Temotei, the Banished Ferryman (Temotei)
Temotei was once the ferryman of the glorious dead in Clangor before he chose following his lord’s laws over his lord’s commands and was banished to the void.
Vestige Level: 5th.
Binding DC: 25.
Special Requirements: Temotei cannot be bound within sight of a(n un)holy symbol of Maglubiyet or other deity within the goblinoid pantheon he heads.
Legend: Temotei was once a high ranking servant of the hobgoblin deity Maglubiyet. He served to ferry the souls of the glorious dead, those hobgoblins who through their deeds in life had earned a rightful place in the inner realms of Clangor, above the common fodder used to fight in the endless war against Gruumsh.
Temotei did his job faithfully, ferrying those who had been deemed worthy based upon how well they had followed the code Maglubiyet set forth for his chosen people, and condemning those who tried to cheat their way onboard to a watery submersion within the River Styx. That was until one day Maglubiyet ordered him to disregard the laws that Maglubiyet had set forth and deny a place to one who had proven worthy in life.
A powerful chieftain, the hobgoblin had made an enemy of a favorite priest of Maglubiyet when he had slain the priest’s son in battle to obtain his post. While he had made proper reperations, and had done so in a proper duel, no recrimination could be placed upon his soul by the laws Maglubiyet himself had set forth, the priest had prayed to Maglubiyet, had gathered his fellows in prayer, and beseeched the god to condemn the man and Maglubiyet had yielded to the beseeching prayers and ordered the chief barred from the inner shore of Clangor.
Temotei, however, was a being of the law, created as such by Maglubiyet himself. Impartial in his judgment the hobgoblin psychopomp did his duty. He obeyed Maglubiyet’s laws and ferried the soul to the side it had earned a place upon. This disobedience of his word enraged Maglubiyet and the hobgoblin deity cast Temotei from his skiff into the River Styx and laid a dire curse upon the faithful servant banishing him forever from the sight of the god.
The position was then filled many times in (within deific terms) quick succession before Maglubiyet rid his realm of it in the entirety due to repeat corruption within Temotei’s successors, replacing it with a trial of combat.
Manifestation: Fog seems to billow forth around the would be binder, a black river seeming to flow into the seal. A hobgoblin upon a skiff appears in the far distance growing ever closer as it propels itself down the river with a punting pole, pushing off the riverbed. As it nears the water-logged hobgoblin’s blue skin and hair becomes apparent, its body more like a goblin enlarged to a hobgoblin’s heights than the latter’s proportions. He pulls back his heavy hood revealing that oe half of his face fleshy, the other half a bare skull. He lacks eyes, only a pair of baleful red lights within empty sockets which seem to pierce into the soul of the would be binder.
Sign: You drip water. This water dries quickly once it is off of your body.
Influence: While Temotei is bound you may not knowingly break the law.
Drown the Unworthy: As a standard action you may make a melee touch attack. If you succeed with the melee touch attack the opponent must make a Fortitude save. If they fail you may immediately make a Grapple check to grapple them without provoking an attack of opportunity or needing a second touch attack. In addition they suffer a -8 penalty to grapple checks and escape artist checks for as long as you grapple them this way (including the initial check to avoid it), and unless they can breathe water each round you grapple them they must make a Constitution check (DC 10 + 2 per previous check) or begin to drown falling unconscious on the round of the first failed check, beginning to die on the next round if you maintain the grapple, and die the round thereafter. A creature that can breathe water does not drown due to this ability but still suffers the -8 penalty to grapple and escape artist checks on a failed save. Once you use this ability, and finish any grapple initiated with it, you must wait 5 rounds before using it again.
This ability could be used to keep a water breathing creature that is unable to breathe air from suffocating while on shore as long as you grappled or carried them in your arms.
Goblin Stride: You gain a +4 insight bonus to Move Silently checks as Temotei grants you the silence of a goblin’s footsteps.
Kneecap: As a standard action you may make a single melee attack with a bludgeoning weapon which smashes into your foe’s leg (if you hit) and deals +1 damage/2 binder levels and the target must make a Fortitude save or have their land speed halved for 1 minute. Multiple uses of this ability do not stack for speed reduction, but if you hit a creature already affected by this ability and it fails its save again the duration is reset and it falls prone unless it was flying, or swimming.
Send to Rest: As a standard action you may attempt to send a creature’s soul to its final rest. If used on a dead body you must touch the body and the creature’s soul passes on. A week is considered to pass for the purposes of magic that resurrects or raises the dead, and the creature cannot be re-animated as undead without a caster level check with a DC of 15 + your binder level; if this check fails they cannot try again until they have gained a level. You may not use this ability on the same corpse twice. If used on an undead or deathless creature you must make a melee touch attack and the target must make a Will save or be destroyed, the body (if there is one) remains wholly intact but the animating force is expelled. Many undead are difficult to destroy permanently. In the case of a ghost it suffers a -10 penalty on its Rejuvenation check and must make the check immediately (still not reforming for 2d4 days). In the case of a lich the soul returns to the phylactery. In the case of a vampire it turns into gaseous form and may return to its coffin but suffers 1 negative level per minute required to reach its coffin, if it accrues negative levels equal to its hit dice this way it passes on entirely, otherwise these negative levels fade at a rate of 1 per hour that it rests in its coffin.
If you successfully use this ability on a corpse or undead/deathless creature you are aware of which plane the creature’s soul went to after death; if it is an undead/deathless and not truly destroyed as in the case of lich that still has a phylactery, a vampire that makes its way back to its coffin (if it fails to reach its coffin you instantly become aware of where its soul passed on to), or a ghost that successfully rejuvenates, you are immediately aware that it survived and as to what plane its phylactery, coffin, rejuvenation spot is on.
Once you have used this ability you cannot use it again for 5 rounds.
Speak with Wolves: You gain the ability to speak with wolves, dire wolves, and non-dog canines as if with Speak with Animals. You may also speak with lupine magical beasts such as winter wolves and worgs, and other lupine creatures such as barghests, and lupinals as if with the Tongues spell, or even if they do not speak a language. You may not speak to unintelligent (Int -) creatures this way.
Summon Skiff: As a standard action you may manifest a magical skiff in unoccupied spaces adjacent to you. This skiff functions in most regards as a launch (Stormwrack pg 101) except it is magically propelled and able to float on the air. It uses the statistics of a launch, however, except where noted here (which is many ways). This skiff gains a bonus to AC equal to ½ your binder level, to hardness equal to your binder level, has 15 hp per binder level you possess, and deals +1d6 damage with a ram per 4 binder levels you possess. It is also able to sail through the air as if it were the surface of the water. It is unable, however, to ascend more than 10 ft off the ground while doing so, and maintains a stable distance from the ground as long as it needs not ascend or descend more than 5 ft per 10 ft of forward movement; it cannot make ascents steeper than this, and if it would have to descend more than this height it may ‘jump’ across the descent as long as the ground rises up again within 15 ft of movement and it ends its movement where it is no longer higher than 10 ft off the ground. If it ends its movement more than 10 ft of the ground it falls plummeting to the ground and all creatures within it take normal falling damage, the skiff taking double normal falling damage. You may control the skiff’s movement as a move action and do not need to be in contact with the skiff to do so. You may also change the height over the ground that the skiff floats by 5 ft (up or down) whenever you move it.
If you already have your skiff manifested and you attempt to manifest it the skiff instantly reappears at your side, vanishing from its previous location leaving behind any creatures or objects on it. If your skiff is destroyed you may not summon it again for 1 hour.
Summoned Skiff: Huge vehicle; Seaworthiness +2; Shiphandling +4; Speed propellers (mystical) 30 ft. (good); Overall AC 3 + ½ binder level; Hull hp 15 x binder level (hardness 5 + binder level); Ram 2d6 + 1d6/4 binder levels; Mounts —; Space 15 ft. by 5 ft.; Height 5 ft. (draft 2-1/2 ft.); Complement 8; Watch binder; Cargo 4 tons (Speed oars 15 ft. if 2 tons or more).
For Contractors: Witchwood Step.
Vestige Mastery – Temotei [General]
You share a devotion to law with Temotei giving you powers against Chaos and your closer connection to him gives your skiff greater mobility and speed.
Prerequisites: Favored Vestige (Temotei), Goblinoid Subtype, must be Lawful.
Benefit: While Temotei is bound you gain DR ¼ your effective binder level for Temotei overcome by Chaos. In addition your attacks ignore the DR of Chaotic creatures except DR overcome only by epic or no weapons; if your effective binder level is 17 or higher you ignore all DR of Chaotic creatures. In addition when you summon a skiff its speed is 50 ft instead of 30 ft, and it may float up to 5 ft off the ground per 2 effective binder levels, and when you change its altitude as part of moving it you may change it by up to 10 ft.