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About Mephistopheles.Backstory:
Standing, casually sipping from a fine crystal goblet, a tall, muscular man with red skin, cloven hooves, and black hair and horns raises said goblet to his lips. His blue eyes crinkle in amusement at those gathered together.
The mischievously grinning devil offers a wink to his newest group of malcontents.
In the small town of Eldridge, a once-peaceful community was rocked by the clandestine activities of Mephistopheles, a cunning devil who sowed seeds of sedition among the townsfolk, promising power and riches in exchange for their souls. The church of Mitra, a bastion of hope and morality, became embroiled in a fierce battle against the seductive allure of his dark influence. However, his efforts were thwarted when a group of vigilant paladins, tipped off by whispers of sinister gatherings, descended upon the town. Armed with holy light and unyielding resolve, they caught Mephistopheles in the midst of his manipulations, ready to face judgment for the chaos he had unleashed. The saddened blue eyes of the Devil drip a lonely tear.
The devil shrugs.
The tall devil roars a disturbing laugh at that... Crunch:
Mephistopheles
* cold resistance 5, electricity resistance 5, and fire resistance 5.
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Class Skills (56/56)
Skill Points at each Level: 2(+2) + Int modifier. Favored class bonus: +1 hit point Traits:
Drawback
Languages Infernal, Taldane, Draconic, Abyssal, Celestial, Goblin, Orc, Giant, Undercommon, Aklo, Terran, Dwarven, Elven
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Spells for the day: Shadow (Advanced Player's Guide pg. 70): 2nd — silent image, 4th — darkness, 6th — deeper darkness, 8th — shadow conjuration, 10th — shadow evocation, 12th — shadow walk, 14th — shadow conjuration (greater), 16th — shadow evocation (greater), 18th — shades. Cantrips 1. Detect magic
1st. 1. Mage Armor, extended x
School Spell: Vanish 2nd 1. Minor Image
School Spell: Raiment of Command 3rd 1. Darkvision, communal x
School Spell: Major Image 4th 1. Flaming Sphere, greater
School Spell: Rainbow Pattern Spellbook:
Cantrips (5gp) All (except Enchantment and Necromancy) Patron Spells
1st level (10gp) 1. Silent Image (Patron)
2nd (40gp) 1. Minor Image
3rd (90gp) 1. Darkvision, communal
4th (160gp) 1. Rainbow Pattern
Traits:
Sedition You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score. Clever Wordplay
Arcane Temper
Umbral Unmasking [Drawback]
Illusion (Shadow) School:
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends. Shadow School
Replacement Powers: The following school powers replace the blinding ray and invisibility field powers of the illusion school. Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Shadow Step (Sp): At 8th level, you can use this ability to walk through the Shadow Plane and reappear as a standard action. You can travel up to 30 feet per wizard level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5-foot increments and does not provoke an attack of opportunity. Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target, as per the rules for thrown splash weapons. If this would place you in an occupied square, you instead arrive in the nearest safe location. When you arrive, you are cloaked in shadow and gain concealment as the blur spell for 1 round. You may bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll location for each creature) and are cloaked in shadow for 1 round. Racial Traits:
Tiefling Racial Traits +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated. Native Outsider: Tieflings are outsiders with the native subtype. Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Tieflings have a base speed of 30 feet. Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated. Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Prehensile Tail Source Advanced Race Guide pg. 169 Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. Hellbound (Horror Realms pg. 14):
Infernal influence grants you profane insight and weighs on your soul. You cannot cast spells with the good or chaotic descriptors, and you can’t summon good or chaotic creatures. Good and chaotic creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks. At 5th level, you gain a +4 bonus to all saving throws against charm effects. At 10th level, you gain immunity to fire. At 15th level, any weapon you wield is treated as lawful and evil for the purposes of overcoming damage reduction. |