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Eclipse Web Expansion One
Eclipse Web Expansion One
An Open Game License Product: The following items are hereby designated as Product Identity in accordance
with section 1 (e) of the Open Game License, versions 1.0a: The commentary on the Races, and Merchant Builds,
the rules and chart for Levels without XP, the rules for No XP, no Levels, the bit on Out-Of-Game CP Bonuses,
and the Errata and FAQ sections.
Generic 3.5 Races:
Dwarves: Humans:
! Attribute Shift (+2 Con, -2 Chr, 6 CP). In worlds which half ! Fast Learner, Specialized in Skills (3 CP)
the cost of Self-Development this should be converted to a ! +1 Bonus Feat (6 CP).
simple +2 Con.
! Occult Sense/Darksight (6 CP) My, humans are dull. In point-buy, where anyone can buy extra
! Occult Sense/Stone (Specialized: Requires a reflexive Search feats and skills if they so desire, they’re also underpowered, even if
check, 3 CP) having “Fast Learner” in a template allows them to get it twice -
! Speciality/Search/Stone (1 CP, corrupted to +2 bonus only - which is why so many alternative humans show up. Of course, they
not that this saves anything) are the most flexible of the basic species. In standard games a well-
! Proficient with Dwarven Cultural Weapons (Specialized: chosen feat can be a substantial bonus towards the exact design you
Simply reduces Exotic dwarven weapons to Martial ones, 1 want.
CP)
! Specialist x2: +4 to resist being Bull Rushed or Tripped Gnomes:
(Both Specialized: defensive only, Corrupted: only when ! Attribute Shift (+2 Con, -2 Str, 6 CP). In worlds which half
standing on the ground, 2 CP) the cost of Self-Development this should be converted to a
! Resistance/+2 on Saves versus Poisons (3 CP) simple +2 Con.
! Resistance/+2 versus Spells and Spell-Like Effects (3 CP) ! Shrinking I (Corrupted: Reduces base movement to 20', 8 CP)
! +1 Warcraft (BAB) (Specialized versus versus Orcs, ! Occult Sense: Low-Light Vision (6 CP)
Half-Orcs and Goblinoids only, Corrupted: does not add to ! Proficient with Gnomish Cultural Weapons (Specialized:
iterative attacks, 2 CP) Reduces them to Martial Weapons only, 1 CP).
! Defender/+1 AC (Double Specialized: only versus monsters ! Resist/+2 on saves versus Illusions (3 CP)
AND only versus giants, for +4 AC, 6 CP) ! Ability Focus/Illusion Magic (Specialized, adds +1 only, 3
! +2 Appraise (Specialized in Stone and Metal items, 1 CP) CP)
! Speciality/Craft/Stone and Metal (1 CP, normally corrupted ! +1 Warcraft (BAB) (Specialized versus versus Kobolds and
to +2 only, but that doesn't actually save anything) Goblinoids only, Corrupted: does not add to iterative attacks,
! Speak Dwarven as an extra language (1 CP) 2 CP)
! Disadvantages: Slow: Reduce base land movement by 10', but ! Defender/+1 AC (Double Specialized: only vrs Monsters,
this penalty does not stack with those for armor or only vrs giants, for +4 AC, 6 CP)
encumbrance (-3 CP) and Accursed (Has a wide selection of ! +2 Listen and +2 Craft/Alchemy (4 CP)
rarely-useful bonuses (-3 CP). ! Speaks Gnomish (1 CP)
! Occult Talent (Normally allows Speak With Animals,
Dwarves have a net cost of 30 CP - just under the 31 CP +0 ECL Dancing Lights, Ghost Sound, and Prestidigitation, 6 CP)
limit - however the “Favored Class: Fighter” restriction corrupts the
entire package, reducing the cost to either 20 or 18 CP, depending on Gnomes are surprisingly expensive, with a total cost of 46 CP. Of
whether the GM decides that the same limitations apply to the course, they spend most of those points on a contradictory variety of
Disadvantages. Of course, since the “Favored Class” modifier is items - several bonuses principally useful to combatants and several
generally meaningless in point buy games, this is something of a moot others principally useful to illusion specialists. There are two ways
point. to handle this in point-buy: you can either consider the entire
package Corrupted thanks to its diminished utility and flexibility (and
Elves: thus come out with a net cost of 31 CP, just right for a +0 ECL race)
! Attribute Shift (+2 Dex, -2 Con, 6 CP). In worlds which half or characters can simply buy the set of abilities they want and skip
the cost of Self-Development this should be converted to a the rest.
simple +2 Dex.
! Immunity/Sleep Effects (Uncommon / Minor / Major, 3 CP) Half-Elves:
! Resist/+2 on Saves vrs Enchantment Spells and Effects (3 ! Immunity/Sleep Effects (Uncommon/Minor/Major, 3 CP)
CP) ! Resist/+2 on Saves vrs Enchantment Spells and Effects (3
! Occult Sense / Low-Light Vision (6 CP) CP)
! Proficiency with Elven Cultural Weapons (A narrow group, ! Occult Sense/Low-Light Vision (6 CP)
3 CP) ! +1 each to Listen, Search, and Spot (3 CP)
! +2 on Listen, Search, and Spot (6 CP) ! +2 on Diplomacy and Gather Information (4 CP)
! Occult Sense/Detect Secret Doors (Specialized: requires a ! Privilege: Treated as Elves wherever this is advantageous (3
Search check and passing within 5 feet, 3 CP) CP)
! Speaks Elven as an extra language (1 CP) ! Speaks Elven (1 CP)
Elves have a net cost of 31 CP out of the 31 CP allowable for a With a total of 24 CP, Half-Elves are a perfectly respectable -
+0 ECL race. If taking this race restricts the variety of abilities you and rather boring - type to play, but really don’t excel at much of
can have - as in "Favored Class: Wizard" - the entire package is anything. Still, at least they don’t suffer from a “Favored Class”
Corrupted, for a net cost of 21 CP, leaving room for assorted variant limitation.
elves. If favored class does not apply to a pure point-buy game,
they’ll do nicely as they are for a +0 ECL race.
Centaurs:
! One level of Growth (48 CP, includes +8 Str, +4 Con, -2 Dex,
Sample Exotic SRD Races: and +2 Natural Armor)
For a few slightly-more exotic options, here are the Psionic Elan, ! Extra Limbs/Legs (Includes +10 land movement, 6 CP)
the Fey Satyrs, and Centaurs - a trio of the more popular requests. ! +4 Dexterity (24 CP).
Unlike most of the official conversions, these are built with their ! Attribute Shift/-2 Intelligence, +2 Wisdom (6 CP). In worlds
“monster levels” stripped off, so that they can be played at which half the cost of Self-Development this should be
considerably lower levels. converted to a simple +2 Wis.
! Celerity (6 CP) +10 Move.
Elan: ! Occult Sense/Darkvision (6 CP)
! -2 Charisma (-12) (this is half value, since penalties are less ! Defender/+1 natural armor bonus (6 CP).
important than bonuses). ! Speaks Elven (With Sylvan as their usual base language) (1
! Immunity/Spells that affect humanoids only, such as charm CP)
person or dominate person (Uncommon/Major/Great, 12 CP).
All of a Centaur’s abilities are Corrupted: they’re monstrous
! Mana/+1d6 Power (2 CP) humanoids, obvious creatures, cannot use normal clothing, need
! Resistance +4 to all saves: Specialized: counts as a massive amounts of food, etcetera, reducing their base cost of 103 CP
supernatural ability, requires the expenditure of one power to 69 CP - a +2 ECL race. They could easily be brought down to a
point when used to activate through your next action, +1 ECL race (63 CP) with a little tweaking or simply by dropping the
although this can be done as an immediate action. (18 CP). dexterity bonus down to +2 (an effective total of +0) - which seems
! Innate Enchantment (Psionic Variant): Vitality Diversion (L2, reasonable enough for something the size of a horse anyway.
May divert damage to Power reserves, at 2 HP to 1 Power,
8400 GP for Personal Only, 9 CP as Innate Enchantment).
! Bonus Psionic Spell, Non-Augmentable (2 CP): Repletion,
L1, lets you go without food and drink for 24 hours.
! Immunity to age (uncommon/minor/major, 3 CP).
! Disadvantage/No natural reproduction (-3).
Human Merchant personal history, over the first few sessions), Recorder (Ed’s going
to keep a careful list of all the named NPC’s the group meets and
As developed by “Ed” make sure the GM gets a copy. This will be really helpful in
tracking the minor NPC’s who pop up during each session), and
For this excursion in character development, we’re going to Obligations (Elareth owes several favors to other members of his
take a look at some of the moderately exotic options in the point- house and has a contracted marriage coming up in a few years. This
buy system and design a character of a type that’s rare in gaming: may severely complicate his life later on).
the Merchant-Adventurer. While such men were common enough in
the great ages of exploration, most of which was driven by the Ed’s had too many starting characters die from one lucky hit,
search for new trade routes, new products, and new resources, giant ant bites, and falling into simple 10 foot pits. Finding this
most games concentrate more on short-term adventures. notably disappointing he’s determined not to have it happen this
time - and is skimping on the skill points and saving throws to
Scion of a wealthy merchant house, this youngster intends to make THIS starting character as physically tough as he can afford
follow the usual path of aspiring merchant princes: working as an to be at level one. It’s a bit of a stretch for a merchant kid, but Ed
assistant and guard on trading trips and caravans initially, moving inserts a bit of background about intensive combat training from
up to running long-range caravans, bandit and monster hunting his uncle, a retired caravan guard, and the GM decides to go
later, then graduating to exploration and opening trade routes, and along with it.
finally going into politics. Along the way, the house can act as a
patron and initial employer for the other characters. The use of Adept is a minor red flag as well - but the skills Ed’s
selected don’t really seem likely to break the game. Secondarily,
Presuming that things do go roughly as planned, the character most of the other characters want to take it as well. At least it will
is going to be tough in a fight at lower levels, but will lean give them some identity.
increasingly towards trade-related skills and minor magical abilities
at the middle levels and political influence at higher ones. Favored Commodity is one of the many possible variants on
Still, how often do things go as planned? With this class we’re Favored Foe. It provides bonuses on any Appraise, Sense Motive,
going to take a look at the way a free-choice point-buy character Knowledge, or Bargaining (Diplomacy) checks involving the
might actually develop. chosen commodities. This is unusual, but quite acceptable. Ed had
wanted to start with Gems and Jewelry instead of cloth, but
Since Elareth is a pure point-buy character, we’ll stick with the accepted the advice that he wouldn’t be dealing with much of that
theme by using the standard point-buy attribute generation. This until a bit later on - and cloth was one of the major goods his
gives him Str 10, Dex 9, Int 16, Wis 8, Con 14, and Chr 14. house dealt in anyway.
Level 1 : 48 Character Points (Base) + 2 CP (Duties) + 10 That just leaves the 12 CP for his initial bonus feat and human
CP (Disadvantages) + 12 Skill Points (Int 16) + 4 SP (Human Skill bonus feat. Ed was considering taking Grant of Aid and Bonus
Point Bonus) and +12 CP (Initial and Human bonus Feats), for a Uses - giving him a substantial amount of healing magic which
total of 72 CP and 16 SP. would act automatically to keep him alive - or some Damage
Hit Die : 1d20 (16 CP) Reduction, but the GM advises him that this is starting to get silly.
Saves : +1 Ref (3 CP) Elareth is already extremely tough for first level without adding a
Warcraft : +1 (The usual BAB for a combative character, 6 notable mystical blessing or guardian spirit. Ed settles for a minor
CP) (but well-chosen) gift - an Occult Sense that allows him to detect
Special : Adept (Mercantile Skills: Elareth may buy counterfeit money and goods (6 CP) and a bit of basic magical
Appraise, Bluff, Diplomacy, and Sense Motive for half cost, 6 CP), training. While he wasn’t the best of students, he did pick up the
Professional Skill (For Diplomacy, to get an extra bonus, 6 CP), knack of using magic wands (Device Use, 6 CP). Not only does this
and Favored Commodity (initially fibers and cloth, 6 CP) set up a foundation for buying some magical skills later on, but a
Skills : 5 CP + 16 SP = 21. 8 go to buying rank 4 in each few GP expended on wands with one or two charges left each will
of the four skills he’s taken Adept for, 4 more go to knowledge: let him keep a trump card literally up his sleeve.
Geography, (spending another one for a +3 speciality in Trade
Routes), and two other skills of choice at 4 ranks each (most likely So much for first level. Unsurprisingly, Elareth makes it
Gather Information and either Spot or Survival - but we’ll leave through his first few adventures - both because he’s remarkably
him some secrets). Thanks to having an Intelligence bonus he tough and because the Game Master chooses some investigative
speaks three extra languages for free. work around the town over a major combat scenario. There was
some violence, but Elareth was more than capable of absorbing a
Initial Proficiencies: Light Armor (3 CP), All Simple and few dagger and shortsword blows.
Martial Weapons (9 CP)
While this level doesn’t offer much in the way of raw power, Level 20 : +26 CP
Leadership provides Elareth with access to a wide variety of Hit Die : d4 (0 CP)
specialists, artificers, and spellcasters. Of course, while this is a Saves : +1 Fort, +1 Ref, +1 Will (9 CP). This gives a final
very valuable resource, he’s now fully responsible for the fortunes total of +12 all around.
of his house. He’s done a lot of work for them all along of course - Warcraft : +1 (6 CP) This gives a final total of +13 - not much
the points he got from taking “Duties” are in no way free - but for a genuine warrior, respectable for a merchant.
from here on in it will probably take up most of his time. He does, Special : Epic Stunts (This Skill Focus upgrade allows even
however, take the time to research a couple of new - if very high more impressive supernatural feats. Sadly, each must be
DC - applications for his Summoning Diplomacy Stunts; learning “researched” independently. Elareth intends to learn to use
to host a spirit in his own body, and so take on an appropriate Diplomacy on golems, constructs, and other normally-immune
template for a while, and learning to summon a material ally as targets, to bind entire kingdoms with treaties and trade agreements,
well as Outsiders. Sadly, the GM informs him that this will only and to talk powerful monsters into binding agreements - whether to
work with major magical beings; more ordinary creatures, no assist him or to simply stay out of civilized lands. 6 CP), and
matter how powerful, offer nothing for this stunt to “grab onto.” another 4 Contacts (for a grand total of 64, 1 CP).
Skills : 4 CP + 7 SP
Level 18 : +26 CP The Epic Stunts are the diplomatic equivalent of Epic
Hit Die : d4 (0 CP) Spellcasting. Other than that, this is simply a polishing-off level,
Saves : +1 Fort, +1 Ref (6 CP). This results in a current bringing up his saving throws and combat skills. Whether or not
total of +10 all around. there’s anything beyond L20 is up to the GM, as always. If there is,
Warcraft : +1 (6 CP) it’s probably time to start looking into other abilities. There are
Special : Bonus Uses (even more uses per day of his Rite of still plenty of ways to boost his diplomatic and mercantile abilities,
Chi, 6 CP), Favors (from the local government(s); Elareth’s but is there really any need?
enterprises now make up a substantial portion of the local There are still a couple of final items; Elareth’s last free level
economy, 3 CP), and another 4 Contacts (1 CP) of Self-Development and final favored commodity. He selects
Skills : 4 CP + 7 SP. As usual, five of these are devoted to Dexterity for the last level of Self-Development. Since it’s a low
keeping his original skills at maximum. score, it goes up by 2, to a total of 11. Still an odd number. Oh
well. He’d have done something about that low Dexterity earlier,
While his combat skills are adequate, Elareth finds that - but he bought a Dexterity-boosting item years ago. As for a
despite his continuing studies - they’re obsolescent in any serious Favored Commodity, it’s tempting to say something like “political
confrontation, forcing him to rely on his magical talents to make a power,” but it wouldn’t make much sense. Given that his
contribution during a fight. Sadly, they’re fairly readily exhausted. operations are big enough to have a major impact on the economy
Fortunately, buying more uses of Rite of Chi allows him to make a and coinage of the campaign at this point Elareth selects Metals,
fairly rapid recovery. It’s also time for another bonus feat. In this including utilitarian, coinage, and magical metals.
case he selects Opportunist again, this time to allow him to open,
or re-open, negotiations without penalty when he’d normally be at Fortunately for everyone, Elareth may be a bit greedy, but he’s
a severe disadvantage - such as when being dragged off to a fundamentally one of the good guys. He could use his abilities to
starring role in an execution. impoverish entire regions to enrich himself, but he’d rather keep
everyone prosperous and have a lot of repeat customers. The basic
concept could have gone many other ways, however.
Level 19 : +26 CP If he’d been just a bit less ethical he could have taken
Hit Die : d4 (0 CP) Witchcraft abilities (the line between enhancing your own skills
Saves : +1 Fort, +1 Ref, +1 Will (9 CP) directly and manipulating others to make them work better is pretty
Warcraft : --- thin), applied the Traceless ability to fraud and embezzlement, or
Special : Elareth’s persuasive talents now transcend simply been an incredible con artist.
language; he can freely communicate with any sentient being which He could have tried to use a merchant empire and the
is not actively rejecting such contact (Mindspeech, 6 CP), Dominion abilities to become a literal merchant prince, traded in
Returning (When his time comes at last, Elareth may attempt to slaves, or specialized in poisons and control of the underworld. He
strike a deal with Death itself; if he succeeds, he gets to come back might even have learned to steal souls and made a career of
auctioning them off to the infernal powers in exchange for magical
01 02 03 04 05 06 07 08 09 10 11 12
01
C 02 +1
U
R 03 +1 +1 +1 +1
R
E 04 +1 +1 +1
N
T 05 +1 +1 +1
06 +1 +1 +1 +1
I
N 07 +1 +1
Levels, No Experience Points: L 08 +1 +1 +1 +1 +1
If you want to continue using levels, but could do without E
keeping track of “Experience Points”, you can simply award CP V 09 +1 +1
directly - normally 2-4 per session - and count each 24 CP E
awarded as one level. You can either award intelligence-based L 10 +1 +1 +1
bonus skill points, constitution-based bonus hit points, points for
C 11 +1 +1 +1
per-level CP modifiers, bonus Feats, level-based attribute bonuses,
and the d4 hit die plus any paid-for upgrades at the 24 CP break H
12 +1 +1 +1 +1 +1 +1
points or pro-rate them. Under this system: A
R 13
! The (Level+3) limit on buying skill ranks, BAB, Magic Levels, A
and everything else goes up as soon as a character gains 1 CP C 14 +1 +1 +1 +1
towards their next level. Thus a basic level one character with T
48 CP will become eligible to purchase abilities as if he or she E 15 +1 +1 +1
was second level upon gaining one or more additional CP. R
! The number of Bonus Skill Points, Hit Points, or Character 16 +1 +1 +1 +1 +1
Points available at any given time is equal to [(The Number P
O 17 +1
Expected) x (CP received in this level so far)/24]
! Since many players - given the urgency of things that come up I
N 18 +1 +1 +1 +1 +1
during the game - forget to set aside points for larger hit dice
under this system, it is best to keep at least one lump-sum T 19 +1
award which occurs when the new hit die comes up.
Possibilities here include (1) points from per-level CP T 20 +1 +1 +1 +1 +1
modifiers, (2) allowing characters to replace CP spent on skills O
during the past level with Int-Based bonus Skill Points to free T 21 +1 +1
up those CP for use elsewhere, and (3) allowing them to spend A
the points from level-based attribute bonuses or feats on larger L 22 +1 +1 +1 +1
hit dice.
23
! You may want to convert the usual level-based Bonus Feats to
+2 CP/Level and/or the usual Level-Based Attribute Boosts to 24 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1
+3 CP/Level. Remember that bonus points from Feats may be
freely spent outside-of-concept.
! Eliminate Intelligence Modifier based bonus skill points. Give Controlling Character Abilities Without Levels:
each character (Intelligence) skill points as a base and add their
(Int Mod) to each skill they invest at least 1 SP in. If a skill is While Eclipse offers a wide variety of methods for restraining
based on Intelligence, add the Intelligence Modifier twice. characters special abilities already, a level-free game offers some
Characters will have higher skill bases, but are unlikely to special challenges. Just how powerful do you want a specialized
increase them much. Many minor skills, such as Forgery, Craft, character to be able to become?
Profession, and the more unusual Knowledges are likely to see
more use, since a point or two can give a high-intelligence ! No Limitations: This option should be obvious enough - but if
character a substantial bonus to such rolls. you let characters buy anything they want, it’s best to be ready
for some pretty extreme specialists and wild power variations in
! Eliminate Constitution Modifier based hit points. Give each any group of characters. This works well in super-hero worlds,
character (Constitution) hit points as a base and reduce the but tends to flow off the flavor of more “realistic” worlds.
cost of buying additional hit dice by 4 CP (to 4 + Number of
Sides), or simply have characters buy Toughness. Allow them ! Inherent Cap: In this variant, a character’s rank in the “Self-
to heal 10% of their base HP total per day, twice that with Development” ability serves as a hard cap on skill levels,
complete bed rest. In this variant hit dice will become far less magical progressions, feat chains, buying hit dice, and all other
important save to those with innate effects which use them to abilities. In general, at least the first rank of self-development
measure caster level, low-level characters will be more durable, should be free: Infants, Children, Adolescents, and Adults
and high level ones will usually become more fragile. normally have ranks 1, 2, 3, and 4 respectively at a base cost of
6 CP per rank. Self-Development also grants a +1 bonus to an
! Eliminate level-based Bonus Feats and Attribute Bonuses. In attribute every four ranks. Self-Development can be purchased
exchange, you may wish to (1) award occasional attribute raises corrupted by eliminating the attribute bonus function. It may be
or other special bonuses based on events in the game, (2) allow considered Specialized if it is also limited to raising the cap on
characters to start off with higher-than-usual attribute scores, a limited group of abilities. Of course, in essence, this is buying
(3) simply award 3-5 CP per session rather than 2-4, or (4) “levels” without associated abilities.
simply accept slightly-slower character progressions.
! Realistic Limitations: In this variant, characters may buy
And/Or: whatever they please, whenever they please, but their purchases
are limited by their (relevant attribute modifier + 3, 1
! Eliminate Intelligence Modifier based SP but allow characters minimum). For example, a character could buy up to (Con
to buy 2 SP per CP expended. This option will, of course, make Mod+3) Hit Dice, a BAB of up to (Dex Mod + 3), up to
Intelligence far less important, but favors characters who were (Casting Attribute Modifier + 3) casting levels, and up to (Int
investing heavily in skills. Mod + 3) levels in skills. Feat Sequences are similarly limited
to a maximum of ([6 x Relevant Attribute Modifier] + 18) CP.
! Eliminate Constitution Modifier based HP, but allow characters Characters in this system will tend to acquire a broad base of
to buy Toughness at half cost and hit dice at (4 + Number of abilities, and numerous special tricks, but will require immense
Sides)/2 CP each. This option will make Constitution far less amounts of self-development if they wish to attain truly
important to warriors, favoring skill and finesse. superhuman levels of ability in any field.
! Base the “level of use” for all abilities on either the number of ! Unrealistic Limitations: This works like Realistic Limitations
hit dice currently purchased (the usual for innate magical does - but the cap is based on the total attribute value, not the
powers in any case) or on the purchased caster level. modifier.