Kyuad

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Kyuad's Stuff he knows

***EYES ONLY*** This is a specialized "lorebook" of all things that would be immediately available (without skill checks) for the character. Things will be posted as they come up or are asked about. Players other than Kyuad SHOULD NOT read this information.




Kyuad, Erunlander Channeler

Kyuad Finustion Kyuad is pronounced (kiuw-ODD). The first part of the name is pronounced very quickly and subtly, so fast that it's hard to even recognize the letters -yu-. Said alone, it sounds like you're saying the letter Q with as little effort as possible. The last part of this sound is an "ooo" sound, and because it's said so quickly, it almost changes the second syllable of the name into the word "wad." The a in Kyuad gets all the emphasis.

Background

He has known ever since he was a boy that he was not of this world. He was still-born and mysteriously light and translucent. The young woman who performed the duties of undertaker for the village visited the house to ensure the passage of the newborn, and once there declared him alive.

She saw something unique in him, and stayed in the village for many years, overseeing his growth and training. She did what she could to teach him about the differences between the world of spirit and the material world. Life exists in both, and sometimes life from each realm bleeds over into the other. That is the source of undeath. He is an example of both life bleeding into the realm of spirit, and of spirit invading the physical world. Somehow he is unique, born dead and yet still alive, with a spirit lost and a spirit gained. Not quite fully alive, and not undead either. The mystery of his life is something both of them together have devoted their lives to studying.

She still serves as his benevolent mentor. Her unique abilities grant her foreknowledge of events that have not yet come to pass. Because of this, she has seen a great opportunity for him to avoid his own death by opposing the forces of the Shadow. How much of her knowledge she shares with him is still unknown, but he trusts her with his life, such as it is.

Kyuad's personality is that of a scientist. He is constantly studying the world and the nature of magic, in an attempt to understand himself, and the world of Aryth. A huge part of this is the study of positive and negative energies, how and why they still affect the world after the Sundering, and how undead creatures factor into the overall balance of nature.

10 questions

  • Describe what your hero's glorious death might be.
    • Finally having cast off his mortal coil, he has found a way to live on as a Good spirit-like undead magical explorer, learning about the fate of the rest of Aryth. Having studied the lore and secrets of the rest of the world, and marshalled armies of tremendous might, he returs to Eredane with armies of undead, dragon, and man, and joins the final battles that decide once and for all the fate of Izrador.
  • Describe what your hero's worst fated death at the hands of [the ENEMY] might be.
    • A concentrated effort from many powerful legates finally enable them to Rebuke and Command him. Used as a tool of the Shadow, his fate is sealed when he is forced to battle elves in the Caraheen.
  • What is the worst thing [the Shadow] could do to your hero? (this could include things done to loved ones)
    • Rebuke him. Or, before that's possible, strip him of his literacy.
  • Describe a victory that your hero would like to have against [the Shadow].
    • He would have a hand in the destruction of Theros Obsidia and all who reside there.
  • What action would your hero never do?
    • Have sex with a man
    • Raise the innocent or Good-aligned as undead minions.
  • What would cause your hero to break down to sadness or fear?
    • Sadness: A fell infant. duuuude
  • What do you hope your heroe's honorific would be?
    • "Exhaulted" "Merciful"
  • What would it take for your hero to turn traitor? (these can result from bribe or blackmail)
    • The promise of founts of knowledge.
  • PLAYER: What's your favorite monster or NPCs to fight?!!
    • Anything intelligent enough to use tactics and have great swag. Except vampires - they suck. Goblins are always fun, since they're almost people, and not so monstrous that there are no laughs to be had.
  • PLAYER: What do you most enjoy about RPGs & D&D? (meaning battling monsters, solving puzzles, political roleplaying, etc..?)
    • Kevin :) Okay, with less sucking up... I love working toward having a great story to tell. Building interesting twists in the history of the characters that comes together in the end to be really intriguing. Many times, this comes through killing bad guys, which I love. Especially if I get to keep their stuff and get rich. Not so big on the puzzles.

3x3

Contacts

  • Mardo Fintwicz - gnome merchant, frequently travels collecting curiosities. Pays well for magics and favors. The pawn broker
  • Maoli - Kyuad's mother. Shortly after he was born, she was taken into captivity to serve as a concubine for an orc leader. Her captor was a particularly sadistic orc who made her choose between her life or her son's. He told her he could take her baby, so he could have a new sacrifice to hand over to the legates, or he could take her as his slave for the rest of her life. She chose to let her baby live, and left Kyuad with her young married niece. Her spirit worn down by the evils of orc enslavement, Maoli is a defeated person who has attempted suicide many times. She resents Kyuad and blames him for her current situation, but she is still his mother, deep in her heart. Her attitude toward him could shift either way.
  • Valendil - The wood elf arrived in a town once while Kyuad was visiting, and requested help with two allies. Some of the people rejected him, claiming that being an elf in the town was enough to bring death to them all if the legates ever found out. The situation escalated until someone threw a rock, hitting one of the wounded. Someone in the town offered Valendil sanctuary in their home. Barely alive, one of the two elves survived with the help of some townspeople. However, the other had been injured enough from the rock that she died. Kyuad was brought in to assist with the passing, and learned some of the elven ways of dealing with death. During Valendil's stay in this town, Collune got word to Kyuad that there was someone he must meet named Durgaz, who would aid him in his travels. Valendil helped Kyuat reach Durgaz.

Allies

  • Collune Rahnvalla - Collune Rahnvalla is a pathwalker and a spiritual channeler who specializes in necromancy and divination, and who is a skilled undertaker. Collune was a young girl when she met Kyuad. She was just learning how to serve as an undertaker when she heard that a baby was still-born in the town through which she travelled. She and her teacher arrived and saw that he was still alive, but very close to death. Once healthy again, Collune took a special interest in the baby's life, and settled permanently in the village as soon as she had finished her training. Her divinations lead her to see in him a strong portent for a life of great danger and importance. Kyuad and Collune share a strong bond. She has taught him much of what he knows, and supports his quest for knowledge. She also brings to him warnings and guidance that leads him to where she learns he needs to be. She and Kyuad are creating a language together called Safati. Collune lives very simply, working as an undertaker for Hillbird and other towns in the region. To the outside world, she seems to have a very average life, like anyone else. Collune sometimes sends messages to Kyuad.
  • 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.
  • 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.

Enemies

  • Nashvahd - Sarcosan outrider. He hates magic and anyone who studies the dead. He especially hates Kyuad because during one of his first assignments as an undertaker, he was unable to prevent Nashvahd from having to kill his undead father. He was forced to chop off the head of his animated father when he bit two of Nashvahd's fingers off. The horrors of that moment have haunted his dreams ever since, and the injury has physically marred him, preventing him from advancing in caste.
  • Gorrie Sander - Gorrie was once smitten with Kyuad when the two of them were young. She had decided that she was going to be his wife someday, and despite his lack of interest, interjected herself into his life whenever she could. The disruption and distraction this caused lead to a number of problems, each one solidifying Kyuad's distaste for her. Gorrie decided that Collune must be trying to keep the two of them apart with all the studying that she had Kyuad doing, and set out to kill Collune. Collune foresaw the dire consequences of Gorrie's plan, and fingered Gorrie as a lawbreaker, resulting in her enslavement. Gorrie hates Collune with a burning rage, and has now turned against Kyuad as well, since she thinks he chose Collune over her.
  • Legate Pessiogn - As a boy, Diero Pessiogn and Kyuad were very close friends. Both had their hobbies, and both persued them with unusual intensity. While Kyuad was focused on studying the knowledge of the living form and how it works, Diero strove to one day be a great legate, and studied the religious beliefs and practices of the Shadow. They were intense and brooding teenagers, but still friends as fast as ever, when Diero discovered Kyuad dabbling in the use of magic. Diero became a legate merely because he wanted the prestige of being one who practices magic, and being at his core a coward, he was unwilling to risk his life by thwarting the restrictions against channeled magics. Infuriated, Diero resented Kyuad's willingness to break the law that he'd devoted so much of his life to, in order to accomplish Diero's own goals. While truly Diero resents Kyuad for having the bravery to take a risk that he could never take, Diero instead focuses his rage on Kyuad for "taking the easy way, the bad way." Diero and Kyuad were never friends again from that day forward, but out of respect for the friendship they once shared, Diero has never acted against Kyuad for breaking the law. He does care for his friend and doesn't want to see him get killed.

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.


Language

Kyuad and Collune have worked together to create a secret language, called Safati. When using written communication, they use this language. Kyuad occasionally leaves messages for her, written in the dirt, in places where he dwells for very long, confident that Collune is capable of using her Seer abilities to read the messages.

Kyuad's current skill with Safati: fluent (3) and literate


Covenant Items

Kyuad's old covenant items

Verdigris Helm

A bronze helmet, with verdigris stains over much of it. It was once owned by someone named Wascen Witherfist, who fancied himself a prophet of a god of disease/decay/corruption. The helmet can give diseased skin a look of beauty, and can cause disease in others. Wascen was particularly set against the elves, though mostly because they feared that his so-called god wished to destroy their forests. Given a choice, he would have converted elves, wishing to give them the chance to embrace the decay inherant in all life.

Vieredelin

This is primarily a mining tool, but it can be separated into four smaller tools. Two of these are: a heavy pick and a light pick (usually used together by someone skilled at using Two-Weapon Fighting). Obviously, a dwarven item. The Vieredelin is fabled to have been the first pick to break through to a famous cavern system, where modern holds are now located. Against some great and terrible foe, the Vieredelin was used to deal the deathblow. It was said that the pick pinned the foe's spirit to the rock in that place, ensuring that he/she could bother no one in the afterlife.

Berufs Parir

In the Dornish homelands across the oceans, they had a tradition of fire brigades in their villages. They typically built their homes out of wood and lashes, making them particularly combustable, so no village (or even household) went without some fire prevention/fighting training, and it was common for most men of an adult age to compete in contests that tested their ability to fight a fire and save people from fire. The Berufs Parir was once part of a larger device used in fighting fires, but is now nothing more than an enchanted leather tube. It has a burned-in flame motif on its surface. It is about an inch across at each end, stiff enough to hold its shape as a tube but very flexible when bent. Breathing in from one end of the tube provides pure, breathable air, no matter what's on the other end. Needless to say, it's fireproof. It probably does other things too.

Gear

NOTE: The following was current as of 11-10-07, when Kyuad found some of his items after leaving the Eye

On His Person

  • Armor/Clothes:
    • pants, a duster-like robe/coat, a black cloak/cape, simple travelling gloves, boots, belt with charm buckle, etc. (6 lb.)
      • Contents of charm buckle: +2 attack minor charm (minor), +2 Fort watchdog x4 (minor), +2 AC watchdog x2 (minor)
    • hawking gauntlet made from the wing leather of an undead wyvern
    • Falconry gauntlet from Vrolk's lab, inscribed is "By wrath and Revenge Xircix's Heart Holds Her"
  • Weapons:
    • 1 drop-sheathed dagger (1 lb.)
  • Magic Items
    • 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.
    • True Charm - "Cap of Spiritual Awareness" This item, created by Kyuad and Eranon, grants the user 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).
  • Charms
    • +2 attack (minor)
    • +2 Fort watchdog x4 (minor)
    • +2 AC watchdog x2 (minor)
  • Covenant Items
    • Occulus of the Spine a.k.a. The Darghul's Eyepiece, the Golder Peeper
      • donning the ornate golden eyepiece is a standard action. 2 lbs.
      • NOTE: Bonuses that don't have a specific type always stack with all bonuses. This item uses the rules for grafted body parts from Libris Mortis, pg. 27 and 79. This is an item creation feat that uses all of the normal rules for item creation feats, including requiring a character to be in a nexus (pg. 297 of Midnight 2nd Edition) in order to graft parts. A nexus that supports the Craft Wondrous Item feat also supports the Graft Flesh feat.
      • 2nd Level: Wearing the eyepiece grants a character a +5 bonus to Heal checks. Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (darghul) feat (note that one must be a darghul in order to graft darghul parts).
      • 4th Level: Bonus to Heal checks increases to +10. Grants a +2 bonus to any Craft skill. Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (spider eater and umber hulk) feat.
      • 6th Level: The wearer always succeeds at all Heal checks. Bonus to any Craft skill increases to +4. Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (beholder) feat.
      • 7th Level: Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (undead) feat (note that one must be in a necromantic conflux = pg. 347 of Midnight 2nd Edition - rather than a nexus in order to graft undead body parts).
      • 11th Level: The character may take 20 as per the rules for taking 10 when using the Craft skill.
    • Harvester of Souls a.k.a. Corpse Scalpal, The Vile Scythe, Vrolk's Implement, The Fell Skewer
      • damage: 2d4 +2 (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 the Harvester's highest activated level or the wielder's Base Attack Bonus, whichever is higher (Example: an 8th-level rogue using the Harvester has a +7 BAB, because the most recent covenant item ability activated at level 7).
      • 1st Level: Damage bonus +1
      • 4th Level: Damage bonus +2
      • 7th Level: The Harvester deals quadruple damage to Fell. Bonus damage dice are not multiplied.
      • 12th level: The Harvester gains the Ghost Touch trait. Additionally, when damage caused by the Harvester deals a killing blow to a Fell creature or a lost spirit, the wielder gains 1d8 temporary hit points and a +2 bonus to Strength. Additionally, the wielder's effective caster level goes up by +1, improving spell effects dependent on caster level. These effects last for 10 minutes per HD of the subject creature.

PACK 1

This is a thin pack that has linings separating out his belongings. It resembles a laptop case. (2 lb.)

  • Lorebook: (3 lb.) Kyuad carries a book that serves as his lorebook. It's a little thicker than the Midnight book, and better-bound, but otherwise the same size. The book is in his pack. The character is 100% dependant on this book!
  • Potions
    • 2 potions of cure light wounds (CL 1)
    • 1 potion of lesser restoration
    • 3 potions of cure serious wounds (CL 5)
    • 3 potions of speak with dead (ink black liquid with thin threads of white)
    • 1 "Draught of the Spell of Necrotic Blood" - The glowing, murky, oily tonic that is ivory in color. It smells like raw meat and grapes. (Consume Likeness Oil (BV89)
    • 1 Spawn Screen Oil (LM71)
    • 1 Remove Blindness potion
  • Scrolls
    • 4 x comprehend languages - CL2, 20 minutes
    • 10 x disguise ally - CL3
    • 8 x mage armor - CL2, +4 armor AC, 2 hours
    • 2 x silver blood - CL3
    • 1 x horrid wilting - "The Papers of Flesh"
    • 1 x undead to death - "The Scroll of the Glamour of Necrotic Force"
    • 1 x revive undead - (LM70) "Scroll Rites of Natural Selection"


PACK 2

This is a backpack that he frequently sets down or gives to someone else to carry for him.

  • Profession tools that allow him to work as an undertaker and tailor. This includes a small bone saw for getting through the spinal column, some linen and woven cotton paper for wrapping a body, and jars of chemicals for embalming. Also, scalpels, stitching needles and thread, iodine, and purified water.
  • some chalk (0 lb.)
    • 975vp worth of fine paper, and 545vp worth of quality ink. (2 lbs?)
    • 5 healer's kits (5 lb.)
    • small steel mirror (0 lb.)
    • 1 dozen sewing needles
  • Light Crossbow with skull on the front for decoration, 20 bolts (8+2 lb.)
  • Other:
    • 7 more days of +2 Int checks oil
    • 5 skeens of Aranesil silk (100' each)
    • thick molted snake skin from a gargantual cobra with a white V pattern on the black hood.
  • Books:
    • 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


Held by Others

  • 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)
  • 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.

Kyuad's Lorebook

Kyuad's Lorebook has its own page.


Nisse the Fell Familiar

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.
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.
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.
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).
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.
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.
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.

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.






PORTAL  |  THE SOUTHIES  |  DURGAZ  |  ERANON  |  ZAL'KAZZIR  |  KYUAD / Bill