Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Evil Mentor for a Lawful Character
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sidran" data-source="post: 326730" data-attributes="member: 6160"><p><span style="font-size: 12px"><span style="color: Grey"><strong>Eniaust</strong></span></span></p><p>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. </p><p></p><p>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 . </p><p></p><p><strong> Eniaust;</strong> 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.</p><p></p><p><strong>Languages Spoken:</strong> Common(Hodoran), Draconic, Elven, Orcish.</p><p></p><p><strong>Skills and feats:</strong> 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.</p><p></p><p><strong>Possessions:</strong> 12,000 gp in gear, and <em> Suilralir</em> his +2 Keen Greatsword, with the Night descriptor as well (see bellow), and the <em>Thailant’s Mail </em> his + 2 Dark Armor of protection, forged deep in the depths of the world by the Indul. <em> When in combat Eniaust uses the armors unholy flame ability (see below) to scare off attackers.</em> </p><p></p><p>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. </p><p></p><p>Cleric Domains: Magic, Night. Deity; Aravaine </p><p>Cleric Spells Per Day: 5/4+1/2+1.</p><p></p><p></p><p><strong>New Magical Descriptors </strong></p><p></p><p><strong>Dark Armor</strong>; 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. </p><p></p><p>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). </p><p></p><p></p><p><strong>Night</strong> 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 <em>Light</em> spell, and the <em> Dancing lights</em> spell. It will not keep out magical sources such as Continual light, or Sunlight, or for instance the illuminating effects of a <em>Fireball</em> 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.</p></blockquote><p></p>
[QUOTE="Sidran, post: 326730, member: 6160"] [size=3][color=Grey][b]Eniaust[/b][/color][/size][color=Grey][/color] 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 . [b] Eniaust;[/b] 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. [b]Languages Spoken:[/b] Common(Hodoran), Draconic, Elven, Orcish. [b]Skills and feats:[/b] 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. [b]Possessions:[/b] 12,000 gp in gear, and [i] Suilralir[/i] his +2 Keen Greatsword, with the Night descriptor as well (see bellow), and the [i]Thailant’s Mail [/i] his + 2 Dark Armor of protection, forged deep in the depths of the world by the Indul. [i] When in combat Eniaust uses the armors unholy flame ability (see below) to scare off attackers.[/i] 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. [b]New Magical Descriptors [/b] [b]Dark Armor[/b]; 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). [b]Night[/b] 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 [i]Light[/i] spell, and the [i] Dancing lights[/i] spell. It will not keep out magical sources such as Continual light, or Sunlight, or for instance the illuminating effects of a [i]Fireball[/i] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Evil Mentor for a Lawful Character
Top