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(2) Eclipse. The Codex Persona. Distant Horizons Games.

(3) Eclipse : The Codex Persona A Distant Horizons Games product by Paul Melroy and Patrick “Stanley” Bryant. Cover Art from Princess Parizade Bringing Home the Singing Tree by Maxfield Parrish, 1906. Copyright © 2005 by Paul Melroy. ISBN 978-1-4303-0313-8 Distant Horizons Games Logo trademark Distant Horizons Games. The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: The Introduction and How do I use this product section, the explanatory text under Corrupted and Specialized Magic, the Control Mechanisms section other than the Adventurer Framework, the Disadvantage Descriptions, the Pacts, Types of Witches, and Power Sources and Witches sections, the Characters section of Chapter Five, the Chakra section, and the Epic Monsters section outside of the game statistics. Descriptive material other than game mechanics, including captions, invented “quotations”, and elements of game setting, including but not limited to, capitalized names, names of artifacts, spell names, characters, countries, creatures, geographic locations, gods, historic events, lands, magic items, organizations, secret societies, legends, and original storylines. The product identity listed above is not Open Game Content. Permission is hereby granted to refer back to this book when presenting characters in point-buy format in other products. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission. Questions? Comments? Errata? Something you’d like to see in the next supplement? Contact us at Feedback@DistantHorizonsGames.Com. Eclipse: The Codex Persona.

(4) What’s all this about? Well, reviews are good, but publicity is nil, so we’re releasing the .PDF version of Eclipse: The Codex Persona as Shareware: If you like it, please drop by and pay for it (or buy the print edition at Lulu.Com) and get on our list for the fourth edition update once Wizards of the Coast releases the 4'th edition SRD. Pay for the PDF at Lulu.Com Pay for the PDF at RPGNow.Com Buy the Direct Print Edition at Lulu.Com Or - if you want to give us a little extra money Buy the Distribution Edition at Lulu.Com This page does not appear in either print version; the only real difference in the editions is in the covers - and in not having to compensate for the distributors cut. Questions, comments, suggestions, and requests are probably best left at my gaming blog, at http://ruscumag.wordpress.com/. If there are very many, I’ll put up a FAQ or two in the d20 tab. There are some other files and sample characters available there as well. If you want hard copies of some of our other books, they’re also available through our Lulu Storefront. Happy Gaming!.

(5) Welcome To. Eclipse. The Codex Persona. The Ultimate d20 Character Guide Or, the World’s Longest Character Class Hello! You’re probably suffering from a case of sourcebook overload. Even the official products have started listing prestige classes so esoteric that they probably only have one or two members. Feat, class, and prestige class information is scattered over dozens of volumes - and you’ll often still find it difficult or impossible to build the character you want. And isn’t that the point? Eclipse is designed to solve that. It’s designed to put every special power and exotic ability into one book and one pay-as-you-go class system. You can design just the characters you want. You can throw out all of those weird classes, abusive builds, and peculiar special cases while tailoring the available abilities to fit your world. Secondarily, it includes an enormous number of brand new abilities, as well as several entirely new magic systems. Hopefully, Eclipse will spark your imagination and help you see rules and variants more clearly. We’re writing Eclipse so that characters can be reliably translated in mid-game regardless of which basic set of d20 rules you’re using. You can even mix and match between Modern, Future, 3.0, 3.5, and many more. For example, Eclipse doesn’t need a comprehensive cybernetics system, because Eclipse is a point-based system. Characters can have all the cyberware they want, but this amounts to purchasing particular abilities. Similarly, Eclipse allows play under many different wealth systems. One can even ignore money, using feats instead. We call Eclipse the ultimate for a reason. We have a way to build every power or ability we’ve ever seen. With this product, you might want to look at other books for a references or ideas, but you need nothing except the d20 core rulebooks, dice, paper, and a pencil. Eclipse requires more GM interpretation and rulings than other systems because it aims to be exceptionally versatile. To make your GM experience easier, it also contains ways to bring the players in on the task of world creation. It may be your game – but why should you do all the work?. Eclipse: The Codex Persona. 1.

(6) How Do I Use This Product? In one sense, this is merely another big book o’ powers. In another sense, Eclipse stands to redefine how people create, develop, and play in d20 campaigns. Distant Horizons Games is committed to bringing you quality products – products that are comprehensive, organized, and versatile. We can’t possibly anticipate or prepare material for every game, so instead we’ve made the familiar d20 system becomes much more flexible and alive, responding to your every whim. We’ve play-tested, pushed, prodded, and pulled every corner of this system. And it works. None of our players are willing to play d20 with any other system anymore - and we think it would be cruel to try and make them. As a Game Master, you don’t need to learn every variation, but remember that flexibility is the goal. Every power we’ve ever seen in a d20 product is in here, along with hundreds we came up with ourselves, stripped down to their basic principles. If someone wants to create a weird variant on something, let them. There’s no reason a strange variant on an ability is necessarily more powerful than an everyday one; it’s just strange. Some people are going to look at this and say, “Horrors! This makes power-gaming too easy!” Yes, any versatile system will. But we’re espousing RPG heresy here and saying in reply, “So?” You’re running the universe. Their characters aren’t going to get any bigger than that. If the players insist on adding another zero after everything, just give more dramatic descriptions and do the same. Remember that your job is to challenge them, not to fight them. Now if it’s just a few of them you may have to haul out some of our player-control options or just tell them “No.” Are they finding ways you never thought of to deal with monsters without fighting? Applaud them and reward them and make bigger, more dangerous challenges for their minds! There’s nothing you can’t do if you just put your mind to it. If the players take powers that totally shatter the illusion of reality you were trying to create, you do have a problem. But if you wanted to run a grim-and-gritty Rogue-oriented game and they all took Fireball-spewing Wizards, the problem isn’t in the game system. As a player, you need to learn how to play responsibly if you don’t already know how. Don’t count on the Game Master to sit there and keep you in check; he or she has better things to do than babysit. Besides, this is supposed to be fun, not fighting. Ask your Game Master what kind of character and level of ability is appropriate to the world you’re playing in. If your Game Master sets unreasonable expectations, you have several options. The first and most preferable is to convince (not nag!) him or her to see things your way. If that fails, try to work out an experimental deal. If that fails, you can always start your own game and do it the way you wanted to. Your Game Master could probably use a break anyway; does he or she ever get to play?. 2. Eclipse: The Codex Persona.

(7) General Index Introduction How Do I Use This Product? Index Definitions. 1 2 3 6. Chapter 1: Getting Started. 7. System Introduction 8 Describing your personal class "But I'm playing in character!" 8 Character Building Basics 9 Children, Growth, and Adventurers 9 Basic Expenditures 9 Hit Dice 9 Skills 9 General Skill Options 10 3d6 Checks 10 Familiarities 10 Learn as you go 10 Basic Skills 10 Specific Knowledges 10 True Names 10 Saving Throws 10 Special Abilities 10 Proficiencies 10 Base Attack Bonus 10 Base Caster Level 10 Magic Levels 11 Limitations 11 Clerical Magic Package 11 Spells 11 Spell Progression Tables 12 Paladin and Ranger 12 3.0 Psychic Warrior 12 Psychic Spellcasting 12 3.5 Psychic Warrior 12 Wilder 12 Phantom Slot Option 12 Adept 13 Bard 13 Cleric and Druid 13 3.0 Psion 14 3.5 Psion 14 Wizard 14 Sorcerer 14 Corrupted and Specialized Magic Destructive 15 Difficult 15 Elemental 15 Focused 15 Granted 15 Mysticism 15 Ritualist 15 Subsumption 15 Unreliable 15 Wild 15 Control Mechanisms 16 Bloodlines 16 Ritual 16. Secrets Training Development Approval Framework The Generic Adventurer Per Level Modifiers Dabbler Duties Fast Learner Restrictions Untrained Very Limited Spell List NPC Levels Once-Off CP Bonuses Package Deals Retraining Unique Training Disadvantages Disadvantage List Accursed Aged Blocked Broke Compulsive Dependent Foolish Frail Hallucinations Healing Resistant History Hunted Illiterate Incompetent Inept Insane Irreverent Obligations Outcast Poor Reputation Recorder Secret Showman Slow Stigmata Unarmoured Uncivilized Unluck Untrustworthy Valuable Vows Handling Disadvantages. 16 16 16 16 16 16 17 17 17 17 17 17 17 18 18 18 18 18 18 18 18 18 18 18 18 18 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 20 20 20 20 20 20 20 20 20 20. Chapter 2: Special Abilities. 21. Ability Modifiers Corrupted Al. Hedge Magician Specialized Bonus Uses Basic Abilities Reading The Entries Extraordinary, Spell-Like, And Supernatural. 22 22 22 22 22 23 23. Eclipse: The Codex Persona. 3. 23. Ability Focus Acrobatics Action Hero Heroism Stunts Crafting Invention Influence Adaptation Adept Ambidexterity Assistant Augmented Bonus Augmented Magic Awareness Berserker Blessing Blood Curse Body Fuel Celerity Cloaking Companion Contacts Countermagic Costly Create Artifact Create Item Create Relic Damage Reduction Deep Sleep Device Use Domain/Path Metaspells Dominion* Dweomer* Eldritch Empowerment Enthusiast Equipage Executive Expertise Favors Finesse Grant of Aid Fast Healing and Regeneration “Unlimited” Abilities Guises Harnessed Intellect Healing Touch Hysteria Inherent Spell Immunity Innate Enchantment Innate Magic Invocation Jack-of-All Trades Journeyman Karma Leadership Lore Luck Mana Mastery Melding. 23 23 23 23 24 24 24 24 24 24 24 24 25 25 25 25 26 26 26 27 27 27 28 28 28 28 29 29 29 30 30 30 30 31 31 31 31 31 31 31 32 32 32 32 32 32 33 33 33 33 33 34 34 35 35 35 35 35 35 36 36 36 37 37.

(8) Mentor Mindspeech Mystic Artist* Mystic Link Occult Sense Occult Skill Restricted Skills Shadow Walk Occult Talent Opportunist Poison Use Power Words Presence Privilege Professional Reflex Training Reputation Researcher Resist Returning Rider Rite of Chi Sanctum Schooling Self-Development Shadowmaster Shapeshift Shaping* Siddhisyoga Skill Emphasis Skill Focus Snatch Specialist Spell Conversion Spell Flow Spell Mastery Spell Pool Spell/Power Resistance Spell Shorthand Spell Storing* Spell Turning Stoic Superstition Test of Wills Thaumaturgy* Theurgy* Timeless Body Tireless Toughness Traceless Track Travel Triggering Turn Resistance Unity Wayfarer Witchcraft* Workhorse. 37 37 38 38 38 38 39 39 39 39 39 39 39 40 40 40 40 41 41 41 41 42 42 42 42 42 42 43 44 44 44 44 44 44 44 45 45 45 45 45 45 45 46 46 46 46 46 47 47 47 47 48 48 48 48 48 48 48. * These are gateway abilities. Full descriptions appear in Chapter 3 Proficiencies Armor Weapon. 49 49 49. Combat Enhancements Anime Master Augment Attack Blind-Fight Block Bonus Attack Chain of Ki Defender Doubled Damage Enhanced Strike Evasive Far Shot Favored Enemy Favored Foe Favored Enemy/Foe Types Variants Fortune Imbuement Improved Critical Improved Initiative Improvise Weapon Legionary Lunge Maneuver Martial Arts Occult Combat Overwhelm Rapid Strike Smite Specialist Spirit Weapon Split Movement Throwing Master Trick. 50 50 50 50 50 51 51 51 51 51 52 52 52 52 52 52 53 53 53 53 53 53 53 53 53 54 54 54 54 54 55 55 55 55. Metamagical Theorems Metapsionic Equivalency The Theorems Amplify Area Battle Magic Compact Easy Elemental Manipulation Extension Lacing Multiple Persistent Sculpting Stabilize Transference Triggering Metamagical Upgrades Glory Streamline Fast. 56 56 56 56 56 57 57 57 58 58 58 59 59 59 59 59 60 60 60 60 60. Templates and Racial Abilities ECL Adjustments Racial Abilities Amorphous Attribute Shift Energy Infusion Extra Limbs Non-Abilities. 61 61 61 61 61 61 61 61. 4. Size Modifications Extended Size Chart Growth Shrinking General Notes Existing Templates Half-Celestial Half-Dragon Half-Fiend Afflicted Lycanthrope Natural Lycanthrope Variant Lycanthropes Minor Monster Powers. 62 62 62 62 63 63 63 63 63 63 64 64 64. Chapter 3: Paths and Powers. 65. Channeling Basic Factors General Enhancements Censure Conversion Damaging Divine Command Dualism Great Channeling Heightened Sacred Hand Glorious Touch Path Hatred's Weal Path Hand of Darkness Path Planar Bonds Path Path of Infusions Divine Wrath Path Tides of Light and Darkness Boundless Realms Path. 66 66 67 68 68 68 68 68 68 68 68 68 69 69 69 70 70 71 71. Dominion and Divine Ascension Gaining Dominion Personal Dominion Political Dominion Advanced Dominion The Way of the Lands The Way of Omnipresence The Way of Valour Wrath of the Overlord The Path of the Pharaoh Godfire Gaining Godfire Optional Rules Using Godfire Side Effects of Godfire PC's, NPC's and Godfire. 72 72 72 72 73 73 73 74 74 75 76 76 77 77 78 78. Hexcraft Creating Hexes Buying Hexcrafting Assigning Spell Levels Importing Spell Lists World Laws. 79 79 79 79 80 80. Martial Arts [Martial Art], the Skill Basic Abilities Advanced Techniques. 80 80 81 81. Eclipse: The Codex Persona.

(9) Master and Occult Techniques Sample Martial Arts Skills Adamantine Fist Arctic Fire Kung Fu Crane Style Kung Fu Wind Dance Cloak Mastery Oaken Storm Phantom Blade Gungnir's Flight Kung Fu Blood Blade Technique Ghost Busting Technique. 82 83 83 83 83 83 83 83 84 84 84 84. Mystic Artist Basic Abilities Inspiration Abilities Positive Levels Manipulation Abilities Synergy Abilities The Classical Bard Basic Ability Modifiers Amplification Echoes Enduring Great Projection Projection Rapid Seeking Whispers Enhanced Abilities Path of Artistic Mastery Path of Whispers Chords of Fate The Celebrated Way Path of Dissonance Art of the Occult. 84 85 85 86 86 86 87 87 87 87 87 87 87 87 87 87 88 88 89 89 90 90 91. The Path of the Dragon The Way of the Artificer The Way of Inner Fire The W. of Hosting the Essence The W. of the Wings of Fire The W. of the Dragon's Speech The Way of the Dragon's Craft. 92 92 93 94 94 95 95. Ritual Magic Occult Ritual Weird Science Ritual Results. 96 96 96 96. Rune Magic Rune Casting Rune Mastery Minor Abilities Magician Runic Ritual. 97 97 97 97 97 97. Spell Storing Improved Activation Multiple Embedment Additional Media Maximum Level Increase Multiple Formula Focusing. 98 98 98 99 99 99 99. Thaumaturgy and Dweomer Weaving Effects Basic DC and Cost DC Modifiers Cost Modifiers Special Benefits Special Options Thaumaturgy Sample Fields: Necromancy Weather Control Dweomer Sample Fields: Psychokinesis Telepathy Other Dweomer Fields Warping Healing Extra-Sensory Per. Mysticism Practical Consideration. 100 100 101 101 102 102 102 103 103 103 104 104 104 105 105 105 106 106 106. Theurgy Theurgical Verbs Theurgical Nouns The Physical Elements The Living Elements The Hidden Elements Sample Theurgical Effects Customizing Theurgy. 107 107 107 107 108 108 108 108. Witchcraft Basic Abilities The Adamant Will Dreamfaring Elfshot Glamour Hand Of Shadows Healing Hyloka Infliction The Inner Eye Shadowweave Witchfire Witchsight Pacts Service Vow Sacrifice Infusion Energy Types of Witches Power Sources and Witches Spirit Types Advanced Witchcraft Path of Coven Mastery Path of Spirits Path of Darkness Path of Water Path of Earth Path of Fire Path of Air Path of Light. 109 110 110 110 110 110 110 110 110 110 110 110 110 110 111 111 111 112 112 112 113 114 114 115 115 116 117 118 119 119 120 121. Eclipse: The Codex Persona. 5. Chapter 4: High-Level Magic. 122. Spell Key The Spells Tenth Level Spells Eleventh Level Spells Twelfth Level Spells Thirteenth Level Spells Fourteenth Level Spells Fifteenth Level Spells Sixteenth Level Spells Seventeenth Level Spells Eighteenth Level Spells Nineteenth Level Spells Twentieth Level Spells Twenty-First Level Spells Twenty-Second L. Spells Twenty-Third L. Spells Twenty-Fourth L. Spells. 123 124 124 127 128 132 135 137 139 141 143 144 146 147 149 150 151. Chapter 5: Building a Campaign 152 Characters Personality Traits Granted Powers Motivations Character Profiles The Questions Interpreting the Results Descriptions. 153 153 154 155 156 156 158 159. World Construction Sample World Templates Putting Players to Work Keeping Characters Under Control Sample Character Builds. 160 160 162. Templates The Faithful Steed Nature Spirit Realm Spirit. 167 167 168 169. Epic Monsters. 170. Appendix 1: Chakra Appendix 2: Class Breakdowns Standard Adventurer Classes Non-Adventurer/NPC Classes Prestige Classes d20 Modern Base Classes Companion Bonuses Using Other DHG Products Appendix 3: 3.5 Feat Conversion Quick NPC Conversions Afterword. 173 176 176 182 183 188 189 189 190 190 191. Art Credits Product Identity Open Game License Other Products. 192 192 193 194. Character Persona Worksheet Campaign Option Checklist. 195 197. 163 164.

(10) Definitions ! Base Caster Level: An option for buying Caster Level independently of spell slots. ! Basic Skills: An option for giving each character a minimum cultural skill package. ! (Cha Mod): Charisma Bonus. Abbreviation. ! Channeling: The use of positive or negative energy. ! Class: A character’s personal description of what he or she does and how he or she does it. ! Corrupted: A fairly specific ability. When capitalized, it refers to a feat modifier noted on page 22! ! (Con Mod): Constitution Bonus. Abbreviation. ! Chakra: Personal magical power nexi, an in-game system for limiting power combinations. ! Character Points (CP): Character points granted by levels are used to build characters or creatures.. ! (Dex Mod): Dexterity Bonus. Abbreviation. ! Disadvantages: Special character limitations which provide a (modest) number of extra CP when taken. ! Dominion: Gathering power from the support of your followers. ! Dweomer: A scientific spellcasting technique using specific magical skills. ! Familiarities: An option for making skills more important by penalizing unskilled characters. ! Framework: Character construction guidelines for a specific campaign. ! GM: Game Master: The Game Master creates a plot or adventure for the players. ! GMO: Game Master’s Option: the GM can decide what to do with or to the party. This one doesn’t get used much in this product, but we commonly use it in other Distant Horizons Games books. ! Generic Spell Levels: These are spell levels which are not bound to a specific spell. Spontaneous casters can use them to restore expended spell levels (on a 1-for-1 basis). Other casters can not. Some abilities are fueled with Generic Spell Levels, much like Power fuels Psionics. ! Godfire: The u l t i m a t e e x t e n sio n o f Dominion. The power source used for major divine miracles. ! Grandiose: Items or creatures of vast size. These have their own size chart. ! Hexcraft: A spellcasting system based on cards.. Another character sheet, Sir? 6. ! (Int Mod): Intelligence Bonus. Abbreviation. ! Magic Level: A magic level is one “level” of progression in any magical system using spell slots. These can be purchased directly. ! Mana: Generic power for all magic. ! Martial Arts: Combat skills which specialize your style (and an unrelated special ability). ! Metamagical Theorem: A general metamagical effect which can be applied in a wide variety of ways. ! Microscale: Creatures or things that are too small to see. Microscale creatures have their own size chart. ! Mystic Artistry: The use of artrelated powers. ! Path of the Dragon: A system of arcane abilities based on personal mystical energy. ! Power: When capitalized, psionic energy. ! Proficiencies: Basic skills with armor and weapons. ! Ritual Magic: A freeform, if slow, technique for producing magical effects. ! Rune Magic: A magical technique relying on skills in specific magical fields. ! SL: Abbreviation of Spell Level. Mostly used for metamagic. ! Skill Points (SP): Skill Points are just Character Points spent on buying skills, or gained from Intelligence bonuses. ! Specialized: A very specific ability. When capitalized, it refers to a feat modifier noted on page 22! ! (Str Mod): Strength Bonus. Abbreviation. ! Thaumaturgy: A primal magical technique using raw energy and a specific theme. ! Theurgy: A spellcasting system based on magical nouns and verbs. ! Traits: Character personality values used to guide roleplaying in doubtful situations. ! Warcraft: A character’s skill with all weapons and attacks (i.e., BAB). ! (Wis Mod): Wisdom Bonus. Abbreviation. ! Witchcraft: A magical system reliant on low-level psychic powers.. Eclipse: The Codex Persona.

(11) Chapter 1: Getting Started. Eclipse: The Codex Persona. 7.

(12) System Introduction. Of course, both of those characters could be built more or less conventionally. Other players will get more creative. This book is pretty much designed for them.. Point-based design allows endless versatility, adding options for both games and characters. Here you’ll find exotic techniques for warriors, skill options for experts and rogues, strange new abilities for divine spellcasters and exotic magical techniques for arcanists along with whole new forms of magic and might. Of course, with unlimited options, the first thing to do is to start hacking away the ones you don’t need. GM’s can use the handy worksheet in the back.. There are others: the Wolf-Binder, The Shamanistic “Lady of Many Spirits,” The Trickster, The Thunderer, The Mistress of Life and Fire, and the Lightbringer. Each has their own task, and endures across the ages. Ulric is the Wanderer. It is his duty to maintain the ancient wards and to fulfill the mysterious dictates of Wyrd. He does not know his age. He knows that he was born in the far north, where he was called to battle a spirit of winter that sought to engulf the world, but there are centuries’ worth of gaps in his memory and his power. He is a skillful physician-scholar, staff-fighter, and dabbles in alchemical magic, but most of his power is derived from the immortal fires of the Path of the Dragon which burn within him. Still, there are many who would open the gates of the world and unleash what waits beyond. Until he regains his full might, it will be necessary to conceal himself from them. Result: Well, Ulric is obviously going to be tough, have quite a few innate magical abilities, some skills, and some specialized combat and spellcasting. Probably the player has a power build in mind; specializing some of his talents will let him squeeze out a few extra points but since he intends to conceal some of his powers, and is providing plenty of free plot hooks, that shouldn’t be a problem. At least this player really has something definite in mind. For a writeup, see page 165.. Each player needs to describe their character’s class. While this description doesn’t need to be very long or complicated, it should cover the basics of WHAT a character does and HOW he or she does it. We suggest three to four sentences, although sometimes a simple, iconic name suffices. Either way, you need to set down what the character’s strengths are. For example: “Randir the Witch-Hunter has dedicated himself to hunting and defeating rogue spellcasters. He has a solid base in combat, though not exceptional, and has studied counter-magic. He knows how to sneak around, how to investigate - and how to cut an Wizard’s throat.” Result: Randir can be expected to buy a fair number of levels in Warcraft (a.k.a., Base Attack Bonus) and fair hit dice. While resembling a classic Rogue, he has fewer skills, spending CP on defensive magical talents instead. Randir won’t be taking many strange innate powers or major spellcasting, but may purchase some abilities Specialized against mages.. Want a noble hero tormented by the dark powers of a demon imprisoned in him? A merchant prince? A fallen godling out to reclaim his throne? A renegade cyborg? A social manipulator? An inventor?. Don’t be this guy! Bill “So, what do you want to play, Mike?” Mike: “I’m going to play Volthar the Barbarian!” Bill: “OK, what kind of class description do you have? Mike: “He’s… a barbarian? Bill: *Sigh*. Go right ahead. Characters still may “multiclass,” only it revolves around taking abilities outside their descriptions. Some GM’s may prefer that characters take levels from a standard list of classes, in which case they should simply select lists of abilities to suit their world and use the normal d20 multiclassing rules. The Dabbler penalty (page 17) and the Schooling ability (page 42) may apply.. Better... “Volthar is a Barbarian’s barbarian, a brutal destroyer who smashes people, places, and things. For him, it’s not about the treasure, it’s about defending the honor of his ancient people by killing everything in his path and taking their stuff, if any. As a tribal barbarian, he is well equipped for survival in his wasteland home.” Result: Well, Barbarians are as Barbarians do. Even without using the standard build, Volthar will probably want a high combat skill, hit points, and probably the Berserker abilities. With a bit more detail he could have gone in for some totemistic magic or wilderness skills, assuming he wanted any.. Remember that "I'm Playing In Character!" does NOT excuse being disruptive or demanding extra work from the GM. You're the one who came up with the character to begin with: it's your job to make him or her acceptable to the group and to keep him or her involved with it. Characters who will not work with the group will be, quite rightly, abandoned by it. From the characters’ points of view "PC" and "NPC" are quite identical. If your character is interfering with other people’s ability to play, invent a reason for him or her to grow, change, or get along - or take him or her away.. 8. Eclipse: The Codex Persona.

(13) Character Building Basics. who wish to become extremely tough may purchase a second hit die at any level for 8 CP + the normal die type cost listed above. Characters do gain their Con modifier again for the second die.. The character building system revolves around CP, or character points. Everything is bought with them, including skills, feats, and hit dice. Every character receives 24 CP, to spend on upgrades per level. Instead of gaining bonus feats at levels 1, 3, 6, 9, 12, 15, and 18, characters gain +6 CP. In any case, this bonus represents things the character has picked up through experience, rather than through training. They can be used for pretty much anything, regardless of a character’s speciality, concept, or framework limitations (page 16). Instead of gaining the usual attribute boost at levels 4, 8, 12, 16, and 20, characters gain Improved SelfDevelopment. This raises low attributes more than high ones but otherwise works much the same way. See page 42 for more information about Self-Development. You may prefer to give epic-level characters fewer perhaps 12 - CP per level on the grounds that (1) they’ve already seen almost everything, (2) they have to spend most of their time keeping in practice with their current abilities, and (3) that they’re already about as powerful as mortals get. For reference purposes, most epic level feats cost about 12 CP to build.. Children, Growth, and Adventurers Table Level “-2" “-1” 0 1 +1. Hit Points Life Stage 1 Infant 1 +Con Mod Child 3 +Con Mod Youth Hit Die Max + Con Mod Adult Hit Die + Con Mod Adult. Is there something wrong with being a stereotype?. CP and SP gained None. Helpless. +2x(Int Mod) SP +24 CP +Int Mod SP. Skills. 1 CP buys 1 skill point. The normal maximum (Level + 3) for skill ranks remain unchanged. Any crossclass (we call it “irrelevant”) skill on which a player spends 6 or more CP becomes a class skill (‘relevant”) from then on. What skills start off in-class are designated by the GM in consultation with the player according to the class description. Most classes start off with 12-18 class skills, but skill-based characters often have more. ! Characters gain bonus SP for high Intelligence, as listed on the Children, Growth, and Adventurers table above. ! Characters may buy a “specialty” in a given skill for 1 CP; these add +3 to the roll, but only for a chosen limited application. Only one specialty ever applies at a single time, even if they overlap. For example, many riders specialize in “Horses.” ! Unlike normal skills, restricted skills can’t normally become “relevant” without the Occult Skill (Improved) feat. A restricted skill is simply a skill that most people can’t learn, usually because it's highly specialized, requires secret lore, or has exotic prerequisites. The 3.0 Rogue’s Read Lips skill was restricted, even if that didn’t make much sense. There are better examples on page 39.. +24 CP +Int Mod SP +24 CP +Int Mod SP. Most Game Masters start characters off at level one, under the assumption that they’re successfully gotten through childhood and adolescence. While exceptional children may gain levels before adulthood, it’s relatively rare. If it happens just move on up the chart.. Basic Expenditures Hit Dice. While characters receive basic hits (1d4 + Con modifier) for each level, they may buy larger hit dice. Upgrading to a d6 costs 2 CP, a d8 costs 4, a d10 costs 6, a d12 costs 8, and a full d20 costs 16, if your GM will allow you to take them. (These cost a number of CP equal to the hit die’s die type, minus 4.) Characters. Eclipse: The Codex Persona. 9.

(14) ! True Names are difficult to discover, learn, and pronounce. Once found, you can memorize one major (sentient beings, mystical entities, elements or forces), three lesser (animal types such as “Hyena,” common items, and organs), or twelve minor (plant types, e.g., “Basil”) names per skill point. Knowing something’s True Name is usually worth a +4 bonus on any rolls involving using magic against it. Other uses are possible, but depend on the game world and the creature involved.. General Skill Options ! Roll skill and attribute checks using 3d6 instead of 1d20. Since this gives much more consistent results, averaging around 10, it makes skill ranks and modifiers much more important. ! Use “Familiarities.” An untrained character takes a -4 penalty on skill checks. This can be eliminated by either taking levels in the skill or by becoming familiar with the skill; you can become familiar with 3 separate skills per skill point invested. Skill enhancing devices do NOT negate unfamiliarity penalties. ! Allow characters to spend CP and Int-based SP from their next level in advance provided that the character actually takes the time to learn a skill or skills in-game. ! Give every character some automatic skills at level one. These normally include: Profession or Craft (whatever your parents did) +2, and specialities in Sense Motive (own culture), Handle Animal (those commonly used in your culture), Knowledge: Local Area (where you grew up), and Knowledge: (your) Religion. Familiarities include: Bluff, Diplomacy Gather Information, Hide, Listen, and Climb. For comparison, this would have a total cost of 8 SP. Creatures with distinctly different homelands or physiologies should substitute something else for these skills as appropriate. Monks raised in seclusion may not have Profession or Craft. Centaurs won’t have Climb.. Saving Throws. Each point of bonus in a single saving throw (Fort, Ref, Will) costs 3 CP. They can be modified and limited to make them cheaper, but more specific. See Resist on page 41 for more information. Special Abilities. Characters may purchase feats and special abilities. Most cost 6 CP, but some have varying costs, or cost more or less than usual. See the Abilities section (the abilities section starts on page 23) for more details. Abilities can be modified and limited to make them cheaper, but less effective. ! GM’s must approve any Corrupted or Specialized ability (page 22). Remember, if it doesn’t hinder the character, it isn’t a downside. All class features are available as feats or a combination of feats. Proficiencies. These fall under abilities, and are located on page 49. BAB. Base Attack Bonus is purchased as Warcraft. Each level of Warcraft costs 6 CP and adds +1 to the character’s Base Attack Bonus. It may be taken multiple times, up to three points over the character’s level, just like a skill. This is the only attack-bonus purchase which contributes to the character’s attack progression. Other, special-purpose enhancements exist for players to buy, of course.. Specific Knowledges Specific Knowledges are straightforward; instead of spending skill points on general information - such as Knowledge: Geography - you spend them on specific things, such as “The defenses and layout of Castle Eravain.” In general, this can be treated as a +15 bonus on relevant rolls. Of course, knowing exactly what some authority has to say on a subject is only helpful if they happen to be right. Common types of specific knowledge include: ! Books normally cost 1-3 SP each. They’re a good deal harder to remember than poems and such. Quite a few priests commit one or more major holy books to memory, normally at a reduced cost of 1 SP each due to their dedication. ! Epic Poems and Classic Ballads are designed to be easily memorized, but are often very long. It costs 1 SP to memorize three of them. ! Individual Studies are difficult to classify. In general they can be treated as “memorizing a book” on the subject in question. ! Mystical Rituals depend on their complexity. In general, you can memorize (Int Mod +3) minor rituals (burial, marriage, coming of age, etc) for 1 SP. Major rituals with notable effects will probably cost 1 SP each. Sadly, while memorizing a ritual provides the usual +15 bonus on knowledge checks about said rite, it only offers a +5 bonus on actually performing the ritual.. Base Caster Level works like Base Attack Bonus and has the same cost and cap; 6 CP per level up to a limit of +3 over the character’s level. Basic spellcasters have a Specialized (only for the progression it was purchased with, 3 CP/level) version of this included with the cost of their Caster Levels. Paladin and Ranger progressions are an exception: since they have an effective Caster Level equal to their (class level/2), they need only buy 10 Specialized Caster Levels, totaling 30 CP at level 20. The cost of spell slots varies with the progression, as shown under Magic Levels, below. Magic levels which apply to two or three progressions are usually considered Corrupted, and cost 4 CP each - making it slightly cheaper to combine spellcasting progressions. Casting a spell or using a power normally requires a minimum Caster Level equal to (twice its level -1). The Game Master may or may not enforce this. If not, it may be possible to cast very powerful spells with very low Caster Levels and spells with fixed, rather than per-level, effects become far more valuable.. 10. Eclipse: The Codex Persona.

(15) and obligations, for his or her spells to work. This usually applies to Divine magic, though some ascetic Psionic or Arcane forms have this. ! Noncombative (3.5 Optional). The user’s spell list has either very limited or virtually no combat applications. The only standard classes using this modifier are the 3.5 Ranger and Bard; the 3.0 versions started with relatively limited combat magic, but were free to develop it. The 3.5 versions may not. ! Restrained. The user can only produce a limited range of effects - typically “no wide-area destructive spells,” although many other limitations are possible. Divine and Psionic powers are usually subject to this. ! Studies. Spells must be found and mastered, or the user is limited to a modest list of inherent spells (and can only trade around one per level). Arcane and Psionic powers are usually subject to this restriction. Sadly, only those using Inherent Spells can be spontaneous casters. Removing a limitation adds +2 points to the cost of each magic level. Extra ones reduce the per-level cost by -1 point for every six points (or part thereof) of the cost on the chart above. For example, a “Prophet” might use the Sorcerer's charts (16 CP/level) – but use the Conduct restriction as well, reducing the cost to 13 CP/level. Sadly, spell progressions have a minimum cost of 2 CP/level regardless of how many limitations are applied and are always restricted to a general type of magic.. Magic Levels. Characters usually purchase spellcasting abilities level by level, although alternative systems exist for those who wish to use them (see Chapter 3, page 65). Characters may not buy more than two magic levels in any one progression per level, and cannot buy a magic level higher than their (character level + 3) in any case. See also Base Caster Level, above. Progression Paladin or Ranger Psychic Warrior, Wilder, Adept Bard, Cleric (No Package), Druid Cleric Package Psion Wizard Sorcerer. Cost 2 6* 8* 10* 12* 14* 16*. *Includes +1 Specialized Caster Level. All magic levels are normally subject to at least two of the following limitations: ! Components. Spellcasting requires extensive work, including incantations, gestures, and weird material components. Most effects are subject to armor-related spell failure and cannot be used without pouches full of spell materials. Arcane magic is usually subject to this restriction. ! Conduct. The user must subscribe to specific beliefs, behave in particular ways, or live up to various duties. Beginning cleric magic is a considerable bargain. It normally includes two domains (12 CP), their related feats (12 CP), Spell Conversion (Healing OR Harming spells, 6 CP) and a set of specialty Spell Slots (6 CP). This is a sort of Divine Credit. It assumes that religion is going to be a major part of the character's career. The GM may opt to make dabblers buy these abilities separately. In this case, the per-level cost of cleric magic is reduced to 8, identical to the Druid’s. This actually is a better buy at very high levels, starting at level 19. To continue our first example, A Witch-Hunter probably has only the Paladin/Ranger progression, bought with the following limitations: Restrained (only counter-magic spells with a few healing and banishing spells) and Code of Conduct (user must not study other Arcane or primal magic). While bought as Arcane here, it could easily be bought as Divine for an order of holy guardians or Psionic for an elite order of meditative wardens. This will cost 2 CP/level and is usable in armor, but will never become very powerful. Spells. Characters may acquire an existing spell formula of any spell they could cast but do not already know for 1 CP. Original, customized spells cost 2 CP. Casters who can use spells spontaneously pay double the normal cost. Characters using psionic abilities which may be augmented pay three times the normal cost. The “Spells known” category in the progressions (page 1214) is only of interest to characters limited by Studies.. But she can so Read Magic! Eclipse: The Codex Persona. 11.

(16) Spell Progressions. Characters who want to use psychic progressions for normal spellcasting should divide the listed Power by 1.8 to convert it to spell levels, and may trade out one old spell formula per level. Characters who want to use normal magic levels for psychic progressions should multiply the available spell levels by 1.8 to get Power, use the total number of spells known as the number of disciplines known, and use the maximum level of slot available as the maximum level of power which they can know.. All spell progressions include the numbers of spells known for spontaneous sorcerer-style casters.. Paladin and Ranger Spell Progression Spells gained per level/Spells known (if applicable) Lv 1 2 3 4 5 6 7 8 9 10. L0 1/2 1/3 2/3 3/3 3/3 3/4 3/4 3/4 3/4 3/5. L1 0/1 0/1 1/2 1/2 1/2 1/2 1/3 1/3 1/3 2/3. L2 -/-/-/-/0/0/1 1/1 1/1 1/2 1/2. L3 -/-/-/-/-/-/-/0/1 1/1 1/2. L4 -/-/-/-/-/-/-/-/-/-/-. Lv 11 12 13 14 15 16 17 18 19 20. L0 3/5 3/5 3/5 3/5 3/6 3/6 3/6 4/6 4/6 4/6. L1 2/4 2/4 2/4 2/4 3/4 3/5 3/5 4/5 4/5 4/5. L2 1/3 1/3 2/3 2/4 2/4 3/4 3/5 3/5 4/5 4/5. L3 1/2 1/2 1/3 2/3 2/3 3/4 3/4 3/4 4/5 4/5. L4 0/1 1/1 1/1 1/2 1/2 2/2 3/3 3/3 3/3 4/4. 3.5 Psychic Warrior Power Progression Power Points and Powers Daily Powers Max Lvl Power Known Lvl 1 0 1 1st 2 1 2 1st 3 3 3 1st 4 5 4 2nd 5 7 5 2nd 6 11 6 2nd 7 15 7 3rd 8 19 8 3rd 9 23 9 3rd 10 27 10 4th. Note that basic Paladins and Rangers start investing points in spellcasting at level 4.. 3.0 Psychic Warrior Power Progression Power Points and Powers Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20. Power Pts/Day 2 3 4 5 8 11 16 21 26 33 40 47 56 65 74 85 96 107 118 129. - Powers Discovered 0 1 2 3 4 5 6 2 — — — — — — 3 — — — — — — 3 1 — — — — — 3 2 — — — — — 3 3 1 — — — — 3 3 2 — — — — 3 3 2 1 — — — 3 3 3 1 — — — 3 3 3 2 — — — 3 3 3 2 1 — — 3 3 3 3 1 — — 3 3 3 3 2 — — 3 3 3 3 2 1 — 3 3 3 3 3 1 — 3 3 3 3 3 2 — 3 3 3 3 3 2 1 3 3 3 3 3 3 1 3 3 3 3 3 3 2 3 4 3 3 3 3 2 3 4 3 3 3 3 3. Daily Powers Max Lvl Power Known Lvl 11 35 11 4th 12 43 12 4th 13 51 13 5th 14 59 14 5th 15 67 15 5th 16 79 16 6th 17 91 17 6th 18 103 18 6th 19 115 19 6th 20 127 20 6th. Wilder Power Progression Power Points and Powers Daily Powers Max Lv Power Known Lv 1 2 1 1st 2 6 2 1st 3 11 2 1st 4 17 3 2nd 5 25 3 2nd 6 35 4 3rd 7 46 4 3rd 8 58 5 4th 9 72 5 4th 10 88 6 5th. Daily Powers Max Lv Power Known Lv 11 106 6 5th 12 126 7 6th 13 147 7 6th 14 170 8 7th 15 195 8 7th 16 221 9 8th 17 250 9 8th 18 280 10 9th 19 311 10 9th 20 343 11 9th. Optionally, all chart-progression spellcasters have a “phantom slot” one level higher than their current maximum, representing whatever they’re studying at the moment. Unfortunately, using it requires a Fortitude save to avoid (1d4 damage per spell level), and a Will saving throw to avoid a spell misfire. Both DC’s are (11+Spell Level). Fooling around with magic you haven’t yet mastered under stress is not recommended. Still, when did playercharacters stick with what was recommended?. 3.0 Psionic Powers are a great deal more specific than the 3.5 powers. For example, the ability to summon Astral Constructs included nine separate disciplines in 3.0; these were folded into one in 3.5. The 3.0 charts thus offer substantially more powers. As a rule, the 3.0 chart should only be used with the 3.0 powers and the 3.5 chart with the 3.5 powers.. 12. Eclipse: The Codex Persona.

(17) Like Spellcasters, Psionic characters get extra magic for having a high score in their primary magical attribute. In their case they receive (Att Mod) x Caster Level/2 extra Power rather than bonus spells.. Cleric and Druid Spellcasting Progression Spells gained per level/Spells known (if applicable) Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20. Adept Spellcasting Progression Spells gained per level/Spells known (if applicable) Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20. L0 3/4 3/4 3/4 3/4 3/5 3/5 3/5 3/5 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6. L1 1/2 1/2 2/2 2/2 2/3 2/3 3/3 3/3 3/4 3/4 3/4 3/4 3/5 3/5 3/5 3/5 3/6 3/6 3/6 3/6. L2 0/1 1/2 1/2 2/2 2/2 2/3 2/3 3/3 3/3 3/4 3/4 3/4 3/4 3/5 3/5 3/5 3/5. L3 0/1 1/2 1/2 2/2 2/3 2/3 2/3 3/4 3/4 3/4 3/5 3/5 3/5. L4 0/1 1/2 1/2 2/2 2/3 2/3 2/3 3/4 3/4. L5 0/2 1/3 1/3 2/4 2/4. L0 3/5 4/6 4/6 5/7 5/7 5/8 6/8 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9. L1 1/3 2/3 2/4 3/4 3/5 3/5 4/6 4/6 4/6 4/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6. L2 1/2 2/3 2/3 3/4 3/4 3/5 4/5 4/6 4/6 4/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6. L3 1/2 2/3 2/3 3/4 3/4 3/5 4/5 4/5 4/5 4/5 5/5 5/5 5/5 5/5 5/5 5/5. L4 1/2 2/3 2/3 3/4 3/4 3/5 4/5 4/5 4/5 4/5 5/5 5/5 5/5 5/5. L5 1/2 2/3 2/3 3/4 3/4 3/5 4/5 4/5 4/5 4/5 5/5 5/5. L6 1/2 2/3 2/3 3/4 3/4 3/4 4/4 4/4 4/4 4/4. L7 1/2 2/3 2/3 3/4 3/4 3/4 4/4 4/4. L8 1/2 2/3 2/3 3/4 3/4 3/4. The clerical progression does not necessarily include domain spell slots. Those are gained via the Specialist ability (page 44).. Bard Spellcasting Progression Spells gained per level/Spells known (if applicable) Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20. L0 2/4 3/5 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6. L1 0/2 1/3 2/3 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 4/4 4/5 4/5 4/5 4/5 4/5. L2 0/2 1/3 2/3 2/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 4/4 4/5 4/5 4/5 4/5. L3 0/2 1/3 2/3 2/4 3/4 3/4 3/4 3/4 3/4 3/4 4/4 4/5 4/5 4/5. L4 0/2 1/3 2/3 2/4 3/4 3/4 3/4 3/4 4/4 4/5 4/5. L5 0/2 1/3 2/3 2/4 3/4 3/4 4/4 4/5. L6 0/2 1/3 2/3 3/4 4/4. The other Druids thought that the giant mouth tattoo was a bit much. So it ate them.. Eclipse: The Codex Persona. L9 1/1 2/2 2/3 3/4. 13.

(18) 3.0 Psion Power Progression. Wizard Spellcasting Progression. Power Points and Powers Power Level Pts/Day 1 2 2 3 3 4 4 7 5 10 6 15 7 20 8 27 9 34 10 43 11 52 12 63 13 74 14 87 15 100 16 115 17 130 18 147 19 164 20 183. Spells gained per level/Spells known (if applicable). -------- Powers Discovered ------0 1 2 3 4 5 6 7 8 9 2 0 - - - - - - - 2 1 - - - - - - - 2 2 - - - - - - - 3 2 0 - - - - - - 3 2 1 - - - - - - 4 2 1 0 - - - - - 4 3 2 1 - - - - - 5 3 2 1 0 - - - - 5 3 2 2 1 - - - - 6 3 2 2 1 0 - - - 6 3 3 2 2 1 - - - 7 3 3 2 2 1 0 - - 7 4 3 3 2 2 1 - - 7 4 3 3 2 2 1 0 - 7 4 3 3 3 2 2 1 - 7 4 4 3 3 2 2 1 0 7 4 4 3 3 3 2 2 1 7 4 4 4 3 3 2 2 1 0 7 4 4 4 3 3 3 2 1 1 7 4 4 4 4 3 3 2 2 1. Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20. 3.0 Psions also gain one power of each level from their chosen speciality list. These become available at the “0" listings on the table.. L1 1/6 2/6 2/7 3/7 3/8 3/8 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9. L2 1/3 2/4 2/4 3/5 3/5 3/6 4/6 4/7 4/7 4/7 4/7 4/7 4/7 4/7 4/7 4/7 4/7 4/7. L3 1/3 2/4 2/4 3/5 3/5 3/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6. L4 1/3 2/4 2/4 3/5 3/5 3/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6. L5 1/3 2/4 2/4 3/5 3/5 3/6 4/6 4/6 4/6 4/6 4/6 4/6. L6 1/3 2/4 2/4 3/5 3/5 3/5 4/5 4/5 4/5 4/5. L7 1/2 2/3 2/4 3/4 3/4 3/4 4/4 4/4. L8 1/2 2/3 2/3 3/4 3/4 4/4. L9 1/2 2/3 2/3 4/4. Sorcerer Spellcasting Progression Spells gained per level/Spells known (if applicable). 3.0 Psionic Powers are a great deal more specific than the 3.5 powers. For example, the ability to summon Astral Constructs included nine separate disciplines in 3.0; these were folded into one in 3.5. The 3.0 charts thus offer substantially more powers. As a rule, the 3.0 chart should only be used with the 3.0 powers and the 3.5 chart with the 3.5 powers.. Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20. 3.5 Psion Power Progression Power Points and Powers Daily Powers Max Lvl Power Known Lvl 1 2 3 1st 2 6 5 1st 3 11 7 2nd 4 17 9 2nd 5 25 11 3nd 6 35 13 3rd 7 46 15 4th 8 58 17 4th 9 72 19 5th 10 88 21 5th. L0 3/8 4/9 4/9 4/10 4/10 4/11 4/11 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12. Daily Powers Max Lvl Power Known Lvl 11 106 22 6th 12 126 24 6th 13 147 25 7th 14 170 27 7th 15 195 28 8th 16 221 30 8th 17 250 31 9th 18 280 33 9th 19 311 34 9th 20 343 36 9th. 14. L0 5/4 6/5 6/5 6/6 6/6 6/7 6/7 6/8 6/8 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9. L1 3/2 4/2 5/3 6/3 6/4 6/4 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5. L2 3/1 4/2 5/2 6/3 6/3 6/4 6/4 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5. L3 3/1 4/2 5/2 6/3 6/3 6/4 6/4 6/4 6/4 6/4 6/4 6/4 6/4 6/4 6/4. L4 3/1 4/2 5/2 6/3 6/3 6/4 6/4 6/4 6/4 6/4 6/4 6/4 6/4. L5 3/1 4/2 5/2 6/3 6/3 6/4 6/4 6/4 6/4 6/4 6/4. L6 3/1 4/2 5/2 6/3 6/3 6/3 6/3 6/3 6/3. L7 3/1 4/2 5/2 6/3 6/3 6/3 6/3. L8 3/1 4/2 5/2 6/3 6/3. L9 3/1 4/2 6/3. Eclipse: The Codex Persona.

(19) Corrupted and Specialized Magic. over your spells each day or if your patron keeps coming up with missions for you. This is a classic for clerics and for spellcasters who are too impatient or greedy to actually study. ! Mysticism. Your magic relies on building up credit Corrupting or Specializing (page 22) magic levels with various types of spirits, and so cannot use external allows for a great deal of variation over and above that power sources or batteries. This is usually Corrupted, but inherent in mixing and matching limitations, levels, Specialized if the spirits are unusually difficult to please charts, and spell types. Either can be used to increase (i.e., you have a slow or difficult recovery). the effective number of magic ranks purchased, to reduce This works well with Rune Magic (page 97), the cost, or alter the number of spells granted by each especially when combined with Mana (Specialized to level. Some common modifications include: create individual “pools” of favors with particular ! Destructive. Your magic has dangerous and/or spirits, page 36) and Reflex Training (so that “spirits” destructive side effects, either environmental (usually can cast instant defensive spells for you, page 40). Corrupted), on your friends (usually Specialized), or ! Ritualist. Your magic requires lengthy preparations personal, such as insanity, progressive mania, damage, or and many components. This is usually Specialized unless spiritual corruption (usually Specialized). normal magic is not available in a campaign. While this is a classic for evil The classic ritual summoner mages (who don’t care what can command tremendous forces happens around them), a player if he or she can keep summoned character struggling with the creatures around for a while undesirable consequences of with the Persistent metamagic power can be very interesting. (page 63), but is helpless if ! Difficult. Your regain your caught unprepared. magical energy slowly. This is ! Subsumption. You fuel your usually Corrupted if it merely magic by “draining” power from requires a week or two, or others. This usually causes Specialized if you have to use mental problems. This is Rite of Chi (page 42) or a similar Corrupted if you need steal ability to get it back. powers only to learn them (i.e., This works well with to buy a power you must first characters who draw their defeat someone who has it) or magic from dangerous sources, Specialized if someone must be steal it from mystical beings, or drained to regain your powers. must pay for it in some fashion. Less drastically characters ! Elemental. Your magic is can buy a progression to store restricted to an unusually narrow but not cast spells, making them field. While “the four elements” a walking magical battery. This (Corrupted) or a single element Specialized power may require (Specialized) are common It Slices! It Dices! It makes buying off some limitations such choices, there are hundreds of as Components or Studies. 31 varieties of Pancakes! possible fields. ! Unreliable. Your magic Almost too common to comment on, extreme simply fails to work sometimes. This may require a die specialization is usually better for dabblers than for roll each time a spell is cast or there may be conditions magical experts. that block your abilities, such as being on holy ground, ! Focused. You need some vulnerable external device to carrying metal, or targeting someone carrying cold iron. use your magic. This is Corrupted if the “device” is Corrupted or Specialized depending on the extent of the something that’s difficult to destroy or take away, such limitation and how often it comes into play. as a sacred grove, temple, or series of tattoos on your For a very Specialized version of this try magic skin. It’s Specialized if it’s easily taken away, such as a which only works on a particular set of targets. staff or wand, or if it attracts trouble, such as a hidden ! Wild. Your magic is unstable. It may be governed by horde of treasure. natural cycles, such as the phases of the moon, and thus Perhaps this is part of how dragons become so be reasonably predictable (Corrupted) or it may vary powerful - and why it angers them so much to have randomly and/or have uncontrollable side effects something stolen from their hordes. Heh. (Specialized). ! Granted. You deal with a single mystical entity on a Note that this is a LIMITATION. It never improves personal level, and may acquire only those abilities your powers beyond what you’ve actually paid for, which it decides to grant. This is Corrupted if it simply although it certainly reduces them at times. limits your choices, but Specialized if you have to debate. Eclipse: The Codex Persona. 15.

(20) Control Mechanisms. ! Approval. This simple - if intrusive - method has the GM approve only a limited number of special abilities for each character. This is, of course, what most methods come down to in the end - but in this case we’re not bothering with an in-game justification. This works, but it’s less satisfying for everyone. ! Framework. Characters must spend a minimum number of points per level in various fields. This won’t keep people from going for the “best” abilities, but it does force them to be tolerably well-rounded, cuts down on the number of special talents any one of them can have, and helps maintain the idea that they’re learning from experience rather than picking from a menu. A basic Adventurer framework is shown below. While minor exceptions may be allowed, and points from bonus feats and disadvantages are not subject to the template limits, it should be suitable for most d20 settings.. While there’s nothing wrong with a free-wheeling game that allows people to spend their CP on anything they want, it’s hard to run. Since Eclipse is designed for use in any setting, it offers far more character options than will fit into any one game world. Sadly, such flexibility, like any pointbuy system, also allows many forms of character-design abuse. Players may want to indulge in truly grotesque min-maxing, create incredibly powerful specialists, take points for irrelevant “disadvantages” (or even disguised advantages), build characters that don't fit into the game world, stack bonuses, and buy whatever they see as the most convenient, “best,” or most cost-effective abilities whether they make sense for the character or not.. Adventurer Framework. Unfortunately, any given option will be “abusive” in some worlds and with some GM's but not in or with others. Trying to address this within the rules themselves is a futile effort that simply creates more loopholes and endless special cases. Ergo, here are some ways to customize things for your particular world.. Per-Level Point Expenditure Restrictions Ability Hit Die Skill Points Saving Throws Special Abilities Warcraft Magic Levels Extra Spells. ! Bloodlines. Many abilities can be learned, but others require some innate mystical talent. If you're not born with that special spark, such abilities are extremely difficult (e.g., require a Wish, Miracle, great quest, major mystical experience, or divine aid) or even impossible to acquire. Players may pick a limited list of restricted abilities for which their character has the necessary “spark” during character creation. ! Ritual. Some abilities require specific rituals or odd technological means to acquire. The ingredients, places, times, and procedures to follow are all likely to be more or less difficult to find or arrange. This method, like Secrets, below, has the side benefit of being a rich source of side-adventures. ! Secrets. The secrets of some abilities are guarded by ancient hermits, hidden orders, supernatural beings, or elder dragons, are buried in rare manuscripts, or are only to be found in distant and dangerous places. ! Training. Some talents require months or years of exotic training, are very time-consuming to maintain, or have other special, or mutually exclusive, requirements. No one can have more than a few of them. As a side benefit, this option can be used to keep characters busy, and spending money, between adventures. ! Development. Some abilities take months or years to develop, may be erratic at first, and may cost more points than usual. Characters list the abilities they want and set aside points for them. The GM deducts points from that pool if and when he decides to make an ability available, may only allow a partial ability at first, and may deduct extra points for overly-useful abilities or combinations.. Minimum 0* 2* 3* 0 3+ 0 0. Maximum None 12 12 12 12 18 4. *More is usually a good idea +This translates to a minimum BAB of (Level/2). Most characters should be allowed to round down to the nearest 6. Special Abilities. Individual Game Masters may make exceptions for heavily ability-dependent characters, such as Monks, but don’t count on it. Adventurers may not invest more than (level+2) x 6 CP in any one chain of linked special abilities OR have more than (level+1) abilities from any one such chain. They cannot add more than two links to such a chain per level. Proficiencies. Characters may spend as many CP as they wish on Proficiencies. As a practical matter, they are expected to learn at least four weapons; almost anyone should be able to pick up a club, crossbow, dagger, or staff and use it immediately. In fact, most adventurers should be able to use all simple weapons. Magic Levels. No points need be spent here, but characters cannot gain more than two levels in any one magic progression per character level. Similarly, they may not buy more than 4 extra spells per character level.. 16. Eclipse: The Codex Persona.

(21) Fast Learner. (+1) Actually purchased as a feat for 6 CP, this ability grants extra CP as the character rises in level. Specialized versions are available and encouraged. No one may take Fast Learner more than once unless it’s been built into a template, race, or class by the Game Master. For example, wizards have Fast Learner Specialized in acquiring new spells each level. This doubles the CP output; each spell costs 1 CP, so wizards gain 2 spells per level. The Game Master should keep a careful eye on Fast Learner; it is very easily abused.. Slight modifications to the basic framework can adapt it to particular campaigns. For example, in a modern espionage setting characters are presumably quite skilled, but can’t have any mystical abilities beyond trivial psychic powers. Ergo: Modern Espionage Framework: Minimum 6 CP per level spent on skills, maximum of 2 CP per level spent on mystical abilities. In a setting where all the characters are a part of a mercenary company, one might reasonably require: Elite Mercenary Framework: Minimum of 2 CP per level spent on buying larger hit dice, minimum of 4 CP spent on skills per level, maximum magic level of (character level - 3). This will keep the characters reasonably tough, but drastically limits their spellcasting.. Restrictions. (+1) A character with restrictions has major limitations on the use of some ability or type of equipment. He or she may never (ever!) acquire or use such talents without major penalties. For example, W itchYou want to add what? Don’t you think it’s Hunters never cast just a bit late for that? You’re down to 18 CP! spells except to fix the problems caused by other magic on pain of losing most of their abilities. The point bonus is per category which applies. A If applied to a character, these modifiers add or character only gains the bonus points for restrictions on subtract the listed CP value at every level, starting at things that would obviously useful to him or her. level 1. Modifiers linked to a particular ability (such as Common restrictions include wearing no armor, using no Very Limited Spell List) require the character to invest a weapons, using no magic or psionics, or skill-related substantial number of points in that ability; 3 per level is feats. A good explanation is in order. Why is the good minimum. That’s nearly 3 full levels at level 20! character restricted in this way?. Per-Level CP Modifiers. Dabbler. (-2) A character with Dabbler either has no class description or insists on taking abilities outside of that theme. This penalty applies to each level until said character takes out time (several months) to retrain. GMO as to whether this or the 10% XP penalty applies.. Untrained. (-6) This character has not been trained as an “adventurer,” is hopelessly untalented, or simply isn't interested. This modifier goes away - and the character gets to spend those CP - when he or she gets trained, starts to take an interest, or finds a talent (if any).. Duties. (+2) A character with Duties has extensive obligations. These restrict his or her time and freedom of action, as well as draining his or her resources, but also mean getting a lot of practice or extra training. This typically includes Druids, Clerics, and Paladins. Ignoring your duties brings on various penalties. Strangely, this continues until the GM feels you have enough penalties to equal the points you got from Duties.. Very Limited Spell List. (+.5) The character's spell lists are unusually specialized, or otherwise restricted, for his or her magic style and class. The Paladin doesn’t receive this, because his or her spell list covers nearly anything he or she might want to do and even offers some unique and powerful spells. Rangers, on the other hand, don’t have nearly the versatility they arguably should get, so they receive this small bonus.. Eclipse: The Codex Persona. 17.

(22) Disadvantages. Each character may take 1/2/3 disadvantages, for a total of +3/+6/+10 CP when the character is designed. Characters may not take more than three disadvantages. While this is not strictly reasonable - it would make more sense to have fewer CP since they must deal with their disability - it’s more fun this way. Most ordinary character disadvantages can be found on the list below. If someone wants to get really creative, let them. It’s only three or four points.. NPC Levels How many levels should NPC’s get? If it matters, we recommend the following chart for non-adventuring NPC’s and for those for whom “adventures” are the rare exception, not the rule. ! Level 1 for being a mature adult ! +1 per age category (middle-aged, old, and venerable) ! +1/2/3/4/5/6/7/8 for raising at least 1/2/4/8/16/32/64/ 128 or more children to adulthood. Max ! +1 per social or guild rank climbed +4 ! +1 for being knighted or publicly honored +2 ! +1 for being ennobled or getting a major post +2 ! +2 for being or becoming a ruler +4 ! +2 for being worshiped as a god +2 ! +2 for actually becoming a god +2. Disadvantages List All disadvantages are subject to a general rule: if it doesn't cause you significant problems, then it’s not a disadvantage, and is worth no points. Accursed. The universe is out to get you. This covers literal curses, such as dooming those you love, terrible fates, bleeding fire instead of blood, or uncontrollable lycanthropy, as well as lesser, persistent annoyances. The latter might include being a preferred target for attacks (you count as two people if random targeting is used), unpleasant disabilities such as epilepsy, allergies and so on. Your curse can be lifted, but it requires a great deal of work or truly major magic.. While the rules are exactly the same for adventurers and non-adventurers, or for NPC’s and PC’s, most nonadventurers invest their CP in things they actually use a lot rather than in anything the players or Game Master are likely to care about, or even notice. Monster levels, of course, are whatever fits the story and the needs of the Game Master.. Aged. You didn't take up adventuring until late in life. You are middle-aged or older and may, at the option of the GM, have an extra level or two with the points assigned to abilities of little use in adventuring - giving you a starting edge at the cost of a long-term penalty.. Once-Off CP Bonuses. Blocked. You cannot use some type of ability to which you'd normally have access. This is commonly a magical school, but this may include racial abilities or class abilities in games which use classes.. These apply only once, although the CP bonus is permanent unless the character chooses to buy off a disadvantage. Package Deals. Some groups offer a set (usually 6-12 CP worth) of abilities to anyone who joins up - and takes on their enemies and problems. This is a GM bribe to get characters to take on particular roles and obligations in the setting. If they’re available, go ahead and take one; you’ll be playing in the setting anyway.. Broke. You start with only a third of the usual cash and equipment you would be entitled to by your level. You may have continuing money problems as well if you add Obligations, Compulsive, or a similar flaw. Compulsive. You have some particular mania or “code of conduct” which influences everything you do. Likely compulsions include the classic manias (like Pyro- or Klepto-), an overwhelming love or hatred, greed, dedication to some peculiar goal, truthfulness, extravagant spending, or even virtue. Codes include things like Hippocratic Oaths or Chivalry. Characters that ignore their compulsions take a 20% experience penalty.. Retraining. This allows a character to regain CP lost due to being Untrained or changing classes. It may also be used to eliminate limitations and Disadvantages, but character must pay off the bonus points derived from them first. Retraining usually requires 2d6 months and an in-game explanation of who, how, and where. Unique Training. Popular with high-level characters, this can come from ancient masters, divine or infernal tutors, or simply spending six months disguised as a smith. It adds +1d6 CP, up to a maximum of +(2 x Intelligence) CP over a character's lifetime. Of course, only the GM may decide what qualifies as “unique training.”. Dependent. There is something you just have to have to function effectively. You could be addicted to a drug, rely on a special talisman, require constant support and encouragement, or simply be so confused that you need someone to tell you what to do. Unless there’s a specific effect involved this defaults to a -3 penalty on your rolls.. 18. Eclipse: The Codex Persona.

(23) Inept (select Int, Wis, Chr, or Dex). You suffer from a -2 modifier on all skills linked to the chosen attribute.. Foolish. You don’t learn as quickly as usual, and so take a 20% experience point penalty. This isn't, however, cumulative with the usual penalty for multiclassing.. Insane. You’re out of your mind. This is usually limited to particular situations or subjects, leaving you sane enough most of the time, but when that trigger comes up you become completely irrational. This most commonly shows up as phobias (darkness or a class of creature are favorites), but there are innumerable ways to go a little off your rocker.. Frail. You must make a (DC 18) Fortitude save after casting a spell of level 3+ or fighting for three rounds. On a failure you take 1d6 points of nonlethal damage and become staggered for 1d4 rounds. The GM may allow this to be limited to spellcasting OR combat, but this increases the save DC to 23. Hallucinations, Flashbacks, and Visions. Your version of reality doesn't always agree with that of those about you. While this is common enough with respect to details, in your case it may extend to things like whether it’s daytime. More commonly, and most dangerously, you may simply see a distorted version of what everyone else sees. This is up to the GM, but the occasional Will save (DC 18) is suggested, or you may react in a radically different manner than those about you.. Irreverent. You are fundamentally unable to accept the “divinity” of gods. You recognize their might and may even see one as a patron, but worship just isn't a part of your nature; they're just really powerful people to you. While gods generally forego directly smiting you, none of them will grant you divine magic and many clerics have a problem with you. Obligations. You have responsibilities which you can not easily discharge. You may have dependents, debts, a geas, massive tithes, oaths to fulfill, a job which you cannot readily leave, be sworn to the service of a lord or ruler, or just have friends who need looking after. This is a wonderful way to get dragged into adventures.. Healing Resistant. You get only half the benefit of Cure Wounds or Heal spells. Additionally, Neutralize and Remove spells grant you a save to throw off whichever effect they are targeting, but aren’t automatic. This does have an upside; the relevant Inflict Wounds, Harm, Contagion, Poison, and Blindness/Deafness spells are similarly reduced in effectiveness, allowing an extra save or halving the effect.. Outcast. You are socially unacceptable in a large area or with a large and important group. You might be noted as an oathbreaker, an “untouchable,” a kinslayer, or an ex-slave, belong to a despised ethnic group, believe in a heretical faith, or simply have numerous obnoxious habits. In any case, a sizable segment of the people in the campaign setting will have nothing to do with you.. History. The player has a few pages of notes for the GM about the character's history, personality, and goals. This should include some mention of friends and family, old enemies or allies, and where the character got his or her training or equipment. The GM should to allow the player several sessions to come up with it all.. Poor Reputation. You’re widely and unfavorably known. This results in a -6 penalty on “friendly” social skill and Charisma rolls throughout a major portion of the setting. This may be combined with “Outcast,” in which case there's not much use in trying to talk to anybody. Even your companions will suffer penalties if it becomes known that they associate with you.. Hunted. Someone’s out to get you. You may be an outlaw, have personal enemies, or have been marked by some mystical entity. The nature of your foes should be decided in consultation with the GM. As a rule, you cannot simply confront your hunters and fight it out with them. They're either numerous, powerful, or secretive.. Recorder. The player keeps records, and ensures that the GM gets a copy. Acceptable forms are up to the GM, but common variants include character diaries, letters, campaign logs, and keeping a list of NPC's.. Illiterate. An Illiterate character either cannot read or write one language or all of the languages he or she knows. This disadvantage has a flat cost and does not refer back to the starting disadvantages price table. The character gains +1 CP for the lone language version or +2 CP for all languages. As a side note, this doesn’t count against the maximum disadvantage limit, since it’s only here to be consistent with the standard “barbarian” listing. In some settings the Game Master may choose to make illiteracy the default for most characters.. Secret. There is something buried in your past which you must keep hidden. Your dark secret may range from your unpopular ancestry to being a mass murderer, but bad things happen if it is revealed (i.e., you will get two shiny new disadvantages). Characters most commonly get two from: Hunted, Outcast, Poor Reputation, or Valuable, but things like Accursed, Insane, Obligations, or Unluck may fit in some cases.. Incompetent. You suffer from a “-5” modifier on one GM-selected skill, or a “-3” modifier on a group of related skills (e.g., anything “high-tech”).. Eclipse: The Codex Persona. 19.

(24) Showman. You compulsively posture, show off, gloat, and brag giving away your plans and wasting time even in combat. You take a 3 Initiative penalty, while others get a +3 bonus on any checks that involve finding out what you're planning to do or are doing at the moment. Slow. You suffer a - 2 I n i tiat i v e penalty and a -10 fe e t p er r o und penalty to your base movement rate, and cannot buy feats whi c h improve either of these.. The eternal dilemma: healthy baby versus extra CP. Heh. blame anything that happens in the vicinity on you, and you'll have to pay in advance most of the time. Do not try to be the party spokesman. It just won’t work out.. Stigmata. You have some injury which either cannot be healed or has healed badly. It is both painful and inconvenient. You must make a DC 24 Fortitude save at the start of each session; if you fail you take a -1 morale penalty on saving throws for the duration of the session.. Valuable. You are worth a lot of money. This usually means that there's a reward out on you, but it may mean that you will bring a vast price on the slave market, have some mystic quality about you which makes you priceless to a mage, or, for truly exotic character races, that your body parts are extremely valuable.. Unarmoured. You refuse to use armor for some reason. Characters who already suffer major penalties for wearing armor can't take this disadvantage. Uncivilized. You do not fit into anything beyond a small tribe. Complex social situations, the sheer scale of cities and towns, and business and banking schemes (among other things) are all beyond your grasp. You stick out like a sore thumb in civilized areas and greatly prefer to stick with items, foods, and customs typical of your tribe. You start off with little or no access to advanced equipment or techniques for the setting, and often take a -4 penalty when dealing with civilized societies or technologies.. Vows. While closely related to Compulsive, Vows are generally more restrictive. They're also far more dangerous; those who fail to live up to their vows face some form of retribution. On the other hand, they also get some support; characters gain a +/- 3 bonus (as needed) against attempts to make them break their vows. Disadvantages are potentially far more trouble than they’re worth. The GM shouldn't overstress them. They're most valuable to the game when used as a source of convenient plot hooks. Disadvantages may be bought off with CP if the GM agrees. Doing so without explanation costs twice the CP value. Doing so with a good in-game explanation (training or building up a new reputation) costs CP equal to the value. Doing so through some major in-game quest or epic adventure costs nothing. In any case, the GM must be consulted and must agree to any such changes. Disadvantages which are integral to the character, or have become major plot elements, normally cannot be removed.. Unluck. Your life just keeps going wrong. You will be afflicted with many small miseries that have no game mechanic (the GM gets to screw with you). You always fail on a d20 roll of 2, regardless of how large your bonuses are, just as if you had rolled a natural 1. Untrustworthy. You're hopelessly shifty, have an odd aura, or just give the impression that you're guilty or up to something all the time. As a rule, nobody will take your word for anything, the local city guards tend to. 20. Eclipse: The Codex Persona.

(25) Chapter 2: Special Abilities. Eclipse: The Codex Persona. 21.

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