Third Eye

Gabriel Helminth's page

258 posts. Alias of Luke_Parry.


Full Name

Gabriel Helminth

Race

Crawling Claw (Human)

Classes/Levels

Rogue 10

Gender

'Male'

Size

Diminutive

Age

34 (Biological) 480 (Chronological)

Alignment

Lawful Evil

Location

Mechitar

Languages

Common (Can't Speak)

Occupation

'Retrieval Expert'

Strength 27
Dexterity 20
Intelligence 12
Wisdom 12
Charisma 22

About Gabriel Helminth

REMEMBER 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]
Senses: Blindsense 30 ft., Darkvision 60 ft.; Perception +23
Speed: 40 ft, Climb 40 ft

AC: 34 (10 + 4 Mage Armor + 2 Deflection + 5 Dex + 4 Size + 8 Natural Armor + 1 Dodge)
Touch: 22 (10 + 2 Deflection + 5 Dex + 4 Size + 1 Dodge)
Flat-footed: 28 (10 + 4 Mage Armor + 2 Deflection + 4 Size + 8 Natural Armor)

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
Rogue: +3 +7 +3
Resistance: +3 +3 +3
Ability scores: +6 +5 +1
Aura: +1 +1 +1

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)
**(10 - 4 Size + 10 BAB + 8 Strength + 5 Dex + 1 Dodge + 2 Deflection = 32)

Melee
+1 Ghost-touch Claw*: +25/+20** to Hit; Dmg 1d1+15+4(Arcane Strike)+Grab; crit 20/x2, S/B

*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):
An opponent grappled by the creature cannot speak or cast spells with verbal components.

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
Source Pathfinder RPG Character Traits 4
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

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):
Undead lords constantly project an aura in a 20–foot radius that functions as a permanent desecrate spell. The DC to resist negative channeled energy within this area gains a +3 profane bonus.Undead within the area (including the undead lord) gain a +1 profane bonus to attack rolls, damage rolls, and saves. Summoned or created Undead that appear in the area gain +1 hit points per HD.

Damage Reduction (Ex):
10/Magic

Channel Resistance (Ex):
Undead lords gain channel resistance +4.

Command Undead (Su):
Undead lords command or rebuke undead creatures of the same type as itself as a cleric with the Command Undead feat equal to its current Hit Dice. If the base creature can already command or rebuke undead, this ability stacks.

Create Spawn (Su):
A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. Spawn are under control of the undead lord. This replaces any other create spawn ability the base creature possesses.

Summon Undead (Sp):
Once per day, an undead lord can summon a total number of HD worth of undead (of the same type as the undead lord) equal to its (HD) x 1.5 = 22 HD. Undead lords cannot summon an undead creature that has more HD than it does.

Usual Summon: Giant Crawling Claw x3 + 1 'normal' Crawling Claw.

Spell-like Abilities (CL 15):
Darkness 1/day
Fear 1/day

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):
Undead lords can communicate telepathically with any other undead within 100 feet, including mindless undead such as zombies and skeletons.

Class Features:
Sneak Attack: +5d6

Trap-finding: +5

Evasion (Ex)

Trap Sense (Ex): +3

Scout’s Charge (Ex):
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Skirmisher (Ex):
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

Minor Magic (Sp) - CL 12: Acid Splash 3/day

Major Magic (Sp) - CL 12: Mage Armor 2/day

Familiar

Improved Evasion

Bleeding Attack:
A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (Bleed 5). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Equipment:
Worn Items:
Tattoo - exquisitely detailed sigil of Geb [10gp]

Little finger: Ring of Incredible Dexterity +2 [4,000gp]
Ring finger: Ring of Protection +2 [8,000gp]
Middle finger: Ring of Giant Strength +2 [4,000gp]
Index finger: Ring of Mighty Fists (+1 Ghost Touch) [20,000gp]
Thumb: Ring of Natural Armor +3 [18,000gp]

Bracelet of Resistance +3 [9,000gp]

Glove of Storing, treated with true color dye [10,050gp]

Consumables:
Wand of Inflict Light Wounds (10/10 charges) [150gp]

Bag of Holding (Type I): [2,500gp]
+1 Adamantine Brass Knuckles [5001gp]
MW Thieves' Tools [100gp]
250' Spider Silk Rope [500gp]
MW Consecrated Ceremonial Sacrificial Dagger [602gp]
MW Specimen Case [55gp] - Velvet-lined case filled with racks for glass slides, on which Gabriel keeps drops of blood from his 'targets'
Silver Holy Symbol [25gp]
Signet Ring
Piton (10) [1gp]
Iron Vial (10) [1gp]

Coins: 0gp, 0sp, 0cp

Dextera, Raven Familiar:
LE Tiny Magical Beast
Init +2
Senses low-light vision; Perception +26

DEFENSE
AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 Natural Armor)
hp 96/96
Fort +3, Ref +10, Will +9

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +14 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 8, Int 11, Wis 15, Cha 7
Base Atk +10/+5; CMB +7; CMD 13
Feats Skill Focus (Perception), Weapon Finesse
Skills
Acrobatics +20 (+2 Dex + 15 ranks + 3 class skill)
Appraise +0
Bluff -2
Climb +11 (-4 Str + 12 ranks + 3 class skill)
Craft +0
Disable Device +17 (+2 Dex + 15 ranks)
Diplomacy -2
Disguise -2
Escape Artist +2
Heal +2
Intimidate -6 (-2 Cha - 4 Size)
Knowledge(Local) +11 (+0 Int + 11 ranks)
Perception +26 (+2 Wis + 15 ranks + 3 class skill + 6 skill focus)
Perform -2
Ride +2
Sense Motive +2
Sleight of Hand +12 (+2 Dex + 10 ranks)
Stealth +28 (+2 Dex + 15 ranks + 3 class skill + 8 size)
Survival +17 (+2 Wis + 15 ranks)
Swim -4
Use Magic Device +10 (-2 Cha + 12 ranks)

Familiar Abilities:
Improved Evasion (Ex)

Share Spells

Empathic Link (Su):
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su)

Speak with Master (Ex):
A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex):
A familiar can communicate with animals of approximately the same kind as itself, including dire varieties (BIRDS): Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex):
A familiar gains spell resistance equal to the master's level + 5 (SR 20). To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

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.

Crawling Hand