About Lokhir the RebornOverview:
Race: Elven Tiefling
Lvl 11: Monk (with accomplished sneak attacker for 2d6 sneak attack)
Combat:
Hit: +10 (BaB) + 3 (Enchantment) + 8 (Str) +1 (WF) +3 (WT) - 3 (Power Attack) = +22
[dice=Cornugon Smash]1d20+41[/dice]
[dice=Drain Psychic Energy after first hit]1d4[/dice] Ignore DR5 for outsiders and DR10 for native outsiders [dice=Claw]1d20+22[/dice]
[dice=Claw]1d20+22[/dice]
[dice=Claw]1d20+22[/dice]
[dice=Slam]1d20+22[/dice]
[dice=Gore]1d20+22[/dice]
[dice=Bite]1d20+22[/dice]
Mutagen [dice=Claw]1d20+24[/dice]
[dice=Claw]1d20+24[/dice]
[dice=Claw]1d20+24[/dice]
[dice=Slam]1d20+24[/dice]
[dice=Gore]1d20+24[/dice]
[dice=Bite]1d20+24[/dice]
Defenses
Psychic Vampire Implacable Stalker Elven Tiefling, Traits, Stats:
Elven Tiefling * Ability Score Modifiers:+2 Str, +2 Cha, -2 Int * Skilled: +2 Perception and disable device * Claws (1d4 base) * Scaled Skin Psychic Vampire
HD Spells
Implacable Stalker
Traits
Stats
Ability Scores: Strength +4, Constitution +6 (if the implacable stalker is an undead creature, it gains Charisma +6, instead). * Str: 15 + 2 (Race) + 2 (Vampire) + 4 (Stalker) + 1 (Mythic) +2 (ABP) = 26
Feats, Skills:
Feats
Skills 10 (fighter) 4 (monk) AP (8) 30 (Int)
* Intimidate: 10 SP (+41)
Automatic Bonus Progression And Equipment:
ABP
Equipment
Mythic Champion 6 Dual Path Psychic Archmage:
* Tier 1: Fleet Charge, Dual Path Archmage (Arcane Surge)
Classes:
Mutagen (Su)
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. Invocation (Ex) At the start of each day, an insinuator can meditate for 10 minutes to contact and barter with an outsider to empower him for a day. An insinuator can freely invoke an outsider of his own alignment. He can instead invoke an outsider within one step of his own alignment by succeeding at a Diplomacy or Knowledge (religion) skill check (DC = 15 + the insinuator’s antipaladin level). While invoking the power of an outsider, the insinuator radiates an alignment aura that matches that of the outsider’s, and becomes vulnerable to alignment-based effects that target that outsider’s alignment (such as smite evil or chaos hammer). None of an insinuator’s supernatural or spell-like class abilities function unless he has invoked the power of an outsider, and the alignment of the being invoked may affect how some abilities function. This ability replaces aura of evil. Detect Balance (Sp) At will, an insinuator can detect strong moral leanings. This functions as detect evil or detect good, but does not actually reveal the target’s alignment, only whether the target is neutral (rather than good or evil) and the relative strength of that aura. This ability alters detect good. Smite Impudence (Su) Once per day, an insinuator can beseech the forces empowering him to punish their shared enemies. As a swift action, the insinuator chooses one target within sight to smite. An insinuator cannot use smite against a target that shares an alignment with the outsider he has invoked for the day. The insinuator adds his Charisma bonus on his attack rolls and half his insinuator level on all damage rolls made against the target of his smite. If the target is an outsider, dragon, or divine spellcaster with an alignment opposed to that of the outsider he has invoked for the day, the bonus damage on the first successful attack increases to 1 point of damage per antipaladin level the insinuator has. Regardless of the target, the smite attack automatically bypasses any damage reduction the creature might possess. In addition, each time the insinuator declares a smite, he gains a number of temporary hit points equal to his antipaladin level. The smite effect remains until the target is defeated or the next time the insinuator rests and regains his uses of this ability. At 4th level and at every 3 levels thereafter, the insinuator can use smite one additional time per day, to a maximum of seven times per day at 19th level. This ability replaces smite good. Unholy Resilience (Su) At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. Touch of Corruption (Su) Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
Aura of Ego (Su) At 3rd level, an insinuator radiates an aura that bolsters allies and deters enemies. Each ally within 10 feet gains a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet take a –2 penalty on saving throws against fear effects. This ability functions only while the insinuator is conscious, not if he is unconscious or dead. This ability replaces aura of cowardice. Stubborn Health (Ex) At 3rd level, an insinuator takes only half damage from diseases and poisons, and none of his ability scores can be reduced below 1 by these effects. This ability replaces plague bringer Undead:
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC). Darkvision 60 feet. Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Per the spell magic jar: “Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.” This is an important sentence when considering any spells or effects which reference “souls Background:
Kyonin Lokhir was young. Headstrong. Bored. He had spent so many years studying the art of the blade and of the spell. He came from a long line of occultists, and he was ready to add to his family's long history of glory. Everyone said that he was too young. Too immature. That he needed at least another decade before he could go out on his own. But what did they know? He was easily the match for any human swordsman. And given his ability to force his will into reality, what else was needed? Granted, he needed a focus, which in his case was a sword and shield, but that was temporary. He would reach the levels of his father and his father before him. All he needed was the experience. He would return and when he did it would be in glory! The Umbral Circus It had seemed safe enough, to get a tarot reading. But the next thing Lokhir knew he was flat on his back, his head spinning. There was a blue sky above him, but it did not look...right. It was as if though it was a sky made out of old paint. Unsteadily he got to his feet, noticing strange tattoos on his body. That, and he was not alone. With him were Einarr, a human shaman. Delroy and Kaldwell, half-orc bounty hunters and mercenaries, and Yattle, a gathlain summoner of fire. He had just met them, but there they all were, in an unfamiliar place, each covered with tattoos that they had never seen before. Nearby was a circus, though not the one that they had been in. Forced together by circumstance, they had little choice but to figure out where they were, and why.... The end? The unfortunate group slowly pieced together the mystery of where they had been sent. They were in the prison of the Patchwork Lord, Zassrion. As far as Lokhir could tell, despite Zassrion's draconic form, he was a demon. One by one they had hunted down and defeated Zassrion's lieutenants, taking from each the key to their freedom. All that was left was to enter the lair of Zassrion himself so that they could earn their freedom. They had already fought their way through the guards to the fortress and had overcome the succubi servants within. All that was left was to get past Zassrion himself. The demon looked like a dragon, that was covered in the flayed skin of countless humanoids. This is what gave it the name that it bore... ...Briefly Lokhir's eyes flickered open. He found it hard to breathe. He tried to move his head but found that he couldn't. The elf looked up at the sky, seeing Yattle and the dragon battle it out. Einarr was dead. Delroy and Kaldwell were both bleeding out. Only the gathlain was left, facing the wrath of the Patchwork Lord. An intense feeling of sadness filled him. He was so young! There was so much that he wanted to do, but he knew that he wouldn't be able to do it. He had barely lived the lifespan of a human, of all things. And already it was over. He wondered if this was how humans felt when they died. He coughed up blood but couldn't move his head to let it out. He knew that he had only a few moments left. He wondered if he should pray. It was not something that he had ever done before. Would it matter? Would any deity listen, after he had spent so many years ignoring them? Would it even matter? He had just resolved to think of a prayer when his vision blurred, his eyes closed, and he died. The broken body of the elf lay there, unmoving. Ignoring the blood and singe marks across his body, Zassrion roared his triumph to the sky, unleashing a mighty blast of electricity up in the air. Through the wall separating the aetherium from the courtyard, one of the shadows moved to take cover in the lingering fog cloud. Breaking the necks of his conquests to ensure they would not come back to vex him, Zassrion growled at his minion. "Excellent work, Bishop Ezrael. Your intel about the intruders was most useful. Fetch my courtesans from the Sanguine Playhouse. Then remove their hides and add them to my suit. Perhaps between them and that other mortal I will finally be able to leave this accursed realm." As the souls of the adventurers drifted away to join the other unfortunate mortals who had perished in this world in the Demon's Fen. With the one being who had cared for these souls, the Barrow King, killed and sent back to the Manmolds to be reformed and the votive candles knocked over, the souls could find no rest. Even when they saw the dragon lord flying overhead, their hides added to his quilt of skin but still trapped in the Harrowed Realm, they felt no peace. As the years passed, yet more joined their ranks as the All-Seeing Hajeck was still compelled by Zassrion through her Harrow Deck to lure more mortals to their doom. But no matter how many mortals he killed, Zassrion came no closer to reaching his goal. He, and the rest of the Harrowed Realm, remained stuck in their never-ending story loops. Escape Years came and went with the peace of Pharsma's boneyard remaining ever elusive. But for all of the suffering that Lokhir and his fellow victims felt, so too did the Patchwork Lord rage. For the prison remained as closed as ever. In time, the demented lord's obsession with escape turned towards something else. Revenge. Revenge against the one who had betrayed him and trapped him, along with his court. But for that to take place, an assassin was needed. Zassrion could not escape. Not yet. But bit by bit a hole was being made in the prison. It is what would have allowed Lokhir and his companions to escape and now Zassrion was going to use it. The flayed skins that made up his clothes were reviewed and the tortured souls within carefully chosen. Once removed their suffering continued, for the Patchwork Lord had decided to create a Patchwork Assassin. An assassin who would slip through the hole and who would be powerful enough to kill Zassrion's enemies in the abyss. How long this took was anyone's guess. The half-insane mind that was Lokhir's raged and rebelled in futile agony as he was bound to that crazed souls of the other fallen. In this, the once-elf had an advantage. He was an occultist who had once wielded psychic power. Bit by bit he survived by battling and consuming the minds of the others who had been chosen. Each fight was one of the mind, with the elf forced to overcome and destroy other innocents. The shrieking. The crying. The rush of emotions and memories was enough to drive nearly anyone insane. But what choice was there? It was either them or him. And for all of the pain he had gone through, he was still afraid of the oblivion that awaited. The Undead Assassin had been created. It was supposed to be barely sentient, only able to follow through direct commands. The souls trapped within were to be fuel for the spell which would create the abomination, nothing more, nothing less. But what stood before the Patchwork Lord was Lokhir, his mind half-crazed by what he had gone through. Through the portal he went, and into the abyss. The newly formed psychic vampire was trading one hell for another. The Assassin No longer did Lokhir need to eat or drink, but he still needed sustenance. What he now survived on was fear. No longer could he command his old psychic powers. The control and discipline of the elf he once was had been destroyed, replaced by countless years of torture. Fortunately for him, in the abyss a creature of fear and death fit right in. At first he merely preyed on lesser demons and slaves, and with each death his mind was slowly reforged. In time, higher ranked demons took notice of the undead abomination, and he went from being a mere predator to being a professional. Now he stands ready for another job, one that will take him into the depths of the abyss. But what is there to fear for one such as he? He is certain that whatever awaits him, it could not be worse than what he has already gone through, or what he has become. |