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− | = 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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== 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"'' | ||
* ''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 |
− | *** '' | + | ** 1 lbs. of salt (3 given to the elves at a 5gp/lb. value before adding regional modifiers) |
− | *** | + | ** 975vp worth of fine paper, and 545vp worth of quality ink. (2 lbs?) |
− | **** | + | ** 3 healer's kits (3 lb.) |
− | *** | + | ** small steel mirror (0 lb.) |
− | *** | + | ** 1 dozen sewing needles |
− | *** | + | * ''Books'' |
− | *** | + | ** Left for Collune to read once she gets to Hamlet |
− | + | *** ''History of Runes'', by Agaren the Elder (found in Vrolk's lab) | |
− | + | *** ''Grimoire of Lost Treasures'', by Zelkel Wyror the Blue (found in Vrolk's lab) | |
− | **** | + | *** ''The Compendium on Time - the Life of Aryth'', by Vrolk (Colonial) (6 lb.) (found in ShadowWall) |
− | + | ** Found in ShadowWall | |
− | * '' | + | *** ''History of Herbs'', by Yszer Oralum (Erenlander) (3 lb.) |
− | ** ''' | + | *** ''Lexicon on Sewing'', by Porcho (Trader's) (1 lb.) |
− | ** | + | ** Found in Vrolk's lab |
− | ** | + | * ''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 (3 lb.) | ||
+ | ** Spells | ||
+ | *** Level 1: ''alarm'' | ||
+ | *** Level 2: ''scare, cure moderate wounds, cause moderate wounds'' | ||
+ | *** Level 3: ''bone thicket, neutralize poison'' | ||
+ | *** Level 4: ''secure shelter'' | ||
+ | *** Level 5: ''waves of fatigue'' | ||
+ | *** 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. When the scarf is removed all affected by the illusion forget the person was wearing it and treat them as if they've just arrived, forgetting the illusionary person. Anyone knowing the scarf is in use is allowed a DC 15 Will save to avoid forgetting wearing the scarf. The glamor 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. Wearer may make a Will Save to resist beginning at DC10. | ||
+ | *** '''8th Level:''' The wearer is protected from all devices and spells that detect, influence, or read emotions or thoughts. Seludonym's Folly protects against mind-affecting spells and effects that seek information gathering. The Scarf of the People even foils limited wish, miracle and wish spells when used to gain information on the wearer.In the case of scrying that scans an area the wearer is in, such as arcan eye, the effect works but the wearer simply isn't detected. Scrying attempts that are targeted specifically at the wearer don not work at all. <br> The wearer is affected by "the Folly" effect. Wearer may make a Will Save to resist beginning at DC20. | ||
+ | *** '''11th Level:''' ???. Wearer may make a Will Save to resist beginning at DC30. | ||
** '''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. | ||
− | *** NOTE: Bonuses that don't have a specific type always stack with all bonuses | + | *** NOTE: Bonuses that don't have a specific type always stack with all bonuses. |
− | *** '''2nd Level:''' Wearing the eyepiece grants a character a +5 bonus to Heal checks | + | *** '''2nd Level:''' Wearing the eyepiece grants a character a +5 bonus to Heal checks. |
− | *** '''4th Level:''' Bonus to Heal checks increases to +10. Grants a +2 bonus to any Craft skill | + | *** '''4th Level:''' Bonus to Heal checks increases to +10. Grants a +2 bonus to any Craft skill and to the Profession (surgeon) skill. |
− | *** '''6th Level:''' The wearer always succeeds at all Heal checks. Bonus to any Craft skill increases to +4. | + | *** '''6th Level:''' The wearer always succeeds at all Heal checks. Bonus to any Craft skill and to the Profession (surgeon) skill increases to +4. |
− | ** | + | *** '''8th Level:''' Bonus to any Craft skill and to the Profession (surgeon) skill increases to +6. If the character wearing the eyepiece has ranks in Profession (surgeon), the character may take 20 as per the rules for taking 10 when using this skill. |
− | *** ''' | + | ** '''Harvester of Souls''' a.k.a. ''Corpse Scalpal, The Vile Scythe, Vrolk's Implement, The Fell Skewer'' |
− | *** ''' | + | *** damage: 2d4 (magical), crit x4, weight 5 lbs. |
− | **** | + | *** 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 his character level or caster level, whichever is higher, with the maximum of the Harvester's Covenant item level (Example: a 8+ level character using the Harvester's 7th level +7 BAB is limited to the +7 Modifier) |
− | **** | + | *** '''1st Level:''' BAB: +1; Total Dmg: 2d4+1 |
− | **** | + | *** '''4th Level:''' BAB: +4; Total Dmg: 2d4+2 |
− | + | *** '''7th Level:''' ''Specialty Attack Modifier'' the Harvester deals quadruple damage to Fell, which means rolling damage 4 times. Any extra damage, such as sneak attack, are not rolled multiple times, but are added to the total at the end of the calculation. This is normal damage, not bonus damage and therefore not subject to an undead creature's immunity to critical hits. BAB: +7; Total Dmg: 2d4+2 | |
− | + | * ''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: ''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)'' | ||
+ | *** '''''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. | ||
+ | ** 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'' | * ''Potions'' | ||
** 2 potions of cure light wounds (CL 1) | ** 2 potions of cure light wounds (CL 1) | ||
** 1 potion of lesser restoration | ** 1 potion of lesser restoration | ||
+ | ** 1 potion of levitation (blue liquid) | ||
** 3 potions of cure serious wounds (CL 5) | ** 3 potions of cure serious wounds (CL 5) | ||
** 3 potions of speak with dead (ink black liquid with thin threads of white) | ** 3 potions of speak with dead (ink black liquid with thin threads of white) | ||
+ | ** 1 "Elven Potion of the Serene Haunt - The fizzing, bubbling substance that is green with ruby flakes. It smells and tastes like dirt." (Protection from Arrows, 15/magic) | ||
+ | ** 1 "Elven Potion of the Serene Haunt - The fizzing, bubbling substance that is green with ruby flakes. It smells and tastes like dirt." (Protection from Arrows, 10/magic) | ||
** 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 "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 "Goblin Tonic - The glowing mixture that is blue with green flecks. It smells and tastes like excrement.Devil's Tongue (BV92) | ||
+ | ** 1 "Seekers' Potion" - The moving, translucent tonic that is azure in color. It smells and tastes like mead. (Eye of the Beholder (BV94) | ||
** 1 Spawn Screen Oil (LM71) | ** 1 Spawn Screen Oil (LM71) | ||
− | ** 1 | + | ** 1 Ghost Trap (LM65) |
+ | ** 1 unidentified potion marked "B", from the librarian in the 'Spire | ||
* ''Scrolls'' | * ''Scrolls'' | ||
+ | ** 4 x ''cure minor wounds'' - CL1, 1hp | ||
** 4 x ''comprehend languages'' - CL2, 20 minutes | ** 4 x ''comprehend languages'' - CL2, 20 minutes | ||
+ | ** 3 x ''cure light wounds'' - CL2, 1d8+2hp | ||
** 10 x ''disguise ally'' - CL3 | ** 10 x ''disguise ally'' - CL3 | ||
** 8 x ''mage armor'' - CL2, +4 armor AC, 2 hours | ** 8 x ''mage armor'' - CL2, +4 armor AC, 2 hours | ||
** 2 x ''silver blood'' - CL3 | ** 2 x ''silver blood'' - CL3 | ||
+ | ** 1 x ''speak with fell'' - CL5 | ||
** 1 x ''horrid wilting'' - "The Papers of Flesh" | ** 1 x ''horrid wilting'' - "The Papers of Flesh" | ||
** 1 x ''undead to death'' - "The Scroll of the Glamour of Necrotic Force" | ** 1 x ''undead to death'' - "The Scroll of the Glamour of Necrotic Force" | ||
** 1 x ''revive undead'' - (LM70) "Scroll Rites of Natural Selection" | ** 1 x ''revive undead'' - (LM70) "Scroll Rites of Natural Selection" | ||
+ | * ''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) | ||
+ | ** '''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). | ||
+ | * ''Other:'' | ||
+ | ** 6 doses horse balm | ||
+ | ** 3 flasks (4.5 lb.) | ||
+ | ** 1 sack (.5 lb.) | ||
+ | ** 2 healer's kits (2 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 | ||
+ | ** Unidentified shield with astrology motif (equivalent of greater masterwork clouded light steel shield) (3 lb.) | ||
+ | |||
+ | == Kyuad's Lorebook == | ||
+ | |||
+ | [[Kyuad's Lorebook]] has its own page. | ||
+ | |||
+ | = Nisse the Fell Familiar = | ||
− | + | '''''Nisse, Myling (or Utburd) Fell Familiar''''' ''- updated for level'' '''''10''''' | |
+ | : '''Tiny Undead''' | ||
+ | : '''Hit Dice:''' 10 (32 hp) | ||
+ | : '''Initiative: '''+3 | ||
+ | : '''Speed:''' 10 ft. (2 squares), fly 60 ft. (average) (7200 ft./hr.; 1,800,000 ft./day or 317 miles/day) | ||
+ | : '''Armor Class:''' 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 20 | ||
+ | : '''Base Attack/Grapple:''' +7/-3 | ||
+ | : '''Attack:''' Bite +12 melee (1d4–2) | ||
+ | : '''Full Attack:''' Bite +12/+7 melee (1d4–2), and talons +7 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/magic and slashing, turn resistance 4 | ||
+ | : '''Saves:''' Fort +3, Ref +6, Will +11 | ||
+ | : '''Abilities: '''Str 6, Dex 17, Con - , Int 10, Wis 14, Cha 6 | ||
+ | : '''Skills: '''Listen +4, Spot +16 | ||
+ | : '''Feats: '''Alertness, Weapon Finesse, Improved Evasion | ||
− | This is a | + | 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. |
− | + | '''Combat''' | |
− | + | : Mylings combine both talons into a single attack. | |
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+ | '''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. | |
− | + | '''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. | |
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− | + | '''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.<br> | ||
− | + | '''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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