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Thistle
2007-07-17, 07:56 PM
Layer of Mist and Reminiscence
Rookie Entry
Winter must be cold for those with no warm memories. ~ An Affair to Remember

This layer is home to the lost and forgotten of the damned. It is full of deep forest and wild moorlands perpetually shrouded in cold vapors, frost, and moonlit night. The Styx flows through the layer in small crystal clear streams. The great trees and untamed shrubs give shelter to many feral predators and forsaken church yards sparsely dot the heaths.
These church ruins are of long forgotten gods, pulled from their home planes as the religion and deity died of neglect. Some contain undead or construct guardians. Exceptionally well built churches may still be mostly intact and could house relics or forgotten knowledge. Some of the cathedrals have ancient moss covered wells in their courtyards. The air around the stone wells is clear of mist up to a radius of 100 feet. The wells themselves seem to be full to the brim of dense white fog. Anything dropped into the well vanishes and cannot be found again. Should someone attempt to be lowered or fly down the well finds it to only be around 50 feet deep, with nothing at the bottom but damp soil (even if objects were dropped in before hand).
The plane’s landscape shifts imperceptibly making it almost impossible not to get lost and retracing your steps will only take you more off course. It takes a survival check DC 30 to not get lost (anyone without at least 10 ranks in Knowledge (planes) takes a -5 penalty). Some sure paths are known to the natives of the plane but they tend to be convoluted.
Anything further away than 5 feet gets concealment (20% miss chance) because of fog. Sight is limited 60 feet at most because of the constant mist. It is, in fact, the swirling mist that holds a more subtle and potent danger.
The vapor blurs memories and can cause them to fade into the fog. But while it takes away thoughts, it leaves behind the memory that you once had them. The inhabitants say this is the worse punishment, for they are in constant longing to remember who they were. There are said to be creatures, called chimers, which give back lost memories. But it is in such a way they only cause more torment and once they have departed the memories fade again, leaving a deeper longing.
The slowly drifting mist is thought to be composed (at least partly) of water from the river Styx. All Knowledge skill checks take a -10 penalty from the vapors fogging the mind. Every six hours spent in the mist requires any non-Tanar’ri to make a Fort save (DC 20) or suffer slight memory loss. On a failed save they lose one point from all Knowledge skills (if the creature has no knowledge skills it instead loses one year of memory). Creatures are aware of the memory lose. Only a miracle or wish can restore the creature’s memories.
The ruler of the layer, Remembrance, is said to collect forgotten thoughts from across the planes in her residence. Some say she can be persuaded to give up some of her collection (for a fair trade of course).

Thistle
2007-07-17, 07:58 PM
Frost Cur

Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 20d8+80 (170)
Initiative: +6
Speed: 60 (12 squares)
Armor Class: 19 (+2 Dex, +8 natural, -1 size), touch 11, flat-footed 17
Base Attack/Grapple: +20/+32
Attack: Claws +27 (1d8+8), Bite +22 (1d6+4)
Full Attack: 2 Claws +27 (1d8+8), Bite +22 (1d6+4)
Space/Reach: 10ft/5ft
Special Attacks: Summon tanar’ri, Cold aura, Isolate, Power rush, Pounce
Special Qualities: Darkvision 60, Immune electricity and poison, Resistance acid 10, cold 10, fire 10, Telepathy 100 ft, Mist sight, Scent
Saves: Fort +16, Ref +14, Will +15
Abilities: Str 26, Dex 14, Con 18, Int 14, Wis 16, Cha 10
Skills: Balance +25, Bluff +23, Hide +25, Intimidate +23, Knowledge (Planes) +25, Listen +26, Move Silently +25, Sense Motive +26, Spot +26, Survival +26
Feats: Power attack, Improved overrun, Dodge, Mobility, Spring attack, Improved Initiative, Cleave
Environment: Abyss
Organization: solitary, pair (2), pack (3-6)
Challenge Rating: 15
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 21-25 Large, 25-30 Huge
Level Adjustment: -

A growl issues from the fog and the temperature drops unnaturally low. Out of the mist steps a shaggy mastiff the size of a lion with a mane made of frost encrusted fur.

The frost cur is the most feared of the predators that hunt in the forests and moors of the layer. They will generally not kill out right but prefer to wait several hours between attacks. They take special enjoyment from victims who have forgotten the frost cur’s attacks because of the mist, so they can see the renewed look of horror on the pitiful creatures face. In the case of spellcasters, they delight in taking special care to disturb any attempt to rest and regain spells, leaving them helpless against further attacks.

Combat
Frost curs have several combat strategies. Against groups they will use their isolate ability and then bull rush or lead that character away from the rest of the group. Against small groups or individual they make use of their spring attack, and pounce abilities. That is, should the frost cur decide to kill a character out right. They have been known to wait hours between attacks and harry prey for days before going for the kill.

Mist sight – Frost curs can see perfectly in mist and fog as if it was not there.

Cold aura – A frost cur can generate an area of cold around itself. Anyone within a 30 foot radius must make a Fort save (DC 24, Con based) or take 2d6 nonlethal cold damage.

Isolate – A frost cur can erase itself and other creatures from the minds of others as a free action. All creatures in a 30 foot radius are affected as if by the cloud mind (http://www.d20srd.org/srd/psionic/powers/cloudMind.htm) power. A frost cur can choose one target that will remain able to see it. When the target attacks the frost cur or it attacks them the cloud mind effect is not broken in respect to other creatures. This ability lasts 20 rounds. These rounds need not be continuous.

Power Rush – Frost curs push back 10 feet for every 5 feet they would normally push back a subject of bull rush.

Pounce – If a frost cur charges a foe, it can make a full attack.

Summon tanar’ri - Once per day a frost cur can attempt to summon another frost cur with a 40% chance of success.

Thistle
2007-07-17, 07:59 PM
Chimer

Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 7d8+14 (39)
Initiative: +3
Speed: 30 (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: 7/7
Attack: Bell +10 (1d6)
Full Attack: 2 Bells +8/+8 (1d6)
Space/Reach: 5ft/5ft
Special Attacks: Summon tanar’ri, Ringing a Bell, Lasting notes
Special Qualities: Darkvision 60, Immune electricity and poison, Resistance acid 10, cold 10, fire 10, Telepathy 100 ft, Mist form, Damage reduction 10/cold iron or good
Saves: Fort +7, Ref +8, Will +11
Abilities: Str 11, Dex 16, Con 15, Int 14, Wis 23, Cha 30
Skills: Concentration +12, Knowledge (any two) +12, Listen +16, Hide +13, Perform (percussion) +22, Sense Motive +16, Spellcraft +12, Spot +16, Survival +16
Feats: Two-weapon Fighting, Weapon Finesse, Ability Focus (Lasting Notes)
Environment: Abyss
Organization: solitary, march (2-4), pageant (5-8)
Challenge Rating: 10
Treasure: Bells and bandolier
Alignment: Always Chaotic Evil
Advancement: 7-10 (medium), 11-14 (Reverberating Chimer)
Level Adjustment: -

A low doleful note rings clearly through the damp air you turn to the sound and see a figure cloak in white with a hood over their face. They carry two bells in their hands and five more in a bandolier on their chest.

Chimers wander the layer playing their bells. The notes and melodies they play bring memories to the surface of whoever hears them. After the performance that person longs to experience those memories again and finds the real world grow less vibrant and satisfying. They continually search out other chimers that will allow them to remember and then forget.

Combat

Chimers prefer not to battle. They prefer to perform and then withhold their tunes once creatures have secumbed to the Lasting Note ability. They will then stop their playing, vanish into the vapors, and watch their victims desperation as the vivid memories the chimer songs provide fade to nothing. If forced to do battle they use their Ringing a Bell power to hamper foes and their bells to bypass damage reduction should the subject have it.

Ringing a Bell – As a full round action, when playing their bells, chimers can bring out memories from the minds of other with a perform check. How this effects a target varies from bell to bell (see Chimer Bells below).

Lasting Notes – If a creature has come under the effects of six different bells within one day they must make a Will save (DC 25, Cha based) or come under the effect of a lesser geas (caster level 7). The geas compels the creature to search out and listen to six different chimer bells.

Mist form – At will, a chimer can take on a gaseous form as the spell as a standard action that provokes an attack of opportunity. This grants the chimer a fly speed of 30 (perfect), and a +20 to hide checks made in fog.

Summon tanar’ri – Once per day a chimer can attempt to summon another chimer with a 30% chance of success.

Chimer BellsAll the bells are made a different size and of different material. They each produce a unique quality of sound, though the pitch seems to vary with the will of the chimer. The largest is made of glassy onyx, the second in size is made of intricately carved darkwood, the third is made from cut glass, the fourth is studded steel, the fifth is cold iron, the sixth is adamantine with gold leaf, and the last is silver inlaid with mithral.
All bells are considered masterwork quality instruments each worth 700 gp, they are also considered a light mace for the purpose of feats and damage. When played by the hands of a chimer they are able to bring memories to the minds of those who hear their notes. A Chimers bell cannot effect another Chimer.

Bell of contented feelings – The smallest of the bells, it is crafted from silver and has delicate inlaid filaments of mithral that can only be seen when the light hits it just right. The mithral makes patterns of miniature idyllic scenes. Notes from this bell are high and quavering, like an angel chorus. It brings to the mind thoughts of peace and happiness. Anyone within 30 feet when it is sounded must make a Will save (DC equal to the perform check) or become fascinated for as long as the bell is played. This is a sonic, mind-affecting effect.

Bell of fearful remembrance – The second bell is adamantine with gold plating on its lower half. The gold overlay appears twisted and writhing over the metal beneath. This bell makes a screeching ring like some bird of prey. Those that hear it recall vague memories of regret and childhood fears. Anyone within 30 feet when it is sounded must make a Will save (DC equal to the perform check) or become shaken for as long as the bell is played. This is a sonic, fear, mind-affecting effect.

Bell of bewilderment – Made of cold iron, this bell has looks cracked, chipped, and pitted, but in such a way that it appears to have been damaged purposely with the intent to making it interesting. The note it gives varies wildly in pitch bring back situations of confusion and disorientation. Anyone within 30 feet when it is sounded must make a Will save (DC equal to the perform check) or become dazed for two rounds. This is a sonic, mind-affecting effect.

Bell of Flashes of Recollection – This steel bell has diamonds imbedded in it. To produces a twinkling sound. The vibrations seem to distort light, forming images of the past over the current scene. Anyone within 30 feet when it is sounded must make a Will save (DC equal to the perform check) or become blinded for as long as the bell is played. This is a sonic, mind-affecting effect.

Bell of Memory Relived – The crystal of this bell has many facets and sparkles with the barest hint of light. It makes a pure note the forces everything else from the mind. The sounding of the bells forces a creature to relive random events from its past. Anyone within 30 feet when it is sounded must make a Will save (DC equal to the perform check) or become confused as it lives scenes from its past for as long as the bell is played. This is a sonic, mind-affecting effect.

Bell of Flood of Thought – This carved bell of darkwood and hundreds of different events depicted on it surface and they seem to shift and change when it is rung. When played, multiple notes issue from it, all fighting for dominance and creating a cacophony of sound. The bell causes a rush of memories through a targets head. They seem to live their whole life in an instant and become overwhelmed by it. Anyone within 30 feet when it is sounded must make a Will save (DC equal to the perform check) or become paralyzed for two rounds as their life flashes before them. This is a sonic, mind-affecting effect.

Bell of Memory Best Forgot – The most dangerous of the bells. It is a plain stone bell that can only be played with two hands as it is roughly one foot long and heavy. It always gives the same note. A low, sorrowful tone that shakes the very bones. It brings to mind all the primal fears and thoughts carried in the back of all creatures’ minds. Even chimers are affected by it and so very rarely use it except in desperate measures. Anyone within 30 feet when it is sounded must make a Will save (DC equal to the perform check) or be effected as the Weird spell. This is a sonic, fear, mind-affecting effect. The bell can only be caused to peal once a day. To try to ring in more times will cause the chimer to die, no save.

Chimer Bandolier – This bandolier holds seven bells. It is made in such a way that as a normal part of performing a bell player can replace one bell and draw another as a move action.

Reverberating Chimer
Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 11d8+22 (69)
Initiative: +3
Speed: 30 (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: 11/11
Attack: Bell +14 (1d6)
Full Attack: 2 Bells +12/+12/+7/+2 (1d6)
Space/Reach: 5ft/5ft
Special Attacks: Summon tanar’ri, Ringing a Bell, Reverberating Lasting notes
Special Qualities: Darkvision 60, Immune electricity and poison, Resistance acid 10, cold 10, fire 10, Telepathy 100 ft, Mist form, Damage reduction 15/cold iron or good
Saves: Fort +9, Ref +10, Will +13
Abilities: Str 11, Dex 16, Con 15, Int 14, Wis 23, Cha 36
Skills: Concentration +16, Knowledge (any two) +16, Listen +20, Hide +17, Perform (percussion) +32, Sense Motive +20, Spellcraft +16, Spot +20, Survival +20
Feats: Two-weapon Fighting, Weapon Finesse, Ability Focus (Lasting Notes), Skill Focus (Perform (percussion))
Environment: Abyss
Organization: solitary
Challenge Rating: 15
Treasure: Bells and bandolier
Alignment: Always Chaotic Evil
Advancement: 11-14
Level Adjustment: -

Reverberating Chimers are the elders of chimers.

Combat

Reverberating Lasting Notes – If a creature has come under the effects of six different bells within one day they must make a Will save (DC 25, Cha based) or come under the effect of a geas (caster level 11). The geas compels the creature to search out, listen to, and come under the effect of six different chimer bells.

Summon tanar’ri – Once per day a chimer can attempt to summon another chimer with a 50% chance of success

Thistle
2007-07-17, 08:01 PM
Recollection imp

Tiny Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 6d8+6 (29)
Initiative: +10
Speed: 40 ft(8 squares)
Armor Class: 23 (+6 Dex, +5 natural, +2 size), touch 18, flat-footed 17
Base Attack/Grapple: 6/6
Attack: Claw +14 (1d3 plus poison)
Full Attack: 2 Claws +14 (1d3 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Summon tanar’ri, Twisting grappler, Improved Grapple, Poison, Mind Snatch
Special Qualities: Darkvision 60, Immune electricity and poison, Resistance acid 10, cold 10, fire 10, Telepathy 100 ft, Fast healing 3 Damage reduction 5 cold iron
Saves: Fort +6, Ref 11, Will +8
Abilities: Str 12, Dex 22, Con 13, Int 8, Wis 16, Cha 12
Skills: Bluff +10, Escape artist +15, Hide +15, Jump +10, Move Silently +15, Sleight of Hand +15, Tumble +15
Feats: Ability focus (poison), Improved Initiative, Weapon Finesse
Environment: Abyss
Organization: solitary, set (2-4), gathering (5-12), collection (11-20)
Challenge Rating: 6
Treasure: Intellect marble (1-4)
Alignment: Always Chaotic Evil
Advancement: -
Level Adjustment: -

You see a pair of beady eyes in one of the trees. When you look closer you see a gaunt sinewy being. Its most prominent feature is its hands, which have fingers that are as long as its arms and as thin as jointed needles. The creature leaps down from the branch and reaches its slender fingers you’re your ear. You feel light headed and find it hard to think as it pulls out of your ear a glass marble full of colored gas.

Misnamed by a scholar, who couldn’t for the life of him remember what a quasit was, these small demons steal the wit and intellect of beings and bring it to their mistress, the ruler of the plane. They also keep some for themselves. They like to gaze into the marbles and see images from other people’s minds but rarely actually make better use of them.

Combat

Recollection imps prefer hit and run combat. Poisoning a creature, using mind snatch and then running off to admire their new intellect marble is their favored tactic. Recollection imps work together to bring down especially large, strong, or numerous prey.

Summon tanar’ri – Once per day a recollection imp can attempt to summon another of its kind with a 20% chance of success

Twisting grappler – A recollection imp uses its Dex bonus instead of its Str for the purposes of grappling, as they twist and scurry over an opponent. They also retain their Dex bonus against nongrappling characters. This innovative way of grappling grants a +2 circumstance bonus.

Improved Grapple – To use this ability, a recollection imp must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check and the opponent was affected by its poison, the recollection imp can use it mind snatch ability.

Poison – A recollection imp’s poison disassociates the mind from itself. Injury, Fort (DC 16), Initial 1d4 Int, secondary 1d4 Int. The save is Constitution based and includes a +2 racial bonus. The poison is incapable of removing base instincts and cunning and so can never bring intelligence scores lower than 2.

Mind Snatch – While grappling an opponent that has been affected by the recollection imp’s poison, the recollection imp may attempt a grapple check to pull the disassociated thoughts from the opponents mind. If it succeeds the grapple check it reaches into the opponent’s ear and pulls out a marble. This marble contains the amount of Intelligence damage dealt by the poison so far. This Intelligence damage cannot be restored by normal means. Break enchantment shatters marbles containing the creature’s intelligence allowing normal healing. Greater restoration, limited wish, wish and miracle heal all ability damage.

Intellect Marble – These small glass orbs are filled with multicolored gas that swirls. Looking closely at the marble, one can see snatches of scenes glittering in its depths.
An intellect marble can be worn in several body slots (head, neck, or finger). Doing so grants a +1d4 Int bonus and allows the use of one random knowledge skill to be used untrained with a +4 competence bonus.

Thistle
2007-07-17, 08:02 PM
Remembrance

Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 40d8+400 (580 hp)
Initiative: +21
Speed: 30 (6 squares)
Armor Class: 98 (+17 Dex, + 50 natural, +20 insight, +1 shield), 47 touch , flat-footed 71
Base Attack/Grapple: +40/+48
Attack: +10 Anarchic Power, Icy Blast Rapier +87 (1d6+38 plus 3d6 chaotic plus3d6 cold/15-20)
Full Attack: +10 Anarchic Power, Icy Blast, Rapier +85/+80/+75/+70 (1d6+38 plus 3d6 chaotic plus3d6 cold/15-20) or +10 Unholy Power, Vorpal, Brilliant energy War Fan +85/+80/+75/+70 (1d6+34 plus 3d6 unholy) or 2 claws +77 (1d6+28)
Space/Reach: 5ft/5ft
Special Attacks: Summon tanar’ri, Rend Mind, Renewed View, The Power of Forgetfulness, Spell like abilities, Mind Reborn, Maddening Visage, Sneak Attack +10d6
Special Qualities: Darkvision 60, Immune electricity and poison, Resistance acid 30, cold 50, fire 30, Telepathy 500 ft, Damage reduction 20/epic, good and cold iron, fast healing 5, Spell resistance 52, Mistress of the Layer, Know Thoughts, With a thought, Speed of thought, Sanctuary of the Mind, Sift Thoughts
Saves: Fort +32, Ref +39, Will +32
Abilities: Str 27, Dex 44, Con 31, Int 50, Wis 31, Cha 50
Skills: Bluff 83, Concentration 53, Decipher Script 63, Diplomacy 83, Disguise 83, Gather Information 83, Hide 60, Knowledges (all) 63, Listen 53, Move Silently 60, Perform sing 83, Ride 60, Search 53, Sense Motive 83, Sleight of Hand 60, Spellcraft 63, Spot 53, Survival 53, Use Magic Device 63
Feats: Weapon Finesse, Two-weapon fighting, Two-weapon defense, Improved Two-weapon fighting, Greater Two-weapon fighting, Quick Draw, Combat Expertise, Improved Feint, Improved Disarm, Improved Critical (rapier), Combat Casting
Epic Feats: Improved Combat Casting, Perfect Two-weapon fighting, Two-weapon rend
Environment: Abyss
Organization: solitary
Challenge Rating: 40
Treasure: Quadruple normal plus +10 Anarchic Power, Icy Blast Rapier and +10 Unholy Power, Vorpal, Brilliant energy War Fan
Alignment: Always Chaotic Evil
Advancement: -
Level Adjustment: -

You come upon an expansive flower garden in the middle of the forest. It is free from mist and filled with what look like frost or snow covered flowers in bloom. A slight breeze creates a symphony of musical tinkling and you realize the blossoms are made of purely of glass. You walk to a bed and bend down to examine one. They are perfect representations in every way and each flower slightly different from all the rest. You can’t resist plucking a stem.
“You must be forgetting your manners,” says a sweet voice from behind you.
Turning you see an elegant woman walking towards you. She wears a black gown with hundreds of folds and frills, making her stand out in stark contrast to the landscape of pearly white. She bears with gloved hands, a parasol over her shoulder, keeping off the snow that has just begun to fall. A delicate lady’s fan is tied loosely to her wrist by a ribbon. Over her face is an embroidered veil that entirely obscures her features. You feel a sense of dread of what is under the silken fabric. You know it is not a human face beneath.
“I’m afraid I must ask you to return it,” comes a honeyed voice behind the shroud and quick as a flash she closes the distance between herself and you, while lowering her parasol to your chest. It is now you notice the sharp point at the end of the cleverly disguised rapier. “If you will, please?” asks the demon woman holding out a gloved hand for the flower.
Terrified you slowly hand her the glass blossom.
You can sense her smiling under her mask. “Thank you ever so much. You're too kind,” is her sugared response. As she turns to leave you barely see her flick her wrist that carries the fan. You touch the spot on your neck where you barely felt the fan’s brilliant edge flash near your skin and see blood on you fingers even as your vision fades.

The elegant woman walks past the body and tenderly places the flower back into the frozen ground.

Remembrance is the ruler of the layer. She appears as a humanoid woman dressed in an extravagant black gown from ancient courts with a silken veil over her face. Her true form is twisted and deformed under all the lace and frills. Any who actually behold it claim the form to horrible to remember and if not forgotten would drive one mad.
She has ruled the layer since any can remember (not especially hard to accomplish on this particular layer), though all evidence suggests she has been there since its creation. Some say she is the remnants of a forgotten goddess, others that she was the powerful soul of a dead beguiler, and others suggest that she is the manifestation of the plane itself and if she were to ever truly die the plane would be destroyed. Whatever her past, it is all conjecture as even she herself claims to have forgotten it.
Remembrance always has a demeanor of pleasantness that belays her ruthlessness. She puts on a play of charity and kindness to those who approach her, offering help and calm conversation in the hopes of stealing thoughts spoken out loud by her victim. Should her prey surrender some memories she is likely to treat them well and perhaps even reluctantly let them go if they have done nothing to offend her. But woe to those who try to take memories from her, especially her memory blooms which make up her garden. Whether she kills them quickly or otherwise, she is sure to try to destroy their mind utterly before she is done.
Remembrance is possibly the most knowledgeable creature in the multiverse, having access to all forgotten lore from across the planes within in her garden. She gives up this knowledge only for a “fair trade”. Most times she thinks a lifetime of memory worth barely a single glass bud but she does enjoy taking key memories that destroy the need for the desired bloom. Should a husband come seeking his wife’s thoughts Remembrance may agree in exchange for all his memory of their life together, is an example.

Combat

Rend Mind – As a touch attack that deals no damage Remembrance may shatter the mind of a creature. The creature gains 1d6 negative levels (this is not the result of negative energy and immunity to level lose from negative energy does not protect one from rend mind). A Fort save is needed to remove the negative levels after 24 hours (DC 50, Cha based).

Renewed View – As a move action Remembrance can invade the mind of an opponent and make them temporarily forget where they are and what they are doing. Will (DC 50 Int based) negates. If the opponent fails they are flatfooted until their turn.

The Power of Forgetfulness – Five times per day Remembrance can make a target (including herself) forget one minute of time so completely it actually has a physical effect. The target returns to the state it was at 10 rounds before. Any damage taken, healing done, spells cast on or by the target, abilities activated, charges spent, and so on is undone. The target is in exactly the same state it was one minute ago. Remembrance often uses this ability to heal herself or gain back a key spell or ability.

Mistress of the Layer - Remembrance can control the shifting of the layer, moving landmarks or creatures toward or away from each other. She can completely isolate the layer if she wants. This prevents any spells associated with the astral, ethereal, and shadow planes, as well as closing all portals to other planes or layers. She can maintain this effect for only one hour a day. She also has power over the mists and weather. All denizens native to the layer follow her orders. Remembrance can sense every memory bloom in her garden and knows if they are being tampered with. Anyone picking a bloom without permission is subject to a Bestow Curse spell as the plane itself turns on turns on them. Leaving the layer (if Remembrance lets them) removes the curse.

Summon tanar’ri – Once a day Remembrance can automatically summon 4d10 recollection imps, 2d10 Chimers, 2d6 Frost Curs or 2d6 Reverberating Chimers.

Spell like abilities – At will Blasphemy, Dominate Monster, Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Plane Shift, Break enchantment, Augury, Confusion, Modify Memory, Dream 5/day Insanity, Greater Command, Feeblemind, Moment of Prescience, Time Stop, Weird, Freezing Sphere

Sneak Attack – As rogue ability. Adds +10d6 to damage

Maddening Visage – By removing her veil Remembrance gains a gaze attack that causes whoever beholds her to completely lose their mind. Those who fail their will save (DC 50, Cha based) are placed under permanent feeblemind and confusion effects. A separate wish or miracle must be used to remove both effects. Those that make the save repress the image deep in their subconscious.
Remembrance prefers to think of herself as beautiful and is thus reluctant to use this ability.

Know Thoughts – Remembrance can read hear thoughts instinctually and knows the location of any thinking creature within 500 feet. She is always under the effects of a Detect Thoughts spell on its third round. But her probing of the subconscious is much deeper than surface thoughts. Against any creature with an Intelligence score, Remembrance adds her Int bonus to AC, attack, damage, cha based skills (except Use magic device) and sense motive checks as an insight bonus by knowing its deep and instinctual thoughts. This is included into the above stats. The mind reading and other effects cannot be guarded against except by a Mind Blank spell.

With a thought – Spells and spell-like abilities can be stilled and silenced if Remembrance chooses (even bardic), without increasing the casting time or spell level used to cast the spell.

Speed of thought – For 20 rounds a day Remembrance can act as if Hasted.

Mind Reborn – If Remembrance is ever slain, she may, as a final act, attempt to infest her mind in a creature within 30 feet. A creature can attempt to a Will save (DC 50, Cha based) to resist. If it succeeds Remembrance can still attempt the Mind Reborn ability so long as there is still a creature within 30 feet she has not tried to infest. Over the course of one week her consciousness takes over the creature and transforms its body into her normal form. Characters reborn into Remembrance cannot be raised in anyway except to kill her current form.

Spells as a level 20 beguiler (or bard if you do not have beguilers) with the spells Ventriloquism, Heroism, Mirage Arcana, Geas/Quest, and Shades added to her spell list.
(6/11/11/11/11/10/10/10/10/8; save DC equals 10+spell level+20 Int modifier)

Sanctuary of the Mind – Remembrance is constantly under the effect of Mind Blank and her mental abilities cannot be raised or lowered by any means (short of gaining levels).

Sift Thoughts – Remembrance can take thoughts from the air and transform them into memory blooms in her garden. This ability is normally used to gather forgotten thoughts from the mists but it also makes it very dangerous to even talk to Remembrance. Should a character recount a story or fact it knows, Remembrance can choose to try to steal the spoken memory. The character must make a Will save (DC 40 Wis based) or lose the memory. The character is unaware of this loose until they specifically try to recall it. A Break Enchantment cast on the character shatters one bloom and allows the character to remember one memory taken in this way. This normally garners the hatred of Remembrance.

Thistle
2007-07-17, 08:03 PM
Memory bloom
These blossoms are forgotten thought made solid in the form of glass flowers. Most are found and taken from Remembrance’s garden but they can also be created by capturing forgotten thought before it travels to the layer but giving it enough time to form a sympathy to the lower plane.
To ensure thoughts form the demonic sympathy requires unsavory acts on the part of the creator and is considered an evil act.
The memory bloom is not just composed of one memory but of all forgotten thoughts found on the abyssal layer and other memories trapped in memory blooms. Having possesion of it also affords the carrier some proctection against the tampering of ones mind.
While carrying a memory bloom you gain +5 competence bonus to one Knowledge skill (chosen at random each day) and a +2 to all saves affecting memory (Detect Thoughts, Insanity, Modify Memory, the amnesia powers of the River Styx, Chimer bells, and the mists of the layer are some examples).
A memory bloom can also be crushed and drunk with ginseng tea to produce one of two effects (chosen at the time of creation). The first is to restore a subject to perfect mental faculty. This restores all mental ability drain and damage, all drained levels caused by memory lose, all altered and forgotten memories, and removes all forms of insanity, confusion and similar mental effects.
The second effect that can be chosen is that of a legend lore spell cast as if the person or item in question were at hand.

Strong Enchantment; CL 13; Prerequisites: Craft Wondrous Item, and Modify Memory or Insanity; Price 5000gp

Thistle
2007-07-30, 09:12 PM
Bump because I finished..................... Hopefully:smallwink: