And here’s another ECL 7 Character / Monster full of evilness – suitable as a “boss encounter” or for an evil game (such as the one which requested it).
Like most Eclipse characters, having a strong concept for the character results in them having more power – and so this heir to dark powers is quite formidable.
What? Oh, NO. Trust me! It has nothing at ALL to do with being thoroughly optimized...
In d20 universes, almost everything can breed – but some things… should never do so.
Scion of the Damned (+2 ECL Race/+3 ECL Acquired Template, 94 CP):
The accursed offspring of a Necromancer Vampire Lord and a true, Demonic Lycanthrope, born of their blasphemous affection and unholy experimentation, the Scion of the Damned was nursed on necromantic magic, demonic energies, and stolen life force since before his or her birth – and has grown strong and terrible – if utterly corrupt – on that accursed diet. Their profane life force is capable of enduring horrific insults – and of disrupting and draining lesser lives, drawing them into itself as a whirling leaf is drawn into a blazing balefire. Their shifting flesh ejects weapons and seals wounds and their blows chill their victims souls. They are a wandering blight upon the earth.
And, oddly enough, sometimes their parents really do like them. Don’t count on it though.
- Immunity/Need to Eat and Drink (Common, Minor, Major, Corrupted/costs 6 Power/Day, 4 CP).
- Fast Learner, Specialized in Increased Hit Dice, increasing their base to 1d10 at level one and to 1d6 per level thereafter (6 CP).
- Adept (Predatory Skills: Any one creepy martial art, Perception, Stealth, and Survival. 6 CP)
- +6 to each racial adept skill (12 CP).
- +4 Constitution (24 CP) (+8 in worlds using the half-price attribute rule).
- DR 3/-, Specialized in Physical Damage for 6/- (6 CP).
- Witchcraft III, Corrupted/Pacts are Preset (12 CP): Basic Abilities: The Adamant Will, The Hand of Shadows, Healing, Hyloka, The Inner Eye, Shadowweave, and Witchsight. Save DC Will 13, Power 32.
- Birth Pact: Vamparism. Pays for Path of Earth/Bones of Iron.
- Level One Pact: Gateway (undead tend to rise in his wake). Pays for Path of Fire/Leaping Fire.
- Level Three Pact: Susceptibility (holy items). Pays for Path of Water/Venomed Touch.
- Level Seven Pact: Hunted (monster-slayers and holy men). Pays for +3d6 Power (Mana).
- Level Twelve Pact: Souls. Pays for Path of Darkness/Voice of the Dead.
- Other Withcraft Abilities: Path of Earth/Essence of Earth (6 CP), Path of Fire/Dance of Flames (6 CP), Path of Water/Wrath of the Sea (6 CP) and Flesh Like Mist (Three of the “favored” forms are the forms of his last three victims, 6 CP).
His particular “Creepy Martial Art” is…
Leechcraft Martial Art (Con):
Some of those accursed with a life-draining touch try to moderate it – wearing thick gloves, avoiding close personal contact, and accepting their lonely fate. Others… revel in it, learning to channel more and more negative energy into their touch, inflicting more and more damage, and surrounding themselves with a swirling mist of darkness, both cloak and warning. They walk the Stalker’s Wheel and their touch brings death.
- Requires: Vampiric Touch.
- Basic Techniques: Power 4, Toughness 3, Strike.
- Advanced and Master Techniques: Combat Reflexes, Crippling (Constitution), Mighty Blow, and Mind Like Moon.
- Occult Techniques: Inner Strength, Iron Skin, Paralyze, and Resist Pain.
- Known Techniques: (13): Power 3, Toughness 3, Combat Reflexes, Crippling, Mind Like Moon, Inner Strength, Iron Skin, Paralyze, and Resist Pain.
Sadly, while the art boosts the damage inflicted by the user’s touch, it doesn’t actually let him or her transfer more power into his or her pool – unless the GM is feeling rather generous.
Pathfinder Package Deal, +2 Bonus to Str
Available Character Points: 144 (base) +10 (Disadvantages) +18 (L1, L3, L5 Bonus Feats) = 172 CP.
Basic Attributes: Str 18, Int 14, Wis 12, Con 22, Dex 14, Chr 10 (3.5 32 Point Buy, Str 15+1 Level, Int 14, Wis 12, Con 14, Dex 14, Chr 10)
Basic Abilities (95 CP):
- Hit dice: 20 (1d20, Fast Learner + 10 CP) + (4d10, 10, 9, 5, 8, Fast Learner + 16 CP) +30 (Con Mod x 5) = 82 HP. DR 9/- after martial art bonuses.
- Skill Points: 12 (Purchased, 12 CP) +16 (Int Mod x 8) +12 (Fast Learner) = 40 SP.
- BAB: +3 base (18 CP), +3 (Specialized and Corrupted/only in unarmed melee combat, 6 CP).
- Fortitude: +2 (6 CP) +6 (Con) +1 (Res) = +9
- Reflex: +2 (6 CP) +2 (Dex) +1 (Res) = +5
- Will: +0 (0 CP) +1 (Wis) +1 (Res) = +2
- Proficiencies: All Simple Weapons (3 CP), Light and Medium Armor with the Smooth Modifier (18 CP).
- Initiative: +2 (Dex)
- Move: 30′
- Armor Class: 10 +2 (Dex) +7 (+2 Breastplate ) +6 (Nat) = 25
- Unarmed Strike: +10/+5 (+6 BAB +4 Str), 1d6+4 (Str) and 1d8 drain versus living targets (Power, HP if no Power, one half the total drained – rounded up – is transferred to his reserves), Crit 20/x2 physical damage, x2 Drain, and 1d4 Con damage, Adamant, Combat Reflexes.
- Javelin: +5 (+3 BAB +2 Dex), 1d6+4 (Str)
Special Abilities (77 CP):
- 2x Monstrous Occult Contacts – his parents. Most characters are kind of assumed to have their parents as contacts, but most people can’t pass as (reasonably) human while having horrendously powerful monsters as parents. I will count this as Specialized though; having parents like that is enough to provide the game master with quite a few plot hooks (3 CP).
- The Dark Inspiration: 2d6 Mana with Reality Editing, Specialized and Corrupted/only to produce blatantly unnatural results with skills – performing strange surgeries, healing wounds, and stitching together uncontrollable monsters with Heal, forging screaming black haunted swords with Smithcraft, inciting frenzied riots with Diplomacy, and so on (4 CP). Rite of Chi with +2 Bonus Uses, Specialized and Corrupted/only to recharge his Dark Inspiration, only after getting a nights sleep (3 CP).
- Rite of Chi with +2 Bonus Uses, Specialized and Corrupted/requires meditation, power only, kills plants and ruins the soil in the immediate vicinity, won’t work if there are no plants to drain, 3 CP).
- Immunity to Diseases and Poisons (Common, Major, Minor; reduce attribute damage from such sources by six points) (6 CP).
- Immunity to Negative Energy Attacks (Very Common, Major, Minor, Specialized/the total resistance must be divided between damage, attribute damage, and level drain at the usual 1 to 1, 1 to 2, and 1 to 5 ratios. Provides DR 1/not being undead, 3 points of resistance to attribute damage, and resistance to one negative level per attack. Other undead attack effects, such as paralysis, are saved against at +4) (7 CP).
- Fast Learner Specialized in Skills for +2 SP/Level, acquired at level (-1) (6 CP)
- Ritual Magic, Specialized in Necromancy and Demonology (3 CP).
- Reflex Training/may spend one power point on witchcraft each turn as a free action (6 CP).
- Augmented Bonus/Adds (Con Mod) to (Dex Mod) when calculating AC (as Natural Armor, 6 CP).
- Trick/Energy Drain. After two successful unarmed strikes, he may spend 3 power with his next strike as a free action. It if hits it will inflict one negative level – but the effect only lasts for an hour and never results in level loss (6 CP).
- 1d6 Natural Weapons (6 CP).
- Imbuement (Unarmed Strikes, 6 CP). Unarmed strikes are treated as Adamant.
- Adept (6 CP; Half Price on Heal, Knowledge/Arcana, Bluff, and Use Magic Device).
- Leadership: Specialized in Lycanthropes, beasts of the same types, and Bargheests for Double Effect (Use CR instead of ECL and 3 x (Level + Cha Mod) total CR (6 CP). Currently he has two Bargheests (8), two second level female werewolves (8), and a pack of five Wolves (5).
In-Class Skills: Craft and Profession (Automatic). Added by Racial Adept Ability: Leechcraft Martial Art, Perception, Stealth, and Survival. Chosen: Acrobatics, Bluff, Climb, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge/Arcana (also used for Rituals), Sense Motive, Spellcraft, and Use Magic Device.
Skill Totals: Leechcraft +25 (10 SP* +6 Con +6 Racial +3 Path), Perception +17 (10* SP +6 Racial +1 Wis), Stealth +18 (10* SP +2 Dex +6 Racial), Survival +17 (10* SP +1 Wis +6 Racial), Heal +14 (10* SP +1 Wis +3 Path), Knowledge/Arcana +15 (10* SP, +2 Int +3 Path), Bluff +13 (10* SP +- Cha +3 Path), Use Magic Device +13 (10* SP +0 Cha +3 Path). All SP costs are halved due to Adept.
Equipment: 23,500 GP.
- Magical Gear: Healing Belt (750), Hat of Disguise (1800), Amulet of Tears (2300 GP), +2 Breasplate (4250), Cloak of Resistance +1 (1000), Handy Haversack (2000), Survival Pouch (3300), Boots of the Cat (1000). Leaves 7100 GP for gear of choice.
Like most of the other evil characters, Raykul is an atrocity of power for his level; after all, he’s a “boss” – and so has a personalized racial template. Those can be very powerful by themselves – and this one makes extensive use of Witchcraft – just at the levels where it really shines the most – and can certainly help take a fighter-type over the top into “unstoppable whirlwind of death” territory.
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- Eclipse, The Factotum and the Seneschal from Emergence Campaign Weblog (ruscumag.wordpress.com)