About Gabriel HelminthREMEMBER ARCANE STRIKE AND BLEED! What to Wear:
Halfling werebeast (1d6 S/B damage)
Lacridaemon (1d4 S/B + 1d4 Acid) Venedaemon (1d6 S/B; extra 5' reach) Vampire (Sensitivity to Sunlight; Blood Bath - when pinning a living creature, Gabriel heals an amount of damage equal to the damage he deals, as he punches through to the target's internal organs; Assume Mist Form (as per vampire) for 1 minute per day.) The Horde:
22 x Crawling Hands
1 x Young Crawling Hand Swarm Essence Transfer:
Gabriel has the ability, once per week, to transfer his essence to another vessel voluntarily.
In addition, whenever he is destroyed, he may automatically transfer his consciousness to one of his 'Children'. Build: Crawling Claw (1/2) + Undead Lord (2) + Advanced to 5HD (1) + non-associated Rogue levels (2.5 for first 5, then 4 for next 4 levels = 6.5) + Young (-1) + Giant (1) = CR 10 Appearance:
Despite having been dead for the better part of a millennium, perversely, Gabriel still looks as fresh and pink as the day he crawled from the vat. Over the years, he has learned to take care of what is left of his body, and regularly bathes his hand, washing in subtle perfumes; for some reason (even Gabriel is not sure why, knowing only that it brings him comfort), he has a preference for the faint scent of pine.
His only 'clothing' is five silver bands, one of which he wears on each of his digits. Perhaps his most distinguishing feature, however, is the large, exquisitely detailed tattoo of the Sigil of Geb on the back of his hand... Background:
Gabriel started life as a luckless human rogue who made the mistake of crossing a Necromancer, and ended-up as an experimental subject. His body was considered to be so much ghoul-fodder, but one of his hands was retained for a rather 'special' experiment: The Necromancer specialised in item retrieval and assassination, and desired a minion that was able to act as a lieutenant in controlling the massive web of crawling claws that he had at his command. As such, Gabriel was reborn as an undead lord.
The process fragmented his mind somewhat, but he did vaguely remember things from his past; in particular, he was keenly aware of what he had lost... However, the bonds of magic with which he was ensorcelled were too strong for him to seek revenge upon his tormentor, and so he was forced to carry-out his Master's commands for several decades... before a party of adventures came and ended him. Freed from his Master's control, Gabriel quietly slunk away into the shadows, and worked on surviving. He discovered that he was quite adept at information and item retrieval, and at assassination, but grew tired of having to exist in the shadows, and eventually migrated to Geb, where he was quickly snapped-up as a high-value infiltrator. Since that time he has acted as a particularly effective agent of the Blood Lords; few would expect a severed hand to be such a brutally efficient killer... Initiative: +7 [+5 Dex, +2 Trait]
AC: 34 (10 + 4 Mage Armor + 2 Deflection + 5 Dex + 4 Size + 8 Natural Armor + 1 Dodge)
Hit Points: 193/193 (25 (Race) + 53 (Class) + 90 (Cha) + 10 (FC) + 15 Toughness) Fort: +14 Ref: +17 Will: +12 Undead HD: +1 +1 +4
Immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage. Combat:
Base Atk: +10/+5; CMB: +14*(+18 to Grapple); CMD: 32** *(-4 Size + 10 BAB + 8 Strength = +13)
Melee
*Counts as magic and silver for the purposes of bypassing DR, due to Eldritch Claws **(+4 Size + 10 BAB + 8 Strength + 1 Weapon Focus + 1 Enhancement + 1 Aura = 25) (+5d6 Sneak Attack, Bleed 5) Strangle (Ex):
Skills:
Skill Points per level: 4 (Racial) + 1 (Intelligence) x 5 8 (Class) + 1 (Intelligence) x 10 Acrobatics +23 (+5 Dex + 15 ranks + 3 class skill) Appraise +4 (+1 Int + 3 Familiar) Bluff +6 Climb +31 (+8 Str + 12 ranks + 3 class skill + 8 Racial) Craft +1 Disable Device +25 (+5 Dex + 15 ranks + 3 class skill + 2 MW Thieves' Tools) Diplomacy +6 Disguise +6 Escape Artist +5 Heal +1 Intimidate +2 (+6 Cha - 4 Size) Knowledge(Local) +15 (+1 Int + 11 ranks + 3 class skill) Perception +23 (+1 Wis + 15 ranks + 3 class skill + 4 Alertness) Perform +6 Ride +5 Sense Motive +3 (+1 Wis + 2 Alertness) Sleight of Hand +18 (+5 Dex + 10 ranks + 3 class skill) Stealth +35 (+5 Dex + 15 ranks + 3 class skill + 12 size) Survival +23 (+1 Wis + 15 ranks + 3 class skill + 4 Racial) Swim +8 Use Magic Device +19 (+4 Cha + 12 ranks + 3 class skill) Feats:
1st: Toughness
3rd: Extra Rogue Talent 5th: Dodge 7th: Mobility 7th (Rogue Bonus): Weapon Focus (Claw) 9th: Eldritch Claws 11th: Lunge 13th: Arcane Strike 13th (Rogue Bonus): Spring Attack 15th: Extra Rogue Talent Traits:
Magical Knack Source Pathfinder RPG Character Traits 5 You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class (Rogue) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice. Reactionary
Benefit: You gain a +2 trait bonus to Initiative checks.
Racial Abilities:
Mark Quarry (Su):
A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target’s location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain. Aura of Desecration (Su):
Damage Reduction (Ex):
Channel Resistance (Ex):
Command Undead (Su):
Create Spawn (Su):
Summon Undead (Sp):
Usual Summon: Giant Crawling Claw x3 + 1 'normal' Crawling Claw. Spell-like Abilities (CL 15):
Caster level is equal to the undead lord’s HD (15). Saves have a DC of 10 + spell level + the undead lord’s Charisma modifier (+6). Undead Telepathy (Su):
Class Features:
Sneak Attack: +5d6
Trap-finding: +5 Evasion (Ex) Trap Sense (Ex): +3 Scout’s Charge (Ex):
Skirmisher (Ex):
Minor Magic (Sp) - CL 12: Acid Splash 3/day Major Magic (Sp) - CL 12: Mage Armor 2/day Familiar Improved Evasion Bleeding Attack:
Equipment:
Worn Items:
Tattoo - exquisitely detailed sigil of Geb [10gp] Little finger: Ring of Incredible Dexterity +2 [4,000gp]
Bracelet of Resistance +3 [9,000gp] Glove of Storing, treated with true color dye [10,050gp] Consumables:
Bag of Holding (Type I): [2,500gp]
Coins: 0gp, 0sp, 0cp
Dextera, Raven Familiar:
LE Tiny Magical Beast
Init +2 Senses low-light vision; Perception +26 DEFENSE
OFFENSE
STATISTICS
Familiar Abilities:
Share Spells Empathic Link (Su):
Deliver Touch Spells (Su) Speak with Master (Ex):
Speak with Animals of Its Kind (Ex):
Spell Resistance (Ex):
Crawling Hand Swarm:
ADVANCED YOUNG CRAWLING HAND SWARM
NE Fine undead, Swarm Init +9; Senses blindsense 30 ft., darkvision 60 ft.; Perception +13 DEFENSE AC 23, touch 23, flat-footed 18 (+5 Dex, +8 size) hp 75 (8d8+32) Fort +6, Ref +9, Will +8 Immune Undead Traits, Swarm Traits OFFENSE Speed 40 ft., climb 40 ft. Melee Swarm damage: 2d6 (Automatic) Space 10 ft.; Reach 0 ft. Special Attacks Mark Quarry, Distraction (DC 20) Special Defenses Immune to Weapon Damage STATISTICS Str 13, Dex 21, Con --, Int 2, Wis 15, Cha 18 Base Atk +6; CMB +3; CMD 14 Feats Toughness, Improved Initiative, Ability Focus (Distraction), Lightning Reflexes Skills Climb +9, Perception +13, Stealth +21, Survival +6; Racial Modifiers +4 Survival Languages Common (can’t speak) SPECIAL ABILITIES Mark Quarry (Su) A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target’s location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain. |