Torak Rosul – Followers

   For today, it’s a fragment; this years Halloween special is Torak Rosul, a vampire-lord (albeit not a template-based vampire) of surpassing power.

   Unfortunately, that full writeup is taking awhile – so here we have a small segment: the notes on Torak’s minions:

   What he actually has is Leadership with Beast Lord and Emperors Star twice, all Specialized and Corrupted for Triple Effect (except for Beast Lord, which is one-third cost). He must personally place enslaved souls into animal or mindless bodies, twisting them into dependable servants. Ergo, he must first acquire the souls, then the bodies, then perform his mystical ritual to join the two together, and only then can he send forth his “new” (or recycled old) servants (19 CP).

   As an eighteenth-level character with a monstrous Charisma, this gives Torak a total of 180 ECL / CR worth of followers, each of whom enjoys the benefits of +6 to their BAB, AC, and Saves, as well as 36 CP worth of special abilities derived from having two spirits in one body, including:

  • Returning: Torak can re-summon and re-embodied them – or at least the implanted spirit – if they’re killed, although this is Specialized since it may take him some time (3 CP).
  • Mystic Link with Communications, Power, Summons, and Travel Link, Specialized/controlled entirely from Torak’s end and it takes a full pack to anchor a “summoning”; they cannot locate him, summon him, or travel to him unless called to him. He, of course, can open communications with them, use spells on them, and call them to him pretty much at will (9 CP). Note that he can communicate with them even beyond death, so killing them will NOT prevent them from reporting what they saw before they were killed to Torak.
  • Innate Enchantment. All enchantments Spell Level One, Caster Level One, Unlimited-Use Use-Activated, and Personal-Only. 7000 GP effective value (8 CP). Effects include:
    • Wolfman. A lesser, specific, variant on Alter Self that provides a normal humanoid using it with +2 Natural Armor Fur, d6 Claws/Fangs, and a wolfish appearance. A wolflike creature using it, on the other hand, gains hands, comprehensible speech, and an upright posture. In either case, there are no other game-mechanic alterations. (1400 GP).
    • Focused Vigor I. Provides +12 + 2x Con Mod hit points (1400 GP). Basically a version of Immortal Vigor that amplifies whatever life or unlife force the target happens to have.
    • Unholy Wrath. +2 Str, +2 Con, +1 Will, and -2 AC when in use (1400 GP).
    • Undetectable Alignment (1400 GP).
    • Rugged Metabolism Package: Fast Healing I – for 18 Rounds – 2/Day, Relieve Illness 1/Day, Relieve Poison 1/Day, and Lesser Restoration 1/Day (from the Hedge Wizardry list on this site and The Practical Enchanter, 1400 GP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover their Werewolf abilities, 1 CP).
  • Immunity to Dispelling, Antimagic, and Countermagic (Common/Minor/Great. Specialized in protecting innate enchantments only, Corrupted/only covers powers in this package (4 CP)
  • Luck with +2 Bonus Uses (9 CP).

   His current followers include:

  • Four packs of 12 Worgs Each (CR 2 each, total 96). Actually these are wolves with the spirits of infants bound into them. They’ve been raised to be evil predators and minions of Torak – but the net effect is just the same. Of course, if the player characters ever do manage to destroy them and Torak, their blackened spirits will be released to the lower planes. Isn’t it sad when that happens?
  • Three Vampire Agents. These are the remains of a modest party of adventurers; a skillful fighter, a noble cleric, and a competent wizard, who came to the area to try and defeat whatever terrible evil it was that haunted the area. From the fact that they’re no vampire minions of Torak, you can probably guess at how well THAT worked out. Now they are occasionally dispatched on errands, but their primary job is to hang around the crypts and tunnels under the ruins of Torak’s ancient castle, fill the place with traps, and be an easy diversion and target for any other annoying parties of adventurers who turn up. If they wind up dead Torak will just bring them back and put them right back into place since everyone knows that vampires are really hard to get rid of permanently. They were each level six, and so now are each CR8 (24 total).
  • The Iskari Order is a small (levels 3×1, 4×2, 2×3, 4, 5, 14, total 40) group of “benevolent priests” who care for the deranged and otherwise severely damaged. In fact, they are a selection of evil clerics and sorcerers who serve as the caretakers of the six unfortunate individuals carrying Torak’s Bondrunes (and having their own attributes drained to provide his “Inherent” attribute bonuses at a terrible cost to themselves) – as well as a few of their masters snacks.
  • Two corrupted 11’th level Rangers and a 14’th level Antipaladin (Total ECL 36), who specialize in hunting down their master’s enemies and eliminating them with extreme prejudice.
  • A castle caretaker (L3) and a dozen small children (count as one level worth of followers) who help him take care of the place and occasionally run errands for Torak. Of course, the child-pack will gladly try to pull annoying intruders apart – and is just as damned as the corrupted infant spirits in the wolves.

   Normally, of course, Followers would be pretty reluctant to die for their master – but there’s no real question of that, so this bunch will pretty readily sacrifice their readily-replaceable bodies for their master. Sacrificing their equipment is quite another matter though, at least for the higher-level followers who use the stuff…