Malthus Tannhauser, the Planar Champion

 

Revered hero, accomplished warrior, and figure of legend, Malthus Tannhauser is in many ways a shining example of the power of Good in the world. In the long years of his life, he had thwarted the schemes of countless would-be tyrants and extraplanar conquerors, but nowadays he prefers to work behind the scenes, letting the newer generation of heroes handle matters on-world while he focuses his attention on threats from other planes and realities. Of course, he lends his aid every once in a while, but always discretely, so as not to lessen the accomplishments of the young.

The paladin lord had put the final boon granted to him by the departing dragon deity Vorvoc well, and has worked tirelessly to keep the world safe for the folk of Celestin. He and his companions, the near-mythical adventuring company called the Balance, were instrumental in the defeat of the Lich King, vanquishing his undead armies and ending his depravations forever. He also had trained a succession of apprentices, all of whom would become great heroes and leaders in their own right.

Despite his reputation, Malthus remains humble, and unlike some of his other paladin brethren in the Multiverse he tends to keep an open mind about things, instead of rushing into conclusions and trusting first impressions. Though he prefers talking to resolve disputes, he isn't afraid to use his sword when the situation merits it. In the face of utter evil however, he becomes a formidable combatant.

Of late, Malthus has become swift to punish any evildoers he finds, and is slowly distancing himself from his peers, as if he was becoming paranoid and suspicious of the people around him. Not only that, he seems to be throwing himself into taking increasingly dangerous quests, which often pit him directly against the forces of Evil. This sudden turn of behavior has worried many of those close to him, including his apprentice Eleanore Forthsworth.

In fact, they have all right to worry. Unknown to Malthus, the near-constant contact he had with the artifact weapon Angelis is prompting this gradual change of attitude. While the paladin lord is still dominant, Angelis is subtly nudging Malthus towards becoming what she thinks as the 'ideal' champion of law and goodness. The sword doesn't seem to be that much bothered that Malthus is putting himself into greater and greater danger--the more experience Malthus gets, the greater change that the dormant divine spark he carries within him might awaken...

If Malthus manages to ascend to deityhood in the process, then all the better.

Malthus still looks as robust as he was when he was of twenty-five winters, though he is rarely seen these days without the metal visor that hides his eyes. He still prefers wearing his battleworn cobalt blue suit of full plate mail, but when he feels that he must be more discreet, he takes off his visor and armor, and puts on travelers' clothes instead.

 

Statistics and Equipment:

Malthus usually goes around with two sets of equipment. One set is usually reserved for extremely dangerous missions, where he might expect opposition from epic-level monsters and enemies. The other can be considered an 'everyday' set, where the need isn't that pressing. It is important to note that Malthus is not always out on adventure; as the leader of a knightly order, as well as the nominal head of the armies of the Alliance, Malthus often takes a personal hand in the training of the new recruits. His area of specialty is mounted combat, field tactics, and (surprisingly enough) etiquette and proper military conduct.

 

'Player' Equipment Set and Statistics -This equipment set represents Malthus' possessions as a normal player character, with the resources appropriate for his level of power (in this case, a maximum of 7,000,000 gp, not counting the cost of the major artifact he wields).

'Non-Player' Equipment Set and Statistics -This equipment set represents Malthus' possessions as a normal non-player character, with resources appropriate to his level of power (in this case, a maximum of 834,537 gp, not counting the cost of the major artifact he wields).

 

 

Class Abilities and Special Qualities:

Attack Ethereal (Su): Weapon acts as a force effect, and can now attack ethereal opponents. If weapon is magical, it also negates the penalties when attacking an incorporeal foe.

Attunement (Su): Malthus can invest a weapon, item, or suit of armor with increased power. Whenever he gains a level, he may choose one or more items to enhance with this ability. The items in question must be of masterwork quality, or must possess a magical enhancement bonus of at least +1. Malthus must then sacrifice 100 exp and spend 1 day in meditation for every enhancement bonus he wishes to imbue the item with, or 500 exp per spell level if an item that duplicates or gives the ability to cast certain spells is involved. During this period, he must spend at least 8 hours a day meditating, not stopping to eat or rest. Malthus can only use this ability while within the magic-saturated atmosphere of Vorvoc.

Aura of Courage (Su): Malthus is immune to fear, and grants +4 morale bonus to saving throws against fear effects to all allies within 10 feet.

Aura of Good (Ex): Malthus radiates an overwhelming aura of good.

Damage Reduction (Su): Malthus has damage reduction 10/magic from being a planar champion.

Detect Evil Aura (Sp): Malthus can detect evil as the spell at will.

Divine Grace (Su): Malthus applies his Charisma modifier to saving throws.

Divine Health (Su): Immune to all diseases, magical or otherwise.

Divine Wrath (Su): Malthus may add a +3 bonus to all his attack rolls, damage rolls, saving throws, and damage reduction 5/- for a number of rounds equal to his Charisma bonus.

Enhanced Charisma: Malthus read a Tome of Leadership and Influence, increasing his Charisma by 5.

Enhanced Constitution: Malthus read a Manual of Bodily Health, increasing his Constitution score by 5.

Enhanced Strength: Malthus read a Manual of Gainful Exercise, increasing his Strength by 5.

Ethereal Jaunt (Sp): Malthus may step into the Ethereal Plane three times per day, functioning as if under an ethereal jaunt spell cast by a 13th-level sorcerer.

Immortal (Ex): Because of a boon granted by the dragon deity Vorvoc, Malthus will no longer die of old age or disease, and penalties connected to aging no longer accrue, while bonuses continue to accumulate. He cannot be magically aged either.

Favored Plane: Malthus gains a +2 bonus to Bluff, Listen, Sense Motive, Spot, and Survival, and a +2 to all damage rolls against natives of the Astral Plane. Malthus also gains a +2 bonus to Diplomacy and Gather Information checks when interacting with natives of his favored plane, and a +2 bonus to Survival checks while on the Astral Plane. The same applies to inhabitants of the Plane of Shadows, although he only gains a +1 bonus in that case.

Lay on Hands (Su): Malthus may heal a number of hit points equal to his Charisma bonus multiplied by his Paladin level, among allies, or deal up to the same amount in damage to undead opponents, per day.

Lay on Hands (Su): Malthus may heal a number of hit points per day equal to his Charisma bonus plus his Divine Champion level. This stacks with his existing paladin lay on hands ability.

Paladin Progression: Malthus can still progress as a paladin, so as long as his paladin class level is higher than any of his other class levels.

Planar Survival (Ex): Malthus is attuned to the nature of the planes he visits, and is personally immune to their planar effects. Any effect that would be negated by the avoid planar effects spell is negated by this ability, such as follows:

· Provides protection from the 3d10 points of fire damage on a fire-dominant plane. This does not provide protection from any fire-based attack, or an attack made by an inhabitant of that plane, of course, but the heat of the plane itself.

· Is able to breathe water in a water-dominant plane.

· Is immune to suffocation on an earth-dominant plane.

· Cannot be blinded while on major positive-dominant planes, and temporary hit point gain stops when it reaches Malthus' normal total hit points.

· Cannot be harmed by damage dealt by negative-dominant planes, nor does he gain negative levels while there.

Remove Disease (Sp): Remove disease as spell four times per week.

Rip Portal (Sp): Once per day, Malthus can rip a portal through the Astral Plane to another plane of existence. By tearing a hole in the fabric of the plane he? on, Malthus may open a portal onto the astral Plane, or any plane the Astral Plane touches that he has visited before. As per the plane shift spell, he has no control over the precise destination on whatever plane he rips a portal to. The portal, which looks like a ragged hole in space, closes after 1d4+1 rounds.

Sacred Defence: +2 to saves against divine spells, outsider supernatural and spell-like abilities.

See Invisibility (Su): Malthus can see invisibility at will as spell by 5th-level sorcerer.

Smite Evil (Su): Malthus may add his Charisma bonus to attack and damage vs. an evil opponent, four times per day.

Smite Infidel (Su): Malthus may add his Charisma is bonus to attack, while his Divine Champion levels are added to damage vs. opponents with different patron deity, once per day. This stacks with his existing paladin smite ability.

Special Mount (Sp): Once per day, as a full-round action, Malthus may magically summon a loyal mount from the celestial realms, the steed appearing immediately adjacent to his position and staying for 24 hours; it can be dismissed as a free action. Malthus has elected not to summon a mount at this time though.

Spell Use: Malthus can cast divine spells, though limited in scope when compared to a cleric's repertoire. However, due to his planar travels, he knows more spells than the average paladin. He has access to all the paladin spells listed in the Player's Handbook, as well as those in the Forgotten Realms Campaign Setting, the Book of Exalted Deeds, and Defenders of the Faith.

Sunder Portal (Sp): Malthus can, once per day, can attempt to seal a dimensional gate or portal by severing the connection to the destination. A successful level check (DC 5 + the caster level of the gate or portal). The gate spell is destroyed as if dispelled, while portals are suppressed for 1d6 days.

Turn Undead (Su): Malthus can turn undead a certain number of times per day equal to 3 + his Charisma bonus, as a 14th-level cleric.

 

 

Special Equipment Description:

Angelis, the Sword of Angels: The Sword of Angels is a powerful weapon for the forces of Good. When held by a good bearer, whether lawful, neutral or chaotic, the Sword of Angels is a +5 longsword that counts as a weapon with the holy, keen, and vorpal traits: plus 2d6 holy damage vs. evil creatures, increased critical threat range, and cuts off the head of a creature on a critical hit unless it succeeds a Reflex saving throw (Save DC = 10 + 1/2 wielder's level + wielder's Strength modifier). These powers make the sword imposing enough, but they are the least of its abilities.

If bidden, the sword can radiate light similar to that of a light spell, but encompassing an area of 20 feet, centered on the wielder. The light can be discontinued by the wielder, but can be invoked again if needed.

The Sword of Angels is sentient, and is of lawful good alignment, with an Intelligence of 14, Wisdom of 14, and a Charisma of 16. The sword can communicate verbally and via telepathy, though it prefers the telepathic mode of communication. It has an effective Ego of 30, with a calculating, and proud, if somewhat naïve personality, and comes off as rather bossy and superior in the extreme.

The sword has 10 ranks of Sense Motive, and gives free access to the Mobility feat, as well as the improved evasion ability of a 14th-level rogue. These abilities are constantly active as long as the sword is drawn.

In the hands of a non-outsider, the sword grants partial celestial qualities. As long as the sword is held or within 5 feet of the current owner, it grants fire resistance 10, and a +4 circumstance bonus to saves against cold, acid, and petrification effects.

Clearly the greatest of the sword’s powers is its ability to call into service a celestial to fight for the wielder. This ability is invoked after a complex and long ritual that culminates in the wielder pledging to destroy the evil before it. Treat this as the spell monster summoning IX that is cast by a 20th-level wizard, though it summons 2d6+2 celestials instead.

To determine the celestial type summoned, roll on the following table:

d% Outsider type
01-25 Avoral Guardinal
26-40 Firre Eladrin
41-60 Leonal Guardinal
61-70 Ghaele Eladrin
71-80 Trumpet Archon
81-90 Astral Deva
91-95 Planetar
96-00 Solar