Emberheart, the Willow That Weeps (3.5e Vestige)
Level: 6
Binding DC: 33
Special Requirement: No
Legend[edit]
Memories of the treat that was known as Emberheart—his true one long forgotten—have faded over the centuries, and he is far too depressed and/or ashamed to wish to speak of it himself. What little is known is that he was once the protector of a vast forest, and was a kind and gentle spirit. Encroaching orcs, angry at Emberheart for constantly thwarting their plans decided that if they couldn't have the forest, no one could. Setting it aflame at dozens of different points and empowering it with hellish magics from beyond, the entire wood was soon engulfed in greenish flames. Emberheart did all he could to save the sentient creatures within, and died doing all he could.
His failure to protect his home plagues him even in death, and when a soul binder successfully reaches out and joins him to themselves, he tries to influence them to do all they can to help others in the way he failed to do in life.
Manifestation[edit]
Emberheart's sigil takes the form of the burnt remains of the tree of life. He manifests as a bonsai version of his former self, a weeping willow, but burned to a husk. The sound of sobbing can be heard echoing in the distance, and the light stench of smoke fills the air as a snow of ash falls around you.
Sign[edit]
Your hair turns mossy green, and various twigs, flowers, and berries appear through your hair and beard (if any).
Special Requirements[edit]
Emberheart has no special requirements.
Influence[edit]
Emberheart's influence infuses you with an urge to nuture and care for all living things. When you see someone in need of help, you can't help but try to do so even if you know it to be a ruse of some sort. You also gain an innate fear of fire; while this has no game effect, you feel the urge to stay as far away from open flames as you can.
Granted Abilities[edit]
Emberheart grants the following powers to you for as long as you remain bound to his vestige.
Voice of the Woods (Ex): You gain the intuitive ability to speak with plants and animals, except that it also applies to magical beasts and vermin of all types. They also greet you with a neutral attitude if not already better, though any hostile actions you take against them have the expected results. You can also use wild empathy as a druid of your effective binder level in order to try to further improve the attitudes of such creatures. Once you do so, however, you cannot try again for 5 rounds.
Bramble Breath (Su): You gain a breath weapon that you can use once every 5 rounds. It deals 1d6 points of piercing and bludgeoning damage for every two binder levels you possess, and it takes the form of a cone that extends out to 5 feet per binder level. The damage is considered to be both magical and silver for the purpose of bypassing damage resistance.
However, any time you use this power, you also gain a vulnerability to fire for 5 rounds, increasing the amount of damage you take from fire-based attacks by 50%.
One With Nature (Ex): While traveling through natural terrain, you leave no scent or tracks behind, making you immune to being tracked through conventional means. You also cannot be impeded by natural terrain or plantlife, though magically affected terrain or plants can still interfere with your movements. Lastly, you gain the benefits of the Track feat, with a bonus equal to ½ your effective binder level to any Survival checks you make while using it.
Floral Command (Su): Regardless of which one you choose, you can duplicate the effects of the following spells once every five rounds: animate plants, command plants, entangle, plant growth, transport via plants, wall of thorns, and wood shape. You may do so a maximum number of times per day equal to your effective binder level.
Natural Understanding (Ex): You gain a competence bonus equal to ½ your effective binder level on all Craft (Alchemy), Knowledge (Nature), and Profession (Herbalist) checks that you make.
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