<div align="center">(http://img.photobucket.com/albums/v140/Lockepick/Character%20Pictures/of_ritual_madness_and_ecstasy_by_amdhuscias-d6r0a7o_zpsvgxckqqa.jpg)<br/><span class="bbc_size" style="font-size: 18pt;"><em>Methu the Imbiber, Lord of Excess</em></span> (http://www.myth-weavers.com/sheet.html#id=206193)<br/>Psychic Vampire Lord Satyr of Legend, Soul Eater 10<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Concept</div><div class="spoiler_body"><div style="text-align: left;"><strong>Who/What is Methu the Imbiber?</strong><br/>Methu is enjoys and savors his creature comforts, and encourages it in others. He lets an air of aloofness and poor priorities mask his actual cunning and threat. His thirst for power and hedonistic excess will never be satisfied, and thus, even as he appears as a sloven and easily satisfied burnout, he will always be clawing and crawled for the next 'high.' He can play well with others, after all, people owing him favors or leaving him on good terms simply means something else he doesn't have to worry about later. <br/><br/><strong>Role within a Party:</strong><br/>His Vampiric abilities make him an excellent scout and spy. Methu himself can attempt sneaking in shadows, sneaking in plain sight, or disguise via Polymorph/Bluff and Shapechanging into defeated targets or mundane animals. He can also communicate and control summoned animals, any Vampires he creates, and anybody that falls under his Dominate/Suggestion/Geas/Quest. <br/><br/><strong>Within a Combat:</strong><br/>He is (hopefully) a front line fighter who can take a beating. His main combat script involves unarmed/natural attacks for Energy Drain, which not only will (hopefully) quickly remove the target, but with Life Drain (f) should give Methu a healthy buffer of temporary hit points. Should be able to move/attack with Hustle via Evader Psicrown. <br/></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body"><div style="text-align: left;"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">TL;DR History</div><div class="spoiler_body">-Methu is too wild and crazy for his grove, goes into the city.<br/>-Methu is too stupid to realize the danger of a vampire, named Cales, and gets his ass turned.<br/>-Not a Spawn due to Cales overestimating his abilities, but Methu plays along.<br/>-Methu is pissed/sad because he can't enjoy food/wine/sex, but finds solace in enjoying blood and power.<br/>-Methu gets revenge by killing Cales and his spawn, goes out on his own.<br/>-Methu accidentally drinks a soul and it is fucking awesome -- learns how to get more.<br/>-Graz'zt, the Dark Prince, catches sight of the soul eater and offers him his mortality back in exchange for his service. Methu agrees. Biggest party/orgy the Abyss has seen.<br/>-Power vacuum opened up and Graz'zt believed he'd have more power with Methu taking power and being in his pocket. PS: Methu is lying.</div></div><br/>Methu was a satyr with an insatiable appetite for indulgence, even amongst the other Satyr of his Grove. He survived the excess and overdoses and never learned his lesson, and when the others in his Grove were unwilling to join him in his revelry, he reached out further and further from the Grove. First he found the nearby elves, those who were familiar and respected the fey, and began to drink and celebrate with them. When the elves grew weary of his indulgence, Methu moved further out from the grove; beyond those traveling through the woods, beyond the trade routes, and all the way to a capital that no other Satyr from the Grove had even dared see.It was luck that the people there saw him as an adorable curiosity more than anything threatening. His needs were easily met with coin earned from performances and basic divine casting; Methu was more inclined to work for trade even when it gain him less. His presence alone made the tavern more popular and more wild. Friendly brawls would break out more often due to the heavy amount of drinking and celebrating, shady deals and interactions would occur in the dark corners, and nothing was contraband.<br/><br/>A vampire named Cales came to the tavern to find a victim and see what all the talk was about. He was only passing through, and considered it a challenge and a conquest to take Methu as his victim. The satyr, too naive to see the danger, hardly put up a fight to the smoldering man. After another such night of drinking, partying, and sex, Cales fed from the curiosity and drained him dry. His corpse was carried out of the town in secret and buried outside the town, where Cales and his swarm of spawn waited for him to awake. Cales had miscalculated how Methu would fit into his swarm, and Methu was raised without any allegiance to the man. Cales played his cards and made it clear what he expected, and Methu saw rebelling against it would just lead to his destruction. He played along, Cales too confident to see through the lie.<br/><br/>Methu was heartbroken, distraught, and suicidal when he learned he was deprived of all the creature comforts he had before. Cales showed him blood and power, and nothing he had enjoyed before could compare. He stayed with Cales for decades, the rest of Cales' swarm falling and new members rising, but Methu learned how to survive in his condition. Once he had thought he learned everything, he got his revenge for being changed against his will: he killed Cales and his swarm and ventured out on his own for another decade -- finding enjoyment and excitement where he could, which was gradually becoming more in the destruction of those would try to stop him.<br/><br/>His first time tasting a soul was an accident. A momentary experience during his normal routine that awakened him to a whole new world. From there his travels took him directly towards sources of arcane and necromantic lore. He learned more about his target, more about how to take it from his victims and drink it down. He grows more addicted to his new preference; blood is simply dressing and garnish to getting to the soul of his victims. It gives him more power and strength, while also giving him sensations reminiscent to the comforts he remembered from being alive. <br/><br/>Graz'zt, The Dark Prince, caught rumor or word of Methu. His minions contacted Methu and made a deal -- Methu's service for his returned mortality. It was supposed to be a trick that his mortality would make him into a demon, not back to what he was originally, but Methu didn't question it. Nor was he unhappy with his new form once the ritual was complete and the deal was made. His new form didn't need to eat or drink, but could. He was stronger than he ever was before, but able to enjoy all the pleasures the world could offer: food, drink, drugs, sex, blood, souls, and of course power. Methu the Imbiber's celebration was one of the largest celebrations many of the Abyss had seen: with many alliances made, rivalries founded, heirs conceived, and enemies killed.<br/><br/>Methu served Graz'zt for another thirty years, comfortable to live in Graz'zt's luxury if it meant the occasional work. When Lords fell and space became available, Methu decided that he could live even more comfortably on his own throne. He made Graz'zt think it was his idea to give Methu some autonomy. If Methu grabbed another seat and realm for himself while remaining loyal to Graz'zt, it would give the Dark Prince even more power. Now Methu is working on establishing his place, hopefully so that he can sit back and let somebody else do all the hard work... <br/></div></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Leadership: The Cult of the Piped Horns</div><div class="spoiler_body"><div align="center"><span class="bbc_size" style="font-size: 18pt;">Cult of the Piped Horns</span><br/>Symbol: A view of curled ram's horms from the front, independent of any skull, with the horns textured with 'piping'. Each horn is grasped by a fist, fingers fitting into the piping as if made for that.<br/><br/>Leadership Score: 35<br/>Followers: 1st: 1,180 / 2nd: 118 / 3rd: 60 / 4th: 30 / 5th: 16 / 6th: 8 / 7th: 4 / 8th: 2  </div><br/>The Cult of the Piped Horn follows Methu the Imbiber and his message; the Demon Lord blurring the lines between high priest and god on earth. His followers typically come from the social elite, those rich enough to become jaded with earthly delights and seeking something greater. Members treat the Cult like a secret society or a Hellfire Club, wearing small trinkets and jewelry that only another member might recognize. The most iconic image is that of any sort of clutched or bound horn. The Cult's main symbol is supposed to be a thinly veiled assumption that the grip would most likely come from either fucking the Satyr from behind, or as handles used during oral sex. Service to Methu whether it is religious devotion, raw attraction, or some attempt to garner his favor, comes in the form of acquiring rare goods and information.<br/><br/>Membership and rumor of the Cult has grown across the Abyss, the Prime Material, as well as some of the more civilized cities in other planes. Celebrations are thrown regularly for any reason they can find, where the social elite and people of power meet to discuss and indulge in whatever depraved act. Social games and challenges are common, where everybody is attempting to use the collected masses to further their own power, without giving up any power in their own state. Those who try to 'cheat' the game by staying sober or offering no passion towards a vice are dealt with quickly; most commonly being used for another cultists pleasure in a way they couldn't find other volunteers. Cultists earn 'points' and 'ranks' that give nothing except the acclaim, and occasionally, overly verbose and floral titles that are ultimately useless are earned. Methu's Followers are made up mostly of Bards and Rogues, though Sorcerers/Wizards, Clerics, and Experts are not unheard of.<br/><br/>Rumors and myths about the Cult of the Piped Horn, and it's members, are common place in Courts across the planes. Many of these are started by members of the Cult itself in an effort to spread disinformation, or simply increase the mystique of a group others can't join. Those who threaten to expose or get too close to the cult are easily disposed of, usually turned into some sort of entertainment for the cult members themselves. Reginald Fischer is the acting leader of the cult in Methu's stead, acting as a 'switchboard' in members communicating, and in warning them about threats.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cohort: His Grace, Juice of Plums Most Low, On High, Reginald Fischer</div><div class="spoiler_body">His Grace, Juice of Plums Most Low, On High, Reginald Fischer (http://www.myth-weavers.com/sheet.html#id=210138)<br/>Unseelie Fey Lesser Tiefling Prodigy<br/>Wizard 5, Mage of the Arcane Order 10<br/><br/>Reginald Fischer, known without his verbose and irrelevant title to the rest of the world, was an uptight up and coming wizard. He tried to contain his fey natures and emotions that came from his twisted patronage to stay focused on his studies, which Methu took great pleasure in unraveling. Methu earned Reginald's fascination and adoration, and in return, he manipulated the Arcane Order to help Reginald rise up the ranks. Now that he's a Regent, he has the autonomy to act individually on 'thesis projects.' <br/><br/>He's now in charge of the Cult dedicated to Methu, helping members communicate and travel for meetings and celebrations. He used to hide his Tiefling features, but now openly displays them. His horns have been carved out with piping and ridges as per the cult's symbol. His wings have always been larger than other tiefling, a trait that could have come from either of his bloodlines. </div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Avatar: Meade, Aspect of Excess</div><div class="spoiler_body">Meade (http://www.myth-weavers.com/sheet.html#id=211397)<br/>Aspect of Excess<br/><br/><div style="text-align: left;">Aspects come in three types: The Spy, The Host, and The Enforcer. All of them resemble Satyr, but they always have larger horns than usual, both in thickness and length, and always have a layer of 'padding' that would come from a life of over indulgence, softening their muscle tone. There is always some visible symptom of their demonic origin, such as a red glint in the eyes, elongated fangs and nails, or darker patches of fur. Those familiar with the different types of Aspects might notice that The Spy are darker and smaller, The Host has lighter fur but is heavier, and The Enforcer is taller and broader with arms that seem a little too long. <br/><br/><strong>Demon Qualities:</strong> <br/><table class="bbc_table"><tbody><tr><td><em>The Spy</em></td><td>     </td><td></td></tr><tr><td><div style="text-align: right;">Alternate Form</div></td><td></td><td>At Will, Move Action, Take Animal forms from Tiny-Large</td></tr><tr><td><div style="text-align: right;">Children of the Night</div></td><td></td><td>Summon 1d6+1 Rat Swarms, 1d4+1 Bat Swarms, or 3d6 Wolves. Arrive in 2d6 rds, can share senses and communicate within 10 miles.</td></tr><tr><td><hr/></td><td></td><td></td></tr><tr><td><em>The Host</em></td><td>     </td><td></td></tr><tr><td><div style="text-align: right;">Lesser Aura of Inebriation</div></td><td></td><td>30' Aura, WIL DC: 23. Enemies: <em>Confusion</em>, with Meade or Methu never counting as the closest target. Passing a save grants immunity for 24 hrs. Allies: <em>Heroism</em>.</td></tr><tr><td><div style="text-align: right;">Charm Person</div></td><td></td><td>At Will, Within Voice, Does not need Line of Sight. CL8, WIL DC 23.</td></tr><tr><td><hr/></td><td></td><td></td></tr><tr><td><em>The Enforcer</em></td><td>     </td><td></td></tr><tr><td><div style="text-align: right;">Energy Drain</div></td><td></td><td>Deal 1 Negative Level per Touch. FOR DC: 23</td></tr><tr><td><div style="text-align: right;">Haste</div></td><td></td><td>Gain extra attack when taking a Full Attack Action as if Hasted. Does not stack with any similar effect.</td></tr></tbody></table></div></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Demon Specific Traits</div><div class="spoiler_body"><div style="text-align: left;"><strong>Methu the Imbiber, Lord of Excess</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Psychic Vampire Lord Satyr of Legend, Soul Eater 10 (tanar'ri)</div><div class="spoiler_body">Vampire Template = +2 CR, 0 HD<br/>Vampire Lord = +3 CR, 0 HD<br/>Monster of Legend = +2 CR, 0 HD<br/>Satyr = +2 CR, 6 HD<br/>10 Levels  Soul Eater= +5 CR, 10 HD<br/>Demon Lord Template = +2 CR, 0 HD<br/>Prodigy = +0CR, 0 HD<br/>16 CR = 16 HD</div></div><br/><strong>Additional Spell-Like Abilities</strong><br/>   At-will - <em>Glibness and Suggestion</em><br/>   3/day - <em>Symbol of Persuasion, Charm Monster, and Scrying</em><br/>   1/day - <em>Gaes/Quest and Greater Scrying</em><br/><strong>Additional Weaknesses</strong><br/><em>Tomb-Tainted Soul (Ex)</em> Though Methu the Imbiber was returned to life by Graz'zt, his body and soul still carry the taint of undeath from the time he spent as a vampire.  Whenever Methu is subjected to an effect for which it would be harmful or disadvantageous for him to count as an undead being (such as turn undead, a Command Undead spell, favored enemy (undead), or other such effects), that effect counts him as an intelligent undead being.<br/><strong>Aura of Inebriation (su)</strong> <em>Methu has so entrenched and saturated himself with the euphoric high of indulgence that it permeates the very air around him. The best and worst features are pulled to the surface for those who are with or against him; enemies suffering from the debilitating confusion and allies enjoying the positive euphoria. </em><br/> - 60' Aura. Enemies: WIL DC = 10 + 1/2 HD + Charisma. Failure = <em>Confusion</em> for 1rd, where Methu is never considered the closest person. Pass = Immune to Aura of Inebriation for 4 rds. Allies: Gain the effects of <em>Heroism</em>, WIL Negates (Harmless). <br/><strong>Summon (sp)</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">2x Oculus Demons (20HD)</div><div class="spoiler_body">Oculus Demon (Expedition to the Demonweb Pits pg200)<br/>Always CE Medium Outsider (chaotic, evil, extraplanar)<br/>Init +9        Senses: All-around Vision, Darkvision 120'<br/>Listen: +23     Spot: +31<br/>Languages: Abyssal; Telepathy 100'<br/>-----<br/>AC: 28, Touch 19, Flat-footed 19; Dodge, Mobility (+9 Dex, +9 Nat)<br/>HP: 340 (20HD)        DR: 10/Cold Iron &amp; Good<br/>Immune: Electricity, Fire, Poison<br/>Resist: Acid 10, Cold 10              SR: 24<br/>F/R/W: +21/+21/+14<br/>-----<br/>Speed: 30', Fly 70' (Perfect); Shot on the Run<br/>Melee: +1 Unholy Longsword +27/+22/+17/+12 (1d8+7) and Claw +21 (1d8+3)<br/>Ranged: 3 Eyebolts +29 Touch (3d8 + Special)<br/>Base Atk: +20       Grp: +26<br/>Atk Options: Point Blank Shot, Precise Shot, Aligned Strike (Chaotic, Evil)<br/>Special Actions: Eyebolts, Paralyzing Gaze<br/>Spell-Like Abilities (CL20)<br/>At WIll - Greater Arcane Sight, Blindness/Deafness, Detect Law, Dispel Magic, Invisibility, Dimension Door, Protection from Law, Tongues, True Seeing, Vampiric Touch.<br/>3/day - Dispel Law, Chaos Hammer, Mirror Image<br/>-----<br/>Abilities: 23 / 28 / 28 / 10 / 10 / 12<br/>Special Qualities: Negative Energy Affinity<br/>Feats: Dodge, Improved Crit (longsword), Mobility, Point Black Shot, Precise Shot, Shot on the Run, Ability Focus (Eyebolts), Ability Focus (Paralyzing Gaze), Iron Will, Improved Natural Attack (Eyebolts)<br/>Skills: Concentration +32, Hide +32, Move Silently +32, Spot +31, Listen +23, Search +31, Sense Motive +23, Intimidate +24<br/>-----<br/>All Around Vision (ex): Can't be flanked, +8 racial to Spot/Search.<br/>Eyebolts: Fear/Mind Affecting, Free action that does not provoke, 3x 70' Rays for 2d8 Negative Energy Damage. Creature damaged must pass FOR DC 31 or be Sickened (-2 penalty to Attacks, Damage, STs, Skills, and Abilities for 1 hr). Sickened targets become panicked for 1d4 rds. Panicked becomes unconscious for 1d4 hrs. <br/>Paralyzing Gaze (su) Fear/Mind Affecting, 30', Gaze, WIL DC 23 or be paralyzed for 1d4 rds. Pass grants immunity for 24 hrs. <br/>Negative Energy Affinity (ex) Negative Energy Spells heal 1d10hp per spell level. </div></div><br/><strong>Connoisseur of Life (su)</strong> <em>Methu's expertise in draining the very life essence from his targets, whether it is blood, emotions, or their soul, allows him to improvise new and exciting ways. Spells and magic items can't keep Methu's hunger at bay, and can't keep him from his meal.</em><br/> - 120' Aura that removes any immunity to ability/energy drain that isn't inherent to a creature's Type. Any damage from ability/energy drain can not be healed within the aura. Methu can choose targets to be immune to this effect. <br/><strong>Guardian Souls (su)</strong> <em>Methu has devoured countless victims in his decades of decadence. Many of those souls were loyal to him; either through love, infatuation, or religious devotion. Those souls still seek to protect and benefit him, and the essence of the devotee's souls form a wreathe or a crown around his head and offer him protection with telepathic warnings of his surroundings. </em><br/> - The Guardian Souls exist around Methu constantly, giving him a Profane Bonus equal to his Charisma mod towards Spot, Listen, and Initiative. They also make it so that any Negative Energy Damage that Methu suffers heals him instead of damaging him, and grants Methu immunity to any Negative Energy Effects, including Death Effects. The Guardian Souls can be effected by Turn/Rebuke Undead. They're treated as a single Undead with Methu's HD, and if Turned/Rebuked, go inactive for 1d10 rounds. </div></div></div></div>