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About NiyutBackstory:
Twins are considered blessed by the spirits amongst the Firebird clan of the foothills of the Iron Mountain. Savage beasts stalk the badlands. Epic storms rage above the hills. The elemental magic of the spirit-blessed twins can make the difference between life and death in these harsh conditions. Yet not all blessings look the same. Shadows and darkness have plagued Niyut’s dreams since she was a child: a foreboding of doom that never came. She grew up hearing her tribe’s whispers that she was born under an ill omen. Yet, how could she be born under an ill omen when her brother is exactly what the tribe had hoped? He is strong, wise, and blessed with elemental magic. Their mother told them to pay not attention to the whispers. She inked their skins with sacred sigils to keep them safe. She taught them how mingle their magic together to bring the elements into harmony. She even carved Niyut a wand from the wood of a bog oak. Niyut was confused by this gift because she could not use it, but their mother told her that she would understand this gift in time. All of their mother's gifts were intended to protect her blessed twins. Niyut knows their mother did her best to protect her children, and in turn Niyut did her best to be a dutiful daughter. She struggled and forced her magic into the traditions of her people, despite the shadows’ seductive call. Despite her best efforts, Niyut could neither completely tame the wildness in her own spirit nor the dark dreams that haunted her. Her one boon companion and source of solace is her twin brother, Truk’tosh. He slipped from their mother with his hand grasping her ankle and he has continued to follow at her heels as they grew of age. When Niyut is sent to appease the spirits unwelcome in the sacred rites of their peoples, it is Truk’tosh who guards her body. It was one of these vision quests, that her dark dreams came true. The world of the spirits opened up and began to consume the world of the living. The sun disappeared; it was replaced by endless night. Worse, she is now possessed. The spirit of some elven interloper, Viosil, is bound to her flesh and intertwined with her spirit. Their melding altered them both. His sorcery fused with Niyut’s own latent sorcery, bringing them both new power but also the hint of madness. Yet, despite the apocalypse, she has awoken with her twin and several other strangers.
Appearance and Personality:
Niyut is a beautiful young woman with olive skin and green hair so dark it is almost black. In appearance, she favors her mother’s tribe over her father’s. Her entire life has been torn between the desperate hope to appease her tribe and the whispered urges of the spirits that haunt her. After claiming the Liber Sanguinem in the Tower of Necromancy, she has started embracing her power as an important part of who she is, despite its origin. Lacking the physical gifts of her twin, Niyut relies on her cunning and the force of her personality. As their journey continues, she has grown even more fey and wild. Though her beauty has only deepened, at least one of her companions has come to fear her. Statistics:
Female Half-Orc Oracle (Spirit Guide) 9
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AC 14 (18 Mage Armor), touch 13, flat-footed 11 (15 Mage Armor) (+3 Dex, +1 NA) HP: 79 (9d8+1d6+1) Fort +7, Ref +10, Will +11 (+2 against Illusion effects) (+1 against the hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches.) Resistances: Cold: 5 --------------------
Fíkeh’semghédôm: +2 dagger +11/+5 (1d4+2, 19-20, x2, S/P) Speed 30 ft. Space 5 ft., Reach 5 ft. --------------------
Oracle Spells Known (CL 9, +16 Concentration): 4th -- Cure Critical Wounds, Disenchant, Legend Lore, Minor Phantom Object (DC 26), Restoration, Shadow Conjuration (DC 26), Shadow Dragon Aspect (DC 26), Shadow Step (M)
Oracle Spells Per Day 4th: 2/5
Mystery: Shadow
Sorcerer Spells Known (CL 3, +10 Concentration): 1st -- Snowball (DC 18)
Sorcerer Spells Per Day 1st: 4/4 Bloodlines: Draconic (Silver Dragon) and Orc Personal Ethereal Pool: 5/9 Fíkeh’semghédôm: Charges: 19/28 1 Charge: Mage Armor, Magic Missile, Lesser Intensify Spell, Lesser Reach Spell, Lesser Silent, Lesser Still Spell, Lesser Teneborous Spell, Shield, Snowball
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Str 7, Dex 16, Con 10, Int 16, Wis 12, Cha 24 Base Atk +6; CMB +3; CMD 17 (-2 Str, +3 Dex, +6 BA) Traits: Family Ties (Drawback), Fate’s Favored, Highlander, Magical Knack (Sorcerer) Feats: Alertness (from Familiar), Cunning, Dimensional Agility, Elemental Commixture, Eschew Materials, Extra Revelation (Dark Secrets), Extra Revelation (Shadow Projection), Scribe Scroll, Signature Skill (Stealth), Skill Focus: Stealth, Spell Focus (Illusion), Weapon Finesse (Freebie) Divine Boons: Gift of Teysura: +1 to all saving throws. (Restoring the sacred font in the dwarven crypt.) Gift of the Sacred Chestnut Tree: +1 NA. Imbued Essences: Shadow Arcane Essence (Shadowbrood Cloaker): +1 to the DC of illusion spells from the shadow subschool or spells with the darkness or light descriptor. Secondary Benefit: Shadow Shift (Su): When in dim illumination, you can manipulate shadows at will as a swift action to create one of the following effects: Blur (lasts 1d4 rounds, self only), Mirror Image, Silent Image (23: save DC is Charisma-based), Darkness or Dimension Door (self only). You could only use an effect once you reach a high enough level to get access to that spell level; You can use Silent Image at Oracle 1; at Oracle 4, you can use the Blur, Darkness, or Mirror Image; and at Oracle 8, use Dimension Door. Illusion Arcane Essence (Chain of Disguise): +1 to DC's for Illusion spells and effects. Secondary Effect: +2 CL to [Glamer] spells. Illusion Arcane Essence (Gnoll Bard): +1 to DC's for Illusion spells and effects. Secondary Effect: Lingering Image: All of Niyut’s figment spells will linger for 1 additional round beyond the spells normal duration. Illusion Arcane Essence (Cliff Giant): +1 to DC's for Illusion spells and effects. Secondary Effect: +2 the Kn: Geography. Water Elemental Essence: +5 Cold Resistance Secondary Effect: Ooze Traits. Whenever you use your Ooze Traits SLA, they are extended by an additional round. During that time, you are immune to precision damage, cannot be flanked nor sustain a critical hit. Ethereal Essence (Drake): +1 Saves. Secondary Effect: Glide (SU): Upon command as an immediate action you can harness a bit of the power of the cloaker you absorbed to cause a thin sheet of ethereal energy to form rigid wings between your arms and torso allowing you to glide as per the spell at will. Ethereal Essence (Golem): +5 Spellcraft. Secondary Effect: +2 Initiative. The alertness of the golem imbues you with heightened awareness of your surroundings. Ethereal Essence (Tupilaq) +5 Perception. Secondary Effect: 1/day you can re-roll a Fortitude save vs. Poison: The essence of the construct melds with your body giving you added defenses against poison. Ethereal Essence (Cliff Giant): +5 Knowledge: Arcana. Secondary Effect: The character may cast Root once per day. Life Essences: (LE1: Gelatinous Cube) +1 Charisma. Secondary Effect: Ooze Traits (SLA) 2/day as an immediate action, you can embody the traits of an ooze for 3 rounds. During that time, you are immune to precision damage, cannot be flanked nor sustain a critical hit. (LE2: Burly Gnoll Commander) +1 Charisma. Secondary Effect: Armor of the Spirits. 1/day as an immediate action, you can call upon the wandering spirits of the world to protect you. You gain DR6/magic for 2 round per character level. (LE3: Gnoll Slayer) +1 Charisma. Secondary Effect: 3/day as a move action, you gain study target as per the slayer ability. However, this study can only be used as Blood Reader slayer talent. Use your character level as your effective slayer level. (LE4: Storm Hag) Scribe Scroll. You can scribe any Necromancy Spells that you discover into the Libre Sanguinem Additionally, you can scribe any Known Spells on to properly prepared bones using Blood Money in place of gold pieces. Certain spells that require unique spell components will still require such components to scribe them upon the bones. Secondary Effect: 1/day as an immediate action, you gain fly 60' (good) for a number of rounds equal to your character level*1.5. Additionally, you gain Storm Rider (Su): You are considered two size categories larger for the purpose of wind effects. (LE5: Cliff Giant): +1 Charisma. Secondary Effect: Cunning Skills: Bluff: +20 (10 Ranks, 7 Cha, 3 TCS)
Racial Modifiers: +2 Dex, -2 Con, +2 Int, +2 Cha Favored Class Benefits: +1 HP, 2 SP, Spells: Blood Sacrifice, Dream Feast, Greater Hide from Undead, Niyut's Endless Hunger, Sand Whirlwind, Stone Shield Languages: Aquan, Common, Orc, Elven, Giant, Goblin, Draconic, Gnoll, Sylvan ------------------------------
Darkvision: Half Orcs can see in the dark up to 60 feet. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Half-orcs can take this trait in place of intimidating, also gaining the gnome's illusion resistance racial trait. Illusion Resistance: Half Orcs gain a +2 racial saving throw bonus against illusion spells and effects. Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity. Elven Magic (Bound Soul): Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. ------------------------------
Bloodline Arcana: Draconic (Silver Dragon): Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (Cold), that spell deals +1 point of damage per die rolled. Bloodline Arcana: Orc: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Bloodline Familiar Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves. Niyut Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit. This ability replaces the revelations gained at 3rd, 7th, and 15th levels. Currently Bonded Spirit: Lore Currently Bonded Hex: Benefit of Wisdom Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Revelations: Dark Secrets (Su): You learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list. Spells Added: Minor Phantom Object, Shadow Conjuration, Shadow Dragon Aspect, Shadow Enchantment Shadow Projection (Su): You infuse your life force and psyche into your shadow, causing it to separate from your body and act as an independent creature. This ability functions as shadow projectionAPG except as follows. Your shadow has the outsider type and the phantom subtype instead of the undead type. As a result, this ability does not have the evil descriptor and your shadow cannot be turned or affected as undead (though it can be affected as an outsider). You can use this ability for a number of hours per day equal to half your oracle level. These hours don’t need to be consecutive, but they must be spent in 1-hour increments. Your shadow’s hit points are not replenished between uses, although your shadow can be healed in the same manner as any other outsider. When this ability isn’t in use, any healing done to you also heals your shadow for an equal amount. You must be at least 7th level to choose this revelation. Stealth Mastery (Ex): You gain Skill Focus with the Stealth skill. At 8th level, you gain Signature SkillPU with the Stealth skill, even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature. --------------------
Brynderie’s Silken Robe (Bonded): This black, fur lined robe is made of embroidered silk. One interior pocket functions as a Bag of Holding I. (EE7: Storm Hag) Shadowy Disguise: If you choose, creatures that see you while you are in dim light or darkness are unable to discern any but the most general information about your appearance or actions. For example, they can determine your general shape (such as humanoid), as well as the gist of your actions (such as, “She was trying to break into the store”), but cannot determine your precise actions, your appearance, or any identifying information about you. In bright light, your normal appearance is revealed. (Secondary Effect) Shadow Caul (Su): While the robe is worn, a character treats any square she is in that is in darkness as if it were dim illumination for the purposes of spells and supernatural abilities. This ability does not activate in normal light, bright light, or supernatural darkness. (EE8: Storm Hag) Mirror Image I: Gain an extra +2 images when you use Mirror Image with an increase in the maximum potential images by +2 as well. (Secondary Effect) The essence of the storm hag grants you a +5 Fly bonus. (EE11: Ursikka) Blur I: Increase Blur to 30%. (Secondary Effect) Tremorsense (1/day) Once per day, you can gain Tremorsense in a 30’ radius for concentration (standard action) plus 1 round. Libre Sanguinem: See Below. Fíkeh’semghédôm: +2 Dagger/Wand
Held Effects: Bard’s Bombastic Bellow (Bonded Only) Whenever you are under the effects of bardic music, each magic missile gains +1 sonic damage plus +1 sonic damage for each 5 Caster Levels above level 1. For example, +1 at 1st level, +2 at 6th level, etc. (EE:14 Magic Horn) Obsidian Wand The splintered shards of the obsidian Gathering Stone meld with the petrified, bog oak wand. The wand transforms into the Fíkeh’semghédôm, gaining the qualities of a masterwork dagger. The wand gains the fragile trait with a hardness of 5 and hit points equal to 2 plus 10 per 5 essences imbued to the wand. If the wand gains the broken condition, all effects are not functional until it is repaired. The wand can now be enchanted as a Weapon Bond as well, but that requires additional investment. (Transmutation1: Equine Idol) Obsidian Soul The obsidian splinters of Eh’semghédôm fuse together within Fíkeh’semghédôm to create a new whole. The wand loses the fragile trait. Additionally, the wand gains an enhancement bonus equal +1 per 5 essences imbued into it. (Transmutation2: Impact Axe) Ruination’s Impact (Bonded Only) The obsidian stones conjured by Stone Discus strike with surprising force. The damage dice of Stone Discus Increase from d6s to d8s. (EE15: Impact Axe, EE16: Impact Axe) Ruination’s Promise (Bonded Only) The corrupting nature of the Leyline of Death increases the critical threat range of spells cast by activating the Fíkeh’semghédôm. Instead of only threatening a critical hit with a natural 20, touch attack and range touch attack spells triggered by the wand use the wand’s threat range. Spell effects only deals ×2 damage on a successful critical hit. (Transmutation1: Equine Idol) Ruination’s Touch (Bonded Only) The corrupting nature of the Leyline of Death grant an enhancement bonus to the attack roll for any range touch attack spell cast from the wand equal to the enhancement bonus of the wand. (Transmutation2: Impact Axe) Triggered Effects: Spell Casting Mage Armor; 10 EPs added. Costs 1 EP to activate. (Innate)
Metamagic Lesser Intensify Spell Metamagic 2 EPs added, Costs 1 EP to activate. (EE5: Geist)
Snowball Barrage (Bonded Only) With a nuanced cast, the wand will make Snowball act as an AoE with the area of effect equal to 5’ radius every 2 caster levels. Anyone affected by the Snowball Barrage may make a Reflex saving throw to halve the damage. The DC is equal to (10 + 1/2 character level + Cha Bonus) 1 EPs added, Costs 1 EP to activate. (EE1: Flame Drake) Spontaneous Combustion (Bonded Only) The priest’s essence imbued into the wand allows you to replace one of your own spells with a fire domain spell of the same level. Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only). 1 EPs added, Costs 1 EP to activate. (EE6: Gnoll Priest) Ventriloquism (Bonded Only) The cleverness of the tikbalang permeates Niyut’s wand granting it the ability to cast Ventriloquism. 1 EPs added, Costs 1 EP to activate. (EE12: Tikbalang) Ampoule of Orbul Worn Effects: Hex Resistant (Innate)
Triggered Effects: Hex Resistant Aura (Innate)
Onyx Talisman of Fire Other Gear
Shadow Niyut:
CN Medium Outsider (Phantom) ------------------------------
AC 19, touch 19, flat-footed 16 (+3 Dex, +6 Cha) HP: 79 (9d8+1d6+1) Fort +7, Ref +10, Will +11 (+2 against Illusion effects) Defensive Abilities: incorporeal --------------------
Speed Fly 40 ft. Melee incorporeal touch +9/+4 (1d6 Strength damage) Space 5 ft., Reach 5 ft. --------------------
A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score. Racial Modifiers +4 Stealth in dim light (–4 in bright light) Familiar (Oseja):
Oseja's fur is completely black except for a silver star on her chest. Female Cat Familiar
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 NA) HP 35 (9d8–6) Fort +1, Ref +4, Will +6 Improved Evasion --------------------
Speed 30' Melee 2 claws +5 (1d2–4), bite +5 (1d3–4) Space 2-1/2 ft., Reach 0 ft. --------------------
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Special Qualities Alertness, Deliver touch spells, Improved Evasion, share spells, empathic link Feats Weapon Finesse Skills Bluff: +1 (3 Ranks, -2 Cha)
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Master's Bonus The master of a cat familiar gains a +3 bonus on Stealth checks. Dragon's Flight (Ex) The familiar can sprout draconic wings, granting it a fly speed of 30 feet with average maneuverability for a number of minutes per day equal to 1/2 your caster level (minimum 1). These minutes need not be consecutive, but they must be spent in 1-minute increments. At 10th level, the familiar's fly speed increases to 60 feet with good maneuverability. At 20th level, the familiar's fly speed increases to 90 feet. Liber Sanguinem:
Coven’s Blood (Bonded Only): If, when casting rituals contained within the grimoire, the Primary Caster is assisted by two secondary casters and all three casters willingly offer their blood to the grimoire, the grimoire will grant an additional +1 to all skill checks made during the ritual. If all three of the ritual casters have a caster level equal to or greater than the ritual level, then the bonus increase to +2. Alternatively, the primary caster may forego the +2 bonus and select one skill check to auto-succeed. Offerings of blood to activate this power, do not activate or affect the Spontaneous Death Magic power. (Necromancy2, EE9, EE10) Dreaming Tutor (Su): The character learns secrets of Ritual Magic when she sleeps. It takes 8 hours of rest per level of the Ritual to learn a new Ritual. (This rest does not need to be taken all at once, but the character may not learn another Ritual in this manner until the current Ritual has been mastered.) The character may substitute her Charisma modifier for Intelligence when making an Intelligence check to determine if the character has mastered the Ritual. The Liber Sanguinem always counts as an eager instructor for the purposes of such checks (DC = 10 + the ritual level). The Liber Sanguinem can only be used to learn/create Rituals that are either of the Necromancy school or that require blood as a Ritual component. (All non-Necromancy Rituals learned in this way deal 2d6 damage per Ritual level divided amongst the primary and secondary casters in addition to all other components.) All Rituals learned/created in this way appear within the Liber Sanguinem. (Necromancy2, EE9, EE10) Spontaneous Death Magic: Once per day, a spontaneous caster can cast any Necromancy spell written in the Liber Sanguinem as if it were one of her known spells, expending a spell slot of the same spell level to cast the desired spell. A spell cast in this way cannot be modified by metamagic. She gains one additional daily use of this ability at 8th level and again every 4 character levels thereafter, to a maximum of five times per day at 20th level. She can ‘offer’ blood from a slain caster to possibly add more necromancy spells to the grimoire. Additionally, when she gains access to a new spell level, she can offer her own blood to the grimoire to gain one additional necromancy spell, or other thematically appropriate spell, in its pages. She currently get to select a 1st and 2nd level spell for your first blood offering to get the book up to her current level. The caster must be bonded with the grimoire to ‘offer’ blood. (Innate) Current Spells: 0: Extract Essence
Rituals: Rites of Converto Elementis
Components
Rites of Procul Converto
Components:
Memoria Ritus Gressum Recuperarit School: Necromancy [Death][Blood]; Level: 7
Effect: The ritual draws energy from the Ether into a legendary item that has been stripped of all of its essences. The item will then resonate with all of the essences previous imbued to it. If the item is held in hand, it tugs gentle towards the nearest such essence. If the nearest resonating essence is not on the same plane and the forked tongue used during the ritual is from a being native to a primal plane, it guides you to the nearest stable portal to the appropriate plane. If the object is brought within medium range of a resonating essence, the person or object containing that resonating essence is limned with ghostly purple fire like the Faerie Fire spell. If the imbued object touches a being or object containing a resonating essence, the being or item must make a Will save or lose the resonating essence. (Held or bonded items use the Will save of the holder, while non-attuned, unattended items do not get a save.) If all resonating essences are restored to the imbued object, then the ethereal energy attunes itself to the item, granting the item an ability of the GM’s choice. Aetherium Furantur School: Transmuatation; Level: 9
Effect: All essences will be extracted from the mortal bound relic when the item placed upon the hollowed ground. Components – While the standard component will be consumed in the ritual, the specific “relic” component will not be consumed and will create an short-term, expendable added benefit to all casters. (1 Necromancy Arcane Essence Invested) Research Necromancy Spells. (Secondary Effect) 1/day, as swift action, you can cast Spectral Hand, prior to casting any spell from the Libre Sanguinem. "Fûqynn, the Master of Blood, spoke these words telling us of his making. ...There Gaeruhn stood among man and ate his fill of their flesh, feasting as a ravenous dog eats scraps from his master's table. For Kiravor was Lord of Death, and it was he who marred the world most; his terrible sword cleaving man and elf in two. Gaeruhn feasted on their flesh and gnawed at their bones sucking the marrow of life as it departed their mortal shells. It was there upon the Red Fields of Duhnym that Kiravor cast his gaze upon the feasting beast and saw the blood drip from his maw as he consumed the first flesh of mortals that Amus had created. Kiravor took thought of blood and wondered at its taste. Kiravor stretched out his right hand and let the first of the blood spill into his palm. As the great spirit tasted the Ether, the blood congealed in his mouth and Fûqynn came to be... Fûqynn, my Master, knew from those first moments that the Ether springs from the font that is the blood in all men. To taste a man's blood is to know him and feel his presence; to see all that he has known or envisioned; to experience all that has made him; and to gain his thoughts and his power. Through his blood, you can divine his location; read his thoughts; predict his future and make him realize the folly of it all. You shall become his master. All mortals are born with the power to create ethereal energy within them. That was Amus' unintended gift. By combining energy and life, the Elder had unknowingly created the spring that fills the Ether. As a mortal lives and breathes, they create more ethereal energy, and as they die, that energy returns to the Ether. Gaeruhn knew this before Amus, and that is why he laid his plans and tricked the elder goddess. Gaeruhn desired the energy but not the knowledge for what was not known to Gaeruhn, was that a mortal's blood holds the inscription of what energy that mortal has produced through the course of his life. These pages will teach you all that has been revealed to me. How to extract the knowledge from the blood; how to congeal that energy into its essence and how to drink that energy making it your own." Nightmare Dragon Ally (Shadow):
Male Nightmare Psueodragon Ally
Special Attacks 1/day: Breath Weapon (30 ft. cone, 6d8 acid damage, DC 14)
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