Serpentine
2008-02-28, 11:01 PM
Looking for advice on an NPC/item of cargo I'll be adding to the game soon. The following is combination actual description, train of thought, plan and call for help.
edit: I should mention that this obviously isn't meant to be a complete creature description, just an outline of the extra abilities she'll have in addition to being human and whatever class she chooses. Also, how do I fix this damn table? :smallannoyed:
edit mk. 2: Goff thinks that "interesting patterns" is too vague :smallsigh: All I mean is complicated patterns that are interesting to look at. Any suggestions for change? I'll try "complicated" for now, but it's not really what I meant...
Atlacamani
A girl, no more than nine or ten years old, gazes up at you warily. Tattoos or fine scars trace interestingly complex patterns across her dark skin. Her thick black hair is decorated with beads, plaits and brightly coloured thread. The woollen smock, covered in geometric images, hangs from her thin shoulders. She is pretty, helpless, clearly human, and not in the least threatening, yet you feel vaguely discomforted by her presence.
The material plane is completely infused with magic. Within every rock is the essence of the Plane of Earth. In every stream runs a bit of the Plane of Water. And within every living thing is that mix of divine, arcane and strange wild magic that created and sustains them. In this world, where magic blankets, envelops and is contained within all of existence, there is a miniscule, person-shaped hole, an emptiness, a space of pure Nothing. Oh, you can see the girl that fills this space with your own physical eyes, touch her with your fingers, but when you reach for what really matters – her magical essence – there is nothing to find.
Atlacamani is an impossibility. She should not exist. The gods leave their mark on every thing they have a hand in creating. Arcane magic holds the very universe together. It should not be possible for anything to exist without having some spark, some speck of magic. Yet she does.
This unique condition is both a boon and a hinderance. Spells and magical effects rely on the magic present inside all existence to find, attach to and manipulate their targets, whether that is the environment, a creature, or the very fabric of reality. Atlacamani does not possess this innate magic, and so effects that would rely on it, simply cannot “find” her. This includes curses, rays and other harmful spells, but also buffs and healing. Furthermore, magical items rely on linking their magic with their wielder in order to be activated. This means, of course, that Atlacamani cannot use them. With time and effort, she may learn to force such items to work for her, but it will still be relatively difficult. Furthermore, it may be possible after a while for her to make her body accept positive magic by learning to alter the shape and nature of her person-shaped void.
Spells that target something other than her and deal damage (e.g. fireball, bolt of lightning) can effect her, but not as easily as with other people. Spells that manipulate something other than her (e.g. soften earth and stone) effect her normally if she’s within its range (though I’m trying to decide whether to give her a bonus to her saves or something similar). I’m still trying to decide whether spells that summon objects (e.g. cometfall, acid arrow) will effect her or in what way. I think summoned creatures will be able to attack her as normal. A chance that they might be dispelled is possible, but that might just be covered in the later Dismissal ability. I still haven’t decided the effect of illusions and the magical weapons of enemies. Any thoughts?
My basic aim of this girl is to make her incredibly vulnerable – to begin with, she’s just a child with no levels in anything (‘cept maybe one of Commoner), and just her Non-magical and Physical Soul attributes – but occasionally incredibly powerful. She’s unlikely to be a PC at any point, though it would be possible. For the entirety of this campaign, she’s going to be very little more than a burden, as the party will have promised to take her with us and keep her safe. The rest of the party is level 10-12. Her ultimate destiny is at least two campaigns away (the rest of mine, then the next one that Goff has planned, and then the one in which Atlacamani will be required to use her abilities), and will probably be epic. What class she takes will depend on which party member takes a shine to her. Her abilities, especially the later ones, are much more aimed at being last-chance do-or-die impressive feats than everyday abilities, and she’s much more about flavour than ability. Anyway, basically, do you think that I succeeded in my aim to make her vulnerable but dangerous? As I said, she’s unlikely to be a PC so LA isn’t really going to be an issue, but I’d prefer that she not have one. Do you think she will need one? If so, how could I get rid of it?
Note: Progression will be by level or hit dice, but severe stress or trauma can force abilities to occur earlier. The numbers below do not correspond to her level or hit dice, but just relative positions. Any advice on what level/HD they should be gained is appreciated.
{table=head]Level | Ability
1 | Non-magical: Atlacamani is immune to all magical effects, spells, direct supernatural abilities, etc., harmful or beneficial. For area effects that alter the environment immediately around her (eg. Fireball – heats the air), she is treated as having Improved Evasion. Spells that effect only the environment effect her as usual. Detection spells fail to register her. Only scrying spells that “look at” an area or “hear” sounds pick her up. She is unable to use any magic item. Non-activated magical qualities of items are suppressed when equipped by her (e.g. a +2 Flaming Dancing Greatsword would be a masterwork greatsword when wielded by her).
| Physical Soul: Atlacamani’s soul is intimately connected to her body. In order for her soul to move on to the afterlife, a metaphysical being must come to her body and physically take it. All spells for raising the dead fail, but as her soul does not leave, ‘repairing” the corpse and “restarting” it will bring her back to life.
2 | Non-intuitive Magic: With a good deal of practice, Atlacamani can learn to employ magical devices, but it is always harder for her than for normal people. She always needs Use Magic Device to use any magic item. Items that normally have a UMD check have a 25% higher DC. She does not gain Use Magic Device as a class skill (unless she takes a class that does).
3 | Closing the Void: After a time, Atlacamani can learn to suppress her “void” and force her body to accept spells once a day. Each time she must make a Fortitude save (DC 15+spell level) or be Fatigued. If she is already Fatigued, she takes a -5 penalty to her save and is instead Exhausted.
4 | Closing the Void: 2/day
5 | Touch of Unmagic: Atlacamani can repel magic with a touch. Upon succeeding on an unarmed touch attack, she can empty a spell slot, lose a prepared spell or remove one use of a spell-like or supernatural ability of her target. The maximum spell level that can be nullified is equal to one half of her hit dice, and she can do it a number of times per day equal to her Charisma modifier (min. 1).
6 | Purging Grasp: Atlacamani can repel non-innate magic and sever interplanar bonds with a touch. Upon succeeding with an unarmed touch attack, she can purge magics as per the Dispel Magic and Dismissal spells once a day.
7 | Greater Touch of Unmagic: Atlacamani develops the ability to channel her Touch of Unmagic through weapons, allowing her to use it as part of an attack. In addition, she deals an extra 1d6 damage per level of the spell repelled +1 per 4 character levels. She can do this a number of times a day equal to 1 + her Charisma modifier (minimum 1/day).
| Greater Purging Grasp: Purging can be channelled through weapons, allowing her to use it as part of an attack. In addition, it works as the spells Greater Dispel Magic and Banishment instead of Dispel Magic and Dismissal. She can do this twice a day.
8 | Closing the Void: 3/day
9 | Greater Touch of Unmagic: 2+Cha mod/day (min 1)
10 | Greater Purging Grasp: 3/day
11 | Expanding the Void: Once a week, Atlacamani can force her “void” outwards, repelling all magic and magical effects within her range, as per the spell Anti-magic Field. Each time she must make a Fortitude save (DC 20) or be Fatigued. If she is already Fatigued, she takes a -5 penalty to her save and is instead Exhausted.
12 | Closing the Void: 4/day
13 | Greater Touch of Unmagic: 3+Cha mod/day (min 1)
14 | Greater Purging Grasp: 4/day
15 | Expanding the Void: 1/day
16 | Void Explosion: Once a week, Atlacamani can thrust her “void” out in a great explosion of unmagic, tearing through the very fabric of the magic of the universe. It moves in a 50-ft sphere centred on herself or an 80ft cone in the direction of her choice. This area acts as per Greater Purging Grasp (except it works on everything in the area), Greater Touch of Unmagic (except it works on everything in the area, does maximum damage, and any susceptible creatures within range must succeed on a Fortitude save (DC 20+Cha) or have all their remaining spells/spell slots/ability uses purged with corresponding damage), and Expanding the Void (lingering within the area until it naturally runs out), as well as Mage’s Disjunction. She must then make a Fortitude save (DC 25) or fall unconscious for 2d20 hours. Success means she is instead Exhausted.[/table]
edit: I should mention that this obviously isn't meant to be a complete creature description, just an outline of the extra abilities she'll have in addition to being human and whatever class she chooses. Also, how do I fix this damn table? :smallannoyed:
edit mk. 2: Goff thinks that "interesting patterns" is too vague :smallsigh: All I mean is complicated patterns that are interesting to look at. Any suggestions for change? I'll try "complicated" for now, but it's not really what I meant...
Atlacamani
A girl, no more than nine or ten years old, gazes up at you warily. Tattoos or fine scars trace interestingly complex patterns across her dark skin. Her thick black hair is decorated with beads, plaits and brightly coloured thread. The woollen smock, covered in geometric images, hangs from her thin shoulders. She is pretty, helpless, clearly human, and not in the least threatening, yet you feel vaguely discomforted by her presence.
The material plane is completely infused with magic. Within every rock is the essence of the Plane of Earth. In every stream runs a bit of the Plane of Water. And within every living thing is that mix of divine, arcane and strange wild magic that created and sustains them. In this world, where magic blankets, envelops and is contained within all of existence, there is a miniscule, person-shaped hole, an emptiness, a space of pure Nothing. Oh, you can see the girl that fills this space with your own physical eyes, touch her with your fingers, but when you reach for what really matters – her magical essence – there is nothing to find.
Atlacamani is an impossibility. She should not exist. The gods leave their mark on every thing they have a hand in creating. Arcane magic holds the very universe together. It should not be possible for anything to exist without having some spark, some speck of magic. Yet she does.
This unique condition is both a boon and a hinderance. Spells and magical effects rely on the magic present inside all existence to find, attach to and manipulate their targets, whether that is the environment, a creature, or the very fabric of reality. Atlacamani does not possess this innate magic, and so effects that would rely on it, simply cannot “find” her. This includes curses, rays and other harmful spells, but also buffs and healing. Furthermore, magical items rely on linking their magic with their wielder in order to be activated. This means, of course, that Atlacamani cannot use them. With time and effort, she may learn to force such items to work for her, but it will still be relatively difficult. Furthermore, it may be possible after a while for her to make her body accept positive magic by learning to alter the shape and nature of her person-shaped void.
Spells that target something other than her and deal damage (e.g. fireball, bolt of lightning) can effect her, but not as easily as with other people. Spells that manipulate something other than her (e.g. soften earth and stone) effect her normally if she’s within its range (though I’m trying to decide whether to give her a bonus to her saves or something similar). I’m still trying to decide whether spells that summon objects (e.g. cometfall, acid arrow) will effect her or in what way. I think summoned creatures will be able to attack her as normal. A chance that they might be dispelled is possible, but that might just be covered in the later Dismissal ability. I still haven’t decided the effect of illusions and the magical weapons of enemies. Any thoughts?
My basic aim of this girl is to make her incredibly vulnerable – to begin with, she’s just a child with no levels in anything (‘cept maybe one of Commoner), and just her Non-magical and Physical Soul attributes – but occasionally incredibly powerful. She’s unlikely to be a PC at any point, though it would be possible. For the entirety of this campaign, she’s going to be very little more than a burden, as the party will have promised to take her with us and keep her safe. The rest of the party is level 10-12. Her ultimate destiny is at least two campaigns away (the rest of mine, then the next one that Goff has planned, and then the one in which Atlacamani will be required to use her abilities), and will probably be epic. What class she takes will depend on which party member takes a shine to her. Her abilities, especially the later ones, are much more aimed at being last-chance do-or-die impressive feats than everyday abilities, and she’s much more about flavour than ability. Anyway, basically, do you think that I succeeded in my aim to make her vulnerable but dangerous? As I said, she’s unlikely to be a PC so LA isn’t really going to be an issue, but I’d prefer that she not have one. Do you think she will need one? If so, how could I get rid of it?
Note: Progression will be by level or hit dice, but severe stress or trauma can force abilities to occur earlier. The numbers below do not correspond to her level or hit dice, but just relative positions. Any advice on what level/HD they should be gained is appreciated.
{table=head]Level | Ability
1 | Non-magical: Atlacamani is immune to all magical effects, spells, direct supernatural abilities, etc., harmful or beneficial. For area effects that alter the environment immediately around her (eg. Fireball – heats the air), she is treated as having Improved Evasion. Spells that effect only the environment effect her as usual. Detection spells fail to register her. Only scrying spells that “look at” an area or “hear” sounds pick her up. She is unable to use any magic item. Non-activated magical qualities of items are suppressed when equipped by her (e.g. a +2 Flaming Dancing Greatsword would be a masterwork greatsword when wielded by her).
| Physical Soul: Atlacamani’s soul is intimately connected to her body. In order for her soul to move on to the afterlife, a metaphysical being must come to her body and physically take it. All spells for raising the dead fail, but as her soul does not leave, ‘repairing” the corpse and “restarting” it will bring her back to life.
2 | Non-intuitive Magic: With a good deal of practice, Atlacamani can learn to employ magical devices, but it is always harder for her than for normal people. She always needs Use Magic Device to use any magic item. Items that normally have a UMD check have a 25% higher DC. She does not gain Use Magic Device as a class skill (unless she takes a class that does).
3 | Closing the Void: After a time, Atlacamani can learn to suppress her “void” and force her body to accept spells once a day. Each time she must make a Fortitude save (DC 15+spell level) or be Fatigued. If she is already Fatigued, she takes a -5 penalty to her save and is instead Exhausted.
4 | Closing the Void: 2/day
5 | Touch of Unmagic: Atlacamani can repel magic with a touch. Upon succeeding on an unarmed touch attack, she can empty a spell slot, lose a prepared spell or remove one use of a spell-like or supernatural ability of her target. The maximum spell level that can be nullified is equal to one half of her hit dice, and she can do it a number of times per day equal to her Charisma modifier (min. 1).
6 | Purging Grasp: Atlacamani can repel non-innate magic and sever interplanar bonds with a touch. Upon succeeding with an unarmed touch attack, she can purge magics as per the Dispel Magic and Dismissal spells once a day.
7 | Greater Touch of Unmagic: Atlacamani develops the ability to channel her Touch of Unmagic through weapons, allowing her to use it as part of an attack. In addition, she deals an extra 1d6 damage per level of the spell repelled +1 per 4 character levels. She can do this a number of times a day equal to 1 + her Charisma modifier (minimum 1/day).
| Greater Purging Grasp: Purging can be channelled through weapons, allowing her to use it as part of an attack. In addition, it works as the spells Greater Dispel Magic and Banishment instead of Dispel Magic and Dismissal. She can do this twice a day.
8 | Closing the Void: 3/day
9 | Greater Touch of Unmagic: 2+Cha mod/day (min 1)
10 | Greater Purging Grasp: 3/day
11 | Expanding the Void: Once a week, Atlacamani can force her “void” outwards, repelling all magic and magical effects within her range, as per the spell Anti-magic Field. Each time she must make a Fortitude save (DC 20) or be Fatigued. If she is already Fatigued, she takes a -5 penalty to her save and is instead Exhausted.
12 | Closing the Void: 4/day
13 | Greater Touch of Unmagic: 3+Cha mod/day (min 1)
14 | Greater Purging Grasp: 4/day
15 | Expanding the Void: 1/day
16 | Void Explosion: Once a week, Atlacamani can thrust her “void” out in a great explosion of unmagic, tearing through the very fabric of the magic of the universe. It moves in a 50-ft sphere centred on herself or an 80ft cone in the direction of her choice. This area acts as per Greater Purging Grasp (except it works on everything in the area), Greater Touch of Unmagic (except it works on everything in the area, does maximum damage, and any susceptible creatures within range must succeed on a Fortitude save (DC 20+Cha) or have all their remaining spells/spell slots/ability uses purged with corresponding damage), and Expanding the Void (lingering within the area until it naturally runs out), as well as Mage’s Disjunction. She must then make a Fortitude save (DC 25) or fall unconscious for 2d20 hours. Success means she is instead Exhausted.[/table]