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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. | |
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− | + | Kyuad's current skill with Safati: '''fluent (3) and literate''' | |
− | = Kyuad, | + | = 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. | ||
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==Background== | ==Background== | ||
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===Allies=== | ===Allies=== | ||
− | * '''Collune Rahnvalla''' - | + | * '''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. | ||
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== Covenant Items == | == Covenant Items == | ||
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== Gear == | == Gear == | ||
− | + | * ''Armor/Clothes:'' pants, a duster-like robe/coat, a black cloak/cape, simple travelling gloves, boots, belt with charm buckle, etc. (6 lb.) | |
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− | * ''Armor/Clothes:'' | ||
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** 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"'' | ** Falconry gauntlet from Vrolk's lab, inscribed is ''"By wrath and Revenge Xircix's Heart Holds Her"'' | ||
+ | ** Unidentified shield with astrology motif (equivalent of greater masterwork clouded light steel shield) (3 lb.) | ||
* ''Weapons:'' | * ''Weapons:'' | ||
** 1 drop-sheathed dagger (1 lb.) | ** 1 drop-sheathed dagger (1 lb.) | ||
− | * | + | ** Light Crossbow with skull on the front for decoration, 20 bolts (8 lb.) |
− | ** | + | ** Masterwork Cedeku with the signate of JK on the base of the hilt. (given to Durgaz) |
− | ** ''' | + | ** Silver Masterwork Short Sword, given as a present to the "scrollbearer" by Ossion the elven Wildlander. (2 lb.) |
− | + | * ''Pack:'' (2 lb.) 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. | |
− | + | ** some chalk (0 lb.) | |
− | + | ** 5 essences of silver | |
− | + | ** 4 lbs. of salt | |
− | + | ** 975vp worth of fine paper, and 545vp worth of quality ink. | |
− | **** | + | ** 3 healer's kits (3 lb.) |
− | *** | + | ** small steel mirror (0 lb.) |
− | *** | + | ** 1 dozen sewing needles |
− | *** | + | * ''Books'' |
− | *** | + | ** Found in ShadowWall |
− | + | *** ''History of Herbs'', by Yszer Oralum (Erenlander) (3 lb.) | |
− | + | *** ''Lexicon on Sewing'', by Porcho (Trader's) (1 lb.) | |
− | **** | + | *** ''The Compendium on Time - the Life of Aryth'', by Vrolk (Colonial) (6 lb.) ... '''''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. |
− | + | ** Found in Vrolk's lab | |
− | * '' | + | *** ''Grimoire of Lost Treasures'', by Zelkel Wyror the Blue |
− | ** '' | + | *** ''History of Runes'', by Agaren the Elder .... '''''Note:''''' Only keep this if it's worth learning rune circles |
− | ** | + | * ''Spellbook:'' (3 lb.) 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)'' (4 lb.) |
− | ** | + | ** 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)'' (4 lb.) |
− | ** | + | ** 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'' | ||
+ | *** Level 8: ''horrid wilting, trap the soul'' | ||
+ | * Another book from Vrolk's lab | ||
+ | ** Spells | ||
+ | *** Level 1: ''alarm'' | ||
+ | *** Level 2: ''scare, cure moderate wounds, cause moderate wounds'' | ||
+ | *** Level 3: ''bone thicket, neutralize poison'' | ||
+ | *** Level 4: ''necrotic spell growth'' | ||
+ | *** Level 5: ''cure light wounds, mass'' | ||
+ | *** Level 6: ''flame bones'' (fire seeds), ''create undead'' | ||
* ''Covenant Items'' | * ''Covenant Items'' | ||
+ | ** '''Seludonym's Folly''' a.k.a. ''The Scarf of the People'' | ||
+ | *** appears as a scarf made of woven bark. 1 lb. | ||
+ | *** '''3rd Level:''' This illusion-creating scarf alters the appearance of the wearer as the ''disguise self'' spell. The wearer appears to be a person common to the local surroundings. A wearer of the scarf who knows of the scarf's ability is allowed a DC 15 Will save to avoid forgetting wearing the scarf. The glamer lasts for 1 hour. (Faint illusion; CL 6th) | ||
+ | *** '''4th Level:''' The wearer can see as though affected by a ''true seeing'' spell. This ability can be used for as long as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit. | ||
+ | *** '''5th Level:''' <font color="red">This level is entered on the sheet but not filled-in</font> | ||
+ | *** '''8th Level:''' <font color="red">This level is entered on the sheet but not filled-in</font> | ||
** '''Occulus of the Spine''' a.k.a. ''The Darghul's Eyepiece, the Golder Peeper'' | ** '''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. | *** donning the ornate golden eyepiece is a standard action. 2 lbs. | ||
− | *** | + | *** '''2nd Level:''' Wearing the eyepiece grants a character a +5 <font color="red">(missing bonus type)</font> bonus to Heal checks. |
− | *** ''' | + | *** '''4th Level:''' Grants a +10 bonus to Heal checks. Grants a +2 <font color="red">(missing bonus type)</font> bonus to any Craft skill and to the Profession (surgeon) skill. |
− | *** ''' | + | *** '''6th Level:''' The wearer always succeeds at all Heal checks. Grants a +4 <font color="red">(missing bonus type)</font> bonus to any Craft skill and to the Profession (surgeon) skill. |
− | *** ''' | + | *** '''8th Level:''' Grants a +6 <font color="red">(missing bonus type)</font> bonus to any Craft skill and to the Profession (surgeon) skill. If the character wearing the eyepiece has ranks in Profession (surgeon), the character may take 20 as per the rules for taking 10. |
− | *** '''7th Level:''' | + | ** '''Harvester of Souls''' a.k.a. ''Corpse Scalpal, The Vile Scythe, Vrolk's Implement, The Fell Skewer'' |
− | *** ''' | + | *** damage: 2d4+2, crit x4, weight 5 lbs. |
− | *** ''' | + | *** '''1st Level:''' The wielder is considered a master with the Harvester. If the wielder's Base Attack Bonus is less than the listed ''Specialty Attack Modifier'', the wielder's Base Attack Bonus is increased to the ''Specialty Attack Modifier'', as noted below. |
− | **** | + | *** '''2nd Level:''' ''Specialty Attack Modifier'' +5; +1 damage. |
− | **** | + | *** '''4th Level:''' ''Specialty Attack Modifier'' +6; +1 damage. |
− | **** | + | *** '''7th Level:''' ''Specialty Attack Modifier'' +7; the Harvester deals quadruple damage to Fell. This is normal damage, not bonus damage and therefore not subject to an undead creature's immunity to critical hits. |
+ | ** '''Maindegloire''' a.k.a. ''The Meat Hook, the Gnarled Shaker, the Hand that Did the Deed'' | ||
+ | *** appears as a very small whithered and mummified severed hand. 4 lbs. | ||
+ | *** '''Lore:''' It is said this dried and pickled left hand of a hanged elf is called "the hand that did the deed." According to old Sarcosan beliefs, a candle made of the fat from a malefactor who died on the gallows, virgin wax, and Lapland sesame oil (the candle could only be put out with milk), and the hand having come from the said hanged elf, lighted and placed in the Hand of Glory (as in a candlestick) rendered motionless all persons within the light (30'). The Hand of Glory also purportedly has the power to unlock any door it came across. | ||
+ | *** '''1st Level:''' Once lit, the hand functions as a candle that sheds light as if it were a torch (clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius). It remains lit <font color="red">(missing how long it remains lit, if there is a limit - 1 hr. for a normal torch)</font> | ||
+ | *** '''5th Level:''' The wielder can tell the hand to waken by saying "Turn the lock you dead thing." The wielder is granted a +15 bonus to Open Lock and Disable Device checks. | ||
+ | *** '''8th Level:''' When the wielder holds the hand aloft and says "'Tis the hand that did the deed, hold in horror, fall in fear," anyone within the radius of the light (20') that fails a DC 15 Will saving throw is paralyzed <font color="red">(missing a duration for the paralysis)</font>. If the hand is buried, within 1d4 hours 1d6 "creatures" will dig their way out of the burial hole. | ||
+ | * ''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'' | ||
+ | *** '''''Note:''''' It takes 1 hour to study each new spell level, in order to learn what spells it contains. | ||
+ | ** 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''' | ||
+ | ** ''Potions'' | ||
+ | *** 2 potions of cure light wounds (CL 1) | ||
+ | *** 1 potion of lesser restoration | ||
+ | *** 1 potion of levitation (blue liquid) | ||
+ | *** 3 potions of cure serious wounds (CL 5) | ||
+ | *** 3 potions of speak with dead (ink black liquid with thin threads of white) | ||
+ | *** 14 unidentified potions marked "91V" (orange liquid with red swirl) | ||
+ | *** 5 unidentified potions marked "91V" (bloody milky liquid with veins of black) | ||
+ | *** 3 unidentified potions marked "L", "B", and "G" from the librarian in the 'Spire | ||
+ | ** ''Scrolls'' | ||
+ | *** 5 unidentified scrolls from the librarian in Vrolk's tower | ||
+ | *** 4 x ''cure minor wounds'' - CL1, 1hp | ||
+ | *** 4 x ''comprehend languages'' - CL2, 20 minutes | ||
+ | *** 3 x ''cure light wounds'' - CL2, 1d8+2hp | ||
+ | *** 10 x ''disguise ally'' - CL3 | ||
+ | *** 8 x ''mage armor'' - CL2, +4 armor AC, 2 hours | ||
+ | *** 2 x ''silver blood'' - CL3 | ||
+ | *** 1 x ''speak with fell'' - CL5 | ||
+ | * ''Charms:'' | ||
+ | ** a twig that grants +2 Fort (minor) | ||
+ | ** a toy that grants +2 Bluff (minor) | ||
+ | ** a child's block that grants +2 Fort (minor) | ||
+ | ** +2 attack minor charm | ||
+ | ** '''True Charm''' - improved invisibility vs. Fell (being passed around) | ||
+ | * ''Other:'' | ||
+ | ** 6 doses horse balm | ||
+ | ** 3 flasks (4.5 lb.) | ||
+ | ** 1 sack (.5 lb.) | ||
+ | ** 1 black candle from Vrolk's lab | ||
+ | ** "Nycoptic Manuscripts" | ||
+ | ** 1 hearthstone (2 lb.) | ||
+ | ** 7 more days of +2 Int checks oil | ||
+ | ** 5 skeens of Aranesil silk (100' each) | ||
+ | ** sparkling oil in fragile vials (probably alchemical fire) | ||
+ | ** thick molted snake skin from a gargantual cobra with a white '''V''' pattern on the black hood. | ||
+ | ** leeches, that will add +4 to the next Heal check | ||
+ | ** '''''Note:''''' the aranesil poison is DC 31, Injury, 2d6 Str initial, 2d6 Str secondary | ||
+ | |||
+ | == Kyuad's Lorebook == | ||
+ | |||
+ | [[Kyuad's Lorebook]] has its own page. | ||
+ | == To-Do List == | ||
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− | This is a | + | '''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. | ||
− | + | '''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 | |
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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 | ||
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− | + | '''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. | ||
− | * | + | ::'''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) | |
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− | + | '''Spell Learning'''<br> | |
− | + | Time = 8 hours per spell level | |
− | + | Experience = 50 xp per spell level | |
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− | + | '''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) | |
− | + | ||
− | + | '''Done List'''<br> | |
− | + | # Tailor a hawking gauntlet to allow Nisse to land on Kyuad’s arm | |
− | + | # Silver blood scrolls x 2 | |
− | + | # Casting of silver blood from a scroll, and application to weapons, etc – 1 hr. | |
− | + | # Craft +2 attack minor charms x 2 | |
− | + | ||
− | + | = Nisse the Fell Familiar = | |
− | + | ||
− | + | '''''Nisse, Myling (or Utburd) Fell Familiar''''' ''- updated for level'' '''''9''''' | |
− | + | : '''Tiny Undead''' | |
− | + | : '''Hit Dice:''' 9 (57 hp) | |
− | + | : '''Initiative: '''+3 | |
− | + | : '''Speed:''' 10 ft. (2 squares), fly 60 ft. (average) | |
− | + | : '''Armor Class:''' 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 20 | |
− | + | : '''Base Attack/Grapple:''' +6/-4 | |
− | + | : '''Attack:''' Bite +11 melee (1d4–2) | |
− | + | : '''Full Attack:''' Bite +11/+6 melee (1d4–2), and talons +6 melee (1d4-2) | |
− | + | : '''Space/Reach:''' 2-1/2 ft./0 ft. | |
− | + | : '''Special Attacks: '''— | |
− | + | : '''Special Qualities: '''Low-light vision, darkvision 60 ft., undead traits, share spells, empathic link, degenerative hunger, fell bonding, regenerative hunger, deliver touch spells, speak with master, sense undeath, scare animals of its kind, DR 5/slashing, turn resistance 4 | |
− | + | : '''Saves:''' Fort +3, Ref +6, Will +10 | |
− | + | : '''Abilities: '''Str 6, Dex 17, Con - , Int 10, Wis 14, Cha 6 | |
− | + | : '''Skills: '''Listen +4, Spot +16 | |
− | + | : '''Feats: '''Alertness, Weapon FinesseB, Improved Evasion | |
− | + | ||
− | + | 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 erratic) 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. | |
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+ | '''Combat''' | ||
+ | : Mylings combine both talons into a single attack. | ||
− | + | '''Skills:''' Mylings have a +8 racial bonus on Spot checks. | |
− | + | '''Undead Type:''' Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), fatigue and exhaustion effects, as well as to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Darkvision out to 60 feet. | |
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− | + | '''Degenerative Hunger (Ex):''' A fell familiar must feed on the still-warm flesh of a physical creature with Intelligence 5 or higher. If it does not consume its own weight in such flesh each week, its mental ability scores each decrease by one. If at any point the familiar has gone one week without eating this amount of flesh and its Intelligence is 7 or lower, it devolves into a faengral. Ability scores cannot be decreased in this manner lower than 3.<br> | |
− | + | A fell familiar that drinks a full dose of its master’s blood is considered to have consumed the required amount of flesh for the purposes of this ability. | |
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− | + | '''Fell Bonding (Ex):''' As long as the familiar remains within one mile of the necromancer, its craving for the flesh of the living is little more than a slight hunger and it suffers no unusual discomfort in bright light. <br> | |
− | + | While the hunger for flesh may be sated by the normal means of eating a meal of the body of an intelligent creature (Int 5 or higher), the familiar may instead drink a dose of the blood of its necromancer master once per week. Due to the bonding process, this blood not only counts as a full meal for purposes of quenching the familiar’s hunger, but it also prevents the body of the familiar from rotting. This can be all at once, or in doses. A single dose causes 1d10 points of damage to the necromancer, while a half dose is 1d6, a quarter dose is 1d4, and a daily dose is 2 points of damage daily for six days. This is normal physical damage that bypasses temporary hit points and can be healed naturally. <br> | |
− | + | The fell familiar must drink a full dose of its master’s blood per week for the rest of its existence, so if a week’s worth of blood is not imbibed, the following week the familiar will need two doses, or start to suffer ill effects. However, fell familiars cannot be given advance doses of blood (3 doses in a week only applies to that week or previous weeks – next week the familiar will need another dose). <br> | |
− | + | The process of bonding also imbues the fell familiar with turn resistance equal to the normal Hit Dice of the animal + its master’s necromancer levels. | |
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− | + | '''Regenerative Hunger (Ex):''' For every 10 points of damage it inflicts with its bite attack (or every 10 lbs. of still-warm flesh it consumes), a fell familiar heals 1 point of damage. A full dose of the familiar’s master’s blood heals a quarter of the familiar’s total hit points. | |
− | + | '''Sense Undeath (Ex): ''' If the master is 7th level or higher, the fell familiar gains the ability to sense the difference between life and death in other creatures. When the fell familiar is within arm’s reach, the master gains this ability as well.<br> | |
+ | By spending a full round concentrating on a single subject within 20 feet, a necromancer’s knowledge of mortal transition allows he and his fell familiar to determine the presence of a spirit, and whether the subject is dead or alive. This requires a secretly-rolled Knowledge (spirits) check, with a DC of 15. A successful roll when studying a corpse means the necromancer or familiar can tell if the recently deceased will or will not rise again as Fell, or he can tell if a seemingly alive creature is already Fell. A successful roll for a subject that has not yet died only tells the necromancer or familiar that the subject is alive and there is a spirit present, but not the type of spirit. If the roll fails, the necromancer gains no insight as to the fate of the spirit.<br> | ||
+ | A necromancer or familiar can use this ability as a standard action by taking a +5 penalty to the DC. For every extra 20 feet of distance from a subject, the DC also increases by +2. If the subject has an Intelligence score of less than 5, the DC increases by +5. | ||
+ | '''Scare Animals of its Kind (Ex): ''' Because the fell familiar appears sickly and pale compared to other animals of its type, other animals of its type are frightened by its presence. If the master is 7th level or higher, when other animals of approximately the same type as the fell familiar come within 30 feet of the familiar, they must make a DC 15 Will save or become ''frightened''. | ||
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