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= Nisse the Fell Familiar =
 
= Nisse the Fell Familiar =
  
'''''RIP'''''
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'''''Nisse, Myling (or Utburd) Fell Familiar''''' ''- updated for level'' '''''12'''''
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: '''Tiny Undead'''
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: '''Hit Dice:''' 12 (48 hp)
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: '''Initiative: '''+3
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: '''Speed:''' 10 ft. (2 squares), fly 60 ft. (average) (7200 ft./hr.; 1,800,000 ft./day or 317 miles/day)
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: '''Armor Class:''' 24 (+2 size, +3 Dex, +9 natural), touch 15, flat-footed 21
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: '''Base Attack/Grapple:''' +8/-2
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: '''Attack:''' Bite +13 melee (1d4–2)
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: '''Full Attack:''' Bite +13 melee (1d4–2), and talons +8 melee (1d4-2)
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: '''Space/Reach:''' 2-1/2 ft./0 ft.
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: '''Special Attacks: '''—
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: '''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
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: '''Saves:''' Fort +4, Ref +7, Will +12
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: '''Abilities: '''Str 6, Dex 17, Con - , Int 11, Wis 14, Cha 6
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: '''Skills: '''Listen +4, Spot +16
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:: '''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
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: '''Feats: '''Alertness, Weapon Finesse, Improved Evasion
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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'''
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: Mylings combine both talons into a single attack.
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'''Skills:''' Mylings have a +8 racial bonus on Spot checks.
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'''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>
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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>
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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>
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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>
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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>
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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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