Tenebrus of No House


The not-quite-bastard daughter of Father Aram and his elven slave Múldîs, Tenebrus has lived much of her life with Aram’s cousin in the quiet town of Dead Oak in Harrowdale. Despite sending her away to hide her from Hillsfarran society, her father regularly visited her as she was growing up (taking many missions in the Dales to look for Nogese tombs for his order), and was quite affectionate. She has even been allowed to visit her family in Hillsfar on occasion. Though she receives much contempt from her half-brother, her nieces and nephews simply adore her.

Once she was grown, Tenebrus became a spiritualist and medium for the church of the Blessed Afflictor, using her inborn mental gifts to commune with the Nogese spirits the church unearthed. She is a firm believer in her father’s religion, and greatly appreciative of the opportunities the order gave him to spend time with her as a child.

Though very attractive, she absolutely hates her slightly-pointed ears, which clearly mark her as the daughter of an elf, and therefore “inferior” and “subservient” to the human side of her family. Quite, contemplative, and demure, she is always careful to arrange her hair to hide her offensive ears.


Race: Half-Elf (Female, Age 21)
Homeland: Harrowdale
Class: Psionicist
Kit: Spiritualist
Alignment: Non-Chaotic, Non-Good
Religion: The Blessed Afflictor
Level: 8th
Experience: 132,865
Next Level: 200,000
Max Level: 10th

Ability Scores:

Stamina 7 -1 Movement
Muscle 11
Aim 10
Balance 11
Health 15 (59) 90% System Shock
Fitness 14
Reason 11 (91) Max Spells/Level 15
Knowledge 14 +4 proficiencies Learn Spell 60%
Intuition 16 +10% Earned XP
Willpower 18 (97) +4 Mental saves +3 PP / Level
Leadership 11 4 Henchmen
Appearance 15 +3 NPC Reactions


  • Initiative: +1
  • Surprise: +0
  • NPC Reaction: +3
    • -5 vs. Superstitious or uneducated characters
    • -2 vs. All priests (even the same religion)
  • Movement: 11

Combat Statistics:
Hit Points: 37
Armor Class: 13 (Spirit Armor)
Base Attack Bonus: +3

  • Paralyzation/Poison/Death: 12
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 9
  • Breath Weapon: 15
  • Spells: 14
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Longsword 1/round +3 1d8+1 1d12+1 2 melee Silver. Used two-handed.

Non-Weapon Proficiencies:

  • Available Groups: Craft, Detection, Psionic
Proficiency Proficiency Score Notes
Modern Languages (Common) 14
Modern Languages (Espruar) 14
Modern Languages (Cormanthan) 14
Land-Based Riding 21
Ancient History (Noga) 13
Religion 16
Ceremony 16
Spirit Lore 11
Psionic Detection 14
Detect Pits and Deadfalls 16
Metalworking 10
Smelting 11
Bulwark 15 Successful check negates Fear & Disease.
Rejuvenation 16 Recover PSPs at 2x normal rate.
Harness Subconscious 17 2 days & check = 22 bonus PSPs.
Explosive Energy 18 Gain +5 Muscle and Balance for 1d6 rounds.
Second check or fall unconscious for 2d6 rounds.
Two-Hander Style +1 damage & -3 speed factor

Weapon Proficiencies:

Special Powers:

  • Half-elven characters have a 30% resistance to sleep and all charm-related spells.
  • Half-elven infravision enables them to see up to 60 feet in darkness.
  • Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Harrowdalesmen have managed to master a very slight bit of magic that they employ to make their share of any task easier. Each day, a character created with this kit may employ a number of Cantrips (0th-level Wizard spells) equal to his level.
  • Psionicists gain a +2 bonus on all saving throws vs. enchantment/charm spells and the like. This is in addition to their magical defense adjustment for high Wisdom.
  • Spirit Armor: Protective spirits constantly hover around the Spiritualist, protecting him from danger. In complete darkness, these spirits are visible as a hazy blue aura composed of swirling humanoid figures. The spirit armor provides him with a +3 bonus to Armor Class. Additionally, the Spiritualist suffers only half damage from all attacks from undead. Level or ability draining undead only drain half of their usual amount, subject to a minimum drain of one.
    If affected by dispel magic or a similar spell, the spirit armor disappears for 24 hours (no saving throw). Likewise, a cleric can turn the spirit armor as a ghost; if turned, the spirit armor vanishes for a full day.
  • Spirit Horde: Once per day, the Spiritualist may attempt to summon a horde of sympathetic spirits to annoy his opponents and reduce their combat effectiveness. If the Spiritualist makes a successful Intuition check, the horde appears in one round, then harasses the indicated opponents by fluttering arouns their heads, shrieking in their ears, and tickling their skin. The horde will harass a number of opponents whose total hit dice or levels are less than or equal to the Spiritualist‘s level. While harassed, the opponents suffer a -1 penalty to Armor Class, attack rolls, and damage rolls. The harassment lasts for a number of rounds equal to the Spiritualist‘s level, then the horde disappears.
    The horde can be repelled by protection from evil or similar magic that shields the victim from conjured and summoned creatures.
  • Once a day, Spiritualists can render themselves Invisible to Undead, lasting 1 round per level.
  • Spiritualists gain the ability to cast Speak with Dead three times a day. No material components are needed, and the dead spirit can be communicated with even if the skull lacks a lower jaw (no bones are needed, if non-corporeal undead are the target of this spell).
  • At 7th level, the Spiritualist has enough knowledge of spirits that he can pen a protection scroll that protects against ghosts, poltergeists, wraiths, and other non-corporeal undead. It costs 750 gp and takes a month to write, and it protects against 17 Hit Dice worth of spirits.


  • The generally easy-going folk of Harrowdale don’t see the adventures that others crave as anything worth seeking. They tend to be introspective and can be somewhat slow to react in a crisis situation. All Harrowdalesmen suffer a +1 penalty to their initiative rolls.
  • Any character from Harrowdale is liable to be summoned back to the Dale due to an emergency. There is a flat 20% chance per month that such a crisis will arise, requiring the character to report back to Harrowdale immediately. Once the crisis passes, however, a month goes by before the DM needs to check for a local emergency again.
  • Common people tend to be very suspicious and nervous while around spiritualists. Spiritualists receive a -5 reaction penalty when dealing with such superstitious people. Even in civilized, enlightened areas, such as Waterdeep, Cormyr, or Sembia, spiritualists are looked upon in the same light as necromancers, and such PCs may find themselves being chased around by peasants intent on burning them.
  • Likewise, while religious figures are generally aware of the actual nature of Spiritualists, they still view them as violating the natural cycle of death and denying souls their final rest. Thus, the Spiritualist suffers a -2 penalty on NPC reaction rolls when dealing with any priest.
  • The Spiritualist must meditate for two hours each day in addition to what he needs to rest and pray for or memorize spells. This meditation must be performed at the same time each day and if not performed, he acts as if one level lower in all respects until the meditation is performed. This loss is cumulative (to a minimum effective level of 0), so that if three nights of meditation are missed, the character acts at three levels below his level until he meditates.
  • Spirit War: Whenever the Spiritualist rolls a natural 20 on any Spirit Lore proficiency check or on any ability check to use spirit horde, his spirit has been conscripted to participate in an otherworldly war; the Spiritist has no choice in the matter. The participation occurs the next time the Spiritist falls asleep and lasts only a few moments. When he awakens, the Spiritist remembers nothing about the battle, but damage incurred by his spirit may affect his physical body. Occasionally, the spirits may reward him instead. The DM should roll 1d20 and consult the table below. The effects begin as soon as he wakes up.
d20 Roll Spirit War Effects
1-10 No effect
11-13 2d4 damage
14-16 Suffer the effects of a curse spell for the next 24 hours
17-18 No spirit armor for the next 24 hours
19 Spirit Armor increases to +4 for the next 24 hours
20 One of the Spiritualist’s weapons functions as a +2 magical weapon for the next 24 hours


PSPs: 114 (regain 26 per hour of rest)
Primary Discipline: Psychometabolism
Secondary Disciplines: Meta-Psionics, Telepathy

Power Discipline Power Score Cost Maintenance Effect
Spirit Sense (WT) Clairsentience 14 10 Detect the presence of intelligent undead creatures and other spirits within 45-ft. radius.
Death Field Psychometabolism 7 40 Sacrifice hit points. Everyone within 60-ft. radius must save vs. death or suffer an equal amount of damage. On Nat 7, you only suffer half damage.
Shadow-Form Psychometabolism 9 12 3/round Transform into living shadow (affects clothing, armor, and 20 lbs of gear). Blend perfectly into darkness and movement rate 6. Only detectable by True Seeing or Life Detection. Cannot affect corporeal objects. On Nat 9, gain all powers of undead Shadow for 1d4 turns.
Aging Psychometabolism 8 15 Touched target ages 1d4 years. Save vs. polymorph or age 1 additional year. On Nat 8, target ages 1d20 years.
Cell Adjustment Psychometabolism 12 5 varies Cure disease in 1 round by touch. Cure hit point damage up to 4hp per round, costs 5 PSPs per hit point cured.
Chemical Simulation Psychometabolism 11 9 6/round Excrete acid from hands. Any item touched must save vs. acid or be destroyed. Touch deals d2+1 acid damage.
Ectoplasmic Form Psychometabolism 11 9 9/round Become insubstantial and ghostlike, and able to walk through solid matter. Affects clothing, armor, and up to 15 lbs of additional equipment.
Mind Over Body Psychometabolism 14 10 / day Function without need for food, water, or sleep for up to 5 days. Can affect others with one-hour of meditation and extra 10 PSPs per individual affected.
Suspend Animation Psychometabolism 12 12 Put self or touched willing creature into death-like state (do not register to ESP or life detection), for number of weeks equal to power check.
Psychic Surgery Metapsionic 12 contact 10 / turn Heal psychological trauma or unlock psionic powers (see book).
Intensify Metapsionic Stat -3 5+ 1/round Raise Constitution, Intelligence, or Wisdom up to 25, but reduce other two stats by same amount increased. Costs 5 PSPs per point of increase. Increase applies for Psionic power scores only.
Psionic Sense Metapsionic 14 4 1/round Detect psionics use within 600-ft. radius (including Mind Blank or any expenditure of PSPs). Round 1 learn presence. Round 2 learn how many PSPs are being used. Round 3 learn exact direction and distance.
Gird Metapsionic 9 0 2x power cost Maintain another power without concentration. Lasts until deliberately ended, or run out of PSPs.
Wrench Metapsionic 13 15 8/round Force multi-planar creature (like undead) out of the material plane for 2d6 turns, or fully into the material plane for as long as you pay maintanance. Target loses 1d6 AC, cannot use level-drain, can be hit by nonmagic weapons, and can be killed permanently.
Tower of Iron Will Telepathy 16 6 Defense mode. Protects 3-ft. radius.
Intellect Fortress Telepathy 14 4 Defense mode. Protects 9-ft. radius.
Thought Shield Telepathy 14 1 Defense mode.
Mind Blank Telepathy 10 always on Defense mode.
Mindlink Telepathy 13 contact 8/round
Contact Telepathy 17 3 1/round Establish telepathic contact with a target. Cost varies by target HD, power score varies by range. (see book)
Psychic Messenger Telepathy 10 4 3/round
Psionic Blast Telepathy 13 10
Daydream Telepathy 18 contact 3/round

Wizard Spells: Caster level 8th

0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 0 0

Spell Book:

  • 0th level: Clean, Cut, Dim, Dry, Dust, Freshen, Gallop, Gather, Haze, Salt, Spark, Stitch, Tie, Unlock, Yawn

Prepared Spells:

  • Cantrips: Clean, Dry, Gallop, Salt, Unlock

Advancement Notes

  • Armor Allowed: Non-metal Armor, Small Shields.
  • Weapons Allowed: Small or Medium weapons of 6 lbs. or less
  • Gain 1d6+7 power points per level.
  • Gain +2d10% to Health, Reason, and Willpower each level. To a maximum of 19.
  • Spiritualists sometimes suffer from hauntings, whereupon a (more or less) harmless lesser spirit decides to attach itself to the spiritualist, most likely taking “residence” in some object he possesses (or perhaps his home). The spirit may pop up at odd hours to talk to the spiritualist, rearrange his backpack as a prank, etc., and stays unless it is destroyed or driven away. There’s a base 15% chance per level gained beyond 3rd level (non-cumulative) that a spirit latches on.
  • At 9th level, a psionicist becomes a contemplative master. He can build a sanctuary (usually in an isolated place), and use it as his headquarters. Most importantly, he begins to attract followers.



  • Light Riding Horse w/ Saddle, Bit, Bridle, Halter
  • Hooded Gray Wolf-Fur Surcoat, Black Satin Shirt, Black Breeches, Silent Shoes, Black Leather Gloves, Leather Belt
    • Black Leather Scabbard
      • Silver Longsword (4 lbs)
    • Small Belt Pouch (1 lb)
      • Traveling Book of Cantrips (1 lbs)
      • Field Brazier (3 lbs)
      • 1 stick Psionic Incense
    • Large Tent (20 lbs)
    • Field Brazier (4 lbs)


Base Speed: 11

Total Weight of Gear: 33 lbs. (light encumberance)

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 25 lbs. 26-48 lbs. 49-70 lbs. 71-93 lbs. 94-114 lbs. 115+ lbs
Movement 11 8 6 4 2 1

Tenebrus of No House

Ruins of Adventure Brand_Darklight SirKnightly