Andras the Gray Knight

A great warrior in life, Andras is an enigma as a vestige. He gives binders prowess in combat and skill in the saddle.

Legend: Andras was once an elf paladin famed for his prowess in battle and his implacable dedication to doing what was right and good for all. A series of misjudgments and misfortunes broke Andras’s faith in both himself and his deity, however, and he became a blackguard. During his subsequent service to the dark gods, his infamy rapidly outgrew his fame, and his name was whispered in fear. After nearly three hundred years of almost constant battle on behalf of both good and evil, Andras grew tired of both causes. In the midst of a duel in the key battle of a great war, he simply dropped his weapon and left, never to be seen alive again. Sages speculate that after his betrayal of both causes, he was no longer welcome in any god’s realm, and thus his soul was condemned to become a vestige.

Manifestation: Andras rides up out of nothingness on the back of a great black wolf. The vestige’s head is that of an owl covered in gray feathers, and his gray-skinned body resembles that of a lanky but muscular male elf. Wearing only a loincloth, Andras slouches in his saddle, holding the reins of his mount in one hand and a greatsword, which he lazily rests on his shoulder, in the other. At first glance, Andras looks as though he might be asleep, but a closer inspection reveals a pair of huge golden eyes that glower from his bowed head. Andras speaks in deep tones laden with menace.

Sign: You sprout two useless, gray-feathered wings from your back. The wings are small enough to be hidden beneath a shirt or cloak, but doing so makes you appear hunchbacked.

Influence: Andras’s influence causes you to become listless and emotionally remote. Because Andras wearies of combat quickly, you must drop any items in hand and withdraw from melee after only 10 rounds of battle. You may not take any offensive action for 1d4 rounds thereafter.

Granted Abilities: Andras lends you some of the skills he had in life, making you a strong combatant with or without a mount.

Weapon Proficiency: You are proficient with the greatsword, lance, longsword, and rapier.

Mount: As a full-round action, you can summon a heavy warhorse, complete with saddle and heavy lance. This creature serves you as a trained mount for up to 1 hour per effective binder level, or until it is killed, you dismiss it, or your pact with Andras ends. You can use this ability once per day.

Saddle Sure: You gain a +8 bonus on Ride checks.

Smite Good or Evil: You can attempt to smite an evil or good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is neither good nor evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. Smite evil and smite good attempts per day obtained from multiple sources stack.

Sow Discord: Andras grants you the ability to sow discord among your enemies. As a standard action, you can force an enemy to attack a randomly determined ally within reach on his next action, and he must do so as his fi rst attack. The target must be within 5 feet per two binder levels you possess, and a successful Will save negates the effect. The affected foe must strike for lethal damage with a primary attack and use whatever melee weapon is in hand (or an unarmed strike or natural attack if no weapon is at the ready). If no ally is within the foe’s reach, this ability has no effect. Sow discord is a mind-affecting compulsion ability. Once you have used this ability, you cannot do so again for 5 rounds.

Sure Blows: You gain the benefit of the Improved Critical feat with any weapon you wield. If you already have the Improved Critical feat with a weapon, you gain a +4 bonus on the roll to confi rm a threat made with that weapon. This bonus stacks with that provided by the Power Critical feat.