatile than the Bards original musical talents, but without access to the array of techniques to boost their skill levels beyond reason and to the various enhancement feats it shouldn’t be too big a problem.
  • Type Benefits:
    • Expertise (6 CP):
      • Bards are good with several types of instruments, singing, poetry, and composition, are knowledgeable about history, nature, religion, law, and the nobility, are skilled in linguistics (knowing one extra language per level), crafting instruments, teaching, diplomacy, offering wise advice, and gathering information. They are at home in courts, among the nobility, and among the druids who trained them.
      • Minstrels are good with several types of instruments, singing, and oratory (mostly comedy, insults, and storytelling), know many tales and legends as well as popular and classical tales and songs, are good at diplomacy, bluff, sleight of hand, search, disable device, disguise escape artist, tumble, gather information, listen, hide, open locks, and move silently. They are at home among criminals and carnies – and sometimes function as Jesters whem among the nobility. This large list of handy skills does, however, come with a caveat; it is Corrupted for Increased Effect (lots of useful defined skills) / Minstrels are invariably seen as somewhat suspicious and unreliable characters.
      • Skalds are – of course – good with some instruments, chanting, oratory, poetry, flything (insult-battles), telling tales of the gods, and reciting the great sagas. They too are keepers of history, speakers of the law, and knowledgeable about the nobility/genealogy and arcana. They are knowledgeable about runes and – courtesy of their more violent take on the gods – get a free martial art and occasional prophecies gained by casting the runes. They have knowledge of many ancient and supernatural tongues (Linguistics) and are known to see more deeply than most (Perception).
    • Special Powers (3 CP):
      • Bard: Major Privilege / Sacrosanct. Bards are considered sacred and protected; unless they attack first they will normally not be harmed, they need not worry about taxes or conscription, may say whatever they feel they must without fear of retribution, they may enter and leave places freely, and they will be supported in a comfortable lifestyle. Sadly, this is Specialized / only applies among socialized humans and demihumans, does not apply to epic villains and monsters.
      • Minstrel: The Devil’s Luck. Troubadours may either “Take 20″ in advance or reroll a failed die roll once per day, although this is Specialized for half cost /
      • Skalds: Minor Favors (Nature Spirits OR a set of political figures). Skalds can request a minor favor once per game session – perhaps asking for a concealing mist, or the delivery of a message, or a convenient distraction. (Alternately, darker Skalds sometimes get Shapeshift / Specialized in a single alternate form – obtaining the ability to turn themselves into a wolf, or perhaps a falcon, or even a dolphin, every so often).
    • Bonus Language (1 CP):
      • Bard: Sylvan
      • Minstrel: Thieves Cant
      • Skald: Runes (Including their use in divination by tossing random runestones in search of omens).

Every Level (12 CP):

  • D8 Hit Dice (4 CP). The actual Bard chart only gave them d6’s, but they got a bunch of levels as a fighter before that – so d8’s seem appropriate.
  • +1/2 BAB, Corrupted / no iterative attacks (2 CP).
  • +1 to a Save (3 CP).
  • Bardic Magic. (3 CP).
    • Bards get Druid-style spellcasting, complete with it’s various major limitations. Technically this leaves them with 1/3’rd of a CP left over each level. While Eclipse usually rounds this sort of thing off, the GM may wish to allow them to pick up 1 CP to spend on Specific Knowleges at every third level. That’s not a big benefit, but it is flavorful.
    • Minstrels get standard Bard Spellcasting, albeit with the basic first edition limitations – casting times, preparation times, vulnerability to disruption, etc. Technically they also have 1/3’rd point left over per level, and may be allowed to spend it on Contacts or Favors.
    • Skalds get 3 CP to spend on Runebearer Magic per level. This normally starts off with the basic Shaping (offering access to a few Cantrips and first level effects) and Innate Enchantment options at level one thanks to the six bonus CP provided by the packages limitations, and expands to the full package for one rune at level four. Thereafter the Skald may select any one of Runic Mastery, Empowerment, or Infusion, or the use of Charms and Talismans,(Inscribed Runes) at levels 6, 8, 10, 12, 14, 16, 18, and 20.

Bards, Minstrels, and Skalds are competent, all-around, adventurers – with access to reasonably powerful magic, decent fighting ability, a fair number of hit points, and adequate saves. Their real problem is that the more specialized classes tend to overshadow them – admittedly, usually in only one or two of those fields, but they don’t really dominate in much of anything except music. Still, if a group is short of players to cover all the roles, or needs a backup character who can cover for anyone in a pinch – or if the the GM is running a change-of-pace band-of-musicians-against-whatever campaign – there are much worse choices.

Eclipse d20 and the First Edition Classes – Magic-Users, Illusionists, Thieves, and Assassins. The Schools Of Magic

The Magic-User and Illusionist:

In first edition Magic-Users were a party luxury. They were frail, and rather ineffectual until they had some levels and decent items. Most parties didn’t start off with a Magic-User. They waited until they were hitting level five or six, and had accumulated some scrolls and an item or two that were only usable by Magic-Users – if they were lucky, perhaps even a minor Wand – and when a character died or retired, or a new player joined the game, they made a Magic-User. The rest of the party promptly handed their new mage the relevant magical supplies, put him or her in a carefully-protected position in the back of the party, and told them to play it safe for a few sessions. Thanks to the doubling XP tables, the new character could be expected to gain a level per session for a bit and to wind up a level behind – which would not matter a bit, because characters died or left a lot. It probably wouldn’t be too long before the Magic-User was one of the senior members of the current party.

And the Party now had someone who could throw Rope Trick to let them take a break more safely, someone who could levitate them out when they were trapped in a pit, or send an urgent message faster than any horse could gallop or messenger-bird could fly, who could weave an illusion to help them escape some monster too powerful to fight, who could Passwall their way into near-impenetrable vaults, or turn the party Thief invisible to backstab that boss monster, or even Teleport them out of some dreadful situation. Sure, a Magic-User was occasionally useful in combat – when you could protect him or her long enough to cast some major spell – but the real value of the class lay in the utility effects used out of combat.

And in Magic Missiles of course. Better than an Archer for at least a couple of shots a day. That wasn’t really the biggest selling point, but it was useful sometimes.

Magic-Users were wizards, and shamans, and warlocks – an archetype so old and well established that we mostly need only note that the whole “Vancian” system – and the prepare-and-fire one-shot spell system – was based on the idea that 1) Magic was hard, and 2) When you were up against a major monster, most classical magic – subtle sympathetic effects, peering into crystal balls and scrying mirrors, carving runes into a sword to empower it, weaving suggestions with your voice, curses that took days or weeks to take effect, summons that might require days to set up – was kind of useless. An adventurer’s magic needed to be reasonably powerful and fast, not something that was subtle and slow. So the idea went from “a trickle of power you could use for many small effects or for more powerful (if very lengthy) rituals” (for that I put Witchcraft into Eclipse) to taking that trickle of power and storing it up in triggered (“memorized” then, now known as “prepared”) effects until you had a limited number of fairly powerful effects (chosen from a tolerably wide selection) ready to go. And those effects could easily be ranked, and their number limited – just about perfect for a game set up with character advancement.

The alternative – narrowing things down until you got a modest number of midrange effects that you could use all you wanted – didn’t appear until later edition character escalation made concepts like “Warlocks” viable. They didn’t work well in first edition because making anything of noticeable power “unlimited use” tended to overshadow the other characters in roughly the same way that even a minor superhero overshadows a policeman. Still, a first edition variation on the “Trickster Magi” or “Psychic” with a few very minor but unlimited-use powers might work.

So lets build first edition style Magic-User spellcasting.

Magic User Spellcasting Specialized and Corrupted for Reduced Cost (5 CP/Level)

  • Can only learn (Int-2) spells of each level. When they find a new spell formula adding it to their books requires rolling under (Int) on a d20 with a “20″ always failing. Failure means that that spell can never be acquired. (Originally you could get another chance if your permanent intelligence increased, but originally that almost never happened – while third edition and up made attribute enhancement fairly routine. Ergo, this option no longer really works).
  • Spells must be recorded in (expensive!) spell books, which must be consulted to prepare spells. Making backups is HIGHLY recommended.
  • Spell Research requires that the researcher be able to learn another spell of the of the appropriate level but you could research versions of spells you couldn’t normally learn as well as purely original spells. Luckily, any spell you successfully researched you automatically understood.
  • Only a few specific spells (Power Words) may be cast while wearing armor or using a shield or otherwise constrained.
  • Spells are easily spoiled and lost; taking any damage at all during the casting automatically ruins a spell, as will things like having a bucket of water dumped on you or being shoved. Characters lose their Dex Mod to AC while spellcasting since they cannot move and cast. .
  • Preparing a spell requires fifteen minutes per level of the spell for each spell. No more than eight hours may be spent preparing spells in any one day, the preparer must be well-rested, and in a calm, secure, location to prepare a spell. This was why it was important to remember that the “Spells Usable” table was basically “how many can you take on your adventure?” – a supply that would dwindle day by day with only a limited chance to refill them. It definitely was not “Spells per day!” as it currently is.
  • Spells require a casting time of one enemy action level of the spell or taking effect at the start of the caster’s next action, whichever is less. Any interruption during the casting automatically ruins the spell.
  • Spells have specific components which must be fulfilled to cast the spell. In general, those follow the “Laws Of Magic” – Sympathy, Contagion, and Similarity. Thus you could sprinkle a cup of water on the ground and – with sympathetic magic – make it rain. A part of a whole was linked to it by Contagion, so with magic you could use someone’s hair in a voodoo doll to harm or control them. Guano could be used to make explosives, so with a speck of guano (and perhaps other relevant substances) and the magic of Similarity you could produce an outsized explosion. In first edition those symbolic components really meant something since it was symbolism that gave form and expression to raw magical power.
  • Magic Users do not gain bonus spells for having a high intelligence. They get their bonus in the form of being able to understand more spells.

First Level Bonus Abilities (15 CP – 3 CP Disadvantage):

  • Fast Learner, Specialized for Half Cost / only to acquire spell formula (3 CP). Mages start with three spells (normally determined randomly – one defensive, one offensive, and one utility) and gain one more per level gained. Anything more must be found or researched. (Note that “Find Familiar” was a spell. Some magic-users never did learn it. If you want one… take Companion as part of a Bonus Feat).
  • Create Artifact, Specialized and Corrupted / only becomes available for potions and scrolls at level seven, and for anything else at level eleven, cannot be used to make clerical items. As usual with Create Artifact, even something as simple as a potion or scroll will require exotic ingredients, strange rites, and time. It should be noted that (Per the DMG) the stress of any compulsion, enslavement, or similar effect will prevent a spellcaster from creating any useful item – although creating (unintentionally) cursed items might be possible. (2 CP).
  • Occult Sense: Magic. Specialized for Reduced Cost / this can be used to decipher scrolls, examine the magics of an area or structure, and get an idea of what a magical item does, but this requires time, relevant Expertise, and occasionally even minor rituals. (OK. I’m basically skipping past Read Magic and Identify. First edition magic users could use a little boost) (3 CP).
  • Proficiency with Simple Weapons, Specialized / limited to Dagger, Dart, and Staff (1 CP).
  • “Expertise” – a version of Lore that represents training in a profession. In the case of a Magic-User this covers some knowledge of chemistry/alchemy, knowing about various magical creatures and items, minor bits of ritual magic that had little or no game impact, literacy in various mystical languages, spell research, identifying spells that are being cast, laboratory crafts (blowing glass, mixing up various alloys and inks), how to craft spellbooks, knowledge of mystical runes and symbols, and so on (6 CP).
  • Common Disadvantage: Aged. Magic-Users have to study a LOT and serve long apprenticeships. They normally started off in late adulthood or early middle-age (-3 CP). Characters with abnormal levels of natural talent may select a different disadvantage; consult the GM.

Every Level (12 CP)

  • d4 Hit Die (Free): Since there’s no limit on the bonus they can get from constitution – and they get hit dice and that possible bonus past level eleven instead of +1 HP – this is already considerably superior to what they originally got.
  • +1 Level of Magic-User Spellcasting (5 CP).
  • +1 to a Save (3 CP). This is better than they originally got, but saves are more common these days – and the original values would soon prove fatal.
  • +1/3 to BAB, Corrupted / no iterative attacks (1 CP). Yes, over 20 levels they went from needing a 20 to hit AC 20 to needing a 13.
  • Bonus Ability (3 CP)

Bonus abilities per level:
01) Empowerment, Specialized in Wands and Staves for Reduced Cost.
02) Upgrade Empowerment to Unlimited Use.
03) Rite of Chi, Specialized for Reduced Cost and Corrupted for Increased Effect (restores charges) / only to restore charges to Wands and Staves, maximum of 1d6 charges per day per wand or stave, user must be able to cast at least one of the spells the wand or stave is capable of (Although, later on, this can be one of the additional spells that a wand is capable of in their hands). This will never “overcharge” a wand or stave.
04) +2 Bonus Uses on Rite of Chi, Specialized and Corrupted for Reduced Cost / requires one hour per use, only to restore charges to Wands and Staves, maximum of 1d6 charges per day per wand or stave, user must be able to cast at least one of the spells that the wand or stave is capable of. Plus Shaping, Specialized and Corrupted / requires the use of a magical wand or stave, only to produce effects relevant to the spell the wand or stave is charged with although this does not expend charges. For example, a Wand of Burning Hands could be used to light a pipe or campfire, warm your hands or a cup of tea, or shed light equal to that of a candle pretty much as desired. ,
05) Inherent Spell (Any First Level Magic-User Spell, Specialized for Reduced Cost and Corrupted for Increased Effect (can be powered by a relevant wand charge rather than by the user’s personal magic and is treated as a part of triggering the wand) / can only be powered by wand charges, can only produce effects closely related to the a spell in the wand or staff being used, requires two charges if the effect produced is above the level of the highest level one-charge cost spell imbued in the Wand or Stave (for example, employing a cantrip wand to create a first level effect), cannot produce effects of more than one level above the effect base effect, only produces one specific alternative effect for any given wand which is set by the GM. (For example, a wand of Floating Disc might also, in a Wizards hands, be capable of casting Unseen Servant). In effect, any usable wand the user picks up gains a secondary, first-level, function in a Wizard’s hands.
06) Advanced Inherent Spell (Any second level Magic-User spell), Specialized and Corrupted as above.
07) Advanced Inherent Spell II (Any third Level Magic-User spell), Specialized andr Corrupted as above.
08) Advanced Inherent Spell III (Any fourth level Magic User spell), Specialized and Corrupted as above.
09) Saved towards L10 ability. However, as a part of “Name Level” a Wizard can attract apprentices (who can assist with mystical tasks) and various magical spirits or eldritch minions. They rarely get too many troops, but might well command the services of a golem (or some similar construct) or two.
10) Advanced Inherent Spell IV (Any fifth level Magic User spell), Specialized and Corrupted as above.
11) Privilege. Just in case you hadn’t gotten a good wand YET, you get one (see the list of GOOD wands below) now. If you have one already, lucky you! You have two – which doesn’t actually make that much difference. It’s like having a pistol. Having a second was only really important in certain circumstances.
12) Deep Sleep, Specialized / only as a prerequisite.
13) Divination (Cosmic Awareness as Astrology, Reading Entrails, whatever, Specialized for Half Cost / no conscious control. Powerful Magic User’s will occasionally suddenly become aware of GM plot hooks – upcoming mystical conjunctions, demonic invasions, etc – somehow, and can thus provide some exposition for the game master.
14) Contacts (3 CP Worth). As an established major wizard will definitely know people.
15) Specialist: Choose a theme, or something you are known for. Get a bonus spell slot of each level 1-3 that can only be used for preparing spells within that theme. The old table offered more spells at high levels since – as noted earlier – they were the maximum number of spells you could prepare, not a daily allotment. Secondarily, by the time
16) Improved Specialist. Your bonus spell slots now include levels 4-6.
17) Upgrade to Major Privilege. Just in case you hadn’t gotten a good staff YET, you get one (see the list of GOOD wands below) now. If you have one already, lucky you! You have two – which doesn’t actually make that much difference. It’s like having a military rifle. Having a second is only really important in certain circumstances.
18) Contacts (+3 CP Worth). As an established Archmage you will definitely know some IMPORTANT people.
19) +3 CP towards Superior Specialist.
20) Superior Specialist. Your bonus spell slots now extend through level nine.

Now a fair number of first edition wands could be used by anyone – but they tended to be things like “Wand of Metal and Mineral Detection” or (spend a charge to locate nearby valuables, AKA: Party don’t need no Thief!), Wand of Illumination (Light and some area damage to undead, AKA “Party don’t need no Cleric!”), the Wand of Secret Door and Trap Detection (AKA; Party don’t need no demihumans!), the Wand of Magic Missiles (required an attack check if you weren’t a magic user, could fire twice a round at a cost of two charges, doing 1d4+1 each time. Useful if the party had no magic weapons maybe? Even for a Magic-User this was weak, and for anyone else… a bow was better, although that changes a bit now that Bows, Daggers, and Darts don’t get a higher fire rate ), and the Wand of Wonder (useful if you had nothing sensible to do and were screwed if you did nothing). All the really GOOD wands – Conjuration, Fire, Frost, Illusion, Lightning, Paralyzation, Polymorphing – and Staves (Magi and Power, with Command coming in a rather distant third) – were for Magic-Users. Their three basic roles were 1) Provide occasional utility effects out of combat, 2) Throw the occasional minor spell (mostly Sleep or Magic Missiles) and use Wands and Staves (if they were lucky enough to have one) in combat, and 3) throw the occasional big (area of effect or anti-boss) combat spell IF the rest of the party could coordinate their defenses well enough to keep the enemy off them while they did it.

This setup lets a Magic-User use the third-edition treasure tables, and it’s single-spell, limited-use, wands and limited-use staves as if they were first edition wands and staves simply because we want first edition style – but with as little rewriting as possible. Rewriting the entire Dungeon Master’s Guide and all the Treasure Tables and Monster Manual would miss the point.

So what about Illusionists?

Illusionists were a viable class in first edition partially because stealth, trickery, and creativity were strongly rewarded. You got a little XP for killing things, but quite a lot for looting – and so avoiding, diverting, or concealing yourself from , the monsters or people you were looting was an excellent strategy. Even more importantly, if someone believed an illusion it could make them think they were hurt and knock them out while even creatures that were mostly immune to magic could be tricked. Illusions were versatile and powerful, and so a class based almost totally around Illusions was quite viable. Most of the other forms of magic were not up to the task of supporting a specialist though; a spellcasting class needed offensive, defensive, and utility options. Thus, in later editions, Illusionists are simply Magic-Users with a lot of Illusion spells in their spell books and a few bonus spells just for illusions. Illusions were no longer sufficient to support an effective class on their own. Thus this version of the Magic-User lets you become an Illusionist, or Fire Mage, or Enchantress by picking a theme at level fifteen. If you want to run an old-style Illusionist in a standard d20 game, there’s an article on how to get those effects over HERE.

As for the other fields… Most of them had a few things you REALLY wanted – but not enough of what you needed to support a pure specialist. To look at them…

  • Abjuration. Protection from Good/Evil (and/or the 10′ radius version), Dispel Magic, Protection from Normal Missiles, and Antimagic Sphere. Don’t try to use the more potent forms of Conjuration without Abjuration! Not really a good field for a specialist though; defenses helped you survive, but didn’t do that much for helping the party win.
  • Alteration – contained some offense and defense and had all kinds of utility stuff – Burning Hands, Shocking Grasp, Fly, Haste, Infravision, Slow, Dimension Door, Polymorph… Alteration would be a viable speciality – but in first edition Alteration was notably lacking in the field artillery spells of Evocation and the vital bits of Abjuration. Moreover, you could be a “specialist” by simply focusing on putting Alteration spells in your spellbook while keeping things open for other vital spells.
  • Conjuration has drastically increased in power through the editions. In first edition it was unreliable. With Monster Summoning you didn’t get to pick from a list; the GM rolled randomly. Conjured elementals (a separate spell) required a convenient supply of the relevant element and concentrating on the thing to keep it under control – with a small chance of it turning on you regardless (getting killed by your own elemental was both embarrassing and all too common). Bound demons tended to vow revenge. Conjuration was a perilous branch of magic. Still, it was where Enchant an Object was to be found, and serious wizards needed that spell if they could possibly get it. It was fundamental to all permanent magic items and without it you could never make a non-charged or daily-charges item.
  • Divination contained a fair number of useful low-level spells, but Legend Lore – at L6 – was about the pinnacle of Magic-User divination with Find the Path (also level six) in the same position for Clerics. There was just no point in a PC divination specialist. You just had the Cleric get those spells when you needed them if the Magic-User didn’t happen to have them.
  • Enchantment/Charm was very useful – Charm Person could last for weeks! – but the world was full of things that it didn’t really work on. A specialist in this field would have been very powerful – except for all the times they’d be completely ineffectual. That’s the classic problem with the Sleep spell; a low level magic user with Sleep could pretty much veto a lot of encounters. But when it didn’t work… it failed utterly. And if something was immune to Enchantment/Charm you were entirely out of luck.
  • Evocation was a mages bread and butter – but with no level-based damage cap and fixed saving throws you only needed one or two evocation spells of each level to pretty much have all the Evocation that you would ever need. With the difficulties in casting, that Fireball might be decisive – but the rest of the party had to keep the enemy off the magic-user while he cast it, so powerful evocations didn’t see a lot of use. Magic Missile remained a go-to spell through most mage’s careers, but Fireball, Lightning Bolt, various Walls, and Cone of Cold could take a mage a long way. If you wanted to “specialize” in Evocation… you just kept a lot of such spells prepared.
  • Necromancy covered Life and Death – including Healing, although only Clerics got healing spells. It had Death Magic too – but most of that allowed saves, and the fixed saving throws meant that this schools Save-or-Die and Save-or-Suck effects became less and less useful as levels went up and the monsters grew more powerful because most monsters saved like Fighters. That meant that the only reliable way to stop monsters and fighters was to grind through their hit points – a Fighters job. It was also what made a Thief who could sneak in and pull off a big-damage backstab so valuable. Hit points were a lot lower back then.

The Thief and Assassin

It started with Sword and Sorcery. Warriors and Magic-Users. Clerics got their start as a kind of hybrid – holy warriors and specialized mages. Thieves… Thieves were a bit of an afterthought. Sure, there was Bilbo – but he was never really a Thief. But Ali Baba and The Thief of Bagdad showed that there was a place for otherwise mundane characters who were skillful and sneaky instead of being mighty warriors. A Thief could pick pockets, open locks, find and remove traps, sneak, climb, eavesdrop, and – oddly enough – read obscure languages. The thing was though… anyone could try to do those things. A Thief was BETTER at it, by virtue of a bodged-together skill system which had been awkwardly crammed into the rules just for them, but plenty of parties did just fine without a Thief. They weren’t that great at outright combat either. They only got d6 hit dice, attacked like clerics, and could only wear light armor. They did get a halfway decent range of weapons (but no bows, and hence no really long-range option), spoke “thieves cant” (which at least sort of existed, if in many local varieties), and could use Scrolls (very badly) at high levels, for which we can probably thank the Grey Mouser. They were, however, pretty good at backstabbing people, getting a +4 to such attacks and multiplying their damage. Of course, that required keeping track of facing, which is no longer a standard part of the game – although a lot of people do it anyway, since it’s kind of hard to envision the setting without it.

First edition thieves are a problem because “having a skill system – no matter how bodged-together – is no longer a major advantage (the only other actual skill system in the game was for Tracking, and that was really only for Rangers). Even then… actual first edition GAMES tended to just assume some level of professional competence, which is what “Expertise” is all about. Even if most of their skills are more applicable to “adventures” than, say, a Cleric’s, usually are they’re going to need some significant skill boosters to keep their position as the party skill experts. Ergo… they’re going to be REALLY good at skills. I could also presume some stolen bits of magic – and well may, since there are a LOT of excess points left over – but most of them should probably go towards skill enhancements.

  • Restriction: Thieves may never use armor beyond leather, may never wield two-handed or overly bulky weapons, and will never willingly carry a medium or heavy load, since their entire lifestyle revolves around freedom to move and evade. Socially, they are virtually never truly trusted and always give off an “impression” of some sort – whether it is “slimy con artist”, “crooked politician”, “menacing thug”, ”lying snake”, “little sneak”, or “cornered rat”.

First Level Bonus Abilities:

  • Expertise (Rogue): This is the big ability for a thief – covering sleight of hand, disable device, search, hide, move silently, climb, listen, and linguistics (6CP). It also covers knowing the local fences, how to eat cheap, finding hideouts, running begging scams, looking harmless and innocent, and knowing enough about the legal system to try and make excuses for yourself – and when you might as well fight to the death to avoid capture, since capture would result in a fate worse than death.
  • Proficiency with Light Armor, Specialized in Leather Armor Only (1 CP).
  • Proficiency with all Simple and Martial Weapons, Specialized and Corrupted / Club, Dagger, Dart, Sling, Short, Broad, and Long Swords only (3 CP).
  • +1 to Speak Language / Linguistics: Thieves Cant (1 CP).
  • Thieves of level 10+ could use Cleric and Magic-User Scrolls – with an initial 75% chance of casting SOMETHING and – if you got it to go off – a substantial chance (5 to 70% depending on the spell level) of a “reverse or harmful effect”. I’m going to throw in a more effective bit of “stolen magic” because this was, quite honestly, almost never worth trying. By the time the option was available there was almost always someone in the party who could use such things properly. Call it Device Use (Scrolls), Double Specialized – Not usable until L10, then roll your 75% chance of successly getting the scroll to do SOMETHING, then roll to see if it backfires somehow (1 CP).

Every Level (12 CP + 1 CP Restriction)

  • d6 Hit Die (2 CP).
  • +1/2 BAB, Corrupted / no iterative attacks (2 CP).
  • +1 to a Save (3 CP).
  • Bonus Ability (6 CP)

Bonus Abilities Per Level:
L01) Luck, Specialized in Skills: Thieves get to roll twice whenever attempting to use a skill, keeping the best result. On the average this is equivalent to a +5 bonus.
L02) Doubled Damage, Specialized and Corrupted for Increased Effect (x4) / only when striking from behind, either with surprise or against an unsuspecting target. This is one of the Thief’s big things; at lower levels that’s a lot of damage – potentially enough to take out or seriously weaken an enemy leader. When you pulled off that big risk of sneaking into the enemies back ranks this was your reward.
L03) Expertise: (Social): Gather information, Disguise, Diplomacy, and so on. Thieves NEED people to interact with. And if they weren’t good at it… their life expectancies would be pretty short.
L04) Poison Use, Specialized (Does not include making poisons), Specialist (Backstabbing), +4 to Attacks when Backstabbing with Surprise.
L05) Cloaking: These days divination is a lot more common – so a thief pretty much HAS to be resistant to it.
L06) Acrobatics: The ability to combine multiple skill rolls – whether to get through a complex set of maneuvers or to disarm a series of traps – makes success far more likely.
L07) 1d6 (4) Mana with Reality Editing, Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only for Reality Editing, only to allow ”Skill Tricks” (Minor edits, such as using a skill very quickly, or pick-pocketing someone without ever apparently getting closer than five or six feet away, and so on, only to recharge the skill editing pool, recharging only occurs when there is a break in the action.
L08) Fire From The Gods: Witchcraft I. Stealing magic is a bit of a classic trope. Sneaking a look in the archmage’s tomes, swiping a draught of the potion that was supposed to make the user ascend to godhood, stumbling into a ritual that binds a spirit to you, impersonating priests to steal a bit of power from the gods themselves, grabbing some ancient talisman and being affected by it. At this point this is basically just potential; learning how to use it will take a little longer. One Pact is possible if the game master approves both of the pact and what the points are spent on.
L09) Access to Occult Skill: Gadgetry (Dex Based). This effectively gives the user access to the Gadgetry skill at a total of +(Dex Mod). That isn’t going to be a lot, but access to a couple of ninja-style or spy gadgets can be helpful.
L10) Sneak Attack +2d6. Note that this does work with Doubled Damage, so when that applies this damage is also multiplied. If a high-level Thief can get a backstab in it will do quite a lot of damage. That’s why the risky tactic of sneaking into the back of the enemy line is the province of the Thief.
L11) Contacts (6 CP Value). By this time a master thief had BETTER know some people – fences, suppliers, etc. After all, once they build their stronghold, they’re basically the Master of a Thieves Guild.
L12) Fire From The Gods: Witchcraft II: With the addition of three Basic Witch Abilities, a Thief now actually has some powers – versatile, if rather minor ones. A second Pact is now possible, although it (and what the points are spent on) is once again subject to GM approval. Of course, the most prominent use of Basic Witchcraft is boosting skills – so now that the effective +5 from Luck is being overshadowed by raw bonuses, here’s a way for the Thief to be supernaturally skilled and tricky.
L13) The Artificer: +6 to Occult Skill / Gadgetry. With an effective skill of (6 + Dex Mod) a Thief is now capable of carrying along a pocketful of minor devices. There were nods to this idea in first edition – assorted strange gadgets and lists of items that provided various bonuses – but those did tend to be scattered over a lot of sourcebooks. It’s a lot simpler to just let higher-level Thieves come up with their own stuff.
L14) Favors (6 CP Worth): Honestly, a lot of characters should have some favors – likely from “bonus feats” – by this level, but Thieves are closely tied to society. After all… without places to sell loot, to buy thieves tools, to provide guarded vaults to stealthily plunder and crowds to pickpocket, being a “Thief” doesn’t mean much.
L15) Contacts (6 CP Worth): At this point a Thief is likely to know a master poisoner, a powerful mage, a dark cleric of some appropriate god, a prince who owes him for helping him seize the throne, or any of a wide assortment of others. A Thief, after all, is a person who gets things done under the table.
L16) Fire From The Gods: 1d6 Mana as +3d6 Power
L17) Spy Gadgets: +6 to Occult Skill/Gadgetry. At (12 + Dex Mod) a Thief can have a pocket full of nifty tricks.
L18) Fire From The Gods: 1d6 Mana as +3d6 Power
L19). Department Q: +6 to Occult Skill / Gadgetry. With Gadgetry at (18 + Dex Mod) a Thief can now function as a full-blown super-spy.
L20) Fire From The Gods: Witchcraft III: With four more Basic Witchcraft Abilities – and the possibility of another Pact (albeit with similar limitations) a Thief now commands versatile, if very minor, magics. Of course, when the Mages and Priests have access to ninth level spells this is less impressive – but subtle and versatile fits a thief SO much better.

Assassins were basically improved thieves, with the ability to use poison, to disguise themselves, to use any kind of shield or weapon – and a chance to instantly kill anyone they attacked by surprise using the mechanics for any character attacking a helpless opponent – in the current parlance, a version of Coup De Grace. On the other hand… they were always evil, had the same problem as Druids in achieving levels fourteen or fifteen (their maximum) except that their duels were to the death. They also couldn’t hire people until they were fairly high level – and didn’t get followers until they were risking their lives trying to gain and hold their levels. Thus I’ve rolled the “Assassin” into the Thief, with some Sneak Attack (quite a bit, since the multiplied backstab damage applies to it as well) in lieu of “Assassination”. A relatively easy instant-kill attack fit into first edition very well (characters died a lot anyway) but is harder to justify these days.

Eclipse d20 and the First Edition Classes- Fighters, Paladins, Rangers and Random Happenings.

And to continue…

The Fighter:

First Edition Fighters got an extra attack at higher level – and got one attack PER LEVEL per round against creatures with less than one eight-sided hit die! Thus a fourth level fighter in battle with a swarm of Goblins (1d6 HP) could attack four times per round. Admittedly that was mostly useful at low levels when Goblins and such were likely opponents or when a boss had a swarm of minor minions – but it was a pretty big boost then. It could also be important if you were fighting an army later. Cheap troops – including human men at arms – fell into this category. More importantly for their later careers… they were tougher than anyone else because they not only had bigger hit dice but could get constitution bonuses above +2, they could get exceptional strength, they got the best weapons and armor, and their saving throws started a bit worse than a cleric’s but soon got better than any other classes overall. First edition was largely a survival game – and only a Cleric came close to a Fighters survivability. At the base… I saw several all-fighter parties do just fine. The all-Magic User party died FAST. And the players never tried THAT again.

Fighters were also pretty commonly assumed to have notable backgrounds. A Magic-User had presumably spent his or her youth studying magical stuff, Clerics had presumably spent their youths learned theology, and religious rituals, and so on. A Fighter? If they’d learned to fight aboard a pirate ship they could be presumed to be a sailor, and could tie knots, navigate, and trim sail. If they’d been a smith’s apprentice, they knew about metalworking, basic alloys, shoeing horses, and so on. That wasn’t a big special power. It mostly just made them easier to tell apart, and wasn’t really “official” – but honestly, Fighters didn’t need any major special powers.

First Level Bonus Abilities (12 CP + First Level Feat = 21 CP):

  • Innate Enchantment (6 CP / 5500 GP Maximum Effective Value).
    • Master’s Touch (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP). A fighter could be proficient with any weapon or piece of armor they touched, including alien technologies, Iron Man’s power armor, siege engines or artillery, and so on, as long as they had a weapon proficiency to spend available – and a lot of games didn’t even track those. So unless the GM ruled otherwise, they could use it. So yeah; it’s a magical gift.
    • Personal Haste, Specialized and Corrupted for Increased Effect (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.6 (Maximum of +1/+2/+3 attacks at levels 2/3/4+ = 1200 GP) / +3 Attacks at Full BAB) / only for extra attacks, only against creatures with Challenge Ratings of less than one). This has a far lower (four attack) peak than the 20+ attacks a very high level fighter could get against such targets in first edition – but it covers the first few levels when it’s really important. Levels are a lot easier to get these days in any case.
    • Personal Haste, (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.4 (Only to add +1 attack at full BAB every second round at level 7+ or +1 every round at level 13+) = 800 GP).
    • Enhance Attribute +2 Strength (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP). This is the “only fighters can get exceptional strength” part of first edition. Are there more useful effects? Yes – but that extra +1 to hit and damage will help all the time.
  • Immunity/Stacking limits when combining innate enchantment effects with external effects (Uncommon, Minor, Trivial – only covers L1 effects, 1 CP).
  • Immunity/Dispelling and Antimagic (Uncommon, Minor, Great, Specialized and Corrupted/only protects innate enchantments above, 2 CP).

In theory these would cost about 200 XP to activate. In practice… it’s not worth worrying about. Especially since a fighter could generally be assumed to have some fighting under his or her belt already.

Expertise: Unlike most other characters – who are presumed to have been focused on their studies, or surviving as a starting-off petty criminal, or some such – Fighters came from all kinds of backgrounds. Samurai, Monster Hunters, Farmers, Blacksmiths, Pirates, Lawmen, Knights, Bounty Hunters, Duelists, Barbarians, Mercenaries, Obsessed Avengers, Gladiators, Tribal Warriors. Engineers… pretty much anyone could be a fighter. This covers taking care of their weapons and armor, basic tactics, and understanding weapons, riding, along with the basics for their more specific background – highwaymen know how to set ambushes and intimidate folk, how to ride in combat, and where to find other crooks to buy and sell stuff. Bounty Hunters know something about the law, how to track people and gather information, and how to transport prisoners. If you want to make fighters more distinct, and give them some more options, this background expertise can be assumed to include any one Martial Art (“Weapon Specialization”) in addition to weapon and armor maintenance and basic military arts (6 CP). If they want another Weapon Specialization… they’ll just have to take a Restriction or something so that they can afford to buy one. Or have a high enough intelligence to buy some skills independently of their class. Or maybe cross-train into another version of Expertise. Who wants to be a Samurai Pirate with weapon specialization in both longbows and cutlasses?

Fast Learner, Specialized in Hit Dice (increasing their purchased d8 to a d10, 6 CP).

Every Level (12 CP)

  • +1d10 HD (4 CP plus Fast Learner).
  • +1 BAB, Corrupted / No Iterative Attacks (4 CP). Arguably this should be Specialized after +10. If you agree with that position, put 1 CP per level into another Martial Art.
  • + 1 and 1/3’rd to Saves (4 CP).

Fighters were powerful and effective – albeit with far fewer options than the clerical types and their duties – but barring the Weapon Specialization option they tended to be a bit boring and cookie-cutter on the mechanical side. Still, if a Fighter knew when to retreat, they were pretty durable. And it wasn’t like you couldn’t give them a personality, you just didn’t have so much of it built for you right out of the package. Optionally you could take Duties and build a fighter with additional benefits or specialties. Fighter variations were legion.

Basic Fighters are also a good illustration of why things like the “Deck of Many Things” were common in first edition and are often seen as game-wreckers now; given that characters were fairly temporary at the time, any accrued advantages or penalties were strictly temporary things – while even the various versions of “you died / you’re out of play” were fairly minor from the parties viewpoint. The player just made another character, which didn’t take long, and joined up. After all, the characters were not heirs to kingdoms, or the destined ones, or subjects of prophecy (unless it was something along the lines of “and a band of heroes shall rise up and…”). They weren’t special, they weren’t unique, and the game didn’t usually have a “plot” at all. If it did, it tended to be more along the lines of the classic “Against the Giants” module series; “The giants are attacking the civilized lands. Go and kill them and their allies/masters!”.

Even things like “You gained a castle!” were minor. If the place was haunted, or full of monsters, of half in ruins… it was just another dungeon. After all, the lack of a suitable garrison and ruler meant that the surrounding area had fallen back to wilderness anyway. Anyone who cleared out such an area could claim a castle. Was it in good shape? Congratulations, you had a comfortable place to live and a head start on your “Name Level” benefits. If you wanted – and a lot of characters had “get rich / claim lands / retire and start a family” as a major goal – you could retire. A lot of characters did. After all, everyone knew that if you kept adventuring sooner or later the odds would catch up with you. For a player, the goal was to either retire peacefully (I win!) or to die gloriously in some epic fashion, thus gaining a gaming story that you could keep for years to come.

Similarly, first edition games tended to be much more “alive”. There were random encounters, you could go any which way you liked, you usually set your own goals, and there was a good deal of stress on the World making sense and things happening that didn’t involve the player characters -although they might; if a civil war started in the next country, there would be refugees, and calls for mercenary work, and new characters might well use if for their backgrounds. “What’s been happening while you were in the dungeon” was a pretty common feature. There were even lots of tables for random world events that didn’t rely on the PC’s and would continue – and eventually resolve, for good or ill, whether or not the PC’s every got involved at all.

Paladins and Rangers do have advantages over a Basic Fighter. Of course, they were rare in first edition due to high attribute requirements and required more experience points to go up in level and had a bunch of duties and special restrictions. In Eclipse it’s their duties and restrictions that pay for their special advantages.

The Paladin

Paladins were basically Fighter-Clerics – mystical holy knights. They were based more on medieval religious knights (or at least on tales thereof) and were quite powerful – power “paid for” by their many limitations and devotion to their cause.

Duties: As religious knights Paladin’s had to live up to a strict code of conduct, remain lawful good, refrain from associating with evil or neutral creatures, champion noble causes, serve their faith, tithe or donate (to NPC’s) rather a lot of any treasure they took in, avoid the use of poison, and take service with appropriate religious orders or good rulers whenever possible. They generally did not establish their own holdings at high level and did not attract followers (although this does free up their ninth level Feat). Ouch.

Restriction: Paladins could never have more than ten magical items – Armor, Shield, four Weapons (although ammunition didn’t count), and four other items (personally I usually counted “a bag of half a dozen or so potions” as one item when I was running things, but that was me). This did hurt some, but not as much as it would in later editions. After all, outside of those potions, magic items were pretty rare in first edition anyway.

Classically Paladins required very high attributes, making playing one a rare opportunity (although, given the short life expectancies of first edition characters, you did get many tries at it if you wished) – but with the predominance of point-buy attribute systems these days that no longer makes much sense. Still, to make full use of their abilities add a decent level of Charisma to the Fighters usual Strength and Constitution focus.

First Level Bonus Abilities: As a Fighter variant, they use the basic Fighter package, albeit

  • Substituting “Protection from Evil” for the +2 Strength in a Fighters Innate Enchantment package.
  • Their version of Expertise included the generic fighter stuff – taking care of their armor and weapons and basic tactics and such – but their secondary ability set leans more towards a cut-down version of the Cleric package. Paladins, after all, are guardians of temples and communities, not organizers, preachers, and directors – and certainly not pirates, samurai, or paratroopers.

Every Level (12 CP +2 CP Duties + 1 CP Restriction)

  • +1d10 HD (4 CP plus Fast Learner).
  • +1 BAB, Corrupted / No Iterative Attacks (4 CP). Arguably this should be Specialized after +10. If you agree with that position, put 1 CP per level into another Martial Art.
  • + 1 and 1/3’rd to Saves (4 CP).
  • Advanced Abilities, as follows (3 CP).

L01: Level One Clerical Spellcasting (Domain Benefits: Turn Undead, Healing Touch). A bit earlier than in first edition, but actually enforcing the responsibilities from the beginning seems only fair.
L02: Inherent Spell (Cure Disease), Specialized / only once per week, not once per day..
L03: (3 CP Towards Companion)
L04: Companion (Mystic Mount). Usually a warhorse, but there are lots of other choices. The original rules said that a replacement took ten years, and did not give them any power increases, but this is Eclipse, so they now get something.
L05: (3 CP towards Presence)
L06: Presence / Aura Of Light: Grants a Sacred Bonus to saves to the user and to all allies within 10′ equal to the square root of the user’s level rounded down, +6 maximum. This is better than the original class, but save bonuses are a lot more important under the 3.0-3.5-Eclipse rules. Of course, this also makes it rather obvious that the character is a noble holy warrior and champion of good, but that’s generally more helpful than harmful.
L07: Occult Sense / Alignment Forces, Specialized / Detect Evil only.
L08: Upgrade Occult Sense / Now reveals overall alignment of creatures and areas and acts as a Phylactery of Faithfulness. That’s not part of the original build, but seems kind of required given how often GM’s created Alignment Traps.
L09: +4 Bonus Uses of Cure Disease, Specialized / per week. While I’ve skipped over Immunity to Disease, what difference does it make when you can cure it with a touch anyway?
L10: Privilege (Support). As mighty champions of law and good, higher level Paladins will be supported, provided with basic equipment if they are short of something, healed for free, and pointed towards appropriate missions by the local LN, LG, or NG faiths.
L11: Presence, Specialized for Reduced Cost / Generates a “Dispelling Touch” (The Practical Enchanter) aura if and only if the paladin is wielding a Holy Sword.
L12: Level Two Clerical Spellcasting.
L13: Level Three Clerical Spellcasting.
L14: Level Four Clerical Spellcasting.
L15: Level Five Clerical Spellcasting.
L16: Level Six Clerical Spellcasting.
L17: Level Seven Clerical Spellcasting.
L18: Level Eight Clerical Spellcasting.
L19: Level Nine Clerical Spellcasting. This allows access to fifth level clerical spells while the original Paladin only got access to fourth – but the original Clerical Spell List topped out at level seven spells, and now has nine levels.
L20: Level Ten Clerical Spellcasting.

Originally Paladin’s could be Turned by Evil Clerics – but as noted under Clerics, that basically never happened, so I’m not bothering to include it.

The Paladin is the classical Noble Knight / Hero, champion of good, etc, etc, etc… This does drastically limit the missions they can undertake though – even if it virtually compels others. They’re also extremely recognizable. Sure, the local villagers will tend to trust them on sight, and almost everyone will consider them honest and trustworthy (because they ARE), but they’re never going to infiltrate evil organizations beyond, perhaps, wearing a robe to get their foot into the door.

The Ranger

Rangers, perhaps in a homage to Aragorn and The Lord Of The Rings, were remarkably versatile. They were noted as being adept in woodcraft, tracking, scouting, infiltration, and spying (although only tracking had rules). They had heightened surprise, bonus damage versus a bunch of the most common opponent types in the game, limited druidic spellcasting, limited magic-user spellcasting, and could use magic items related to Clairaudience, Clairvoyance, ESP, and Telepathy (Palantir anyone? See “Aragorn”) as well as the usual fighter stuff. They even got a bonus hit die at level one to go with d8 HD, fighter-type attacks, weapons, armor, and saves, and they got an eventual extra attack just like fighters. If you wanted an general adventurer? A tribal warrior? A pioneer or trailblazer? You wanted a Ranger. Of course, they had to remain of good alignment or lose their special benefits (becoming a fighter with d8 hit dice), they could not hire anyone at all until level eight, no more than three could work together, they could only keep what they could carry on their person or on their mount. And – when they eventually could construct a fortified encampment or other forest stronghold – mostly only attracted woodland creatures as followers. They were the all-around rugged men of the wilderness.

So, we have at least three possible Restrictions:

  • One Company, One Ranger: Rangers are scouts, wanderers, and heroes. While they may occasionally have a sidekick or a student, or even hold a meeting of many rangers, you do not normally find more than one in a party – and NEVER more than three. Rangers go out to hunt down bandit gangs, use their knowledge of the land and its peoples to rally resistance, hold narrow passes, and pick off opponents one by one. They cannot hire troops (although they may rally them or call on debts owed) before ninth (name) level or have more than one henchman before then. Their followers, should they attract them, are always forest creatures and/or woodsmen.

Sadly, even in first edition… that was pretty much meaningless as a limitation. Rangers were rare to begin with, parties were small, and there are plenty of other classes. When was the last time you saw a party with – say – three Druids? If you needed some hirelings at low level, couldn’t another member of the party hire them? And isn’t this the sort of thing heroes do anyway? And finally, while money might be available… few low-level characters needed any personal men-at-arms. So no.

  • Constant Travel: Rangers may have a base of operations, or even construct a modest stronghold, but they may only personally own what they can easily carry with them, although they may employ the aid of a personal mount in this. Excess funds and equipment must be donated to (NPC) causes or used to support the common folk.

This one works better. Admittedly, a home base doesn’t become important until later, but limiting your gear to what you can carry is… wait. Aren’t Bags of Holding and Portable Holes a thing? Still, giving away most of your money is a problem, but it’s less of one when magic items aren’t available for purchase. What else were you going to do with it? Build a stronghold? I remember several characters who funded orphanages, others threw lavish parties, still others helped rebuild towns or cities, or founded schools, or (in a couple of cases) supported sizeable harems and a slew of kids.

  • Between The Worlds: Rangers are an interface between Civilization and the Wilderness: where civilization presses too far into the wilderness to despoil it, or the wilderness presses upon civilization, a Ranger must attempt to settle the dispute, Where bandits, beasts, or malevolent rulers imperil the common folk, the Ranger must rise up to defend them.

Also fair, but a pretty common theme for a good guy anyway, about the only real limitation here is the obligation to defend the wilderness.

OK. Lets do some combining.

The Ranger:

Restriction: Wanderer of the Wilds. Rangers constantly travel, keeping the balance between civilization and the wilds and battling unnatural things such as undead and entities from the outer planes. Thanks to this they can only keep what they and their steed can readily carry with them (giving any extra away to NPC causes) and any henchmen, hirelings, or followers must be men or creatures of the wilds. As such, a ranger can never lead troops for long, will build only modest fortified camps as bases of operation (such as a motte-and-bailey “castle” or small shell keep) in the wilderness and cannot rule the surrounding area (or tax it!) unless they retire to rule. +1 CP/Level

First Level Bonus Abilities:
As a Fighter variant, they use the basic Fighter package with minor variations.

  • They gain Immortal Vigor I (The Practical Enchanter, +12 + 2 x Con Mod HP) instead of +2 Strength.
  • Their version of Expertise covers the basic fighter stuff and all of those woodland skills – Survival (and Tracking), Stealth, Perception, knowledge of plants and animals and various environments, herbalism, care for animals and their gear, making bows, javelins, spears, and similar weapons, hunting and trapping, setting up secure camps, training hawks and mounts, knowing the general geography and history of the lands they range, telling which way is north, identifying things that are safe to eat, scaling cliffs and castle walls, and so on (6 CP).

Every Level (12 CP +1 CP Restriction)

  • +1d8 HD (2 CP plus Fast Learner).
  • +1 BAB, Corrupted / No Iterative Attacks (4 CP, Specialized after +10 – at which point the extra CP goes into a Martial Art – the Eclipse version of “Weapon Specialization”).
  • + 1 and 1/3’rd to Saves (4 CP).
  • Advanced abilities, as follows (3 CP).

L01; Reflex Training (3 Actions per Day variant), Specialized for Reduced Cost / even when their side would not normally get to take a Surprise action, the Ranger has a 50% chance of being able to do so even if he or she would normally be surprised.
L02; Augment Attack: +3 Damage versus “Giant Class” creatures – Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Ogre Magi, Orcs, and Trolls.
L03; Bonus Uses for Reflex Training, Specialized as above. Seven uses ought to suffice for any reasonable number of daily “encounters” given that there is only a 50% chance of getting to activate the ability.
L04; Minor Privilege (Support). As outriders of civilization Rangers generally get free meals and basic support everywhere they go. Of course, they usually insist on paying anyway when they have some money.
L05; Augment Attack: +3 Damage (+6 Net) versus “Giant Class” creatures – Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Ogre Magi, Orcs, and Trolls.
L06; +3 CP towards Followers. This won’t come into play until “Name Level” – to allow for exotic creature followers – but there’s a gap at this level anyway.
L07; Augment Attack: +3 Damage (+9 Net) versus “Giant Class” creatures – Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Ogre Magi, Orcs, and Trolls.
L08; Inherent Spell I (Druidic Anyspell (L1) with +2 Bonus Uses, Specialized and Corrupted / half base level for caster level, must pray for and prepare specific spells as per a druid, casting restrictions as per a Druid save for allowing metallic armor and shields. This gets them three spell “slots” instead of two, but that’s nothing major.
L09; Inherent Spell I (Magic User Anyspell (L1) with +2 Bonus Uses, Specialized and Corrupted / half base level for caster level, must have a spellbook and prepare specific spells as per a Magic User, casting restrictions as per a Magic User but allowing for armor and shields.
L10; Device Use / magic items related to Clairaudience, Clairvoyance, ESP, and Telepathy, Specialized / only non-written items.
L11; Inherent Spell II (Druidic Anyspell (L2) with +2 Bonus Uses, Specialized and Corrupted / half base level for caster level, must pray for and prepare specific spells as per a druid, casting restrictions as per a Druid save for allowing metallic armor and shields.
L12; Augment Attack: +3 Damage (+12Net) versus “Giant Class” creatures – Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Ogre Magi, Orcs, and Trolls.
L13; Inherent Spell II (Magic User Anyspell (L2) with +2 Bonus Uses, Specialized and Corrupted / half base level for caster level, must have a spellbook and prepare specific spells as per a Magic User, casting restrictions as per a Magic User but allowing for armor and shields.
L14; Leadership with Beastlord, Corrupted / woodland creatures only, may be determined by the GM.
L15: Augment Attack: +3 Damage (+15 Net) versus “Giant Class” creatures – Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Ogre Magi, Orcs, and Trolls.
L16: Inherent Spell III (Druidic Anyspell (L3) with +2 Bonus Uses, Specialized and Corrupted / half base level for caster level, must pray for and prepare specific spells as per a druid, casting restrictions as per a Druid save for allowing metallic armor and shields.
L17: Occult Sense / Natural Awareness. This is similar to Commune With Nature, but is limited to general knowledge / Specialized for Reduced Cost. A 17’th level ranger is never lost, understands the local environment, and has a lot of general information, but never automatically gains specific details. This isn’t a classic ability, but they really ought to have it.
L18: Augment Attack: +3 Damage (+18 Net) versus “Giant Class” creatures – Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Ogre Magi, Orcs, and Trolls.
L19: Favors: High-level Rangers know a lot of people and have a lot of goodwill built up. That happens when you spend a lot of time roaming around defending settlements, fey woods, and similar places from the more evil and destructive monsters.
L20: Augment Attack: +3 Damage (+21 Net) versus “Giant Class” creatures – Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Ogre Magi, Orcs, and Trolls.

Rangers might eventually gain access to fourth level druidic spells and third level magic user spells under the same logic as giving Paladins access to fifth level clerical spells – but that will cost more and is best save for beyond level twenty. Or perhaps picked up as part of a special Feat.

Eclipse d20 and the First Edition Classes- Basic Considerations, Clerics, and Druids

The questions come up several times – “So how do you run a first-edition or “old school” styled game using Eclipse?”

Honestly that’s more of a philosophical question about the settings underlying assumptions than it is mechanical. Still, the secondary question of “how you can build the first edition classes in Eclipse?” is probably worth a look. This is going to get long, so expect a multi-parter here.

Lets look at some basic assumptions first since there were some fairly major differences.

Henchmen: In first edition Henchmen were a cross between “Followers for all!”, someplace to spend a little money (since you generally couldn’t buy magical items, although a few potions or scrolls might sometimes be available, you might as well get them decent mundane equipment), and backup characters. After all, when your character died, you were already playing your henchmen most of the time, they had established personalities and were part of the party, they were presumed to be loyal enough to try and follow through on your characters general goals, and they had some experience – and likely some magic items – already. Characters could generally have (4 + Cha Mod) Henchmen – but had to find and hire them. Still, like any other employee… there were definite limits. Your Henchmen might stick around when times were hard, but you did need to support them and their morale could break. In current systems all this really represents is an acknowledgment that characters can have friends, allies, and employees without having to have a special ability – just like everybody else.

Skills: First Edition had no real skill system except for Thieves (who had a crude hack thrown in) – although there was an optional table (if no actual rules) for random secondary skills, such as Gambler, Forester, or Tailor and Rangers were noted as being good with wilderness stuff (there were tracking rules but nothing else). In actual play… no one ever asked if anyone knew how to do simple first aid, or cook, or ride a horse, or tie a knot, any other ordinary-person task. If quality mattered you rolled some dice – usually looking for “under the attribute”. I usually used 2d6 for “really easy”, 3d6 for “ordinary”, 4d6 for “hard”, and 5d6 and up for “almost impossible” to “you’re insane”, but that was just the way I did it. I also assumed that anyone who was truly incompetent and who still tried to be an adventurer either improved, gave up, or died before actual play started, but your mileage may vary on that.

When it came to slightly more esoteric stuff… First edition characters were generally assumed to have professional competence. You were a Cleric? You had either studied to be a cleric or were getting hints from your deity. You could discuss theology (both in general and of your pantheon and god in particular),competently perform religious rituals and ceremonies, run a temple or religious order, offer priestly council, preach effectively, explain the religious festivals, requirements, virtues, and sins relevant to your faith, and teach children the basics. You knew about spirits, the creatures of the outer planes, and the afterlife, could bless things, you knew your faith’s holy tales, you could quote it’s holy books/scrolls/tales/whatever, you could try to exorcize whatever your faith saw as evil influences, you knew the funerary rites of your religion, and more. Some of that stuff might have minor magical effects, but that sort of thing was mostly subtle, long-term, influences – not something that was going to be immediately important on adventures. It was pretty common, if not required, for the player to be at least vaguely familiar with the characters beliefs – but if not they were kind of expected to ask the GM whenever something came up simply so as to remain in character.

I’m going to call that “Expertise” – a variation on the Eclipse Lore ability / “feat” that represents training in a profession at an effective Skill Total of (Character Level in a Profession + Primary Attribute Modifier for Said Profession) (Or you can go with “roll versus attribute, as above) . Unlike “Lore”, however, this is associated with a particular profession. If you want to take up another, your Expertise in the first profession will stop improving. If you want to change classes, you’ll need to pay off the cost of learning the starting bonuses of the new one first.

Certain esoteric skills are a fairly important part of current systems however, so there will be some allowance for skills over and above the basic system. It is, however, important to note that there is no version of “Use Magic Device” or “Concentration” available. Similarly, skills are best used as a backup for narrative attempts – as is discussed further over HERE. Basically, let the players describe what they’re doing to solve a problem and only roll if they would otherwise mess it up on the theory that the near-superhuman characters are probably better than their players – but it’s a lot more interesting to let the players try to solve things even if someone in the party happens to be a “Puzzlemaster” and can just roll for a solution. Save that for backup.

Saves are a bit tricky. First of all, the categories were different and they were set numbers. For example, a first level cleric needed a “10” to save against poison. Pretty much any poison, At level 19+ they needed a “2”. A magic-user, on the other hand… needed a 14 at level one and a 10 at level nineteen – and the cleric would reach level 19 well before the magic user. Magic users only really got good saves versus spells and wands. Fighters started off about average, but improved fast and wound up with the best overall saves in the game. The basic dynamic was that anything which allowed a save got less and less useful as the game progressed. Was the archmage spamming save-or-die spells? The fighter and cleric could pretty much ignore them as they dealt with his bodyguards and then beat him to death. Said archmage would be better off with damaging spells or conjuring some more monsters (rolled randomly) to protect him or (best of all!) casting Teleport or Dimension Door and getting away.

Flourishes. First edition games didn’t have rules for a lot of things. They just relied on the gamemaster calling for a roll. And that led to a lot of creativity. Could you leap off the cliff and stab that dragon with the force of your fall behind it (or splatter if you missed!)? Throw pepper in someone’s face? Try to brew an extra-strong mixture by taking a penalty on the attempt? Shoot someone in the knee with an arrow and slow them up for a while? The answer was :”Sure, you can try that, but at minus…”. If you want a first edition style game, you’ll need to allow that sort of thing – and will have to decide on a general framework for how much tougher a given level of result should make the roll. There are some rules for that over HERE:  and HERE – but it’s not hard to get the hang of.

In first edition every class had it’s own experience point table, characters didn’t get hit points after a certain level (most often around level ten), and they didn’t get iterative attacks. While the hit die cutoff was significant – it more or less said “even high level characters were still mortal!” and limited the impact of high constitutions – that isn’t a big thing. We’re interested in style, not details. So all of that can disappear into the dustbin of general simplification.

Attribute Boosts were pretty rare too – as were magic items that improved them – but the system now assumes that you get at least a few, so leaving the “every fourth level” bonus works well enough.

Backgrounds: There was no formal system for it – but many characters did have Eclipse-style Disadvantages as a part of their backgrounds. Sure, there were always players who wanted to be lone wolves, or the only ones who’d escaped some disaster, or the sole survivor of some massacre, or outlaws (thus ensuring that the GM didn’t have any plot hooks to drag them into adventures) – but most of them had some history, with friends and family, or mentors, or loyalty to one or another group, or obligations, or having escaped persecution – resulting in them having patrons, allies, and contacts, being owed favors, getting offered missions (get these herbs, rescue my kid, hunt down these bandits…), having access to unusual resources, and being part of a community. A Cleric or Druid studied under a more senior Cleric or Ddruid and was usually part of an order. A Magic-User apprenticed in the mystical arts under some more powerful mage. A Thief – despite Bilbo, who wasn’t really a thief – came from any settlement large enough to support an underworld or some street kids where they’d ran with and learned from other petty criminals – a “thieves guild”. Paladins were trained by religious orders and swore themselves to service. Rangers spent their time roaming the wilderness, learning from other woodsmen. Fighters… well, they come from anywhere.

In Eclipse this is just a bit more formal. Take a couple of disadvantages and spend the resulting 6 CP on some interesting background elements. Contacts and Favors are a favorite, but Privileges or a bit of special training work fine too. .

In The Beginning: All characters started at level one. If they joined a higher-level party… they get looked after, and handed gear that others couldn’t use, and the doubling XP charts meant that they caught up very quickly. When you need 20,001 XP to become a level six thief, and 42,501 to hit level seven…if a first level character joined a sixth level group, he or she will likely wind up one level behind at most and it would only take a few sessions. Using the current general table that really doesn’t work – but henchmen provide a good way to bring in a “new” character, :inherit” some useful stuff, and already have a connection to the party. Of course, if that fails… bringing in a new character at higher than first level really doesn’t break anything, but it gets harder and harder to justify keeping up as levels rise. A new and unheard of character with no history of deeds is easy to justify at level three, but at level fifteen they ought to be near-legendary already.

Feats and Boons: First edition didn’t have Feats as such – but you could randomly gain some psychic power, drink from an enchanted pool and gain strange bonuses, make a pact with a magical being for special powers, and so on. Stuff happened. To represent this, our first-edition styled characters still get “bonus feats” – but they must be justified in terms of things that happened to the character. This Corruption gives them a net value of 9 CP but will delay their acquisition until something to use as a basis comes up and means that they may not fit smoothly into any particular “build”. As a special case, the ninth level bonus feat – “Name Level” – usually goes to…

“Name Level”

  • Leadership, Specialized for Increased Effect (includes some military or special units as well as the usual support staff and aides) / user must acquire some form of personal stronghold, get things organized in the surrounding area, and automatically becomes known to possible opposition.

  • Major Privilege (Income; the user gains enough money to support a fine lifestyle, run their stronghold, pay their followers, and fund some projects), Specialized for Reduced Cost / user must acquire some form of personal stronghold, get things organized in the surrounding area, and automatically becomes known to possible opposition.

Full Attacks should be considered Standard Actions. This encourages mobile combat and – since multiple attacks are a special ability rather than a standard thing – making them hard to use is a bit unfair. Similarly, Specific Weapon Proficiencies were a thing; you only got a few, and they were in individual weapons from those your class was allowed. In practice… I’m going to disregard this. It might have been realistic, but when treasure was random “you just got this cool magic weapon as loot! Too bad no one is proficient with it and you won’t get any more proficiencies for several levels!” is just too annoying.

NPC’s: Finally, the vast majority of NPC’s will be stuck at first or second level. People with the potential to grow beyond that are rare – literally one in a thousand. Don’t expect to find 1d4 archmagi in every large city as the d20 population statistics tell us; there may not even be one on the continent. In general, if there’s a something nasty going on… once the characters hit level six to eight there may not be another group that can deal with the problem as well for a hundred miles around. First edition characters are mostly on their own. And they died a lot too. That’s one reason why there really weren’t any complicated “Feats” or “Builds” in first edition; you wanted to be able to make a new character in ten minutes and start playing again. A detailed backstory could wait for a session or two. After all, if you had bad luck… you might be back at “making another character” before you had time to come up with a good story.

General Backstories: That was another major assumption in first edition of course; your characters started off as more or less normal people and never got much past “action movie hero”. Your character was not normally going to be a destined hero, or anyone important or well-connected to start. You were much more likely to be “Handin, third son of Laendell’s blacksmith, who’d trained with the village militia as a youth and was now looking to get rich as an adventurer so he can settle down, buy out some retiring smith, and start a business and a family. His Father didn’t have a lot of money left, but did help him get outfitted with armor and weapons and wishes him luck!”. More details could come later – you could talk about your childhood sweetheart, or where you got that nasty scar, or the the village gossip you’d heard – but you were a normal person looking to make good. If you built a kingdom… it was going to be on your own merits.

With all that in mind it’s time to use Eclipse to build some first edition character classes. Remember; they were considerably weaker than third edition types, so they’re likely going to be built on fewer character points.

The Cleric:

At a glance, the Cleric was one of the mechanical powerhouses of first edition – possessing a good variety of fairly potent spells, excellent armor, decent weapons (albeit basically the simple ones), good hit dice, and good saves. Of course, you were only supposed to get the parts of that package that went with your god, they were widely seen as supporting cast and had a lot of role-playing based limitations. You served Kwannon the goddess of mercy? Armor was right out, and while you might get away with a staff for a self-defense weapon you’d be expected to spend much of your time helping and healing people with no profit in it for you – and you were certainly never going to get any attack spells beyond things like “Banishment” or “Dispel Evil”. Kwannon was nonviolent, and if you wanted to serve her, you had to be too unless you were pretty literally defending a bunch of kids against a monster that refused to negotiate. Tethys, goddess of the mysterious waters, did not provide fire spells or divination, you couldn’t wear armor you couldn’t swim in, and so on. A fire god did not grant spells of cold, or water, or anything else outside of his or her purview except for generic stuff (this eventually led to the divine Spheres in second edition). Worse, while you got low-level spells via study and piety the higher level stuff required direct requests to your god – who might assign missions, or give you different spells from what you asked for, or tell you that you needed to spend more time preaching and living up to his or her standards before he or she would grant you those spells, or ask for sacrifices, or just not give them to you. Your god sat in judgement on those mechanical advantages and so you never got to use the ones that didn’t fit. It was only when the GM ignored those limitations that you got “CoDzilla”.

Cleric Spellcasting is Specialized and Corrupted for a net cost of 3 CP/Level.

  • They can only ask for spells appropriate to their god.
  • Their god may override spell requests, or partially or fully deny spells if not pleased with the clerics efforts to spread the faith and adherence to the gods desires.
  • Spells of levels five and up are granted directly by the deity, who may ask for offerings, quests, training apprentice clerics, or almost anything else in exchange.
  • Their spells are easily spoiled and lost; taking any damage at all during the casting automatically ruins a spell, as will things like having a bucket of water dumped on you or being shoved.
  • Preparing a spell requires fifteen minutes of undisturbed prayer and medication per level of the spell per spell and spells are prepared individually. No more than eight hours may be spent preparing spells in any one day, the preparer must be well-rested, and in a quiet and secure place.
  • Clerics generally cannot regain spells in areas or planes dedicated to opposing forces. The GM may have your god make an exception if, say, you have been locked in the dungeon of an opposing temple for a month and he, she, or it wants you to escape (and will probably provide a holy symbol too) – but this is work for the god and will probably come at a high price. This was why it was important to remember that the “Spells Usable” table was basically “how many can you take on your adventure?” – a supply that would dwindle day by day with only a limited chance to refill them. It definitely was not “Spells per day!” as it currently is.
  • Spells require a casting time of one enemy action level of the spell or taking effect at the start of the caster’s next action, whichever is less. Any interruption during the casting automatically ruins the spell. Spells that normally require a full round take +10 enemy actions, even if this requires multiple rounds to cast.
  • Spell Conversion is not available. If you want to have healing or harming spells handy, you need to prepare them in advance.
  • Specific Spell Components are required to cast a spell, although many clerical spells only call for the use of a relevant holy symbol.
  • There are no domain spells and no domain spell slots.

Turning Undead was something that you could normally only try once per encounter (although if some backed off and came back later that was a new encounter). If the undead were very pathetically weak compared to your party – in current terms having a CR too low to bother with, such as standard skeletons or zombies versus a 12’th level cleric and party – you could destroy (or recruit) 1d6+6 of them (then had to fight the rest). If they were too weak to be much of a worry – say Shadows or Wights against that 12’th level cleric (and party) – you could destroy or recruit 1d12 of them. If they were just about worth fighting – say a Wraith versus that 12’th level cleric – you could cause 1d12 of them to run away for 3d4 (one minute) rounds or (if evil) make them indifferent to you for that period. If they were actually capable of putting up a fight… say mummies or better versus that 12’th level cleric – you MIGHT be able to make them back off or ignore you for a bit if you were lucky – time enough for some spells or ranged attacks before they got a chance to use their nasty melee attacks or to leave the area. At very high levels you might even be able to cause creatures of the lower / higher planes to back off for a bit.

That’s not “blast them with holy might!” that’s more “The brave priest is standing in front of the children, clutching a cross and forcing back the vampire for a bit!” – and if you were unlucky it might just lead to “the vampire grabs your cross and – while it burns his hand – causes it to burst into flames and fall to ash!”. (I’m not going to worry about evil clerics turning Paladins. That was so rare that the rules for it virtually never came up. After all, high level evil clerics generally had better things to do in a fight than to try and drive back a single opponent – and the attribute requirements made paladin’s vanishingly rare anyway).

For their first Domain Feat we have a Major Privilege: The user’s faith stands strong against (or in support of) Creatures of Evil! (Undead and creatures of the lower planes) as long as you stand firm and present a symbol of your faith. Creatures that are very minor compared to you will turn away with casualties (or be recruited to your evil cause), those that are weak compared to you must bring overwhelming numbers since many will be driven back (or forced to follow your commands for a bit), and those that are powerful compared to you can be held back for (Cha Mod) rounds – vulnerable to ranged attacks and such (6 CP).

Their other Domain Feat goes to “Expertise”, as above. In the case of a Cleric… they either studied to be a cleric or are getting hints from their deity. As noted above, this covers

  • Explaining your faiths requirements, festivals, virtues, and sins.
  • Knowing basic information about spirits, undead, the creatures of the outer planes, and your faith’s afterlife
  • Knowing your faith’s holy stories and being able to quote at least some interesting bits from it’s holy books / scrolls / tales / quipu / inscriptions / whatever.
  • Offering wise counsel, or at least advice according to the tenets and desires of your god.
  • Performing religious rituals and ceremonies, including those for births, general blessings, weddings, exorcisms (of whatever your faith saw as evil influences), coming of age, asking for for divine forgiveness, and funerary rites, making offerings, libations, and similar.
  • Preaching the doctrine of your faith, debating other clerics, and related forms of public speaking.
  • Setting up and running a shrine, temple, or religious order.
  • Teaching children basic social guidelines, literacy, and the tenets of your faith.
  • Theology – both in general and of your pantheon and god in particular.

A lot of that stuff will have magical effects – but it’s mostly going to be subtle, long-term, influences. Being able to ensure a happy (and probably fertile) marriage is all very well, but it isn’t going to be immediately important on adventures – unless, perhaps, the GM wishes to pull in the ending of The African Queen.

Looking at the attack charts…. Hitting AC 0 – the current equivalent of AC 20 – called for a 20 at levels 1-3, going down to 9 at levels 19+. That’s equivalent to +11 over 20 (or more) levels. To even things up, that’s +1/2 per level. I’ll be doing similar calculations for saves and attacks for the other classes, but that’s a minor thing.

So for our first edition clerical build…

Automatic Disadvantage: Duties (to their gods, temples, and priestly orders), +2 CP per level. Unlike in later editions, first edition clerics are expected to actually be dedicated to the service of their god. It isn’t optional.

First Level Bonus Abilities:

  • Proficient with All Armor (15 CP) and Shields (3 CP) as well as all Simple Weapons (3 CP) – but this is definitely Specialized; they only get to use the weapons and armor that their god approves of, for a total of 10 CP.
  • Create Artifact, Specialized and Corrupted / only becomes available for potions and scrolls at level seven, and for anything else at level eleven, can only be used to make items within their gods themes. As usual with Create Artifact, even something as simple as a potion or scroll willl require exotic ingredients, sttrange rites, and time. It should be noted that (Per the DMG) the stress of any compulsion, enslavement, or similar effect will prevent a spellcaster from creating any item – although curses might be possible. (2 CP).

Every Level (12 CP + 2 CP/Duties):

  • +1d8 Hit Die (4 CP)
  • +1/2 BAB, Corrupted / no Iterative attacks (2 CP)
  • +1 level of Clerical Spellcasting (as above, 3 CP). .
  • +1 and 2/3’rd to a Save (5 CP). That’s a bit of an upgrade on the progression, but Cleric saves started better than most. Optionally take this to 1 and 1/3’rd per level and spend 1 CP per level on Contacts, Privileges, and Favors. Clerics do tend to be important community figures after all.

The Druid:

The Druid is a bit tricky, since they were in large part defined by their restrictions. Only able to use Leather Armor and Wooden Shields? A slightly larger range of weapons than a Cleric but still limited? They did have several special abilities – Nature Sense, Immunity to Charm effects from Woodland Creatures, Shapeshifting at later levels, a secret language, and +2 on saves versus Fire and Lightning – but that certainly wasn’t enough to make up for their level limit or their having to fight for levels. There could only be nine 12’th level druids, 3 of 13’th level, and a single 14’th level Archdruid. You had enough XP to make level twelve? Fight one of the current twelfth level druids; the loser gets demoted back to eleventh level. Now defend yourself against any other druids who want a promotion. Do the same for higher levels… Yeah. That part really didn’t work very well at all.

Later books loosened this up a bit, but it never went away entirely. Unearthed Arcana introduced The Grand Druid (Level 15) and Hierophant Druids (who didn’t get more spells but got immunity to natural poisons, extended lives, the ability to disguise themselves, and the ability to visit the elemental planes and to influence what they got when conjuring elementals – but Hierophant levels cost 500,000 XP each (a total of 7,000,000 to reach level 23) – and only provided 1 HP and no spells. The major benefit was that your saves and attacks could eventually catch up with a Clerics. Of course, a cleric with seven million XP would be level 39. A Magic User would be almost level 29. A Thief would be level 42. Did I mention that this part didn’t actually work very well?

In any case, Druids basically venerated nature or nature gods – who generally didn’t have a lot of personal theology or demands beyond wanting their priests to be True Neutral, to be wardens of nature, and to try and keep civilization from overwhelming the wilds. Druids didn’t get judged so much, but – on the other hand – they didn’t have a lot of room to negotiate. If a Druid didn’t do his or her job, or used prohibited armor or weapons, well… they didn’t get powers. They did have their own spell list – but that was just a slight extension of “they can only ask for spells appropriate to their god”.

Their Domain Gifts were somewhat different as well. They got:

  • Occult Sense (Nature). Druids could easily identify plants, animals, and water (and the useful properties thereof), knew what the weather was likely to do, understood climate and ecology and the health of the local environment, understood natural diseases, could pass through overgrown areas at normal movement rate and without leaving a trail, and always knew when some woodland creature was trying to “charm” them (and could thus automatically ignore their manipulations).
  • Expertise: Druids knew about woodcraft and survival, could breed plants and animals, understood natural poisons, herbs, and other natural products, could set up pleasant and secure camps, knew how to run a druidic circle and build megalithic monuments, knew the proper rites for purging unnatural influences and returning areas to nature, knew druidic ceremonies and theology, could provide basic medical (and veterinary) care, talk about basic biology, offer wise advice to farmers and woodsmen, assist at births, gather tasty spices, and write and speak their own mysterious “druidic language”.
    • I generally assumed that they could access some practical village-level nature magic, and so could bless gardens, quickly return bodies to nature, and make lovely bonsai – basically a sort of druidical version of the current “prestidigitation” effect – but that, again, was just me. Still, it’s not like that sort of thing mattered much in play. Sure, there was the one Druid who used to challenge would-be apprentices to move his Bonsai Mountains – but the secret was just to focus on thinking of yourself as a tectonic plate.

So for our first edition Druid build…

  • Restriction: Only able to use Leather Armor and Wooden Shields.
  • Duties: Nature priest, has to look after animals, prevent the exploitation of the natural world, save endangered species, and so on.

First Level Bonus Abilities (12 CP):

  • Proficient with Light Armor (Specialized; Hide, Leather, and Wood only, 1 CP). These days there are things like “heavy hide” armor, but the original rules pretty much limited the Druids to Leather of custom stuff.
  • Proficient with Druid Weapons (All Simple and Martial Weapons, Specialized by being limited to Club, Dagger, Dart, Hammer, Scimitar, Sling, Spear, and Staff. 4 CP).
  • +2 on Saves against Fire and Lightning (3 CP).
  • Create Artifact, Specialized and Corrupted / only becomes available for potions and scrolls at level seven, and for anything else at level eleven, can only be used to make nature-themed items. As usual with Create Artifact, even something as simple as a potion or scroll willl require exotic ingredients, sttrange rites, and time. It should be noted that (Per the DMG) the stress of any compulsion, enslavement, or similar effect will prevent a spellcaster from creating any item – although curses might be possible. (2 CP).
  • Leadership, Specialized and Corrupted – Druids can keep a number of (up to two hit dice per Druid level) normal animals as pets and train them quite easily – but these are still only trained animals and can take weeks or months to fully train, they need feeding, may need to be leashed in town, and can act up when their instincts come into play (2 CP). Originally this was one of their most basic spells – Animal Friendship – but similar to Find Familiar, spells that provide long-term benefits don’t work well under third edition and later rules.

Each Level: (12 CP + 1 (Restriction / Cannot use their spells if wearing leather armor or using prohibited weaponry) +2 (Duties)).

  • +1d8 Hit Die (4 CP).
  • +1 Level of Cleric (Druid) Spellcasting (3 CP).
  • +1/2 BAB, Corrupted / No iterative attacks (2 CP).
  • +1 and 2/3 to their Saves (5 CP). Of course, in first edition, that pesky level restriction kept their saves down.
  • +1 CP Accumulating. At L6 they gain Shapeshift (6 CP). At L12 they gain Followers (Lesser Druids. The GM should probably allow animals and Rangers and such as well, 6 CP). They do not usually get the “Name Level” ability. Given that I’m not going to try and implement the level restrictions they will get something at L18, L24, and so on – but what it is is up to the GM. I’d suggest going with the original Hierophant stuff – immunity to natural poisons, extended lifespans (immunity to Aging, about 3 CP worth), the ability to disguise themselves (Shapeshift: Variants, 3 CP), and the ability to visit the elemental planes (either Immunity to Dimensional Barriers, Specialized in the Inner Planes or simply an Inherent Spell with Bonus Uses). .
    If it wasn’t for those nasty restrictions on armor, weapons, and (especially!) level Druids would be a top choice. Of course, in the Eclipse build… the level restrictions have gone away and the remaining limitations are a big part of what gives them those nifty abilities. That makes Druids a pretty good choice for a class.

That does give us a pattern on first-edition styled characters though. They only get 12 CP per level and 12 bonus CP at first level. If I wanted to be true to the original material I’d penalize them even more at level eleven and up – halving the HP they gain at each level or something – but I think that they’re already weakened enough.

Eclipse d20: Save Points, the Elder Wand Style, and First Edition Wands

And for today, thanks to a bit of a time crunch, it’s a set of minor requests and some rambling to link them together a bit!

The Save Point: 

The wondersmith has labored mightily, crafting an eldritch timepiece of alchemical crystals, of gears which turn through more dimensions than they should, of strange metals and materials, and of the forces of dream.

Oh you who weave the destinies of all, who sit above in shadow, who touch unknown and invisible the web of time! I call upon you! Already we are set upon a path beyond us, the foundations of the worlds are shaken, the course of what is to come is torn from it’s way as the future is in chaos! Lend to us a thread of fate, a guide to what must be! Upon this work of fate and time, by the strengths of the stars, my Art within the Elusive and Mystical paths, I lay this name of power! Within my grasp I hold Saatusesilm, the Eye of Destiny, to guide us through the oncoming storm!

Today it’s generally assumed that Player Characters will last a long time – likely throughout an entire campaign. Of course, once upon a time just the opposite was true; player characters died a LOT. In fact, in some games… PC’s could die before they even met one another. Did you gamble on death or disability while pushing further in hopes of gaining some early advantages or did you settle for what you’d already gotten out of your starter dungeon / terms of service / origin story?

But assumptions changed. It was easiest to see in early video games. In Civilization (1991) or Master Of Magic (1994) you were a Leader (or perhaps a dynasty thereof) who endured until you won or lost. In early RPG’s like Zork (1977) or Colossal Cave (1976) or Kid Mystic (1999) you still died a lot – but when you did you just restarted the section, perhaps at a slight penalty. After all, if it didn’t work that way you’d probably never get past the first few sections.

In a lot of games this became a “Save Point” mechanic. Once you got through a particular area / level / setting the game saved itself or let you save it and then would restart from that point if you got killed. A few TTRPG’s even used this mechanic, although it was far less common. Tabletop games didn’t have an easy “reset to an earlier state” available and it didn’t work so well with a group of players anyway. Some of them wouldn’t want to reset just because one character had died again.

So in tabletop games that trend ran more towards effective immortality. In D&D that kicked in in the changeover to third edition – when a “Balanced Encounter” went from “If you walk into this without careful scouting and preparation there’s about a 50% chance of your party being defeated although here is some chance of you escaping with your lives if you know when to run” to “an encounter which, when a party barges into it with no preparation, can be expected to use up about 25% of their daily resources before they win”.

Now that the background rambling is out of the way, the first actual question was “How do I set up Save Points?”.

Well… it’s actually pretty cheap if the GM is willing to put up with it.

What you need is…

  • The Timeless Schism: Deep Sleep (6 CP) with Cosmic Awareness (+6 CP) and Advanced Blessing (12 CP), Specialized and Corrupted / no conscious control, only manifests as playing out a dreadful possible timeline and then waking up while there is still time to stop it, characters will never know when this is what is going on since this is entirely under the control of the game master, blessing only exists to share the Deep Sleep and Cosmic Awareness effects with the party, requires the indulgence of the Lords of Time, only functions as follows: When a group of characters reaches some notable crossroads of time and destiny and stops they may find themselves experiencing some upcoming disaster – a demonic invasion, tremendous upheaval, or similar catastrophe. If they successfully deal with it, then the Cosmic Awareness effect obviously never engaged because it – as a prophetic function – was not needed. The adventure was real. If they fail, or the price of success is too high… then Cosmic Awareness HAD kicked in and the entire experience was simply a shared vision of a likely future that they now get another chance to try and deal with. Thus the heroes can lose disastrously, but – due to “time shenanigans” – can get another chance. I, personally, would only let this work once per disaster – if you try again and die again before getting SOMEWHERE or turning around to do something else first you don’t get a third chance – thats not actually built into the power unless the GM makes it part of the Specialization and Corruption. There needs to be SOME limit, if only because otherwise it will get boring and it becomes impossible for the PC’s to lose. If they can’t manage on their second go-round, they should probably use their third to go and do something else for a while. “Get good!’ That has a net cost of 8 CP.
  • The Tides Of Time: Contact (1 CP) with Occult x2 (+2 CP) – the Lords Of Time. Specialized and Corrupted / The user has no actual control over this and cannot seek direct assistance or communications. Instead the Lords Of Time simply allow the operation of the Timeless Schism, above, grant the party a bit of the timelessness of Faerie (making naps and breaks long and refreshing, making unpleasant tasks seem short, and so on), and occasionally shift the party around in time and space, usually to someplace where there is a mission to undertake. This, of course, is the TARDIS effect – you abruptly find yourself in an unfamiliar location where there is a mission to undertake or a problem to solve and (for some contrived reason) you need to fix the problem before you can either go somewhere else or get back home.

So that’s 9 CP – one and a half Feats. Or you can make it a Relic at a net cost of 9/6 CP = 1.5 CP = 1 CP, thanks to Eclipse rounding in favor of the player.

You could also include the obvious disadvantage – “Accursed: The bearer and company will occasionally get drawn in adventures and situations which are well beyond them and which they really have no business being involved in”. This will have no effect on the cost of the Relic unless it’s being made using something like Namegiving, but would reduce the cost of simply taking this ability to 6 CP – one feat, and definitely something of a character-defining one.

Perhaps their are crystalline pillars rising from limpid pools at the centers of Fey groves where the tides of time and dream enfold heroes. When you encounter one… you will know that some great test lies ahead and that your destiny is threatened. Or perhaps it is a fire, ever-burning, where you may rest and be reborn after defeat. Or perhaps there is no sign at all; unless you are wise enough to realize that you have taken the first steps upon some deadly dangerous adventurous path.

The real nuisance here is that you’ll want to keep notes on what the party gains after each “save”, so that – if and when they do roll things back – you can reset the characters properly.

The Elder Wand Style:

‘So the oldest brother, who was a combative man, asked for a wand more powerful than any in existence: a wand that must always win duels for its owner, a wand worthy of a wizard who had conquered Death! So Death crossed to an elder tree on the banks of the river, fashioned a wand from a branch that hung there, and gave it to the oldest brother.

Harry Potter, The Deathly Hallows

Tales of outsmarting death – and how you didn’t really – have a long history. Personally I liked a story where a poor Woodchopper had always wanted a fine chicken dinner, all for himself. A small childhood ambition for a humble man. And his wife had skimped and saved – and, one day, as he was about to venture forth to his labors – presented him with a fine chicken dinner to take for his meal, all for himself!

And the man was delighted at her love and thoughtfulness – but she refused his offer to share, since that would spoil her gift of his childhood dream. So the woodchopper set forth. But when he set his axe aside to eat… first came a wealthy man, then a great king – and those he refused a portion of his meal for it was a gift of love and not to be shared for mere wealth or power. But then the spectral figure of Death came by and asked “And will you share your meal with ME?”… and with Death the Woodchopper split his meal. When Death asked why he had denied the rich and powerful only to share with HIM, the Woodchopper told Death that – since Death appeared only when someone’s time had come – by splitting his meal with him he had at least achieved half of his dream even past his time. And Death laughed with the clever Woodchopper who had thus claimed a partial victory in his despite, and spared him – giving him a potent magical gift in token of his cleverness and nerve.

But as for powerful wands… Have you ever wondered why anyone would make a Wand or Rod of Wonder? Sure, the things can be amusing when you find one, and I suppose you could consider the thing a weapon of last resort – but actually making one really doesn’t seem like an effective use of time and resources. Maybe there are a bunch of chaos-obsessed item-crafters who keep churning the things out? Or – just perhaps – there’s actually an effective use for the things.

What if items out of legend call for actually learning how to use them effectively?

Elder Wand Style (Int or Cha, may be considered an occult skill / style at the game masters option):

  • Requires: The use of a Wand / Rod Of Wonder,
  • Basic Techniques:
    • Power 4 (I: +1 to the save DC’s of the user’s spells in a particular specialty, II: +1 to the DC of saves against all the user’s spells, III +2 1 to the save DC’s of the user’s spells in a particular specialty, +1 to the DC of saves against all the user’s spells), IV: +2 to the DC of saves against all the user’s spells – but in all cases only when they are cast with the aid of the Wand/Rod).
    • Synergy (Knowledge/Arcana), Synergy (Spellcraft), Synergy (Concentration).
    • Defenses 2 (Specialized for Double Effect; +2 / +4 AC only while casting defensively).
  • Advanced Techniques:
    • Combat Reflexes (May use a Counterspell or Dispelling effect once per round as an immediate action)
    • Expertise (Casting Focus): May reduce AC by up to -5 to similarly enhance Caster Level.
    • Arcanum Minimus (Only to use 1 Charge from the Rod/Wand to reduce the level of a spell for casting purposes only),
    • Fast Draw (Wands and Rods).
  • Occult Techniques:
    • Inner Strength II
    • Ki Focus (Casting Attribute)
    • Ki Focus (Caster Level).

That’s actually a fairly good reason for a high-level mage to use a Rod of Wonder to cast spells with.

First Edition Wands:

Wands used to be a basic piece of equipment for a wizard. After all, preparing / “memorizing” spells took fifteen minutes per level of the spell for each spell and you couldn’t spend more than eight hours a day on it. At high levels filling up your spell slots might take a week or two. You cast Magic Missile twice, Detect Magic (a level one spell at the time), and Knock today? That called a nights sleep and then an hour and fifteen minutes to prepare just those spells again before you actually go adventuring. You cast two fourth level spells? Preparing those took an hour each. And spells were dreadfully easy to interrupt. Concentration checks did not exist and casting times allowed the opposition plenty of time to interfere. If someone used their action to harass you? No spell. Magic Missile was iconic because it only took fifteen minutes to prepare a casting and it was quickly and easily cast – and thus hard to interrupt. Still, it was a limited resource – and not much better than a fighter with a decent sword or bow.

Wizards needed some magic that they could wield without worrying about being interrupted and which wouldn’t run out quite so fast. Staves (however hotly desired) were rare. So most wizards relied on a Wand. Up to a hundred charges. Rechargeable during downtime. Multiple functions. Reasonably powerful. A lucky wizard who found a Wand of Fire, or Cold, or any of a dozen others… would likely rely on it for much of their career. You had a fighter with a Frost Brand and a wizard with a Wand of Ice? The Winter Knights had a theme going amd those two might weapons would be a part of their legend for centuries to come.

Wand Master Style (Int or Cha):

  • Requires: Knowledge/Arcana total of 6+, focus on a specific type of wand charged with a spell of level three or four, possession of a wand of that type for at least one month.
  • Basic Techniques:
    • Power 4 (Increases the effective Casting Attribute used with the wand).
    • Power 4 (Increases the effective Caster Level of the wand),
  • Advanced and Master Techniques:
    • Part Of The Legend: Mystic Link with Summons Link, Returning, and Blessing, all Specialized and Corrupted / only to effectively make a chosen wand an attribute of the user; it can’t be destroyed unless the user is as well and will soon (hours or days) wind up back in his or her possession if it is separated from him or her), if the user is destroyed and the wand survives it tends to become a relic bestowing this style up to the user’s base level or 27 SP, whichever is less. Wand must have a value of at least 6000 GP and a caster level of 6 or more to start.
    • Mystic Flux: Rite of Chi with Blessing, Specialized for Reduced Cost and Corrupted for Increased Effect (rite restores charges) / only works with the wand chosen with Part of the Legend, only to recharge said wand, cannot be further improved (wand recovers 1d6 charges per day automatically, even if entirely depleted, and cannot be overcharged). Requires Part of the Legend.
    • Fast Draw. User’s of this style usually learn to get their favored wand out very quickly indeed.
    • Wand Mastery: Two instances of Inherent Spell: Corrupted for Increased Effect (Can be powered by the charges in a relevant wand) and Specialized for Reduced Cost / can only be powered by the charges from an appropriate wand, the effects must be closely related to the theme of the wand in question (Effects of levels one to three cost one charge, effects of levels four or five cost two charges, a sixth level effect costs three charges), requires Part of the Legend first.

For some examples:

  • Wand of Fireball: Scorching Ray, Pyrotechnics, Fireball (1 Charge). Wall of Fire (2 Charges).
  • Wand of Ice Storm: Ice Storm (1 Charge), Wall of Ice (2 Charges), Cone of Cold (2 Charges).
  • Wand of Major Image: Major Image (1 Charge), Shadow Conjuration (2 Charges), Shadow Evocation (2 Charges).
  • Wand of Shadow Conjuration: Shadow Conjuration (1 Charge), Shadow Evocation (2 Charges), Prismatic Duo (3 Charges, Generate a ranged touch attack ray of one prismatic color and a prismatic wall of a single color or two of either).
  • Wand of Monster Summoning III: Monster Summoning III (1 Charge), Evard’s Black Tentacles (2 Charges), Monster Summoning V (2 Charges).
  • Wand of Fear: Fear (1 Charge), Weave Emotion (L4 Greater Invocation, creates any emotion-influencing effect of up to L3. Possible effects of L3 or less include Crushing Despair, Fear, Good Hope, Heroism (one hour per level), Malicious Spite, Rage, Overwhelming Grief, Smug Narcissism, and Terrible Remorse) (2 Charges), Mass Suggestion (2 Charges).
  • Wand of (Ranged) Bestow Curse (Bestow Curse plus Short Range, L4): Ranget Bestow Curse (1 Charge), Summon Undead V (2 Charges), Malediction (Greater Invocation Malediction – creates any effect using the Malediction Spell Template (from The Practical Enchanter) of up to level five, 3 Charges).
  • Occult Techniques:
    • Inner Strength II
    • Ki Block (Variant): The wand-wielder may spend a point of inner strength as a swift action to counter a relevant incoming spell or effect. Thus the wielder of a Wand of Fire with this skill could use it to counter a Cone of Cold or split a Dragon’s fiery breath.
    • Healing Hand (Variant): The wand-wielder may channel his inner strength and/or charges from the wand into reinforcing other magical structures, creating a Make Whole effect (when used on items, 2 points), a Channel the Gift effect (when used on other creatures, 1 point), or simply use their Inner Strength as charges for the wand.

Honestly, a full-powered later-edition d20 wizard or sorcerer really doesn’t need this sort of thing. They’ve got plenty of daily spells and can cast them without much risk of interruption. On the other hand, a low-powered caster with many restrictions on his or her spellcasting (and thus plenty of character points to spare for purchasing something like this) might well find a signature wand – like Robin Hood’s bow, King Arthur’s Excalibur, or the Monkey Kings staff – a valued part of his or her personal tale.

It’s also a lot easier on the game master. You’ve got a limited caster with this style focused on his Wand of Fireballs? Then pretty much every fight is going to involve some Scorching Rays, and the great majority will involve a Fireball or Wall of Fire or two – or maybe Pyrotechnics, but that isn’t much of a wild card.

Both of these styles stretch the martial arts rules a bit of course – but if someone wants to play a specialist and it will fit into your game there are far more absurd possibilities.

The Ventus Elves of Modun

low angle shot photography of green trees

Photo by Felix Mittermeier on Pexels.com

And it’s Spellweaver81 again with the next race for the Modun Campaign Setting still under construction.  Once again apologies are in order for the delays in getting this material written and posted.  Today we’re finishing up with the elves tied to the element of Air.  Up next will be the Humans of Modun.

Ventus Elves of the World Tree Forests

Ventus Elves, also known as Silkweavers, Air Elves, Flying Elves, and the Windborne, live deep in the World Tree Rainforests, making their home in the tree canopies high above the ground. Aloof and mysterious, few people claim to have met a Ventus Elf and even fewer claim to have been to their settlements in the forests. What is known is that the Ventus Elves tend to be a simple people that cultivate flowers, engage in beekeeping for honey, and weave silk. While on a surface level this is the case, the deeper reality couldn’t be further from the truth as far more people have met a Ventus Elf than ever realize it.

The Ventus Elves are a race that excel in the role of being spies, saboteurs, and assassins and have agents across all of Modun. While officially the Ventus Elves are not involved in the affairs of the other races, they use these methods of subterfuge to keep unsavory elements of the Alliance from gaining power and disrupting the integrity of the Alliance. They do their work silently, swooping in either the shadows or from blinding light, before disappearing again. They are fast, nimble, capable of flight, stealthy, good at disguise, and impossible to track without the use of magic.

Appearance wise, they look like Aqua Elves with a copper complexion, and long pointed ears, and a slender body type except for the fact that they have wings like a butterfly or moth. While they can fold the wings down to hang on their back like a cloak, few realize that the Ventus Elves can cause their wings to withdraw into their bodies so it looks like they never had wings before manifesting them again seemingly from nowhere. As such, they tend to wear clothing that leaves the back exposed or provides slits through which the wings can unfurl while also coating their wings with beeswax to protect against the elements or bindings to achieve a similar result. The wings themselves, when fully extended, can nearly double their apparent height (ten to twelve feet, depending on the individual) and have a similar width. The wings are naturally a solid black, gray, or white in color, but are usually painted in a variety of colors and patterns when they become adolescents in a coming of age ceremony where artists paint the wings using a variety of floral dyes including bioluminescent and fluorescent inks in a pattern meant to reflect the adolescent’s personality and desired role in society.

The World Tree Rainforests in which the Ventus Elves make their home have been found in tropical, temperate, and even taiga climates with some forests overlapping all three. Believed to have been artificially created by someone unknown ages ago (possibly even before the elves arrived), the World Trees can grow in many environments and reach heights of up to five hundred meters for the tallest specimens. Other unusual features include: water reservoirs in the canopy that collect rain that then overflows and forms cascading waterfalls down the branches to the forest floor, branches forming prop roots that eventually grow into accessory trunks, and dangling vines full of colorful flowers that contain nectar that somehow concentrates light collected higher up in the canopy and slowly reemits it lower down in the shaded regions. Many of the branches are large enough to support full miniature ecosystems with soil, lakes, and various plant and animal species. A species of giant bees (roughly a meter in length) makes their home in the trees, gathering the glowing nectar and produce alchemically useful honey and wax.

Ventus Elf settlements are a mixture of cultivated plants and branches shaped into a useful framework and the use of lumber cultivated using daisugi techniques to gather straight logs without killing the larger trees. Such towns are frequently centered around one of the natural water reservoirs and consist of both structures on the “ground” and hanging from above limbs giving things a three dimensional aspect rarely found anywhere except in some of the underground cities of the Terra Elves. Around the reservoirs the Ventus Elves cultivate a wide variety of plants useful to them and will often build artificial habitats for the giant bees to make their hives in so that they can harvest the resulting honey and wax. Other things actively cultivated and harvested are the immense fruits of the World Trees, sap (for making resins, syrups, and alchemical amber), nectar, incense, and dyes. The nectar of the World Tree flowers can even be alchemically treated to store concentrated sunlight or even moonlight and thus serve as lamps. Larger settlements will also have an elaborate set of silver mirrors and transparent resin lenses set up throughout the canopy to gather and focus light from the Sun or Moon onto pools of alchemical nectar and to help provide light to darker regions underneath the canopy. There have even been reports of these setups even being used in the defense of their settlements by lighting enemy forces on fire.

Culturally, the Ventus Elves have a strong affinity for music and sounds. Wind chimes are ubiquitous throughout their settlements and crafting instruments of wood and silver is a highly regarded profession in their society. Some talented singers have learned the occult skill of using their natural ability to generate silk in combination with song to manifest elaborate woven silk fabrics with a song and gestures in an art called songweaving. Particularly adept songweavers can even produce things like rope, tripwires, bindings, clothing, blankets, and nets with only a few chords.

One of the other major artistic pastimes is to cultivate albinistic (technically leucistic) plants. These plants will be carefully grown using a rich mulch and a symbiotic fungus to provide the plants with nutrients in lieu of photosyntheis. The grown plants are then given water dyed in various colors to give them colors not seen in nature. These colored plants are then used for decorative purposes.

Like other kinds of elves, the Ventus Elves have a rare few born with the talent for shaping the element of Air. Those with this ability possess great ability to conjure winds, speed themselves along on currents of air, manipulate sounds, and even create basic illusions. Those with this talent frequently are the ones most likely to leave their settlements to go on adventures in the outside world as the ability to manipulate wind grants them a level of flight speed and endurance few others can match.

While widely seen as isolationist and at times unrefined, the Ventus Elves actually strive to be deeply involved in Modun. To the Ventus Elves, maintaining the Alliance between the races is critical, and any elements that threaten the stability of the Alliance are to be monitored and eliminated if need be. Since this can include espionage, sabotage, and assassination, the Ventus Elves take pains to keep their perceived involvement minimal through the use of disguises and stealth. They also use ultraviolet inks invisible to other races to leave messages for each other in plain sight so while one group of Ventus Elves scout out the target, another group then carries out the job using the messages as guides. The fact that they can silently swoop in from above and leave the same way once done also gives them an advantage. To this end, many of the weapons favored by the Ventus Elves tend to be ones that work well for hit and run tactics while avoiding interfering with their wings.

Which isn’t to say that the Ventus Elves are purely about the less savory aspects of diplomacy. They are active traders with those that come to their settlements and are particularly interesting in metal and stone given their home in the trees lack ways to extract meaningful ways to acquire such things in quantity. Their food and drinks are widely sought after (if thought to be a bit too sugary by many) and their silk and wood crafts are valued as luxury goods. There are even Ventus Elves who travel Modun doing various performance arts.

Like the other elves, the Ventus Elves have a rare few born with the talent for shaping the element of air. This allows them to manipulate the wind, aid movement, generate sounds, and even create basic illusions.

Basically the Airbending package seen here.

Shaping (6 CP), Pulse of the Dragon (6 CP), and Heart of the Dragon II (18 CP), Specialized and Corrupted for Triple Effect (produces effects of up to level three)/strictly limited to a particular element (Air), requires gestures, requires training (at least one martial art techniques in a relevant martial art per level of effect which can be produced). That’s 30 CP – in general, a +1 ECL template. Basic recommendation for martial arts is Wind Dance – a style a highly defensive, evasive, swift-moving style.

The magical traditions of the Ventus Elves focus on taking advantage of their flight ability to remain out of reach while still being able to strike at their enemies while simultaneously avoiding impeded their wings. To this end, the Ventus Elves have learned to make rods to channel magic through.

This is a package feat Ventus Elves can purchase.

    • Extension Metamagic – Specialized: Requires a specially crafted rod to act as a focus that costs 10,000 GP per level of the base spell to be modified. Said rod must be carried in a free hand while casting the spell. (3 CP)
    • Streamline Metamagic (Persistent) – Specialized: One reduced spell level applies to only the Extension Metamagic feat. (3 CP)

Relationship to Other Races:

Aqua Elves – The Aqua Elves are the elves the Ventus Elves get along with best. Both share an outward facing worldview (even if the Aqua Elves don’t always take things seriously), a general friendliness towards others, and a love for freedom of the seas and skies. It also helps that, at least on land and with their wings retracted, it is difficult to tell Ventus and Aqua Elves apart – a fact exploited by Ventus Elves to disguise themselves. Still, the frivolity of the Aqua Elves can get a bit tiring at times.

Ignis Elves – While not as hostile to the Ignis Elves as the Aqua Elves are, the Ventus Elves do still view the Ignis Elves as the source of some of the biggest problems for the Alliance. To that end, the infiltration of prominent Ignis Elf households is one of the main priorities, although the fierce temperatures of many Ignis Elf settlements makes the effort difficult without additional aides like Air Shaping or other magic.

Terra Elves – While the Ventus Elves have nothing but respect for the Terra Elves, the two races hardly interact with each other as Terra Elves find it difficult to get up into the trees and Ventus Elves find the underground cities to be claustrophobic. The Terra Elf propensity for actual isolationism as opposed to merely pretending to favor isolation is another point that makes relations uncommon.

Dwarves – The Dwarves are a useful source of stone, metal and other resources hard to find in the forest canopy. The semi-nomadic clan structure to their society – and the resulting clan feuds over territory – make skirmishes and even clan wars a frequent occurrence that have to be monitored and contained. Unfortunately, stopping these clashes once they’ve already started is quite difficult.

Humans – To the Ventus Elves, humans are a race that is endless fascinating and yet a source of endless headaches. Humans have the propensity for being indispensable allies and some of the biggest headaches to deal with. Humans lack a certain uniformity as their societies almost as a rule seem to harbor rogue elements (sometimes good, sometimes bad) that makes generalizations difficult to make. The fact that humans contain such immense cultural diversity despite lacking a commensurate level racial diversity like the other species of Modun is also perplexing. Still, some of the most useful allies to the Ventus Elves come from humans.

Gnomes – To the Ventus Elves, the wandering caravan life of the Gnomes is quite alien. Gnomes at times seem to be more defined by their trade relations to others than anything innate to themselves. Their obsessions with the sciences of alchemy, clockwork, and the stars is difficult to fully appreciate either, even if they do produce tangible results.

Halflings – As one of the few peoples to interact with the halflings on a regular basis, the Ventus Elves have a better understanding of the halflings than most everyone else. They recognize that the halflings are acting as guardians of Modun against threats left over from the invasions of the Dolls and other psionically active entities using magical talents uniquely suited to dealing with psionics. The halfling propensity for producing toxins and poisons is also of immense value to the Ventus Elves less savory operations like assassinations.

Statistics:

Immunity: Sleep Effects (Uncommon, minor, Major) (3 CP)

Occult Sense: Ultraviolet Vision (4 CP) Specialized and Corrupted: User can be blinded by lights others can’t see, can be impaired by effects that impact normal hearing, discerning colors as others understand them is difficult

Language: Speaks Elven as an Extra Language (1 CP)

Attribute Shift (6 CP) +2 Dexterity, -2 Strength

Skill Bonus: +2 to Deception, Perform, Stealth (6 CP)

Racial Weapons: Naginatas, Chain and Rope Weapons, Slashing Katana, Javelins, Shuriken, Chakram (3 CP)

Shapeshift (2 CP) Specialized and Corrupted: Only acts as a prerequisite for Hybrid and Verminform

Verminform (1 CP) Specialized and Corrupted: Only works in conjunction with Hybrid and allows moth/butterfly features

Hybrid (3 CP) Specialized: Only allows the user to extrude silk and produce moth/butterfly wings that can be retracted a number of times per day as per Shapeshift (Note: These wings provide flying speed 30 ft with perfect maneuverability and are silent, but not as fast or durable as other forms of wings. Silk is produced via glands in the fingertips.)

Innate Enchantment (8 CP, 7000 GP Allotted, 6,780 GP Spent)

  • Personal Haste (+30′ Move, +1 Attack at full BAB, from The Practical Enchanter, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP)
  • Light Foot (Below, +30 circumstance bonus ground movement speed a +10 circumstance bonus on jump checks, and DR 10 versus Falling Damage [only], Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP)
  • Stepping Disks (Below, Level Zero x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only x 2 Rapid Casting x .7 Only to allow the user to run over inappropriate surfaces and up walls or to break falls and such, only works while the user remains in rapid motion = 980 GP)
  • Pass Without Trace (Can pass through any type of terrain and leave neither footprints nor scent. Tracking subjects is impossible by nonmagical means. Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x 0.7 Personal Only = 1400 GP)
  • Message (Can whisper messages and receive whispered replies with little chance of being overheard. Spell Level Zero x Caster Level One x 2000 Unlimited-Use Use-Activated = 1000 GP)

Immunity: The normal XP cost of Innate Enchantments (Uncommon, Minor, Minor, Specialized/Only to cover initial racial abilities) (1 CP)

Melding (6 CP)

That is 44 CP, but the entire racial package is considered Corrupted for a total of 29 CP:

Blocked: Many of the above abilities including flight and movement related enchantments will not work if the character is wearing heavy armor or is heavily encumbered.

Obligations: May be requested by their people to undertake missions including investigation, espionage, escorting, sabotage, and even assassination from time to time to further the interests of the Ventus Elves.

High Metabolism: Ventus Elves burn a lot of calories compared to other races of similar size in order to sustain their flight and movement abilities. As such they must intake a significant quantity of sugary foods and drinks to help fuel these abilities.

And as a bonus Occult Skill, we have the already mentioned Songweaving.

Occult Skill: Songweaving (Cha) – This skill allows one to use hand gestures and song to produce finished cloth products in mere moments, although sadly these fade after a day unless some sort of raw material is used in conjunction to provide true substance (like a Ventus Elf’s ability to produce silk from their fingertips). Such temporary constructs have a shimmery translucent appearance that gives away its magical and temporary nature. Common things made with this skill include rope: nets, blankets, parachutes, tripwires, and to make and repair clothing. A Songweaver can produce 3 GP of temporary finished goods per rank in this skill per day, although as noted one can use an appropriate raw material in order to make the items permanent. Using this skill in combat

Eclipse D20 – Director Hræfngaldre

Rhitere (“Director”) Hræfngaldre (“Raven Mage”) of Clan Scinnhíw (“Phantasm)”

Gnomish Rogue-Illusionist, Level 2. Director, Actor, and Playwright.

Hræfngaldreis a character for the Modun setting, where psychic powers are considered quite suspicious. While he’s hardly a classical psychic, his abilities are based on Power rather than on spell slots or spell points – which is enough.

While the route was never quite the same twice, the circuit took most of a year to travel – stopping for a few days at each town, avoiding areas where there were major conflicts or had been trouble the year before, visiting new settlements prosperous enough to be profitable… There was always some suspicion of course; insular settlements found any outsider suspicious – and a troupe of actors, sellers of minor merchandise, tinkers, minor mages, entertainers, and sideshow workers could be a cover for virtually anything.

Hræfngaldre mostly worked the theater, where his talent in illusions and household magics were invaluable – later adding the ability to easily stow away the sets, directing and writing plays, and other useful talents to his repertoire as he grew older. But when he began directing, and thus was more in the public eye… it was only a matter of time before someone picked up on the fact that there was something… off… about his magic. A hint of strange and alien powers.

And the rumors began to spread.

Eventually… it became obvious to Hræfngaldre that he should disappear for a decade or two to let things settle down. After all, his kids were busy with THEIR kids, his wife had passed away, and becoming an adventurer should settle most of the rumors. After all… adventurers might be considered scruffy, violent, trouble on the hoof – but no one suspected them of much of anything else and everyone handled them with caution. You never knew WHAT an adventurer might have up their sleeve – and they always had wealth and usually had property and influence. Sure it was the kind of respect you gave a young dragon, but that would be good enough for his purposes.

Besides… he’d told the tales, and played the roles, of a thousand adventurers or more over the years. Tales of intrigue and battle, of monsters and distant lands. It would be interesting to see how well that matched the reality.

A few supplies and he was off.

Hræfngaldre is an example of a character type that’s almost forgotten these days – the unwilling adventurer (also a gnomish illusionist/thief, which was a lot more popular back in first edition). Those used to be pretty common – the lumberjack who took up his axe and went after the people who’d kidnapped his kid. The thief who fled the hangman’s noose into the wilderness. The elderly grandmother who wanted to get her grandchildren through a famine. The elder sibling who was looking after a younger one who wanted to adventure. Someone who’d been thrown out of their family, and were trying to make it on their own. The leader of a bunch of villagers fleeing a war. The little heroes, with smaller – and far more immediate goals. The ones who were trying to deal with personal or local problems, even if that might lead to something more later on. After all, in older editions… characters usually didn’t live very long. A small scale short term goal was something you might be able to achieve, while an epic long-term goal was something that would probably see most of the characters long dead before it was accomplished.

At 158, Hræfngaldre is about equivalent to a human in his mid-fifties – respectable for a dangerous d20 world, but nothing remarkable. At 3’6 and a slightly heavyset 50 pounds, his once fair hair has long since gone gray, but he is otherwise quite well-preserved – his bright green eyes, weathered olive skin, and teeth (admittedly thanks to a bit of hedge wizardry dental magic) all remain clear and smooth.

Basic Attributes: (Pathfinder 25 point buy): Str 10 (-2 Race -2 Size = 6), Dex 14 (+2 Size = 16), Con 14 (+2 Race = 16), Int 14 (+2 Age = 16), Wis 10 (+2 Age = 12), Cha 16 (+2 Age +2 Enh = 20)

Race: Allewellian (Metal) Gnome (+0 ECP)

  • Attributes: Con +2, Dex +2, Str -4
  • Skills: Craft, Linguistics, Persuasion, Survival all +3 and half cost, Perception +2
  • Senses: Low-Light Vision, Scent, can detect nearby natural resources.
  • Defenses: Fire Resistance 10, +1 to Saves, +4 Shield Bonus, +4 (Force) Armor Bonus, Immune to visual penalties from bright light, heat haze, dry eyes, sandstorms, etc.
  • Small: +4 to Hide, +1 to Attacks and AC,
  • Base d6 Hit Dice
  • Special: Orrery Engine Link, Create minor temporary equipment.
  • Innate Charms and Talismans (7/3):
    • Charms: Astrolabe, Bracers of Force, Elfin Cloak, The Ocean’s Arms, Sealed Helm, Seeing Crystal, Travelers’s Bedroll
    • Talismans: Rune Weapon (Shortsword), Ditty Bag (1 SP/Day – enough to feed his pony and himself if needed), Shifters Cloak (Raven, 8 Charges).
  • Racial Disadvantage: Gnomes are compulsive nomads, and find it impossible to settle down in one location (-3 CP)

Allewellian Gnomes make formidable rogues and mages. While they don’t get anything that an Eclipse character cannot buy anyway, they do get a fair chunk of useful stuff for free – and that’s always handy.

Package Deal: Gnomish Hedge Wizard

  • Shaping (Empower Charms and Talismans), Specialized for Reduced Cost / only for empowering a Gnome’s innate Charms and Talismans (3 CP).
  • Hedge Magic (The Practical Enchanter), Specialized for Reduced Cost / Does not include item crafting, adds hedge magic spells to the user’s spell lists (3 CP).
  • Access to an Occult Skill – any one of Gadgetry, Namegiving, Sealing, Secrets, Stealing the Scene, and Logistics (3 CP).
  • +3 to Greater Alchemy, Astrology, and Clockworks (3 CP).

Available Character Points: 72 (L2 Base) +10 (Disadvantages) +6 (L1 Feat) +4 (Duties) = 92 CP.

Basic Purchases (54 CP):

  • BAB: +1 (6 CP).
  • Hit Points: 18 (L1D12 +L2d6, 8, 6, 0 CP) +12 (Aqua Vitae, 4d4) +18 (6 x Con Mod) = 48 HP.
  • Racial Fast Learner, Specialized in Hit Dice (No Cost).
  • Saving Throws:
  • Fortitude: +1 (Pur, 3 CP) +3 (Con) +1 (Race) +2 (Mor) = +7
  • Reflex: +1 (Pur, 3 CP) +3 (Dex) +1 (Race) +2 (Mor) = +7
  • Will: +0 (Pur, 0 CP) +1 (Wis) +1 (Race) +2 (Mor) = +4
  • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP)
  • Proficiencies: All Simple Weapons (3 CP).
  • Skill Points: 8 (8 CP) + 10 (Fast Learner) +15 (5x Int Mod) = 33 SP
  • Fast Learner, Specialized in Skills for Double effect (+2 SP/Level) (6 CP)
  • Access to Occult Skills Sealing and Aqua Vitae (Bioware) (6 CP).
  • Adept: Deception, Engineering, Stealth, and Perception) (6 CP).
  • Adept: (Perform, Thievery, the Shadowed Moon Heart, and the Binding Arts (Namegiving, Sealing, and Aqua Vitae) (6 CP).
  • Armor Class: 10 (Base) +4 (Armor) +4 (Shield) +3 (Dex) +1 (Size) = 22
  • Initiative: +3 (Dex)
  • Movement: 30′ (Base)

Skills: (All +2 Comp, +2 Mor)

Note that Modun is using the Condensed Skill List, – and the GM has ruled that sets of three arguably-related Occult or Martial Arts skills can be purchased as a single skill. If they’re based on different attributes they can still wind up with different values though. 

  • Acrobatics: +2 (2 SP) +3 (Dex) = +9
  • Appraise: +1 (1 SP) +3 (Int) +2 (Aid) = +10 (+10% Treasure).
  • Athletics: +0 (0 SP) -2 (Str) = +2
  • Arcana: +1 (1 SP) +3 (Int) +2 (Aid) = +10
  • Concentration: +1 (1 SP) +3 (Con) = +10
  • Craft: +5 (2* SP) +3 (Int) +3 (Race) +2 (Tools) +2 (Aid) = +19
    • Writer, Alchemy, Carpentry, Tailoring, Smithing, Traps
  • Deception: +5 (2* SP) +5 (Cha) = +11
  • Engineering: +5 (2* SP) +3 (Int) +2 (Tools) +2 (Aid) = +16
  • Heal: +1 (1 SP) +1 (Wis) +2 (Belt) +2 (Tools) +2 (Aid) = +12
    • DC 15/25/35 for a L1/2/3 healing effect 1/Day.
  • Linguistics: +5 (2* SP) +3 (Int) +3 (Race) = +15
    • Common, Gnomish (The full language list for Modun isn’t yet available)
  • Local Knowledge: _+0 (0 SP) +3 (Int) = +7
  • Perception: +5 (2* SP) +1 (Wis) +2 (Race) = +12
  • Perform: +5 (2* SP) +5 (Cha) +2 (Tools) +2 (Aid) = +18
    • Acting, Strings, Oratory, Imagery, Storytelling, Cultural Arts (Gnome)
  • Persuasion: +5 (2* SP) +5 (Cha) +2 (Aid) +3 (Race) = +19
  • Religion: +0 (0 SP) +1 (Wis) +2 (Aid) = +7
  • Profession: +0 (0 SP) +1 (Wis) +2 (Aid) = +7
  • Scholar: +5 (2* SP) +3 (Int) +2 (Aid) = +14
  • Socialize: +1 (1 SP) +5 (Cha) +2 (Aid) = +12
  • Stealth: +5 (2* SP) +3 (Dex) +4 (Cloak) +2 (Sy) = +18
  • Survival: +4 (2* SP) +1 (Wis) +3 (Race) +2 (Aid) = +14 (+19 Astrolabe)
  • Thievery: +5 (2* SP) +3 (Dex) +2 (Tools) +2 (Aid) +16

The Recondite Arts: +2 (2 SP) +3 (Package) +2 (Comp) +2 (Mor)

  • Greater Alchemy: +3 ( Int) +2 (Tools) = +14
    • 3x Fireball Grenades (5d6, 4 Pts), 3x CSW Potions (4 Pts), 3x Dust of Tracelessness (3 Pts), Homunculus (3 Pts).
  • Astrology: +3 (Wis) = +10
  • Clockwork Engineering: +3 (Int) +2 (Tools) = +14
    • Steam Pistol (2d6, 20/x3, 40′ Range Increment, 8 Shots, 5 Pts), Piston Staff (Up to 20 ft, Str Mod +7, 3 Pts), Sleeve Grapnel Launcher/Rewinder (50′ Range, 3 Pts), Steam Launcher (As per Launch Bolt, 12 shots, 2 Pts)

The Shadowed Moon Heart: +5 (2* SP) +2 (Comp) +2 (Mor) (Martial Arts Group)

  • With Venom’d Blade: +3 (Int) = +11
  • And Silver Tongue: +5 (Cha) = +14
  • We Walk In Darkness: +3 (Dex) = +11

The Binding Arts: +5 (2* SP) +2 (Comp) +2 (Mor)

  • Aqua Vitae (Biotech) (+3 Int) = +12
    • 4d4 Extra Hit Dice (4), Immunity/Physical attribute loss due to age (4)
  • Namegiving (+Cha): = +13
  • Sealing (Dex): = +11

Usual Attacks:

  • Small Punching Dagger: +3: (+1 BAB +1 Enh –2 Str +2 MA +1 Size), 1d3-1. Crit 20/x3. (+3d6 Sneak Attack and triple damage backstab OR +2 AC, Combat Reflexes, and Deflect Arrows).
  • Steam Pistol: +4 (+1 BAB +3 Dex), 2d6, Crit 20/x3, 40′ range increment, 12 shots.

Master Of Illusions (27 CP):

  • Witchcraft II: Specialized and Corrupted for Increased Effect (Effects of L0/1-2/3 are available for 0/1/2 Power. Effects have a base range of 60 feet +60 feet per additional power spent, and a base Will save DC of (16 + Cha Mod). All effects are basically spells, require gestures, incantations, and a spell component pouch to work, can be interrupted during casting like any other spell (although trying to identify them via spellcraft is at +5 DC), spells cannot be taught to others, used to manufacture magic items, or used with spell trigger or completion items. and only offer access to a limited range of appropriately themed spells, with Shadowweave offering four of each level, Glamour two, and Dreamfaring only one, all approximating classical (first edition) illusionist spellcasting. Anyone who watches him spellcasting may make a DC (20+Spell Level) Spellcraft check to realize that his casting is abnormal, psychically-based, and suspicious (12 CP).
  • Pacts: Duties (Oppose Undead), Duties (Assist Children) (-12 CP).
  • +2d6 Mana as +6d6 Power. Corrupted / only to weave illusions with (8 CP).
  • Rite of Chi with +4 Bonus Uses, Specialized / only to refill the Illusion pool, above (6 CP).

Master of Illusions Spell List:

Spells of levels 0/1/2/3 become available at 1/2/4/6 hit dice.

Shadowweave:
L0) Dancing Lights, Light, Signal, Trifling Image.
L1) Color Spray, Disguise Self, Magic Mouth, Silent Image.
L2) Hypnotic Pattern, Invisibility, Minor Image, Mirror Image.
L3) Daylight, Invisibility Sphere, Major Image, Rainbow Blast.

Glamour:
L0) Ghost Sound, Message.
L1) Hideous Laughter, Hypnotism.
L2) Blindness/Deafness, Suggestion.
L3) Confusion, Fear.

Dreamfaring:
L0) Prestidigitation.
L1) Obscuring Mist.
L2) Rope Trick.
L3) Nondetection.

At higher levels the following spells may also be achievable (6 CP Per Category, effects of levels 4/5/6 cost 2/3/5 Power and become available at 8/10/12 hit dice):

Shadowweave:
L4) Greater Invisibility, Minor Creation, Greater Mirror Image, Shadow Conjuration.
L5) Chains of Light, Major Creation, Mislead, Shadow Evocation.
L6) Prismatic Duo (Generate a ranged touch attack ray of one prismatic color and a prismatic wall of a single color or two of either), Project Image, Shadow Evocation, Shadow Walk.

Glamour:
L4) Phantasmal Killer, Weave Emotion (Greater Invocation, creates any emotion-influencing effect of up to L3. Possible effects of L3 or less include Crushing Despair, Fear, Good Hope, Heroism (one hour per level), Malicious Spite, Rage, Overwhelming Grief, Smug Narcissism, and Terrible Remorse).
L5) Heroism (Greater), Suggestion (Mass).
L6) Dirge of the Victorious Knights, Veil.

Dreamfaring:
L4) Shadow Jaunt.
L5) Improved Blink.
L6) Maze.

  • Persistent Illusions: Streamline x 2, Metamagical Theorem/Stabilize, both Specialized and Corrupted /only to give Silent Image, Hypnotic Pattern, Minor Image, and Major Image durations of one minute per caster level past concentration and extend Veil to 2 hours per caster level with no concentration (6 CP).
  • Eldritch (Additional +5 versus Spellcraft Identification, 0 CP) and Subtle (Specialized and Corrupted / only for his witchcraft-based illusionist magic, 2 CP).
  • And From The Darkness Light: This makes Light and Darkness effects reversible. Elemental Manipulation Metamagical Theorem, Specialized and Corrupted / only applicable to spells that affect illumination, only to apply the +0 “change the elemental effect” modifier to switch between versions that provide light and versions that make it darker (2 CP). Thus Dancing Lights may be cast as Dancing Darkness, Light as Darkness, Color Spray as Darksight Spray, Daylight as Deeper Darkness, and Searing Light as Freezing Darkness.
  • Shadowmaster, Corrupted for Increased Effect (gives a bit of reality to a limited set of illusion spells that normally have none at all – the Image spells (including Mirror Images, which will take two hits to dispel). Specialized for Reduced Cost / only applies to those spells or variants thereof, only inflicts nonlethal damage and minor related effects, cannot inflict further damage after the victims go unconscious, disbelief and a successful save provides complete protection, even without disbelief the damage is determined by comparison to a similar spell effect of equal or lesser level to the illusion used and may allow saves for reduced effect, and the damage is limited by the targets expectations and experience – and so instant effects are rarely very effective, targets using nonstandard senses may be protected, and no effects will work on mindless targets or objects (3 CP).

Using this ability…

  • A Silent Image spell COULD be used to “collapse the ceiling”, but the (nonlethal) damage is not going to exceed the 1d4/Level (5d4 Maximum) that you could get with “Hail Of Stone” – and trying to affect a larger area is likely to bring that down to 2d6.
  • A Minor Image spell could be used to simulate a Fireball, but the actual results are likely to be a blinding flash and a momentary feeling of heat – likely resulting in victims taking two or three d6 of damage and being briefly dazzled. Turning the room into a “raging inferno” will probably be more effective, since that can be maintained over several rounds, even if it will only be 2d6 per round.
  • Using a Major Image to “cause an avalanche” or other major collapse might well get you up to Fireball damage – but a reflex save to “dodge the debris” will apply to halve that damage, even if those targeted fail to disbelieve.

That makes illusions versatile and somewhat effective attacks – but certainly not overwhelmingly powerful ones.

Obviously enough, this is a fairly cheap way to build what pretty much amounts to a first edition illusionist – a specialty that was a lot more effective back when your goal was to get the treasure while – if possible – avoiding the monsters. In current games this is good for tricks, for escaping, and for supporting other characters, but it’s never going to be an offensive powerhouse.

The Clan Scinnhíw Orrery Engine:

  • Sentience 8 (Int 20, Wis 14, Cha 14. Feats: Adept x2 (Half cost on Perform, Persuasion, Profession, Thievery, Appraise, Arcana, Engineering, and Heal),
  • Skill Points 56, Skills: Appraise +10 (Int, 2* SP), Arcana +10 (Int, 2* SP), Craft +10 (Int, 5 SP), Engineering +10 (Int, 2* SP), Heal +10 (Wis, 4* SP), Perform +10 (Cha, 4*), Persuasion +10 (Cha, 4* SP), Religion +10 (Int, 5 SP), Profession +10 (Wis, 4* SP), Scholar +10 (Int, 5 SP), Socialize +10 (Cha, 8 SP), Survival +10 (Int, 5 SP), Thievery +10 (Dex, 5* SP), +3 Specialty in the History of the Clan (1 SP).
  • Those bonded to it
    • Can use the basic spell scribing / sharing Heartstone effect IF 1) they are standard spellcasters and 2) have the Scribe Scroll Feat or equivalent.
    • May get it to “Take 10” on “aiding another” with it’s various skills.
    • Gain a +2 Competence Bonus to all Skills.
    • May manifest up to three Unseen Servants at any one time.
    • May use Cure Light Wounds (1d8+1) once per level per day.

While it could be enhanced with additional (and stronger) powers, that would be extremely expensive. For the most part, clans are content to simply allow their Orrery Engines to grow over time.

This one is very useful for traveling performers, but a few Unseen Servants and Cure Light Wounds a few times per day is not going to present a tremendous edge in adventuring.

Other Abilities (11 CP):

  • Create Relic, Specialized and Corrupted / Gnomish Pocket Watches Only (2 CP)
    • Gnomish “Pocket Watches” are 1 CP relics that can handle Innate Enchantment (along with a 1 CP immunity to the small amount of XP that would normally be required to activate enchantments cost 2500 GP or less), Reflex Training, and Shaping only.
  • Enthusiast, Specialized and Corrupted / the “floating” point may only be used for creating a Relic (1 CP).
  • Innate Enchantment 8 CP (Up to 7500 GP total value) plus Immunity to the XP cost of activating enchantments under 2500 GP (1 CP). In general, SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only (where applicable) or the cost of the item in question.
    • Personal Heroism. +2 Morale Bonus to Attacks, Saves, and Skill Checks (2000 GP)
    • Handy Haversack (2000 GP).
    • +2 Enhancement Bonus to Cha (1400 GP).
    • Healing Belt (750 GP): Includes +2 to Heal.
    • Boots of Landing (500 GP).
    • Everlasting Rations (350 GP, for 1 Medium Creature or 4 Small)
    • Ioun Torch (75 GP).
    • Pavilion (100 GP), with Table (5 GP), two Beds (with comfortable bedding, plenty of blankets, pillows, etc, 20 GP), Masterwork Cooking Gear / Assorted Pots (5 GP), Alchemists Lab (200 GP), Bathtub (10 GP), Small Stove (10 GP), 20 Bear Traps (60 GP), 2 Barrels (Water, 4 GP), Towels and Washcloths (1 GP). Normally set up as a quasi-real illusion and Camouflaged via Prestidigitation. (425 GP Total)
  • Mystic Artist (Imagery) (6 CP)
    • Inspiration: Emotion, Competence, Greatness, Excellence
    • Manipulation: (Skipped Fascinate), Hold Audience
    • Synergy: Block (Mostly used against heckling and such).
    • This is mostly used in stage productions; Granting Excellence to your major character actors and throwing in some illusions to provide special effects and to upgrade the scenery can turn a mediocre performance of an unfamiliar (but locally popular) play into a polished professional act. And THAT brings in audiences.
  • Reflex Training (Three actions per day variant), Specialized and Corrupted for Reduced Cost / only for defensive actions, only to avoid really major problems by evasion, leaves the user stuck with the equivalent of a Curse until he or she is treated (Heal DC 30), receives a healing spell of level 3+, or rests for a week (2 CP).

The Shadowed Moon Heart:

This trio of martial styles are based on Yin Qi or “Dark” C’hi, the descending arc of the Universal Energy that makes up the cosmos. In ascent, Yang – creating, blazing fury, in descent Yin, destroying yet sheltering in the mothering darkness. Splintered like light through a prism, universal energy becomes magic, psionics, and a myriad other forces. In balance there is life.

In the heart of the Shadowed Moon lie the arts of subtle destruction, the dance of Yin. In it’s companion styles, the arts of the Blazing Sun Corona, lie creation, life extension, and burning fire.

With Venom’d Blade (Int)

  • Focusing Dark C’hi through a blade is a difficult and unstable art. While it can greatly amplify the damage done if targeted with care, if an opponent is neither unaware or distracted enough for this, this art is far less effective.
  • Requires: Proficiency with Punch Dagger, Int 14+,
  • Basic Techniques: Attack 4, Strike, Synergy 3 (Acrobatics, Stealth, and Thievery)
  • Advanced and Master Techniques: Backstab (Double Damage, Corrupted for Increased (x3 damage) only when striking from behind against a foe who is unaware that the user is a threat), Sneak Attack x3
  • Occult Techniques: Inner Strength, Focused Blow, Touch Strike, Ki Focus.
  • Known Techniques (6):Attack 2, Synergy (Stealth), Backstab, Inner Strength, and Ki Focus.

And Silver Tongue (Cha)

  • The power of Dark C’hi is corrosive and terrible. When expressed through the voice, it grants that destroying power to words and social combat. Still, while this is dark, it is evil only if used that way. The rumors that undermine a tyrant are much the product of this discipline as the ones that drive some innocent to suicide.
  • Requires: Cha 14+,
  • Basic Techniques: Strike (Voice, Social Damage, 1d4+Cha Mod ranged touch), Synergy x3 (Deception, Persuasion, Socialize), Toughness 4 (versus Social Damage).
  • Advanced and Master Techniques: Mind Like Moon, Dragon Breathing Technique (Rite of Chi with +4 Bonus Uses, Corrupted for Increased Effect (Can be used to restore Inner Strength), Specialized for Reduced Cost / Only to restore inner strength), Whirlwind Attack (rumors attack groups), and Repartee (Social Combat Reflexes).
  • Occult Techniques: Inner Strength 2, Ki Focus, and Ki Block
  • Known Techniques (7): Strike, Synergy (Deception and Persuasion), Mind Like Moon, Dragon Breathing Technique, Inner Strength, and Ki Focus.
  • His possession of this style is why he was able to shrug off rumors and suspicion for decades.

We Walk In Darkness (Dex)

  • Anger. Fear. Aggression. Of the Dark C’hi are they. Easily they flow, quick to join you in a fight. For a million generations they have kept your line alive. Rationality has it’s place – but when you struggle to survive, let the elder Darkness guide you., whether in battle or escape.
  • Requires: Proficiency with Punch Dagger, Dex 14+,
  • Basic Techniques: Defenses 3, Attack 3, Synergy 2 (Athletics and Survival).
  • Advanced and Master Techniques: Breaking, Combat Reflexes, Improved Disarm, and Deflect Arrows.
  • Occult Techniques: Inner Strength 2, Vanishing, Light Foot.
  • Known Techniques (6): Attack 2, Defenses 2, Combat Reflexes, and Deflect Arrows.

Equipment Allowance: 900 GP. Light Encumbrance: 20 Lb. (Handy Haversack).

  • Mount: Combat-Trained Pony (45 GP), Saddle, Saddlebags, Tack, and Feedbag (15 GP). 1 Week’s Grain for Pony (3.5 SP, 35 Lb) (Normally fed from Ditty Bag).
  • Magic Items: Sleeves of Many Garments (200 GP).
  • Clothing: 2x Explorer’s Outfit (first outfit free) includes Boots, Hat, Scarf, Gloves, added Bandolier (for potions), Belt Pouch (12 GP, 2 Lb each, weight of worn clothing does not count against encumbrance).
  • Weapons: Punch Dagger, Sheathe, Cleaning Kit (3 GP, 1/2 Lb), Steam Pistol (1 1/2 Lb),
  • Masterwork Tools/Kits: Clockwork, Craft, Engineering, Heal, Thievery, and Perform (300 GP, 12 Lb).
  • Messkit (Aurora’s Whole Realms Catalogue. 8 GP, 1/4 Lb. Tinware, small pot, plate, 3 seasoning vials (Salt, pepper, herb of choice), silverware, normally one small collapsing cup, he’s added a couple more. Pg 137).
  • Rope Set (Aurora’s Whole Realms Catalogue. 40 GP, 4 Lb. 200 yards silk rope, two folding grapples, pack, and assorted spikes and pulleys. +10 bonus to Climb. Pg 17)
  • Writing Kit: A modest box containing a set of brushes/pens, sheets of paper, an inkstone, sticks of ink, charcoal sticks, two blank journals, a simple seal, and sealing wax. Suitable for the budding calligrapher, artist, scribe, author, or maker of scrolls. 2 Lb, 25 GP)
  • Magician’s Pouch: This modest bag contains various spell and ritual components, including packets of salt, beeswax, assorted colored chalks and small candles, origami paper, incense sticks and various common herbs, string, pen and ink, several pencil-sized “wands” (bone with lead bands, hawthorn, ebony with gold tips, elder, oak, magnetized steel, and mistletoe), a “scribing” tip (for the wands), 2 small knives (meteoric iron with oak handle, silver with rowan handle), silk cloths, 2 small bowls/bells/cups/incense burners/etc (silver and gold), a silver disc/mirror, tongs, wire, matches, a set of rune or “tarot” cards, a small key, some rings (Simple blank bands; 4 copper, 2 silver, 2 gold, and 2 iron), a small flute, embroidery thread, brass chime, holy symbol (Per user’s beliefs), some crystals, needles and thread, pins, and assorted vials (Holy and unholy water, assorted oils, alcohol, mercury, “fingerpaints”, a measuring cord, glue and healing herbs) in a padded roll. (60 GP, 3 Lbs.
    • An upgraded spell component pouch. Water-tight and somewhat resistant to fire, allows various applications of Spellcraft with +2 bonus and the performance of various bits of folk magic – charming warts, determining which of the village boys a village girl is most likely to marry, helping someone lose weight, making cattle less likely to stray, and so on).
  • Traveler’s Pouch: This light leather carrying bag contains a selection of items any traveler should have along – brush, comb, and razor, a little packet each of soap, sticking plaster or salve, wax, tacks and thread, needles, buttons, fishhooks and sinkers, string/fishline/twine, a match or “tindertwig” safe, small whetstone and file, a couple of small knives, a vial of insect “repellent”/ medication, a thin bag (Suitable for use as a pillow if stuffed with something yielding), and – where available – a compass. Usually found as a shoulderbag or mounted on a belt. 1 pound or less. About 12 GP if purchased (mostly due to the compass) – but most characters should be presumed to have this stuff. (Contents list and weight from “Woodcraft” by George W. Sears, circa 1880. Flint, steel, and tinder, should be substituted for matches if such items are not available in the setting).
  • Consumables: 10 Days Trail Rations (2.5 Lb, 10 GP), Incense Sticks (-), Pot of Glue (-), 10 Iron Spikes (1/2 GP, 5 Lb), 1 Square Yard of heavy leather (3 GP, for repairs, tie strips, etc. 2 Lb), 10 Flasks of Oil (1 GP, 10 Lb), Canteen (2 GP, 5 Lb with Water), 4 Lb Coffee (1 GP), 4 Lb Sugar (1 GP), Tea 2.5 Lb (1 GP).
  • Miscellany: Light Canvas Tarp (10 sq yards, 1 GP, 5 Lb), Crowbar (2 GP, 2.5 Lb), Grooming kit (1 GP, 1 Lb), Bullseye Lantern (12 GP, 3 Lbs), Violin (5 GP, 1.5 Lb), 2x Spell Compoent Pouches (10 GP). Bedroll, 2x Blankets, Pillow, Ground cloth (1 GP, 2 Lb), Towel (-, 1 Lb), Vials of Honing, Citronella, and Garlic Oil (6 GP), Small Steel Mirror (10 GP, 1/2 Lb).
  • Remaining Cash: 110 GP.
  • Total Weight: ~ 112 Lb.

Hræfngaldreis an excellent trickster, and has a wide variety of convenience powers – but he’s always going to be a hedge wizard, rather than an epic hero. Further development? Well, finishing off his “Illusionist Powers” won’t be that hard – although he’ll want more Power every few levels – and otherwise he’ll probably look a lot like a classical rogue; for him, confusion, illusion, and sneak attack is the way to go. He’s also a good example of a limited thematic spellcaster and of an “everyman” hero.  

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