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The Codex Persona :

Web Expansion One


Standard Race Builds:
! Dwarves
! Elves
! Humans
! Gnomes
! Half-Elves
! Half-Orcs
! Halflings
Sample Exotic Race Builds
! Elan
! Satyrs
! Centaurs
Sample L1-L20 Build: The
Merchant
Playing Without Experience
Playing Without Levels
Out-Of-Game CP Bonuses
Errata and FAQ
Art Credits and OGL

A Distant Horizons Games Product.


Cover Art from Princess Parizade Bringing Home The Singing Tree, by Maxfield Parrish, 1906.
Copyright 2005-2008, Paul M. Melroy.
Distant Horizons Games Logo Trademark Distant Horizons Games.

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.

Distant Horizons Games


Half Orcs: The Elan are an artificial species - humans psionically rebuilt
! Attribute Shift/+2 Str, -2 Int (6 CP). In worlds which half the into near-immortals. With a net cost of 31 CP, they function perfectly
cost of Self-Development this should be converted to a well as a +0 ECL race. The original SRD writeup provides them with
simple +2 Str. a Favored Class limitation, but it really isn’t necessary.
! -2 Cha (-12 CP) (this is half value, since penalties are less
important than bonuses). Satyr:
! Occult Sense/Darkvision (6 CP) ! Self-Development (60 CP): +2 Dexterity, +2 Constitution, +2
! Privilege: Treated as Orcs wherever this is advantageous (3 Intelligence, +2 Wisdom, and +2 Charisma.
CP) ! Celerity/+10 Land Movement (6 CP)
! Speaks Orc (1 CP) ! Occult Sense/Low-Light Vision (6 CP)
! Disadvantage: Suspect Social Outcasts (-3 CP). ! Martial Arts (1d6 Natural Weapons, Specialized: Headbutt
Only, 3 CP)
With a net cost of 1 CP, there’s virtually no advantage to playing ! Damage Reduction 5. (Specialized: physical only, Corrupted:
a half-orc - even their “Favored Class: Barbarian” limitation is penetrated by Cold Iron, 4 CP)
pointless; it doesn’t save a thing on a net cost of 1 CP. That’s ! Adept (Hide, Listen, Perform, and Spot), Specialized: only
probably why you almost never see any. works on skills bought as part of the template, not later
expenditures. double effect (1 SP per +4). (6 CP).
Halflings: ! Skill Bonuses: +4 to Hide, Move Silently, and Perform, +6 to
! Attribute Shift/+2 Dex, -2 Str (6 CP). In worlds which half Listen and Spot (9 CP with Adept)
the cost of Self-Development this should be converted to a ! +4 natural armor bonus (Defender, 24 CP)
simple +2 Dex. ! Innate Spell, Corrupted (Requires Pipes, 3 spells), Charm
! Shrinking I (Corrupted: Reduces base movement to 20', 8 CP) Person, Sleep, and Fear, 2/Day Each (6 CP). The fear spell is
! +2 on Climb, Jump, Move Silently, and Listen (8 CP) a minor variant which does not work on other Satyrs.
! Resistance/+1 on each Save (9 CP) ! Metamagic/Area and Glory, Corrupted (Requires Pipes),
! Resistance/+2 versus Fear (Corrupted, is considered a Morale Specialized in Innate Spells (4 CP).
bonus, 2 CP) ! Disadvantages: Hedonistic and Lustful. They are easily
! +1 Warcraft (BAB. Specialized in Ranged Combat, tempted with good food, drink, and sex (-6 CP)
Corrupted: Thrown Weapons and Slings only, 2 CP)
! Speaks Halfling (1 CP) Satyrs are expensive, with a base cost of 122 CP. Fortunately for
their would-be players, the entire package is corrupted (obvious fey,
With a net cost of 36 CP - or 24 after being Corrupted by animalistic form, poor reputation, have a hard time with armor and
“Favored Class: Rogue” - Halflings are slightly over the limit for a equipment), for a net cost of 81 CP - well under the 95 CP limit for
+0 ECL race in straight point-buy. Of course, in straight point-buy, a +2 ECL template even without the “Favored Class: Bard”
they’d probably be buying Adept (Climb, Jump, Move Silently, and modifier. In worlds where Self-Development costs are halved, basic
Listen) instead of skill bonuses and - if they actually live as described Satyrs cost 61 CP - making them a +1 ECL template. With minor
- the disadvantage “Commonly regarded with suspicion”, for -3 CP, tweaks, the Satyr template also works as the basis for a generic fey
turning them into a (slightly improved) +0 ECL race. template:

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).

Distant Horizons Games


Elareth Vars, Three Disadvantages (for 10 extra CP to spend): History (Ed’s
going to write up a description of his merchant house, and his

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)

Duties (+2 CP/Level): Elareth’s membership in the house


entitles him to excellent tutors, backing, and the best of equipment
- but comes with a fairly extensive array of obligations. As a
member of the house, Elareth is going to be either working for
them, or accepting responsibility for his juniors, for his entire
career.

Distant Horizons Games


Level 2 : +26 CP Level 5 : +26 CP
Hit Die : d10 (6 CP) Hit Die : d8 (4 CP)
Saves : +1 Ref, +1 Will (6 CP) Saves : +1 Ref, +1 Will (6 CP)
Warcraft : +1 (6 CP) Warcraft : +1 (6 CP)
Special : Equipage (May produce 2 GP/week worth of minor Special : Elareth has learned to link his personal energies to
gear as needed, simply by rummaging around in his pockets. those of old wands, allowing him to use them without expending
Corrupted; does not work if he’s had no chance to stock his pockets their last few charges. This is purchased as Empowerment
or has been strip-searched. 4 CP) (Specialized in Wands with no increase in uses per day, thus
Skills : 4 CP plus 4 SP. 2 go to raising his Adept skills as reducing the cost. 3 CP). He’s also put an additional 1 CP into
usual, 3 more go to keeping up his other skills, leaving 3 to invest contacts, adding three more. He rounds things out with the Well-
in a few specialities and specific knowledges. Traveled contacts modifier, allowing him to trade them around
more quickly if and when the family assigns him somewhere else (3
Elareth is still leaning heavily towards combat skills - but his CP).
ability to spot forged letters of credit, counterfeit money, and low- Skills : 5 CP + 4 SP. This neatly makes up for going a
quality goods is already attracting the attention of the local point short last level - not that there’s any requirement for
caravan masters and trade representatives. He’s now receiving a consistency, but it makes it easier to track skills.
small house salary and has a knack for putting just the things he’ll
need later in his pockets, bought as a Corrupted (and thus a bit Well, that doesn’t actually let Elareth recharge wands for
less expensive) version of the Equipage ability. Ed is considering resale, but it does let him stretch them a lot further, substituting 1
ways to recharge wands, but that’s a difficult trick. point of Mana from his 5-point reserve per charge that he’d
normally spend from their reserve. He hasn’t really needed the
Well-Traveled modifier yet - but that marriage contract is coming
Level 3 : +26 CP up. Sadly, finding old wands has been harder than Ed thought it
Hit Die : d10 (6 CP) would be; mages mostly just use them up and, even if someone
Saves : +1 Will, +1 For (6 CP) does find an old one, they usually aren’t worth enough to bother
Warcraft : +1 (6 CP) using Identify spells on. Even with his connections and skills, he’s
Special : Damage Reduction 2/- (3 CP) and a Contact (a been having trouble with con artists and simple mislabeling.
caravan master who’s come to rely on his talents, 1 CP) On the bright side it’s time to select his second favored
Skills : 4 CP plus 4 SP. As at level two, five go to keeping commodity; he can get Gems and Jewelry now.
his skills up, leaving 3 to expand his range of abilities.

Another straightforward level, although Ed realizes that it will Level 6 : +26 CP


shortly be more effective to start boosting his Constitution instead Hit Die : d8 (4 CP)
of buying larger hit dice. He has started building his network of Saves : +1 Fort (3 CP)
commercial contacts and may well wind up concentrating there Warcraft : +1 (6 CP)
instead. His choice of bonus ability is more complicated. Given Special : Wanting to make shopping easier, Elareth buys the
that he wants to build a foundation for minor magical talents later Purchasing option on Equipage, allowing him to buy gear without
on, he elects to take Mana (1d6 points) and selects the Spell actually having to go get it (Specialized; requires 1d4 days -
Enhancement option - gaining a modest reserve of personal although minor items (up to 250 GP/Level) are always available, 3
magical power. That won’t do him much good at the moment, but CP). Since he’s begun using his Mana reserve the basic recovery
he can expand upon it and learn to use it later. rate of 1-2 points a day no longer suffices, so he takes Rite of Chi
to speed it up (6 CP).
Skills : 4 CP + 4 SP.
Level 4 : +26 CP
Hit Die : d8 (4 CP) While he’s no longer much of a match for the dedicated
Saves : +1 Fort (3 CP). Currently, that puts all three fighters, Elareth can afford to use his wands fairly often now.
categories at +2. Unfortunately, focusing on those areas has led him to neglect his
Warcraft : +1 (6 CP) saving throws and contacts. He’ll have to work on those next. In
Special : Elareth has become extremely adept at spotting any case, it’s time for a bonus feat. This time around he goes for
opportunities to trade and make money, an effect bought as Occult “Focus of Attention,” A.K.A. “Berserker.” He assigns the bonuses
Sense (Business Opportunities, 6 CP). He’s also begun laying the as +4 to Chr and Wis, +2 on social skill rolls, and -2 on rolls
foundation of the network of contacts which will support his later involving anything but social interactions for the duration. Do
career, buying the Multiple modifier on his contacts. From now on NOT negotiate with this man when he’s on a roll.
each CP spent on contacts will get him three of them - and he gets From now on he’ll be getting another bonus skill point each
to add two more for the one point he spent last level (6 CP). level, thanks to his Headband of Intellect +2. That’s incorrect
Skills : 3 CP plus 4 SP. With 5 pre-committed he only has according to the current errata, but the Game Master has house-
two available to buy secondary skills at this level. ruled it.

Now THAT Occult Sense could be annoying - but the GM is


willing to give it a try. He’ll mention occasional hidden
opportunities to the player. Ed’s still wanting to make Elareth
tougher, so he decides to apply the free level of Self-Development
he gets at level four to Constitution.

Distant Horizons Games


Level 7 : +26 CP Having mastered the art of making deals, Elareth is initiated
Hit Die : d4 (0 CP) into the art of contacting outsiders. This is a bit of an exotic twist,
Saves : +1 Fort, +1 Ref, +1 Will (Now all at +4, 9 CP) but it makes a reasonable amount of sense for a d20 merchant.
Warcraft : --- Given that Elareth still only has 8 points of Mana (he rolled a “3"
Special : Elareth has developed a sixth sense for bad this time) available at any one time, he won’t be able to summon
bargains (Occult Sense, 6 CP), three new Contacts (1 CP), and massive hordes of creatures or use large numbers of spells from his
Bonus Uses (to get beyond the usual once per day limit) on his wands at any one time, however.
mana-restoring Rite of Chi (6 CP). Elareth also gets a bonus feat at this level and settles on
Skills : 4 CP + 5 SP. As usual, five are committed in Executive - allowing him to coordinate a group and so provide
advance. bonuses on skill rolls (6 CP).

After a couple of unfortunate experiences with bad deals and


failed saves, Ed decided that Elareth could afford to lay off the Level 10 : +26 CP
physical training for a level in favor of building up his resistances Hit Die : d4 (0 CP)
and magical talents a bit. This could be considered multiclassing, Saves : +1 Ref, +1 Will (6 CP)
but he did espouse a reasonably balanced class in the first place - Warcraft : +1 (6 CP)
and both saves and the new occult sense are definitely mercantile. Special : Upgrade Empowerment (from level 5) to remove
The GM lets it go this time (after all, the class description did the uses-per-day limitation (3 CP), +1d6 Mana (6 CP), and +3
indicate a shift towards magic and trade-related abilities in the contacts (1 CP)
middle levels), but advises Ed to make his emphasis shift a little Skills : 4 CP + 6 SP. Once again, several go to Knowledge:
slower. Outsiders.

Elareth now has 14 points of Mana and can regain a total of


Level 8 : +26 CP 5d6 points per day with his Rite of Chi. Given that he’s not really a
Hit Die : d6 (2 CP) magical specialist, that should suffice. The GM does recommend
Saves : +1 Ref, +1 Will (6 CP) adding a few outsiders to his contacts even if they do cost more.
Warcraft : +1 (6 CP) Elareth is also entitled to select another Favored Commodity
Special : Cloaking (this anti-divination ability conceals his at this level and chooses “spirit favors” after running it by the GM
thoughts, but is Specialized in concealing business-related for approval. The bonus isn’t all that large, but when you’re
information only to reduce the cost, 3 CP), Favors (from his house dealing with outsiders every little bit helps.
and the merchants guild, 3 CP), +3 Contacts (1 CP), and Innate Finally, he’s gotten his Headband of Intellect upgraded to +4.
Enchantment (Specialized: it provides the equivalent of the “Handy From now on he’ll be getting two extra skill points per level.
Haversack” effect only, 3 CP)
Skills : 2 CP + 5 SP
Level 11 : +26 CP
Since Ed feels that saving throws contribute more to Hit Die : d4 (0 CP)
survivability at higher levels than raw hit points do, he’s leaning Saves : +1 Fort (3 CP) Now at +6 all around.
more towards them at the moment - but does put the free level of Warcraft : ---
Self-Development he gets at level eight into Constitution again, Special : Tactician (an upgrade to Executive which allows
getting it up to 16. That gets him an extra 8 HP immediately and him to provide bonuses to a group in combat, 6 CP), Enthusiast
will continue to enhance his durability from now on. Since he’s (This gives him one “floating” skill point, usually used to acquire
running into the usual not-enough-points barrier, the GM expects the local language for a while, 3 CP), Reflex Training (the general
to see a lot more d4's and d6's in upcoming levels. extra actions ability) in the uses-per-day version (specialized in
summoning and wands only to double the number of uses, 6 CP),
and Self-Improvement (+1 Constitution for HP purposes only, 6
Level 9 : +26 CP CP).
Hit Die : d6 (2 CP) Skills : 2 CP + 6 SP
Saves : +1 Fort (3 CP)
Warcraft : --- Elareth is shifting emphasis from personal combat to group
Special : Skill Focus: Diplomacy +1, with the Stunt upgrade command as he begins leading his own trading expeditions instead
to allow supernatural effects. In his case he gets the ability to use a of working under a senior member of the house. Since his orders
minor rite to open negotiations with summonable outsiders, the provide substantial combat bonuses to a group he’s chosen to
ability to “seal” a contract to make it mystically binding, and the acquire Reflex Training to allow him to get in some magical
ability to summon forth or channel powers from outsiders who owe actions while continuing to use his normal actions to provide those
him a service. Each effect costs 2 Mana. He may develop more bonuses.
stunts later. 8 CP), Mana (another 1d6 points, 6 CP), and Bribery
(thanks to the house influence and slush fund Elareth can get away
with a variety of minor offenses without suffering legal
consequences. This is a fairly ordinary Privilege worth 3 CP).
Skills : 4 CP + 5 SP. While the usual five points are pre-
committed, Elareth spent most of the rest on Knowledge: Outsiders
this time. That’s probably wise.

Distant Horizons Games


Level 12 : +26 CP Becoming well-known for his trustworthy dealings and good
Hit Die : d4 (0 CP) works proves unexpectedly profitable, both in material and
Saves : +1 Will (3 CP) magical terms: it makes negotiations much easier when the one
Warcraft : +1 (6 CP) you’re negotiating with has heard that you’re fair and trustworthy.
Special : Spy Network (A version of the Lore ability similar It even helps him exert his expanding political influence.
to classical Bardic Lore. It’s Corrupted; he has to have either gotten
a recent report or have time to contact his agents to use the ability,
4 CP), upgrade his house Favors to the Major level (3 CP), and Level 15 : +26 CP
(again) a level of Self-Development (+1 Constitution for HP Hit Die : d6 (2 CP)
purposes only, 6 CP). Saves : +1 Fort, +1 Ref (6 CP). Now at +8 all around.
Skills : 4 CP + 6 SP Warcraft : ---
Special : Opportunist (the general take-a-particular-action
As a Master Trader Elareth is now a high-ranking member of under specific circumstances ability. In Elareth’s case he’s
his merchant house, and can draw on a good deal of their developed a useful knack for slipping minor additional requests
resources if he must. Of course, he’s also expected to start into a business negotiation. He can roll his Diplomacy skill to try to
educating some proteges and to spend a lot of time on gain an additional minor concession just after a bargain has been
negotiations. He’s entitled to both a free level of Self-Improvement concluded, 6 CP), +1d6 Mana (6 CP), +3 Outsider and 3 normal
and a bonus feat worth 6 CP at level 12. He decides to upgrade his contacts (2 CP)
Charisma and to take Augmented Bonus - adding his Intelligence Skills : 4 CP + 7 SP
Modifier to his Charisma Modifier when calculating how many
contacts he gets per CP. Sadly, the GM feels that this would While he’s a superb negotiator and businessman, Elareth has
require the Improved (12 CP) version, forcing Elareth to begun to find that occasionally using a wand just isn’t enough any
Specialize it to reduce the cost. It will only allow him to purchase more - and that it’s a bit late to be trying to catch up in terms of
outsider contacts as if they were normal ones from now on, it won’t magical skills. Still, he does have a new Favored Commodity and
increase his multiplier on how many contacts he gets per CP. bonus feat coming up. He eventually settles on mystical plants and
Finally, with an effective base Con of 18 for HP calculations, he herbs - the fantasy equivalent of spices - and on acquiring the
can afford smaller hit dice from now on. ability to use Staves, a natural extension of his knack with wands.
Recognizing that staves are even more expensive than wands, he
goes to a great deal of trouble to use his Outsider contacts to
Level 13 : +26 CP arrange some Unique Training for himself - acquiring 6 bonus CP
Hit Die : d6 (2 CP) (counted against his lifetime limit of [Int] CP acquired through
Saves : +1 Ref and Fort (6 CP), for a total of +7 all around. such means), enough to buy Empowerment for Staves. He’ll
Warcraft : --- probably want to get some more Mana soon, since the higher-level
Special : Weapon Proficiency: Economic Warfare (6 CP), spells in staves will burn through his 14 Mana points in short
upgraded Bribery (Privilege: immunity to legal consequences of order.
actions short of high treason, +3 CP), Skill Emphasis: Diplomacy
(yet more bonuses, 3 CP), and 6 Outsider Contacts (2 CP)
Skills : 4 CP + 7 SP Level 16 : +26 CP
Hit Die : d4 (0 CP)
As a Master Trader, Elareth learns how to use money and Saves : +1 Will (3 CP)
trade policies to crush opponents financially and to get out of Warcraft : +1 (6 CP)
trouble. Fortunately for him, he has the good sense to avoid Special : Skill Focus (the remaining possible +2 to
becoming friends with evil Outsiders - although even the good ones Diplomacy, 4 CP), +3d6 Mana (Specialized in powering wands and
(who tend to want things like donations to charity and staves, cannot be used for summoning, spell enhancement, or other
commitments to good deeds and virtue in exchange for their purposes, 9 CP), and +3 contacts (1 CP)
favors) can be quite a bother. He’s also gotten his Headband of Skills : 3 CP + 7 SP
Intellect up to +6, providing an extra 3 SP per level.
Elareth is pleased to find that an additional 13 Mana, along
with the fact that most one-charge-left staves fall under his current
Level 14 : +26 CP (4000 GP) limit for automatic availability via Purchasing (see
Hit Die : d4 (0 CP) level 6), lets him offer his high-level friends some effective backup
Saves : +1 Will (3 CP) again. Secondarily he gets the usual free level of Self-Development
Warcraft : +1 (6 CP) at this level, and applies it to his Charisma, taking it to 16 - and
Special : Action Hero (this provides him with a limited incidentally increasing his Contacts multiplier to x4 (Yes, he uses
number of Action Points per level but, instead of taking the charisma-boosting items. No, they don’t count towards his
common action-boosting option, Elareth selects the political permanent multiplier). Having spent 11 points on contacts, that
influence option. 6 CP), Reputation (he become well-known as a gives him 44 of them, freely mixing mortals and Outsiders. Ed
fair businessman and wealthy philanthropist, 6 CP), 3 Outsider and requests a GM ruling on whether or not the actual form of a
3 normal contacts (2 CP) “staff” matters as long as they weigh about five pounds and
Skills : 3 CP + 7 SP occupy a hand. He’s informed that no, it doesn’t. Elareth gets most
of his “staves” as chunks of crystal, “gauntlets” made of jade
plates, and similar items. He likes the look better.

Distant Horizons Games


Level 17 : +26 CP again. Naturally enough, he would prefer to avoid putting his
Hit Die : d4 (0 CP) negotiating ability to such a test, 6 CP), and +4 Contacts (1 CP)
Saves : +1 Will, +1 Fort, +1 Ref (9 CP) Skills : 4 CP + 7 SP
Warcraft : ---
Special : Leadership (having taken the position of guild Of course, with an immense network of contacts and immunity
master, Elareth has assumed direct control of most of the house to language barriers, Elareth is posed to expand his trade routes
resources - including its high-level employees. Unsurprisingly, he across the entire known world - and possibly beyond. Justifying
quickly wins their personal loyalty as well. 6 CP), another 8 Returning with Diplomacy is, once again, a bit of a stretch, but
Contacts (2 CP), and Presence (Elareth elects to radiate an Aura of bargains with Death have been a classical fantasy element for
Trustworthiness which helps him in negotiations and social millennia, and if there’s anyone who’s a good enough talker to
situations, 6 CP) make it work, it’s Elareth.
Skills : 3 CP + 7 SP

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

Distant Horizons Games


abilities. That offers a lot of easy power provided that you don’t ! Characters may opt when created to “trade in” their level-based
mind that it attracts heroes and involves an endless string of truly bonus feats for an automatic d6 Hit Die each level, to trade in
grotesque acts of evil. their level-based attribute bonuses for an automatic d8, or to
The real point, however, is that Elareth looks to me like he’d be trade in both for an automatic d10.
a lot of fun to play - as well as being quite unique and appropriately ! Characters who want to create magic items should either use
balanced. That’s the reason for Eclipse - to introduce every ability Action Hero/Crafting (possibly Specialized: Double Effect.
you might need to build just the character you want to play and to Only covers XP creation costs), Create Artifact, Create Relic
make sure that there are enough options that no two characters ever (possibly with Enthusiast), or Create Item/Harvest of Artifice
look too much alike. to either create items or work with Spell Storing.
! If you have characters who are substantially behind the power
curve using this system and find this a problem, we usually
recommend awarding lower-level characters 1-2 bonus XP per
session until the disparity is resolved.

EXPECTED BONUS TOTAL

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.

Distant Horizons Games


D20, No XP, No Levels: ! For a notably higher-powered variant, base the “level of use” of
abilities directly on the user’s attributes. While this will allow
a starting character to wield his or her (rather limited) selection
Eliminating levels entirely is tricky. Levels in the game serve of special abilities with considerable skill, it means that their
several purposes - a GM tool for comparing character power talents will increase relatively slowly, if at all. This option is
levels, as breakpoints to mark the awarding of bonus Skill Points, usually best for “superhero”-styled games.
Hit Dice and Hit Points, Feats, and Attribute Boosts, to measure
resistance to various spells and abilities, and as a restriction on ! If you want to make high attributes even more useful, you can
access to the more powerful abilities and spells. This doesn’t mean allow characters to buy ranks of attribute-based enhancements
that you can’t do it: it just means that - unless you cobble together for fixed prices. In this case, some possible costs include:
enough special-purpose restrictions to recreate “levels” under • + (Con Mod) Hit Points for 4 CP
another name - you’re going to wind up with a radically different • + (Int Mod) Skill Points for 2 CP.
game system and less easily-portable characters. Eliminating them • + (Cha Mod) Contacts for 2 CP.
means going a bit beyond the suggestions in the previous section. Of course, unless otherwise restrained, such as by levels or by
Still, here are some ways of dismantling the game a bit: one or more of the options below, this can rapidly get out of
hand.
Eliminating Level-Based Bonuses:

! 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.

! Use Attributes directly, rather than their Modifiers, as the basis


for skill rankings and apply a -6 “unskilled” penalty on
unskilled attempts.

Distant Horizons Games


Out-Of-Game CP Bonuses: ! How do I buy the Rogues special ability to detect traps and
why isn’t it listed in the Rogue class breakdown in the back?
You don’t have to buy anything. Since Eclipse doesn’t have
Optionally, the game master may permit players to take a set of classes as such, there’s no distinction between characters as to how
disadvantages to represent real-world commitments to keeping the skills work.
game enjoyable or making it easier to run. For example, a player ! How much damage does a Spirit Weapon do?
who always brings the chips or soda may opt to take “Snack Spirit Weapons use the base statistics for any weapon available
Master”, and thus get an extra +3 CP for all of his or her characters. in the setting. In modern- or future- setting campaigns GM’s may
Someone who keeps detailed notes anyway may opt to run off a wish to limit Spirit Weapons to classical muscle-powered weaponry
few copies and hand them around at the start of the next session, and/or to give characters using large or flashy spirit weapons an
gaining some CP for “Record Keeper”. The guy who always gives extra die of damage just to keep everyone from making characters
another couple of players a ride qualifies as well, as does the with Spirit-Weapon bazookas and assault weapons.
person who always files an up-to-date character sheet with the GM ! Why are the rules for giving all characters natural power,
or the one who keeps a character diary. mana, and generic spell level reserves buried on page 102?
Sadly, in practice, this rarely seems to work out. Good players Well, because they’re optional. Nevertheless, they do seem to
rarely need a boost, a few extra CP won’t be enough of a bribe to be popular - so if you want to give every character, whether or not
reform the bad ones, and people with real-world reasons for not they ever use it, (Cha/2) Power and (Con/3) Generic Spell Levels -
keeping up with game-related disadvantages tend to get cranky if and possibly even 1d6 Mana (if they want to use it, they’ll have to
they’re penalized in the game as well. Under those circumstances buy something to use it on however, this does not automatically
they usually want to play and forget about their real-world come with a natural magic option) - go right ahead.
problems. Ergo, we don’t really recommend using this rule unless ! What’s the Caster Level, and which Attribute do you use to
you’ve got a very solid and committed group of players. get the Saving Throw DC, for Innate Spells, the Path of the
Dragon, and similar abilities?
Errata and FAQ: The Caster Level for most innate abilities is either the user’s
level or his or her number of hit dice, whichever is larger. The save
DC is based on Constitution unless the user has no Constitution, in
Well, there had to be some didn’t there? If you notice any which case it’s up to the GM.
more, please let us know, and we’ll either update this supplement - ! How do I buy skill bonuses for Templates?
or, if it’s something major, the primary files. Currently our errata Simply put points into the relevant skills. Skill bonuses in
consists of: Templates may exceed the usual (Level+3) skill maximum.
• Page 15: Mysticism, add “can be” before “specialized”. ! How many extra Hit Dice can I buy?
• Page 31: Dominion should have a period after “72", rather than You can normally buy up to (Level+3) hit dice, plus any you
a repeated “with the GM’s Permission”. may have as part of a template. Yes, if you’ve got the points, you
• Page 32: Shifting Bonuses via Expertise is a free action, but may buy more than one per level. If you abide by these restrictions,
can only be done once per round. you may also buy d0 hit dice at 4 CP apiece.
• Page 61: Grandiose creatures without Constitution scores can ! How can I build characters who mutate or change?
also buy size-based bonus HP. We didn’t include these in the There are actually two ways to go about this: one is to simply
base book, because such creatures are pretty much unplayable. buy several levels of Enthusiast, which will suffice for minor
Still, if you want to try it, it’s +240 for Mountainous, +1000 for changes. If you want a more elaborate rewrite, buy Returning with
Continental, +5000 for Astronomical, +30,000 for Planetary, the Rewrite option and corrupt or specialize it appropriately.
+200,000 for Stellar, and +2,000,000 for Nebular. Go ahead, ! How can I buy “Per-Encounter” abilities?
get into a fight with an animated galaxy. Let me know how that Any immediate ability which can be used three or more times
works out for you. per day may be considered Corrupted if it can only be used once
• Page 82: Under “Occult Techniques” Healing Hand should per “encounter”. If it could normally be used five or more times per
have a “!” in front of it. day and is reduced to once “per encounter” it may be considered
• Page 161: To maintain alphabetical order, the “Superheroic” Specialized. Anything usable ten or more times per day may be
template should have been put in front of the Wu Xia template. considered Corrupted if it can only be used 3 times per encounter
or Specialized if it can only be used twice per encounter.
! What are the Ranges and Usage Limitations on ! How can I eliminate Iterative Attacks?
Dragonfire and the Path of the Dragon? If you just don’t want to be bothered, buy Warcraft Corrupted
The Path of the Dragon is designed to allow the construction (No Iterative Attacks), or Enhanced Strike/Crushing with Bonus
of some of the more outrageous types of characters from fantasy Uses. If you just want to inflict extra damage simply spend the
fiction and superhero comics, ergo the caps were left up to the GM. leftover points buying Augment Attack.
Most of our games cap spell-level expenditure on Dragonfire at ! How can I set up contingencies, such as having “previously
(Con) spell levels: exceeding that limitation causes 1d6 damage to sent a message” or “having a local contact who owes me a
the user per additional spell level. Low-powered games may wish favor” or “knowing about a nearby safehouse”?
to add “or (Level+3) spell levels, whichever is less”. Similarly, the While the game master might let you get away with Action
Pulse of the Dragon/Heart of the Dragon combination may allow Hero/Stunts despite the fact that those are normally of much shorter
for unlimited use of low-level spells or the Game Master may rule duration, the most direct way to do this is to buy Mana with the
that you have to bring that power fully under control somehow first Reality Editing option, possibly specialized in this application.
- either by taking a round to gather it and then a round to shape it ! Can Power Words store spells from other sources?
or by actually requiring you to absorb it via the Eye of the Dragon Yes. This is essentially a spell (or psionic power) storing effect,
ability before you can shape higher level spells. and can store spells and powers provided by other people.

Distant Horizons Games


! How do I buy per-encounter rerolls for particular situations ! Are Base Caster Levels (page 10) the same as Magic Levels
or sets of abilities? (page 11)?
Simply buy Luck with Bonus Uses, corrupted and specialized - Definitely not. Base Caster Level determines how well you can
only for use in the situation you want, and with limited uses per use your learned magical talents. Magic Levels determine how
encounter. See “Per-Encounter Abilities”, above. much raw power you have available to use.
! What are the most popular world laws?
So far, they’re:
• Halving the cost of Self-Development, allowing cheaper
Attribute Bonuses and more powerful racial templates. Legal Stuff:
• Using the Wealth Levels and Charms and Talismans rules
from The Practical Enchanter. Art Credit: The “Merchant” image is a section from The
• Using the rules for natural Power and Generic Spell Levels, Discourse, by Sir Lawrence Alma-Tadema, 1836-1912.
as noted above and on page 102 of Eclipse: TCP.
! How can I make an alchemist or similar character who OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
creates minor magical devices for each adventure? of the Coast, Inc ("Wizards"). All Rights Reserved.
The easiest way to do this is to buy Enthusiast (Double): 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material including
Specialized: Can only be changed in laboratory, normally between derivative works and translations (including into other computer languages), potation, modification,
adventures. Corrupted: Only usable on “Innate Spell” and similar correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce,
magical gifts. The two modifiers triple the effect, providing a total license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game
of 6 “Floating” CP to make potions and scrolls with at a cost of 6 Content" means the game mechanic and includes the methods, procedures, processes and routines to
the extent such content does not embody the Product Identity and is an enhancement over the prior art
CP. Then buy Create Relic. Specialized: only to make limited-use and any additional content clearly identified as Open Game Content by the Contributor, and means any
items costing a maximum of 3 CP each. 3 CP. If you want to be work covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product and product line names,
able to loan items to other people, add Blessing: Specialized (only logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines,
for use with items created with this package, +3 CP). plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
Potions, Scrolls, and Talismans are normally bought as Innate representations; names and descriptions of characters, spells, enchantments, personalities, teams,
Spell (Sometimes with Bonus Uses): Specialized (Does not personas, likenesses and special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other
recover, Half Cost). For example: trademark or registered trademark clearly identified as Product identity by the owner of the Product
Pouch of Fireball Dust. Innate Spell: Fireball, +4 Bonus Uses. Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the
1 CP. For 2 CP you can have a pouch with 13 uses. For 3 CP you associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or
get 21. The same pattern works for other L3 spells, such as Cure "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
Serious Wounds (L2 spells get an extra use, if you want L1 spells 2. The License: This License applies to any Open Game Content that contains a notice indicating
you get two of them with the same number of uses each). that the Open Game Content may only be Used under and in terms of this License. You must affix
Unfortunately, this doesn’t bypass the level requirements for using such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from
this License except as described by the License itself. No other terms or conditions may be applied to
innate spells, so low-level alchemists may have to wait a bit before any Open Game Content distributed using this License.
they can start blowing things up. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
the terms of this License.
Minor Scrolls: Occult Talent/Improved, Corrupted: Slots must 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
be preset, Effect x 1.5 (7x L0, 5x L1 spells in total). For a sample grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
list, this would cover scrolls of Light, Message, Detect Magic (x2), 5. Representation of Authority to Contribute: If You are contributing original material as Open
Read Magic, Create Water, Mage Hand, Magic Missile, Silent Game Content, You represent that Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.
Image, Obscuring Mist, Entangle, and Color Spray. As usual for 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
“innate spells” these are cast at an effective caster level equal to the License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title, the copyright date, and the copyright
characters total level. 2 CP holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Curative Ointment. Healing Touch with Bonus Uses (5 doses 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent Agreement with the
that Cure the user’s [Chr Mod x Level HP]) and owner of each element of that Product Identity. You agree not to indicate compatibility or co-
Improved/Switch/Empower with Bonus Uses (4+Level/3 total uses adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner of such
of Remove Disease, Remove Blindness/Deafness, Cure Serious Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not
Wounds, Remove Curse, Neutralize Poison, and Restoration). 3 CP constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
This talent has a sneaky advantage built in: not only does the 8. Identification: If you distribute Open Game Content You must clearly indicate which portions
user have a plentiful supply of low-level gizmos to start off each of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
adventure, but he or she can pass them around and can make them License. You may use any authorized version of this License to copy, modify and distribute any Open
with any spell effect he or she desires: you don’t have to “learn” Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open
spells to get them as innate spells or occult talents. Game Content You Distribute.
A fairly similar setup works for any minor artificer who 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
specializes in a particular area, such as temporarily enchanting 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
weaponry, granting physical feats, providing mystical senses, or License with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
any other limited field. 13 Termination: This License will terminate automatically if You fail to comply with all terms
! What can I use the bonuses from Berserker for? herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
Almost anything. For example, a cleric could buy “Righteous 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
Wrath” and apply a +4 bonus to his or her Turning Level, +4 to all be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
saves against the abilities of the Undead, and +2 to AC versus Inc. Eclipse: The Codex Persona copyright 2005 by Paul Melroy and Patrick Bryant. Eclipse: The
Undead but -2 versus other attackers, who are not deterred by his or Codex Persona Web Supplement One Copyright 2005-2008 Paul M. Melroy. System Reference
Document: Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
her blazing corona of holy radiance. You could have a comic-book Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
style surge of strength, applying the entire bonus there. You can Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
even focus on being convincing, like the Merchant example earlier.

Distant Horizons Games

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