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==='''[[Kyuad's Stuff he knows]]'''===
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Kyuad and Collune have worked together to create a secret language, called [[Safati conlang|Safati]].  When using written communication, they use this language.  Kyuad occasionally leaves messages for her, written in the dirt, in places where he dwells for very long, confident that Collune is capable of using her Seer abilities to read the messages.
'''***EYES ONLY***'''  This is a specialized "lorebook" of all things that would be immediately available (without skill checks) for the characterThings will be posted as they come up or are asked aboutPlayers other than Kyuad SHOULD NOT read this information.
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----
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Kyuad's current skill with Safati: '''fluent (3) and literate'''
  
  
  
  
= Kyuad, Erenlander Channeler =
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= Kyuad, Erunlander Channeler =
  
 
Kyuad Finustion
 
Kyuad Finustion
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* '''[[Kyuad's Lorebook|lorebook]]''':  Herein are Kyuad's inner thoughts and learnings.
 
* '''[[Kyuad's Lorebook|lorebook]]''':  Herein are Kyuad's inner thoughts and learnings.
 
* '''[http://wiki.rpg.net/index.php/Midnight:_the_Shadow_Killers_player_Bill#Kyuad Kyuad - Player Journal]''':  Herein are Bill's player recap journals for Kyuad's adventures.
 
* '''[http://wiki.rpg.net/index.php/Midnight:_the_Shadow_Killers_player_Bill#Kyuad Kyuad - Player Journal]''':  Herein are Bill's player recap journals for Kyuad's adventures.
 
Kyuad recently became an undead lich-like creature.  (See [[Kyuad as a Lich]])
 
  
 
==Background==
 
==Background==
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===Allies===
 
===Allies===
* '''Collune Rahnvalla''' - [[Collune Rahnvalla]] is a pathwalker and a spiritual channeler who specializes in necromancy and divination, and who is a skilled undertaker.  Collune was a young girl when she met Kyuad.  She was just learning how to serve as an undertaker when she heard that a baby was still-born in the town through which she travelled.  She and her teacher arrived and saw that he was still alive, but very close to death.  Once healthy again, Collune took a special interest in the baby's life, and settled permanently in the village as soon as she had finished her training.  Her divinations lead her to see in him a strong portent for a life of great danger and importance.  Kyuad and Collune share a strong bond.  She has taught him much of what he knows, and supports his quest for knowledge.  She also brings to him warnings and guidance that leads him to where she learns he needs to be.  She and Kyuad are creating a language together called [[Safati conlang|Safati]].  Collune lives very simply, working as an undertaker for Hillbird and other towns in the region.  To the outside world, she seems to have a very average life, like anyone else.  Collune sometimes sends messages to Kyuad.
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* '''Collune Rahnvalla''' - Collune is a Seer pathwalker and a charismatic channeler who specializes in necromancy and divination, and who is a skilled undertaker.  Collune was a young girl when she met Kyuad.  She was just learning how to serve as an undertaker when she heard that a baby was still-born in the town through which she travelled.  She and her teacher arrived and saw that he was still alive, but very close to death.  Once healthy again, Collune took a special interest in the baby's life, and settled permanently in the village as soon as she had finished her training.  Her divinations lead her to see in him a strong portent for a life of great danger and importance.  Kyuad and Collune share a strong bond.  She has taught him much of what he knows, and supports his quest for knowledge.  She also brings to him warnings and guidance that leads him to where she learns he needs to be.  She and Kyuad are creating a language together called [[Safati conlang|Safati]].  Collune lives very simply, working as an undertaker for Hillbird and other towns in the region.  To the outside world, she seems to have a very average life, like anyone else.  Collune sometimes [[Collune and Kyuad communications|sends messages]] to Kyuad.
 
* '''Yari Merhabaan''' - A skilled artist and student of languages and writing.  An adherant of the Sahi.  Kyuad saved his life's work from a greedy legate, so he owes Kyuad greatly.  He taught Kyuad Colonial and has been working on learning [[Safati conlang|Safati]].
 
* '''Yari Merhabaan''' - A skilled artist and student of languages and writing.  An adherant of the Sahi.  Kyuad saved his life's work from a greedy legate, so he owes Kyuad greatly.  He taught Kyuad Colonial and has been working on learning [[Safati conlang|Safati]].
 
* '''Gilgal Callan''' - He saved Kyuad's life, but at the cost of his own.  Occasionally, his spirit contacts Kyuad and gives him advice, or helps him in some other way.  Most commonly this is through dreams, but sometimes he directly intervenes in Kyuad's waking life as well.  His spirit has become only more devoted to Kyuad since his death, perhaps hoping that some day the two friends will find a way to truly commune again.  Or perhaps he knows something of the nature of Kyuad's existance that others cannot recognize.
 
* '''Gilgal Callan''' - He saved Kyuad's life, but at the cost of his own.  Occasionally, his spirit contacts Kyuad and gives him advice, or helps him in some other way.  Most commonly this is through dreams, but sometimes he directly intervenes in Kyuad's waking life as well.  His spirit has become only more devoted to Kyuad since his death, perhaps hoping that some day the two friends will find a way to truly commune again.  Or perhaps he knows something of the nature of Kyuad's existance that others cannot recognize.
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===Locations===
 
===Locations===
 
* '''Hillbird''' - This is the village where Kyuad, Collune, and Diego all lived, until recently.  Collune still lives there and works as an undertaker for the region.  Kyuad only recently left at her urging, in order to learn more about the world and himself.  The town is simple and small, not on any trade routes, and fairly isolated.
 
* '''Hillbird''' - This is the village where Kyuad, Collune, and Diego all lived, until recently.  Collune still lives there and works as an undertaker for the region.  Kyuad only recently left at her urging, in order to learn more about the world and himself.  The town is simple and small, not on any trade routes, and fairly isolated.
 
 
====Language====
 
Kyuad and Collune have worked together to create a secret language, called [[Safati conlang|Safati]].  When using written communication, they use this language.  Kyuad occasionally leaves messages for her, written in the dirt, in places where he dwells for very long, confident that Collune is capable of using her Seer abilities to read the messages.
 
 
Kyuad's current skill with Safati: '''fluent (3) and literate'''
 
 
 
  
 
== Covenant Items ==
 
== Covenant Items ==
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== Gear ==
 
== Gear ==
  
'''''NOTE:''''' The following was current as of 4/19/08
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* ''Armor/Clothes:'' pants, a duster-like robe/coat, a black cloak/cape, simple travelling gloves, boots, belt, etc.<br>
 
 
 
 
=== On His Person ===
 
 
 
* ''Armor/Clothes:''  
 
** pants, a duster-like robe/coat, a black cloak/cape, simple travelling gloves, boots, belt with charm buckle, etc. (6 lb.)
 
*** Contents of charm buckle: +2 attack minor charm (minor), +2 Fort watchdog x4 (minor), +2 AC watchdog x2 (minor)
 
 
** hawking gauntlet made from the wing leather of an undead wyvern
 
** hawking gauntlet made from the wing leather of an undead wyvern
** Falconry gauntlet from Vrolk's lab, inscribed is ''"By wrath and Revenge Xircix's Heart Holds Her"''
 
 
* ''Weapons:''  
 
* ''Weapons:''  
** 1 drop-sheathed dagger (1 lb.)
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** 1 drop-sheathed dagger
* ''Magic Items''
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** Masterwork Cedeku with the signate of JK on the base of the hilt.
 +
** Silver Masterwork Short Sword, given as a present to the "scrollbearer" by Ossion the elven Wildlander.
 +
* ''Pack:'' Contains his profession tools that allow him to work as an undertaker.  This includes a small bone saw for getting through the spinal column, some linen and woven cotton paper for wrapping a body, and jars of chemicals for embalming.  Also, 4 lbs. of salt and food for 6 days, as well as 250vp worth of fine paper, and 280vp worth of quality ink.  <br>
 +
* ''Books''
 +
** Found in ShadowWall
 +
*** ''History of Herbs'', by Yszer Oralum (Erenlander)
 +
*** ''Lexicon on Sewing'', by Porcho (Trader's)
 +
*** ''The Compendium on Time - the Life of Aryth'', by Vrolk (Colonial) ... '''''Note:''''' The book seems to be based heavily on the Sahi, with many quotes from it.  Vrolk is connected to the Cadaverous Eye in Cambrial, and one of the spellbooks is his.
 +
* ''Spellbook:'' Kyuad carries a book that serves as his [[Kyuad's Lorebook|lorebook]] and spellbook.  It's a little thicker than the Midnight book, and better-bound, but otherwise the same size.  The book is in his pack.  ''The character is 100% dependant on this book!''
 +
* ''The Grimoire of Bile'' by Umann-Ui ''(spellbook)''
 +
** Spells
 +
*** Level 0: ''ghost sound, read magic''
 +
*** Level 1: ''assist, deep breath, detect astirax, far whisper, obscuring mist''
 +
*** Level 2: none
 +
*** Level 3: ''dispel magic, tongues''
 +
*** Level 4: ''remove curse''
 +
* ''The Cyclopaedia of Vrolk the Vile'' by Vrolk ''(spellbook)''
 +
** Spells
 +
*** Level 0: ''disrupt undead, read magic, touch of fatigue''
 +
*** Level 1: ''cause fear''
 +
*** Level 2: ''command undead, ghoul touch, decomposition, fell forbiddance, ray of weakness, shroud of undeath, withering speech''
 +
*** Level 3: ''blood boil, dispel magic, halt undead, tongues, vampiric touch''
 +
*** Level 4: ''animate dead, bestow curse, crushing despair, cause critical wounds''
 +
*** Level 5: ''blight, nightmare, nexus fuel''
 +
*** Level 6: none
 +
*** Level 7: ''insanity''
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*** Level 8: ''horrid wilting, trap the soul''
 +
* ''Magic Items:''
 +
** Echo's Splinter ''(wooden staff)'' - Found chain-locked in a crate in the attic of ShadowWall, within a fitted silk slipcase.  This impossibly hard wooden staff is some 4" in diameter and a full 6.5' long.  It is nearly straight with a slight crook in the top section.  It weighs approximately 25 lbs.  The staff holds a series of runes on it, etched into the wood by dark magic and fire - as if burned into the wood against its will.  While the runes can be felt and seen slightly - only pathwalkers can deepen the scars enough to read and use.  (runic record, multiple use, energy-activated)
 +
*** Spells
 +
**** Level 0: ''arcane mark, dancing lights, detect magic, read magic''
 +
**** Level 1: ''detect secret doors, shield, unseen servant''
 +
**** Level 2: ''continual flame, knock, shatter''
 +
** Runic Dice (31) - This set of polyhedrons was found in the cupboard at ShadowWall.  The runes seem to read notations concerning spices, herbs and health.  Made of odd porous stone these dice can be put into food and in a pinch could be used as food themselves (one meal ration), beyond the spell description.  (runic record, single use, use-activated - spell: as ''stone soup'')
 
** Spell Talisman: A woven undershirt with embroidery that looks like a glowing leaf.  '''Spell: False Life'''
 
** Spell Talisman: A woven undershirt with embroidery that looks like a glowing leaf.  '''Spell: False Life'''
** '''Acquiring stone''' - "Sometimes ''innovation'' means ''stealing another's secret before anyone else can.''  When successfully counterspelling another spellcaster, this item pays for the spell energy cost of the spell you cast, and returns to you an amount of spell energy equal to the level of the spell cast by your opponent.  It also grants a type of insight into the spells others cast for the purpose of counterspelling.
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** potion of ''lesser restoration'' (in pack)
** ''' Wizardry Circlet ''' AKA.  the Ego's Cord, the Circlet of Intellect, Isecizot the Mindful Tender<br>This circlet is a light cord of metals woven as a rope, hardened by the forge with a small onyx gem so that it rests upon the forehead of the wearer.  The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +4.  This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Int bonus to determine skill poins. <br /> The wearer's arcane spell energy can be augmented with a request of the band. Before the wearer can communicate with or use the circlet, he must attune himself to it by concentrating on the band's power and cordially introducing himself.  The more that the wearer shares with the circlet, the more apt the item will be to work ''with'' the wearer. This requires undisturbed concentration and takes 3 hours. At the end of this period, the wearer makes a Concentration check with a DC of 20. If he succeeds, the wearer is attuned with the band until removed. When removed the duration of the attunement runs out, the wearer must repeat the process. If successful in attuning the circlet, the wearer can choose to increase the DC of the Concentration check required for another person to attune the circlet to match his own Concentration check result.
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** a magical box (covenant item) was found in Walden's home and given to [[ERANON|Eranon]].
*** '''Powering Spells''':  When an attuned channeling spellcaster casts a spell while wearing the band, he may draw on the band's spell energy to help power the spell. To do so, he casts the spell as normal and makes a Concentration check with a DC equal to 15 + the level of the spell. If he succeeds, the band provides up to one half the points of the required spell energy from its spell energy pool (round down), while the channeler provides the rest from his own spell energy pool or by suffering Constitution damage (Taint may not be used to cast spells with the circlet's aid). For every 5 points by which he exceeds the check DC, the band provides an additional point of spell energy. Using the band in this way is not considered an action, and requires no additional time beyond that normally consumed in the casting of the spell. <br>  [similar to Headband of Intellect & Ring of Wizardry]  Moderate Transmutation; CL 18th; Craft Wondrous Item & Forge Ring, fox's cunning and Limited Wish. <br> Weight [2.4 lbs.]
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** ''Scrolls''
*** '''Nexus Power'''<br />  Spell Energy:  23<br />Recovery:  1d10 per day<br />Affinity: Knowledge, non-weapon items<br />Feats: any non-weapons
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*** 8 x ''cure minor wounds'' - CL1, 1hp
*** ''' ISECIZOT the Mindful Tender'''
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*** 4 x ''comprehend languages'' - CL2, 20 minutes
**** AL: N* (Any Neutral character can use this item, any character whose alignment does not correspond to that of the circlet gains one negative level - for details see p. 269 DMG)
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*** 8 x ''cure light wounds'' - CL2, 1d8+2hp
****  Int: 22, Wis: 10, Cha: 10
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*** 10 x ''disguise ally'' - CL3
****  Communication:  Speak/Read, Telepathic, Read Magic;  Language: Erenlander, Norther, Courtier, Colonial, High Elven, Orc (literate in all)
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*** 8 x ''mage armor'' - CL2, +4 armor AC, 2 hours
****  60' Darkvision and Hearing
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*** 2 x ''silver blood'' - CL3
****  '''Lesser Powers:'''  ''Skills''  10 ranks Spellcraft, 15 ranks Knowledge: Local (Cold Downs)<br />Major Image 1/day<br />Daze Monster 3/day<br />Zone of Truth 3/day
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*** 1 x ''speak with fell'' - CL5
****  Purpose:  The study and creation of magic to add to the world, magic must not fade from Aryth!!
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* ''Charms:''  
****  '''Dedicated Power:''' Waves of Exhaustion
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** a twig that grants +2 Fortitude
****  '''EGO:''' 20  (if personality conflict occurs: Will SV DC19 - p. 269 DMG)
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** a tassle, of unknown use
****  '''CURSE:'''  Wearer must made a DC 19 Will save each day or take 1d4 point of Wisdom damage. (bypasses all immunities)
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** a child's block
 +
** (True) Alligator Tooth Necklace - +4 vs. all swamp diseases
 +
** +2 attack minor charm
 +
* ''Other:''
 +
** wine bottle of quality wine, tainted with Aranasil poison
 +
** breads and mule meat, enough for 16 man days of food
 +
** thick molted snake skin from a gargantual cobra with a white '''V''' pattern on the black hood.
 +
 
 +
== Kyuad's Lorebook ==
 +
 
 +
[[Kyuad's Lorebook]] has its own page.
  
* ''Charms''
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== To-Do List ==
** '''True Charm''' - "Cap of Spiritual Awareness"  This item, created by Kyuad and Eranon, grants the user ''[http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#true-seeing true seeing]'' vs. incorporeal and bodiless creatures.  This includes incorporeal undead created through necromantic magic, lost spirits, and trapped spirits that have not taken form by using their Manifest or Posession abilities (see pages 335-343 of Midnight 2E).
 
** +2 attack (minor)
 
** +2 Fort watchdog x4 (minor)
 
** +2 AC watchdog x2 (minor)
 
** wooden top, Will +2 (minor)
 
** knotted chord, craft +2 (minor)
 
** glass ring, energy resistance (3) vs. fire (true)
 
** roughly-carved clay idol, craft +2 (minor)
 
** sarcosan coin, +1 to the next save (minor)
 
** long wire, mending spell-like effect (lesser)
 
** etched flint, Ref +4 one check (greater)
 
** woven grass, attack +2 (minor)
 
*** ''Charms that are intended to be re-made into something else''
 
**** gold coin (minor)
 
**** leather bracelet (lesser)
 
**** silver needle (greater)
 
**** lightning-singed stone (lesser)
 
* ''Covenant Items''
 
** '''Occulus of the Spine''' a.k.a. ''The Darghul's Eyepiece, the Golder Peeper''
 
*** donning the ornate golden eyepiece is a standard action.  2 lbs.
 
*** NOTE: Bonuses that don't have a specific type always stack with all bonuses.  This item uses the rules for grafted body parts from ''Libris Mortis'', pg. 27 and 79.  This is an item creation feat that uses all of the normal rules for item creation feats, including requiring a character to be in a nexus (pg. 297 of ''Midnight 2nd Edition'') in order to graft parts.  A nexus that supports the Craft Wondrous Item feat also supports the Graft Flesh feat.
 
*** '''2nd Level:''' Wearing the eyepiece grants a character a +5 bonus to Heal checks.  Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (darghul) feat (note that one must be a darghul in order to graft darghul parts).
 
*** '''4th Level:''' Bonus to Heal checks increases to +10.  Grants a +2 bonus to any Craft skill.  Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (spider eater and umber hulk) feat.
 
*** '''6th Level:''' The wearer always succeeds at all Heal checks.  Bonus to any Craft skill increases to +4.  Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (beholder) feat.
 
*** '''7th Level:''' Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (undead) feat (note that one must be in a necromantic conflux = pg. 347 of ''Midnight 2nd Edition'' - rather than a nexus in order to graft undead body parts).
 
*** '''11th Level:''' The character may take 20 as per the rules for taking 10 when using the Craft skill.
 
*** '''15th Level:''' On an unconscious or otherwise helpless subject you can attempt mental surgery.  At the end of each hour of work, make a Heal check, DC 20 (+1 for each hour spent in surgery).  The automatic success ability of the oculus does not apply.  Failure is not recommended.  For each hour of surgery, you can choose one effect:
 
**** Remove blocks of memory (a "block" is any one specific memory item or general group of memories as determined by the GM)
 
**** Reduce mental attribute scores (one hour per point)
 
**** Reduce skill ranks from the target (one hour per 4 ranks)
 
  
 +
'''Time'''<br>
 +
8 hours = one “full day” of work.  This is implied in most sources.<br>
 +
I was thinking that a good house rule might be that if a character has a full day, he could try to keep working longer than 8 hours, making a DC 10 Concentration check before each additional hour.  Every successive hour adds +2 to the DC, with a limit of 5-8 hours, depending on the GM's decision.  Failure means the character just needs to rest and has to stop before working another hour.  It's not unreasonable that someone is able to keep working 12 hours - I do it sometimes at work myself.
  
=== PACK 1 ===
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'''Scrolls'''<br>
 +
VP = spell level x caster level x 25 vp
 +
Time = 8 hours per 1,000 vp
 +
Materials = ½ of vp
 +
Experience = 1/25 of vp
  
This is a thin pack that has linings separating out his belongingsIt resembles a laptop case(2 lb.)
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::'''Key''' ''Name'' – effects and notes; Level, CL, VP, hours, XP<br>
 +
*  ''Fey Fire'' – 8 hours of campfire; 2, 8, 400, 3.2, 16
 +
*  ''Fey Fire, quick'' – this is just at a lower CL, to be used as a source of fire; 2, 1, 50, .4, 2
 +
* ''Mage Armor, Mass ''– 4 hours of +4 armor AC for 4 people; 3, 4, 300, 2.4, 12
 +
*  ''Tongues ''– from The Grimoire of Bile, 20 min; 3, 2, 150, 1.2, 6
 +
* ''Silver Blood ''– copies would be made of the scroll found; 2, 1, 50, .4, 2
 +
*  ''Speak with Fell ''– copies made from scroll found (legate spell), 5 minutes, range 50 ft.; 3, 5, 375, 3, 15
  
* ''Lorebook:'' [3.2 lbs]  Kyuad carries a book that serves as his [[Kyuad's Lorebook|lorebook]].  It's a little thicker than the Midnight book, and better-bound, but otherwise the same size.  The book is in his pack.  ''The character is 100% dependant on this book!''
 
* ''Potions''
 
** 2 potions of cure light wounds (CL 1)
 
** 1 potion of lesser restoration
 
** 3 potions of cure serious wounds (CL 5)
 
** 3 potions of speak with dead (ink black liquid with thin threads of white)
 
** 1 "Draught of the Spell of Necrotic Blood" - The glowing, murky, oily tonic that is ivory in color. It smells like raw meat and grapes. (Consume Likeness Oil (BV89)
 
** 1 Spawn Screen Oil (LM71)
 
** 1 Remove Blindness potion
 
* ''Scrolls''
 
** 4 x ''comprehend languages'' - CL2, 20 minutes
 
** 10 x ''disguise ally'' - CL3
 
** 8 x ''mage armor'' - CL2, +4 armor AC, 2 hours
 
** 2 x ''silver blood'' - CL3
 
** 1 x ''horrid wilting'' - "The Papers of Flesh"
 
** 1 x ''undead to death'' - "The Scroll of the Glamour of Necrotic Force"
 
** 1 x ''revive undead'' - (LM70) "Scroll Rites of Natural Selection"
 
  
 +
'''Charms'''<br>
 +
VP = 5 (Minor), 25 (Lesser), 100 (Greater), 2500 (True)
 +
Time = 8 hours per charm (modified by Craft result)
 +
DC = 15 (M), 20 (L), 25 (G), 30 (T)
 +
Result = compare (Craft check roll x DC) to (VP x 10).  Every multiple of the (VP x 10) reduces time spent crafting by half. 
  
=== PACK 2 ===
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::'''Minor charms '''(8 / DC 15 x result / 50 = hours ) lasts 1 round
 +
::'''Lesser charms '''(8 / DC 20 x result / 250 = hours ) lasts 1 minute
 +
*  Stabilizing bandage (heals 1 hp)
 +
*  Taint detecting twine (turns greenish in the presence of poison)
 +
*  Resting knot (knotted rope the size of a small ball – deals 1d6 damage to undead with a ranged touch attack, range 30 ft.)
 +
*  Corrosive knot (woven ball with explosive acid-soaked filler – 1d3 acid damage with a ranged touch attack, range 30 ft.)
 +
*  Fix-all tape (holds together small (1 lb. or less) broken materials)
  
This is a backpack that he frequently sets down or gives to someone else to carry for him.
 
  
* Profession tools that allow him to work as an undertaker and tailor.  This includes a small bone saw for getting through the spinal column, some linen and woven cotton paper for wrapping a body, and jars of chemicals for embalming.  Also, scalpels, stitching needles and thread, iodine, and purified water.
+
'''Spell Learning'''<br>
* some chalk (0 lb.)
+
Time = 8 hours per spell level
** 975vp worth of fine paper, and 545vp worth of quality ink.  (2 lbs?)
+
Experience = 50 xp per spell level
** 5 healer's kits (5 lb.)
 
** small steel mirror (0 lb.)
 
** 1 dozen sewing needles
 
* Light Crossbow with skull on the front for decoration, 20 bolts (8+2 lb.)
 
* ''Other:''
 
** 7 more days of +2 Int checks oil
 
** 5 skeens of Aranesil silk (100' each)
 
** thick molted snake skin from a gargantuan cobra with a white '''V''' pattern on the black hood.
 
* ''Books:''
 
** ''The Grimoire of Bile'' by Umann-Ui ''(spellbook)''  [4.2 lbs] 
 
*** Spells
 
**** Level 0: ''ghost sound, read magic, dawn''
 
**** Level 1: ''assist, deep breath, detect astirax, far whisper, obscuring mist''
 
**** Level 2: ''resist energy, weather''
 
**** Level 3: ''dispel magic, tongues, arcane impotence, willful stand, neutralize poison''
 
**** Level 4: ''remove curse, black tentacles, minor creation''
 
** ''The Cyclopaedia of Vrolk the Vile'' by Vrolk ''(spellbook)''  [4.6 lbs] 
 
*** Spells
 
**** Level 0: ''disrupt undead, read magic, resistance, touch of fatigue''
 
**** Level 1: ''backbiter, cause fear, fleshknit lesser, protection from good, undetectable alignment''
 
**** Level 2: ''command undead, decomposition, delay poison, fell forbiddance, ghoul touch, ray of weakness, resist energy, shroud of undeath, withering speech''
 
**** Level 3: ''blood boil, dispel magic, fleshknit, halt undead, magic circle against good, tongues, vampiric touch''
 
**** Level 4: ''animate dead, bestow curse, crushing despair, dimensional anchor, enervation, inflict critical wounds, repel vermin''
 
**** Level 5: ''blight, magic jar, magic circle against shadow, nightmare, nexus fuel, waves of fatigue''
 
**** Level 6: '' aura of terror, repulsion, undeath to death''
 
**** Level 7: ''control undead, ghost trap, insanity, sequester, waves of exhaustion''
 
**** Level 8: ''blackfire, clone, horrid wilting, protection from spell, symbol of death, trap the soul, veil of undeath''
 
**** Level 9: ''antipathy, imprisonment, refuge, soul bind''
 
** Manual of Practical Dead Magic (Another book from Vrolk's lab)  [3.1 lbs] 
 
*** Spells
 
**** Level 0: ''acid splash''
 
**** Level 1: ''alarm, endure elements, peasant's rest, unseen servant''
 
**** Level 2: ''cure moderate wounds, fell forbiddance, glitterdust, inflict moderate wounds, scare''
 
**** Level 3: ''bone thicket, greater mage armor, neutralize poison''
 
**** Level 4: ''minor creation, remove curse, secure shelter''
 
**** Level 5: ''arcane interference, faithful hound, waves of fatigue''
 
**** Level 6: ''create undead, flame bones (fire seeds), guards and wards''
 
** ''The Spell Words'' - Spellbook of Irding of the House of Gyrn (4 lb.)
 
*** Spells
 
**** Level 0: ''cure minor wounds, dancing lights, flare, ghost sound, light, prestidigitation, ray of frost, read magic, resistance ''
 
**** Level 1: '' frozen (burning) hands, channel might, disguise self, diguise weapon, endure elements, floating disk, hold portal, magic aura, magic missle, protection from chaos, protection from good, shield, shocking grasp, silent image, speak with animals, undetectable alignment, undetectable aura ''
 
**** Level 2: '' arcane lock, continual flame, ration of exalted darkness (Darkness), fell forbiddance, fey hearth, frost (flame) blade, cold (flame) sphere, greenshield, gust of wind, hypnotic pattern, minor image, misdirection, obscure object, pacify, protection from arrows, resist energy, chilled (scorching) ray, shatter, sound burst, trap ''
 
**** Level 3: '' call lightning, chilling (fire) ball, halt undead, illusory script, invisibility sphere, keen edge, lightning bolt, breaths of warding (magic circle against evil; good; law), magic weapon (greater), major image, tiny hut, willful stand  ''
 
**** Level 4: '' dimensional anchor, ring of ice (ice(fire)trap), phantasmal killer, hallucinatory terrain, invisibility (greater), spike stones''
 
**** Level 5: '' false vision, interposing hand, viciousness deflection (magic circle against shadow), mirage arcana, private sanctum, seeming, wall of force''
 
**** Level 6: '' chain lightning, greater dispel magic, white webs of silver (veil) ''
 
**** Level 7: '' forcecage, illusion of displacement (mass invisibility), sequester, sword ''
 
**** Level 8: '' the gauntlets (clenched fist), blasts of icy sapphire (polar ray), repel metal or stone, auras of the sun (sunburst)''
 
** ''' the Ledger of Gyrn ''' - (magic item / spellbook)'' (1 lb.) <br />This book is impressively clear despite the bad illustrations due to extensive references. It doesn't take much effort to determine that it will prove useful. After a quick examination, one will find that the contents have a few areas of deep insight you hadn't considered. The worn but well made tome is of a small size: 10"x8" and 3" thick. It is extremely durable, waterproof, bound with iron overlaid with mithral and locked (amazing lock). <br> [similar to Boccobs Blessed Book]
 
*** '''Properties:''' A wizard can fill the 1,000 pages of this book with spells without paying the 25 vp per page material cost.
 
** ''' The Unabridged Hermetic Lexicon ''' - (magic item / spellbook)'' (7.3 lb.) <br>This book is hard to understand because of a lack of coherent planning. With time, intellect, or both, one can make sense of the book, and it will reveal it is extremely useful. Making it even more of a find, the contents provide an occasional insight or new idea. This work bestows upon any character the ability to use the spells within its pages. However, any character not already able to use spells gains one negative level for as long as the book is in his possession or while he uses its power. The book has 25 pages. Once a page is turned it can never be turned back - paging through is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed.  When the last page is turned, the book vanishes.  Once per day the owner of the book can cast the spell to which the book is opened.  If that spell happens to be one that is on the character's class spell list, he can cast it up to four times per day.  The pages cannot be ripped out without destorying the book.  Similarly, the spells cannot be cast scroll spells, nor can they be copied into a spellbook, their magic is bound up permanently within the book itself.  The owner of the book need not have the book on his person in order to use its power.  The book can be stored in a place of safety while the owner is away and still allow its owner to cast spells by means of its power.  Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions.  The owner knows this and may even benefit from the turning by gaining access to a new spell.  The chace that a page turns depends on the spell the page contains and what sort of spellcaster the owner is.  <br> [similar to the Book of Infinate Spells] <br>  Strong (all schools); CL 18th.
 
*** '''Spells''' (Treat each spell use as if a scroll were being employed, for puposes of determining casting time, spell failure, and so on.)
 
**** Level 7: ''[http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#mages-sword Mage's Sword]'' (Caster Level 13) For Kyuad the spell functions thus: A sword of force attacks once per round at +25 (or +29) for 4d6+3 magical force damage (19-20/x2).  Standard action to change its target.  Lasts 13 (or 17) rounds, ranges away from the caster no further than 55 ft. (or 65 ft.).
 
*** CONDITION / Chance of Page Turning
 
**** Caster employing a spell usable by own class/level  =  10%
 
**** Caster employing a spell not usable by own class/level =  20%
 
**** Nonspellcaster employing divine spell  =  25%
 
**** Nonspellcaster emplying arcane spell  =  30%
 
  
  
=== Held by Others ===
+
'''To-Do List'''<br>
 +
# Silver blood scrolls x 1 (2 xp) – .4 hrs
 +
# Craft +2 attack minor charms x 2 – varies (average 1.4 hrs each)
 +
# Craft stabilizing bandage charm x 6 – varies (average 5.2 hrs each)
 +
# Fey fire scrolls x 2 (32 xp) – 6.4 hrs
 +
# Craft taint detecting twine – varies (average 5.2 hrs each)
 +
# Craft resting knots x 4 – varies (average 5.2 hrs each)
 +
# Tongues scrolls x 2 (12 xp) – 2.4 hrs
 +
# Learn dispel magic from spellbook (150 xp) – 24 hrs (3 days)
 +
# Learn command undead from spellbook (100 xp) – 16 hrs (2 days)
 +
# Mage armor, mass scrolls x 6 (72 xp) – 14.4 hrs
 +
# Craft +1 AC lesser charm – varies (average 5.2 hrs each)
 +
# Speak with Fell scrolls x 3 (45 xp) – 9 hrs
 +
# Learn remove curse from spellbook (200 xp) – 32 hrs (4 days)
 +
# Learn bestow curse from spellbook (200 xp) – 32 hrs (4 days)
 +
# Learn cause critical wounds from spellbook (200 xp) – 32 hrs (4 days)
  
* ''Books''
+
'''Done List'''<br>
** Left for Collune to read once she gets to Hamlet
+
# Tailor a hawking gauntlet to allow Nisse to land on Kyuad’s arm
*** ''History of Runes'', by Agaren the Elder  (found in Vrolk's lab)  [3.8 lbs]
+
# Silver blood scrolls x 2
*** ''Grimoire of Lost Treasures'', by Zelkel Wyror the Blue  (found in Vrolk's lab)  [5.7 lbs]
+
# Casting of silver blood from a scroll, and application to weapons, etc – 1 hr.
*** ''The Compendium on Time - the Life of Aryth'', by Vrolk (Colonial) (6 lb.) (found in ShadowWall)  [6.1 lbs]
+
# Craft +2 attack minor charms x 2
  
* ''Magic Items:''
+
= Nisse the familiar =
** '''Echo's Splinter''' ''(wooden staff)'' - Found chain-locked in a crate in the attic of ShadowWall, within a fitted silk slipcase.  This impossibly hard* wooden staff is some 4" in diameter and a full 6.5' long.  It is nearly straight with a slight crook in the top section.  It weighs approximately 25 lbs.  The staff holds a series of runes on it, etched into the wood by dark magic and fire - as if burned into the wood against its will.  While the runes can be felt and seen slightly - only pathwalkers can deepen the scars enough to read and use.  (runic record, multiple use, energy-activated)
 
*** Spells 
 
**** Level 0: ''create water, cure minor wounds, dancing lights, detect magic, detect poison, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, virtue''  (this is all 0-level druid spells plus dancing lights)
 
**** Level 1: ''goodberry, longstrider, magic fang, unseen servant''
 
**** Level 2: ''barkskin, continual flame, lifetrap (entangle and damage to undead)''
 
**** Level 3: ''charm repair'' (Midnight 2E p. 134 - repairs a charm once), ''plant growth, spike growth, water breathing''
 
**** Level 4: ''airwalk, bestow spell'' (Sorc.&S, p. 32 - gives a target a spell-like ability), ''holy smite'' (Clr spell from Good domain), ''reincarnate''
 
**** Level 5: ''call lightning storm, commune with nature, mass cure light wounds, magic circle against shadow'' (Sorc.&S, p. 36 - as M.C.A.Evil, etc, but affects Izrador followers)
 
**** Level 6: ''analyze dweomer, find the path, fire seeds, guards and wards, ironwood, repel wood, spellstaff, summon nature’s ally VI''
 
**** Level 7: ''changestaff, control weather, summon nature’s ally VII, sunbeam, transmute metal to wood''
 
**** Level 8: ''earthquake, summon nature’s ally VIII, sunburst, whirlwind, word of recall'' (sanctuary: the Splinter Gate tree.  Limited to staff and one medium [naked] creature, items carried are lost)
 
**** Level 9: ''storm of vengeance, summon nature’s ally IX, sympathy''
 
*** '''''NOTE:''''' The Splinter is taken from the Spinter Gate tree that houses the Academy of Whispers. It is made of the Darkwood material that has been magically treated to be unbreakable to all known means.  Normal Darkwood has 10 hit points per inch of thickness and hardness 5.
 
*** '''''NOTE:''''' It takes 1 hour to study each new spell level, in order to learn what spells it contains.
 
*** '''''NOTE:''''' These are the spells that were on the Splinter, apparently specially placed, and the spells that replaced some of those when the 'Splinter was at Hamlet's Druid Academy.
 
** ''' The Coat of the Bone ''' (held by Kaiel) - AKA. the Gyrn's Garment of Grief, Eddatarm<br>  This coat wears as a cloak with large metal breast buckles of a coat.  It appears to be that of a Dornish winter cloak, the shoulders high with the white fur of a winter wolf down to a point in the middle of the back where it continues in hammered thinned black leathers, weighted with bone along the bottom to scrape the ground.  It appears to be embroidered with small figures representing the fallen Dornish ancestory of House Gyrn (Irding IS amoung the runic story!).  Only the wearer can see the embroidery and recognize them for what they truly can be... the creatures they become, and detatch them. One figure can be detached each round as a standard action, 1d6 can be detached with a full round action.  Detaching a figure causes it to become an actual undead creature.  The skeleton or Fell is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed.  The coat can have it's embroidered figures "replaced" with new undead. To do so the caster must use a power source (such as a Nexus) to place an undead on the coat. <br>  (similar to Robe of Bones, DMG 265)  Moderate Necromancy (evil); CL 6th; Craft Wonderous Item, animate dead. <br> Weight [5.4 lbs.]<br>  '''Embroidered Figures currently on Coat:'''
 
*** '''Currently stored on the coat'''
 
**** '' (29) 1 HD Goblin skeletons ''
 
**** '' (13) 1 HD Dorn skeletons ''
 
**** '' (7) 6 HD Winter Wolf skeletons ''
 
**** '' (6) 5th level Hobgoblin Barbarian (male) Faengrals ''
 
**** '' (1) 9th level Dorn Defender (male) Maelgral ''
 
**** '' (2) Dire Wolf 3rd level Wildlander (female & male) Ungral ''
 
*** ''' EDDATARM honorary member of the House of Gyrn'''
 
****  AL: E* (Any Evil character can use this item, any character whose alignment does not correspond to that of the coat gains one negative level - for details see p. 269 DMG)
 
****  Int: 10, Wis: 10, Cha: 16
 
****  120' Darkvision, blindsense and Hearing.  Communication:  Empathy
 
****  '''Lesser Powers:'''  Deathwatch continuously active
 
****  Purpose:  Defend the Dornish & Elven peoples, by stamping out invading enemies of the territory
 
****  '''Dedicated Power:'''  use Waves of Exhaustion
 
****  '''EGO:'''  9  (if personality conflict occurs: Will SV DC9 - p. 269 DMG)
 
****  '''CURSE:'''  The Coat of Bone has put down many on it's own... For as much as it wanted to be worn, it found itself cursed.  A detect poison spell can reveal the presence of poison impregnated in the coat's leather. It can be handled without harm, but as soon as it is actually donned the wearer is killed instantly unless he succeeds on a DC28 Fort SV.  Luckily the last wearer was a Vampyre.
 
  
* ''Covenant Items:''
+
'''''Nisse, Myling (or Utburd) Familiar'''''
** '''Harvester of Souls''' a.k.a. ''Corpse Scalpal, The Vile Scythe, Vrolk's Implement, The Fell Skewer'' (held by Collune)
+
: '''Tiny Magical Beast '''
*** damage: 2d4 (magical), crit x4, weight 5 lbs.
+
: '''Hit Dice:''' 5 (19 hp)  
*** The wielder is considered a master with the Harvester, whether fighter, Channeller or Aristocrat.  When making attacks with the Harvester, the wielder's Base Attack Bonus is equal to the Harvester's highest activated level or the wielder's Base Attack Bonus, whichever is higher (Example: an 8th-level rogue using the Harvester has a +7 BAB, because the most recent covenant item ability activated at level 7).
+
: '''Initiative: '''+3
*** '''1st Level:''' Damage bonus +1
+
: '''Speed:''' 10 ft. (2 squares), fly 60 ft. (average)
*** '''4th Level:''' Damage bonus +2
+
: '''Armor Class:''' 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
*** '''7th Level:''' The Harvester deals quadruple damage to Fell.  Bonus damage dice are not multiplied. 
+
: '''Base Attack/Grapple:''' +3/–7
*** '''12th Level:''' The Harvester gains the Ghost Touch trait.  Additionally, when damage caused by the Harvester deals a killing blow to a Fell creature or a lost spirit, the wielder gains 1d8 temporary hit points and a +2 bonus to Strength. Additionally, the wielder's effective caster level goes up by +1, improving spell effects dependent on caster level.  These effects last for 10 minutes per HD of the destroyed Fell or lost spirit.
+
: '''Attack:''' Talons +8 melee (1d4–2)  
*** '''15th Level:''' As a standard action, a wielder with the ability to command or rebuke undead may strike the blade into the ground, creating a 60-foot cone in which any Fell or Lost are affected as though by halt undead (DC 27). A successful attack from the Fell Skewer instantly destroys undead held by this ability.
+
: '''Full Attack:''' Talons +8 melee (1d4–2)
 +
: '''Space/Reach:''' 2-1/2 ft./0 ft.
 +
: '''Special Attacks: '''
 +
: '''Special Qualities: '''Low-light vision, share spells, empathic link, deliver touch spells, speak with master
 +
: '''Saves:''' Fort +2, Ref +5, Will +6
 +
: '''Abilities: '''Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
 +
: '''Skills: '''Listen +4, Spot +16
 +
: '''Feats: '''Alertness, Weapon FinesseB, Improved Evasion
  
== Kyuad's Lorebook ==
+
This hauntingly beautiful hawk has a combination of ash-gray and white feathers with black highlights.  It is known for its unusual flight patterns (which are stiff and perfunctory) and its evocative songs of chanted flutes and whistles.  In the folklore of southern Erenland, the myling’s song and strange flight habits are said to frighten away phantasmal spirits.  Because of this, they are either seen as a good omen because they protect others from ghosts, or they are seen as bad omens because their presence may mean a haunting is nearby.  In northern Erenland, Dornish folklore describes the utburd as secretive messenger who brings word from freed spirits.  A myling familiar grants its master a +2 bonus on Fortitude saves.
  
[[Kyuad's Lorebook]] has its own page.
+
'''Combat'''
 +
: Mylings combine both talons into a single attack.
  
[[Kyuad's Lorebook Questions]]
+
'''Skills:''' Mylings have a +8 racial bonus on Spot checks.
  
= Nisse the Fell Familiar =
 
  
'''''RIP'''''
 
  
  

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