Nekire

Nekire was born the third daughter of a poor farming family in a rural village on the edge of the jungle. When she was eight, a group of slavers raided her village, taking most of the adults (male and female) as slaves, and many of the better-looking children (including her) as sacrifices to their serpent god.

When the priestess examined the children for their suitability as sacrifices, something about the young Nekire struck her as odd – maybe it was the way the girl looked into her serpentine eyes without flinching, or didn't seem concerned about her fate. Intrigued, she took the girl away from the others and began speaking to her of the teachings of Set. To her surprise, Nekire took to it very well – she was inducted as an acolyte at 12 and made full cleric at 17, one of the youngest ever in their sect. She continued to show her dedication to the faith, accompanying slave raids, performing sacrifices of her own, and going to some of the nearby towns and cities to spread the faith; while there, she used the resources from libraries and other temples to research and create new spells.

By the time she was 20, she had become interested in working for the Fangs, an assassin sect, so she began training as a rogue, then an assassin. She created more spells to augment her abilities along these lines, impressing the elders so much that she was immediately recruited.

On one of her early missions, she was assigned to kill a powerful serpent mage, one who the elders felt was diverting faith from their church by using the powers of snakes in his arcane spells. He had command of a large number of rare and deadly snakes, and his spells were more powerful than hers, as she discovered – she killed the mage, but was bitten by a rare jungle snake and barely made it away from his compound before she collapsed.

For two days the poison ravaged her system, during which she spent the time in a delirium; on the second day she had a dream (others, later, called it an actual visitation, but she prefers to think of it as a dream) of Set himself coming to her in the form of a huge serpent. He told her that she had, so far, survived the bite of one of the deadliest snakes in the region, one which normally killed within minutes. If she survived, he said, he would grant her new abilities as a mark of his trust in her. Upon being asked why he had chosen her, he told her that he needed someone with extraordinary dedication and faith; she had already shown that by creating several new spells to spread the power of her god, as well as through her exemplary service as a cleric and Fang, and that fighting for so long against such deadly poison boded well for her. She told him that she would be honored to serve in this way, and the fever broke the next day. While she spent the next few days recovering from the effects of the poison, she discovered the first of her new powers – the ability to understand snakes, and immunity to serpent poisons.

She returned to the church to spread the word of her abilities and how she had received them. As others gained the status of Minion of Set, they formed a subsect within the Fangs, one outside of the church hierarchy, dedicated to dealing enemies of the faith in situations the Fangs could not – either within the church itself, or without. She now leads the sect as its high priestess, and has gone to other temples to help them set up their own branches of Minions.

Nekire is just over five and a half feet tall, with dark skin, black hair, snake eyes, and a lithe build; she glides more than walks, and seems at times to have no bone structure to speak of. She speaks in a low, seductive voice, and often wears a hooded robe, though she is not afraid to throw the hood back and bring the power of her serpent's eyes to bear on someone. Despite her deep devotion to her god and the way she gained her abilities, she is not a religious zealot – she is calm and cool at all times and seldom jumps into a situation without considering all the angles.




Nekire's Spells

Constrictor. Snake grapples and constricts target.

Guardian Serpent. Summons poisonous serpent to guard a container.

Serpent Arm. Target’s arm changes into a snake, 1 round/level.

Serpent Crown. Caster's hair turns to a nest of poisonous snakes.

Serpentine Form. Caster’s body becomes more flexible.

Set's Curse. Turns target into a werecobra.

Snake Charm. Hypnotize 1 snake/level.

Snake Eyes. Caster gains darkvision, 10 minutes/level.

Snakebite. Caster's bite is poisonous.

Sticks to Snakes. Turns 1 piece of wood/2 levels into a snake.

Venom Spit. Caster can spit deadly poison.

Viperbolt. Poisons one arrow or bolt/3 caster levels.

Viperblade. Transforms one blade into a snake.


Serpent Domain

Granted Power: Add Acrobatics and Knowledge (poisons) to the list of class skills.

Serpent Domain Spells
1 Snake Eyes. Caster gains darkvision, 10 minutes/level.

2 Snake Charm. Hypnotize 1 snake/level.

3 Guardian Serpent. Summons poisonous serpent to guard a container.

4 Sticks to Snakes. Turns one wooden item/2 levels into a snake.

5 Constrictor. Snake grapples and constricts target.

6 Summon Monster VI. Calls extraplanar creature to fight for the caster (fiendish giant constrictor only).

7

8 Animal Shapes. One ally/level polymorphs into chosen animal (snakes only).

9 Set's Curse. Turns target into a werecobra.


Constrictor
Conjuration (Creation)
Level: Clr 4, Serpent 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One constrictor snake
Duration: 1 round/level (D)
Saving Throw: Reflex negates (see below)
Spell Resistance: No

When this spell is cast, tendrils of mist flow from the caster's hand toward the target, wrapping themselves around him. If the target makes a successful Reflex save, he has ducked away from the tendrils, and they fade away. If the save fails, the tendrils encircle the target and solidify into the form of a constrictor snake one size larger than the target. The target is automatically grappled by the snake, which deals damage according to its size each round. The target can make an opposed grapple check to get free; if it is successful, the snake dissolves into mist and the spell immediately ends. The caster can also end the spell at any time she wishes.

Material Component: A few scales from a constrictor.

Guardian Serpent
Conjuration (Summoning)
Level: Clr 3, Serpent 3
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One touched chest or other container
Duration: Permanent or until discharged
Saving Throw: Reflex negates (see below)
Spell Resistance: No

This spell summons a jewelled serpent, a very rare and very deadly species of jungle snake (treat as a Small viper except as noted below). The snake is small (about two feet long) and iridescent green, with multiple colored bands on its back that resemble jewels. When summoned, it is immediately placed into stasis in the container the caster touches, which must have at least two cubic feet of space free. Anyone who opens the container sets off the trap. The unlucky victim must make a Reflex save to avoid the serpent’s strike; if it succeeds, he dodges the snake, which vaporizes in a shower of multicolored glitter as it is sent back to whence it came. If the save fails, the snake hits and injects its venom (deadly neurotoxin, Fort DC 20; onset 1 round, check 2d4 rounds; initial effect 1d8 Con damage, secondary effect 2d8 Con damage), then vaporizes as above.

The hidden snake cannot be detected by normal or magical observation, as it is inside the container it guards, and nor by spells or effects that detect the presence of living beings, as it is in stasis. Any attempts to breach the container magically also set the trap off. Destroying the container dispels the spell.

This spell can be cast in conjunction with other spells used to guard containers, like fire trap or glyph of warding.

Material Components: 500 gp of powdered gemstones and a scale from any snake.

Serpent Arm
Transmutation [See below]
Level: Clr 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Fort negates (see below)
Spell Resistance: Yes (see below)

A favorite of Set's clerics, this spell transforms one of the target’s arms into a poisonous serpent. If the target is the caster, she can control the snake-arm, making it strike at any target within her reach. If the target is anyone else (even a willing recipient), it gets a Fort save to avoid the effect. If the save fails, the arm is transformed, but the snake is not under anyone’s control – it strikes out at the nearest living being (except for the caster). If there is no other living being nearby, the snake-arm strikes at the target itself, gaining a +4 circumstance bonus to hit. The snake’s bite damage is the same as a viper of the target’s size (1d2 for Small, 1d4 for Medium), modified by the target's Dex (it has Weapon Finess (bite)). The snake's poison is as follows: moderate incapacitating, DC 14; onset 1d6 rounds, check 1d4 minutes; initial and secondary effect 1d6 Con damage.

The target (whether the caster or another being) cannot hold any items in the affected hand, nor can he use it to cast spells with somatic components. Attacking with the serpent arm and a weapon in the other hand incurs the normal penalties for fighting with two weapons.

Casting this spell on another being is an evil act.

Serpent Crown
Transmutation
Level: Clr 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Area: Self
Duration: 1 minute/level

This spell transforms the caster's hair into dozens of small serpents, like those of a medusa. She can make a melee attack with the snakes as a standard action; they deal 1d4 damage and poison the victim (Injury; moderate neurotxin; DC 14, onset 1d4 rounds; check 1d6 minutes; initial effect 1d4 Con damage, secondary effect 1d8 Con damage).

Material Component: A snake from a medusa's head.

Serpentine Form
Transmutation
Level: Asn 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level

The caster's body becomes more flexible, like a snake's, and she can dislocate joints without injury. She gains a +10 circumstance bonus to Acrobatics checks to escape from grapples and can squeeze into a space two sizes smaller than she is, instead of just one.

Set's Curse
Transmutation [Evil]
Level: Clr 9, Serpent 9
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

This spell is a curse bearing the power of a god. If the victim fails a Fort save, it is turned into a werecobra. Its alignment takes an immediate step toward neutral evil, and at each full moon thereafter, it suffers the curse of lycanthropy (along with further alignment shifts). Victims of Set's curse typically either kill themselves at the first opportunity or flee to the deep jungles to join the tribes of other werecobras living there.

Because the power of this spell comes from a god, only a wish or miracle will reverse it. The caster, however, must be justified in casting it (i.e., the target must be truly deserving of such a fate) or her god might well inflict it on her instead.

Material Components: A few drops of unholy water mixed with serpent's venom, which is splashed on the target as the spell is cast.

Snake Charm
Enchantment (Charm) [Mind-Affecting]
Level: Adp 2, Brd 2, Clr 2, Drd 2, Rgr 2, Serpent 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Target: 1 snake/level in a 30-ft. radius
Duration: 1 minute/level (D)
Saving Throw: Will negates (see below)
Spell Resistance: Yes (see below)

By use of this spell, the caster can hypnotize up to 1 snake (including serpent beings) per caster level with an ECL up to 1/3 his caster level within 30 feet of him. The targets stop what they are doing and sway slightly, eyes locked onto the caster's face, as long as he continues to play the flute (the spell's focus). The caster can move up to 5 feet per round while playing; if he passes beyond 30 feet away from an entranced serpent, it will remain that way for an additional 1d4 rounds before shaking off the effects of the spell and regaining its free will. Any serpent that is harmed or has an offensive action taken against it (gently moving a snake aside to clear a path is not considered an offensive action) is immediately freed of the spell's effects and can act normally.

Normal snakes do not get a saving throw; magical beasts and serpent creatures do.

Focus: A small flute, which must be played while the spell is in effect.

Snake Eyes
Transmutation
Level: Asn 2, Rgr 2, Serpent 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 minutes/level (D)

This spell is identical to darkvision, except as noted above. While the spell is in effect, the caster's eyes resemble a snake's.

Material Component: An eye from a snake.

Snakebite
Transmutation
Level: Asn 3, Clr 3, Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level (D)

The caster grows fangs like a snake's, and her jaw changes slightly so that she can dislocate it without harm. The caster can make a bite attack, dealing 1d4 points of damage (1d3 for Small casters); the poison in the fangs is a moderate neurotoxin, DC 14, onset 1d4 rounds; check 1d6 minutes; initial effect 1d6 Con damage, secondary effect 1d8 Con damage. If the caster successfully grapples an opponent, she can make a bite attack each round as a free action.

Material Component: A fang from any poisonous snake.

Sticks to Snakes
Transmutation
Level: Adp 4, Clr 4, Drd 4, Serpent 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One stick/2 levels (see below)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell transforms one nonmagical, unattended branch or piece of wood (staves, spears, or the hafts of polearms) per two caster levels into a Small snake. The caster must choose either constrictor or viper when the spell is cast; all snakes created are of that type. The snakes are under the caster’s command and act as she directs. At the end of the spell, the snakes turn back into wood; any snakes slain revert to broken pieces of wood.

Venom Spit
Necromancy
Level: Adp 3, Asn 3, Drd 3
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One creature
Duration: Instantaneous (1 round/level)
Saving Throw: Fort negates (see below)
Spell Resistance: No

Anytime within one round per level after casting this spell, the caster can spit venom at one target within 10 feet as a free action. This is a ranged touch attack. The poison is a moderate neurotoxin (DC 14) that has an immediate onset, check time of 1 minute, and deals 1d4 Con damage as a primary and secondary effect.

Viperblade
Transmutation
Level: Adp 2, Clr 2, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 weapon
Duration: 1 round/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

The caster transforms one bladed weapon (dagger, sword, etc.) into a viper of the same size with the same attack bonus as the weapon, if it has one (as if were affected by a magic fang spell); it immediately attacks the person wielding the blade, if it is held, or attacks the nearest living thing if not. Intelligent weapons are not affected. If the caster targets the weapon he holds, he can control the snake, making it attack who he wants. If the snake is slain, it instantly transforms back into the weapon, which is broken.

Viperbolt
Necromancy
Level: Adp 3, Asn 3, Clr 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One arrow or bolt/3 caster levels touched
Duration: 1 round/level (see below)
Saving Throw: None (see below)
Spell Resistance: No

The caster infuses one arrow or bolt per 3 caster levels with the poison of a viper. The missile deals normal damage; on a hit, the target must also make a Fort save vs. this spell's DC or be affected (moderate neurotoxin, onset immediate, check 1 minute, 1d6 Con damage initial and secondary effect). The poison remains effective for 1 round per caster level.

While the spell is in effect, the affected missiles look like small vipers.

Material Component: A fang from a viper of any size.

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