Drinking & Dragons

Wild:PC/Brilla/Vestiges/Eurynome

From Drinking and Dragons

Nan was born with a special ability; she saw dead people. Other often thought she was talking to herself and was just a child with a great imagination. When this continued into her teen years she was treated as blessed in that she could see everyone's ancestors despite their lack of ascension to vestiges. She was also stricken by severe wanderlust and a great need to leave the island. Despite protest against it, she left for a period of thirty years. She returned with a great number of stories of powerful ancestors of the other races. This encouraged the karsite to further open their borders to other races.

Sign: Your skin becomes clammy, and you leave moist prints on any object your body touches, even if clothing blocks direct contact. These marks evaporate after about 1 minute.

Influence: Eurynome’s influence makes you paranoid and ungrateful; you see secret motives and possible betrayals behind every action. Eurynome requires that you not attack a foe unless an ally has already done so. If no allies are present, she makes no such requirement.

Granted Abilities: Eurynome grants you the ability to befriend animals, walk on water, and wield a massive hammer. In addition, she turns your blood into poison and gives you resistance to weapon blows.

Animal Friend: All animals automatically have an initial attitude of friendly toward you.

Damage Reduction: You gain damage reduction 2/lawful.

Eurynome’s Maul: As a swift action, you can summon a Large magic warhammer (2d6 damage, ×3 crit). You are proficient with this weapon and can wield it in one hand without penalty. Your warhammer’s exact bonus and abilities depend on your effective binder level, according to the following table.

Effective Binder Level Warhammer Summoned
10th of lower +1 warhammer
11th - 14th +1 anarchic warhammer
15th - 18th +1 anarchic adamantine warhammer
19th or higher +3 anarchic adamantine warhammer

The warhammer disappears (until you summon it again) if it leaves your grasp for more than 1 round.

Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any creature that ingests it (by either making a bite attack against you or swallowing you whole) must immediately make a successful Fortitude save or take 1d6 points of damage. After 1 minute, the creature must make another Fortitude save at the same DC or take another 1d6 points of damage per three effective binder levels you possess (maximum 5d6). Each bite attack (or each round that you remain in the creature’s gullet) poisons the creature anew, forcing a new round of saving throws. Your poison blood becomes inert 1 minute after leaving your body.

Water Dancing: At will, you can move on liquid as if it were firm ground. This ability functions like the water walk spell, except that it affects only you.