Tenebrion (Intermediate Deity)

God of Shadow, Slavery, Secrets, and Art
Symbol:
A field of Shadows with a red eye in the center or a ring made of black, white and green twisted together
Home Plane:
Plane of Shadow
Alignment:
Unknown
Portfolio:
Shadow, Art, Thievery, Magic, Hidden Knowledge
Worshipers:
shadow knights, shadow mages, penumbral lords, shadow dancers, thieves, explorers, shadow dragons, shadow fiends
Cleric Alignments:
Any
Domains:
Shadow, Knowledge, Trickery, Luck, Chaos, Secrets(RR2)
Favored Weapon:
Dagger, rapier

The Old One known as Tenebrion Hob is known as a god of darkness and thieves by most of Inzeladun and is incorrectly labeled as an evil deity.  The worshipers of this thing from beyond know differently.  He is regarded by them as the Lord of Shadows.  He is above good and evil and lives for the moment.  His worshipers see him as an artist, a being who relishes blacks and whites and writhes in orgasmic joy at all the millions of shades of gray to be found between.  Most clergy of Tenebrion are actually shadow mages who worship and adore the Old One who shares their passion for the beauty and magic of shadow.  (There are currently only two true priests of Tenebrion on Inzeladun.  The rest of his clergy are either Shadow mages or thieves.)

Tenebrion is not rightly a member of the current Inzeladun pantheon, as he is not related to Kalen, Timballayamu, Ghaddar, or their offspring.  Tenebrion existed before them, alongside the likes of Asmodius, Dagon Hob, and the other Old Ones.  However, unlike the others who were defeated, Tenebrion managed to eke out a continued existence, and continues to work from the shadows.

The rivalry between the cults of Tenebrion and Catemar is long and bloody.  It stems from a shared mythological belief.  According to these cults, Tenebrion painted the world of Inzeladun, creating it Ex Nihilio (from nothing), as a work of chaotic art.  Catemar supplied the magic for this creative act and felt he had a stake in the planet.  Tenebrion disagreed and the war began.  Catemar defeated Tenebrion (according to the Cult of Shadow, Catemar cheated; according to the Cult of Magic, Tenebrion cheated and lost anyway) and threw the artist down into the shadows of the Cosmos, promoting Nemed Hob to be the god of arts and crafts.  Catemar imposed Order from Chaos, and Nemed supported this.

Tenebrion, broken and defeated, did not sit around and pout.  He gathered his strength and became the Lord of the Shadows that Catemar threw him amongst.  Catemar did not believe there was any value in a shadow.  Tenebrion joined with the shadows and created the Elemental Plane of Shadow, and his power grew.  By now, there were people on his world, but they were pitiful wretches, living in fear of the world and the gods.  Tenebrion, as a shadow, approached the men and gave them fire, for fire made the shadows dance, and that gave Tenebrion strength.  The first Cult of Tenebrion was born - a cult of fire and shadow.

This cult feared nothing, for fire was power, and this cult was sweeping the world and conquering.  Catemar retaliated by giving his people fire... and magic.   And thus was founded Angust.  And yet the Cult of Tenebrion continued to grow in the shadows of even the great empire of Angust.

The rivalry continue to this day.  Still an artist at heart, Tenebrion wants more than that.  He wants Catemar's place as God of Magic.

Dogma: Tenebrion teaches his followers to look for weakness, seize opportunities, and be strong.  He encourages creativity and resourcefulness.  One who does not utilize his resources well does not deserve those resources.  He encourages his followers to find out about secrets, and to use those secrets to their own advantage.  He promotes the use of spells and magic items, and tells his followers that magic is the key that unlocks wealth, power, and knowledge.  He warns against the folly of waste.

Clergy and Temples: All spells cast by a priest of Tenebrion are surrounded with shadowy effects.   Priests and worshipers of Tenebrion prefer to use weapons that are easily concealed.  His clergy wear black or dark blue colors and robes.  His clerics often work in solitary, performing magical research, making items, and searching out legendary treasures.  They form cells of cultists to pursue their schemes on a larger scale.  However, they live wherever shadows fall.


Holy Warrior: The Shade of Tenebrion

The Order
Relentlessly pursuing the enemies of their church and blasphemers against Tenebrion, the Shades of Tenebrion are dedicated to the protection and advancement of the faith through strength of arms.  While Tenebrion's clerics speak to the god and channel his will through spells, the Shade of Tenebrion honors the god through deeds and strength.  The Shade's connection to Tenebrion is more private than the clerics, for the Shade does not perform religious ceremonies, nor does the Shade lead churches - but beware the wrath of the Shade.

Game Rule Information
Shades of Tenebrion have the following game statistics.
Abilities: Charisma is the key stat for most of this class's special abilities.  Strength is important for a Shade of Tenebrion, as she will often find herself in combat.  A Wisdom score of 14 or higher is required to gain access to the most powerful Shade spells; a score of 11 is required to be able to cast any of the spells.
Alignment: Chaotic Good
Hit Die: D10

Class Skills
The Shade of Tenebrion's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), and Search (Int).

Skill Points at Each Level: 2 + Int modifier

Shade of Tenebrion
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells Per Level
1st 2nd 3rd 4th
1st +1 +2 +0 +0 Read & Detect Magic, Spell Resistance, Silent Stalker, Shadow Ken        
2nd +2 +3 +0 +0 Aura of Antimagic, Rebuke Shadow        
3rd +3 +3 +1 +1 Shadow Form of Tenebrion 1/week, Turn Undead        
4th +4 +4 +1 +1   0      
5th +5 +4 +1 +1 Shadow Mount 0      
6th +6/+1 +5 +2 +2 Shadow Form of Tenebrion 2/week 1      
7th +7/+2 +5 +2 +2   1      
8th +8/+3 +6 +2 +2   1 0    
9th +9/+4 +6 +3 +3 Shadow Form of Tenebrion 3/week 1 0    
10th +10/+5 +7 +3 +3   1 1    
11th +11/+6/+1 +7 +3 +3   1 1 0  
12th +12/+7/+2 +8 +4 +4 Shadow Form of Tenebrion 4/week 1 1 1  
13th +13/+8/+3 +8 +4 +4   1 1 1  
14th +14/+9/+4 +9 +4 +4   2 1 1 0
15th +15/+10/+5 +9 +5 +5 Shadow Form of Tenebrion 5/week 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5   2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5   2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Shadow Form of Tenebrion 6/week 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6   3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6   3 3 3 3


Class Features
All of the following are class features of the Shade of Tenebrion:

Weapon and Armor Proficiency:  Shades of Tenebrion are proficient with all simple and martial weapons, all types of armor (heavy, medium, and light), and shields.  Not that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Also Swim checks suffer a -1 penalty for every five pounds of armor and equipment carried. 

Read & Detect Magic (Sp): Once per day per Shade level, the Shade may cast read magic and detect magic.  She does this instantly and without components; otherwise, both powers work as the spells.  She may cast the two spells at the same time or separately.

Spell Resistance (Su): During the Shade of Tenebrion's training, she learns every secret and mystery of a school of magic to better fight the Cult of Catemar.  During a three-day holy rite, she then calls upon Tenebrion for protection against that sort of magic.  Shades of Tenebrion so empowered receive an SR equal to their Shade level against the chosen school; the SR cannot exceed 15, but does stack with other SRs unless a relevant other source states to the contrary.

Silent Stalker (Ex): The Shade of Tenebrion is an expert hunter and is blessed by Tenebrion with the skill of moving without a sound while stalking her prey.  A Shade of Tenebrion receives a number of ranks in the Move Silently skill equal to her Charisma modifier (though it may not exceed the maximum ranks for a character of her level).  Further, when making Move Silently checks while in light armor or unarmored, the Shade of Tenebrion may add her Charisma modifier to the roll as a sacred bonus.  The additional skill ranks are not lost if the character loses her Shade of Tenebrion powers, but she loses the sacred bonus.

Shadow Ken (Su):  The Shade of Tenebrion is intimately familiar with the element of shadow.  She gains the Shadow-Speak language for free and gains some of the pure power of shadow.  Once per day, the Shade of Tenebrion may make herself more or less insubstantial against blows.  For one round, her armor class receives a natural armor bonus equal to her Shade level, and her skin takes on a shadowy hue.  Activating this power is a free action.

Aura of Antimagic (Su): Connected as she is to the divine power of magic, it is very difficult for those who pervert magic to evil to affect the Shade and her allies.  Whenever the Shade of Tenebrion makes a saving throw against magic from an explicitly evil source (e.g. an evil spell-caster or evil magic item), she may add her Charisma modifier to her saving throw.  All allies within ten feet receive a +2 sacred bonus on such saves.  This bonus does not affect saving throws against magical effects from neutral or good sources triggered by evil forces.  For instance, an evil wizard using a perfectly ordinary wand of fireball will not activate the aura, as it is not a perversion of the power of magic; a magic item must be explicitly evil for the aura to activate against its magic, no matter who wields it.  Any cleric of Catemar or clear follower (e.g. a member of a prestige class belonging to Catemar) is considered evil for purposes of this power.

Rebuke Shadow (Su): The Shade of Tenebrion may rebuke Shadows or any creature tied to the plane of Shadow exactly as a cleric of her level may rebuke undead.

Shadow Form of Tenebrion (Sp): Through the use of this power, the Shade of Tenebrion can tranform his body and personal gear into a malleable shadow so she can fit through any size opening.  In this form, she moves as she did before, and she may remain upright if she wishes.  However, speech (other than Shadow-Speak) is not possible, so while she may still cast spells, they must lack a verbal component.  In this form, she receives a bonus of +20 to any Hide skill checks if there are sufficient shadows or darkness in which to conceal herself.  Also, she receives damage reduction 10/+1 in this form, and she gains a +4 dodge bonus to AC.   However, she cannot interact with anything in a physical manner while in this form.  She may not lift objects, open doors, carry her comrades to safety, or perform any such action.  Finally, she can be injured as if she were undead by spells such as sunbeam and sunburst.

Turn Undead: The Shade of Tenebrion turns undead exactly like the paladin; she may purchase the Extra Turning feat.

Shadow Mount: The Shade of Tenebrion may, at 5th level or beyond, call an unusually intelligent, strong, and loyal steed to aid her in her service to Tenebrion.  This steed is usually a heavy warhorse of dark color, and can use the Shadow Form of Tenebrion power as often as the Shade herself.


Prestige Classes and Other Orders

Prestige Class: Shadow Knight of Tenebrion
The Shadow Knight is to the Shadow dancer what a shadow dancer is to a commoner.   Shades were the protectors of the faith and Shadow dancers were the messengers of the temples while Shadow knights were the might of the clergy.  They were the ones that were sent on the offensive and used as strategic strike teams. 

Tenebrion
Bard 20/Penumbral Lord 10/ Shadow Knight 10/ Shadow Dancer 10
Medium Outsider (Chaotic)
Divine Rank 15
Hit Die: 20d8+120(outsider)+20d6+120(Bard)+10d4+60(PL)+10d8+60(SK)+10d8+60 (900 hit points)
Initiative: +14 (+14 dex)
Speed: 100 ft
AC: 85(+14 dex, +15 divine, +28 natural, +18 deflection),
Attacks: dagger (normal, one hand only) +81/+76/+71/+66, dagger(one in each hand) +79/+74/+69+64/+79/+74+69+64
Damage: dagger 1d4+11
Face/Reach: 5ft x 5ft/5ft
Special Attacks: spells
Special Qualities: low light vision, dark vision, improved dark vision, shadow cat for, shadow raven form, Shadowcast I, II, III and IV, Shadow step, Shadow Home, Shadow Strength, Hide in plain sight, Evasion, improved evasion, uncanny dodge (dex bonus to AC, can't be flanked, +1 vs traps), Shadow illusion, summon Shadow, defensive roll, slippery mind, shadow jump 160 ft., shadow mask @ will, shadow warrior 3/day, shadow jump 100 ft @ will, x2 to critical range, +2/+4 to initiative, steal shadow, Bardic music, Bardic Knowledge, DR 80/+6, SR 67, Divine immunitites, fire resistance 35, immune to electricity, cold and acid
Saves: Fort +54, Ref +68, Will +63
Abilities: Str 32(+11), Dex 38(+14), Con 22(+6), Int 52(+21),
Wis 29(+9), Cha 46(+18)

Skills: Alchemy +86, Appraise +76, Balance +89, Bluff +93, Concentration +76, Craft(any) +96, Decipher Script +96, Diplomacy +83, Disable Device +66, Escape Artist +79, Heal +44, Hide +99, Intimidate +93, Know(arcana) +96, Listen +84, Move Silently +99, Open Lock +49, Perform +98, Pick Pocket +79, Scry +86, Search +76, Sense Motive +74, Spellcraft +91, Spot +64, Tumble +89

Feats: Spell Mastery, Combat Reflexes, Dodge, Mobility, Spring Attack, Jack of All Trades, silent spell, still spell, eschew material, repeat spell, maximize spell, quicken spell, weapon finesse - dagger, two weapon fighting, improved two weapon fighting, ambidexterity, greater two weapon fighting

Epic Feats: Ignore material components, Improved Metamagic, Multispell, Perfect two weapon fighting

Divine Immunities: transmutation: polymorphing, petrification or any other attack that alters form, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects(charms, compulsions, phantasms, patterns or morale effects), Energy Immunity(immune to electricity, cold and acid), disease, poison, stunning, sleep, paralysis, death effects and disentigration, imprisonment and banishment (banishment, binding, temporal statis, trap the soul and turning and rebuking)

Salient Divine Abilities: Avatar, Divine Spell Focus - Shadow(Illusion), Divine Spellcasting, Instant Move, Know Secrets, Supreme Initiative, True Knowledge, Arcane Mastery, Clearsight, Divine Bard, Divine Celerity, Divine Dodge, Increased DR x2, Increased SR, Irrestible Performance, [Alter Form and Alter Size, Tenebrion because of his very nature has these bonus abilities as well]

Domain Powers: Add level to hide and move silently skill rolls while in shadow, All knowledge skills are class skills and divinations are cast at +1 caster level, Can reroll one result per day, Casts chaos spells at +1 caster level

Spell-like Abilities: cast at will, caster level = 25, save DC = 42+spell level Reshape Shadow, Shade's Sight, Gloom, Animate Shadow, Shadow Strike, Shadow Touch, Shadow Form of Lyrand, Shadow Shield, Curtain of Darkness, Imbue Shadow, Shadow Smash, Shadow Walk, Shadow Twin, Eclipse, Change Self, Reshape Shadow, Penumbral Trap, Enkilis Prank, Invisibility, Ricochete, Veil of Lust, nondetection, Confusion, Ghostdweomer, False Vision, Mislead, Reverse Illusion, Screen, Polymorph Any Object, Convert, Time Stop, Entropic Shield, Tanil's Touch, Aid, Protection from Elements, Freedom of Movement, Quicklearn, Break Enchantment, Mislead, Trust in the Gods, Spell Turning, Holy Aura, Miracle, Message, Dead Man's Eyes, Detect Thoughts, Mind Raid, Discern Lies, Mirror Safe, Inquisition, Prying Eyes, Sequester, Mind Blank, Mind Share
            Caster level = 26, Save DC =42 + spell level, Detect Gold, Detect Secret Doors, Detect Thoughts, Locate Corpse, Clairaudience/Clairvoyance, Divination, Terole's Translator, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Protection from Law, Enkili's Luck, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster 9(must be chaotic)

Spells/Day (Penumbral Lord)
5/11/9/9/7/7/6/6/5/5/4/4/4/4/3/3/3/3/2/2/2/2
DC=46+spell level
Tenebrion knows all Penumbral Lord spells and any other spell related to shadow or light


Spells/Day(Bard)
4/9/9/8/8/8/8/4/4/4/4/3/3/3/3/2/2/2/2
DC=42+spell level
Tenebrion knows all Bard spells

Other Divine Powers
As a intermediate deity, Tenebrion is immortal.
       Senses: Tenebrion can see, hear, touch , and smell at a distance of 15 miles.  As a standard action, he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses up to ten locations at once.  He blocks the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
        Portfolio Sense: Tenebrion is aware of the creation of any shadow or shadow spell and retains the sensation for 15 weeks.  He is also aware of the capture or sale of any slave and retains that sensation for 15 weeks as well.  He is aware of these things 15 weeks in advance of their occurance.
        Automatic Actions: Tenebrion can use Craft (any), knowledge (arcana) or appraisal as a free action if the DC for the task is 25 or lower.  He can perform up to 10 such free actions per round.
        Create Magic Items: Tenebrion can create magic weapons, armor, and shadow related items up to 200,000gp in value.  He cannot create artifacts.
        Divine Aura: The mere presence of Tenebrion can deeply affect mortals and beings of lower divine rank.  Tenebrion's aura is 1500 feet in radius and the Will save DC is 43.
        Familiar:  Any shadow or shadow creature within 15 miles can act as his familiar (gains characteristics of a familiar for a 20th level sorcerer).


Tenebrion can have ten avatars at once.
Avatar of Tenebrion: As Tenebrion except divine rank 7.  AC 77, DR 42/+4, SR 39, fire resistance 27,
Saves: Fort +46, Ref +60, Will +55
Skills: All skills reduced by 8
Salient Divine Abilities: any 8 of the 16[Alter size and Alter shape are also given as free salient abilities]
Spell like abilities: Caster level 17, DC=34+spell level

SPECIAL NOTES
To hit Tenebrion a character MUST possess a ghost touch weapon, even then the character may not hit due to his Divine Dodge ability.

Tenebrion's shadow fights just as well as Tenebrion himself, effectively doubling his attacks.  It can even cast spells as long as the spell to be cast only requires somatic components. 

Tenebrion has started to make his move to overthrow Catemar as god of magic.  He plans on usurping part of the portfolio of war, namely guerilla fighting since that is what he is best at, and using that additional power to defeat Catemar.

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