Eclipse – Sample Races, Templates, and Characters Update

Here, at last, is an updated index to all the Eclipse-Style Races, Templates, Power Packages, and Sample Characters on the blog.I’m going to sticky this and try to keep it reasonably current from now on.

If you’re building a character, the usual sequence will be Race – Template (if any) – Basic Build, so that’s how this is organized. If you’re looking for “how-to” information, next up is the level-by-level class breakdowns and the general power-package information and examples. After that, for inspiration, swiping power packages from, and use in other games, comes the sample higher-level characters.

Character Creation and System Primer

Sample Races:

Sample Templates:

Eclipse Pathfinder:

Eclipse handles Pathfinder just fine – so here are Eclipse breakdowns for Pathfinder –Basics and Races and the class breakdowns for the  Alchemist, Barbarian, Bard, Cleric, Druid, FighterMonk, Paladin, Ranger, Rogue, Sorcerer and Summoner. The sample characters are pretty much all compatible with Pathfinder; if they don’t already have the Pathfinder Package Deal from Basics and Races simply add +2 to an attribute and +3 to their skills.

Sample Level One Character Builds:

Level-by-Level Class Breakdowns:

General Build Information and Power Packages:

Sample High-Level Characters:

. . Note that these characters were generally built for particular campaigns, and so are sometimes built using campaign-specific variants – usually a price break on especially-relevant abilities. These are covered in the Campaign Sheets for the relevant campaigns – Federation-Apocalypse Campaign, Ironwinds Campaign, Atheria Campaign, Twilight Isles Campaign, and Darkweird Campaign.

Level Two Sample Characters:

Level Three Sample Characters:

Level Four Sample Characters:

Level Five Sample Characters:

Level Six Sample Characters:

Level Seven Sample Characters:

Level Eight Sample Characters:

Higher Level Sample Characters:

Level Ten and Twenty Breakdowns:

Alzrius has also put up quite a few Eclipse characters on his Intelligence Check blog – including quite a few interpretations of popular characters from a variety of sources. Pretty much all of them are written up for Pathfinder, and usually use the Pathfinder Package Deal.

  • Rinoa, from Final Fantasy via Dead Fantasy, a powerful 15’th level spellcaster – along with the Hyne Witch template and a discussion of many of the other characters.
  • Pyrrha Nikos, a 7th-level Huntress-in-training, along with statistics for Vytal Humans, three Martial Arts, and some world background and discussion.
  • Sharalia, a Level One Fire Dancer – a character who controls flame through dance.
  • A 20’th level breakdown for an Antimage –  a “class” that specializes in negating the powers of dangerous spellcasters.
  • The Maedar – a racial template breakdown for a male medusa.
  • Sailor Saturn – a fragile young woman from the Sailor Moon anime with some exceptionally over-the-top powers.
  • Scorpion from Mortal Kombat, written up at the peak of his powers – along with the Netherrealm Ghost template and three Martial Arts.
  • Sam Winchester, a level three paranormal investigator from the Supernatural television series.
  • Varek, a Level Six Cleric with some support abilities.
  • Abraham Lincoln, Level Twelve Civil Warrior of the United States of America – with a touch of Vampire Hunter and including his Martial Art.
  • Agent Spin – a Second Level Elite Beat Agent who gets sent… to encourage people in trouble.
  • Gargamel, a First Level Incompetent Ritualist and Bumbler – perhaps fortunately, without statistics for Smurfs.
  • Spinnerette, a Level Five Spider-Style Superheroine/
  • Malecite, a Level Ten Villainous Mage from Suburban Knights, along with Malecite’s Hand, a vastly powerful relic and various new spells.
  • Dirk Markson, a Level One Dark Witch – and possible hero.
  • Barney Stinson (Scroll Down), a Level One Sitcom Inhabitant – from How I Met Your Mother.

Alzrius’s Eclipse d20 Ponies:

Alzrius built his ponies so as to fit into “standard” d20 games – whereas I used the “Superheroic” world template because it would allow my builds to reproduce the things that the ponies did on the show. Of course, that means that my builds will only work well in games based on the assumptions of Equestria; they won’t do so well in basic games. For those, courtesy of Alzrius, we have…

  • The Pony Races:  Earth Ponies, Pegasi, and Unicorns.
  • The Elements of Harmony:  Built as Eclipse Relics.
  • Rarity:  Starting off the series at level one! Commentary: Using the Elements of Harmony to cover the characters occasional incredible stunts.
  • Princess Celestia: As she generally appears on the show – as a ninth-level mentor-type who explains why she can’t handle things.
  • Adagio of the Sirens: Unreformed, still at large, and needing only an enchanted gem to make a comeback.
  • Lex Legis (And his Picture): Alzrius’s original character – and a very “gray” potential opponent.
  • Notes on Zecora: A discussion of just how much power – or lack thereof – is needed to build Zecora. Comments: My take on Zebras.
  • The Journal of the Two Sisters – and lapses in logic therein. Comments: Unicorn populations and birthrates, basic demographics – and why the “Unicorns losing their magic” story makes no sense in any terms.
  • Iliana, the Ponyfinder Queen: An examination of how to use Eclipse to customize – and slightly upgrade – a Ponyfinder queen to fit her history.
  • Lashtada, Ponyfinder Goddess:  As set up using The Primal Order for second edition.
  • Sonata Dusk: As appearing in his Fanfiction.
  • A Magical Medieval Society: Equestria: Building equestrian society using “A Magical Medieval Society”.
  • Baby Got Backlash: Flurry Heart and Magical Surges
  • Tempest Shadow: The movie antagonist escapes into d20, rather than remaining to face the friendship

Latest Material Index

Continue reading

Latest Material Index

Continue reading

Latest Material Index

. It’s once again time to get the latest material index updated and to transfer the material from the old one to the main index tabs at the top of the page. If you want the very latest material, it may be necessary to either scroll down or consult the “Recent Posts” listing-widget on the lower right. The previous Latest Materials Index can be found HERE and – for those who like to rummage at random – the full post-by-post index can be found occupying a great deal of space in the lower right column.

. Eclipse Classless d20 Character Construction Cribsheet / Sample Character ListCharacter Creation PrimerCompiled Martial Arts.

. Subindexes: RPG Design – Twilight Isles – BattletechChampionsd20Legend of the Five RingsShadowrunWhite WolfOther GamesBattling Business WorldStar Wars

. Cumulative General Index. Continue reading

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.

Ventus Elf Charms and Talismans



The Ventus Elves are a flying subspecies who live in Modun’s colossal World Tree Forests, the great branches serving as platforms and thoroughfares. While such settlements are significantly larger than (and sparser on bridges and ladders then) the few treehouse communities in the real world, the only real oddity about the architecture is the flight – and the excess of branches and giant leaves tends to greatly limit the routes for flying. What makes their environment truly exotic – and supportive of a significant number of “local” charms and talismans – is the supply of magical (and a few exotic nonmagical) exotic materials in large quantities. Thus the Ventus have a selection of Charms and Talismans for manipulating their alchemical resources – sometimes obtaining quite powerful effects for very little actual magic. Still, the expense of the materials involved helps keep things under control.

The Ventus share their environment with the the Giant Bees of the World Trees – “Apiarian Bees” (since a colony takes up an entire apiary), which have a major influence on the Ventus Elves. They may have some kind of colony intelligence but, if so, it is apparently too alien to communicate with effectively (there are some indications that a group generates it’s own low-grade Ward Major and that they are effectively symbiotic with the World Trees). In either case, they are definitely capable of using World Tree Nectar to create blasts and bolts of light, of using the pollen as if it was Dust of Sneezing and Choking and of putting out fires with it, of crystallizing the honey from the nectar into warm, luminescent chunks which keep them warm in winter, and of producing honey, pollen-cakes, royal jelly, and wax with remarkable alchemical properties. Some colonies even turn such materials into a variety of potions – even if no one is entirely sure how. Fortunately or unfortunately, the Bees are quite capable of defending themselves and their resources; the best known method of obtaining them is to use an Apiary Pass Charm.

Apiary Pass: These (Natural? Or maybe the Bees make them?) knots of World Tree wood are infused with honey from a particular colony and – when attuned as a charm – apparently signify to the members of that colony that the bearer is – well, probably not a “member” of the colony, but perhaps an associate or employee or partner? Bearers of an Apiary Pass have an intuitive sense of what the colony… Needs? Wants? Is being told to get? – and how they can help out with it. If they fetch the berries, or clean up the mess, or heal a hurt bee, or get rid of the annoying monster… they will be offered some of the colony’s spare products. It’s usually a pretty good deal; Apiary Bees tend to be extremely productive and live in an extremely hospitable environment – and so usually have plenty of honey, wax, and other products to spare. Of course, if someone attempts to abuse the privilege of safety and access to the hive that an Apiary Pass provides, the colony will use it as a targeting system instead of a pass.

The products of the World Trees and their Giant Bees are potent alchemical and magical ingredients. The Ventus Elves use them to prepare the following items at one-half the usual cost. Others may be possible as well, consult your game master. 

  • Alchemical Items: Alchemists Fire, Fireworks, Sunrods, Tanglefoot Bags.
  • Magic Items: Amber Amulet of Vermin, Dust of Sneezing and Choking (Pollen), Keegotums Ointment, Oil of Timelessness, Sovereign Glue, and Universal Solvent.

Apiary Bee Royal Jelly isn’t actually a Charm or Talisman, but it is extremely tasty, promotes healing (doubling the natural rate of recovery on any day when you eat some), and is said to subtly delay the physical aging process. If eaten regularly, attribute penalties due to age will be delayed by 1d6 years per age category (twice that for long-lived races). Thus physical penalties for being middle-aged will not accrue for 1d6 extra years, for being old for 2d6 years past the stated time, and 3d6 for Venerable. This does not extend the user’s maximum lifespan, but it can make it significantly more comfortable.

While the Apiary Pass may be one of the most important charms known to the Ventus Elves, there are – of course – many others that are nearly unique to them.

Aeolian Harp Talisman: Placed in a cemetery or at the entrance of a tomb or catacomb, the movement of the air will call forth eerie otherworldly music, singing of sleep and slumber to the unquiet dead. As long as some caretaker keeps the harp attuned it will infuse the area with a tiny trickle of positive energy and encourage spirits to move on. Bodies laid to rest under it’s influence are 1% per day less likely to be able to become undead, existing undead may make a will saving throw (only DC 4, but there are always “1”‘s) at the end of the first year, five years, twenty-five years, 125 years, and 625 years or move on – and may do so voluntarily if they wish.

While a clerical presence or caretaker staff can achieve similar benefits, few Ventus can tolerate spending the necessary time on the ground – and if the dead do rise, well… better that they smash a Talisman than kill off a set of caretakers.

Bladecloth is a length of silken cloth, typically worn as a sash or belt, that is basically a version of the Tulthara Talisman – but while a Tulthara can simulate any single weapon and it’s ammunition (if any), Bladecloth can only simulate edged or pointed melee weapons. It does, however, offer the advantage of being able to vary it’s effective size a bit. Bladecloth (Sword) could be wielded as a short, broad, or long sword, or even as a scimitar, katana, or greatsword. Bladecloth (Axe) could function as various sorts of axes. While Charm versions do exist, they are limited to small, simple, one-handed weapons. Thus a Bladecloth (Dagger) charm could emulate a dagger, hunting knife, sai, and various other small blades, but nothing larger. It is notable that pole-arm and spear versions of Bladecloth can adjust up to 5’ of reach as needed, which can be quite useful.

Cannith Hive: This beehive-charm is pretty much a perfect home for bees, subtly enhancing the colony to protect it from intruders, keep it healthy, allow it to pollinate things more effectively, and to produce more honey and wax than usual. It even keeps the bees fairly docile when it comes to the owner, letting him or her collect extra honey and wax without difficulty. Talismanic versions allow the user to direct the bees to swarm – whether to create a new colony or to attack someone. Beehives will, however, need at least a couple of months to recover from producing a swarm. Sadly, these are sized for normal bees, not giant ones.

Crepitons Bandoleer: Even left to themselves the fruit of the Assacu or Sandbox tree explode violently, hurling their poisonous seed-shrapnel at up to 160 MPH / 250 KPH – only about a third the velocity of a basic fragmentation grenade, but still free, natural, and toxic. The Ventus Elves, of course, have done a bit of selective breeding to improve on the natural product: A ripe Assacu Fruit will explode on impact for 1d4 Physical and 1d4 Sonic damage in a 10’ radius. A Crepitons Bandoleer Charm will hold up to three fruits stable and at the perfect peak of ripeness (1d6/1d6 damage) until they are thrown. A Talismanic version will hold up to a dozen fruits ready to use. Unfortunately, they must be intentionally and individually detached; you cannot perform a kamikaze blast with a full bandoleer.

It’s worth noting that gathering the fruit is best left to unseen servants, telekinesis, or similar measures. Having one go off in your hand is not an enjoyable experience.

Driftrope is silken rope spun from spider silk, and is essentially weightless – allowing ropes made of it to hang for thousands of feet without the weight of the rope breaking itself, for it to be easily carried by arrows, or woven into wind-carried nets. A normal coil is some 200 feet long, a Talismanic version is about 750 feet long. Unattuned, it weighs as much as normal silk rope of similar length.

Eternal Amber (Natural Charm): Occasionally trickles of sap from a World Tree will harden into amber. Even more rarely, a few of those pieces will, when empowered as a Charm or Talisman, reveal visions of the past of the source tree – sometimes idyllic visions of quiet summers long past, perhaps a scene of battle, or memories of an ancient ritual. A Charm-sized piece will typically have 2d4+4 such memories stored within – although the length of a memory somewhat depends on it’s complexity. A quiet memory of a summers week from an age long past – even if it shows many extinct species and a landscape long since lost to history – contains far less detail than the memory of a battle fought beneath the branches. A Talisman-sized chunk bears a similar (if often longer and more detailed) number of visions – but can be used to store an equal number of recent scenes provided by the user. Do you wish to store a set of lectures by a renowned theorist of magic? A last will and testament? The location of hidden treasure? The once-millennial Song of the New Age sung by a celestial chorus? The secrets of a collection of personal spells? A suitable chunk of Eternal Amber will do it for you. The memories of a piece of Eternal Amber may be experienced by anyone who gazes into an attuned chunk or – if someone casts an Image (Silent, Minor, Major, Permanent, etc) spell on it the vision may be shown to anyone in the area (the better the spell, the better the quality). Since the Amber will “concentrate” indefinitely, this usually lasts for a day or so.

Obviously, like a book, the value of Eternal Amber lies not so much in itself as in the visions held within it. A memory of a beautiful spring day with a lovely sunrise, sunset, and songbirds is nice, but is mostly a decoration. A memory of a council of war and rallying of the troops that was held in near the tree a thousand years ago during a legendary conflict might be near-priceless to a scholar or museum. The memory of a dozen unique high-level spell formula? Worth a small fortune in some worlds, a historical curiosity on Modun where high level spellcasting is impossible anyway.

Evergreen Drops: A distant, and far, FAR, weaker relative of Ungent of Timelessness, a drop of this stuff added to the water in a flower arrangement, or for a pot of herbs, or to some cuttings, or a cut tree, or similar small plant, will keep it fresh and blooming for weeks – at least as long as someone waters it regularly. Cuttings will usually put out roots and even small cut trees sometimes put out enough roots to be successfully replanted. A vial includes fifty doses. The Talismanic Version also acts as fertilizer and cures many minor blights and infestations, although a variant form is simply a flask version of the basic charm that refills itself by 3d4 doses daily.

Flarecandle Rings are charms allow the user to influence how fast a candle he or she has touched in the last few minutes burns – allowing the user to make them flare like a torch (burning out in about eight minutes), burn like a campfire (for about two and a half minutes), burn like a flare for a minute, or go off like a large firecracker. The Talismanic version can affect the magical wax of the Giant Bees of the World Trees – a candle of which will burn for eight days rather than for a single hour. Causing them to burn like a torch burns them eight times as fast, causing them to burn like a campfire burns them twenty-four times as fast, causing them to illuminate the area like a flare burns them sixty times as fast, causing them to burn fast enough to emit a 5’ sphere of flame from the tip that causes 3d6 damage burns 96 times as fast, and causing them to burn up in an instant generates the equivalent of a four-die Fireball (or less if already partially used up). Sadly, such candles are rare and expensive – typically at least 10-20 GP each when there are any available at all. They are definitely something or a status symbol though – and having a pocket flamethrower to hand can be a surprising comfort in d20 settings.

This is pretty potent – but the actual magical effect is just “turn a bit of wax into a fine mist” – the kind of thing you might get away with using Prestidigitation to do. The insanity comes from allowing a non-nuclear substance with roughly a hundred and fifty times the energy density of Gasoline to EXIST. A one-pound (half kilo) block of this stuff is roughly equivalent to twenty-four gallons (90 Liters) of gasoline. The limitation on power is not due to a lack of energy in the fuel, it’s due to insufficient oxygen greatly slowing the reaction.

Flash Pellets, Roman Candles, and similar items are also common products of World Tree Nectar and Apiarian Bee wax, but are probably best represented by the standard Fireworks Pouch.

Fog Vials contain about sixty gallons of Condensed Water – but, unlike the usual tablets, when the lid is opened it starts coming out as fog / cloud at about 1000 cubic feet per second – and one gallon of water makes about 50,000 cubic feet of cloud. Of course, this is perfectly normal fog; wind will move it, fire will clear it, some patches are thinner or thicker, and it gets things slightly damp. It hinders vision, but does not provide complete cover except over a fair distance. The Talismanic version can be dumped to release all the fog (300,000 cubic feet) in just a few seconds, sufficient to fill a sphere of roughly a forty foot radius or a hemisphere of about a fifty foot radius. If used for “Cloud Seeding” this adds to ambient moisture, commonly producing several times as large a cloud or even a brief shower of rain. Once in a great while, if conditions were right for one anyway, it might even trigger a storm.

Guiding Chimes: These tinkling wind chimes provide a gentle, pleasant, background of ambient sound which is rarely consciously noticed – however the Charm version carries hidden meaning that anyone who wants that information will be unconsciously aware of if they come within a couple of hundred feet – simple messages like “Cheese Shop Here!” or “Chess Club Meeting Tonight!”. Such messages can be changed daily. Talismanic versions can be given simple programs and have a slightly longer range – letting people know what time it is, or regularly announcing the general location of various city offices, or providing regularly-updated weather forecasts, and so on.

In a settlement with no streets and a three-dimensional structure,conventional signs and criers are of little use – and so the Ventus Elves have developed a pleasant substitute.

Nectarink: This simple charm attunes a vial of World Tree Nectar to highly specific sources of light – resulting in writing that only appears under specific lighting conditions. Twilight during an equinox. A specific color of light. The light of burning walrus fat. Unfortunately, this can be so specific that would-be readers never figure it out, leaving their messages permanently obscured.

Origami Pigeon: This charm must be carefully folded before use, but thereafter can fulfill one of two uses. If the sheet is written upon before being folded, the Pigeon will fly up to one mile (following any simple directions it is given) and then unfold itself to show the original message. If dropped from the sky they can glide downwards at an angle of 30-60 degrees, and turn reasonably well, while carrying up to the weight of a coconut to a specified destination below. The Charm version incudes three sheets, the Talisman version seven.

Prosthetic (Charm or Talisman): These Charms and Talismans are individual replacements for various body parts – or supplements for failing ones. Regardless of their actual construction (The Ventus Elves normally make them out of Apiary Bee Wax and Royal Jelly and World Tree Resin), they’re functionally identical to the part they’re replacing. Replacing or supplementing a limb (or any other simple structural or muscular body system, such as a hip or the heart) requires a charm, but replacing more complex organs requires a Talisman. Interestingly, such items can be further enchanted – or have items put inside them – without altering their function.

Honestly, this rarely matters in d20 – but if you want to note that the old man with the failing heart relies on a Charm to strengthen it, or that the chief of the thieves guild has a prosthetic hand (perhaps with a pop-out blade), or that the old woman with a bad hip has a charm that lets her walk normally, or even if some character wants to have one eye replaced with a functional prosthetic with a secret compartment or some such, well here you are. Allowing characters to add extra body parts is trickier – but as long as they’re basically cosmetic, a charm can certainly make you look weird. If you really must pin on a tail that you can lash back and forth, or a crest on your bald head, or some such, that works. Talismans can provide several such features – such as a costume that provides a full-body cat-person look – but adding new body parts that actually do something is generally beyond the magic of Charms and Talismans. Among the Ventus Elves, the cosmetic stuff is basically for the equivalent of Halloween and Costume Parties. There’s often some in the back of a closet somewhere.

Rain Barrel: This charm funnels all the rain which falls within 10’ into itself, keeping the area it covers dry in the rain without cutting off free access to the sky. The closely-related Sheltering Tree – a modest bonsai – provides the effects of having a simple roof over a room or platform, keeping the wind from being a bother and trapping a certain amount of heat. Talismanic versions affect a 25’ radius or can be made to provide both services in a 15’ radius. In either case, they are popular with claustrophobia-prone Ventus Elves.

Scent Extractor: This glove mounts three small vials on the back and allows the user to extract essential oils, pollen, and active compounds (albeit only one thing at a time) from plants by touch – although never enough to seriously harm the plant in question. While the amount extracted from a given flower or plant is minuscule, it only takes a second or so. Thus, with a few hours work (at least if you know enough about plants to recognize what you want) the user can nicely supplement his or her income by selling high-quality (if small quantity) essential oils, spices, medications, and similar products. A talismanic version is required to safely extract poisons and the more dangerous drugs, since Charms and Talismans are powered by the user’s personal magic – and so the harvesting Charm occasionally allows a bit of the flow to contaminate the user while the talisman version fixes that flaw.

Shadowed Cloak: This dramatically billowing cloak seems to flow into and mingle with the darkness in the shadows and can be used as a whip (Using the Nemesis Scourge style) or as a fighting cloak (Using the Cloak Mastery style). It doesn’t get in the way of the user’s wings (if any – not that normal d20 clothing ever gets in the way). For its actual game effect… it grants a +2 Competence Bonus on those two martial arts and on Hide In Shadows. Talismanic versions include the effects of another appropriate Charm – most commonly an Allweather, Elfin, or Vanishing Cloak, a Phylactery Of Whispering Shadows, a Diplomat’s Sash, or Merasian Vapors (Usually 3/Day user only instead of a supply of capsules).

High quality versions are usually made of Ironcloth and thus grant a +1 Armor Bonus (and cost more) but any kind of clothing can be produced using Ironcloth. Things like a couple of hidden pockets or dramatic crimson linings can be added by any tailor.

Silken Wing: A silken Wing charm will allow a weight of up to twenty pounds to be dropped from a height and land gently – although strong winds may throw it off course. The charm version provides a set of three. The Talisimanic version is pretty much a parachute, and is reusable provided that you pack it properly before trying to use it again, a process requiring about an hour. For those worried about things like “Dispel Magic” causing them to fall, the magic of these devices is mostly involved in their packing and smooth deployment. The parachuting effect is entirely nonmagical.

Stingers are basically daggers that snap out, or retract, from a bracer, shoe, or similar item when the user wills it. Charm versions may mount one alchemical weapon capsule, which may be applied when the blade snaps out if the user so desires. Talismanic versions may hold three such capsules and can provide +5’ or reach, although using it negates any strength bonuses that would otherwise apply. They do not necessarily protect the user against his or her own poisons (if any), but they do provide a +4 on any required saves against self-poisoning since they are designed to avoid that eventuality. The blades can be further modified or enchanted if that is desired (and affordable) since the Charm/Talisman part basically is basically just the fire/rewind/apply capsule portion; the blade is just a blade.

Poison Rings (Dragon Compendium) aren’t magical. They cost 45 GP, hold one dose of injury poison, and can deliver it with a touch attack that does one point of damage. There’s a bit of complexity with getting it ready to use – but the real problem is treating this as a Touch Attack. Sure, you only need to touch unprotected flesh – but exactly the same applies to most weapons. What about this needle allows it to ignore armor? Will poking someone with a short needle WORK if you hit armor plate? A shield? No? Then this is not a touch attack. Stingers are still not entirely reasonable, but they aren’t insane either.

Sun Venom: You want your head smashed in by a small star wrapped in coma-inducing levels of sugar? Then this concoction of World Tree Nectar, Giant Bee Honey, and Coca Leaves is for you. The Charm effect is in keeping the absorption rate down to something that won’t kill you. It will keep you awake, energetic, and fully functioning for DAYS (Up to Con Mod +4 of them). But when the sugar-stimulant-magical energy rush runs down – and it WILL – you will crash. Hard. Don’t expect to wake up for at least three days, be prepared to take a -2 penalty on all your attributes for another 1d4 days, and – for your own sake – don’t try it again for at least a month or you will likely suffer cardiac arrest. A flask normally holds a single dose since it is most unwise to risk overdosing. Do NOT attempt to take more before or during the crash; that’s a sure way to die. Oddly enough, spellcasters can still prepare their spells once per day and other daily effects will work fine. Rest is for the weak and those who run away rather than drink their Sun Venom.

There are rumors that there is a Talismanic version (or perhaps just drinking it without a charm effect to moderate the results) which also purges toxins and diseases, grants attribute bonuses, and lets you ignore massive wounds. And then it wears off and you will DEFINITELY die as your body burns out and turns to ash. A Heal or Limited Wish before the end might save you – but such spells are rare to nonexistent on Modun, so you’re kind of our of luck there. If this exists it’s probably another military secret.

Sunlance: Given the light-storing properties of World Tree Flower Nectar, skilled alchemists can fill it with sunlight and crystallize it. When shattered, such crystals release their stored energy in a blast of light and plasma – a nonmagical equivalent to a Searing Light effect. Even crystals made during the winter are potent (CL4), those made during the spring or fall have (CL6), those made during the summer have (CL8), and those made on the summer solstice during clear days atop high peaks have (CL10). A Sunlance simply protects the crystals, smashes them when the “Trigger”is pulled, and channels the resulting blast. A Charm version holds up to 4 crystals and is disposable since the “barrel” will not stand up to move than six shots or so, while the Talismanic version holds up to twelve crystals and is good for a hundred or so shots before it must be replaced. Sadly, the “ammunition” is the expensive part: even the weakest crystals may cost 40-50 gold apiece, while the most powerful may cost three or four times that much. Sunlances are powerful weapons, but quite expensive to use. They may be a good choice if going to fight undead however.

Note that Sunlances are basically low-recoil pistols, and are perfectly compatible with gun-based feats and martial arts. It would be expensive, but even a very powerful undead might be discommoded by having six high-powered Sunlance shots unloaded into them by a pistol specialist in a single round. Of course, even if the Crystals are not available, charged nectar can be used to make something like a “laser pistol” – but while that’s nifty, and can fire a lot more shots, 2d6 or so base damage really isn’t all that impressive. Even if you count it as a ranged touch attack any skilled warrior can dish out a lot more damage than that.

Venom Bow (Black Magic Talisman): A Venom Bow can hold up to a dozen doses of poison safely in a small extradimensional space, and is capable of keeping up to four separate poisons ready, releasing a dose of whichever one the user selects to coat the tip and first few inches of the shaft of an arrow when it is released. While the bow never risks poisoning the user, it – like all Charms and Talismans of Black Magic – is inherently corruptive, in this case simply because the trigger to release the poison is malice and a desire to cause suffering for it’s own sake – and cultivating that attitude simply isn’t healthy.

Ventus Seal: This seal-ring imprints a passphrase onto a wax seal. If the seal is broken without at least whispering the passphrase, it will burst into flames. Given that seals typically contain half a gram to a gram of wax, this is annoying and could do a couple of points of damage if held wrong, but the major effect is simply to do a reasonable job of ruining the attached document – typically blowing part of it to shreds and setting fire to the remainder. Talismanic versions can be used with World Tree Giant Bee wax – and go off with the energy of about three ounces of gasoline. This generally does 1d4 Sonic and 1d4 Fire damage in a radius of about three feet (the game square) pretty thoroughly incinerates the document. Unfortunately, seals are somewhat unreliable about breaking, so attempts to weaponize this via paper airplanes and such generally fail miserably. For good or ill, most seals at least hint a bit at the passcode – making it easy for intended recipients to remember while providing only very limited help to unauthorized would-be readers.

The Ventus Military occasionally uses a spell that transforms fist-sized lumps of Apiarian Bee Wax into fairly powerful bombs, but the spell is second level or so, and thus well beyond the power of a reliable Charm or Talisman – and is pretty definitely on the “military secret” level.

Waxen Mask: Made from the wax of the great bees of the world trees – and just a touch of their royal jelly – this ointment can alter the user’s facial appearance as desired for up to twenty-four hours. A pot normally contains enough for 3d4 treatments. The Talismanic version can, given time and many regular applications, slowly alter various minor facial details – straightening a crooked nose, eliminating scars, improving a straggly mustache, removing wrinkles, and so on. Few bother unless they are rich enough to be making regular use of the stuff anyway.

World Tree Resin is a ridiculously versatile material that is probably best thought of as adjustable plastic; It can be shaped into almost any form, be hard, soft, flexible, resilient, bouncy, colored, adhesive, transparent, insulating, heat-resistant, chemically resistant, lightweight, foamed, resistant to moisture, enzymes, impact, corrosion, and contaminants, be shrunk around things, and more. It is absurd how useful the stuff is. Sadly, while World Tree Resin can be easily used in place of pretty much any kind of plastic, using a simple Resinworkers Ring Charm for small jobs and Resinworkers Bracelet Talisman for larger ones, the stuff -at about 1 GP/Pound – isn’t all that cheap. Still, carrying along a stock in your Handy Haversack can be quite handy if you are of an inventive turn of mind. A supply of solvent (priced similarly) may also be useful.

World Tree Resin can be used to make fine lenses. Spectacles, Sunglasses, Telescopes/Binoculars and similar gear can be acquired as Charms, as can Sunlenses that subtly shift to keep sunlight focused on a particular spot throughout the day. Talismanic Solar Furnaces can be used in place of ovens, or forges, or alchemical furnaces, even – if World Tree Nectar is used as a core for the lenses – allowing ovens and forges and such to operate through the night, if at reduced effectiveness. It can also be used to make armor, resulting in lighter, but significantly more expensive, armor. 

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!

Campaign Foundations – Wards Major

Wards Major (The Practical Enchanter) are places of magic – some arising naturally, some the result of an area being touched by some powerful being or simply saturated with magic, and more the result of powerful mages intentionally creating them. They’re powerful and expensive, but what makes them important to a campaign is that they’re immobile and can grant a certain amount of power to everyone in the area. That can give even a weak Ward Major campaign-wide implications. So here are a few more samples, in order of their rank.

There can quite reasonably be plenty of truly minor wards about. Most, of course, are focused on local problems – a ward that governs the local river and irrigates the fields, a ward that provides a minor defensive boost to help ward off the seasonal goblin raids, one that moderates the impact of the winter storms to make the harbor useful… and most of them have background impacts, helping to explain the setting rather than drastically changing the course of events. Thus…

The Stormhaven Ward makes Stormhaven Village the furthest-north settlement in the realm, and thus the jumping-off point for expeditions into the great northern sea, it’s thousand haunted islands, and the terrifying ruins of a lost pre-human civilization… but it’s a reason WHY adventurers pass through or are based there, and why lost or storm-tossed ships lay their course for Stormhaven to seek respite and repair. The Rank-3 Ward simply offers the powers of Shielded (Moderates the weather and calms the harbor), Flocks and Fields (allows the area to support a reasonable population), and Servant Legion (a horde of Unseen Servants that help repair ships and do a lot of the work to keep the place going) and mostly occupies itself keeping the Hall of Charts up to date… Adventurers may keep checking the maps to see what has been newly discovered (and hopefully not yet looted), but the wider impact is going to be fairly limited; it’s WHY adventures in the “Sailing Beneath The Aurora Borealis” campaign always start off in Stormhaven – often in a badly damaged ship that needed too much work to repair and thus was sold to some would-be adventurers suicidal enough to take it out of the harbor without complete repair – but it isn’t going to have a big impact on the characters adventures.

Now, as for some more developed – and likely more significant wards…

The Benthic Hollow Shrine (Rank 2):

The thick fieldstone walls – once thriftily constructed of shell-filled rocks cleared from once-fields, now orchards, further down towards the small lake in the hollow’s depths – are layered in moss and vines. The iron-hard oaken beams within are blackened with age and soot, but hold strong, supporting a roof of well-cut slates. Once a pioneers stronghold against the wilds, later a farmhouse, then a stable, and still later a blacksmiths workplace, the chamber and siderooms within have served many purposes across the years even as the isolated mountain valley has come to host a small village – Benthi Hollow. Today hammers still ring within the walls, a kiln stands beside them, and wood is worked, for a nearby vein of fine coal, fruit and chestnut wood from the orchards, and clay and stone from the hills splendidly support such crafts. Here too is a small shrine – a room dedicated to a minor crafter-god, who is said to have once stopped by to forge tools to help the village rebuild after a dragon attack.

And every so often… a young artisan, or group of would-be adventurers, is drawn to the shrine, there to create once-in-a-lifetime masterworks.

Two Minor Powers:

  • Industry: Artificers and craftsmen working in the Shrine may accomplish a weeks work in a day. The Ward is generous with this power, almost anyone working there will get a lot done – although it will stop helping out if someone tries to take the place for themselves or is horribly malevolent or such.
  • Grants a Feat – “Divine Inspiration” to those it judges worthy: Create Relic, Specialized and Corrupted for Reduced Cost / only to create a single set (4 CP worth) of Relics, only with the points provided by this feat (2 CP) and Four Character Points to make Relics with (4 CP). This is usually a once-in-a-lifetime thing (although there have been a few cases of people creating multiple minor relics over multiple, sometimes quite widely-spaced, visits – albeit to the same 4 CP in total limit) and most often pops up when there’s some sort of crisis to meet or a group of young heroes to equip. The Wards criteria for who is worthy of this gift are a bit mysterious – but presumably it is reasonably wise and intelligent and has spent its skill points on things like “Profession/Priest”, “Sense Motive”, ‘Crisis Management”, and some specialties in such things “Guiding Dreams” (from Profession/Priest), “Evaluate Candidate” (from Sense Motive”), and so on.

When a worthy candidate visits the shrine they become inspired – and will generally spend the next few days creating a relic or set of relics, before setting out into the world once more – far better prepared to meet its challenges.

Relics can be quite powerful – but they build on the character’s powers, even if they are often kind of specialized. A relic that provides +1 level of Wizard Spellcasting is useful to a second level wizard, but hardly overwhelming. It’s fairly useless to a high-level cleric. It’s very valuable to a sixteenth level wizard. Still, that in itself makes an appropriate relic something of a signature item, likely to play a major role in a characters story across an entire campaign. A group empowered by a few well-chosen Relics from the same source will have a built-in group identity. More than a few heroes have gotten their start in Benthi Hollow.

The exact attributes and skills of the Benthic Ward hardly matter much; what matters in it’s case is that it is either a starting point for heroes with destinies or a spot to stop, rest a bit, and power up before the characters mission – whatever it may be – gets really tough.

The Veldrith Farmer’s Market (Rank 5):

The weathered stone structures of the small town of Veldrath crown the bluff above the river, drawing prosperity from the burgeoning farms and lush fields of the surrounding valley. For generations, the beating heart of Veldrath, one of the quiet gems that ornaments the realm, has been the great Farmer’s Market. Once a set of simple fields where farmers sold produce, the market now encircles the base of the hill within the protection of the outer walls. Whether you seek fish, flesh, grain, or fruit, hot loaves of fresh bread, leatherwork, woodcarving, the services of a smith, or even curative herbs, a visit to the bustling Market will serve you well.

For two centuries a pillar of this prosperity has been the work of a youthful (if highly skilled) priest who passed through during a drought and offered to assist – not with battle, or the casting of mighty spells or even the demanding of favors from the spirits of the winds – but with a gathering of hope, of the people of Veldrith brought together to share their resources and to lend a bit of each of their strengths to weave the gentle magic of the Ward Major that still infuses the area.

At a base cost of 16,000 GP and 1280 XP (x5 for one-mile per rank radius +x1 for being cheap in GP cost, +x1 for the cooperative group contribution, +x1 for Fast, +x1 for Controlled,and +x1 for making the ward near-indestructible) this Rank 5 Ward had a net cost of 1600 GP, 12,800 XP, and a few days of (mostly) planning. Still, with several thousand local contributors, that was perfectly reasonable.

As a Rank-5 Ward the Veldrith Farmer’s Market gains various attributes and skills – but it’s not like it’s designed for defense or with some great purpose beyond “make a prosperous town”. No one is likely to be trying to fight the Market. Ergo, we’re mostly interested in it’s powers – of which it has five:

Four Minor Powers:

  • Health (Variant): Foodstuffs within the Ward do not spoil or decay, and neither will they be consumed by vermin unless intentionally set out to feed such things. The flavor and quality is always excellent.
  • Flocks and Fields: The productivity of the land within the Ward is greatly enhanced, Crops grow prolifically, resistant to blight, drought, and fire, farm animals are fertile, healthy, and docile, and exotic crops and beasts are surprisingly easy to cultivate.
  • Industry: Laborers, craftsmen, harvesters, and farmers can get their days work done in just over an hour – or accomplish a weeks labors in a day of work. Thanks to this increased efficiency, and the quality of the ingredients, the local cooking is semi-legendary. Any local household is likely to have delicious family recipes.
  • Skilled (Variant): Those within the area gain a +6 in Profession (Homesteading) as well as +3 Specialties in Cooking and Food Preservation, Identifying Seeds and Cuttings, Bartering Farm Products and Village Crafts, Evaluating Farm Animals, the Layout and Available Products of the Market, and Steading Maintenance.

One Major Power:

  • Mystic Herbs: The area produces 3d6 doses of magical herbs – roughly equivalent to various types of (weak) healing and restorative potions – each day. Not only are injuries, illnesses, and afflictions almost never a difficulty for the residents of Veldrath, but this brings in a reasonable level of profit. Many a starting adventurer – not yet able to afford the greater magic of a wand, healing belt, or similar enchantment – owes their lives to a pouch of cheap healing herbs or has benefited from being paid for minor tasks in such coin.

The five-mile radius pretty well covers the valley, and with the enhanced productivity the Ward brings, is more than enough to cover the production needed to support a town of about three thousand people and the people of the farms and hamlets clustered around it. That is, after all, more than 50,000 magically-boosted acres.

The Rhyford Ward Major (Rank 5):

Near the center of the Rhyvir forest even the great Lords and Ladies of the Fey tread lightly, for there are preserved in the ancient memory of the primordial forest echoes of the worlds creation, older and more terrible then even they. Further out are the places of ancient beasts and the courts of the first races to walk the world. But through that trackless maze the Rhy river winds – a path by which mortals may seek adventure in the memories of the distant past and beyond gates long sealed elsewhere and by which ancient powers – or recreations out of the primordial forests green memory – may occasionally seek to emerge into the present day.

Near the edge of the forest, where the river runs through a pass and then spreads wide and shallow as it passes over a ridge of rock, there is a border. Here where the waters flow from the enchanted forest into the modern woods of the current age through one of the few mountain passes offering access – or escape from the Rhyvir – stands the Watchwood. A carefully-cultivated bulwark of Rowan and Hawthorn, of Chestnut and Holly, trees of protection and stability marking the border of the wild magic of the deeper forest beyond the peaks and the border of the known world. Here is nestled Rhyford Keep and Village – where Fey and ancient powers seek mortals to fulfill their desires, where mortals pass into the enchanted lands to seek magic and fortune (whether they search the fringes for mystical materials or delve deep in search of long-forgotten powers) and where monsters seek to pass – whether into the deep to seek it’s magics (either to heal themselves or increase their power) or into the mortal world for their own purposes.

For good or ill, true civilization lies many leagues beyond the Watchwood, and Rhyford is – at it’s heart – little more than a hamlet with a simple shell-keep wrapped around a hilltop, but it is still a place with folk who need defending, an unofficial embassy and contact point with the fey and the powers of the forest, and a barrier against the creatures of the greater wilds. It is a place of balance and of (limited) safety. It is a place where you can get a decent meal, some good beer, and a comfortable place to sleep and repair your gear. To many adventurers that may be more important than anything else.

Some centuries past a talented local mage managed to set a Ward Major upon the village and it’s small keep before his death. While it is no epic work of magic, and no one else has yet been able to afford improving it much, it is still pretty helpful.

Four Minor Powers:

  • Messaging: Anyone within the village or keep can keep in touch via tiny magical sendings. This is very handy for the (modest) garrison and local patrols (Kids are VERY firmly discouraged from making “prank calls”) – but it is also of considerable importance that visitors and messengers can simply state their business to the appropriate target as soon as they arrive. Tales that the dying occasionally leave their messages “waiting”, or that the dead sometimes speak, or that beings and monsters have been known to send messages of their own are more debatable. Still, in a village that sits upon the shores of dream and memory… who can say?
  • Warcraft: Grants +2 BAB, +1d10 (and Con Mod) HP, and proficiency with Shields, Light and Medium Armor, and Simple and Martial Weapons. This generally goes to the long-term residents only, but does make the guards – and the local militia – a good deal more effective. It has been known to suddenly be applied to visitors who get attacked though. The bonus hit points, at least, definitely apply to the local kids. It makes them a lot less vulnerable to minor accidents. It also shortcuts learning the proficiencies for real; it bypasses the awkward and accident-prone “clumsy beginner” stage.
  • The Ward provides Grant of Aid or +4 bonus uses if someone already has it. This isn’t a lot of healing for a low-level resident, but it’s enough to survive and fully recover from almost any disease, accident, or similar difficulty. This also greatly reduces the child mortality rate and, once again, speeds training.
  • Enlightenment: A Prayer effect grants a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks and inflicts a similar penalty on attackers. While subtle, this is – once again – a major benefit for low-level residents. It doesn’t have a large effect on most tasks, but it improves pretty much everything any resident does, all day, every day.

One Major Power:

  • Absorption: Residents can absorb up to (Constitution) levels of incoming spells daily as an immediate action. Anyone can use that power to cast the first six spells from the Real Men spell list:Spellcasters can also use the energy to power their own spells. Spellcasters with Spellcraft 18+ may store up to a dozen spells in the ward and may reflect or counterspell spells rather than absorbing them.

Real Men Spell List: (Paths of Power II or the printed version. An “*” indicates a spell from that source).

I stroll up to the dragon, strike a match on its fangs, and light my cigar before I tell it to get lost.”

Some men show no fear. Some play hard-bitten private eyes in Fluffy Cuddly Bunnies games. Such men would use this spell list if they were wimpy enough to cast spells.

  • L1 Final Stand*: Take 1-3 actions after you should be unconscious – or deceased.

  • L2 Force Weapon*: Weapon does +2d6 force damage for one round/level, 10 maximum.

  • L3 Blood Blade*: Heals caster as he or she inflicts damage in melee for 3 rounds or 5 HP/Level (75 Max), whichever comes first.

  • L4 Style Gear*: Alters equipment’s appearance and “feel”, but not its function.

  • L5 Stoneskin: Ignore 10 points of damage per attack, no GP cost.

  • L6 Transformation: You gain combat bonuses (Standard Spell).

This, of course, is THE biggest effect of the Ward. Given the extant to which magical creatures rely on magic to fight with in d20… giving each defender the ability to absorb some of it can make a big difference. It won’t help much with – say – a horde of goblins, but Rhyford gets a lot more magical beasties then it does goblin hordes.

The Ward itself has Int 18, Wis 20, and Cha 9. It has 32 Skill Points, which have gone to Spot +12, Knowledge/Mystical Forests and their Inhabitants +11, Knowledge/Occult Combat +11, Craft/Omens +12 (The Ward cannot communicate directly, but it can sound alarms and provide clues), Listen +12. +3 Specialties in Spot (Things going on in or immediately around Rhyford), Knowledge (The Rhyy Forest), Listen (sounds in and around Rhyford), and Craft Omens (Warnings of Danger. Feats are Shaping (Producing Level (-1) Spell effects) and 1d6 (4) Mana with Spell Enhancement and Rite of Chi, both Specialized/only for Spell Enhancement, only for the pool above. (The Rhyford Ward isn’t a particularly powerful spellcaster, but every so often an attacking force will be abruptly illuminated by a Light effect, or someone falling off a roof will be hit with Feather Fall, or some similar small and helpful act will occur). Unsurprisingly, the Ward values the survival of the community and regulating the interactions between the enchanted forest and the more rational world beyond. Both are needed, but it is unwise to let them mingle too freely.

The Rhyford ward is of middling power as such things go, and doesn’t really do that much for serious adventurers beyond a minor boost to healing when they visit – but it makes Rhyford a far more effective strongpoint. A realm which invests in such wards is likely to be far more stable, and much longer lived, than a realm that does not.

Oak, Ash, and Thorn: The Briarwood Ward (Rank 5)

The briers grow thick about the hill, where two long-forgotten roads once crossed. The scattered stones are all that apparently remain of an ancient inn that once sheltered travelers on those roads while the mossy well which was outside it shelters now beneath a mighty oak and marks the start of a narrow trail, winding through the thorns into the central grove of Oak, Ash, and Thorn, and the hill that awaits there. And from that hill a stream runs from a cave entrance that – from some angles – resembles a weathered arch.

Start at the well and circle thrice widdershins about the oak to gain access to the Inn of the White Stag, and encounter the boisterous commoners of the fey. Offer a song at the well and walk the path to seek admittance to the perilous courts. Offer blood and service at the entrance of the cave to ask for the Wild Hunt to ride – but know that the price of guiding the hunt is to run with it across an age of the middle world. Sometimes a runaway or hunted child finds refuge or takes service here, sometimes a white stag carries messages from ancient powers, and sometimes an ambitious bard offers mortal music upon the hilltop – perhaps to return rewarded and perhaps to not return at all. Pass beneath and through the thick and tangled hedgerows to find the hollow hill where the guardian of the crossroads and his court revel.

Many are the fey who gather here, in a thousand little pocket-realms – a grove, a hollow hill, an ruinous structure, a hidden tower, or a feasting-hall. Mortals who linger here may find them fascinating, full of wonder, and perilous in equal measure. Children, however… may almost always pass in safety and find support and refuge. For among the fey children are rare indeed, and precious. Children may, however, find departure more difficult until they are grown to adulthood – which may require centuries within the influence of the Briarwood or the Lands Beyond.

Four Minor Powers:

  • Non-Euclidean: The Briarwood if filled with dimensional pockets and fey gates. Despite it’s small size, it is possible to wander lost within it for lengthy periods or to pass into the realms of the fey. Of course, once that happens… there are few guarantees as to where, when, and if a traveler will return. And, every so often, the Fey ride forth.
  • Forgotten: The Briarwood tends to fade from mortal memories. Even for those who live nearby, or visit regularly, it’s twisting paths lead ever to unexpected vistas. Even what little is known is half rumor, half speculation, and half distortion. Whether that is because the transient nature of the fey is really just that inlaid into the area or because here the summer, harvest, ice, and lands of spring all overlap and one may step off or embark upon the ley lines, feytrods, or “straight ways”. Regardless, the area is often used as a neutral meeting point between the various Fey Courts, Lords, and Ladies.
  • Longevity: While they fey, or course, age little across the ages – usually growing only when a fey opts to merge with the soul of a dying mortal child (becoming a composite “Changeling”, bearing a mortals potential for growth and change combined with unnatural vigor and a portion of the power and lore of the Fey, returning to the Undying Lands when the mortal life is done) – mortals may appear and perish in the blink of an eye. Those who take up residence in the Briarwood or the realms it leads to, however, may partake of some of the timelessness of the Fey – aging at perhaps a tenth of the normal rate. There are rumors that those who depart by treachery may lose this benefit – abruptly assuming their “true” age or even crumbling to dust on the spot – but such a fate is unheard of for those who depart politely and peacefully. On the other hand, a mortal who remains within the Briarwood long enough to die of old age – a century or more for each decade of life they might normally expect – is often reborn among the lesser fey and may walk deeper into the otherworlds, leaving their mortality behind.
  • Servant Legion (Variant): The Briarwood is populated by considerable numbers of minor nature spirits, household sprites such as Pookha, commonor Sidhe, Clit-Sidhe, Merrow, Selkies, Brownies, Chanekeh, Mannegishi, Puk-Wudjie, Woods-Spirits, and many more. Many are relatively harmless, some few are likely to challenge. To pass in peace it is best to offer to share wine or offer small “tributes”. Those who are more willing to fight may wish to carry Cold Iron – but that may attract greater dangers. In practice, the Briarwood may be considered the equivalent of a Small City.

One Major Power:

  • The Distant Gift: Those who visit the Briarwood and are accepted may take a Pact with the great lords of the fey, who often find having mortal agents convenient. In game terms this could be considered a Package Deal or a Feat with attached disadvantages.

The Fey Pact: 

  • Double Enthusiast x2, Specialized and Corrupted for Increased Effect (12 floating CP) / These points are only available when the user has fairly recently taken an assignment from a major fey lord or lady, pursuing a mission that that fey entity is sponsoring, the “floating” points only change upon the receipt of a new mission from a new fey entity, each major fey only offers one or two specific power packages, although the user can choose between them if there happens to be a choice.

As for the attached disadvantages (or GM-permitted Double Specialization):

  • Other Fey can sense that the user is an open channel for the powers of the First World, of the Dreaming – or of any of a myriad other names. They will know what the user’s current power package is and who he or she is working for. Characters currently bearing gifts from the same entity can sense each other as well.
  • Fey may occasionally pester the user or ask for favors or minor services, and – while the user is not obligated to provide such services – doing so is often a good idea.
  • While the user need not take every mission offered (or even most of them) they will need to take them fairly regularly to keep this power active. If they do not currently have a mission they may be pestered to take one and should exercise some caution about saying “no” too often.
  • If the user has any personal Damage Reduction it will be penetrated by Cold Iron even between missions.
  • The user is expected to live up to basic fey standards – keeping their (literal) words / avoiding directly lying, being hospitable, avoiding gifts and debts by phrasing things as tribute or exchanges, and not being rude. Such things are not as rigid for a mortal as for a full fey, but they should be kept in mind.
  • The user counts as Fey if targeted by things that affect Fey and as Mortals otherwise.

This, of course, allows a GM to offer fairly arbitrary missions and to hand out a highly specialized package of powers intended for that specific type of mission. Instant party unity and preparation all rolled up in a single package. Given that the fey commonly have centuries of experience behind them, such packages are usually of fairly high efficiency. 12 CP / Two Feats is only half a levels worth – but that can be quite enough to provide some pretty interesting boosts.For some sample packages, you can look HERE or even HERE.

As for missions… the morality of the Fey is always tricky. Personally, I tend to assume that – in a semi-timeless realm of constant, cyclical, change – the Fey rely on social constructs for stability. Values such as Hospitality, and Avoiding Lying, and Repaying Debts, and Equivalent Exchange and Caring for your Children stretch deep into prehistory. For a Fey… those ancient values are the patterns that hold their world together. Violations of those values get the same kind of treatment that someone who does not believe in doors and windows and so simply uses anti-tank munitions to blow holes in things to get what he or she wants, would get in reality; they’re destructively insane, and must be corrected, restrained, or simply eliminated.

But having nowhere you could go, that I don’t forgive!
May the night fall upon him and those who take his side;
My roots will crawl beneath their beds and spread a rotten blight.”

The Ward itself has Int 14, Wis 16, and Cha 16. That gives it 24 SP at +7 Maximum – Sense Motive +10, Knowledge/The Fey and their Realms +9, Diplomacy +10, and Knowledge/The Surrounding Lands +6. It most commonly uses subtle clues to provide Aid Another bonuses to visitors and diplomatic efforts between the courts. It’s two Feats are Dominion and Shaping – the one exerting a subtle influence over the realms about it and the other allowing it to subtly influence the lands within it’s borders, for is not subtle manipulation a hallmark of the Fey?

If you need a major inhabitant of the Briarwood – once who stands on the verge of becoming a myth themselves – Granny is probably suitable.

Deific Fane (L6 Ward Major):

Even in reality halls of worship have an air about them. They are, after all, built to impress, to display a vision of grandeur and solemnity, to set apart a space for contemplating what lies beyond the mundane. Do years of solemn ritual, of prayer and contemplation, music and lighting, and purpose actually create “positive energy” or “good vibrations” (or the inverse)? Perhaps not in reality, but in d20 the answer is unequivocally “yes”. A Fane, even when long abandoned, is a place of power and a link to some region of the outer planes – if, in pantheistic faiths, often not to any particular being. As such, a true Fane can benefit any priest of a reasonably compatible entity.

Fanes may be found deep in forests, in the depths of caverns, hidden on rocky islands, in ancient ruins, and in deeply hidden places in regions where other powers once held sway or which have been taken over by such powers. Always they are set apart, a border drawn between the sacred and the mundane.

Four Minor Powers:

  • Any curses, charm effects, or malevolent enchantments are suppressed within the Fane unless they were inflicted by by the powers it represents. If Apollo has cursed you, fleeing to an Olympian Fane will not help – although a Hindu Fane would.
  • True Dreaming: Anyone who sleeps within the Fane may find themselves receiving clairsentient dreams and visions from the outer planes. Missions, counseling, terrible warnings, and more are all on the table. Given the nature of Fane as a link to the outer planes – a bridge over which influences pass – there’s really no way to avoid this anyway.
  • The area is permanently Hallowed or Unhallowed (although Lawful and Chaotic versions may show up) , as appropriate.
  • Beauty (Or, for malevolent Fanes, Horror). Anyone defending a Fane gains a +2 Morale bonus to Saves, Attacks, and AC while there (or, for malevolent Fanes, intruders suffer penalties with the same effect). Even if badly decayed and partially collapsed, a Fane remains a place of beauty and wonder (or fear and horror), reflecting still both ancient glories and nightmares and inspiring or impairing those within.

Two Major Powers:

  • A Fane grants two bonus levels of Clerical Spellcasting ability, although only priests of compatible faiths will receive this bonus. The direct link to the Outer Planes allows far easier access to the power of compatible gods.
  • Miraculum: The Fane may choose to employ up to seven spells per day, with Heal, Raise Dead (L6 variant for no cost), and Heroes Feast available. As a general rule, praying at whatever altar, sanctum, or central artwork there may be may cause the Fane to grant this indulgence. Performing cleansing rituals, or simply doing some maintenance work may be required as well. Performing actual missions in the service of the relevant deities may cause the Ward to offer such spells as needed. There are far worse ways to start off a day of adventuring than with a Heroes Feast.

A Fane has Int 18, reflected in a considerable library – although the books cannot be taken from the premises and will soon re-appear if destroyed. Researchers will find that it takes a lot of digging, but there is enough material to offer a +2 “Aid Another” bonus on any knowledge skill they care to use (5 SP / Skill, +4 Int Mod = = +9, so “Aid Another” never fails). A Fane has three feats, but they are usually invested in religious functions, such as adding another trio of appropriate spells to it’s three spell repertoire, having a companion Spirit Fetch to run errands and to obtain favors from it’s patron powers, and the ability to properly guide the souls of those who perish nearby.

The Centaur Plains (Rank 7 Ward Major, Level 7 Druid):

Once there was a mage who thought that horses were marvelous – and that Centaurs were the most beautiful and perfect creature imaginable. And when you’re that obsessed, what could be more natural than to create a place where your dreams will thrive? Perhaps sadly, the mage never considered that his perfect creatures might be just as varied as any other set of sapient beings, Centaur stallions end to fight with each other quite a bit and any centaur can be just as nasty as anyone else.

Four Minor Powers:

  • Bestows a Feat – Form of the Centaur (see below)
  • Bestows a Feat – Leadership (Specialized and Corrupted / Centaurs only, mostly youngsters and noncombatant support staff, 2 CP) and Immunity / Time (Uncommon, Major, Minor, 4 CP. Grants long life and graceful aging, 4 CP).
  • Bestows a Feat – Advanced Large Group Blessing, Specialized and Corrupted / only to allow the user to gather willing recruits for his or her herd, only the number that can be covered by Leadership, recruits are unable to turn off Form of the Centaur (see below).
  • Bestows Skills – +6 to Caverin Style (a centaur Martial Art) and +6 to Profession (Tribal Leader).

Three Major Powers:

  • The Distant Gift (Variant): The four minor powers take a month or two to fade after a resident leaves the area of the ward, a process that ceases if and when they start heading back.
  • Tithe. The Centaur Plains can be expected to very gradually increase in power as those within it gain experience – in it’s case gaining Druid levels.
  • Two Minor Powers – Bounty and Beauty. The warded area is lovely and highly productive, capable of supporting many centaurs.

As a Rank-7 Ward the Centaur Plains have Int 10, Wis 19 (20 after level bonus), and Cha 21. It has 24 SP as a Ward and 28 (for a total of 52) as a Druid with a base limit of 16. It has Knowledge/Nature at +16, Spot (Or Perception) at +21, and Heal at +21 with +3 Specialties in Centaurs and Predators and can understand Common, Sylvan, Auran, and Elvish. It’s ward Feats include Dominion (The area claimed by it’s Cantaurs), The Way of the Lands; Landrule, and Wrath of the Overlord; Curse (usually used on threats to the Centaurs). As a Druid it gains Blessing (can bestow some or all of it’s Druidic Powers on a centaur champion or it’s Animal Companion) and Major Favors (The Centaur God(s)). It gets 8 L0, 6L1, 4L2, 3L3, and 2L4 spells.

Form of the Centaur: Innate Enchantment: Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only x.4 All-or-nothing package that involves taking Centaur form which is (very!) often inconvenient. It is also slightly addictive; anyone who uses these abilities regularly will find themselves wanting to spend a lot of time as a centaur, wanting to associate with centaurs, and likely having centaur offspring. Equipment changes appropriately, but weapons – used by the human portion – do not enlarge. User’s do, however, get the +10 bonus to their ground movement speed and ability to carry more that goes with being a quadruped.

  • Enlarge Person (560 GP): +8 Str, -2 Dex, +4 Con, +2 Natural Armor, -1 on Attacks and AC.

  • Hide Like Ox (560 GP): +1 Natural Armor.

  • Expeditious Retreat (560 GP): +30′ Move.

  • Enhance Attribute +2 (Dex) (560 GP):

  • Claws Of The Bear (Hooves Of The Horse) (560 GP): Provides 1d8 Natural Weapons (Hooves).

  • Adapt Equipment (560 GP): Ensures that your equipment fits properly.

  • Ant Haul (560 GP): Triples carrying capacity.

The Centaur Plains may in fact be a demiplane, or may occupy some distant corner of the map – after all, a seven-mile radius / one hundred and fifty-four square miles – isn’t actually that large a territory, although the slow-fading powers of the Ward mean that it need merely be a central meeting place for the centaur bands which can range well beyond it. Obviously enough, this Ward values acceptance of nonhumans (especially centaurs), and – since centaurs often count as minor Fey – the usual fey notions.

More importantly, the way that “Form of the Centaur” is set up makes it awfully easy to play one; all the would-be centaur has to do is add a note – “when in Centaur form apply these bonuses” – and they can play a centaur without further difficulties. That’s good, because – while Centaurs are kind of neat – it’s traditionally been extremely awkward to play one (thanks to ECL adjustments, level limits, racial hit dice, and other such issues) even before considering problems like human-sized doors, ladders, and narrow alleys. Now you can have – say – a team of elven foresters who take centaur-form to better roam and protect the rolling hills and forests of the local elven kingdom.

The Grand Library (Rank 9)

The sprawling structure is ancient beyond memory, and has been rebuilt many times. Here are airy galleries of light fiction, twisting passages lined with tomes and repurposed rooms of dusty works on obscure topics, halls of geometric diagrams and models where mathematicians seek to diagram objects that exist in far too may dimensions, hidden chambers – some fallen out of memory for generations – full of librams from lost civilizations, sepultures of arcane lore thought long lost – or perhaps hidden – and sealed vaults of tomes and grimoires too dangerous for ordinary scholars to ever see. The Octavo, the Necronomicon, the Key of Solomon The Wise, The Book of Thoth, the Book of Changes, and Vecna’s Workbooks. Who knows what treasure – and peril – is hidden in the depths?

Magical libraries are features of most magical worlds, where, after all, knowledge – often in the form of ancient tomes and secrets thought lost – really is power. Where wizards pore over crumbling tomes seeking the words that bend reality there are many, MANY, reasons to gather up secrets and artifacts. And such places, having been grown and augmented across the centuries, NEED their protections.

Others are scholarly religious outposts, that have grown up around some fabled location like Delphi, where revelations and prophecies are given and the wise gather to decipher those precious fragments of divine (or semi-divine) knowledge. Whether that is to know and prepare for the future, in search of power, just to know the will of the gods, to understand the cosmos, or to avert some catastrophe (possibly a recurrent event that destroyed the true founders who knows how many cycles ago) matters little.

Still others – usually found under the central temples of horrible cults, in the ruins of long-dead worlds, or in the depths of nightmare realms, are more lovecraftian – filled with secrets that drive men mad, ways to summon unimaginable horrors, memetic hazards, and more. Whether such powers are truly malevolent, or just uncaring and incomprehensible matters little; a mortal peering into such mysteries in search of power, or even simple understanding, risks much in their search. Still, if the price of forestalling some doom is a little sanity… few save, perhaps, the gibbering madmen who traded their sanity for the worlds salvation would say it was not worth the price. But always… there are those who will step forward to pay that price, to purchase more years for others, if not themselves.

Since Grand Libraries vary a lot, some of the powers offer alternatives from the usual baseline.

Four Minor Powers:

  • +6 Untyped Bonus to Knowledge/Arcana and Spellcraft. This is pretty common; it’s a very big library, in large part devoted to magic. Just as importantly, “Does this spell work? What does it look like?” is a lot easier to test than “Is the description of this rare serpent monster from another dimension accurate? If accurate, was it typical or was it just an Anaconda with a couple of templates?”.
  • Grants a Feat. Magical Libraries are often attuned to particular types of effects, most commonly granting a Spontaneous Metamagic Feat (Any one Metamagical Theorem, Glory, and Finesse to Casting Attribute, all Specialized and Corrupted / only for a specific application of the Theorem in question, only usable three times per day, maximum of a +4 modifier. Basically, for your Feat / 6 CP you get to apply a chosen metamagic to a spell you cast spontaneously up to three times a day. Thus, a library in the Mountains of Eternity might grant the Persistent Theorem, allowing residents to – three times per day – give a spell some (fixed) number of levels of extended duration. (Alternatively, you could buy some Mana with Spell Enhancement, limited to applying a particular metamagic).
    • Most other sites lean more towards Ritual Magic, usually specialized (for reduced requirements) in effects related to the libraries theme – their vast collections of lore and occult paraphernalia offering residents and visitors the opportunity to research and perform powerful rituals.
  • Sustenance. Residents need not eat, drink, or breathe. Books, exhibits, and archaeological artifacts stored in the Library require no maintenance. A few truly alien libraries grant Immunity to “Poison” in the form of Memetic Effects, “Basilisk Images”, and similar dangerous information instead, allowing even the most terrible lore to be safely studied within the bounds of the Library.
    • Religiously-oriented Libraries often offer Beauty instead – being filled with songbirds or music, lovely parks, works of art, serene meditation areas, and similar. More malign Libraries may either present themselves as ruinous realms of madness or fill themselves with various horrors,gruesome displays, and horrific caretakers (Their variant on “Beauty”).
  • Emotion (Hope). Residents gain a+2 Morale Bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. It counters despair and fear effects of equal or lesser level. Other Libraries may inspire Devotion, Courage, or – in some darker places – Fear (usually as a warning or delving into something really bad).
    • Truly ancient Libraries may be Forgotten instead, almost impossible to locate or even for non-residents to remember.

Four Major Powers:

  • Unbinding: Residents are protected by Freedom Of Movement. Books and Scrolls have any encryption or copyright protections negated. Information wants to move freely!
    • Alternatively, this power may express itself as the Gift of Tongues – allowing residents to communicate freely and to read and understand all but the most bizarre tongues.
  • Death Ward: Residents are continuously protected as if by Death Ward. Books and Scrolls there are impervious to mold, decay, water damage, and insects.
    • Alternatively, Libraries may be centers for Teaching – allowing those studying there to earn up to (Int Mod +4) x 2 Skill Points through study. Some libraries may even have what are normally Occult Skills in the setting available for study, just as if the characters had visited a world in which they are common.
  • Spirit Nexus: Residents who die within the influence of the Ward may continue to hang about – continuing to read, offer advice, and talk to the living. Books and (mundane) scrolls that are destroyed or stolen reappear on the shelves after a fortnight.
    • More religious Libraries sometimes enforce an Eldritch Ban instead, greatly inhibiting the abilities of an opposing group of creatures.
    • Lovecraftian Libraries might contain almost any kind of a Place of Power.
  • Energy Resistance (Fire). All residents, the structure itself, and all the books and scrolls within gain Fire Resistance 20. This… is sort of non-negotiable. Certainly there are earthquakes and floods and other disasters – but fire is a very common threat to great urban structures even when they’re mostly made of mud brick and filled with clay tablets.

One Awesome Power:

  • Grand Walls: The Library has defenses equivalent to a Prismatic Sphere, although usually they simply block teleporting, plane shifting, or gating in and out beyond the entrance-way to avoid having people run off with the books. Ancient citadels of knowledge and well-known arcane libraries tend towards this sort of thing since they are such tempting prizes. Other Libraries are less literal “citadels of learning”, and prefer options such as:
    • Artifice (allowing residents to craft various items, drawing on a pool of energy and relevant item creation feats provided by the ward).
    • Some few are Otherworldly – isolated from the influence of powers up through the gods themselves.
    • Others can grant up to (Cha Mod +1) folk the ability to draw on the powers of up to (Int Mod +1) items stored within it’s walls – most typically various Tomes, but there are many other possibilities. Such access is governed by various rules imposed by the Ward, most commonly only for the a limited number of uses of for the duration of a particular mission or some such.
    • Those inspired by the Library of the Diskworld’s Unseen University tend to have Dimensional Nexus, linking to other libraries in distant realms, hosting books that cannot – or at least should not – exist, being far, FAR, larger than can possibly fit into its building, and populated by creatures more metaphorical than physical.

Library Wards generally have Int 24, Wis 19, Cha 10, and are pretty much always Lawful if created by normal folk, or often Chaotic (at least by mortal standards) if created by alien entities. They have 88 SP, with a maximum limit of +11. Of those, three to four are usually things like Greater Alchemy, Clockwork Engineering, Gadgetry, or Feather Gleaning (for fantasy Libraries) or something along the lines of the Shadowed Galaxy Equipment Skills (for libraries with things like computer networks and automated systems). Most of those which actively provide items that can be removed are Specialized and Corrupted for Increased Effect (Triple the effective score (Most often [11 SP + 7 Int] x 3 = +56), but the resources produced can only be replaced every three months instead of every day). This allows heroes or library guardians to pick up some supplies – but anything they don’t use will fail within three months. Other skills normally include Sense Motive +15 (allowing it to determine what visitors need to know), Profession/Librarian +15 (allowing them to lead visitors to what it thinks they need to know), Decipher Script +15 (for occasionally providing translations or footnotes), and Speak Language (In general, almost all of them – unless the ward provides the Gift Of Tongues, in which case something else is in order). Feats normally include Access to Four Occult Skills (2 Feats), Shaping (Producing Level -1 Spell effects), and 1d6 (4) Mana with Spell Enhancement and Rite of Chi, both Specialized/only for Spell Enhancement, only for the pool above. Libraries aren’t powerful spellcasters in themselves, but they can perform various repairs, occasionally provide clues to where to find things, and otherwise use various small magics to keep themselves open for business. They usually value preserving knowledge, the protection of scholars and sages, teaching the young, building, and diplomatic problem solving.

A Grand Library weighs heavy on the world, a concentration of magic that begins to twist the dimensions of reality about itself. Sometimes it is a sponsor, sending forth it’s agents to acquire lost knowledge or on vital missions (especially if it is religiously oriented), sometimes it is a place of retirement, and sometimes even a place of adventure on it’s own – but what it most often is is a waypoint; a place where, once it is itself found, some critical information or explanation or prophecy can be obtained. Seeking out the scholars of a distant Grand Library to translate the ancient inscription, find the long-forgotten ritual that can banish the demon hordes, or to uncover the resting place of the Dark Lords hidden heart is often vital – and very classic.

The truth is that even big collections of ordinary books distort space, as can readily be proved by anyone who has been around a really old-fashioned secondhand bookshop, one that looks as though they were designed by M. Escher on a bad day and has more stairways than storeys and those rows of shelves which end in little doors that are surely too small for a full-sized human to enter. The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read.

― Terry Pratchett, Guards! Guards!

The Capital Ward (Rank 10):

At the heart of every empire lies the Bureaucracy. For unless the Emperor, or Supreme Council, or whatever, is an all-seeing telepathic god able to act in hundreds of locations simultaneously… Exerting power and control across a great nation, continent, world, or many worlds, demands clerks, and advisors, and departments, and all the people who organize everything and act to carry out and transmit those orders and directives. Otherwise no one will know what’s going on and – whatever it is – nothing will be done about it.

And always there is a central hub. Where rulers meet in council, where information about the empire is gathered, sorted, classified, and filed, where tax records are kept, money is disbursed, and where whatever passes for “Justice” at the highest levels is done. The structures are almost always grandiose, and decorated, and filled with statuary and depictions of the grandeur of the empire, for one of its many functions is to impress and overawe visitors, to tell them that their concerns are insignificant, and to reduce them to humble obedience. Across the centuries, no expense has been spared – including the creation of a powerful Ward Major to aid in the business of government.

Climb the hill, pass through the Great Gates, and stand silent before the glory of the Imperial Crown.

And avoid being trampled to death by the clerks going to lunch. There are a LOT of those guys.

The Imperial Compound / Senate / Capital / Crown is supported by a Rank-10 Ward of immense power and considerable age. As such it commands 5 Minor, 4 Major, and 2 Awesome Powers. This is a bit of selection pressure: Capital Wards that provide all of the following effects tend to lead to longer-lived and more prosperous empires – and so such wards perpetuate themselves and so come to predominate.

Five Minor Powers :

  • Everyone working – or even visiting – the Imperial Seat is granted +6 to Speak Language / Linguistics (ensuring that everyone can speak and read the Common Tongue, Old Imperial (whatever that may be), Maps and Charts, Legal Terminology, and two tongues suited to the specific Empire) and gains +3 Specialties in Imperial Law, Imperial Protocol, Navigating the Imperial Seat, Imperial History, Presentation, and Logistics.
  • Messaging: Everyone working in the facility may stay in touch via minor sendings as needed – the occult equivalent of an Email network. Similarly, calenders are automatically updated, reminders for important meetings are provided, and urgent deliveries are always made to the proper office.
  • All Curses, Charm or Mind Control effects, and malevolent enchantments are suppressed within the Imperial Seat. None may corrupt the minds of the administrators here, despite the endless attempts to do so.
  • Beauty (Grandeur): The Imperial Seat is indeed filled with gardens, statues, fountains, and beautiful architecture – but it is even more full of dignity, procedure, and precedent. It inspires not militant defense but a +2 bonus to all skill and attribute checks related to running and organizing the Empire.
  • Random: Even with the “Controlled” Modifier, one power is going to be random.

Four Major Powers:

  • Watchsight: Legislators, administrators, judges, and watch officers are granted True Seeing. It is not easy to deceive the Imperium at the center of it’s power. This will, by the way, reveal most forgeries, attempts to falsify records, and (especially) attempts to lie about records and taxes.
  • Place of Power: The Grand Archives. Here are found the records of the Empire – reports, tax records, military accounts, spells developed, divine decrees, records of ancient artifacts and projects, the communiques of imperial spies, books and journals, and humble records of births and deaths among the peasantry. Wherever paperwork and reports are generated within the Imperial Borders, within a few weeks a record will appear in the archives. Strange and terrible things are said to happen to anyone who attempts to destroy such records – although it IS possible to bury matters amongst the burgeoning masses of other records for a considerable time.
  • Absorption: Residents may absorb up to (Con) spell levels per day and provides a list of spells to use with that power (Scholars Touch (L1), Instant Composition (L2), Eagle’s Splendor (Lasts a Day), Correspond (L4 Telepathy), Binding Contract (L5), Greater Seal (L6 The Practical Enchanter), and Planar Ally (L7 version, no XP cost). With the ability to absorb spells directed against them, and to channel those energies into the affairs of the empire, little can interfere with the business of the realm.
  • Random: Even with the “Controlled” Modifier, one power is going to be random.

Two Awesome Powers:

  • Guardian Legion: The Imperial Seat is defended by a selection of powerful creatures, who will manifest to defend both the area and those who serve the Empire within it.
  • Random: Even with the “Controlled” Modifier, one power is going to be random.

Like it or not, the administration of an Empire is a nightmare. Even with the best systems that can be devised, a great state tends to lurch from one disaster to the next, often barely functioning. While there is always an administrate limit somewhere, a Capital Ward can enormously expand the area which can be effectively governed and greatly speed up the response to emergencies. With relatively little luck the most powerful civil “servants” will have some idea of what is going on and can communicate easily. That alone puts an empire with such a ward far above most!

“I do not rule Russia; 10,000 clerks do,”

– Tsar Nicholas II, the last Emperor of Russia.

As a Rank-10 Ward the Capital has Int 22, Wis 12, and Cha 23. It has 90 SP and four feats. Simply by osmosis it doubtless has several Knowledges – Geography, History, Nobility and Royalty (Government and Law), and Religion (all the faiths practiced in the Empire) focused on the Empire and it’s Environs, as well as Sense Motive and a couple more skills appropriate the the Empire, generally at +(13+Att Mod). Feats are harder: Shaping – allowing the Ward produce minor effects to direct people towards critical information – would likely allow it to use Aid Another to give bonuses on important skill checks. Perhaps Grant of Aid to allow it to spontaneously repair structural damage? How about spending two feats on…

The Daily Briefing:

  • Deep Sleep, Specialized / only as a prerequisite (3 CP) and Cosmic Awareness, Specialized for Increased Effect (provides a daily briefing on major events for the day) / Cannot be voluntarily activated and only tracks major events (6 CP).
  • Blessing, Specialized for reduced cost (only to share the Daily Briefing as well as recording it in the archives), Corrupted for Increased Effect/The briefing is shared, not transferred, to the chosen recipient (3 CP).

The Daily Briefing is basically a magical news feed, providing a list and brief description of the major events of the day – often a bit in advance. The Empire will be warned of declarations of war, of major magical incursions, of the reappearance of a Dark God, of a major Dragon and some lesser minions moving in, and so on. This isn’t too likely to miss anything major; prophetic cosmic awareness usually doesn’t. On the downside, it isn’t too likely to pick up on anything of minor importance. A nearby supernova? Definitely. A border skirmish or a bridge collapsing? Not likely.

For the most part, however, it is the impact on the overall effectiveness of the government that defines the importance of this Ward – and with a power like this organizing the government, the lifespan of the roman empire may seem little more than a few days of upheaval.

The Font Of Alchemy (Rank 10):

When you come right down to it, potions and alchemical items are generally far too expensive for what you get – which is why there are cheap spells for duplicating them (albeit once only), alchemical feats, devices, and discoveries that make them easier to produce, and the blatantly self-contradictory rules for Druid(ic) Herbalism. Sure, the martial types may carry a few Blessed Bandages or potions of Cure Light Wounds – especially at low levels – to stabilize someone or get the healer back up, but as soon as Healing Belts or Perpetual Wands (or Wands of Cure Light Wounds or Lesser Vigor for those who can use them) become available no one is interested in potions any more. And why should they be? A single potion of Cure Serious Wounds costs as much as a Healing Belt, cures less, and is only usable once – instead of every day. The classic Wand of Cure Light Wounds or Vigor costs the same too, and holds fifty charges instead of one. Sure, they’re somewhat weaker individually – but the wands take one day to make, just the same as the potion. For 5000 GP you can put on Boots of the Earth and heal as much as you like. Sure, there are other potions – but the same logic generally applies.

Still, potions remain useful a lot longer if you just make them cheaper – and if they’re cheaper, having the low-level guards carry a few may be well worthwhile.

Five Minor Powers:

  • Granted Feat: Alchemic Focus: Double Enthusiast, Specialized and Corrupted for Increased Effect: Each user (who must already have Brew Potion) gains a personal variant of Brew Potion that is itself Specialized and Corrupted for Increased Effect: it can only be used to brew seven specific, related, potions, but the process produces (Cha Mod + 1) doses from a single brewing at the normal base cost and one-half the normal base time (allowing two brewings per day if the normal cost is 1000 GP or less). The list of potions that may be produced is permanent for each user.
  • Fortune: Each resident may “Take 20” on brewing a potion or crafting an alchemical item up to three times per day.
  • Health: Diseases are not contagious within the ward and residents recover temporary attribute damage at one point an hour and permanent attribute drain or level drain at one point/level per day. Alchemists do tend to expose themselves to a lot of toxins.
  • Industry: Mundane alchemy may be completed at a rate of one weeks work elsewhere every day.
    Random: Even with the “Controlled” Modifier, one power is going to be random.

Four Major Powers:

  • Spellcasting: The Ward may employ seven spells per day from among Heal, Raise Dead (no expensive component, making this a L6 version), and Lesser Imbuement (L6, creates any two spell effects of up to L3 that can be put into potions. This will allow the occasional production of any needed potion) at caster level thirty.
  • Mystic Herbs x 2: Residents may gather mystical ingredients sufficient to brew 2d6 potions each day with no other costs. This is compatible with the Alchemic Focus ability above. Thus a Cha 14 brewer with the granted Alchemic Focus in Healing Spells might opt to use two such doses of herbs to create six potions of Cure Serious Wounds at CL5 (750 GP Base) in a day at no cost. And there will almost always be someone around focused on healing and curative potions. Provide a village with a few potions of Cure Serious Wounds, Remove Disease, Remove Curse, and Remove Blindness/Deafness and quite a lot of troubles will quietly vanish.
  • Random: Even with the “Controlled” Modifier, one power is going to be random.

Two Awesome Powers:

  • Glorious: The Font grants chosen residents – normally adventurers with noble inclinations or members of a sponsoring nations military – access to, and a +14 base in, Clockwork Engineering, Greater Alchemy, and Reality Mining. (It is rumored that occasional evil types who do good in evil fashions or who oppose greater evils gain access to Stygium Forging instead of Greater Alchemy). Users will not be able to refresh their supplies once they leave the Font, but whatever they’ve made will remain usable until their supplies run out.
  • Random: Even with the “Controlled” Modifier, one power is going to be random.

At a base cost of 150,000 GP and a sizable chunk of XP (8000 Base x 6 (Small Valley Sized, Cooperative, and Controlled) = 48,000 XP, although “Cooperative” lets many people contribute) a Font of Alchemy is a fairly major purchase – but like many another magical business, it’s a cost that will pay itself back in relatively short order. Even if you reduce the sales price of 750 GP potions to 75 GP, a trio of decent brewers will still produce more than 1000 GP a day worth. For years on end. That likely exceeds the demand, but why would a nation – or a high-level type who likes potions – worry about that? Most long-term investments take much longer than a decade or so to pay back their cost and at much higher risk to boot.

Secondarily, of course, a Font of Alchemy means that adventurers will often find or be paid in potions. Potions – probably with official seals and labels – will likely be in circulation as high-end currency. After all, the supply of Gold and Platinum is kind of limited and their value is more a social convention than anything else – but potions have their own inherent value and, with increasing availability, will soon reach an equilibrium point where they get used up as fast as they’re produced and so will maintain a relatively steady value (unless a lot get used up in wars or something, in which case there will be some currency fluctuations before everything returns to normal). Unless other nations build their own Fonts, potions will be a steady export as well – bringing wealth and other magics in in a steady flow.

Finally, a realm with a Font of Alchemy can offer some fairly large benefits – access to the stuff they can make with those Occult Skills – to official parties of adventurers. That’s a great way to gather some support.

The Enkarthic Arena (Rank 10 Ward, Level 16 Wizard):

The arena had been soaked in a thousand years of blood from innumerable battles, beasts and sophonts, young and old, strong and weak, innocent and vile, from executions and accidents. Terrible magics, six major assassinations, sacrifices, rituals, and uncounted treacheries had come to pass within it’s walls. In the depths of it’s sands, power and evil pooled. So long as the blood and suffering of mortals flowed like fine wine, Enkartha the Sanguine, Lord of the Outer Darkness, The Thousand-Armed Storm would stay it’s myriad hands and the world would endure.

But on that terrible foundation a plan was laid. Emkartha drank deep – but in that indulgence he gave the strengths of mortals a claim upon him that was never meant to be as he took their essence into himself. The ritual demanded the blood of the operators – and that blood and strength was freely given, to draw Enkartha within the chalice from which he sipped, and there to bind him. And while Enkartha rages against his bonds, and is held, mortals may walk their way without constant sacrifice.

Yet the Enkarthic Ward still gathers occasional adventurers and heroes to face it’s challenges – for if a sufficiently powerful group of champions can be found, and Enkartha slain at last… a wound upon the worlds may finally heal.

My halls run with rivers of blood. I burn black as pitch with twisted powers, ripped from nightmares and made my own. There may be a spark of light within – but while a star may pierce the darkness, the darkness remains. I am an evil that exists to imprison other evils. Should I endure, and should the End Of Days that the priests of so many faiths speak of ever come to pass – the Ragnarok, or Dwapara Yuga, or Judgment Day, when all that is evil shall be cast into the abyss that an age of light may begin – then I too shall go down into that fathomless pit. But I shall drive the nightmares there before me, seal the way behind me, and stand guardian within the gate lest those evils rise once more – and I shall not stay my wrath.

All Ward Powers are considered Caster Level 30 if opposed – which is more likely with this Ward than most.

Five Minor Powers:

  • Non-Euclidean. The – remarkably large – interior of the Arena contains numerous distortions, local gates, and dimensional pockets – what might be best envisioned as “Hogwarts Architecture”. It is not easily mappable and tends to steer explorers to challenges that are suitable for them. Admittedly, that is in hope of training up a party of godslayers. But it is not a kindly mentor, and does not communicate. It simply gets you inside and throws monsters at you. If you are too weak, but live… it will let you out in hopes that you get better and come back. If close, it will throw horrors at you to train you. And if you are, perhaps, ready… there is Enkartha.
  • Beauty (Evil, so “Dungeon Dressing”) The Arena is full of sourceless screams, torture chambers, pools of noxious substances, displayed bodies and skeletons, rotted hangings, cages, ruinous rooms, vermin, slick staircases, and assorted other minor hazards. Those attempting to cleanse the place – or to battle it’s monsters or Enkartha – gain a +2 Morale bonus to their Armor Class, BAB, and Saves, during such attempts.
  • Bounty: Most of it isn’t particularly GOOD – but the Arena is full of caches of minor supplies, pools and trickling streams of drinkable water, small creatures that can be eaten, vents that emit perpetual flames for light, cooking, and warming your hands, and similar stuff.
  • Enduring: The structure and effects of the Arena have SR 30 and triple their normal Hardness. This does not protect creatures within it, but it does make it very difficult to kick in doors, break through walls, or damage the furniture or cross-chasm bridges (where those are not already decaying and deadly dangerous).
  • Servant Legion: The Arena commands a horde of Unseen Servants who can handle maintenance, reset traps, replenish the supply caches, leave mysterious clues, make (nonverbal) noises calling for someone to look into them, hold up stepping stones until they suddenly give way to create floating bridges across chasms and such, and so on.

Four Major Powers:

  • The Distant Gift – Warcraft: Any who dare face the challenges of the Enkartic Arena will, forever afterwards, bear it’s gift of battle – gaining +2 BAB, +1d10 HP, and proficiency with Shields, Light and Medium Armor, and Simple and Martial Weapons. Those who already possess such proficiencies may transfer those points to additional Martial Training, although they may only buy things that they would normally qualify for. Those who accept this gift are, however, forever linked to the Arena – and so are likely to encounter it again and again until Enkartha is slain at last.
  • Absorption: Heroes within the Arena may absorb up to (Con) spell levels per day. Actual spellcasters may use that energy to power their own spells, but anyone with such a reserve can employ it to invoke L1) Enlarge Person, L2) Bull’s Strength, L3) Haste, L4) Mass Enlarge Person, L5) Animal Growth, and L6) Greater Heroism as a standard action. Those with +18 or more in Spellcraft may also store up to a dozen spells in the ward, but few are aware of this obscure benefit.
  • Tithe: The Arena takes a tiny percentage of any experience earned within itself, and so can gradually grow in power over time. This, of course, is why it has Wizard levels – and may eventually develop epic spellcasting and create various items.
  • Warband (Variant): The Arena has a small horde (2D4 x 50 daily) of minor monsters to send running about the place to harass visitors (and sometimes long-term residents), on top of whatever wandering monsters have arrived recently.

Two Awesome Powers:

  • The Great Binding: The Enkarthic Arena may entrap within itself one godlike entity or up to (Charisma, 32) major entities, such as Great Dragons, or up to (Charisma x Intelligence. 1120) lesser (if still formidable) entities. Unfortunately, each time it allows a group of adventurers to challenge one of it’s imprisoned elder evils there is a tiny chance that one or more of it’s current prisoners will escape. Ergo, it only allows the very best to attempt such deeds.
  • Dimensional Nexus: While the Enkartic Arena does not itself move, it constantly extends filaments of its power across the worlds – opening gates, portals, and a variety of dimensional spaces, as well as importing assorted parties of adventurers and challenges for them. Still, it is occasionally used as a transport nexus; a noncombative party runs only a very minor risk of being sucked into major confrontations – although there is a somewhat greater one of being used to supply more dark energy or becoming a reward for a more powerful group. Of course, for good or ill… this has also resulted in many small territories and colonies of outre entities hidden in various corners, defending themselves with their own barriers, guards, and traps.
  • Basic Attributes: Int 25 (+4 Level +6 Enh = 35), Wis 14, Cha 26 (+6 Enh = 32).
  • Skill Points: 144 (9 x [Int Mod + 4]) + 266 (19 [L16 Wizard] x [Int Mod +2]) = 410 SP, +25 max base. Even dropping 18 SP on the extra costs for Occult Skills, that’s basically enough for those six Occult Skills another nine maxed-out skills, and one at +15.
  • Daily Spells: 16L0, 7L1, 7L2, 7L3, 7L4, 6L5, 5L6, 5L7, 4L8. Thanks to Foresight just assume that it has any spell it needs.
  • Bonus Languages: 12.
  • Feats (9 Level, 5 Wizard = 14):
    • Leadership with Exotic Followers/Traps and Animated Objects and Special Features, Specialized for Reduced Cost: these must be repaired if damaged, have to be installed instead of just showing up, are effectively immobile, and must be manually upgraded as the user increases in level. I’m going to count the Ward “Levels” for the total number, but not for the maximum CR. So total of 74 Total ECL, maximum of ECL 13. Since lower-level stuff can be taken in groups, this should be plenty.
    • Leadership with Exotic Followers/Various Monsters, Specialized for Double Effect / these just wander in and get placed. While they are thus easily and quickly replaced,the Arena has little influence over what they do, although it can steer them around readily thanks to it’s non-euclidean structure. Again, a total of 74 Total ECL, maximum of ECL 13. Lower-level stuff is usually taken in groups.
    • Leadership, Specialized and Corrupted for Triple Effect: Only to provide people running support-service businesses in it’s various internal settlements. Thus you can find potion-makers, enchanters, priests, and so on of unexpectedly high levels for the tiny hidden communities they serve. Some even act as fronts for the “use them up soon!” products of the Arena’s occult skills. A total of 111 total ECL, maximum of ECL 13. Lower-level stuff is usually taken in groups.
    • Cloaking: Divination about or within the Arena reveal some generic observations, but provide no useful details.
    • Bonus Uses: The Arena may use up to five incidences of the Great Binding at once; normally 3 entities of Godlike power, 32 beings of enormous power (great dragons and such), and 1120 lesser beings, such as beholders and mind flayers and such.
    • Major Privilege: Swallowed By The Earth. These days the arena is a sprawling complex deep within the earth, hidden from any normal approach.
    • 2d6 (8) Mana with Spell Enhancement, Specialized for Increased Effect / only to add Metamagic to it’s Wizard Spells but can add any desired metamagic up to +3 levels in total for 3 Mana, Rite of Chi with +8 Bonus Uses, Specialized and Corrupted / only to refill the Spell Enhancement Pool (Three Feats).
    • Access to Two Occult Skills: Feather Gleaning +46 (+25 Base +12 Int +4 Mor +5 Comp) and Reality Mining (Cha due to no Con, +45 as before). These, of course, allow the Arena to provide, sell, or employ Feather Tokens and bizarre materials for it’s own purposes and projects.
    • Access to Two Occult Skills: Clockwork Engineering +46 (as above) and Greater Alchemy +46 (again, as above). These allow the sale of potions, creating strange mechanical rooms or devices, and deploying numerous other oddities.
    • Access to Two Occult Skills: Foresight +46 (as above), and one of choice at a similar level. Maze Design? A tactical skill to give it’s monsters bonuses? Dream-Binding to make equipment for them?
    • Create Artifact: Drawing on many dimensions and Reality Mining, the Arena is fully capable of producing the occasional great weapon, exotic device, magical pool with permanent effects, and so on – and will scatter such things around itself.
    • Path: The Planar Portals Path https://ruscumag.wordpress.com/2024/02/22/planar-wizardry/

Magic Items (315,000 GP): Headband of Vast Intelligence +6 (Immobile, 18,000 GP), Cloak of Charisma +6 (Immobile, 18,000 GP), Hero’s Helm (Personal Greater Heroism, Immobile, 28,000 GP, most notable for +4 to Skills), Amulet of Expertise (+5 Competence to All Skills, Immobile, 15,000 GP), and some items from the Dungeon Keepers article – a Two Reality Fixators (42,000 GP, provides a budget of 1500 GP/Day to add stuff to the Arena), Benison Generator (Allows granting minor semi-permanent bonuses as per Mystic Tattoos, 84,000 GP), Star Of Destiny (1/Week version, 40,000 GP), and a doubled-up Dungeon Populator for 38,000 GP. That leaves 32,000 GP to get something with. Maybe a few Tomes. Definitely an immense and again Immobile) spellbook – likely spells engraved on massive monoliths or something. In any case, all of this will be in a pretty-much inaccessible extradimensional space since the Ward is definitely NOT STUPID.

Yes. It’s a megadungeon. What’s more, it’s a first edition megadungeon, complete with environmental features that grant permanent enhancements, random monsters that wander in from across the multiverse, connections between rooms and levels that make no sense, unreasonable traps, little colonies of helpful creatures that are, for no apparent reason, living in the dungeon, portals to sub-areas with bizarre inhabitants and environs, all kinds of moving rooms and shifting layouts, dimensional effects that make teleporting and such almost impossible, and various groups using the place as a dimensional shortcut (which is incredibly profitable even if it is kind or risky). It even has a virtually invincible boss-monster at the very bottom who stays there for some reason instead of getting out and doing it’s own thing. Given that the Ward can actively manipulate the layout, cast spells as needed, and put traps and monsters wherever it wants… it tends to be challenging, but not overly lethal. After all… it WANTS the character(s) to grow into Godslayers and kill Enkartha once and for all and so it staggers its encounters. For while it can hold Enkartha bound… but that is in part because they are both linked to the same nexus of power and blood, and it will never be within the Arena’s power to kill him.

The fact that absorbing the blood of a god – and a tithe of the experience gained by it’s slayers – will likely transform it into a Rank-12 Ward and get it a few more powers and some wizard levels is a nice bonus. After all, there are other horrors out there to catch and dispose of.

And there we have our set of Wards Major – ranging from the basic to the epic – and how including one of them might impact a campaign or even serve as the entire basis for one. (And if there are typos… just let me know. This one got fairly long).

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 – Crafting Based Magic

The painter labored for long years, painting a beautiful country manor, and into it placed images of the creatures and things she loved. And when it was near-complete, and she was growing old… painted herself into it as well. Today, that near-indestructible work, containing the spirits of the artist, her pets, and her children and companions, in their personal paradise, still radiates serenity, peace, and joy – and, as one of his treasures in life, still hangs in the long buried tomb of a forgotten warlord. But still, were one to find it, and request aid of the spirits within… a lost child might be adopted, a victim unfairly hunted hidden beyond any pursuit, or a worthy student taught the art of painting for eternity.

Two men had died bringing down one of the great spirit-lions to take it’s hide, but the plague had left little choice; without a cure – and none attempted by mortal men had proven true – the lands would be left emptied, it’s guardians fallen, it’s settlements near-vacant, and the monsters of the depths would rise and sweep over what little was left. The leather-worker bound his strength into the forming harness, blood and spirit tied into ancient symbols incised upon the mystical lion-leather – and if the whispered tales held true… as a virgin his young daughter would be able to use the completed harness to bind the Herd Stallion of the Unicorns to her will for a bit, and send the herd to run through the land, spreading the purity that would end the plague once and for all.

Gleipnir was crafted from the sound of a cat’s footfall, a woman’s beard, the roots of a mountain, a bear’s sinews, a fish’s breath, and a bird’s spittle to bind the Fenris Wolf, one of the Beasts of the Apocalypse. Not until the passing of four ages – an Axe Age, a Sword Age, a Wind Age, and a Wolf Age – would that cord be broken at the Twilight Of The Gods. Ranthir’s materials were not so grand, nor his craft so great as the the dwarves of legend – but twine for snares that always struck true, ropes that would tie themselves firm when thrown towards a potential anchor, threads that not only stitched up wounds but sped their healing and would not break to let them reopen, nets that brought in better catches… when the raiders forced the people of his village to flee into the west, such things all too often proved the difference between life and death.

The knife was a simple tool, but it cleaved through stone and iron like they were soft as cheese. The friend had run a risk finding a way to slip it to the galley-slave just after the evening inspection – but by the morning, a hundred and fifty freed slaves had taken the ship and were out to sea. The sails were not so good – but any pursuit would be days behind and with the entire sea to search. The young man would carry the blade for much of his life, although he passed “Liberator” on at last as it’s tale grew.

A potter might craft a tea set that radiates serenity as a diplomatic aid, create a pot to try and imprison a haunting spirit, or – even at high levels – craft a Decanter of Endless Water. A make of Scents, Pomanders and Sachets might craft scents to increase attraction, pomanders that really do help prevent diseases or help repel predators, or a sachet that grants confidence – or at least prevents fear. Knots that you untie to summon wind to aid you ship? Scribes and runesmiths scribing Scrolls that can be read from to help hold off monsters for a time? Tailors crafting protective garments or handy haversacks? Candy-makers creating chocolate that helps you recover from supernatural mental injuries? Why not?

Crafting Magic is generally a low-fantasy thing. Sure, it might extend to some of the lower-end items usually found in a game – Cloaks of “Elvenkind” and such, or an Adamant Dagger like “Liberator”, or even the making of basic magical weapons and armor – but most of it is a lot more subtle than that, falling more under Ceremonial Magic, or perhaps crafting Charms and Talismans. Player characters who aren’t into world-building rarely bother with that kind of thing past the first few levels. No one worries about helpful ropes, or clothing that keeps you dry and warm in the worst weather (although a small armor bonus might interest characters who cannot normally wear armor at lower levels).

There are a few examples of higher-end Crafting Magic out there though – smiths who craft powerful magical swords for heroes – or for vengeance. Illuminators who can inscribe single-use effects onto fine vellum, knives that can cut the barriers between realms, locks that bind away horrors or keys that open long-sealed gates, chains that bind the greatest of monsters. This is a lot closer to standard d20 spellcasting, although it takes a lot more time to prepare and runs towards much more flexible effects.

So here we go; another Occult Skill, in many variations:

Mystic Artisian (Craft Skill) (Restricted, Int):

This is a variation of the Gadgetry Occult Skill, Specialized and Corrupted for Increased Effect / relies on a particular Craft Skill which it cannot exceed, “gadget points” are only available per week, not per day, all “gadgets” must fit the craft skill used.

You get two Gadget Points per level of Mystic Artisan – although that per-week modifier makes that a lot less useful. Secondarily, you get three special crafting abilities at various levels – provided that you keep both your Craft skill and Mystic Artisan at the maximum for your level. These are:

  • Masterworks: The associated Craft skill may be used to create Charms and Talismans suited to the skill. Note that variant forms are perfectly acceptable; for example, a spool of suture thread that functions as Sovereign Ointment. If Charms and Talismans are not normally available in the setting, adventurers of levels 1-4/5-8/9+ may employ three charms and one talisman/five charms and two talismans/seven charms and three talismans.
  • Wonderworks: The associated Craft skill allows the user to create actual Magical Items provided they could reasonably be considered products of the relevant craft skill. The user gets the first example of each free, but – if they wish to make more – must do so at the usual costs and use the Craft skill for any checks although any other special requirements are automatically considered fulfilled. THe user may pick an item worth up to 3000 GP at Level 10 as his or her first wonderwork, an item worth up to 10,000 GP at Level 15 as his or her second wonderwork, and an item worth up to 25,000 GP as his or her penultimate creation at Level 18. If charged items are selected, the user’s personal set will recharge once per year (generally on some symbolicly important date).
  • Tools of Mastery: A Mystic Artisan can make special tools for himself – essentially a Relic. Such tools can only be used by the crafter and will reappear in a week if lost or broken. The functions of the Relic must be focused on the Craft or Mystic Artisan skill in question or at least be very closely related to it. The tools function as a one-point relic at level four, a two-point relic at level eight, a three-point relic at level twelve, a four-point relic at level sixteen, and – at level twenty – become indestructible and usable by others after the creators (permanent) death.

That’s potentially quite useful, and almost any variation on the Gadgetry skill is going to be fairly flexible, but Gadgets simply aren’t high magic. Crafting magic is going to be most useful in low-magic settings, at relatively low level where Charms and Talismans are a significant factor, in slice-of-life, and in game styles which focus on creative problem-solving over combat and epic quests.

If you want Crafting magic to be a serious influence in a game, it will probably be best to limit magic to personal knacks and Occult Skills. A writer-runewright who focuses on creating mystical scrolls to create various effects is just another form of Crafting Magic, a Feather Gleaner makes an effective “Feather Mage”, a crafter of Medications makes a reasonable low-level Healer, and so on – but such magic is cheap and leaves plenty of room for characters to be primarily rogue-types, combatants, explorers, and sages. 

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, The Thu’um, and Paths Of Power

Here we have a video-game themed request from some time ago – the Thu’um. This, of course, is from The Elder Scrolls, and is the subject of an apparently endless supply of “Fus Roh Dah!” memes and youtube videos. While all characters in Skyrim can apparently learn spells – and all PC’s start with some basic ones – only rare individuals, PC’s, and dragons can learn the Thu’um / Storm Voice / Dragon Shouts. I’m told that it’s more or less what makes the PC the special, destined, hero – although, apparently, you can play without ever learning to use the Thu’um.

The Elder Scrolls are not really my thing (I was introduced to Daggerfall in 1996, found it too buggy to bother with, lost interest in it before it was – presumably – patched, and have never even really looked at the sequels), but looking it up… the Thu’um is definitely video-game magic; the effects available are kind of random (or at least have no obvious theme beyond “give the character a basic suite of effects”) and there aren’t very many of them (even if you count all the games, there are several that are basically the same with slight differences in their power level). That’s only to be expected in a video game, since the writers have to be able to program in all the effects and interactions, but tabletop games with live game masters tend to have more options, which is why so many video game spells are basically “adjust this game statistic for a time” instead of things like “spread a rumor”.

As such, the Thu’um, like many other video-game power sets, fits into Eclipse as a Path – a small list of loosely related spells drawn from the thousands of available spells that covers most of the available effects, usually with improvements. Since a Path usually only includes nine spells I’ll be leaving out a few of the effects that make little or no sense – but tabletop RPG spells are usually more flexible than video game spells, which should more than make up for it. In the case of the Thu’um I’m leaving out calming animals and sensing life through walls. And honestly… calming animals by shouting at them is just silly (and seems to be fairly useless even in the original game) while sensing life through walls seems sort of out of place. Sure, it may be important in a video game, but it makes less sense in d20 (where thick walls block most divination magic anyway). So here we have the Path Of The Dragon’s Voice.

Path Of The Dragon’s Voice:

  • L1) BattleCry Havoc (Personal Haste, from The Practical Enchanter). Focusing the power of your voice through yourself, you gain a burst of speed.
  • L2) Scream Of The Hawk (Earthbind). Your cry leaves your target too dizzy and disoriented to fly.
  • L3) Thundering Word (Melf’s Unicorn Arrow). Your words strike like morningstars.
  • L4) Defiant Cry (Emergency Force Sphere, Pathfinder I). The power of your cry holds back anything which menaces you.
  • L5) Raging Voice Of The Dragon (Dragon Breath, with the Sculpt Spell Metamagic if desired), The words of dragonkind manifest.
  • L6) Words Manifest (Summon Psychic Construct V (The Practical Enchanter) with Augmentable Metamagic. Summon a L5 Astral Construct. May cast at +1/2/3 levels for a L6/7/8 construct). (This stands in for the moment of immateriality ability. That basically protects you from damage for a few moments. Creating some construct armor for yourself does the same far more usefully, since it can provide many other abilities. Creating a construct-ally for yourself can be useful too).
  • L7) Howl Of Doom (Greater Wings of Flurry: Affects a 60′ Radius and uses d10’s for damage. Victims who fail to save are also Blown Away).
  • L8) Word Of The Hurricane Blast (Greater Cyclonic Blast with built-in metamagic (Double Effect)).
  • L9) Word Of The Sky Lords (Cast up to six levels of Air Magic as a single standard action. Control Weather effects take effect immediately since the versatility is already paid for).

OK, so that pretty well covers the effects. In fact it covers a lot more effects than the original Thu’um given that it includes more types of breath weapon, freeform summonings, and freeform air magic, albeit at very high level.

Similarly, there are plenty of other Paths that could be the basis for something. To pull a few from Paths of Power…

Path Of The Spider:

  • 1 Web: Fills 20-ft.-radius spread fills with sticky spiderwebs.
  • 2 Spider Climb: Grants its target the ability to walk on walls and ceilings.
  • 3 Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
  • 4 Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  • 5 Animal Growth: One animal/two levels doubles in size.
  • 6 Ironweb*: Magic webbing is strong as steel.
  • 7 Creeping Doom: Swarms of centipedes attack at your command.
  • 8 Sympathy: Object or location attracts certain creatures.
  • 9 Etherealness: Travel to Ethereal Plane with companions.

Grab this path – and perhaps pick up a a “swingline” effect – and be fantasy spiderman.

The Stormwalkers Path:

  • 1 Endure Elements: Exist comfortably in hot or cold environments.
  • 2 Protection from Arrows: Subject immune to most ranged attacks.
  • 3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • 4 Freedom of Movement: Subject moves normally despite impediments.
  • 5 Righteous Might: Your size increases, and you gain combat bonuses.
  • 6 Legend Lore: Lets you learn tales about a person, place, or thing.
  • 7 Vision: As legend lore, but quicker and strenuous.
  • 8 Screen: Illusion hides area from vision, scrying.
  • 9 Storm of Vengeance: Storm rains acid, lightning, and hail.

This one was originally a racial path for Centaurs – movement and archery combat, then the lore of Chiron, and last the ability to invoke divine vengeance from the sky, in consideration of their classical greek origin as descendants of a cloud or nymph or cloud-nymph (there are multiple versions). Still, combine it with any decent archery build and you’ll do fine. If you already have Haste, throw in “Greater Magic Weapon” in place of Haste to provide cheap magical arrows. Paths are a design-your-own thing anyway.

Assassin’s “Professional” Path

  • 1 Disguise Self: Changes your appearance.
  • 1 Feather Fall: Objects or creatures fall slowly.
  • 1 True Strike: +20 on your next attack roll.
  • 2 Alter Self: Assume form of a similar creature.
  • 2 Invisibility: Subject is invisible for 1 minute/level or until it attacks.
  • 2 Spider Climb: Grants ability to walk on walls and ceilings.
  • 3 Deep Slumber: Puts 10 HD of creatures to sleep.
  • 3 Misdirection: Misleads divinations for one creature or object.
  • 3 Nondetection: Hides subject from divination, scrying.
  • 4 Dimension Door: Teleports you short distance.
  • 4 Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
  • 4 Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

This is a class “Professional Path”, and – thanks to it’s multiple spells of each level – would be more expensive than a basic path, but then it’s low level cutoff makes it cheaper again. A typical Path costs One Feat / 6 Character Points. This one is three paths, but Specialized due to it’s cutoff at level four – giving a net cost of 9 CP. If you want a cost of an even two feats… add another spell of each level. Either way, this covers a lot of the basics for a stealthy type.

Of course, unlike The Elder Scrolls where pretty much every PC is a mage, many d20 characters are not major spellcasters, and lack a caster level. How to get this?

1) Use paths as the core of a Mystic Martial Art. This is fairly straightforward: the “Caster Level” is equal to your base hit dice and the save (if any) DC’s are (10 + Effect Level + Your Con Mod). You may not, however, safely use an inherent spell with a level above (Base Hit Dice / 2, rounded up) (The GM may LET you, but will probably roll to see what goes wrong). Note that, while all the effects in a mystical martial art must be at least vaguely related to a theme, published Paths come with that and justify adding extra effects related to items hat are already on the path. Build this as Inherent Spell with +4 or more Multiple Uses, Specialized and Corrupted for Reduced Cost:

  • L1 Effect: 6/8/10 Uses/Day (2/3/4 CP)
  • L2 Effect: 6/8/10 Uses/Day (4/5/6 CP)
  • L3 Effect: 5/7/10 Uses/Day (4/5/7 CP)
  • L4 Effect: 5/7/10 Uses/Day (4/5/7 CP), requires prior related L3 effect.
  • L5 Effect: 5/7/10 Uses/Day (4/5/7 CP), requires prior related L4 effect.
  • L6 Effect: 5/7/10 Uses/Day (4/5/7 CP), requires prior related L5 effect.
  • L7 Effect: 5/7/10 Uses/Day (6/7/9 CP), requires prior related L6 effect.
  • L8 Effect: 5/7/10 Uses/Day (6/7/9 CP), requires prior related L7 effect.
  • L9 Effect: 5/7/10 Uses/Day (8/9/11 CP), requires prior related L8 effect.

So what makes them Specialized and Corrupted? That can vary, but here are some possible Specializations and Corruptions.

Possible Specializations:

  • Each effect can only be used once per encounter / situation (twice if 10+ “daily” usages are purchased). Note that using this option voids the need to count daily uses since it converts it to a “per encounter” power.
  • The user only has (Cha Mod + 1) effects ready for use at any one time, starting each “encounter” with a random selection – although taking a full round action to refocus allows the user to ready a random effect from among those not currently readied.
  • Using the Mystic Martial Art seriously restricts the character. Since such restrictions actually have to have an impact, this commonly means restricting wealth or magical items or accepting assistance from various sources.
  • Using the art involves accepting major obligations – missions that you must undertake without reward, commitment to a specific philosophy or belief that seriously limits your actions or takes up a lot of your time, running a school and teaching students of the art (after you get good enough), and so on. This might include restrictions on the type of magic you can use, but that won’t mean much if you had no intention of using such effects anyway.
  • The path is limited to use in particular areas, environments, or situations, meaning that it will often be unusable.
  • The user must “Cultivate Aura”, describing everything in cool and dramatic terms and taking multiple rounds to build up to major effects.

Possible Corruptions:

  • Each effect can only be used twice per encounter (three times if 10+ “daily” usages are purchased). Note that using this option voids the need to count daily uses since it converts it to a “per encounter” power.
  • Effects are limited to level (2 + Rounds Spent Fighting) or L3 outside of combat. This gives you the classic anime bit of escalating powers as you go on.
  • The user only has (Cha Mod +1) effects ready for use at any one time, but may choose them in advance. Expended effects can be replaced from among the user’s unreadied effects.
  • The user must loudly announce their paths (which opponents will suddenly then know about – or the user might be forced to explain them) and individual attacks and will constantly be drawn into pointless conflicts with rival schools / practitioners. (Alternatively, you may be obsessed with presentation, “coolness”, and drama – hiring flunkies to provide clouds of colored smoke to appear from and/or background music, perching on top of tall objects with your cape billowing dramatically in the wind, dropping in from great heights, and so on).
  • The user’s effects will not work if he or she is heavily encumbered, or wearing restrictive armor, or being grappled, or otherwise restrained from moving freely or if unable to focus properly, such as being Confused or Charmed.
  • The path requires membership in a group or organization or service to a particular patron. If the Cartoon Path of the Mouseketeer requires service to the God of Cheese and his prophet Walt Disney, than such is the way of it.
  • The path requires a specific – and increasingly enhanced / exotic / expensive / blatant – focus to use as the level of effects available increases.

For example, Deathbringer Rilthir Of The Black Hand, Servant Of The Cold God, might have the Assassin’s Professional Path with each effect at 5-6 Daily Uses (Specialized / Each usable once per encounter and Corrupted / Requires Dedication to the Cold God and accepting the duties of the faith thereof), thus having spent 42 CP to be able to use each of the abilities on that path once per encounter. That is equivalent to seven feats – but it’s only 6 CP per level on the average even if he is buying the abilities pretty much as fast as possible. That’s a specialized package of abilities, but not at all a bad one. If he throws in a set of four spells that boost his ability to stab people for another 14 CP he might be quite successful. That’s about the same total cost as classical Assassin Spellcasting anyway. Less versatile, but more uses of each spell.

That’s very different from a monkish master of The Dragons Voice who is focused on being a member of his mystical order charged with teaching and protecting the peasantry and keeping demons and horrors out of the lands between the rivers, and who’s focus on channeling his own, internal, magical power has essentially permanently “occupied” or “sealed” some of his magic item slots.

2) Ask the GM to let you use Rune Magic / Path Of (Whatever) and (likely) Magician to power it with. Base it on Strength or Dexterity or Constitution. Admittedly, making this work effectively will call for an incredibly high attribute or throwing in a lot more bonuses, but the original question was about a Barbarian type who’d managed to wind up with a Strength Modifier of +15 and who wanted the Thu’um. He could do quite a lot right with this approach off the bat – investing some skill points and some Augmented Bonus to enhance his strength-based skills got him up to +30 or so very quickly indeed – enough to get him to seventh level effects and caster level fifteen. Sure, he was working with nothing but bonus spell slots to power his shouting, but an attribute of 40 gave him quite a lot of those.

3) If you’re a warrior-mage type and just need access to these spells, just learn the Path (generally a mere 6-9 CP or 1-2 Feats), and go around shouting / spidering / whatever at your victims. The GM might opt to weaken Emergency Force Sphere though, since it’s normally restricted to Sorcerers.

In practice, there are a lot of ways to gain access to limited spellcasting in Eclipse. It will take a little more work to gain access to the high level effects, but it’s entirely doable and will add some very handy tricks to any warrior-type. The flexibility will never equal a primary spellcaster, but the power can be fairly impressive. Go ahead; learn Light Cruiser style and be a Shipgirl. If you want to do the Book Of Nine Swords style, throw in a few Martial Stances to compliment your major powers. Raid Marvel and wield the Darkforce. Whatever takes your fancy really.

d20 – Tomes Of Magic

It’s a pretty standard trope. The mage wielding a tome of magic that would normally be beyond him or her, whether it’s an apprentice using his or her murdered teachers spellbook to use second and third level spells when he or she has barely mastered a few cantrips, some poor fool who has laid hands on the Necronomicon, or some comic-book archmage or priest wielding a book filled with the secrets of a major god or entity.

But that’s a bit awkward in a game, where magic is generally less about arcane secrets and using ill-understood incantations and rituals to call on elder powers and more about repeatable personal skill and ability used to invoke bread-and-butter spells like “Levitation” or “Magic Missile”. You usually aren’t calling on a dread entity to bring you some necessary mystic catalyst for your great quest or to transport you across the stars. You’re more likely to be using “Sleep” in a barroom brawl or “Burning Hands” on the onrushing Orcs.

So what we want is a relatively inexpensive item which can grant relatively low-level users access to powerful magic on a limited basis with enough drawbacks to make it difficult to use.

Now THAT we can do.

Lets take a fairly ordinary staff and start applying some limitations to it to make it cheaper. It’s not like Staves are a popular purchase otherwise, so we might as well repurpose them.

Tome Modifiers:

  • Requires Knowledge / Arcana skill 4+ to use (x.9). Tomes are full of arcane symbols, words from mystical languages, and other obscure.
  • User must study a Tome obsessively for weeks to activate it and accept becoming somewhat crazed on the topic (x.6). Invoking the powers of a Tome allows it, and the powers behind it, to funnel themselves through the user’s mind.
  • Unreliable (5% Failure Chance) (x.9). Tome effects are filled with adjustments that must be made – slightly different gestures to account for the phase of the moon, differing local powers, and so much more. There is always a chance that something will go wrong.
  • Conspicuous: Using a tome attracts the notice of both the sponsoring entities and their foes (x.8).
  • Occasional random magic side effects (x.7). Tomes draw weirdness – and attention. Even a tome as innocuous as a the Ikonic Manual – a tome of Illusions – will randomly disguise itself, confuse those nearby with small illusions, and attract attention at just the wrong moments.
  • Curse / Side Effect (x.3). Tomes make demands or have strange effects on their users. You wish to use the Radiant Tome of Horus-Re? (Light and Warding Magic) You may need to journey to the gates of dawn and undertake many quests in the service of the light!
  • Special Requirements (x.7). Locating the spell you want in a Tome requires at least one full round per level of the spell sought – at which point you get a DC (12 + SL) Int check to have found it. If you haven’t, start over.
  • Special Requirement (x.8). Once you have found the spell you want, casting it is always at least a full round action.
  • A given Tome may not be used more than three times per day (x.8). Like it or not, channeling the wild energies of a Tome through your mind is a dreadful strain. Trying to exceed this limit always results in at least temporary madness and can result in death.
  • Owes a Karmic Debt to the relevant power (x.8), Basically, if you’re using a Tome… it’s patron gets to use you on occasion.

That comes out to… x 0.036578304

That’s 1/27’the base cost. Call it 1/25’th for easy math. For a slight benefit… Tomes can be “recharged” by paying 1/50’th of their base cost per charge (basically buying a new copy).

That makes “Staves-as-Tomes” much cheaper. To make them even cheaper… the user must supply any expensive special components. That way you need not worry about component costs when computing the cost

So; The Necronomicon. Special Modifier: All spells are built with Arcanum Minimus (from The Practical Enchanter: The Powers of Darkness / The Elder Ones and The Powers of Chaos) for -2 Spell Levels. This is, after all, about the biggest and baddest book of Lovecraftian Magic out there.

Greater Invocation (Spell Level 11 – 2 Arcanum Minimus); Any Mythos-Appropriate Spell Effect of up to level nine. Net spell level: 9 x Caster Level 17 x 750 GP (Staff) / 25 (Tome) = 4590 GP (4250 if you take the “divide by 27” option instead of 25).

If you are willing to settle for a later version… have it take 2 or 3 charges to use a spell, thus reducing the cost by a similar factor. That gives us…

  • English Necronomicon (3 Charges/Use) = 1530 GP. A moderately rare tome priced for fifth level characters! You too can raise up that which you cannot put down!
  • Latin Necronomicon (2 Charges/Use) = 2295 GP. A difficult-to-find tome priced for 6’th level types!
  • Original Necronomicon (1 Charge/Use) = 4590 GP. Priced for ninth level users.

An Illusion Tome might be built around a Greater Invocation of Illusions (L7, produces effects of L6 or less) at a net cost of SL 7 x CL 13 x 30 GP (750/25) = 2730 GP base. While Tome’s aren’t very useful in in combat (using them is just far too slow), spells like Permanent Image, Programmed Image, Shadow Walk, and Veil – or upgraded versions of lesser spells like False Vision, Mirage Arcane, and Nightmare – are extremely useful when set up to facilitate a plan.

On the other hand, a Tome of Force – even if all it does is Magic Missile – might look like (SL 1 x CL 9 x 30 GP = 270 GP (suitable for a second level character). That’s not a lot – and it will probably only take a round or two to find the spell. That’s actually marginally viable in combat: taking two rounds to deal (5d4+5) damage isn’t at all bad as a backup for a second or third level wizard who may well be out of spells.

There usually isn’t a big rush for Healing, Transportation, or Divination, so Tomes focusing on topics like that are also reasonable investments. Buy them through Innate Enchantment and you can be a tolerably effective – if very slow casting – “Wizard” on the cheap.

And there we are. A way to make the Staff mechanics useful again without revising them entirely.

Eclipse D20 – Lesser Masks

The question here is “Are there some lesser masks if the GM won’t allow the Masks of Ramujin?”

Of course there are. I’m not going to bother with Wondrous Items though; those have plenty of coverage already. This time I’m going to focus on Charms and Talismans. While those are normally rather minor items with very limited effects, Masks are sometimes just a bit more powerful – simply because Charms and Talismans are powered by personal magic, and there is nothing like taking on a role to focus that power. In any case…

Masks are ancient tools.

The shaman dons the mask, becomes for a time a fusion of man and spirit according to the narrative of the mask. One who stands between worlds. To take on a mask is to be thrown into an archetypical role, binding to yourself a fragment of a tale which may cross a thousand realms and be older than your species. To take on an identity utterly separate from your own. Thus do masks conceal mortal identities behind ancient personas, concealing both heroes and villains.

Yet other masks reveal. At the simplest and most superficial, the masks of Harlequin, Zanni, The Captain, Gods, Comedy, Tragedy, Demons, and many more wrap performers in a role out of legend, letting every witness know what tale walks among them. Others… perhaps the greatest and most terrible – display the inner truth of someone one – or something. Consider the Mask of the Tyrant, which shows his ruthless will and cruelty far more accurately than his all too ordinary face. Such masks are perilous; it is all too easy to take up such a mask and find that – once it’s nature melds with yours – it is not so easily removed.

There is a final mask of this variety. The mask of yourself. Of the role and nature that you have chosen, that you aspire to, and which you have molded around yourself. This… is the type of mask that Dreamers employ to stabilize their identities within the vagaries of dream. Wrought of the most stable materials to be found in that ever-shifting realm, carved and painted with symbols of personal ideals, memories, and traits, such masks constantly reinforce their user’s identities – which is why they must be constantly updated if their user wishes to grow.

The Masks Of Dream

The realm of Dreams is a realm of constant change, transformation, and revelation. There identities flow like water – the dragon becomes your mother, the city guard turn out to be werewolves, the tiny model becomes a mighty ship of war. the trackless forest becomes a busy city street. Even dreamers – despite their consciousness being firmly anchored to sold and unyielding flesh – often flowed from one role to another.

But the creatures of dream had no such solid bastion to bring their spirits back to themselves. They need something attuned to themselves, a firm anchor against the swirling – and all too corrosive – tides of dream. Eternity is theirs if they can but remain themselves.

Periapt Of Dreams: This charm is a lesser variant of the Dream Anchor, effective only on the user – but it protects the user against the transforming and confusing effects of the realm of dream, allowing them to remain always themselves, appropriately dressed, and aware of the transitory nature of the scenarios they are wandering in.

Truedreamers Masque: A more powerful variant of the Periapt of Dreams, this once again applies only to the user and only in the realm of dreams – but there it enhances and amplifies the user’s abilities as well as ensuring lucid dreaming. While in the realm of dreams – and only while in the realm of dreams – the user enjoys a +1 ECL (32 CP) Template. This will, within limits, grow with the user. If the user permanently purchases an ability in the Template granted they may replace it.

Shamanic Masks are variants on the Truedreamers Mask that only work at major religious ceremonies and rituals held at the appropriate times and places. They’re usually attuned to specific gods or spirits, providing a +1 ECL / 32 CP Template set by said entity under such circumstances. Crafting or using one, of course, requires the blessing of the entity involved.

Both the Truedreamer and Shamanic Masks are unusually powerful – well beyond the normal power of a Charm or Talisman. On the other hand… the first simply channels the wild power of the Dream Realm which surrounds the dreamer. while the second opens the user to partial possession by some entity during a religious ceremony. You can see traces of that practice in modern Vodun. 

Bastion Of The Self: This charm bolsters and stabilizes the user’s mind – but that means that it must be crafted by the user, using his or her own skill to design the mask and imprint his or her essence upon it. It’s very simple though; as long as the creator wears it, this mask constantly whispers to them the truth of their own mind, their emotions, beliefs, and thoughts. Any attempt to alter those qualities through any means is saved against at +2. The user, however, suffers a similar penalty against attempts to read his or her mind or emotions since the mask constantly broadcasts them. Talismanic versions, however, increase the bonus to +4 while leaving the -2 penalty unchanged.

Masks of Disguise:

Vigilantes, Superheroes, and Insurgents often with to conceal their identities. For them we have the…

Veil Of Mist: This simple Charm changes the user’s appearance and slightly alters their voice, making them as unrecognizable as if they were wearing a helmet with an opaque faceplate and unusual clothing – although the exact appearance is set when the charm is manufactured.

Mask Of Transformation: the Talismanic version of the Veil of Mist, this mask also conceals the users physical attributes and even his or her exact height, as effectively as if they were wearing tailored padded armor, a thick parka, platform shoes, or similar without actually seeming to do so, effectively portraying them as an entirely different person – enhancing or reducing musculature, “creating” a distinctive costume, altering their apparent build, and even giving (or concealing) things like tattoos. The exact disguise, however, is determined when the Talisman is created; it may let Bob the Pool Shark look like Ankor the Barbarian, but its basically just a good costume.

For those who wish to dream their way into the wider multiverse, we have the…

Contractor’s Mask:

Have you ever wondered why various entities can be Summoned? Sure, it is harmless enough – but why are intelligent, magical, beings so willing to put up with it? Why don’t they make will saves to disobey instead of just taking short-term battle orders or bargaining for payment for longer tasks?

It’s simple. They get experience for the battles and experiences that they’re summoned to – at a much lower rate than someone who is really there, but since they’re not really there they can’t be killed and can’t have their equipment damaged or destroyed – although they can expend spell slots, spell components, power, and charges. Still, that’s a fairly good deal.

So how do you get in on it? Preferably without putting your True Name out there for any yahoo to use against you?

You need an Alias. A magical “hook and line” linked to you that a summoning ritual or spell can latch on to to pull you out of the cosmic pond. The fantasy equivalent of an online handle or Email address.

When you wear a Contractor’s Mask Talisman (not necessarily an actual mask) you become Summonable. You can be called on by someone using an appropriate spell, but – since you’re not really there – will be more or less bound to the service of whoever summons you. The details are generally up to you, but “help my summoner in a fight” is pretty basic for Summon Adventurer* (and for the variants with longer durations, like the old Invisible Stalker spell from earlier editions).

*Most commonly cast by Infernal Creatures or Moduns, since Celestials often have objections to binding creatures to service even temporarily and Chaotic Entities know what THEY’D get up to when summoned.

Wearing a Contractors Mask CHARM is much less advisable. It hasn’t got a spam filter – which means you are now open to being Called by spells like Planar Ally – and once you’re actually there, you can be killed or have your equipment destroyed. Of course, you can also bargain for actual physical rewards and don’t have any compulsion to do things in any particular fashion.

Optionally, part of being summoned across planes is that the spells play a bit loose with time; even if you only wear the mask part of the time, you are effectively always available when called.

For those who wish to buy this properly, here’s a package deal:

Dimensional Agent Package Deal (12 CP, as a Package Deal usually free).

  • Returning, Specialized for Reduced Cost and Corrupted for Increased Effect / only works if you are “killed” while you are acting as a summoned minion, but does bring you back near-instantly, and with all your gear, at home (3 CP).

  • Minor privilege: You can be summoned by extradimensional beings – usually devils – for various tasks. You may, however, negotiate for payment and refuse to deal with, or even try to take revenge on, summoners who abuse the privilege or attempt to force you to take a task you find abhorrent. In general, you will only be summoned for tasks you have a reasonable chance of accomplishing since most summoners aren’t stupid and you get paid in advance (3 CP).

  • Improved Blessing, Specialized and Corrupted for Reduced Cost / you may share your Returning and “ability” to be summoned, and only those abilities, with up to (Cha Mod + 1) others, but only if they voluntarily accept this (4 CP).

  • Major Favors, Specialized for Increased Effect and Corrupted for Reduced Cost / only to receive occasional weird gifts that need not be repaid, you become widely known as an uncanny eccentric with mysterious and terrible supernatural connections (4 CP). (This usually results in an income of 3d4 random Obols per month, weird dreams, strange trinkets of disturbingly alien construction, and occasional things dropping in for luncheon.

  • +1 to Knowledge / The Planes (1 CP).

  • Disadvantage – Accursed. You occasionally vanish and reappear at awkward times, with weird special effects depending on which plane you were summoned to. This is hard on your social life (-3 CP).

Theatrical Masks

For those who want classical masks for performers we have…

Theatrical Mask: These charms help the wearer assume a role, such as “The High Priest”, “A Noble””, “A Village Constable”, or “The Sun God” – providing some voice-changing, an appropriate (if illusory) costume, and a little bit of illusory shape-shifting to match. A “Barbarian” mask will make you look muscular and scarred, while a “Fair Maiden” mask will make you look lovely and delicate. Actors performing with an appropriate Mask will get a +2 circumstance bonus on their Perform checks and their audiences will easily recognize the role of the mask. They may not know that the actor portraying a noble is portraying Duke Marthass until the name is mentioned, but they will easily recognize that the character being portrayed is “A Nobleman”.

Noh Masks are the Talismanic version of Theatrical Masks, and include some minor special effects – helping to change and project the user’s voice, ensuring that they are well-lit when they want to be seen, providing illusory “blood” when they are “wounded” in a staged fight, making them appear deathly ill when “poisoned” or dead when “slain”, glowing hands or symbols when “spellcasting”, or even making them seem to be “on fire”, “frozen”, or “petrified” when such things come up. Especially dramatic effects like that do require a few minutes preparation work when getting ready for the production however. A performer wearing a Noh Mask gets a +3 bonus on their Perform checks for an appropriate role.

Ambiance Mask: This bardic charm renders the wearer’s music unobtrusive – mixing it with background sounds and diffusing it across an area. This isn’t often important – although it may provide a few rounds delay if someone is “looking for that !@$ Bard!” – but it can be quite useful if you wish to, say, broadcast “calm” at a diplomatic summit without provoking arguments, want a friends romantic dinner to go well, or want to provide background music for another production.

The Talismanic Version provides a subtle background music for the current scene automatically, complete with a personal theme for the wearer. This, once again, doesn’t have a lot of effects, although I’d encourage the GM to occasionally provide a +1 morale bonus to something when the music gives a clue to the scene. After all, if you notice when the battle music starts playing you might react just a hair more quickly or something

It won’t help you be sneaky though, and might even cause a similar penalty.

The Jester’s Mask: This talismanic mask allows the wearer to say pretty much anything – but makes it inoffensive. You say that the king is an idiot and his plan is profoundly stupid? What he will hear is something along the lines of a diffident suggestion that there is a small item that he may not have considered. Anyone who really WANTS to find an excuse to take offense may do so, but this will let the user avoid inadvertently offending people.

The Ballroom Mask As a charm, this simply allows you to pick the individual out of those nearby (within about fifty feet) who would be the most fun for you to spend some time with – whether that means having a drink with them, sharing stories, dancing with, doing mad science with, or whatever. It even grants you some idea of how to make an appropriate approach (which will also give alert users some idea of what the likely activity is. After all, an approach involving talking about building a flesh golem says one thing, while talking about making perfect cinnamon rolls implies something quite different).

The Talismanic version includes the ability to filter out anyone who just isn’t available at the moment. It might be fun to discuss curses and dark magic with Maleficent, but she isn’t at the party to discuss her evilness and won’t be interested in striking up a conversation.

Finally, of course, there are the truly dangerous masks:

The Ghost Masque is a Talisman that allows the user to conduct genuinely effective Seances – attempting to speak with the spirits of the dead. Note that this doesn’t force them to respond, or to give honest answers, or to refrain from harassing or outright attacking the user; it simply opens a rather weak link when the user performs the appropriate ritual. About the only safety measure is that it IS a weak link – and so even powerful spirits won’t be able to do all that much over it. That may not be much consolation if a hostile spirit uses the little bit of control it has to lock the door and knock over a candle to ignite the drapes, but it’s something.

Variant versions are available for speaking with the fey (most often getting one of their heralds “on the line”), for communicating with elemental entities, or even for speaking with the creatures of the outer planes – although anything such entities say is likely to be designed to serve their own purposes, and should be taken with a small mountain of salt.

Mask Of Tyranny: This snarling mask is a Black Magic Talisman, imbuing the user’s threats and curses with the power to demoralize a victim so addressed – an effect equivalent to Cause Fear (or to a +3 bonus on Intimidate for targets of too high a level) that can be used as a Swift Action. Fortunately for others, the Mask holds but seven charges, and can only be recharged by carrying out such vile threats against a helpless victim. Those victims rarely survive the experience.

Like the other Charms and Talismans of Black Magic the Mask Of Tyranny is inherently corruptive – subtly twisting it’s wearer towards evil. Not only will they find themselves drifting gradually towards relying on threats and cruelty, but they will find pleasure in torturing others to recharge their mask.

Mask Of The Damned. This dangerous talisman offers access to a single, specific, aspect of the Arcanum Minimus feat (The Practical Enchanter) – allowing the user to reduce the effective level of a spell (for casting purposes only) by one by calling on the Powers of Darkness to help power it. The mask can be used up to three times per day – but each such use results in the user accumulating the usual 1d4 points of Corruption, a process that, unless the user constantly attempts to limit his or her accumulation of Corruption will eventually lead to the user (per the rules in The Practical Enchanter) being taken by the Dark Powers. This is not a pleasant fate. Worst of all… once someone starts using the Mask of the Damned, the GM may occasionally require them to make a Will Save to avoid taking it up once again.

Similar Masks – the Chaos Spawn, Catalyst, and Lightbringer Masks – grant similar access to the Powers of Chaos, Catalyst Materials, and Powers of Light aspects of the Arcanum Minimus Feat. While not quite so corrupting, they are quite restrictive and dangerous as well. These, however, are among those talismans that can’t normally be intentionally created; their availability is strictly up to the game master. However, for some reason, anyone who really wants to acquire a Mask Of The Damned will usually find one turning up in short order. It’s almost as if the Powers of Darkness wanted people to call on them and fall to corruption. 

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. 

d20 – Realm Seeds

This question came up a while ago – but it basically amounted to “how to make a city-seed that grew into a city”. That’s actually not all that hard, so here we go…

Minor D20 towns, manors, castles, villages, and similar places have short life expectancies. Sure, major settlements will have high-level defenders, but smaller settlements generally don’t – and there are always dragons, and quarrelsome adventurers, and orc armies, and natural disasters, and random planar rifts, and being swallowed up into the underworld, and a thousand other dooms that would make H.P. Lovecraft jealous. After all, it took a thousand years for doom to come to Sarnath! Any d20 world can beat that easily!

And building them tends to be expensive and difficult. Sure, you can use a 10,000 GP Construction Wagon to construct a lot of basic stuff – but it isn’t especially versatile. It will get you all the masonry that you want, but you won’t get all the weirdness that d20 worlds run on. An intelligent Lyre of Building that plays itself? Again, you can get basic structures, but they aren’t going to be very interesting. You don’t get vampire-haunted villages, or tunnels full of weird monsters, or ruins loaded with monsters and treasure, or cities built in the forest canopy, or a shifting settlement of houseboats.

What you want is something closer to the classical Bag of Beans – an item where you planted one of it’s (3d4) beans and something sprang up. It could be all kinds of things – monsters, fountains, whatever. There are a lot of different tables for this – just like Wands / Rods of Wonder – but on one example you had a 9% chance of:

A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord’s lair, and its sarcophagus contains treasure of the GM’s choice.

On the other hand, we’re wanting something focused a bit more on settlements, and more controllable, and working on a larger and more permanent scale – but probably a lot slower, more inclined to thematic results, and giving tolerably functional results, even if it is still inclined to produce oddities.

Lets call it a Realm Seed. Build it using:

  • Limited Wish (Spell Level 7 x Caster Level 13 x 1800 GP Unlimited – Use Command Word Activated = 163,800 GP + 75,000 GP (750 GP Component Cost x 100) = 238,800 GP x .2 (One Use / Day) x .4 (All “wishes” must be related to a particular settlement-growing theme selected by the game master. The user may attempt to influence the selected theme with a Diplomacy check, but the results are up to the game master) x.5 (Becomes a permanent, immobile, part of the settlement it creates) x .5 (All wishes are under the control of the seeds intelligence, not the user) = 4776 GP.
  • Imbued Intelligence (The Practical Enchanter): Rank 2 (2400 GP x.5 Spirit may be influenced by the user’s intent, but will have it’s own ideas about what to make = 1200 GP), Int 3d6+5 (16), Wis 3d6 (10), and Chr 3d6 (10). 10 Skill Points (normally including 2 Ranks each of Architecture and Engineering, Profession (Construction), and three other relevant Knowledges. Feat: Material Link (allows the spirit to bond with an area), communicates via Empathy (the place will have a “feel” to it). An imbued spirit can have up to three further powers – but will tend to develop those later. In general, however, they are fairly low-level effects that are used to support whatever realm is created. Higher level effects can be produced as per the usual limits on Limited Wish: spells like Guards and Wards, Lesser Planar Binding, Symbol of Sleep, Dream, Fabricate, Create Undead, Disintegrate, Move Earth, Plant Growth, and others offer a lot of option for adding magical effects to realms. Of course, seeds which opt to create smaller realms will have a lot more power available to create resources and exotic complications within them.

Adding a Ward Major (The Practical Enchanter) can create uniquely enchanted areas, and is quite common. Of course, the original user will have no control over the Ward (including it’s alignment and motivations) at all – while even the seed will only have partial control. Since the ward will start influencing the nature of the realm as well as the seed, diversity and local oddities are almost guaranteed. An adventurer might plant a Realm Seed, and come back a decade later to find a keep run by a malevolent ward with evil powers, full of traps, and well stocked with undead horrors, just waiting for them.

With a net base cost of about 6000 GP, a Realm Seed is a fairly reasonably priced item. How does it work? Well… you find a place in the wilderness – perhaps on a deserted island, or in a mountain valley, or beside a river, or in a forest, and you plant it. You may attempt to influence the Seed, but that may not have much result.

And then you wait – or leave. It no longer matters. You can come back later. Possibly much later.

The Seed will spend the first week or so using it’s once-per-day Limited Wish to survey the area, and to decide what to build. After that… something will begin to sprout. Given that a Limited Wish has a 750 GP component cost, it can reasonably produce about that much value per day. The seed will need to start using occasional wishes on basic maintenance sooner or later, but that will just slow things up a little. It will even rebuild after any excessive destruction, although that will take it a while.

Once it starts building… 750 GP / Day is not enormously fast – especially if you want fancy magical stuff thrown in – but it will get there. There are too many factors here for detailed calculations, but for some rough approximations – and a d100 roll to see how large a project a random seed decided to undertake – here’s a chart.

  • 01-15: A grand house, elaborate crypt, basic graveyard, cluster of farms and cottages, a mine or small underground cavern / tunnel complex, or a modest stone circle will take about a week. Throwing in a Rank II Ward Major? About three additional weeks. Add in some basic Traps or simple defenses? Add two weeks. Attract appropriate inhabitants? Add a month. Treasure? That usually comes last, but another week or two for some basic supplies and things. After that… spooky farms, patches of magical plants, and similar stuff will start to appear nearby. The project will be complete in about six months. About 10% of Realm Seeds stop here – spending most of their power supporting the realms theme and providing benefits for it.
  • 16-30: A basic fortified tower, arboreal village, fishing settlement, large graveyard with multiple crypts or a fancy tomb, a small dungeon, a large manor, bandit camp, or mid-sized temple will take about ten weeks. Add a Rank III Ward Major for +10 weeks. Add some good traps and secret doors for six more weeks. Add appropriate inhabitants? Usually three of four months. Treasure? Another month or more. Again, after that… supporting oddities will begin popping up. Overall? A year or so. It’s not uncommon for seeds to stop here, and focus on enhancing and supporting their creation, but most go on.
  • 31-50: A small keep (the mysterious castle Anthrax?), trading town, multi-level dungeon or pyramid, small necropolis, hidden valley suitable for a lost tribe or some dinosaurs, faerie mound, or enchanted wood may take six months. Add a Rank IV Ward Major for another six. Add the rest of the trimmings? Now you’re up to about three years since the area to be modified is considerably larger. About half of all seeds wind up stopping by this point. At this point a seed will have to start cutting back on enhancing and supporting its realm in favor of maintenance.
  • 51-70: A small castle and village, a sizeable town suitable for thieves and intrigue, a secret library of eldritch lore dedicated to the Elder Things, an underground dwarven settlement, a goblin raiding base, a grand volcanic forge or megalithic construct, a dragon’s stronghold, or a town and hellmouth suitable for Buffy the Vampire Slayer will take three or more years. Add a Rank VI Ward for six years, and the rest of the setting will be ready in about twelve years. Most realm enhancements and supplies will have to rely on the Ward at this point.
  • 71-90: A Huge Castle (and small town), a starport, a large city, a massive dungeon, a section of the Underdark, a huge necropolis, a small magical kingdom, an enchanted fey forest, a dimensional crossroads, or a massive fortress, with an associated Ward Major VII and various extras will probably require forty years or a bit more. The vast majority of seeds will stop at this point or before – but by this point most realms are growing and building on their own. The seed may still assist and guide that growth to some extent, but even if the seed should be somehow found and destroyed – perhaps in an effort to alter the nature of the domain – such a deeply rooted realm is almost certain to go on. Even if the seed can provide few resources at this point, the ward will likely offer many benefits.
  • 91-00: A huge castle and fortified town (Mechanicsburg and Castle Heterodyne perhaps?), modest island nation, metropolis, sizeable section of the Underdark, megadungeon, or other grandiose realm with a Rank VIII Ward Major to protect and empower it will require two centuries or more – although it will be mostly complete at about half of that. As the Seed approaches it’s limit, more and more of it’s power must be devoted to maintaining what it has already made. Any special benefits for the realm will rely almost exclusively on its ward.

In any case… After two or three times the length of time a seed used to create it’s realm, it will produce 1D4+1 additional realm seeds – prizes that can be harvested by venturesome souls and used in attempts to found their own realms of desire. Some say that the nature of the parent realm influences the nature of the seeds that it creates, but there is little evidence of this.

Can seeds overlap? Certainly! That’s how you wind up with things like the twin cities of Ankk-Morpork, or the city of Waterdeep and its Undermountain Megadungeon.

This particular item isn’t necessary of course – plenty of cities have sprung up without being grown from magical seeds – but d20 games are full of obscure towns, little magical realms, ruins, and odd underground complexes in places where they really have no business being. And there are such a LOT of them. So if some of them spring up from Realm Seeds it’s as good an explanation as any.

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.

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