Scrylings create a sense of unease in the world—a creeping suspicion that someone, somewhere, is watching. Animals, plants, and common objects of all descriptions become more than mundane; they become the eyes and ears of persons or beings unknown. Spellcasters can imbue cer- tain creatures with the ability to transmit all that happens around them to their creator, thusly creating a scryling. These creatures are the ultimate spies, because their ap- pearance is so ordinary and unassuming that few give them more than a passing thought. Scrylings are created by the
ensorcel scryling spell (new spell, page 187).
Appearance Changes
Scrylings look completely normal.Creating a Scryling
“Scryling” is an acquired template that can be added to any creature that is an allowed target of the ensorcel scryling
spell (referred to hereafter as the “base creature”). A scryling differs from the base creature as follows.
Type: Animals and vermin become magical beasts. Special Qualities: Scrylings gain the following.
Darkvision (Ex): Scrylings can see in nonmagical dark-
ness up to a range of 60 feet, or the base creature’s range, whichever is better.
Disjunctive Vulnerability (Su): Scrylings subjected to
the spell Mord’s disjunction lose all scryling abilities per-
manently.
Distant Focus (Su): Scrylings are foci for their master’s
divinations and spells that allow communication (such as
message or sending) or travel (teleport). (If it’s important,
the scryling is considered a willing participant in the spellcasting, and therefore gets no saving throw or spell resistance.) As such, wherever a scryling is, its master may make a Spellcraft check (DC 10 + 1 per 10 miles) to cast a divination or communication spell through the scryling. The area or range of any spell that gathers or conveys in- formation is limited by the location of the scryling as if it were the caster. A spell so cast does not give sensory percep- tion to the master of the scryling, unless it normally gives such things at a distance. Information (such as the auras seen with detect magic) is transferred to the master of the
scryling as a mental description instead of actual sensory input.
For example, a scryling rat sneaks into a distant vault for its 17th-level wizard master. The master is looking for a specific item, so he casts locate object through the scryling.
The object is detected successfully if it is within 1,080 feet of the scryling (and not blocked by a thin sheet of lead). The master receives the information from the spell as if he
were at the scryling’s location, his forked twig indicating the proper direction.
With detect magic, the master would be aware of magic
auras within the 60-foot cone of the scryling’s vision, and he could even ascertain their number, power, and general location (should the proper time be spent). However, the spell only gives the caster an impression akin to a verbal description, not a visual of the area in which the scryling sits.
Endure Death (Su): If a scryling is successfully raised
from the dead by any means, it retains its scryling abilities.
Mental Link (Su): Scrylings have a mental link with
their creator, not unlike that of a familiar and its master. This link allows the master to know certain information about the scryling, if he focuses on it and makes a Spell- craft check (DC 10 + 1 per 10 miles). Through the link, the master can determine the scryling’s health, emotional state, activity (in general, such as “waiting”), and its gen- eral location and distance—the scryling can get the same information about its master. The scryling’s location is considered a known locale for spells that require this fa- miliarity (such as clairvoyance/clairaudience or teleport). A
scryling’s master can send very basic commands through the link, such as “come home” or “go right.” Instructions that are more detailed can be given if the master can see the area the scryling occupies through some means.
A scryling’s master knows instantly when the creature is killed or destroyed, whether or not the mental link is ac- tive at the time. The master may attempt a Spellcraft check
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(DC 20 + 1 per 10 miles) to get an image of the last thing the scryling saw.Misdirection (Su): Scrylings always register as normal
creatures of their own species. Undead scrylings register as objects instead of undead (though this reading may be obviously false, depending on circumstances).
Nondetection (Su): Except in the case of aura-revealing
spells (which fall under misdirection above), all other divi-
nations aimed at the scryling require the caster of the spell to make a level check. The caster of the divination rolls 1d20 + his or her caster level against 11 + the caster level of
the scryling’s master.
Level Adjustment: +2 (cohort).
Sample Scryling
This example uses a cat as the base creature.
Scryling Cat
Tiny Magical Beast (Augmented Animal) Hit Dice: ½ d8 (2 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/–12 Attack: Claw +4 melee (1d2–4) Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4) Space/Reach: 2½ ft./0 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., disjunctive vulner- ability, distant focus, endure death, low-light vision, mental link, misdirection, nondetection, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7 Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3 Feats: Weapon Finesse Environment: Temperate plains Organization: Domesticated or solitary Challenge Rating: ¼ Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: —This nondescript calico appears to be a common housecat. Combat
Scryling cats do not enter battle, but rather prowl about the land relaying information to their master. If confronted, they flee.
Disjunctive Vulnerability (Su): Scryling cats subjected
to the spell Mord’s disjunction lose all scryling abilities
permanently.
Distant Focus (Su): Scryling cats are foci for their mas-
ter’s divinations and spells that allow communication (such
as message or sending) or travel (teleport). (If it’s important,
the scryling cat is considered a willing participant in the spellcasting, and therefore gets no saving throw or spell re- sistance.) As such, wherever a scryling cat is, its master may make a Spellcraft check (DC 10 + 1 per 10 miles) to cast a divination or communication spell through the scryling cat. The area or range of any spell that gathers or conveys information is limited by the location of the scryling cat as if it were the caster. A spell so cast does not give sen- sory perception to the master of the scryling cat, unless it normally gives such things at a distance. Information (such as the auras seen with detect magic) is transferred to the
master of the scryling cat as a mental description instead of actual sensory input.
Endure Death (Su): If a scryling cat is successfully raised
from the dead by any means, it retains its scryling abilities.
Mental Link (Su): Scryling cats have a mental link with
their creator, not unlike that of a familiar and its master. This link allows the master to know certain information about the scryling cat, if he focuses on it and makes a Spell- craft check (DC 10 + 1 per 10 miles). Through the link, the master can determine the scryling cat’s health, emotional state, activity (in general, such as “waiting”), and its general location and distance—the scryling cat can get the same information about its master. The scryling cat’s location is considered a known locale for spells that require this familiarity (such as clairvoyance/clairaudience or teleport).
A scryling cat’s master can send very basic commands through the link, such as “come” or “go right.” Instructions that are more detailed can be given if the master can see the area the scryling cat occupies through some means. A scryling cat’s master knows instantly when the crea- ture is killed or destroyed, whether or not the mental link is active at the time. The master may attempt a Spellcraft check (DC 20 + 1 per 10 miles) to get an image of the last thing the scryling cat saw.
Misdirection (Su): Scryling cats always register as nor-
mal creatures of their own species.
Nondetection (Su): Except in the case of aura-reveal-
ing spells (which fall under misdirection above), all other
divinations directed at the scryling cat require the caster to make a caster level check. The caster of the divination rolls 1d20 + his or her caster level against 11 + the caster level of
the scryling cat’s master.
Skills: Scryling cats have a +4 racial bonus on Climb,
Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Scryling cats have a +8 racial bonus on Bal- ance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Siphon
A siphon is capable of absorbing energy of various types and then discharging that energy in a powerful attack of its own—co-opting the attack of an enemy. They are par-
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ticularly dangerous in hand-to-hand combat, where they feed off the kinetic energy of melee attacks and add it to their own strength. Siphons adapt well to a wide variety of tactics and weaponry, and they are able to adjust to a stag- gering number of external environments and atmospheric conditions.
Appearance Changes
Siphons look exactly like the base creature when not charged with a particular type of energy. When they have absorbed energy, they take on various appearances that indicate their true nature. For example, a siphon that has absorbed a magic missile spell (a force effect) might have a
faint, shimmering field enveloping it.
Creating a Siphon
“Siphon” is a template that can be added to any creature (re- ferred to hereafter as the “base creature”). A siphon differs from the base creature as follows.
Type: Animals and vermin become magical beasts. Humanoids become monstrous humanoids.
Special Attacks: Siphons gain the following.
Energy Release (Su): As a standard action, a siphon
may release one type of stored energy as a ranged touch attack against one foe. The range increment is equal to the creature’s Space, and the energy does any number of dice up to the amount of damage that was stored (the creature’s choice). Once the siphon uses up all the damage stored from a particular form of energy, it can no longer use that energy to attack.
Spell Release (Su): The siphon can release a spell it has
stored as if it had cast the spell itself. The released spell is subject to saving throws (DC 10 + spell level + the siphon’s Charisma modifier) and spell resistance as per the spell cast. Spell release never requires a Concentration check, nor does it provoke an attack of opportunity. A released spell has a caster level equal to the siphon’s Hit Dice or the caster level of the original caster, whichever is lower. Once the siphon releases a stored spell, it can no longer cast that spell, unless it has the same spell stored more than once or can cast that spell through another ability.
Special Qualities: Siphons gain the following.
Absorption (Su): A siphon can absorb energy attacks
that would otherwise damage it. Absorbable energy types include acid, cold, fire, electricity, and sonic. The creature may store any type of energy, but only one different type at a time per 4 Hit Dice (minimum one). The energy may come from a passive (bonfire) or aggressive (fireball)
source, although the siphon can only hold a number of dice of damage equal to its Hit Dice from combined energy sources. Energies so stored dissipate harmlessly in a num- ber of minutes equal to the siphon’s Constitution bonus +3 (minimum 3 minutes). As a free action, the creature may release stored energy harmlessly.
Normally, the siphon takes no damage from absorbed energies. However, if the creature’s maximum absorption level is exceeded by it being struck by a different type of en-
ergy, it must decide whether to attempt to absorb the new energy or not. If the siphon attempts to absorb the new energy, it must completely disperse an equivalent amount of energy already being stored (if any). The exchange is dif- ficult, and the siphon must make a saving throw against the incoming energy as normal. If the save fails (or no save is normally allowed), half of energy is absorbed and the other half damages the siphon. A successful save indi- cates the siphon managed to absorb the incoming energy without harm. Whenever the creature elects not to absorb an incoming energy (that it isn’t already storing), it takes damage normally and doesn’t acquire a new form of attack. Siphons with an Intelligence of 2 or less always elect to exchange stored energy for incoming energy.
Immunities (Su): While holding a form of energy from
absorption or spell from spell absorption, the siphon is im- mune to that form of energy or that specific spell. If the spell or energy is released completely, the immunity disap- pears. Immunity never applies to kinetic absorption.
Kinetic Absorption (Su): A siphon absorbs kinetic
energy differently than other forms, though still as a free action. For every 5 points of damage from physical attacks, the siphon gains 1 point of Strength, up to a maximum of twice its original Strength. The enhanced Strength is avail- able only on the siphon’s next turn to augment Strength checks, attack rolls, and damage rolls. Physical attacks still damage the siphon normally.
Spell Absorption (Su): A siphon can absorb spells specifi-
cally targeting it, so long as the spell does not involve energy. (If it does, the energy is absorbed, not the actual spell.) The creature can absorb a number of spell levels equal to its Hit Dice (less than 1 means only 0-level spells), so long as the spell’s individual spell level does not exceed one-third of the siphon’s Hit Dice (0-level spells count as half levels for this purpose; one 0-level spell minimum). Absorbed spells do not affect the siphon. Stored spells dissipate harmlessly in a number of minutes equal to the siphon’s Charisma bonus +3 (minimum 3 minutes). Rules for exchanging stored spells for incoming spells works as per absorption above, excepting that the siphon is fully affected by any spell against which it fails a save, and it loses the spell it was attempting to release to absorb the incoming magic. Challenge Rating: +1 plus 20% (maximum +4). Level Adjustment: +4.