Maitëliant the Sorcerer
Submitted by Jeremy Forbing (jeremy@globalfrequency.org)
Note: This material uses the Dunedain conversion by Jeff 'Colonel Hardisson' Black.
Early Years
The mighty blood of Númenór was legendary for producing courageous and worthy souls, but even that noble house has birthed lesser men, whose deeds were ignoble. One of these was Maitëliant, second son of Prince Adrahil of Dol Amroth.
Younger brother to the heroic Imrahil (who would one day be Prince of Dol Amroth himself and fight so valiantly alongside Aragorn Elessar at the end of the Third Age), Maitëliant seemed, at first, to embody well the nobility of his ancestors. At his birth, his wide, quiet eyes struck all those standing by with awe, and his long-fingered hands looked almost too thin and dexterous to be those an infant.
The boy's mother, having heard Elvish spoken by a scholar, insisted on giving her boy an Elvish name. This violated the traditions of that house, by which all children were named in Adunaic. But Adrahil loved his wife, and indulged her in this-some say that the boy's name was his curse. But Maitëliant's mother loved him most of all her children, and showered him with affection.
As the boy grew, he showed a magnetic charm, but he was quiet and distant, and books became his preferred companions as soon as he could read. He was polite, yet often selfish, and many times he charmed his way out of punishment for his spoiled behavior. Only as he reached manhood, and scandalously seduced and spurned the daughters of two respected families, did his character flaws come to his father's attention. Prince Adrahil kept his son close at heel, but he never truly understood Maitëliant. No one could, it seemed.
No one knows where the boy learned the arts of magic. Perhaps he found things that should have been better hidden in the libraries of Dol Amroth, or learned Black Arts from one of the agents of the Enemy who secretly dwelt in Gondor by that time. Some say the power was simply in his blood. In any case, when those who knew Maitëliant began to suspect the truth, he disappeared. One night he ran away from Dol Amroth, and was not seen alive in Gondor again.
Maitëliant the Sorcerer
Medium-sized Human (Dunedain)
Sorcerer
Level 4
Hit Dice: 4d4+4 (14 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 11 (+1 Dex)
Attacks: Club+1 melee or halfspear +3 thrown
Damage: 1d6 (club) or 1d6 (halfspear)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Immune to magical sleep effects, Low-light vision
Saves: Fort +2, Ref +2, Will +6
Abilities: Str 9, Dex 12, Con 13, Int 12, Wis 12, Cha 15
Skills: Climb +2, Knowledge (Local) +3, Knowledge (Nature) +6, Knowledge (Religion) +9, Listen+2, Search+2, Spellcraft +8, Spot+2
Feats: Arcane Preparation, Education, Enlarge Spell, Simple Weapon Proficiency
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class.
Spells: (6 /7 ) 0th Level-Distort Shadow**, Steal Sleep**
1st Level-Acid Spittle**
"**"= These spells are from Relics & Rituals. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
Description
Maitëliant, during this time, still dresses in the finery of the noble family of Dol Amroth. He has a high and noble bearing and is naturally likeable, but there is something strange behind his startling blue eyes. He carries a well-wrought halfspear, and has hidden a small cudgel on his person as well.
Combat
Due to his lack of training, Maitëliant avoids combat if possible, casting spells if forced to defend himself.
Númenórean Traits: In addition to normal human traits, Maitëliant is immune to sleep spells and similar magical effects. He receives a +2 racial saving throw bonus against Enchantment spells or effects and a +1 racial bonus on Listen, Search, and Spot checks.
Low-light Vision: Maitëliant can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Arcane Preparation: This feat allows Maitëliant to prepare one or more spells ahead of time as a wizard does. Thus, he can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action. This feat appears in Tome and Blood and the Forgotten Realms Campaign Sourcebook.
Education: Maitëliant has all Knowledge skills as class skills. This feat appears in the Forgotten Realms Campaign Sourcebook.
The Coming to Mordor
Only Maitëliant's knowledge of plants and animals, and clever use of his magic, allowed him to survive when his long wanderings took him into the lands of Mordor. Sauron, of course, had many years before returned to Mordor, and the rebuilding of Barad-dûr had begun almost a decade before Maitëliant was born.
So close to the Lidless Eye, the lost scion of Dol-Amroth began to dream. Maitëliant's days were spent navigating the treacherous passes of the Ash Mountains, and his nights were haunted by images of Ungoliant the Spider, the being who had aided Morgoth in the Darkening of Valinor. Perhaps he dreamed of the spider because, unconsciously, his sorcerous soul sensed the nearness of Ungoliant's spawn.
By the time he found his way into the pass of Cirith Ungol, Maitëliant had been driven mad-if he was not mad already. As the creature Gollum would do years later, Maitëliant came upon the lair of the great spider Shelob, daughter of Ungoliant-and, like Gollum, he fell down and worshipped her. For years the sorcerer lived in Shelob's presence, providing her with sacrifices and building an esoteric one-man religion around her. No one knows why Shelob let her "priest" hang about uneaten for all that time. Some say that perhaps Maitëliant was not completely mad, and that-if the spirit of Ungoliant the Gloomweaver still existed in some fashion-he had been chosen for some fell purpose as yet unknown.
Further evidence of the favor of Maitëliant's "goddess" came when he discovered an ancient item in her lair-and arcane staff etched with runes of knowledge. This staff lent the sorcerer many new powers of perception.
Maitëliant traveled the area widely, ranging farther and farther from Cirith Ungol in his quest to find new and better victims for Shelob. The orcs of Mordor came to recognize and even fear Maitëliant, respecting the power of his spells and his mysterious connection to "Her Ladyship." At times, they even brought him spies or traitors to be "sacrificed" as victims to Shelob, but they always kept a wary distance, recognizing the glare of insanity in Maitëliant's magnetic gaze. It was the orcs who gave Maitëliant the name by which he was most often known from then on: the Mad Númenórean.
Maitëliant, the Thrall of Shelob
Medium-sized Human (Dunedain)
Sorcerer/Arcane Devotee*
Level 9 (8/1)
Hit Dice: 9d4+9 (34 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 11 (+1 Dex)
Attacks: Club +4 melee or halfspear +5 thrown
Damage: 1d6 (club) or 1d6 (halfspear)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Immune to magical sleep effects, Low-light vision
Saves: Fort +3, Ref +3, Will +10
Abilities: Str 10, Dex 12, Con 13, Int 12, Wis 14, Cha 15
Skills: Climb +3, Knowledge (Arcana) +9, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +6, Knowledge (Nobility and Royalty) +3, Knowledge (Religion) +12, Knowledge (The Planes) +9, Listen +5, Spellcraft +9, Search +2, Spot +5
Feats: Alertness, Arcane Preparation, Education, Enlarge Spell, Simple Weapon Proficiency, Skill Focus (Knowledge (Religion))
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Class.
Spells: (6/7/7/6/4) 0th Level-Acid Splash***, Arcane Mark, Daze, Detect Poison, Distort Shadow**, Mage Hand, Read Magic, Steal Sleep**
1st Level-Acid Spittle**, Chameleon Skin**, Scatterspray****, Shelgarn's Persistent Blade***, Spider Climb
2nd Level-Invisibility, Protection from Arrows, Web
3rd Level-Spider Poison***, Summon Monster III
4th Level-Fear
"*"= The Arcane Devotee prestige class is from the Forgotten Realms Campaign Sourcebook. However, all of the benefits and abilities it provides Maitëliant are described below.
"**"= These spells are from Relics & Rituals. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
"***"= These spells are from Magic of Faerun. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
"****"= These spells are from the Forgotten Realms Campaign Sourcebook. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
Description
Maitëliant's black hair is tangled, a scraggly beard mars his face, and the finery he brought with him from Gondor is worn down to nearly rags. There is still a wild, handsome charisma about Maitëliant but the madness in his eyes is something else. He seldom carries any of his old weapons, instead relying on his magic. He is never seen without his gnarled, rune-covered staff of oak.
Combat
Due to the frailty of his own form, Maitëliant relies on summoned minions to fight for him. He will never enter melee combat if he can help it, using summoned creatures to keep opponents away while he casts more spells to destroy any opponents whom the Mad Númenórean's minions can not quickly destroy.
Númenórean Traits: In addition to normal human traits, Maitëliant is immune to sleep spells and similar magical effects. He receives a +2 racial saving throw bonus against Enchantment spells or effects and a +1 racial bonus on Listen, Search, and Spot checks.
Low-light Vision: Maitëliant can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Arcane Preparation: This feat allows Maitëliant to prepare one or more spells ahead of time as a wizard does. Thus, he can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action. This feat appears in Tome and Blood and the Forgotten Realms Campaign Sourcebook.
Education: Maitëliant has all Knowledge skills as class skills. This feat appears in the Forgotten Realms Campaign Sourcebook.
Enlarge Spell: 4 times per day, the Mad Númenórean may cast a spell as if it were under the effects of the Enlarge Spell. He does not need to prepare this spell in advance, and this does not increase the casting time or use a higher spell slot.
Magic Items: Maitëliant's staff of divination has 17 charges left. This item is described in Tome and Blood. It allows the use of the following spells:
· Detect secret doors (1 charge)
· Locate object (1 charge)
· Tongues (1 charge)
· Locate creature (1 charge)
· Prying eyes (2 charges, DC 17)
· True seeing (2 charges)
Summoned Creatures: Whenever Maitëliant casts summon monster III, he conjures a large fiendish spider that will fight for him for 9 rounds. If necessary, the Mad Númenórean will cast this spell repeatedly to defeat his foes. Note that the spider summoned is of the hunting type rather than the web-spinning type.
Fiendish Large Spider: CR 3; Large vermin; HD 4d8+4; hp 22; Init +3 (Dex); Spd 40ft., climb 20ft.; AC 14 (-1 size, +3 Dex, +2 natural), Atk: +4 melee (1d8+3 and poison, bite); SA Poison, smite good; SQ Vermin, cold and fire resistance 10, darkvision 60 ft., DR 5/+1, SR 8; AL: NE; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +14, Hide +6, Jump +8, Spot +15
Poison (Ex): Bite; Fort save (DC 16); initial and secondary damage 1d6 temporary Strength
Smite Good (Su): Once per day, make a normal melee attack to deal +4 damage against a good foe.
In Sauron's Service
After many years of mad devotion to the spider-creature Shelob, Maitëliant first met the man known as the Mouth of Sauron. The orcs had told the Mouth of Sauron of Shelob's mysterious "priest," and he came to see for himself if the rumors were true.
The Mouth easily won Maitëliant to Sauron's cause, speaking of Ungoliant's service to Sauron's former lord, Morgoth. If Maitëliant worshipped Ungoliant, who had served the first Dark Lord, the Mouth asked, should Maitëliant himself not serve the Dark Lord Sauron?
Soon, Maitëliant was sent to fight alongside the Haradrim and, later, the Easterlings. Though his true doings during the war are unknown, separate (and often contradictory) rumors have placed him at battles near Dale and Erebor, and his sorcery is often mentioned as the source of many foul plagues of insects the troubled the elves of Lórien. It is almost certain that he dwelt at Dol Amroth for a time, but his activities there seem to have had little to do with open battle.
It would not be surprising to hear tales of Maitëliant performing dark deeds in any of the places where the forces of the Enemy troubled the peoples of Middle Earth at the end of the Third Age.
Maitëliant, the Mad Númenórean
Medium-sized Human (Dunedain)
Sorcerer/Arcane Devotee*/Pale Master*/Alienist*/Contemplative*
Level 15 (8/3/1/1/2)
Hit Dice: 12d4+3d6+15 (57 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 bone mail)
Attacks: Club+6/+1 melee or halfspear +7/+2 thrown
Damage: 1d6 (club) or 1d6 (halfspear)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Sacred Defense +1, Divine Health, Slippery Mind, Immune to magical sleep effects, Low-light vision
Saves: Fort +6, Ref +4, Will +18
Abilities: Str 10, Dex 12, Con 13, Int 12, Wis 14, Cha 16
Skills: Climb +3, Concentration +5, Knowledge (Arcana) +13, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +6, Knowledge (Nobility and Royalty) +3, Knowledge (Religion) +17, Knowledge (The Planes) +9, Listen +4, Scry +5, Spellcraft +16, Spot +4
Feats: Alertness, Arcane Preparation, Education, Enlarge Spell, Improved Counterspell, Simple Weapon Proficiency, Skill Focus (Knowledge (Religion)), Spell Focus (Conjuration)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Class.
Spells: (6/7/7/7/6/6/6 ) 0th Level-Acid Splash***, Arcane Mark, Daze, Detect Poison, Distort Shadow**, Mage Hand, Mending, Read Magic, Steal Sleep**
1st Level-Acid Spittle**, Chameleon Skin**, Scatterspray****, Shelgarn's Persistent Blade***, Spider Climb
2nd Level-Arcane Lock, Death Armor***, Invisibility, Protection from Arrows, Summon Swarm, Web
3rd Level-Mind Raid**, Phantom Steed, Spider Poison***, Summon Monster III, Wind Wall
4th Level-Fear, Giant Vermin, Hallucinatory Terrain, Stoneskin, Wall of Evil***
5th Level-Animal Growth, Dominate Person, Doomwail**, Insect Plague, Lesser Ironguard***
6th Level-Circle of Death, Fire Spiders***, Geas/Quest, Spider Curse****
"*"= The Arcane Devotee prestige class is from the Forgotten Realms Campaign Sourcebook. The Pale Master and Alienist prestige classes are from Tome and Blood. The Contemplative prestige class is from Defenders of the Faith. However, all of the benefits and abilities that these classes provide to Maitëliant are described below.
"**"= These spells are from Relics & Rituals. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
"***"= These spells are from Magic of Faerun. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
"****"= These spells are from the Forgotten Realms Campaign Sourcebook. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
Description
Maitëliant wears his black hair long now, and tied in the back with yellow cord. He dresses in expensive clothes befitting a representative of the Dark Lord, and he is bedecked with rings and jewels. He wears several crude, self-made amulets, however, inscribed with meaningless symbols that only possess magical power in the sorcerer's tortured mind.
He is coldly charismatic, and his blue eyes shine with secret and powerful knowledge, as well as a hint of mad self-importance. He bears a gnarled oaken staff covered in runes of knowledge from an age long past. At night or in cold weather, he wears a black cloak emblazoned with the mark of the Lidless Eye.
Combat
Due to the frailty of his own form, Maitëliant relies on summoned minions to fight for him. He will never enter melee combat if he can help it, using summoned creatures to keep opponents away while he casts more spells to destroy any opponents whom his minions cannot quickly destroy.
Númenórean Traits: In addition to normal human traits, Maitëliant is immune to sleep spells and similar magical effects. He receives a+2 racial saving throw bonus against Enchantment spells or effects and a +1 racial bonus on Listen, Search, and Spot checks.
Low-light Vision: Maitëliant can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Arcane Preparation: This feat allows Maitëliant to prepare one or more spells ahead of time as a wizard does. Thus, he can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action. This feat appears in Tome and Blood and the Forgotten Realms Campaign Sourcebook.
Education: Maitëliant has all Knowledge skills as class skills. This feat appears in the Forgotten Realms Campaign Sourcebook.
Improved Counterspell: When counterspelling, instead of using the exact same spell he is attempting to counter, Maitëliant may use a spell of the same school that is one or more levels higher than the target spell. This feat first appeared in the Forgotten Realms Campaign Sourcebook.
Enlarge Spell: 4 times per day, the Mad Númenórean may cast a spell as if it were under the effects of the Enlarge Spell. He does not need to prepare this spell in advance, and this does not increase the casting time or use a higher spell slot.
Alignment Focus: Maitëliant casts Evil spells at +1 caster level. Note that this includes summon monster spells when used to summon evil creatures.
Sacred Defense: Maitëliant receives +1 to all saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.
Summon Alien: When Maitëliant casts any summon monster spell, the pseudonatural creature template is added to all summoned creatures (se below).
Spider Domain: Seven times per day, the Mad Númenórean can rebuke or command spiders as an evil cleric rebukes or command undead.
Divine Health: Maitëliant is immune to all diseases, including magical disease such as mummy rot and lycanthropy.
Slippery Mind: If the Mad Númenórean is affected by an enchantment and fails his saving throw, one round later he can attempt his saving throw again. He only gets one extra chance to succeed at his saving throw.
Magic Items: Maitëliant's staff of divination has 17 charges left. This item is described in Tome and Blood. It allows the use of the following spells:
· Detect secret doors (1 charge)
· Locate object (1 charge)
· Tongues (1 charge)
· Locate creature (1 charge)
· Prying eyes (2 charges, DC 17)
· True seeing (2 charges)
Summoned Creatures: Whenever Maitëliant casts summon monster III, he conjures a large pseudonatural spider, which will fight for him for 16 rounds. If necessary, the Mad Númenórean will cast this spell repeatedly to defeat his foes. Note that the spider summoned is of the hunting type rather than the web-spinning type.
Pseudonatural Large Spider: CR 3; Large outsider; HD 4d8+4; hp 22; Init +3 (Dex); Spd 40ft., climb 20ft.; AC 14 (-1 size, +3 Dex, +2 natural), Atk: +4 melee (1d8+3 and poison, bite); SA Poison, true strike; SQ Vermin, electricity and acid resistance 10, DR 5/+1, SR 8, Alternate form; AL: NE; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +14, Hide +6, Jump +8, Spot +15
Poison (Ex): Bite; Fort save (DC 16); initial and secondary damage 1d6 temporary Strength
True Strike (Su): Once per day, make a normal attack with a +20 insight modifier on a single attack roll
Alternate Form (Su): As a standard action, the pseudonatural spider can change shape, growing small tentacles from its abdomen, eyes at the joints of its legs, and replacing its normal head with a shrunken gray human face. This alternate form is so horrifying that other creatures receive a -1 morale penalty to attack rolls against the pseudonatural spider in this shape.
After the War
The news of Sauron's fall hit Maitëliant like a thundering doom, and drove him to flee the armies with which he traveled. The foreign men had always hated the sorcerer, for he was a noble of Gondor and a relative to many whom they had hated of old. Only the will of Sauron had kept Maitëliant's head on his shoulders.
Other rumors, that Shelob herself had been wounded or possibly slain, reached Maitëliant, but he was too afraid to return to Mordor. He feared both his brother Prince Imrahil and his ally, the prophesied King Elessar. Instead, he fled into the Misty Mountains, and found caverns there, some of which were free of goblins or worgs.
He wore an enchanted robe given to him by the Mouth of Sauron in recognition of loyal service years before, and it helped him to avoid the goblins. In the caves, he devoted himself to the study of ancient books he had discovered in Dol Amroth, and his sorcerous power inceased. For years he skulked about the Misty Mountain caverns, a second Gollum living off occasional foraging trips the outside world. Still, with all of his study, he never gained enough power to believe he would survive a return to Mordor.
In his insanity, Maitëliant grew to believe his refusal to return to Shelob had displeased the "goddess." He began to fear spiders, believing they were all spies whispering to Ungoliant of his cowardice. Even those Maitëliant conjured were, he believed, only feigning their service, and he lived in dread of that day the spiders would turn on him. Of course, that day never came.
The time came when Maitëliant's madness led him to seek to rule the goblins of the mountains, and his battles with them are recorded, though accounts contradict each other as to whether or not he succeeded. Perhaps the goblins slew him, or perhaps fear of his power drove them to obedience. Still more rumors say he died in Mordor, having finally returned and failed to find Shelob.
But one fact is known: that Maitëliant's elder brother Imrahil outlived him, and that the Prince of Dol Amroth had his brother's body retrieved from wherever it had finally fallen. Imrahil buried Maitëliant in their homeland, with strange sadness and solemnity, for the sake of their long-dead mother, who never recovered from the heartbreak she felt over the departure of her most beloved son.
Maitëliant, Exile in the North
Medium-sized Human (Dunedain)
Sorcerer/Arcane Devotee/Pale Master/Alienist/Contemplative/Elemental Savant/Archmage
Level 22 (8/3/1/4/2/3/1)
Hit Dice: 19d4+3d6+47 (107 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 bone mail)
Attacks: Club+9/+4 melee or halfspear +10/+5 thrown
Damage: 1d6 (club) or 1d6 (halfspear)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Sacred Defense +1, Divine Health, Slippery Mind, Acid Resistance: 5, Immune to magical sleep effects, Darkvision 60 ft., Immune to paralysis, Robe of eyes
Saves: Fort +10, Ref +7, Will +25
Abilities: Str 10, Dex 12, Con 14, Int 12, Wis 12, Cha 17
Skills: Alchemy +5, Climb +3, Concentration +11, Handle Animal +7, Knowledge (arcana) +16, Knowledge (history) +3, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (nobility and royalty) +3, Knowledge (religion) +17, Knowledge (The Planes) +9, Listen +3, Ride +3, Scry +9, Search +16, Spellcraft +18, Spot +18
Feats: Alertness, Arcane Preparation, Education, Energy Substitution (acid), Enlarge Spell, Improved Counterspell, Simple Weapon Proficiency, Skill Focus (Knowledge (Religion)), Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Focus (Necromancy)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 22
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Class.
Spells: (6/7/7/7/6/6/6/5) 0th Level-Acid Splash***, Arcane Mark, Daze, Detect Poison, Distort Shadow**, Read Magic, Steal Sleep**
1st Level-Acid Spittle**, Chameleon Skin**, Change Self, Charm Person, Scatterspray****, Shelgarn's Persistent Blade***, Spider Climb
2nd Level-Arcane Lock, Death Armor***, Invisibility, Protection from Arrows, Summon Swarm, Web
3rd Level-Mind Raid**, Phantom Steed, Spider Poison***, Summon Monster III, Wind Wall
4th Level-Fear, Giant Vermin, Hallucinatory Terrain, Stoneskin, Wall of Evil***
5th Level-Animal Growth, Dominate Person, Doomwail**, Insect Plague, Lesser Ironguard***
6th Level-Circle of Death, Fire Spiders***, Geas/Quest, Spider Curse****
7th Level-Finger of Death, Greater Ironguard***, Insanity
"*"= The Arcane Devotee and Archmage prestige classes are from the Forgotten Realms Campaign Sourcebook. The Pale Master, Alienist and Elemental Savant prestige classes are from Tome and Blood. The Contemplative prestige class is from Defenders of the Faith. However, all of the benefits and abilities that these classes provide to Maitëliant are described below.
"**"= These spells are from Relics & Rituals. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
"***"= These spells are from Magic of Faerun. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
"****"= These spells are from the Forgotten Realms Campaign Sourcebook. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.
Description
Maitëliant long black hair and beard are wild and unkempt, and his maddened blue eyes glance about his person in unceasing paranoia. His robe is clean and unmarred, however, and covered with strange eye-like patterns of varying sizes that seem to spiral outward from a golden clasp at the neck. Maitëliant wars no other adornments, save the silver buckles of his boots. His gnarled oaken staff is beginning to look hand-worn despite its startling runes.
Combat
Due to the frailty of his own form, Maitëliant relies on summoned minions to fight for him. He will never enter melee combat if he can help it, using summoned creatures to keep opponents away while he casts more spells to destroy any opponents which the Mad Númenórean's minions can not quickly destroy.
Númenórean Traits: In addition to normal human traits, Maitëliant is immune to sleep spells and similar magical effects. He receives a+2 racial saving throw bonus against Enchantment spells or effects and a +1 racial bonus on Listen, Search, and Spot checks (already accounted for above).
Darkvision: Maitëliant can see in the dark up to 60 feet. Darkvision isblack and white only, but it is otherwise like normal sight, and Maitëliant can function just fine with no light at all. (This magical item ability replaces Maitëliant's natural low-light vision.)
Arcane Preparation: This feat allows Maitëliant to prepare one or more spells ahead of time as a wizard does. Thus, he can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action. This feat appears in Tome and Blood and the Forgotten Realms Campaign Sourcebook.
Education: Maitëliant has all Knowledge skills as class skills. This feat appears in the Forgotten Realms Campaign Sourcebook.
Improved Counterspell: When counterspelling, instead of using the exact same spell he is attempting to counter, Maitëliant may use a spell of the same school that is one or more levels higher than the target spell. This feat first appeared in the Forgotten Realms Campaign Sourcebook.
Energy Substitution (Acid): When casting a spell with an energy designator, Maitëliant can modify the spell to use acid energy instead. The spell works normally in all respects except for the damage dealt. This feat is described in Tome and Blood.
Enlarge Spell: 4 times per day, the Mad Númenórean may cast a spell as if it were under the effects of the Enlarge Spell. He does not need to prepare this spell in advance, and this does not increase the casting time or use a higher spell slot.
Alignment Focus: Maitëliant casts Evil spells at +1 caster level. Note that this includes summon monster spells when used to summon evil creatures.
Sacred Defense: Maitëliant receives +1 to all saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.
Summon Alien: When Maitëliant casts any summon monster spell, the pseudonatural creature template is added to all summoned creatures.
Spider Domain: Seven times per day, the Mad Númenórean can rebuke or command spiders as an evil cleric rebukes or command undead.
Divine Health: Maitëliant is immune to all diseases, including magical disease such as mummy rot and lycanthropy.
Slippery Mind: If the Mad Númenórean is affected by an enchantment and fails his saving throw, one round later he can attempt his saving throw again. He only gets one extra chance to succeed at his saving throw.
Phobia: Maitëliant suffers a -2 penalty to saving throws, attack rolls, and Charisma-based skill and ability checks against spiders. Spiders gain a +2 moral bonus to AC and saving throws against the Mad Númenórean.
Elemental Savant (Earth): Maitëliant has an Acid Resistance of 5. The save DC of any spell he casts with the acid descriptor increases by +1, and he gains a +1 competence modifier on caster level checks to beat a creature's spell resistance when casting acid or earth spells.
High Arcana (Mastery of Counterspelling): When the Mad Númenórean counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
Magic Items: Maitëliant's staff of divination has 17 charges left. This item is described in Tome and Blood. It allows the use of the following spells

etect secret doors (1 charge)
· Locate object (1 charge)
· Tongues (1 charge)
· Locate creature (1 charge)
· Prying eyes (2 charges, DC 17)
· True seeing (2 charges)
The robe of eyes worn by the Mad Númenórean prevents him from being flanked or losing his Dex bonus to AC, and gives him a +15 circumstance bonus to all Search and Spot checks (already accounted for above). While wearing the robe, he cannot avert his eyes from or close his eyes to a creature with a gaze attack.
Summoned Creatures: Whenever Maitëliant casts summon monster III, he conjures a large pseudonatural spider, which will fight for him for 23 rounds. If necessary, the Mad Númenórean will cast this spell repeatedly to defeat his foes. Note that the spider summoned is of the hunting type rather than the web-spinning type.
Pseudonatural Large Spider: CR 3; Large outsider; HD 4d8+4; hp 22; Init +3 (Dex); Spd 40ft., climb 20ft.; AC 14 (-1 size, +3 Dex, +2 natural), Atk: +4 melee (1d8+3 and poison, bite); SA Poison, true strike; SQ Vermin, electricity and acid resistance 10, DR 5/+1, SR 8, Alternate form; AL: NE; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +14, Hide +6, Jump +8, Spot +15
Poison (Ex): Bite; Fort save (DC 16); initial and secondary damage 1d6 temporary Strength
True Strike (Su): Once per day, make a normal attack with a +20 insight modifier on a single attack roll
Alternate Form (Su): As a standard action, the pseudonatural spider can change shape, growing small tentacles from its abdomen, eyes at the joints of its legs, and replacing its normal head with a shrunken gray human face. This alternate form is so horrifying that other creatures receive a -1 morale penalty to attack rolls against the pseudonatural spider in this shape.
Whenever Maitëliant casts summon monster VI, he conjures a gargantuan pseudonatural spider, which will fight for him for 23 rounds.
Pseudonatural Gargantuan Spider: CR 9; Gargantuan outsider; HD 24d8+24; hp 132; Init +3 (Dex); Spd 40ft., climb 20ft.; AC 18 (-4 size, +3 Dex, +9 natural), Atk: +20 melee (2d8+9 and poison, bite); SA Poison, true strike; SQ Vermin, electricity and acid resistance 20, DR 10/+3, SR 25, Alternate form; AL: NE; SV: Fort +15, Ref +11, Will +8; Str 23, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +18, Hide -2, Jump +8, Spot +15
Poison (Ex): Bite; Fort save (DC 31); initial and secondary damage 2d6 temporary Strength
True Strike (Su): Once per day, make a normal attack with a +20 insight modifier on a single attack roll
Alternate Form (Su): As a standard action, the pseudonatural spider can change shape, growing small tentacles from its abdomen, eyes at the joints of its legs, and replacing its normal head with a shrunken gray human face. This alternate form is so horrifying that other creatures receive a -1 morale penalty to attack rolls against the pseudonatural spider in this shape.