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Prince Oszen, Heir to the Empty Well

From Vanathul Wiki

Seeking to claim his father’s fortune, it is said that Oszen became trapped at his father’s estate by an old well with an ancient curse.

How to read this stat block

Summoning Rules[T]

The following describes the requirements and rituals for binding Prince Oszen.

Spirit Level: 2nd
Constellation: Skull
Alignment: CN
Binding DC: 17
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions. (+2 insight bonus for at least one, +4 for all)

You gain a +2 totem bonus on binding checks made with Prince Oszen if one of the following requirements is met, or a +4 bonus if all requirements are met.

  • You draw this spirit’s seal in a proper setting, requiring 4 ranks of Knowledge (nature).
  • You use water that has been freshly drawn from a well in Prince Oszen’s ceremony.
  • You are currently wanted by legal authorities for a crime that you did not commit.

Ceremony: You empty a pail of water onto the seal.

Manifestation: The ground within the seal caves in and drags you down into a black pit. Sitting at the center of the rubble, an anthropomorphic beast sighs as you tumble down next to it, leaps upon you, and ferociously bites your neck.

Granted Abilities

Prince Oszen grants the following abilities.

Major Granted Abilities

Beating the DC by 10 or more grants access to the Capstone Empowerment

Ray of Regret: You unleash a ray of starlight at a target within 100 feet that causes feelings of remorse for 1 round. A target struck by this ranged touch attack is unable to take actions during its next turn because of feelings of dread and self-loathing, though it is still able to defend itself normally. A successful Will save negates this effect. After using this ability, it becomes expended for 5 rounds.

Capstone Empowerment: If the target succeeds on its Will save against ray of regret it is unable to take any actions that would end an invisibility spell.

Minor Granted Abilities

Architectural Knowledge: While you are bound to Prince Oszen you gain an insight bonus on Knowledge (engineering) and Perception checks equal to half your binder level. If you move within 10 feet of any unusual or dangerous architecture (including traps), you may make a Perception check to notice the hazard as a free action, even if you aren’t actively searching for such a hazard. The GM should make this check in secret.

Blood Curse of the Khimer: As a standard action, you transform into a hybrid were-creature. You gain a +2 bonus to your Strength, Constitution, and Wisdom, a –2 penalty to your Charisma, and a +2 natural armor bonus to AC. In addition, you gain two claw attacks that deal 1d6 damage (or 1d4 damage if you are Small), darkvision out 60 feet, and a 20-foot burrow speed. This ability is a polymorph effect. You can use this ability for a number of minutes per day equal to your binder level. These minutes do not need to be consecutive, but they must be spent in one minute increments.

Falsified Life: You imbue a touched creature with 1d10 temporary hit points + 1 point per binder level you possess as a standard action. Using this ability on yourself is a swift action. A creature that gains this benefit cannot be the target of this granted ability again for 1 day.

Summon Inheritance: You create a gaping hole as a standard action, functioning as create pit. At 6th level, this ability functions as spiked pit and at 12th level it functions as hungry pit. You may use this ability a number of times each day equal to 3 + your Charisma modifier.

Signs and Influence

The spirit affects you in the following ways:

Physical Sign: The bone, flesh, and muscle surrounding your heart become translucent. When you activate one of Prince Oszen’s granted abilities, you are forced to sigh loudly.

Personality: You constantly feel empty, pitiable, and worthless. You must never strike the first blow against an opponent; you may only attack in retaliation

Favored Ally: Any (your blood relatives, except yourself)

Favored Enemy: Any (creatures who aren’t your relatives)

Vestigial Bond (Companion)

You gain a Youth cohort of your race that claims to be your child. This character’s level equals your binder level –2 and possesses all of its levels in one NPC class of your choice. This granted ability replaces Blood Curse of the Khimer.