Sunday, July 5, 2009

Edmund Tendel, Human Wild Mage


*Photography by Darrin Anderson

[The following is the last of three non-player characters (the first being Aelfiriat) made with Monte Cook's Dungeon A Day specifically in mind. Of course you'll be able to use them without running that campaign, but, if you are running it these wonderful gems should fit right in.]

"Welcome and be merry, for I've a favor to ask of you."

Edmund Tendel is a self-stylized nobleman. No one doubts his expensive tastes or his pompous nature, but no one really knows if he is truly of noble blood. The distinction matters little here in Bridenford. What does matter is that Edmund is rich, intelligent, and dedicated to funding groups of adventures who go to Dragon's Delve. Although he claims his goal is to procure items of beauty, his nominal interest in other matters relating to the Delve and his expertise on things magical drive people to wonder what his true angle is.

But he also serves as Altayr, mage and spy. Using his spells (invisibility, disguise self, detect thoughts, clairaudience/clairvoyance and others) he finds out what others are hiding. Of course, Altayr has his reasons for listening in. He seeks the research of the Mages Four, though for what purpose who may know.


Background
Edmund Tendel is rich, powerful, and obsessed with beauty. It wasn't always this way. Tendel's past is something he doesn't share, but if one were to dig deep enough they may find the truth. Edmund is of noble blood, the bastard son of a minor landed noble and a bar maid that shared, for the briefest of moments a bed. Edmund was born with no last name, and a mother who worked diligently cleaning up the muck of a run down tavern in a large trading city. As a child Edmund begged his mother to tell him about his father, but she was either unwilling or unable to tell him.
But, the boy was resilient, and his drive awoke something buried deep within him. An ability to understand things magical, and soon, the ability to understand any language, disguise himself to evade notice, and then, finally the ability to rip into the minds of those around him and pull the knowledge he sought. Thus did the teenage man Edmund learn from his mother the name Tendel, using his sorcerous powers. Others in the city became increasingly uneasy around this boy with the steel blue eyes and his knowing grins, and they began to think about getting rid of Edmund.

It mattered little anyway, Edmund saved them the trouble by packing up and leaving the very night he found out about his father. He marched for days to the lord's keep, far away from the city he once called home. He came ready to accept his father's loves and his wishes, sure that the magic that flowed through him must belong to the nobleman.

What he found was a pathetic and opulent fool, obsessed with the small amount of land he had, and furious to have sired a child with a peasant woman. Lord Tendel summoned guards to seize the boy and planned on imprisoning him below until he could find a way to silence the truth forever. But Edmund was anything if not resourceful, and his magical nature warped, and great orbs of magical energy launched into his opponents, silencing them forever. He then struck down Lord Tendel in a fit of rage. With the blood of his father still covering his arms he bent down to hear the man's last thoughts, and discovered that his magical nature may stem from a mysterious dungeon known as Dragon's Delve.

Intent on uncovering the nature of his ever-evolving magic, Edmund took his father's title, and much of his riches and what retinue he could and traveled to Bridenford. There he set up a new life for himself, always careful to keep his magic in check, while he plumbed the mysteries of his past.

Goals
Edmund desires to uncover the nature of his magic, and how to control it fully. He has heard tales of powerful mages who did research in Dragon's Delve. Seeking to learn more Edmund funds adventurers who go into the dungeon, hoping that they will share with him whatever information they may find.

Using Edmund Tendel in Your Campaign
Edmund serves well as a patron for adventures, giving them a place to stay, using his charisma and leadership to find them opportunities they may not otherwise have access to. He can and will purchase many of the more artistic treasures PCs are likely to find during their career. As Altayr he can identify items, and use his contacts and magic to procure unique items for the players.

In either guise, Edmund has a detailed knowledge of many scholarly subjects, and may be able to point players in the right direction if they find themselves confused by new information.

Appearance and Behavior
Edmund stands tall at 6'1" with rich brown hair and deep steel blue eyes. He plays the role of the affluent nobleman well, wearing saffron clothes, accented by a bright crimson cloak and a velvet blue vest. He wields a masterfully made rapier which is mostly just for show, and has been known to use an equally impressive longbow when riding the countryside.

As Altayr he cloaks himself in dark robes, obscuring his face beneath a mask of shadows. Even if PCs were to get a look at Altayr under the mask, they would only find the scared and broken face of Edmund's father, pale and shattered, a testament to Lord Edmund's past.

Not Playing Dungeon a Day?
Edmund can easily be used as any noble patron for the player's, particularly if one of them happens to be a mage. Tendel may seek to study the player and try to understand how magic in general is supposed to work. Honestly though, there are many things you can do with Tendel. You could play him off as another pretentious noble, as a sorcerous spy for some enemy, as a patron of the arts who seeks to protect precious pieces, or use Altayr independently of Edmund as a mysterious magical salesman. Like the other PCs, change Dragon's Delve to any dungeon, ideally with ties to mages, perhaps a wizard's tower or labratory.

3rd Edition Dungeons and Dragons Stats by Francis Bousho

Lord Edmund Tendel CR 7
Human aristocrat 1/sorcerer 6
CN Medium humanoid
Init +1; Senses: Listen +2 Spot +2
Languages Common, Elven, Dwarven, Goblin, comprehend languages

AC 13, touch 11, flat-footed 12
hp 30 (7 HD)
Fort +4, Ref +3, Will +7

Speed 30 ft. (6 squares)
Melee Masterwork Rapier +6 (1d6+2/18-20)
Ranged Masterwork Longbow +5 (1d8/x3)
Base Atk +3; Grp +5
Sorcerer Spells Known (CL 6th)
3rd (4/day)---clairaudience/clairvoyance
2nd (6/day)---detect thoughts, invisibility
1st (7/day)---comprehend languages, disguise self, identify, magic missile
0 (6/day)---daze, detect magic, ghost sound, light, mending, prestidigitation, read magic

Abilities Str 15, Dex 12, Con 14, Int 16, Wis 10, Cha 16
Feats Combat Casting, Leadership, Skill Focus (Bluff), Skill Focus (Disguise)
Skills Bluff +16, Concentration +12, Diplomacy +11, Disguise +10, Gather Information +7, Knowledge (arcana) +13, Knowledge (history) +7, Knowledge (nobility and royalty) +7, Listen +2, Spellcraft +15, Spot +2
Possessions bracers of armor +2, masterwork rapier, masterwork longbow, 55 gp


Altayr the Midnight Mage CR7
Human aristocrat 1/sorcerer 6
CN Medium humanoid
Init +1; Senses: Listen +2 Spot +2
Languages Common, Elven, Dwarven, Goblin, comprehend languages

AC 13, touch 11, flat-footed 12
hp 30 (7 HD)
Fort +4, Ref +3, Will +7

Speed 30 ft. (6 squares)
Melee Masterwork Rapier +6 (1d6+2/18-20)
Ranged Masterwork Longbow +5 (1d8/x3)
Base Atk +3; Grp +5
Combat Gear wand of summon monster I (1st)
Sorcerer Spells Known (CL 6th)
3rd (4/day)---clairaudience/clairvoyance
2nd (6/day)---detect thoughts, invisibility
1st (7/day)---comprehend languages, disguise self, identify, magic missile
0 (6/day)---daze, detect magic, ghost sound, light, mending, prestidigitation, read magic

Abilities Str 15, Dex 12, Con 14, Int 16, Wis 10, Cha 16
Feats Combat Casting, Leadership, Skill Focus (Bluff), Skill Focus (Disguise)
Skills Bluff +16, Concentration +12, Diplomacy +11, Disguise +10, Gather Information +7, Knowledge (arcana) +13, Knowledge (history) +7, Knowledge (nobility and royalty) +7, Listen +2, Spellcraft +15, Spot +2
Possessions combat gear plus bracers of armor +2, masterwork rapier, masterwork longbow, hand of the mage, diamond dust (worth 800 gp), 55 gp

4th Edition Dungeons and Dragons Stats by Francis Bousho

Detect Thoughts, Farseeing and other Divinations:

In forth edition a lot of the utilitarian spells from former D&D incarnations became Rituals. Many of Edmund's 3.5 spells fall under these categories. To allow him the same versatility and to keep his oracle flavor I would give him access to a ritual book with the following:

Comprehend Languages, Wizard's Sight

If you have access to Arcane Power, I would also give him Object Reading, it definitely fits the flavor of his character, and might be the fourth edition answer to a lack of Detect Thoughts.







Iron Heroes Stats by Jeremy Land
Edumund Tendel, CR 7
Human (Changeling Child, High-Born [well-educated]) spiritualist 7
Med humanoid
Init +1; Senses Listen +10, Spot +10
Languages Common, Ancient Speech, First Speech, Kolorean, Infernal, plus any 9 others; speaking in tongues stigmata

Defense 17, touch 17, ff 10
Hp 59 (7 HD)
Fort +9, Ref +8, Will +7
Speed 30ft (6 sq)
Melee MW shortsword +8 (1d6+2/19-20)
Ranged
MW light crossbow +7 (1d8/19-20, Rg 80ft)
Base Atk +5; Grp +7
Rites
Rite of Second Sight*, Rite of Trickery, Rite of the Mind, Rite of Summoning, Rite of the Spirits, Rite of Traveling
* favored
Pact Check
+11; +13 w/ Rite of Second Sight

Abilities Str 15, Dex 12, Con 14, Int 16, Wis 10, Cha 16
SQ
spirit servant, telepathic link, stigmata (a thousand faces, speaking in tongues)
Feats
(Lore 5/Social 4/Defense 3/Other 2) Skill Focus (Bluff), Skill Focus (Disguise), Alias (Altayr the Midnight Mage) 1, Alias (Altayr the Midnight Mage) 2, Political Mastermind 1.
Skills
ACADEMIA 10 ranks, PERCEPTION 10 ranks; Appraise +13, Bluff +16 (add +2 when Altayr), Concentration +12, Decipher Script +13, Diplomacy +15 (add +2 vs. nobility), Disguise +12 (add +7 as Altayr; add +2 while acting in character), Forgery +13, Gather Information +13, Heal +10, Intimidate +15, Knowledge (arcana, history, nobility/royalty) +11, Listen +10, Perform (acting) +13, Search +13, Sleight of Hand +13, Speak Language (10), Sense Motive +10, Spellcraft +15, Spot +10, Survival +2, Use Magic Device +17.
Possessions
Masterwork short sword, masterwork light crossbow, disguise kit, 55 gp

Due to his stigmatas, Edmund Tendel is extremely pale and possesses a forked tongue. He hides these with makeup and his Rite of Trickery, but as Altayr, he lets these traits shine through, instead changing such things as his facial features, accent, and garb.

Nyarlath
S
pirit servant 7
T
iny outsider
I
nit +9; Senses Darkvision 60 ft.; Listen +11, Spot +11
L
anguages Common, Abyssal, Infernal

Defense 20, touch 17, ff 13; DR 1d4/magic
H
p 35 (7 HD)
F
ort +5, Ref +9, Will +6
Speed 20ft (4 sq), fly 60ft (12 sq) average maneuverability
M
elee slam +12 (1d3-1, 20/x2) and 2 wing buffets +7 (1d2-1, 20/x2); sneak attack +1d6
Base Atk +7; Grp -1
Abilities Str 8, Dex 20, Con 10, Int 12, Wis 12, Cha 10
SQ alter form (appearance, size [tiny, small]), telepathic link
F
eats Weapon Finesse 1, Improved Initiative, Weapon Finesse 3
S
kills MYSTICISM 10 ranks, STEALTH 10 ranks; Concentration +10, Decipher Script +10, Hide +23, Intimidate +10, Listen +11, Move Silently +15, Spellcraft +10, Spot +11, Use Magic Device +12.
Possessions n/a

Nyarlath is not a pleasant creature, and he is rarely in the presence of Edmund, but given their telepathic link, he always knows the whereabouts of his master. When Edmund makes the change to Altayr, though, he nearly always brings the spirit servant with him. Typically, Nyarlath appears simply as a cloud of smoke floating around a vaguely discernible body and flapping, demonic wings.

Note: The Iron Heroes version of Edmund Tendel uses a feat not found in the core books, Alias. It was written and posted to the Okay, Your Turn message boards, but following the conversion to Yuku, it seems to have disappeared.I'm unsure who the original author was, but I will be happy to add their name to this if I find out.

For completion's sake, then, here are the non-core feats that Edmund uses:
Alias
[Social]
You have an alternate identity that allows you to move in society without revealing your true self.
Base Mastery: 1.
Benefit: Create a specific identity, such as "Waldren the rug merchant," with distinct mannerisms and appearances. When you disguise yourself as this identity, you gain various benefits. When making Disguise checks to use your alias, you gain a bonus to the check equal to your level. While in your alias, you gain a +2 bonus to Bluff checks.
Special: You may take this feat more than once. Each time you do, you must create a new alias, and the masteries you have for each alias are tracked separately.
Expanded Mastery: 2. Your alias has become more established as its own person. Any attempt to use Gather Information to discover the true connection between you and your alias suffers a penalty equal to your level. Also, if you fail a Disguise check to assume your alias identity, those who are familiar with your alias identity are less likely to recognize it as a disguise. Any Bluff check to persuade them that your odd appearance is due to something other than a disguise is treated as believable (-5 DC modifier).

No comments: