Devourer

Pickman's Nightmare's page

3 posts. Alias of Havocprince.


Classes/Levels

Alchemist 4(Necrophage, Ectoplasmic master)

Alignment

LE

Deity

Mordiggian

Strength 12
Dexterity 12
Constitution 12
Intelligence 21
Wisdom 12
Charisma 8

About Pickman's Nightmare

Init +1; Senses Perception +8
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DEFENSE
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AC 16, touch 11, flat-footed 15
hp
Fort +6, Ref +5, Will +2
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OFFENSE
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Speed 30 ft.

Melee

Ranged

Combat Options
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STATISTICS
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Base Attack Bonus +3; CMB +4; CMD 15

Race
Death Scent (Ex): Ghouls have an incredible sense of smell, particularly for carrion. A ghoul has the scent ability to 30 feet, but when scenting undead (or bodies suffering from decay or, at the GM’s discretion, the stink of death) possess scent to a range of 60 feet.
Expert Scrounger (Ex): Ghouls have a talent for using old, broken equipment. In a ghoul’s hands, an object with the broken condition is treated as if it did not have the broken condition. In addition, ghouls gain a +4 racial bonus on Perception checks made to discover objects that are lost in rubble or undergrowth, buried, or otherwise hidden from view.
Feed on Flesh (Su): When a ghoul feeds upon the corpse of a humanoid creature, it absorbs some of the lingering traces of memory and knowledge that creature possessed in life. Strangely, the older a corpse is, the more potent those memories become. Feeding on a corpse that is less than 24 hours old typically provides no benefit to a ghoul but nourishment. If a ghoul spends 1d4 minutes feeding on an older corpse that has at least some amount of flesh on its bones (even dried flesh, as in the case of a mummy, is acceptable), it absorbs a portion of knowledge once possessed by the creature. This grants the ghoul a +2 insight bonus to a skill of its choice, so long as the skill in question was a class skill of the creature the ghoul feasted upon.
A ghoul can obtain only one +2 insight bonus per corpse fed upon. At the GM’s discretion, there may be exceptions to this rule for ancient corpses. A ghoul can maintain a number of separate insight bonuses to skills in this way equal to its Intelligence modifier (minimum of 1). If a ghoul uses this ability when it has already reached the maximum number of +2 insight bonuses afforded by its Intelligence modifier, it must forget one of the current +2 insight bonuses in order to replace it with the new one. A ghoul can take the Erudite Feaster feat (as well as its associated feats) to enhance this ability.
Immune to Disease (Ex): Ghouls are immune to all nonmagical diseases, and gain a +4 racial bonus to resist the effects of supernatural diseases.
Natural Attacks (Ex): Ghouls have a bite attack that inflicts 1d4 points of bludgeoning, piercing, and slashing damage on a hit.
Ripping Talons: Ghouls gain two claw primary natural attacks. Each claw attack inflicts 1d4 points of slashing damage on a hit.
Thick Hide (Ex): Ghouls have a +1 natural armor bonus.
Warren Digger (Ex): Ghouls have a burrow speed of 10 feet, but can only burrow through soil and dirt, not stone.
Languages: Ghouls speak their own language and Common. A ghoul with a high Intelligence score can choose any non-secret language as a bonus language.
Class
Feast on Memories (Su): A necrophage can maintain more insight bonuses from the feast on flesh ghoul ability. The necrophage’s maximum number of insight bonuses increases to half his alchemist or rogue level (minimum 1) plus his Intelligence modifier.
Feed on Living Thought (Su): Although a necrophage prefers the flavor of dead meat and dry bone, he can also absorb fragments of the minds of living creatures he damages with his bite attack. A number of times per day equal to his class level + his Intelligence modifier, a necrophage may feed on living thought; he must choose to activate this ability when he attempts a bite attack against a living foe as part of the action taken to make the bite attempt. If he misses, that use of feed on living thought is wasted.
If he hits, his bite inflicts an additional 1d6 points of damage. This bonus damage increases by 1d6 at every odd-numbered level, to a maximum of 10d6 points of extra damage at 19th level. This additional damage is the result of wracking psychic pain caused by the bite attack, and is a mind-affecting effect. A creature bitten is also sickened for 1 round. Rogue talents and other abilities that add to sneak attack also add to feed on living thought.
When the necrophage successfully feeds on living thought, he gains the benefits of his feed on flesh ability. Alternately, he may attempt to extract a specific bit of information or knowledge from the target, as if he had used detect thoughts to successfully scan the creature’s surface thoughts. The target makes a saving throw against DC = 10 + 1/2 the necrophage’s class level + the necrophage’s Constitution modifier. If it succeeds, any insight bonuses granted by feed on flesh are halved and no specific information or knowledge is gained from the target.
Mutagen: When a necrophage alchemist creates a mutagen, he can mix into the concoction a portion of decayed meat or rancid blood harvested from a corpse of approximately his own shape (generally humanoid) and size (within the same size category, usually Medium). When the necrophage uses this mutagen, his appearance changes to one that closely approximates the original creature as it appeared in life. This is a cosmetic change and grants no additional abilities to the necrophage, nor does it alter his natural attacks or natural armor bonus. When the necrophage first uses his mutagen, he makes a Disguise check to determine the success of his disguise. Those who see through the sham note the subtle scent of the necrophage’s decaying meat breath, or perhaps spot his sharp fangs or jagged nails. A necrophage gains a bonus on this Disguise check equal to his class level.
A necrophage gains Disguise as a class skill. He gains no other benefit from the mutagen besides the disguise.
Expanded Palate (Ex): At 2nd level, the necrophage selects a creature type other than humanoid; he can now gain the benefits of feed on flesh when he consumes bodies of that creature type, rather than just humanoid creatures. The creature on which he feeds must still have a body of flesh and bone. Most oozes don’t provide the proper sustenance due to their mindlessness. Constructs composed of decayed meat or the like (such as a flesh golem) can be consumed, but most constructs are not appropriate meals due to their lack of intellect. Many necrophages enjoy selecting undead; while skeletal undead can provide enough sustenance, incorporeal undead leave nothing to consume.
At 5th level, and then again at 8th level, the necrophage selects another creature type to add to his list of potential meals.
At 10th level, all creatures of flesh and bone can provide benefits to the necrophage.
Swift Feeding (Ex): At 3rd level, a necrophage can now use his feed on flesh ability as a full round action, rather than requiring 1d4 minutes to feed on the corpse to gain benefits.
This ability replaces swift alchemy for an alchemist.
Ectoplasmic Extracts (Su): Instead of using alchemical reagents in order to create alchemical items (including his bombs, extracts, and mutagens), an ectoplasm master uses reagents such as corpse dust, crystallized ectoplasm, and similar reagents as alchemical catalysts. Just as with standard alchemists, the costs of these materials are insignificant and are comparable to the costs of the valueless material components of most spells.
As a result of his eccentric techniques and use of odd alchemical components, an ectoplasm master has an expanded formula list. He adds all sorcerer/wizard spells of 6th level or lower from the necromancy school to his alchemist formula list (but must still learn each of these spells normally). If a spell appears on both the alchemist formula list and the sorcerer/wizard spell list, the ectoplasm master uses the lower of the two spell levels listed for the spell.
This ability alters extracts and replaces Brew Potion.
Extracts : 1st 5/day, 2nd 2/day
1st Summon monster I, Identify, Cure Light Wounds, Chill Touch, Decompose Corpse, Restore Corpse, True Strike, Expeditious Retreat, Shield, Ant Haul
2nd Summon monster II, Sentry Skull
Discoveries
Ectoplasmic Servant, Preserve Organs
Feats
Erudite Feaster, Craft Poppet

Trained/Important Skills
Appraise 4 ranks +13
Craft (Carpentry) 4 ranks +13
Craft (Sculptures) 4 ranks +13
Craft (Clockwork) 4 ranks +13
Disable Device 4 ranks +8
Disguise 4 ranks +6
Heal 4 ranks +8
Knowledge (Arcana) +13
Knowledge (Nature) +13
Perception 4 ranks +8
Sense Motive 4 ranks +9
Stealth 4 ranks +9
Spell Craft 4 ranks +13

Traits
Slippery - +1 to stealth and it becomes a class skill.
Suspicious - +1 bonus on Sense Motive, and Sense Motive becomes a class skill.

Languages
Ghoul, Common, Aklo, Undercommon, Draconic, Abyssal, Infernal
Equipment
Weapons

Armor
Chain shirt +1

Other Gear
2x Small Fleet Heavy Lifting Poppets
Void stick

Wealth
750 GP

Carrying Capacity
Light:
Medium:
Heavy:
Current Load: