Niomus
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Niomus are winged humanoids, making their homes in lofty eyries on mountaintops or inaccessible cliffs.  The sheer cliffs and high mountains they prefer provide formidable defense against invaders or intruders, and the niomus are happy to use these defenses as well as their natural ability to fly to their advantage.

 

Niomus can be stubborn and protective of their freedoms.  They are fierce opponents because of their cunning and determination but they are also quick to forgive misunderstandings and insults.  Proud of their accomplishments, niomus are generous with friends and guests and consider it a mark of honor and success to provide freely for others.

 

Personality:  Niomus believe they are born to inherit the open sky.  Because of this, they chafe at restrictions and hindrances, which seem both unnatural and unfair to them.  Though they willingly follow the wise in the interest of common good, niomus grow stubborn if they feel someone is becoming domineering or controlling.

 

Niomus are fond of raucous entertainment.  They are known for their strong wine and loud songs, as well as the musical pipes they prefer.  They find dancing intriguing, though they prefer their flying “dance” that allows for grand gestures and dives.  They are generous with guests and willing to welcome almost anyone to nioman feasts and parties – though many such gatherings take place on foreboding cliff sides or mountain peaks. 

 

These proud creatures enjoy beauty, particularly fine gems and precious metals.  Niomus wear many types of jewelry, including amulets, belts, bracelets, earrings, necklaces, and rings.  The prestige of niomus can be judged by the quality and number of such ornaments.  Niomus lords and adventurers make a special effort to collect magical jewelry.  They also enjoy stories and song, particularly that focused on cleverness and wit.

 

Physical Description:  Niomus appear human with the exception of a pair of membranous wings extending from their shoulder blades.  They are between five and a half and six and a half feet tall and weigh from 80 to 140 pounds.  Despite their relatively low weight, niomus are not thin.  Like birds, they have hollow bones and lightweight, whipcord musculature that allow them to fly.  Niomus usually have fair hair and complexions, though their wings tend to be more darkly tanned.  Their eyes are dark brown, gold, and rarely blue.

 

A niomus’ wings are made of a fleshy membrane stretched over supporting bones that extend from the spine near the shoulders.  The wings are flexible and can be folded over the niomus’ back and concealed under a robe or cloak.  Niomus often hide their wings when traveling, and most can pass for human.

 

Niomus are adapted to their eyrie homes among the clouds and mountaintops.  They are resistant to the cold and are immune to the effects of oxygen deprivation at high altitudes.  If trapped in a sealed chamber niomus use only as much air as Small characters despite their size.  Young niomus learn to fly by age 5.  They are considered adults at age 40 and most live 300 years.  Few live past 350.

 

Relations:  Niomus believe human societies are deceitful, elves are distant and haughty, and half-orcs just cruel.  Though not normally distrustful, niomus are careful of their relations with both humans and elves.  Many individuals of these races have proven themselves worthwhile, but the niomus hold to their prejudices nonetheless.

 

Halflings, gnomes, and dwarves are too pragmatic by nioman standards but are otherwise good company.  Niomus relate well with dwarves and gnomes, and they often trade with these races while sharing drink and song.  Niomus particularly appreciate the dwarven silversmiths’ and goldsmiths’ artistry and are more cautious about giving insult and more forgiving of misunderstandings where dwarves are concerned.

 

Alignment:  Niomus are fond of freedom and dislike restraint.  Most show a strong tendency toward chaotic behavior, and a lawful niomus is mistrusted by his own race.  Well meaning and kind, the niomus try to protect the virtuous and worthy and are thus often good aligned.

 

Nioman Lands:  Scattered across high mountains and nestled among the clouds, nioman kingdoms are beautiful to behold.  Mountain palaces and cathedrals built of stone use well-crafted glass and mirrors to catch the light.  Most are enchanted so that even at night or on overcast days they glow with myriad lights and colors.  This beautiful effect is not intended merely for decoration.  Niomus often use the colors and patterns as warnings.  The young learn to recognize the lights that mean unstable cliffs, weak landings, or natural hazards.  Because they find joy in both beauty and accomplishment, entire niomus clans work together to build their impressive eyries.  The land and sky around their cities are not considered owned by anyone but shared by everyone.

 

Niomus lords are almost always wizards, often specialists in Illusion and Transmutation.  The leaders of the niomus claim no titles, levy no taxes, and raise no troops.  Rather, nioman lords may call upon those who live near their eyries to act for the common good.  Together, the clans and families build new homes and monuments, fight the rare encroachers, and gather the food and supplies necessary for the niomus to survive.

 

Some successful niomus clans live among mountains also inhabited by dwarves.  They remain on friendly terms with the dwarves and trade regularly, as well as providing scouts and information to their allies.  Niomus feel they get the better end of such bargains.

 

Religion:  The patron goddess of the niomus is Dy’Madra.  She takes the form of a tall niomus woman with silver skin, white hair, and gold eyes, or a great eagle with black feathers.  Some tales persist of Dy’Madra taking the form of an ancient silver dragon as well.  Most niomus eyeries have statues and monuments in her honor, as well as the great cathedrals that often mark the center of the eyrie’s society – just as the lord’s palace marks the center of nioman government, such as it is.  Her symbol is usually a bolt of lightning surrounded by storm clouds, but it has also appeared as a cloudy mountain peak or a silver dragon.

 

Dy’Madra is a goddess of air, clouds, storms, and wind.  She teaches her people to be strong of heart and cunning in the fight against evil.  Though magic is no part of her teachings, most niomus believe her to be the patron of the magical arts as well.  Nioman myth holds that Dy’Madra formed the niomus from the stuff of clouds in the early ages of the world.

 

Clerics of Dy’Madra are known to offer healing to any creature of good heart and to offer good rains and healthy crops to those friendly to the nioman people.  Dy’Madra is associated with the domains of Air, Good, and Luck.

 

Language:  Niomus speak their own language, which is related to Auran and uses the Draconic alphabet.  Nioman literature has a long tradition of both epic tales of battles against evil and anecdotes of clever heroes besting the proud and mighty.  Many niomus learn the languages of elemental creatures, dwarves, and dragons.

 

Names:  Niomus have a personal name, a family name, a clan name, and also use the name of their homeland.  Only the first is of daily use.  Family and clan names are used in introductions or formal settings, while their eyrie name is rarely mentioned except during introductions between niomus from different eyries.

 

Male Names:  Aaris, Dycan, Eddin, Helad, Joresh, Mikel, Podran, Ranled, Sloves, and Voren.

 

Female Names:  Batli, Celesta, Dyan, Katila, Laren, Mesala, Naseni, Olasa, Tyana, and Weslyn.

 

Family Names:  Dy’nalen, Jor’lys, Ma’hali, Ol’dyren, and Yl’tris.

 

Clan Names:  Alabin, Fabereth, Moldanan, Stearyn, Telibes, and Wernidal.

 

Eyrie Names:  Airfall, Cloudwish, Firelake, Stormhold, and Windpeak.

 

Adventurers:  Niomus enjoy lives of adventure.  Born to freedom, they feel it natural to travel as far as one is able.  During their travels, they see and learn a great deal about the outside world and they try to bring the best of what they find back to their eyries.  Interesting tales, items of beauty or value, and new magic items or spells bring prestige and respect to those who return.

 

Niomus also adventure for more serious reasons.  Despite their lighthearted fondness for beauty and wit, they are neither selfish nor superficial.  Willing to fight fiercely for the welfare of others, even those they do not know, niomus also adventure to fight the agents of evil gods or sects.  They take the war against evil quite seriously and strive to destroy the twisted and corrupt.  Victory against such enemies brings the most joyous celebrations.

 

NIOMUS RACIAL TRAITS

 

+2 Intelligence, +2 Charisma, -2 Strength: Clever and friendly, niomus are weaker than they look due to their light musculature and hollow bones.

 

Medium-size: As Medium-size creatures, niomus have no special bonuses or penalties due to their size.

 

Niomus base speed is 30 feet, fly 50 feet (average).  A niomus may not fly while carrying a medium or heavy load.

 

Cold resistance: 5.  Niomus are adapted to the cold climates of their eyries.

 

+2 racial bonus on Jump checks.  A niomus’ light weight and whipcord muscles enable him to jump more effectively.

 

+2 racial bonus on Search and Spot checks.  A niomus’ keen eyes enable him to more easily find hidden things.

 

Automatic Languages: Common and Nioman.  Niomus Languages: Auran, Draconic, Dwarven, Giant, Gnome, Halfling.

 

Favored Class: Wizard.  A multiclass niomus’ wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

 

Level Equivalent: Class levels +2.

 

NIOMUS WINDWEAVER

 

The windweavers are the elite niomus wizards – the masters of air, sky, and weather.  Apart from simple mastery of the skies, the windweavers are expected to protect and provide for their people.  Windweavers enchant magic items for the defense of the eyrie and the niomus.  It is they who craft the magic weapons, armor, and jewelry that allow the niomus to thrive against all opposition.  The eyries – quite literally – rest on the pillars formed by the most powerful windweavers.

 

Any arcane spellcaster can learn the art of the windweavers.  However, wizards are far more common than sorcerers.  While bards can become windweavers, they are ill suited to the tasks other niomus expect of a windweaver.  Windweaver wizards are often specialists in the schools of Evocation, Illusion, or Transmutation.

 

NPC windweavers spend much of their time crafting magic items and spells to protect and preserve their eyrie.  Because of this, many experienced windweavers will have several custom spells related to air and electricity that they use to attack enemies and protect themselves.  A master windweaver can usually be found with his students, but it is rare for them to gather in large groups.  When something does call several master windweavers together, differences of opinion or misunderstandings often break out into literal storms.

 

Hit Dice: d4.

 

REQUIREMENTS

 

To qualify to become a windweaver, a character must fulfill all of the following criteria.

 

Race:  Niomus.

Alignment:  Neutral good or chaotic good.

Knowledge (arcana):  10 ranks.

Spellcraft:  10 ranks.

Feats:  Any two item creation feats.

Spellcasting:  Ability to cast 4th-level arcane spells.

Special:  Must be accepted as a student of a master windweaver.

 

CLASS SKILLS

 

The windweaver’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), and Wilderness Lore (Wis).

 

Skill Points at each Level: 2 + Int modifier.

 

THE NIOMUS WINDWEAVER

 

                Base

Class      Attack                Fort                Ref                Will       

Level      Bonus                Save                Save                Save                Special                                   Spells per Day

1st            +0                +0                +2                +2                Air mastery +1                             +1 level of existing class

2nd           +1                +0                +3                +3                Perfect air                       +1 level of existing class

3rd            +1                +1                +3                +3                Good Flying                     +1 level of existing class

4th            +2                +1                +4                +4                Air Mastery +2                            +1 level of existing class

5th            +2                +1                +4                +4                Control winds                     +1 level of existing class

6th            +3                +2                +5                +5                Shielding winds                  +1 level of existing class

7th            +3                +2                +5                +5                Air mastery +3                             +1 level of existing class

8th            +4                +3                +6                +6                Perfect flying                      +1 level of existing class

9th            +4                +3                +6                +6                Weather command                +1 level of existing class

10th          +5                +3                +7                +7                Air mastery +4,                            +1 level of existing class

                                                                                cloudweave

 

All of the following are class features of the windweaver prestige class.

 

Weapon and Armor Proficiency:                A windweaver gains no armor or weapon proficiencies.

 

Air Mastery:  The windweaver is a master of air and electricity-based effects.  Whenever he casts a spell using air or electricity effects, add the listed bonus to the Difficulty Class of all saves against his spells and spell-like effects.  The bonus is also added to the windweaver’s caster level checks for purposes of penetrating spell resistance.  Additionally, the windweaver gains the listed bonus on all saving throws against air and electricity effects.

 

Perfect Air:  Windweavers learn to purify the air around them.  Windweavers are immune to inhaled poisons and other contaminants.  Furthermore, they gain a +4 bonus on all saves against airborne magical effects, such as stinking cloud and cloudkill.  They must still breathe and are susceptible to drowning and suffocation.  This is an extraordinary ability.

 

Good Flying:  Because of their mastery of the air, a windweaver’s flying maneuverability becomes good and his flying movement rate increases to 60 feet.

 

Control Winds:  Once per day, a 5th-level or higher windweaver may use control winds as a spell-like ability, cast at his arcane caster level.

 

Shielding Winds:  At 6th level, a windweaver learns to shield himself from ranged attacks by using the air around him to deflect attacks.  Once per day he may create a shield of wind.  This shield lasts for two rounds per class level and while it lasts the windweaver gains a +4 deflection bonus to AC against ranged weapons (but not siege weapons or rocks hurled by giants).  This deflection bonus does not stack with any other deflection bonuses to AC, such as that provided by a ring of protection.  Shielding winds is a spell-like ability.

 

Protect Flying:  As the windweaver progresses, his improved air mastery gives him perfect maneuverability and a movement rate of 70 feet while flying.

 

Weather Command:  A windweaver of 9th level gains the spell-like ability to control the weather around him.  This effect is similar to the control weather spell, but weather command is effective in a five-mile radius.  The windweaver may not direct the specific applications of the weather, such as the point of a lighting strike or the path of a tornado.  However, the windweaver may cause any sort of normal weather to manifest within the area of effect.

 

As long as the windweaver remains within the area of effect, the weather patterns he created will continue.  Should the windweaver leave an area where he has used weather command, natural weather will reassert itself after 4d12 hours.  The windweaver may choose not to use weather command and allow natural weather to run its course.

 

Cloudweaving:  The most powerful windweavers gain the supernatural ability of cloudweaving.  With this power, a windweaver can cause clouds, mist, or fog to form whatever shape he desires, limited only by the volume of fog available.  He may also solidify clouds or fog, duplicating the solid fog spell, or even harden such substances completely.

 

A windweaver may use cloudweaving three times per day.  Each use may affect only a single bank of fog (a volume of fog 30 feet in radius and 20 feet high).  The fog affected by cloudweaving will remain pliable to the to the windweaver for 24 hours.  After that time, the clouds, mist, and fog will affected will stay in the shape and hardness given them by the windweaver and will remain in place – even floating in midair – until destroyed, changed by cloudweaving, or until the fog would naturally dissipate.  If the windweaver uses cloudweaving on fog or clouds he has summoned with weather command, the shaped or hardened material will only remain until the natural weather pattern returns.

 

Hardened clouds can have up to break DC 20, hardness 5, and 40 hit points per cubic foot of volume.  Fire-based attacks cause double damage but the hardened clouds are resistant to wind – treat hardened clouds as stone constructions for the purposes of wind damage.  Hardened fog can be used to trap creatures.  A Reflex save (DC 15) avoids the trap.  Air can pass through hardened fog and creatures within are not in danger of suffocation.

 

Windweavers use their weather command ability to keep their eyries permanently covered in clouds and use cloudweaving to harden the clouds.  The work together to create huge expanses of hardened clouds thick enough to support homes, palaces, and farms.  Windweavers sometimes create powerful magical weather control devices to maintain the clouds without the use of their weather command ability, thus maintaining the hardened clouds indefinitely while the windweaver is gone.  Almost all of the old eyries include these cities in the clouds.

 

Cloudweaving may also be used to craft specific items, but in this case the windweaver must make an appropriate Craft check.  Some windweavers craft works of jewelry with this ability and enchant them.

 

Spells per Day:  A windweaver continues training in arcane magic as he progresses in levels.  Thus, when a windweaver gains a level, the character gains new spells per day as if he had gained a level in an arcane spellcasting class he belonged to before the added windweaver level.  He does not gain any other benefits a character of that class would have gained.

 

If a character has more than one other arcane spellcasting class, he must select the class to which he adds each level of windweaver for purposes of determining spells per day when he adds the new level.             

 

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