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Alzrius


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Jul
22nd
2018

Behind the Curtain: Against the Undead, Part II - Garden Gate/Fencer and her enhancements · 2:56am Jul 22nd, 2018

Spoiler alert for chapter 245 - Army of One and chapter 246 - Fatal Flaw.

After Lex becomes incapacitated during the battle against the ghouls, the tide turns against the ponies. Although Severance is still able to cut down large swaths of the undead, it isn't able to stop a small number of them from getting past it, and Sonata doesn't have the martial or magical prowess necessary to defeat the ones that do. Fortunately, there's one other pony who isn't afraid to take to the field, even in the face of certain death.

Garden Gate/Fencer, 3rd-level catastrophe survivor

One of the many ponies who couldn't get out of Vanhoover when disaster befell the city, Garden Gate changed her name to Fencer shortly after she realized that she'd need to prey on others to survive. Gathering a gang of like-minded followers, she quickly became as selfish and predatory as the monsters that invaded in the wake of the flood. It was only after she met Lex Legis that she was forced to confront the reality of what she'd become, and start on the painful path to redemption...

Slightly taller than most mares, this unicorn's brilliant vermillion coat is offset by her pale, light grayish cerulean mane and tail. Her cutie mark is a white picket fence. A cautious look comes over her face as she sees you, shifting her weight so that she can move in any direction at a moment's notice. "Is there something you want?" she asks neutrally.

Available Character Points: 96 (level 3) + 12 (levels 1 and 3 feats) +6 (disadvantages) = 114 CP.

Garden Gate's disadvantages are Broke and History, the latter of which we find out more about in chapter 124 - What's Lost and chapter 126 - You Reap What You Sow. The former is the reason for her near-total lack of equipment, due to Vanhoover being in a post-apocalyptic state.

Ability Scores (25-point buy): Str 14 (-2 racial = 12), Dex 14, Con 14, Int 10, Wis 9, Cha 12 (+2 racial = 14).

Like Nosey, Garden Gate is built as a 3.5 character. The sole exception to this is that she uses the Pathfinder experience values for going up in level. The above ability scores given above represent the typical 25-point allotment used for a 3.5 character.

Unicorn Pony (30 CP/+0 ECL race)

  • Attribute Shift, +2 Charisma/-2 Strength (6 CP)
  • Innate Enchantment, caster level x spell level 1 x 2,000 gp (7 CP; 6,000 gp)

    • Greater mage hand (2,000 gp).
    • Greater mage hand (2,000 gp).
    • Carpentry mastery (+5 competence bonus to Craft (carpentry)) (2,000 gp).
  • Immunity/stacking limitations when combining innate enchantment effects with external effects (common/minor/trivial; only covers level 0 or 1 effects) (2 CP).
  • Immunity/the normal XP cost of racial innate enchantments (uncommon/minor/trivial) (1 CP).
  • Immunity/needing to concentrate on spells (common/major/trivial – only for spells of level 0 or 1), specialized for half cost/only applies to innate enchantments (1 CP).
  • Immunity/verbal, somatic, and material components when casting spells (very common/major/minor – only for spells of level 3 or below) (10 CP).
  • Eldritch, a unicorn’s horn glows when using innate enchantments or spellcasting, and a matching glow surrounds the target (0 CP).
  • Skill Focus/Profession (gardener) (6 CP).
  • Accursed. Any damage, or other harmful effect, that befalls a unicorn’s horn (e.g. must target their horn specifically, rather than the unicorn overall) causes all innate enchantments and spells cast to immediately end. No more can be used until the effect is healed (-3 CP).

Garden Gate's carpentry mastery ability and her Skill Focus (Profession (gardener)) collectively represent her special talent, which isn't gardening per se but rather garden design. With her world having fallen apart when Vanhoover collapsed, however, the two skill points she put into Craft (carpentry) and Profession (gardener) represent the sum total of how much she had a chance to develop her natural talents before she had to start fighting to stay alive. The rest of her abilities are far more practical in their focus.

Basic Abilities (81 CP)

  • Proficient with light armor and simple weapons (6 CP).
  • 3d10 Hit Dice (18 CP).
  • +3 BAB (18 CP).
  • Fort +3, Ref +3, Will +1 (21 CP).
  • 18 skill points (18 CP).

Garden Gate's basic abilities represent a "soft" retraining. Since, as a young adult, she was a 1st-level character when Vanhoover fell, she already had almost half of her current Character Points at that time, and it seems awkward to suggest that she'd spent almost none of them. Ergo, she probably had them tied up in a few hobbies and pastimes that she's since neglected to the point of losing her aptitude for them (i.e. she had more skill expenditures that she's retrained). She's now put them into becoming tougher, along with her 2nd- and 3rd-level CPs.

Knife-Fighter (8 CP)

  • +1 BAB, specialized for one-half cost/daggers only (3 CP).
  • Bonus Attack/Two-weapon fighting, corrupted for two-thirds cost/may not use a shield (4 CP).
  • Improvise Weapon, specialized for one-half cost/only for light weapons (1 CP).

The theme of two-weapon fighting comes up multiple times in Garden Gate's stat block. That's a very slight retcon on my part, as we never really see her fight with two weapons simultaneously (which emphasizes the importance, for me, of having characters' abilities charted out before I give them a major role in the story...or at least having a firm idea in mind). The explanation for this is that, almost from the moment she was introduced, she's been curtailed by Lex enough that she hasn't been able to secure two weapons at once.

Defensive Tactics (16 CP)

  • Improved Defender/dodge bonus, specialized for double effect/only when wearing light armor or no armor (6 CP).
  • Reflex Training/Combat Reflexes variant, specialized for one-half cost/only for use with Block (3 CP).
  • Block/Melee, corrupted for two-thirds cost/only when wielding a light or one-handed weapon (4 CP).
  • Immunity/the penalty for fighting defensively (common/major/major), specialized for one-half cost/only when wearing light armor or no armor, corrupted for two-thirds cost/only when fighting with two weapons (3 CP).

In addition to the above, Garden Gate also wore padded armor in the form of a rather rumpled dress. In fact, it had been (rather haphazardly) sewn with enough additional material that it was able to lightly cushion incoming blows. However, Lex sliced it to ribbons in chapter 116 - Who You Were Then, when he was checking her for hidden weapons (which is when she lost her other daggers).

Survivor of the City of the Dead (9 CP)

  • Favored Foe/variant, +2 to initiative, Hide, Listen, Move Silently, and Spot while in urban areas, specialized for double effect/no further choices at subsequent levels (6 CP).
  • Augment Attack/+1d6 damage vs. undead creatures (3 CP).

The above abilities are what let Garden Gate survive as long as she did in the ruins of Vanhoover. The first ability gave her a leg up on avoiding dangerous encounters, or at least engaging with them on her terms. The second helped to ensure that she could make short work of any ghouls she needed to dispatch, provided the she faced them on relatively even terms.

Derived Stats

  • Hit points: 12 (1st level) + 15 (2nd and 3rd levels) = 27 hp.
  • Speed: 30 ft.
  • Initiative: +2 (Dexterity) +4 (in cities) = +2 (+6 in cities).
  • Saving Throws:

    • Fortitude: +3 (base) +2 (Constitution) = +5.
    • Reflex: +3 (base) +2 (Dexterity) = +5.
    • Will: +1 (base) -1 (Wisdom) = +0.
  • Armor Class: 10 (base) +2 (Dexterity) +2 dodge (Defender) +2 dodge (fighting defensively) = AC 16, touch 16, flat-footed 10.
  • Attacks: +3 (BAB) +1 (Str) +1 (Weapon Focus) +1 (martial art) -2 (Two-Weapon Fighting) = +6 dagger (1d4+1/19-20) or +4/+4 daggers (1d4+1/19-20); +1d6 damage vs. undead creatures.
  • Skills: 18 skill points (18 CP):

    • Appraise: 0 ranks +0 (Intelligence) = +0.
    • Balance: 0 ranks +2 (Dexterity) = +2.
    • Bluff: 1 rank +2 (Charisma) = +3.
    • Climb: 1 rank +1 (Strength) = +2.
    • Concentration: 0 ranks +2 (Constitution) = +2.
    • Craft (all): 0 ranks +0 (Intelligence) = +0.
    • Craft (carpentry): 1 rank +0 (Intelligence) +5 (competence) = +6.
    • Diplomacy: 0 ranks +2 (Charisma) = +2.
    • Disable Device: 1 rank +0 (Intelligence) = +1.
    • Disguise: 0 ranks +2 (Charisma) = +2.
    • Escape Artist: 0 ranks +2 (Dexterity) = +2.
    • Forgery: 0 ranks +0 (Intelligence) = +0.
    • Gather Information: 0 ranks +2 (Charisma) = +2.
    • Heal: 0 ranks -1 (Wisdom) = -1.
    • Hide: 1 rank +2 (Dexterity) +4 (in cities) = +3 (+7 in cities).
    • Intimidate: 1 rank +2 (Charisma) = +3.
    • Jump: 1 rank +1 (Strength) = +2.
    • Knowledge (local): 1 rank +0 (Intelligence) = +1.
    • Listen: 1 rank -1 (Wisdom) +4 (in cities) = +0 (+4 in cities).
    • Martial Arts (cutting edge): 1 rank (no ability modifier) = +1.
    • Move Silently: 1 rank +2 (Dexterity) +4 (in cities) = +3 (+7 in cities).
    • Perform (all): 0 ranks +2 (Charisma) = +2.
    • Profession (gardener): 1 rank -1 (Wisdom) +3 (Skill Focus) = +3.
    • Ride: 0 ranks +2 (Dexterity) = +2.
    • Search: 1 rank +0 (Intelligence) = +1.
    • Sense Motive: 0 ranks -1 (Wisdom) = -1.
    • Sleight of Hand: 1 rank +2 (Dexterity) = +3.
    • Spot: 1 rank -1 (Wisdom) +4 (in cities) = +0 (+4 in cities).
    • Survival: 1 rank -1 (Wisdom) = +0.
    • Swim: 1 rank +1 (Strength) = +2.
    • Tumble: 1 rank +2 (Dexterity) = +3.
    • Use Rope: 0 ranks +2 (Dexterity) = +2.

The eighteen skills that Garden Gate has placed her skill points in are all treated as class skills for her. That's slightly permissive, but given that she's a skill-focused character almost as much as a martial one, we'll allow it; the bonuses listed above are very far from being game-breaking. More importantly, she's operating with 3.5 skills against monsters that use a Pathfinder default, so we can afford to be lenient with her here.

Her "cutting edge" martial art is essentially a placeholder name. As Fencer, Garden Gate has taught herself a knife-based (or rather, dagger-based) fighting style; her +1 bonus to fighting with daggers meets the prerequisites for learning it, since if she progresses with it she'll likely develop some occult abilities. Because it's self-taught, she can allocate the bonuses she receives from this martial art however she wants (subject to the normal rules about what sort of abilities can be learned when), but receives no ability modifier when calculating her total bonus. In this case, she's using her +1 bonus in the skill to gain a +1 to attack rolls when fighting with daggers.

Enhancements

For all her prowess, Garden Gate doesn't have enough strength to fight off a large pack of ghouls on her own. Fortunately, she didn't have to; both Lex and Sonata used their magic to augment her abilities far beyond what she's normally capable of. Specifically, they did the following:

Sonata: After casting heroism (+2 morale bonus to attacks, saves, and skill checks), rage (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, -2 to Armor Class), and moment of greatness (double a morale bonus to a single roll), Sonata utilized her mystic artist (i.e. bardic) abilities (see Eclipse: The Codex Persona, pg. 84-91). Specifically, she used greatness (+1d10 hit points, +1 BAB, +1 AC, +6 Character Points) and mass excellence (+4 morale bonus to two stats, in this case AC and melee damage rolls).

The +6 CP that Garden Gate received from Sonata's greatness ability was spent on purchasing Action Hero/Stunt (Eclipse, pg. 23-24). As a 3rd-level character who didn't have the ability during her previous levels, this earned Garden Gate 5 Action Points, each of which could be "cashed in" for another 6 CP, though each ability lasted only for 1 minute (for continuous abilities) or a single round (for everything else). She likely purchased instances of Grant of Aid (Eclipse, p. 32) to keep her hit points up, Immunity to paralysis (uncommon/major/major; Eclipse, p. 34), or Luck (Eclipse, p. 36) for rolls she couldn't afford to fail.

Lex: Being nearly depleted of spells, Lex's contribution was a little more complicated. His course of action was to take three ioun stones in his possession – a dusty rose prism (+1 insight bonus to AC), an orange prism (+1 caster level), and pale green prism (+1 competence bonus to attack rolls, saves, and skill and ability checks) – and enhance them. He accomplished this by using the Stunt modifier for his Skill Focus/Use Magic Device ability (which, despite the name, is unrelated to the Stunt ability for Action Hero; see Eclipse, p. 44). This allowed him to utilize his Use Magic Device skill in ways that it normally couldn't...albeit at a cost of 2 points of temporary ability damage per use!

The exact nature of what can be done with Stunt is open-ended, but in this case I'm taking my cues from some of Thoth's articles on the subject. In this case, Lex is trying to beat a DC 35 check in order to grant each ioun stone a temporary (10-minute) enhancement; specifically, adding additional magical properties equal to (check result x 1,000 gp); this doesn't require any actual spellcasting on his part (rather, certain abilities that fall within the guidelines are proposed and the GM ascertains if they're appropriate or not). Since Lex has a +24 bonus to Use Magic Device, and can use Luck three times per day on a skill check (in this case, to automatically get a result of 20), he can add 44,000 gp worth of abilities to each ioun stone. Here's what he added to each one:

  • Dusty rose prism: Lex is adding a foresight's guide effect (see The Practical Enchanter, p. 31) at caster level 11 for a +5 insight bonus. Caster level 11 x spell level 2 x 2,000 gp unlimited-use use-activated = 44,000 gp.
  • Orange prism: Lex is adding a telekinetic thrust effect at caster level 7 (giving it a weight limit of 300 lbs.). Caster level 7 x spell level 3 x 2,000 gp unlimited-use use-activated = 42,000 gp.
  • Pale green prism: Lex is adding three different effects here, using the spell templates for competence bonuses on pg. 14-15 of The Practical Enchanter. Skill Mastery for a +2 bonus to all skills at caster level 1 x spell level 1 x 2,000 gp unlimited-use use-activated = 2,000 gp. Sidestep for a +2 competence bonus to all saving throws at caster level 3 x spell level 2 x 2,000 gp unlimited-use use-activated = 12,000 gp. Weapon Mastery for a +2 competence bonus to attack rolls at caster level 5 x spell level 3 x 2,000 gp unlimited-use use-activated = 30,000 gp. Those three effects add up to 44,000 gp altogether.

There are several things that need to be noted here. The first is that the effects outlined above stack with each ioun stone's basic properties, rather than overlapping. It should also be mentioned that since ioun stones don't occupy body slots, there is no cost multiplier for adding additional abilities to them. Thematically, the orange prism being granted telekinetic thrust is meant to represent that Fencer's ability to use basic unicorn telekinesis has been augmented; that is, that the stone's ability isn't so much granting telekinesis as it is enhancing her ability to use her natural telekinesis. It's a bit of game rules sleight of hand. Also, under The Practical Enchanter's rules, competence bonuses to attacks actually increase Base Attack Bonus, and therefore can potentially grant iterative attacks.

With all of those laid out, here's how they alter Garden Gate's stats:

  • Hit points: 13 (1st level) +17 (2nd and 3rd levels) +5 (greatness) = 35 hp.
  • Speed: 30 ft.
  • Initiative: +2 (Dexterity) +4 (in cities) = +2 (+6 in cities).
  • Saving Throws:

    • Fortitude: +3 (base) +3 (Constitution) +2 morale (heroism) +1 (greatness) +3 (competence) = +12.
    • Reflex: +3 (base) +2 (Dexterity) +2 morale (heroism) +1 (greatness) +3 (competence) = +11.
    • Will: +1 (base) -1 (Wisdom) +2 morale (heroism) +1 (greatness) +3 (competence) = +6.
  • Armor Class: 10 (base) +2 (Dexterity) +2 dodge (Defender) -2 (rage) +1 (greatness) +4 (morale) +6 (insight) +1 (martial art) = AC 24, touch 24, flat-footed 20.
  • Attacks: +3 (BAB) +2 (Str) +1 (Weapon Focus) +1 (martial art) +2 morale (heroism) +1 (greatness) +3 (competence) = +13/+8 dagger (1d6+6/19-20); +1d6 damage vs. undead creatures.
  • Skills:

    • Appraise: 0 ranks +0 (Intelligence) +2 (morale) +3 (competence) = +5.
    • Balance: 0 ranks +2 (Dexterity) +2 (morale) +3 (competence) = +7.
    • Bluff: 1 rank +2 (Charisma) +2 (morale) +3 (competence) = +8.
    • Climb: 1 rank +2 (Strength) +2 (morale) +3 (competence) = +8.
    • Concentration: 0 ranks +3 (Constitution) +2 (morale) +3 (competence) = +8.
    • Craft (all): 0 ranks +0 (Intelligence) +2 (morale) +3 (competence) = +5.
    • Craft (carpentry): 1 rank +0 (Intelligence) +5 (competence) +2 (morale) = +8.
    • Diplomacy: 0 ranks +2 (Charisma) +2 (morale) +3 (competence) = +7.
    • Disable Device: 1 rank +0 (Intelligence) +2 (morale) +3 (competence) = +6.
    • Disguise: 0 ranks +2 (Charisma) +2 (morale) +3 (competence) = +7.
    • Escape Artist: 0 ranks +2 (Dexterity) +2 (morale) +3 (competence) = +7.
    • Forgery: 0 ranks +0 (Intelligence) +2 (morale) +3 (competence) = +5.
    • Gather Information: 0 ranks +2 (Charisma) +2 (morale) +3 (competence) = +7.
    • Heal: 0 ranks -1 (Wisdom) +2 (morale) +3 (competence) = +4.
    • Hide: 1 rank +2 (Dexterity) +2 (morale) +3 (competence) +4 (in cities) = +8 (+12 in cities).
    • Intimidate: 1 rank +2 (Charisma) +2 (morale) +3 (competence) = +8.
    • Jump: 1 rank +2 (Strength) +2 (morale) +3 (competence) = +8.
    • Knowledge (local): 1 rank +0 (Intelligence) +2 (morale) +3 (competence) = +6.
    • Listen: 1 rank -1 (Wisdom) +2 (morale) +3 (competence) +4 (in cities) = +5 (+9 in cities).
    • Martial Arts (cutting edge): 1 rank (no ability modifier) +2 (morale) +3 (competence) = +6.
    • Move Silently: 1 rank +2 (Dexterity) +2 (morale) +3 (competence) +4 (in cities) = +8 (+12 in cities).
    • Perform (all): 0 ranks +2 (Charisma) +2 (morale) +3 (competence) = +7.
    • Profession (gardener): 1 rank -1 (Wisdom) +3 (Skill Focus) +2 (morale) +3 (competence) = +8.
    • Ride: 0 ranks +2 (Dexterity) +2 (morale) +3 (competence) = +7.
    • Search: 1 rank +0 (Intelligence) +2 (morale) +3 (competence) = +6.
    • Sense Motive: 0 ranks -1 (Wisdom) +2 (morale) +3 (competence) = +4.
    • Sleight of Hand: 1 rank +2 (Dexterity) +2 (morale) +3 (competence) = +8.
    • Spot: 1 rank -1 (Wisdom) +4 (in cities) +2 (morale) +3 (competence) = +5 (+9 in cities).
    • Survival: 1 rank -1 (Wisdom) +2 (morale) +3 (competence) = +5.
    • Swim: 1 rank +1 (Strength) +2 (morale) +3 (competence) = +7.
    • Tumble: 1 rank +2 (Dexterity) +2 (morale) +3 (competence) = +8.
    • Use Rope: 0 ranks +2 (Dexterity) +2 (morale) +3 (competence) = +7.

Note that because her Martial Art bonus went from a +1 to a +6, Garden Gate receives two extra abilities. In this case, she's taken a +1 bonus to AC and increasing her weapon's damage by one step, from a d4 to a d6. These are factored into the above stats.

Further Development

What's next for Garden Gate (or rather, Fencer; she's recently gone back to using that name) remains uncertain. While she wants to go back to being who she was before Vanhoover fell, the memories of what she did won't be easily put behind her, nor will the prowess she gained. Of course, the latter might not be a bad thing, as it was what allowed her to act when everyone needed her to. Perhaps she'll be able to find a way to keep those skills without feeling defined by the circumstances that necessitated them, reconciling Garden Gate with Fencer once and for all.

Comments ( 4 )

That is a lot of bonus stacking. Especially given Lex was zerod out. When, or if he gets teh chance to recover, would there be any point giving the unlimited spell amount stones to Sonata, or would they not enhance her spell music the same way due to being spread out etc?

4905616 By themselves, the ioun stones would have the same effects for Sonata as they would for anypony else, and wouldn't enhance her mystic artist abilities (though the orange prism would enhance her spellcasting).

If Lex were to enhance them, then they might be able to increase the power of her singing; again, the orange prism would be most likely to take effect there. That technically depends on what effects could be built with his check result (i.e. what magical properties could be added for an effective 44,000 gp), and which would need to meet with the GM's approval as being thematically appropriate. But those really aren't major hurdles, and it's easy to see at least that stone enhancing what she could do.

The problem is that enhancing the ioun stones this way only lasts for 10 minutes, and each instance of it deals Lex 2 points of ability damage since he doesn't have any Mana (Eclipse, pg. 36-37) to pay for it otherwise.

Huh, in the midst of all that drama I just realized that Lex never got the chance to recover the stones lost in the fight with the ghoul horde. Well, at least they're not needed for the time being so recovering them shouldn't be too high a priority for Lex yet.

4905710 I doubt he's forgotten about them. It's just as you said: he's more worried about other things at the moment.

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