Evil Mentor for a Lawful Character

Sidran

First Post
Eniaust
With his one major obsession being gaining magical power, and his devout worship of the Dark Lord Aravaine, and the tower of Nethak-dul. Eniaust has searched far and wide for new and more vile magics. In his research he came across the dark lore of Aravaine, and was drawn eventually into the City of Hodor, where he now resides in a Lighthouse which is secretly his Dark temple to Aravaine. He has begun to build a gate to the Temple in plains, and is seeking an Item of power that will complete the gate. This item is said to be in the ruins of the old city that lies beneath the sewers under the city.

He knows that it is dangerous below, and wishes not to go himself. Instead he has begun to advertise the need for an apprentice. Pretending to be an old hedge wizard he will send his unknowing creature on a search .

Eniaust; Male Elf (high) Wiz6/Clr4: CR 10 Size Medium ( 5’ 0” Tall) HD 6d4+6 + 4d8-4; Hp 32; Init +8 (+4 Dex, +4 Improved initiative);Spd 30 ft.; AC 14 (+4 Dex); Attack +7/+2 melee, or +10/+5 ranged; SV Fort +5, Ref +7, Will +10; AL NE; Str 13, Dex 18, Con 9, Int 15, Wis 12, Cha 16.

Languages Spoken: Common(Hodoran), Draconic, Elven, Orcish.

Skills and feats: Appraise +2.5, Balance +5, Concentration +7, Forgery +5, Gather information +1, Handle animal +2.5, Hide +6, Jump +3, Listen +6, Move silently +4, Perform +1, Scry +9, Search +4, Spellcraft +12, Spot +3, Tumble +4.5, Wilderness lore +3; Combat casting, Empower spell, Improved initiative, Maximize spell, Quicken spell, [Scribe scroll], Still spell.

Possessions: 12,000 gp in gear, and Suilralir his +2 Keen Greatsword, with the Night descriptor as well (see bellow), and the Thailant’s Mail his + 2 Dark Armor of protection, forged deep in the depths of the world by the Indul. When in combat Eniaust uses the armors unholy flame ability (see below) to scare off attackers.

Wizard Spells Known (4/4/4/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Change Self, Charm Person, Comprehend Languages, Identify, Magic Missile, Shield, Spider Climb, Summon Monster I. 2nd -- Invisibility, Melf's Acid Arrow, See Invisibility, Summon Monster II, Web. 3rd -- Dispel Magic, Fireball, Invisibility Sphere, Slow.

Cleric Domains: Magic, Night. Deity; Aravaine
Cleric Spells Per Day: 5/4+1/2+1.


New Magical Descriptors

Dark Armor; Name given to the armor forged in the fires of the worlds core by the Indul, a dark race of elves. Only a few Items have been crafted by the Indul for those who live above, and as such should not be available on the magical Item market.

When worn by creatures of good the special gifts of this armor are negated, and the creature can use the armor as simply a +2 Full plate. However when worn by a Creature of evil the Dark armor is treated with all the plusses of a +3 suit of full plate, and with all the benefits of a suit of leather armor ( As in weight, and spell failure) Rangers using this plate still may gain their class ability to fight two handed while wearing this armor ( as if they were wearing light armor).


Night This descriptor is considered to be +2 when determining the cost of a magic weapon. Night allows the weapons wielder to cast an area effect similar to a darkness spell. This ability will successfully cover such light sources as lamps, torches, and sunrods, as well as magical light sources such as the Light spell, and the Dancing lights spell. It will not keep out magical sources such as Continual light, or Sunlight, or for instance the illuminating effects of a Fireball spell. The second half of the descriptors ability can only be used by creatures with an intelligence of 13, or better. The second part of the Night descriptor costs an additional +1 to the cost of the item, and establishes that the item is an intelligent item. From the blade a soft lulling sound rises in some ancient language. The effect this voice has on it is similar to the charm spell or the Song of the Siren. Characters who fail their Will save (DC 15) are charmed for 1d6 rounds and receive -2 to AC, and -2 to Melee. If the wielder is threatened in any way a spirit-like feminine voice softly begins to warm him.
 

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Is the dark armor really black... or does he only wear it on special occasions? Seeing your kindly old mentor kitted out in eeevil armor is usually a pretty big warning sign to a young apprentice. :D
 

Only on special occasions, otherwise this suit is tucked away in his private warded vault that the Apprentice just wont know about.

Hmmhmm I will write up the unholy fire ability in a few as well
 

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