Drinking & Dragons

Wild:PC/Brilla/Vestiges/Tenebrous

From Drinking and Dragons

Tenebrous lost all of his family during the Demonsiege. His loss was great, and as a binder he was distrought with the fact that he could reach none of his family. He sought out many alchemist to give him a way to bring back his family. Sadly, this yielded no results.

He eventually came across a small group of clerics that could lead Tenebrous to the plane of Shadow where thought and illusion could be made real. They transported him the the plane and left just as quickly.

While on the plane he eventually found the spirits of his fallen family, their embrace engulfing him in negative energy, consuming him in shadow.

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.