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== Gear ==
 
== Gear ==
  
'''''NOTE:''''' The following was current as of 4/19/08
+
'''''NOTE:''''' The following was current as of 11-10-07, when Kyuad found some of his items after leaving the Eye
 
 
  
 
=== On His Person ===
 
=== On His Person ===
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** 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.
 
** '''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.
** ''' 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.
+
** '''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 creaturesThis 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).
*** '''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.]
 
*** '''Nexus Power'''<br />  Spell Energy:  23<br />Recovery:  1d10 per day<br />Affinity: Knowledge, non-weapon items<br />Feats: any non-weapons
 
*** ''' ISECIZOT the Mindful Tender'''
 
****  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)
 
**** Int: 22, Wis: 10, Cha: 10
 
****  Communication:  Speak/Read, Telepathic, Read Magic;  Language: Erenlander, Norther, Courtier, Colonial, High Elven, Orc (literate in all)
 
****  60' Darkvision and Hearing
 
****  '''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
 
****  Purpose:  The study and creation of magic to add to the world, magic must not fade from Aryth!!
 
****  '''Dedicated Power:''' Waves of Exhaustion
 
****  '''EGO:'''  20  (if personality conflict occurs: Will SV DC19 - p. 269 DMG)  
 
****  '''CURSE:'''  Wearer must made a DC 19 Will save each day or take 1d4 point of Wisdom damage. (bypasses all immunities)
 
 
 
 
* ''Charms''
 
* ''Charms''
** '''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 attack (minor)
 
** +2 Fort watchdog x4 (minor)
 
** +2 Fort watchdog x4 (minor)
 
** +2 AC watchdog x2 (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''
 
* ''Covenant Items''
 
** '''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''
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**** Reduce mental attribute scores (one hour per point)
 
**** Reduce mental attribute scores (one hour per point)
 
**** Reduce skill ranks from the target (one hour per 4 ranks)
 
**** Reduce skill ranks from the target (one hour per 4 ranks)
 
  
 
=== PACK 1 ===
 
=== PACK 1 ===
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This is a thin pack that has linings separating out his belongings.  It resembles a laptop case.  (2 lb.)
 
This is a thin pack that has linings separating out his belongings.  It resembles a laptop case.  (2 lb.)
  
* ''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!''
+
* ''Lorebook:'' (3 lb.) 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''
 
* ''Potions''
 
** 2 potions of cure light wounds (CL 1)
 
** 2 potions of cure light wounds (CL 1)
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** thick molted snake skin from a gargantuan cobra with a white '''V''' pattern on the black hood.
 
** thick molted snake skin from a gargantuan cobra with a white '''V''' pattern on the black hood.
 
* ''Books:''
 
* ''Books:''
** ''The Grimoire of Bile'' by Umann-Ui ''(spellbook)'' [4.2 lbs] 
+
** ''The Grimoire of Bile'' by Umann-Ui ''(spellbook)'' (4 lb.)
 
*** Spells
 
*** Spells
 
**** Level 0: ''ghost sound, read magic, dawn''
 
**** Level 0: ''ghost sound, read magic, dawn''
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**** Level 3: ''dispel magic, tongues, arcane impotence, willful stand, neutralize poison''
 
**** Level 3: ''dispel magic, tongues, arcane impotence, willful stand, neutralize poison''
 
**** Level 4: ''remove curse, black tentacles, minor creation''
 
**** Level 4: ''remove curse, black tentacles, minor creation''
** ''The Cyclopaedia of Vrolk the Vile'' by Vrolk ''(spellbook)'' [4.6 lbs] 
+
** ''The Cyclopaedia of Vrolk the Vile'' by Vrolk ''(spellbook)'' (4 lb.)
 
*** Spells
 
*** Spells
 
**** Level 0: ''disrupt undead, read magic, resistance, touch of fatigue''
 
**** Level 0: ''disrupt undead, read magic, resistance, touch of fatigue''
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**** Level 8: ''blackfire, clone, horrid wilting, protection from spell, symbol of death, trap the soul, veil of undeath''
 
**** 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''
 
**** Level 9: ''antipathy, imprisonment, refuge, soul bind''
** Manual of Practical Dead Magic (Another book from Vrolk's lab)  [3.1 lbs] 
+
** Another book from Vrolk's lab (3 lb.)
 
*** Spells
 
*** Spells
 
**** Level 0: ''acid splash''
 
**** Level 0: ''acid splash''
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**** Level 5: ''arcane interference, faithful hound, waves of fatigue''
 
**** Level 5: ''arcane interference, faithful hound, waves of fatigue''
 
**** Level 6: ''create undead, flame bones (fire seeds), guards and wards''
 
**** 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 ===
 
=== Held by Others ===
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* ''Books''
 
* ''Books''
 
** Left for Collune to read once she gets to Hamlet
 
** Left for Collune to read once she gets to Hamlet
*** ''History of Runes'', by Agaren the Elder  (found in Vrolk's lab) [3.8 lbs]
+
*** ''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) [5.7 lbs]
+
*** ''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) [6.1 lbs]
+
*** ''The Compendium on Time - the Life of Aryth'', by Vrolk (Colonial) (6 lb.) (found in ShadowWall)
  
 
* ''Magic Items:''  
 
* ''Magic Items:''  
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**** Level 1: ''goodberry, longstrider, magic fang, unseen servant''
 
**** Level 1: ''goodberry, longstrider, magic fang, unseen servant''
 
**** Level 2: ''barkskin, continual flame, lifetrap (entangle and damage to undead)''
 
**** 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 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 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 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:''''' 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:''''' 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.
 
*** '''''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:''
 
* ''Covenant Items:''
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= Nisse the Fell Familiar =
 
= Nisse the Fell Familiar =
  
'''''RIP'''''
+
'''''Nisse, Myling (or Utburd) Fell Familiar''''' ''- updated for level'' '''''12'''''
 +
: '''Tiny Undead'''
 +
: '''Hit Dice:''' 12 (48 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:''' 24 (+2 size, +3 Dex, +9 natural), touch 15, flat-footed 21
 +
: '''Base Attack/Grapple:''' +8/-2
 +
: '''Attack:''' Bite +13 melee (1d4–2)
 +
: '''Full Attack:''' Bite +13 melee (1d4–2), and talons +8 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, spell resistance
 +
: '''Saves:''' Fort +4, Ref +7, Will +12
 +
: '''Abilities: '''Str 6, Dex 17, Con - , Int 11, Wis 14, Cha 6
 +
: '''Skills: '''Listen +4, Spot +16
 +
:: '''Skills Kyuad knows:''' Concentration +13, Craft (tailoring) +15, Decipher Script +10, Heal +15, Intimidate +3, Knowledge (arcana) +13, Knowledge (history) +7, Knowledge (Kaladruns) +14, Knowledge (spirits) +15, Profession (undertaker) +17, Search +9, Sense Motive +7, Spellcraft +17, Use Magic Device +13
 +
: '''Feats: '''Alertness, Weapon Finesse, 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.
 +
 
 +
'''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.
 +
 
 +
'''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.
 +
 
 +
'''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.
 +
 
 +
'''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>
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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>
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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.
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'''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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'''Spell Resistance (Ex): ''' If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
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