Nahiri the Lithomancer
CR 21 XP: 409,600
Female kor transmuter 12/planeswalker 10
CN Medium outsider (kor, planeswalker)
Init +4; Senses Darkvision 60 ft, see invisibility; Perception +11
AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
HP 165 (12d6+10d8+78)
Fort +12, Ref +9, Will +18
DR 10/magic, 3/bludgeoning; Immune fire
Speed 30 ft., fly 100 ft. (average)
Melee +1 Stoneforge Sword +18/+13 (1d12+5/×3)
Spell-Like Abilities At will—change shape (beast shape III/elemental body II, 12 rounds/day) 9/day—telekinetic fist (1d4+6 bludgeoning)
Spells Known (CL 10th)
1st (4/day)-Black Planeswalker, Ebony Charm, Black Planeswalker, Thoughtseize, White Planeswalker, Burst of Energy, White Planeswalker, Heal
2nd (4/day)-Black Planeswalker, Smother, Black Planeswalker, Terror, White Planeswalker, Aura Blast, White Planeswalker, Dawn Charm
3rd (4/day)-Black Planeswalker, Drain Life, Black Planeswalker, Rend Flesh, White Planeswalker, Aura of Silence, White Planeswalker, Holy Light
4th (2/day)-Black Planeswalker, Cranial Extraction, White Planeswalker, Cleanse
Spells Prepared (CL 12nd)
6th-Chain Lightning (DC 22), Disintegrate (2; DC 22), Transformation
5th-Cone of Cold (DC 21), Telekinesis, Telepathic Bond, Teleport, Wall of Stone
4th-Black Tentacles, Fire Shield, Greater Invisibility, Ice Storm, Mass Enlarge Person (DC 20)
3rd-Dispel Magic, Fireball (2), Haste, Lightning Bolt (2; DC 19), Protection from Energy
2nd-Blur, Bulls Strength (2), Invisibility, Protection from Arrows (2), Scorching Ray (3), See Invisibility
1st-Burning Hands (DC 17), Feather Fall, Mage Armor, Magic Missile (5), Reduce Person (DC 17), True Strike
0th-Detect Magic, Mage Hand, Message, Read Magic (Opposition Schools enchantment, necromancy)
Before Combat Nahiri casts mage armor, protection from arrows, protection from energy (fire), and see invisibility. He uses physical enhancement to increase his Constitution.
Without mage armor, protection from arrows, protection from energy (fire), and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat-footed 11; DR none; Immune none.
Str 17, Dex 10, Con 16, Int 22, Wis 12, Cha 9
Base Atk +6; CMB +9; CMD 20
Feats Brew Potion, Combat Casting, Craft Wondrous Item, Empowering Mana, Improved Initiative, Mana Savant, Mana-Fueled Strike, Power Attack, Scribe Scroll, Toughness, Vital Strike, Weapon Focus (Stoneforge Sword)
Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge (arcana) +19, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Perception +11, Sense Motive +6, Spellcraft +19, Stealth +3, Survival +6, Swim +8
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc
SQ arcane bond (stoneforge sword), orc blood, physical enhancement +3, weapon familiarity
Gear potions of bear's endurance (4), potions of bull's strength(4), potion of cure moderate wounds, potions of invisibility (4), scroll of greater dispel magic, scroll of transformation;
Other Gear +1 Stoneforge Sword, cloak of resistance +2, gloves of arrow snaring, headband of vast intelligence +4, ring of protection +1, spellbook, 930 gp
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Walk the Planes (Su) A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list. White: Knowledge: History, Knowledge: Nobility and Royalty, Ride, Sense Motive Black: Bluff, Hide, Knowledge: Religion, Move Silently
Boon White Novice, Skills of the Plains (Ex) Upon selecting this boon, you add all of the White skills to your class skill list
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level. Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action. Draw Mana (3rd Level): By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead. Fortify Life (3rd level): By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hit points. Succeeding on the check by 10 or more grants 2d10 Temporary Hit points instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hit points instead. Search for Answers (8th level): You tap into planar knowledge in order to ready an answer to your current foe. By succeeding on the check, you gain a +1 insight bonus to attack, AC, and saving throws for this encounter. Succeeding on the check by 10 or more increases the bonus to +2. Succeeding on the check by 20 or more increases this bonus to +3.
Baleful Shift (Ex) At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.
Planeswalker Spells (Sp) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes. The spells known by a Planeswalker at each level are listed in the table below
Boon Black Novice, Unholy Strength (Ex) You have DR 3/bludgeoning
Boon Black Journeyman, Sorin's Vengeance (Ex) When you use your Planeswalker's Will ability, you also deal negative energy damage equal to your Planeswalker level to an adjacent enemy, then heal an amount equal to half the amount of damage dealt.
Boon Black Expert, Profane Command (Ex) You may spend a Mana point as a Swift action to gain one of the following benefits: Each enemy within 30' suffers a -2 penalty to AC and all saving throws for 5 rounds. You do not provoke Attacks of Opportunity for 5 rounds. Your next attack deals an additional 1d6 Negative Energy damage, and you heal an amount equal to half the total damage dealt.
Mana Source (Ex) A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point. White: Plains, open fields, deserts, urban environments Black: Swamps, cemeteries or tombs, and caves
Easy Walking (Ex) At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.
Nahiri, called The Lithomancer and The Harbinger, is a talented kor stoneforger and one of The Three — a group of planeswalkers that included Sorin Markov and Ugin — that decided to rid the Multiverse of the terrible Eldrazi. Being a lithomancer, she has special power over stone.
The Three against the Eldrazi
Sorin and Nahiri first met when the young kor's Planeswalker spark first ignited, and they forged an unlikely friendship. Viewing her almost as a daughter, Sorin taught Nahiri about the Multiverse and introduced her to many new planes. Together, they discovered the Eldrazi, witnessing Ulamog's destruction of a long-forgotten plane. They met Ugin soon after, and the three Planeswalkers concocted a plan that bound the Eldrazi in Zendikar for millennia.
The Three decided to force the Eldrazi into physical form and trap them on a plane, sacrificing that plane for the well-being of the Multiverse. They searched for a plane with lush ecosystems and uniquely dynamic mana—a powerful lure for the Eldrazi's insatiable hunger. Wanting to start their work immediately, the three decided upon Zendikar. Sorin Markov lured the Eldrazi to the plane, directing their hunger to that unique mana, Ugin used his invisible breath to combat the Eldrazi and his colorless magic to bind them to the plane, and Nahiri constructed a massive network of stone hedrons, whose power would form the bars of a planewide prison, forever preventing the Eldrazi from leaving. Ugin arranged the hedrons to direct leylines of energy, which were not to be disrupted.
The planeswalkers concentrated the power of their imprisonment spell in a secret location deep inside Zendikar's mountains of Akoum: a subterranean chamber called the Eye of Ugin. To make sure that the imprisonment would not be broken, the three planeswalkers sealed the chamber with a mystical lock: the Eye of Ugin could only be reactivated by the presence of three planeswalker's sparks — and the colorless, invisible breath of Ugin, the spirit dragon himself.
The planeswalkers' trap worked. Emrakul, Ulamog, and Kozilek manifested in physical form on Zendikar, became confined by the magic of the network of hedrons, and thanks to the magic of the imprisonment spell, sank into harmless dormancy. Their mission complete, the planeswalkers disbanded. Sorin and Ugin left the plane.
Guarding Zendikar
Nahiri stayed and lived happily among her people for a long time. The wild mana of Zendikar lured other beings to the plane as well, and Nahiri took it upon herself to protect Zendikar from those who would cause it harm. Of those, the most infamous was the interplanar conqueror Ob Nixilis, but before he could do much damage, Nahiri intervened and bound his power with that of a hedron.[2] She took on pupils and taught them to maintain the hedron network.
Centuries later she became tired of living, and withdrew in a meditational slumber. The centuries passed and her teachings about the Eldrazi became garbled; Talib (Kozilek), Kamsa (Emrakul) and Mangeni (Ulamog) became the revered gods of the Kor. Nahiri was worshipped as the "prophet of Talib", who taught the kor the arts of lithomancy. When vampires (which hadn't been seen on the plane in the earlier days) built a shrine on the nexus of the hedron network, the prison of the Eldrazi became unstable, and the brood lineages spilled over the plane again. Nahiri awoke and called for help to Sorin and Ugin but they didn't respond. She succeeded on her own, and restored the prison. Confused why Sorin hadn't shown up when she called for him, she decided to find him and planeswalked away from Zendikar.
Imprisoned on Innistrad
When Nahiri arrived at Innistrad, Sorin explained that her signal for help had been likely absorbed by the Helvault. Discontent with the truth, Nahiri guilted Sorin for his actions. Offended, Sorin angrily reminded her of who raised her as a planeswalker and advised her to pester Ugin, instead. Nahiri saw this as a betrayal of their bond and chose to physically threaten Sorin. This resulted in Avacyn's intervention, who felt the threat that Nahiri posed to Innistrad. The two clashed, until Sorin called the battle off and banished Nahiri into the Helvault. During her long stay within the Helvault, Nahiri eventually encountered Avacyn after the archangel had sealed herself into the vault to contain an especially powerful demon.
6000 years after they were initially imprisoned the Eldrazi broke free, enabled by the meddling of several planeswalkers. This time, Sorin reacted and tried to reassemble The Three. But now, he was unable to find Nahiri. He found Ugin dead on original Tarkir, but alive in the new timeline. Ugin instructed Sorin to find Nahiri.
Revenge
When the Helvault broke, Nahiri fled back to Zendikar, only to find the Eldrazi unleashed, continents layed to waste and her allies seemingly having forsaken her. Enraged, she swore vengeance against Sorin, vowing to make Innistrad bleed in the same way Zendikar had suffered. She attacked Markov Manor, destroying it with lithomancy and imprisoning its vampires in a state of perpetual agony within its walls. While active on Innistrad, people turned to worship her, some ironically believing her to be an ancient vampire. She created cryptoliths across Innistrad, using them to channel Innistrad's ley line energy to summon Emrakul to lay waste to Innistrad as the Eldrazi had laid waste to Zendikar before it. As the focal point for summoning she built the Drownyard Temple with help from Gisa's ghouls. After the maddened Avacyn was killed by Sorin, Emrakul arrived and began corrupting Innistrad and its citizens. Thinking the plane lost, Sorin assembled Olivia Voldaren's vampire army to attack Nahiri in retaliation. Nahiri waited for them at the ruins of Markov Manor with her own army of cultists and Eldrazi abominations. In the end, Nahiri was wounded severely but managed to encase Sorin in stone. After this victory, she planeswalked away.
Female kor transmuter 12/planeswalker 10
CN Medium outsider (kor, planeswalker)
Init +4; Senses Darkvision 60 ft, see invisibility; Perception +11
AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
HP 165 (12d6+10d8+78)
Fort +12, Ref +9, Will +18
DR 10/magic, 3/bludgeoning; Immune fire
Speed 30 ft., fly 100 ft. (average)
Melee +1 Stoneforge Sword +18/+13 (1d12+5/×3)
Spell-Like Abilities At will—change shape (beast shape III/elemental body II, 12 rounds/day) 9/day—telekinetic fist (1d4+6 bludgeoning)
Spells Known (CL 10th)
1st (4/day)-Black Planeswalker, Ebony Charm, Black Planeswalker, Thoughtseize, White Planeswalker, Burst of Energy, White Planeswalker, Heal
2nd (4/day)-Black Planeswalker, Smother, Black Planeswalker, Terror, White Planeswalker, Aura Blast, White Planeswalker, Dawn Charm
3rd (4/day)-Black Planeswalker, Drain Life, Black Planeswalker, Rend Flesh, White Planeswalker, Aura of Silence, White Planeswalker, Holy Light
4th (2/day)-Black Planeswalker, Cranial Extraction, White Planeswalker, Cleanse
Spells Prepared (CL 12nd)
6th-Chain Lightning (DC 22), Disintegrate (2; DC 22), Transformation
5th-Cone of Cold (DC 21), Telekinesis, Telepathic Bond, Teleport, Wall of Stone
4th-Black Tentacles, Fire Shield, Greater Invisibility, Ice Storm, Mass Enlarge Person (DC 20)
3rd-Dispel Magic, Fireball (2), Haste, Lightning Bolt (2; DC 19), Protection from Energy
2nd-Blur, Bulls Strength (2), Invisibility, Protection from Arrows (2), Scorching Ray (3), See Invisibility
1st-Burning Hands (DC 17), Feather Fall, Mage Armor, Magic Missile (5), Reduce Person (DC 17), True Strike
0th-Detect Magic, Mage Hand, Message, Read Magic (Opposition Schools enchantment, necromancy)
Before Combat Nahiri casts mage armor, protection from arrows, protection from energy (fire), and see invisibility. He uses physical enhancement to increase his Constitution.
Without mage armor, protection from arrows, protection from energy (fire), and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat-footed 11; DR none; Immune none.
Str 17, Dex 10, Con 16, Int 22, Wis 12, Cha 9
Base Atk +6; CMB +9; CMD 20
Feats Brew Potion, Combat Casting, Craft Wondrous Item, Empowering Mana, Improved Initiative, Mana Savant, Mana-Fueled Strike, Power Attack, Scribe Scroll, Toughness, Vital Strike, Weapon Focus (Stoneforge Sword)
Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge (arcana) +19, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Perception +11, Sense Motive +6, Spellcraft +19, Stealth +3, Survival +6, Swim +8
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc
SQ arcane bond (stoneforge sword), orc blood, physical enhancement +3, weapon familiarity
Gear potions of bear's endurance (4), potions of bull's strength(4), potion of cure moderate wounds, potions of invisibility (4), scroll of greater dispel magic, scroll of transformation;
Other Gear +1 Stoneforge Sword, cloak of resistance +2, gloves of arrow snaring, headband of vast intelligence +4, ring of protection +1, spellbook, 930 gp
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Walk the Planes (Su) A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list. White: Knowledge: History, Knowledge: Nobility and Royalty, Ride, Sense Motive Black: Bluff, Hide, Knowledge: Religion, Move Silently
Boon White Novice, Skills of the Plains (Ex) Upon selecting this boon, you add all of the White skills to your class skill list
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level. Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action. Draw Mana (3rd Level): By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead. Fortify Life (3rd level): By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hit points. Succeeding on the check by 10 or more grants 2d10 Temporary Hit points instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hit points instead. Search for Answers (8th level): You tap into planar knowledge in order to ready an answer to your current foe. By succeeding on the check, you gain a +1 insight bonus to attack, AC, and saving throws for this encounter. Succeeding on the check by 10 or more increases the bonus to +2. Succeeding on the check by 20 or more increases this bonus to +3.
Baleful Shift (Ex) At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.
Planeswalker Spells (Sp) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes. The spells known by a Planeswalker at each level are listed in the table below
Boon Black Novice, Unholy Strength (Ex) You have DR 3/bludgeoning
Boon Black Journeyman, Sorin's Vengeance (Ex) When you use your Planeswalker's Will ability, you also deal negative energy damage equal to your Planeswalker level to an adjacent enemy, then heal an amount equal to half the amount of damage dealt.
Boon Black Expert, Profane Command (Ex) You may spend a Mana point as a Swift action to gain one of the following benefits: Each enemy within 30' suffers a -2 penalty to AC and all saving throws for 5 rounds. You do not provoke Attacks of Opportunity for 5 rounds. Your next attack deals an additional 1d6 Negative Energy damage, and you heal an amount equal to half the total damage dealt.
Mana Source (Ex) A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point. White: Plains, open fields, deserts, urban environments Black: Swamps, cemeteries or tombs, and caves
Easy Walking (Ex) At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.
Nahiri, called The Lithomancer and The Harbinger, is a talented kor stoneforger and one of The Three — a group of planeswalkers that included Sorin Markov and Ugin — that decided to rid the Multiverse of the terrible Eldrazi. Being a lithomancer, she has special power over stone.
The Three against the Eldrazi
Sorin and Nahiri first met when the young kor's Planeswalker spark first ignited, and they forged an unlikely friendship. Viewing her almost as a daughter, Sorin taught Nahiri about the Multiverse and introduced her to many new planes. Together, they discovered the Eldrazi, witnessing Ulamog's destruction of a long-forgotten plane. They met Ugin soon after, and the three Planeswalkers concocted a plan that bound the Eldrazi in Zendikar for millennia.
The Three decided to force the Eldrazi into physical form and trap them on a plane, sacrificing that plane for the well-being of the Multiverse. They searched for a plane with lush ecosystems and uniquely dynamic mana—a powerful lure for the Eldrazi's insatiable hunger. Wanting to start their work immediately, the three decided upon Zendikar. Sorin Markov lured the Eldrazi to the plane, directing their hunger to that unique mana, Ugin used his invisible breath to combat the Eldrazi and his colorless magic to bind them to the plane, and Nahiri constructed a massive network of stone hedrons, whose power would form the bars of a planewide prison, forever preventing the Eldrazi from leaving. Ugin arranged the hedrons to direct leylines of energy, which were not to be disrupted.
The planeswalkers concentrated the power of their imprisonment spell in a secret location deep inside Zendikar's mountains of Akoum: a subterranean chamber called the Eye of Ugin. To make sure that the imprisonment would not be broken, the three planeswalkers sealed the chamber with a mystical lock: the Eye of Ugin could only be reactivated by the presence of three planeswalker's sparks — and the colorless, invisible breath of Ugin, the spirit dragon himself.
The planeswalkers' trap worked. Emrakul, Ulamog, and Kozilek manifested in physical form on Zendikar, became confined by the magic of the network of hedrons, and thanks to the magic of the imprisonment spell, sank into harmless dormancy. Their mission complete, the planeswalkers disbanded. Sorin and Ugin left the plane.
Guarding Zendikar
Nahiri stayed and lived happily among her people for a long time. The wild mana of Zendikar lured other beings to the plane as well, and Nahiri took it upon herself to protect Zendikar from those who would cause it harm. Of those, the most infamous was the interplanar conqueror Ob Nixilis, but before he could do much damage, Nahiri intervened and bound his power with that of a hedron.[2] She took on pupils and taught them to maintain the hedron network.
Centuries later she became tired of living, and withdrew in a meditational slumber. The centuries passed and her teachings about the Eldrazi became garbled; Talib (Kozilek), Kamsa (Emrakul) and Mangeni (Ulamog) became the revered gods of the Kor. Nahiri was worshipped as the "prophet of Talib", who taught the kor the arts of lithomancy. When vampires (which hadn't been seen on the plane in the earlier days) built a shrine on the nexus of the hedron network, the prison of the Eldrazi became unstable, and the brood lineages spilled over the plane again. Nahiri awoke and called for help to Sorin and Ugin but they didn't respond. She succeeded on her own, and restored the prison. Confused why Sorin hadn't shown up when she called for him, she decided to find him and planeswalked away from Zendikar.
Imprisoned on Innistrad
When Nahiri arrived at Innistrad, Sorin explained that her signal for help had been likely absorbed by the Helvault. Discontent with the truth, Nahiri guilted Sorin for his actions. Offended, Sorin angrily reminded her of who raised her as a planeswalker and advised her to pester Ugin, instead. Nahiri saw this as a betrayal of their bond and chose to physically threaten Sorin. This resulted in Avacyn's intervention, who felt the threat that Nahiri posed to Innistrad. The two clashed, until Sorin called the battle off and banished Nahiri into the Helvault. During her long stay within the Helvault, Nahiri eventually encountered Avacyn after the archangel had sealed herself into the vault to contain an especially powerful demon.
6000 years after they were initially imprisoned the Eldrazi broke free, enabled by the meddling of several planeswalkers. This time, Sorin reacted and tried to reassemble The Three. But now, he was unable to find Nahiri. He found Ugin dead on original Tarkir, but alive in the new timeline. Ugin instructed Sorin to find Nahiri.
Revenge
When the Helvault broke, Nahiri fled back to Zendikar, only to find the Eldrazi unleashed, continents layed to waste and her allies seemingly having forsaken her. Enraged, she swore vengeance against Sorin, vowing to make Innistrad bleed in the same way Zendikar had suffered. She attacked Markov Manor, destroying it with lithomancy and imprisoning its vampires in a state of perpetual agony within its walls. While active on Innistrad, people turned to worship her, some ironically believing her to be an ancient vampire. She created cryptoliths across Innistrad, using them to channel Innistrad's ley line energy to summon Emrakul to lay waste to Innistrad as the Eldrazi had laid waste to Zendikar before it. As the focal point for summoning she built the Drownyard Temple with help from Gisa's ghouls. After the maddened Avacyn was killed by Sorin, Emrakul arrived and began corrupting Innistrad and its citizens. Thinking the plane lost, Sorin assembled Olivia Voldaren's vampire army to attack Nahiri in retaliation. Nahiri waited for them at the ruins of Markov Manor with her own army of cultists and Eldrazi abominations. In the end, Nahiri was wounded severely but managed to encase Sorin in stone. After this victory, she planeswalked away.
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