The Nivea Nieces

Venomous Vixens

The nieces who embody all that is venomous and poisonous, each twin offers her powers if only to dig her nails into a mortal host.

Summoning Rules

Spirit Level: 3rd
Constellation: Beast
Binding DC: 17 or 22 (see text)
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:

  • You draw the seal with a mixture of jungle dirt, sea water, and a thimble of poison worth 500 gp.
  • You sully the likeness of the seal of Cornelius Button. If you accept this totem, you cannot bind with this spirit until the Nivea Nieces departs from your soul.
  • You are a male no older than Adult or possess a strong knowledge of poisons, requiring 6 ranks in Craft (alchemy).

Ceremony: You use the spirit’s seal to play hopscotch in a special, precise manner.
Manifestation: After hopping about long enough, the faint sound of two young girls laughing echoes throughout the seal, softly at first but growing louder as the spirits approach. The twins manifest as horrible conglomerates of venomous creatures and begin to bicker and squabble over which one will initiate a pact with you.

Legend

Little is known about the nieces except for their utter loathing for the spirit known as Cornelius Button; in the few bits of straightforward conversation documented with the nieces, they blame Cornelius for their current situation as lunatic spirits. Regardless of the truth, the last known instance of someone with the surname ‘Nivea’ occurred many centuries ago, married to a woman named Agnes Brimbsbi, of the house of Button.

Granted Abilities

The Nivea Nieces consist of two separate entities: Mariath and Taydie. Before the binding check is made, the twins play a game of rock-paper-scissors, represented by the binder rolling 1d4. Before the result is revealed, the binder must guess what the die’s result will be and name the twin with which he or she wishes to seal a pact. If the binder guesses correctly, the binder wins and proceeds to make a pact with the desired sister. If the guess is incorrect, the other twin wins and the binding DC is increased by 5.

Mariath's Major Granted Abilities

  • Mind Muddling: You can influence an opponent’s actions during its next 4 turns as a standard action. If the creature fails a Will save, roll d% and consult the table below to determine the creature’s actions until the start of its next round. The creature receives a new saving throw each turn to end this effect. This ability is a mind-affecting compulsion effect. After using this ability, it is expended for 5 rounds.
d% Behavior
1-25 Act Normally
26-50 Takes no movement (including 5 ft steps), but can otherwise act normally
51-75
76-100 Moves up to twice its speed in any direction of your choice and can take no other actions.
  • Capstone Empowerment: When you roll d% to determine a creature’s actions with mind muddling, you can roll twice and select which result you prefer.

Mariath's Minor Granted Abilities

  • Mad Hallucination: This ability functions as the spell of the same name. Only one creature can be affected by this granted ability at a time and a creature that succeeds on its saving throw is immune to this ability for 24 hours.
  • Mariath’s Guide: You gain an insight bonus on Craft (alchemy) and Survival checks equal to ½ your binder level. If you use these skills to create poison, search for poisonous materials, or attempt to find your way at sea, the bonus improves to equal your full binder level.
  • Poison Use: As long as you are bound to either Mariath or Taydie, you suffer no risk of accidentally poisoning yourself when applying poison to a weapon.
  • Snakebite: One of your arms transforms into a venomous snake. You cannot wield weapons or objects or perform any other activity that requires the use of your hand while your arm is transformed, but you can use the snake as a weapon, dealing 1d3 points of piercing damage + your Strength modifier on a successful hit. In addition, the snake’s fangs are poisonous, as described below. This ability is a polymorph effect. You must show Mariath’s sign in order to use this granted ability.

Type poison, injury; Save as a granted ability; Frequency 1/round for 4 rounds;
Effect 1d3 Con damage; Cure 1 Fort save.

Taydie's Major Granted Abilities

  • Venomous Whispers: As a standard action, you can poison an opponent within 30 feet with hateful words. On a failed Will save, the target is affected with a supernatural poison that destroys the creature’s mental resolve. This poison is described below and all saving throws made against venomous whispers are Will saves. After using this ability, it is expended for 5 rounds.

Type poison, inhaled; Save as a granted ability; Frequency 1/round for 4 rounds;
Effect 1d4 Wis damage; Cure 2 consecutive Will saves.

  • Capstone Empowerment: You can transform a creature reduced to 0 Wisdom with this poison into a juju zombie that serves you for the pact’s duration as a full-round action. You can only command a single juju zombie at a time and its Hit Dice cannot exceed your own.

Taydie's Minor Granted Abilities

  • Bite of the Wolf Spider: You gain the ability to assume the form of a humanoid spider as a standard action, gaining a +2 bonus to Strength, a +4 bonus to Dexterity and Constitution, and a +4 natural armor bonus to AC. In addition, you gain a bite attack that deals 1d6 damage (1d4 if Small) and the benefits of the Blind-Fight feat. This ability is a polymorph effect. You can use this ability for a number of rounds each day equal to your binder level + your Charisma bonus. These rounds do not need to be used consecutively.
  • Poison Use: As long as you are bound to either Mariath or Taydie, you suffer no risk of accidentally poisoning yourself when applying poison to a weapon.
  • Taydie’s Guide: You gain an insight bonus on Craft (alchemy) and Survival checks equal to ½ your binder level. If you use these skills to create poison, search for poisonous materials, or attempt to find your way in a jungle or forest, the bonus improves to equal your full binder level.
  • Thorn Skin: Countless thorns grow from your body which causes creatures that are grappling you or that are grappled by you to suffer 1d6 points of piercing damage at the start of your turn. In addition, your natural attacks and unarmed strikes deal +1d6 additional points of piercing damage and your natural armor bonus to AC increases by +2. You must show Taydie’s sign in order to benefit from this ability.

Signs and Influence

Physical Sign: Your dominant hand transforms into a living snake if you are bound to Mariath or your body is wreathed in jungle thorns if you are bound to Taydie. Whenever you activate one of either twin’s granted abilities, your facial features become snake-like.
Personality: Your personality becomes venomous; you act as though you are constantly in a sour mood and insult everyone, friends and foes alike, without repent.
Favored Ally: Humanoid (Youths and younger)
Favored Enemy: Humanoid (Middle-Aged and older)

Vestigial Companion

You gain the service of a viper animal companion for the duration of the pact. Treat your binder level as your druid level to determine your familiar’s abilities. This granted ability replaces mad hallucination (Mariath) or bite of the wolf spider (Taydie).

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