Tenebrion
(Intermediate Deity)
God
of Shadow,
Slavery, Secrets, and Art
Symbol: A
field of Shadows with a red eye in the center or a ring made of black, white and
green twisted together
Home Plane:
Plane of Shadow
Alignment:
Unknown
Portfolio:
Shadow, Art, Thievery, Magic, Hidden Knowledge
Worshipers:
shadow knights, shadow mages, penumbral lords, shadow dancers, thieves,
explorers, shadow dragons, shadow fiends
Cleric Alignments:
Any
Domains:
Shadow, Knowledge, Trickery, Luck, Chaos, Secrets(RR2)
Favored Weapon:
Dagger, rapier
The Order
Relentlessly pursuing the enemies of their church and blasphemers against
Tenebrion, the Shades of Tenebrion are dedicated to the protection and
advancement of the faith through strength of arms. While Tenebrion's
clerics speak to the god and channel his will through spells, the Shade of
Tenebrion honors the god through deeds and strength. The Shade's
connection to Tenebrion is more private than the clerics, for the Shade does not
perform religious ceremonies, nor does the Shade lead churches - but beware the
wrath of the Shade.
Game Rule Information
Shades of Tenebrion have the following game statistics.
Abilities: Charisma is the key stat for most of this class's special
abilities. Strength is important for a Shade of Tenebrion, as she will
often find herself in combat. A Wisdom score of 14 or higher is required
to gain access to the most powerful Shade spells; a score of 11 is required to
be able to cast any of the spells.
Alignment: Chaotic Good
Hit Die: D10
Class Skills
The Shade of Tenebrion's class skills (and the key ability for each skill) are:
Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge
(religion) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), and Search (Int).
Skill Points at Each Level: 2 + Int modifier
| Shade of Tenebrion | |||||||||
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells Per Level | |||
| 1st | 2nd | 3rd | 4th | ||||||
| 1st | +1 | +2 | +0 | +0 | Read & Detect Magic, Spell Resistance, Silent Stalker, Shadow Ken | ||||
| 2nd | +2 | +3 | +0 | +0 | Aura of Antimagic, Rebuke Shadow | ||||
| 3rd | +3 | +3 | +1 | +1 | Shadow Form of Tenebrion 1/week, Turn Undead | ||||
| 4th | +4 | +4 | +1 | +1 | 0 | ||||
| 5th | +5 | +4 | +1 | +1 | Shadow Mount | 0 | |||
| 6th | +6/+1 | +5 | +2 | +2 | Shadow Form of Tenebrion 2/week | 1 | |||
| 7th | +7/+2 | +5 | +2 | +2 | 1 | ||||
| 8th | +8/+3 | +6 | +2 | +2 | 1 | 0 | |||
| 9th | +9/+4 | +6 | +3 | +3 | Shadow Form of Tenebrion 3/week | 1 | 0 | ||
| 10th | +10/+5 | +7 | +3 | +3 | 1 | 1 | |||
| 11th | +11/+6/+1 | +7 | +3 | +3 | 1 | 1 | 0 | ||
| 12th | +12/+7/+2 | +8 | +4 | +4 | Shadow Form of Tenebrion 4/week | 1 | 1 | 1 | |
| 13th | +13/+8/+3 | +8 | +4 | +4 | 1 | 1 | 1 | ||
| 14th | +14/+9/+4 | +9 | +4 | +4 | 2 | 1 | 1 | 0 | |
| 15th | +15/+10/+5 | +9 | +5 | +5 | Shadow Form of Tenebrion 5/week | 2 | 1 | 1 | 1 |
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | 2 | 2 | 1 | 1 | |
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 | 2 | 2 | 2 | 1 | |
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | Shadow Form of Tenebrion 6/week | 3 | 2 | 2 | 1 |
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 | 3 | 3 | 3 | 2 | |
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | 3 | 3 | 3 | 3 | |
Class Features
All of the following are class features of the Shade of Tenebrion:
Weapon and Armor Proficiency: Shades of Tenebrion are proficient
with all simple and martial weapons, all types of armor (heavy, medium, and
light), and shields. Not that armor check penalties for armor heavier than
leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty
for every five pounds of armor and equipment carried.
Read & Detect Magic (Sp): Once per day per Shade level, the
Shade may cast read magic and detect magic. She does this
instantly and without components; otherwise, both powers work as the
spells. She may cast the two spells at the same time or separately.
Spell Resistance (Su): During the Shade of Tenebrion's training, she
learns every secret and mystery of a school of magic to better fight the Cult of
Catemar. During a three-day holy rite, she then calls upon Tenebrion for
protection against that sort of magic. Shades of Tenebrion so empowered
receive an SR equal to their Shade level against the chosen school; the SR
cannot exceed 15, but does stack with other SRs unless a relevant other source
states to the contrary.
Silent Stalker (Ex): The Shade of Tenebrion is an expert hunter and is
blessed by Tenebrion with the skill of moving without a sound while stalking her
prey. A Shade of Tenebrion receives a number of ranks in the Move Silently
skill equal to her Charisma modifier (though it may not exceed the maximum ranks
for a character of her level). Further, when making Move Silently checks
while in light armor or unarmored, the Shade of Tenebrion may add her Charisma
modifier to the roll as a sacred bonus. The additional skill ranks are not
lost if the character loses her Shade of Tenebrion powers, but she loses the
sacred bonus.
Shadow Ken (Su): The Shade of Tenebrion is intimately familiar with
the element of shadow. She gains the Shadow-Speak language for free and
gains some of the pure power of shadow. Once per day, the Shade of
Tenebrion may make herself more or less insubstantial against blows. For
one round, her armor class receives a natural armor bonus equal to her Shade
level, and her skin takes on a shadowy hue. Activating this power is a
free action.
Aura of Antimagic (Su): Connected as she is to the divine power of magic,
it is very difficult for those who pervert magic to evil to affect the Shade and
her allies. Whenever the Shade of Tenebrion makes a saving throw against
magic from an explicitly evil source (e.g. an evil spell-caster or evil magic
item), she may add her Charisma modifier to her saving throw. All allies
within ten feet receive a +2 sacred bonus on such saves. This bonus does
not affect saving throws against magical effects from neutral or good sources
triggered by evil forces. For instance, an evil wizard using a perfectly
ordinary wand of fireball will not activate the aura, as it is not a perversion
of the power of magic; a magic item must be explicitly evil for the aura to
activate against its magic, no matter who wields it. Any cleric of Catemar
or clear follower (e.g. a member of a prestige class belonging to Catemar) is
considered evil for purposes of this power.
Rebuke Shadow (Su): The Shade of Tenebrion may rebuke Shadows or any
creature tied to the plane of Shadow exactly as a cleric of her level may rebuke
undead.
Shadow Form of Tenebrion (Sp): Through the use of this power, the
Shade of Tenebrion can tranform his body and personal gear into a malleable
shadow so she can fit through any size opening. In this form, she moves as
she did before, and she may remain upright if she wishes. However, speech
(other than Shadow-Speak) is not possible, so while she may still cast spells,
they must lack a verbal component. In this form, she receives a bonus of
+20 to any Hide skill checks if there are sufficient shadows or darkness in
which to conceal herself. Also, she receives damage reduction 10/+1 in
this form, and she gains a +4 dodge bonus to AC. However, she cannot
interact with anything in a physical manner while in this form. She may
not lift objects, open doors, carry her comrades to safety, or perform any such
action. Finally, she can be injured as if she were undead by spells such
as sunbeam and sunburst.
Turn Undead: The Shade of Tenebrion turns undead exactly like the
paladin; she may purchase the Extra Turning feat.
Shadow Mount: The Shade of Tenebrion may, at 5th level or beyond, call an
unusually intelligent, strong, and loyal steed to aid her in her service to
Tenebrion. This steed is usually a heavy warhorse of dark color, and can
use the Shadow Form of Tenebrion power as often as the Shade herself.
Prestige Class: Shadow
Knight of Tenebrion
The Shadow Knight is to the Shadow dancer what a shadow dancer is to a
commoner. Shades were the protectors of the faith and Shadow dancers
were the messengers of the temples while Shadow knights were the might of the
clergy. They were the ones that were sent on the offensive and used as
strategic strike teams.
Tenebrion
Bard 20/Penumbral Lord 10/ Shadow Knight 10/ Shadow Dancer 10
Medium Outsider (Chaotic)
Divine Rank 15
Hit Die: 20d8+120(outsider)+20d6+120(Bard)+10d4+60(PL)+10d8+60(SK)+10d8+60
(900 hit points)
Initiative: +14 (+14 dex)
Speed: 100 ft
AC: 85(+14 dex, +15 divine, +28 natural, +18 deflection),
Attacks: dagger (normal, one hand only) +81/+76/+71/+66, dagger(one in
each hand) +79/+74/+69+64/+79/+74+69+64
Damage: dagger 1d4+11
Face/Reach: 5ft x 5ft/5ft
Special Attacks: spells
Special Qualities: low light vision, dark vision, improved dark vision,
shadow cat for, shadow raven form, Shadowcast I, II, III and IV, Shadow step,
Shadow Home, Shadow Strength, Hide in plain sight, Evasion, improved evasion,
uncanny dodge (dex bonus to AC, can't be flanked, +1 vs traps), Shadow illusion,
summon Shadow, defensive roll, slippery mind, shadow jump 160 ft., shadow mask @
will, shadow warrior 3/day, shadow jump 100 ft @ will, x2 to critical range,
+2/+4 to initiative, steal shadow, Bardic music, Bardic Knowledge, DR 80/+6, SR
67, Divine immunitites, fire resistance 35, immune to electricity, cold and acid
Saves: Fort +54, Ref +68, Will +63
Abilities: Str 32(+11), Dex 38(+14), Con 22(+6), Int 52(+21),
Skills: Alchemy +86, Appraise +76, Balance +89, Bluff +93, Concentration
+76, Craft(any) +96, Decipher Script +96, Diplomacy +83, Disable Device +66,
Escape Artist +79, Heal +44, Hide +99, Intimidate +93, Know(arcana) +96, Listen
+84, Move Silently +99, Open Lock +49, Perform +98, Pick Pocket +79, Scry +86,
Search +76, Sense Motive +74, Spellcraft +91, Spot +64, Tumble +89
Feats: Spell Mastery, Combat Reflexes, Dodge, Mobility, Spring Attack,
Jack of All Trades, silent spell, still spell, eschew material, repeat spell,
maximize spell, quicken spell, weapon finesse - dagger, two weapon fighting,
improved two weapon fighting, ambidexterity, greater two weapon fighting
Epic Feats: Ignore material components, Improved Metamagic, Multispell,
Perfect two weapon fighting
Divine Immunities: transmutation: polymorphing, petrification or any
other attack that alters form, Energy Drain, Ability Drain, Ability Damage,
Mind-Affecting Effects(charms, compulsions, phantasms, patterns or morale
effects), Energy Immunity(immune to electricity, cold and acid), disease,
poison, stunning, sleep, paralysis, death effects and disentigration,
imprisonment and banishment (banishment, binding, temporal statis, trap the soul
and turning and rebuking)
Salient Divine Abilities: Avatar, Divine Spell Focus - Shadow(Illusion),
Divine Spellcasting, Instant Move, Know Secrets, Supreme Initiative, True
Knowledge, Arcane Mastery, Clearsight, Divine Bard, Divine Celerity, Divine
Dodge, Increased DR x2, Increased SR, Irrestible Performance, [Alter Form and
Alter Size, Tenebrion because of his very nature has these bonus abilities as
well]
Domain Powers: Add level to hide and move silently skill rolls while in
shadow, All knowledge skills are class skills and divinations are cast at +1
caster level, Can reroll one result per day, Casts chaos spells at +1 caster
level
Spell-like Abilities: cast at will, caster level = 25, save DC = 42+spell
level Reshape Shadow, Shade's Sight, Gloom, Animate Shadow, Shadow Strike,
Shadow Touch, Shadow Form of Lyrand, Shadow Shield, Curtain of Darkness, Imbue
Shadow, Shadow Smash, Shadow Walk, Shadow Twin, Eclipse, Change Self, Reshape
Shadow, Penumbral Trap, Enkilis Prank, Invisibility, Ricochete, Veil of Lust,
nondetection, Confusion, Ghostdweomer, False Vision, Mislead, Reverse Illusion,
Screen, Polymorph Any Object, Convert, Time Stop, Entropic Shield, Tanil's
Touch, Aid, Protection from Elements, Freedom of Movement, Quicklearn, Break
Enchantment, Mislead, Trust in the Gods, Spell Turning, Holy Aura, Miracle,
Message, Dead Man's Eyes, Detect Thoughts, Mind Raid, Discern Lies, Mirror Safe,
Inquisition, Prying Eyes, Sequester, Mind Blank, Mind Share
Caster level
= 26, Save DC =42 + spell level, Detect Gold, Detect Secret Doors, Detect
Thoughts, Locate Corpse, Clairaudience/Clairvoyance, Divination, Terole's
Translator, True Seeing, Find the Path, Legend Lore, Discern Location,
Foresight, Protection from Law, Enkili's Luck, Shatter, Magic Circle against
Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos,
Summon Monster 9(must be chaotic)
Spells/Day (Penumbral Lord)
5/11/9/9/7/7/6/6/5/5/4/4/4/4/3/3/3/3/2/2/2/2
DC=46+spell level
Tenebrion knows all Penumbral Lord spells and any other spell related to shadow
or light
Spells/Day(Bard)
4/9/9/8/8/8/8/4/4/4/4/3/3/3/3/2/2/2/2
DC=42+spell level
Tenebrion knows all Bard spells
Other Divine Powers
As a intermediate deity, Tenebrion is immortal.
Senses:
Tenebrion can see, hear, touch , and smell at a distance of 15 miles.
As a standard action, he can perceive anything within 15 miles of his
worshipers, holy sites, objects, or any location where one of his titles or name
was spoken in the last hour. He can
extend his senses up to ten locations at once.
He blocks the sensing power of deities of his rank or lower at up to two
remote locations at once for 15 hours.
Portfolio
Sense: Tenebrion is aware of the creation of any shadow or shadow spell and
retains the sensation for 15 weeks. He
is also aware of the capture or sale of any slave and retains that sensation for
15 weeks as well. He is aware of these things 15 weeks in advance of their
occurance.
Automatic
Actions: Tenebrion can use Craft (any), knowledge (arcana) or appraisal as a
free action if the DC for the task is 25 or lower.
He can perform up to 10 such free actions per round.
Create
Magic Items: Tenebrion can create magic weapons, armor, and shadow related
items up to 200,000gp in value. He
cannot create artifacts.
Divine
Aura: The mere presence of Tenebrion can deeply affect mortals and beings of
lower divine rank. Tenebrion's aura
is 1500 feet in radius and the Will save DC is 43.
Familiar:
Any shadow or shadow creature within 15 miles can act as his familiar
(gains characteristics of a familiar for a 20th level sorcerer).
Tenebrion can have ten avatars at once.
Avatar of Tenebrion:
As Tenebrion except divine rank 7. AC
77, DR 42/+4, SR 39, fire resistance 27,
Saves: Fort +46, Ref +60, Will +55
Skills: All skills reduced by 8
Salient Divine Abilities: any 8 of the 16[Alter size and Alter shape are also
given as free salient abilities]
Spell like abilities: Caster level 17, DC=34+spell level
SPECIAL NOTES
To hit Tenebrion a character MUST possess a ghost touch weapon, even then the
character may not hit due to his Divine Dodge ability.
Tenebrion's shadow fights just as well as Tenebrion himself, effectively
doubling his attacks. It can even
cast spells as long as the spell to be cast only requires somatic components.
Tenebrion has started to make his move to overthrow Catemar as god of magic.
He plans on usurping part of the portfolio of war, namely guerilla
fighting since that is what he is best at, and using that additional power to
defeat Catemar.
Back to the Gods of Inzeladun!
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