Sign: You seem to be standing in shadow even on the
brightest day. Furthermore, your own shadow never extends
more than a few feet from your body, even if the ambient light
suggests that it should be much longer. This effect does not
grant you concealment.
Influence: While influenced by Tenebrous, you are filled
with a sense of detachment and an aching feeling of loss and
abandonment. Tenebrous requires that you never be the first
to act in combat. If your initiative check result is the highest,
you must delay until someone else takes a turn.
Granted Abilities: Tenebrous grants you power over
undead and shadows. He gives you the ability to chill your
foes.
Deeper Darkness: You can cloak an area in shadows as though
using the deeper darkness spell (caster level equals your effective binder level), with the following exceptions. The effect
is always centered on you, it has an unlimited duration, and
you can shift the range of the emanation (within the normal
range) up or down 10 feet as a move action. You can suppress
or activate this ability as a standard action.
See in Darkness: You can see perfectly through darkness of
any kind, even that created by a deeper darkness spell (or your
deeper darkness ability).
Touch of the Void: As a swift action, you can charge a melee
attack or melee touch attack with cold energy. Your next
melee attack deals an extra 1d8 points of cold damage, plus
1d8 points of cold damage for every four effective binder
levels beyond 7th that you possess. When you attain an effective
binder level of 11th, you can charge your weapon for an
entire round. Once you have used this ability, you cannot do
so again for 5 rounds.
Turn/Rebuke Undead: You can turn or rebuke undead as
a cleric of your effective binder level. As with a cleric, you
turn if you are good and rebuke if you are evil. If you are
neutral, you choose whether to turn or rebuke upon binding
with Tenebrous and cannot later change your mind. If you
have the ability to turn or rebuke undead from other classes,
your levels in those classes stack with your effective binder
level for the purpose of determining your turning ability.
Once you have used this ability, you cannot do so again for
5 rounds.
Vessel of Emptiness: You can use the flicker shadow magic
mystery (see page 146) as a supernatural ability once per day.
At 13th level, you can use this ability two times per day, and
at 19th level, you can use it three times per day.
FLICKER
Apprentice, Ebon Whispers
Level/School: 3rd/Conjuration (Teleportation)
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You fl ash through the conduits and pathways of the Plane of Shadow, manifesting in multiple locations in the real world.
Once per round, as an immediate action, you can instantly
transfer yourself from your current location to any other
spot within a distance of 5 feet per two caster levels. You
always arrive at exactly the spot desired—just as with the
spell dimension door. If you cast flicker in response to an attack
against you, the strike has a 50% miss chance.
Bluff (Cha) +13 (+7 Cloak of Charisma, +6 Beguiling Influence)
Diplomacy (Cha) +13 (+7 Cloak of Charisma, +6 Beguiling Influence)
Intimidate (Cha) + 30 (17 Ranks, +7 Cloak of Charisma, +6 Beguiling Influence)
Use Magic Device (Cha) +24 (17 Ranks, +7 Cloak of Charisma)
Knowledge (Arcana) (Int) +14 (12 Ranks)
Knowledge (Planes) (Int) +14 (12 Ranks)
Knowledge (Religion) (Int) +12 (10 Ranks)
Spellcraft (Int) +21 (17 Ranks, +2 Synergy)
1st - Expel Vestige
Human Bonus - Ignore Special Requirements
3rd - Craft Wondrous Item
4th Binder Bonus - Improved Binding
5th - Scribe Scroll
7th - Leadership
9th - Improved Cohort
11th - Extra Invocation (Voracious Dispelling)
11th Binder Bonus - Rapid Pact Making
13th - Extra Invocation (See the Unseen)
+5 Studded Leather Armor of Moderate Fortification (64,000 GP)
Chasuble of Fell Power, Greater (9,000 GP)
As a chasuble of fell power, except the greater
chasuble adds an extra 2d6 points of
damage to your eldritch blasts or damaging
spells you cast that have the chaotic
descriptor.
Prerequisites: Craft Wondrous Item, chaos
hammer or eldritch blast.
Cost to Create: 9,000 gp, 720 XP, 18 days.
Cloak of Charisma +6 (18,000 GP)
+6 Enhancement bonus to Charisma
Gloves of Dexterity +6 (18,000 GP)
+6 Enhancement bonus to Dexterity
Warlock's Scepter (8,305 GP)
This +1 light mace confers a +1 profane
bonus on your ranged touch
attack rolls while you hold it. This
is a continuous effect and requires
no activation.
Furthermore, a warlock’s scepter has
5 charges, which are renewed each day
at dawn. Spending 1 or more charges
improves the damage of the next
eldritch blast (CAr 7) you make in
that round.
1 charge: +1d6 damage.
3 charges: +2d6 damage.
5 charges: +4d6 damage.
After these charges have been expended,
the rod remains a +1 light mace, but it no
longer provides a bonus on ranged touch
attack rolls until its charges are restored.
Prerequisites: Craft Magic Arms and
Armor, Craft Rod, bestow curse.
Cost to Create: 4,000 gp (plus 305 gp for
masterwork light mace), 320 XP, 8 days.
Belt of Battle(One for self, one Crafted for Whisper)
A belt of battle helps you avoid being caught
off guard in combat and allows occasional
bursts of extra activity. While worn, it
grants you a +2 competence bonus on initiative
checks. This is a continuous effect
and requires no activation.
In addition, a belt of battle has 3 charges,
which are renewed each day at dawn.
Each time you activate the belt, one of
the black pearls set into its buckle turns
white. The pearls return to normal when
the ring’s charges renew. Spending 1 or
more charges grants you an extra action,
which must be taken immediately (before
you take any other action).
1 charge: 1 move action.
2 charges: 1 standard action.
3 charges: 1 full-round action.
Prerequisites: Craft Wondrous Item,
haste.
Cost to Create: 6,000 gp, 480 XP,
12 days.
DIMENSION STRIDE
BOOTS
Price (Item Level): 2,000 gp (6th)
Body Slot: Feet
Caster Level: 7th
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1 lb.
These sleek leather boots lean slightly forward,
as if poised to leap.
While wearing dimension stride boots, you
gain a +2 competence bonus on Jump
checks. This is a continuous effect and
requires no activation.
In addition, the boots have 5 charges,
which are renewed each day at dawn.
Spending 1 or more charges allows you to
teleport a short distance (with no chance
of error). You must have line of sight and
line of effect to your destination. You
can’t use the boots to move into a space
occupied by another creature, nor can you
teleport into a solid object; if you attempt
to do so, the boots’ activation is wasted.
You can bring along objects weighing up
to your maximum load, but you can’t bring
other creatures.
1 charge: Teleport 20 feet.
3 charges: Teleport 40 feet.
5 charges: Teleport 60 feet.
Prerequisites: Craft Wondrous Item,
dimension door.
Cost to Create: 1,000 gp, 80 XP, 2 day.
BRACERS OF THE
BLAST BARRIER
Price (Item Level): 3,200 gp (8th)
Body Slot: Arms
Caster Level: 7th
Aura: Moderate; (DC 18) evocation
Activation: Swift (command)
Weight: 1 lb.
These silver and red bracers are set with round,
jet-black stones.
Bracers of the blast barrier allow you to turn
a spell or spell-like ability into a temporary
wall of magical energy. When you activate
these bracers, the next spell you cast or
spell-like ability you use before the end
of your turn instead appears as a 10-foot long,
10-foot-high opaque wall that lasts
for 1 round per level of the spell. One end
of the wall must be placed at any corner of
your space, and the wall can extend in any
direction. The wall must be continuous
and unbroken when created. If its surface
is broken by any object or creature,
the wall fails to form and the spell and
activation are lost.
Any creature passing through the wall
takes damage equal to that normally dealt
by the spell or spell-like ability (with a
minimum of 1 point per level of the spell
or spell-like ability). A successful Refl ex
save (using the normal save DC for a
spell of that level cast by you) halves this
damage.
This ability functions three times per
day.
Prerequisites: Craft Wondrous Item,
wall of fire.
Cost to Create: 1,600 gp, 128 XP, 4 days.
CAT’S-EYE BROOCH
Price (Item Level): 9,000 gp (12th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC 17) conjuration
Activation: —
Weight: —
This silver brooch holds a green chrysoberyl
at its center, slitted with a black streak like a
living cat’s eye.
A cat’s-eye brooch provides you with a +1
luck bonus on all saving throws and an
additional +4 bonus on saving throws
against disease.
Prerequisites: Craft Wondrous Item,
resistance, remove disease.
Cost to Create: 4,500 gp, 360 XP, 9 days.
BAG OF ENDLESS
CALTROPS (Crafted for Whisper)
Price (Item Level): 800 gp (3rd)
Body Slot: —
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Move (manipulation)
Weight: 2 lb.
This nondescript brown leather pouch is
secured with a piece of twisted wire that has
several sharp points.
Five times per day, you can reach into this
pouch and pull out a handful of caltrops
(enough to cover a 5-foot square). In addition
to the activation cost, filling a 5-foot
square with caltrops by hand requires a
standard action.
The caltrops produced are not magical
and follow all the rules for normal
caltrops (PH 126).
Prerequisites: Craft Wondrous Item,
Leomund’s secret chest.
Cost to Create: 400 gp, 32 XP, 1 day.
Wealth: 21,195/150,000 GP
Followers
1st - 750
2nd- 70
3rd -40
4th - 20
5th - 20
6th - 10
Perk: Dark Pact (blessing) x2 - Fiendish Template, Summon Monster: By making pacts with demons/devils or dark forces you gain their favor and aid. Choosen one following; All followers, cohorts and champions gain summon monster as spell-alike ability usable 1/day (CL equal HD and which one they use depends on CL; a CL 3 allows use summon monster II example); All followers, cohorts and champions gain single vile feat as bonus feat; All followers, cohorts and champions gain fiendish creature template because inbreeding with dark forces.
Drawback: Dangerous Practices (skill): Because reckless use of magic, all followers, cohorts and champions who are either divine or arcane casters suffer a wild magic effect when they roll nat 1 in CL check, concentration check or with attack roll with a spell.
Nashandra
Pleasure Devil CR 11
Always LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +8; Senses see in darkness; Listen +22, Spot +22
Languages: Celestial, Common, Draconic, Infernal; telepathy
100 ft., tongues
AC 28, touch 18, flat-footed 20; Dodge, Mobility (+8 Dex, +3 armor, +7 natural)
HP: 102 (12 HD); regeneration 5; DR 5/good and silver
Immune fire, poison
Resist acid 10, cold 10; SR 24
Fort +12, Ref +16, Will +17
Speed 30 ft. (6 squares), fly 60 ft. (good); Spring Attack
Melee +1 cold iron short sword +21/+16/+11 (1d6+5/19–20) or Melee touch +20/+15/+10 (poison)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options: Combat Expertise
Special Actions: poison, summon baatezu
Combat Gear potion of invisibility, potion of misdirection,
potion of nondetection
Spell-Like Abilities (CL 17th):
At will—charm monster (DC 23), clairaudience/clairvoyance, enthrall (DC 21), greater teleport (self plus 50 pounds of objects only), morality undone* (DC 24), polymorph, produce flame (+16 melee touch or +20 ranged touch), suggestion (DC 22), vampiric touch (+16 melee touch)
1/day—plane shift (self only), trap the soul*This spell appears in Fiendish Codex I: Hordes of the Abyss.
If you don’t have that book, substitute greater command.
Abilities: Str 18, Dex 27, Con 18, Int 23, Wis 24, Cha 29
SA: beguile, poison, summon baatezu
Feats: Combat Expertise, DodgeB, Iron Will, MobilityB, Spring Attack, Quicken Spell-Like Ability (charm monster), Weapon Finesse
Skills: Bluff +24, Concentration +19, Diplomacy +28, Disguise +24 (+26 acting), Hide +23, Intimidate +26, Knowledge
(arcana) +11, Knowledge (religion) +21, Knowledge (the planes) +16, Listen +22, Move Silently +23, Search +21, Sense Motive +22, Spellcraft +23, Spot +22, Survival +7 (+9 on other planes or to follow tracks)
Advancement 13–24 HD (Medium)
Possessions combat gear plus +1 cold iron short sword, bracers of armor +3
Tongues (Su) As the tongues spell; always active; CL 19th.
Regeneration (Ex) Good-aligned weapons and spells or
effects with the good descriptor deal normal damage to a
pleasure devil.
Beguile (Su) A pleasure devil can temporarily gain control
of a living creature. When a pleasure devil uses this
ability, it gains immediate control of the creature, which
immediately takes a full turn’s worth of actions under
the pleasure devil’s control. A pleasure devil can use
this ability up to two times per day on any living creature
within 30 feet that fails a DC 25 Will save. This is a mindaffecting
enchantment ability.
Poison (Ex) Contact, Fortitude DC 22, 1d6 Wis/1d6 Wis. The
save DC is Constitution-based and includes a +2 racial
bonus.
Summon Baatezu (Sp) 80% chance to summon one
harvester devil, two chain devils, or six lemures; 1/day; CL
19th. This ability is the equivalent of a 6th-level spell.
The man known as Voidcaller Orro is the result of generations of selective interbreeding between devils and the best, most talented arcane bloodlines that Unther could produce, a man with innate magical powers augmented by intense study of the rare and largely unknown art of Binding and the best education and training the powers of hell and the elite of Unther could provide. Orro and his fanatically-devoted coven, the Voidcallers, are a force of corrupters who win their battles in bedrooms and meeting halls as often as on the battlefield, using trickery and seduction to undermine and destroy enemies that would otherwise be untouchable. On the field of battle they rely heavily on magic to give them an edge over their opponents and turn the battlefield in their favor.
Orro himself is the child of a high-ranking untheric wizard and an unknown female cultist who carried strong infernal power in her blood, and in all situations he commands those around him with an iron fist and enough arcane might to back up his commads, as he draws power from the infernal taint in his blood and the stolen might of the Vestiges to become an opponent that is difficult to defeat. His two Pleasure Devil cohorts are actually cousins of his (on the infernal side of the family) and they happily serve Orro in every way rather than return to hell to face the cruel ministrations of other more powerful devils. Orro and his Voidcallers have been given two tasks: to subvert and eventually usurp the forces of their ancient Mulhorandi rivals, and to destroy or enslave the orcs that threaten Unthers borders, both tasks that Orro has taken to with great relish.