<div align="center">(https://elliquiy.com/elluiki/images/thumb/4/4d/Methu_01.jpg/404px-Methu_01.jpg)<br/><span class="bbc_size" style="font-size: 18pt;"><em>Methu the Imbiber, Lord of Excess</em></span><br/>Vampire Lord Satyr of Legend, Soul Eater 10<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sheet</div><div class="spoiler_body"><div style="text-align: left;"><em>Sheet assumes Methu has 'fed'/Energy Drained a target within 24 hours -- He summons one create via Summon Monster I every 12 hours to keep up the 'buzz'. Also assumes 3/6 uses of Greater Magic Fang applied once to each Natural Weapon (Slam, Unarmed, Headbutt).</em><br/><table class="bbc_table"><tbody><tr><td><strong>Size/Type:</strong></td><td>   </td><td>Medium / Demon (Tanar'ri, Chaotic, Evil)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>   </td><td>16d8+208 (336 / 336 hp)</td></tr><tr><td><strong>Abilities:</strong></td><td>   </td><td><acronym title="Base 14 + 6 (Vampire) + 6 (Vampire Lord) + 10 (Monster of Legend) + 6 (Archfiend) + 4 (Enhancement, Soul Strength)">STR 46 (+18)</acronym>, <acronym title="Base 13 + 4 (Vampire) + 4 (Vampire Lord) + 2 (Satyr) + 6 (Monster of Legend) + 4 (Archfiend) + 1 (Level Up) + 4 (Enhancement, Soul Agility">DEX 38 (+14)</acronym>, <acronym title="Base 12 + 2 (Satyr) + 10 (Monster of Legend) + 6 (Archfiend) + 4 (Enhancement, Soul Endurance">CON 34 (+12)</acronym>, <acronym title="Base 10 + 2 (Vampire) + 2 (Vampire Lord) + 2 (Satyr) + 2 (Monster of Legend) + 2 (Archfiend)">INT 20 (+5)</acronym>, <acronym title="Base 8 + 2 (Vampire) + 2 (Vampire Lord) + 2 (Satyr) + 2 (Monster of Legend) + 4 (Archfiend)">WIS 20 (+5)</acronym>, <acronym title="Base 15 + 4 (Vampire) + 4 (Vampire Lord) + 2 (Satyr) + 4 (Monster of Legend) + 6 (Archfiend) + 2 (Prodigy) + 3 (Level Up) + 4 (Enhancement, Gear)">CHA 44 (+17)</acronym></td></tr><tr><td><strong>Initiative:</strong></td><td>   </td><td><acronym title="12 (Dex) + 4 (Imp Init) + 17 (Guardian Souls)">+33</acronym></td></tr><tr><td><strong>Speed:</strong></td><td>   </td><td>40' Land; 50' Fly, Perfect</td></tr><tr><td><strong>Armor Class:</strong></td><td>   </td><td><acronym title="10 Base + 14 (DEX) + 6 (WIS + 1, Monk's Belt) + 11 (Natural Armor &amp; Weakness)">41</acronym>, <acronym title="10 Base + 14 (DEX) + 6 (WIS + 1, Monk's Belt)">Touch 30</acronym>, <acronym title="10 Base + 6 (WIS + 1, Monk's Belt + 11 (Natural Armor &amp; Weakness)">Flat-Footed 27</acronym></td></tr><tr><td><strong>Saves:</strong></td><td>   </td><td><acronym title="Base 10 + 17 (Vampire Lord) + 3 (Monster of Legend) + 2 (Soul Enhancement)">FOR +32</acronym>, <acronym title="Base 10 + 17 (Vampire Lord) + 3 (Monster of Legend) + 2 (Lightning Reflexes) + 2 (Soul Enhancement)">REF +34</acronym>, <acronym title="Base 10 + 17 (Vampire Lord) + 3 (Monster of Legend) + 2 (Lightning Reflexes) + 2 (Soul Enhancement)">WIL +34</acronym>; +1 vs Spells/SLAs</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>   </td><td>+16/<acronym title="BAB 16 + 18 (STR) + 4 (Imp Grapple). +8 (Addict's Clutch) gets added automatically for 7 rds/day">+38</acronym></td></tr><tr><td><strong>Attack:</strong></td><td>   </td><td>Unarmed <acronym title="BAB 16 + 18 (STR) + 4 (Enhancement, Greater Magic Fang), Ghost Touch">+38</acronym>, <acronym title="1d8 (Unarmed, Addict's Clutch) + 1d6 (Slam, Beast Strike) + 2d6 (Vicious, Addict's Clutch) + 18 (Strength) + 4 (Enhancement, Greater Magic Fang); 18/day, Target hit must pass FOR 41 or be stunned for 1 rd), +1d6 to Undead">1d8+3d6+22</acronym>; Slam <acronym title="BAB 16 + 18 (STR) + 4 (Enhancement, Greater Magic Fang)">+38</acronym>, <acronym title="1d6 (Slam) + 18 (STR) + 4 (Enhancement, Greater Magic Fang)">1d6+22</acronym>; Headbutt <acronym title="BAB 16 + 18 (STR) + 4 (Enhancement, Greater Magic Fang)">+38</acronym>, <acronym title="1d6 (Headbutt) + 18 (STR) + 4 (Enhancement, Greater Magic Fang)">1d6+22</acronym></td></tr><tr><td><strong>Full Attack:</strong></td><td>   </td><td>Unarmed <acronym title="BAB 16 + 18 (STR) + 4 (Enhancement, Greater Magic Fang) - 2 (Snap Kick); Ghost Touch, Includes Extra Attack from Haste">+36/+36/+36/+31/+26/+21</acronym>, <acronym title="1d8 (Unarmed, Addict's Clutch) + 1d6 (Slam, Beast Strike) + 2d6 (Vicious, Addict's Clutch) + 18 (STR) + 4 (Enhancement, Greater Magic Fang); 18/day, Target hit must pass FOR 41 or be stunned for 1 rd), +1d6 to Undead">1d8+3d6+22</acronym> and Slam <acronym title="BAB 16 + 18 (STR) + 4 (Enhancement, Greater Magic Fang) - 2 (Multiattack)">+36</acronym>, <acronym title="1d6 (Slam) + 9 (1/2 STR) + 4 (Enhancement, Greater Magic Fang)">1d6+13</acronym> and Headbutt <acronym title="BAB 16 + 18 (STR) + 4 (Enhancement, Greater Magic Fang) - 2 (Multiattack)">+36</acronym>, <acronym title="1d6 (Headbutt) + 9 (1/2 STR) + 4 (Enhancement, Greater Magic Fang)">1d6+13</acronym></td></tr><tr><td><strong>Space/Reach:</strong></td><td>   </td><td>5 ft./5 ft.</td></tr></tbody></table><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Legend</div><div class="spoiler_body">Legend: <br/> - Vampire = <sup>1</sup> | Vampire Lord = <sup>2</sup> | Satyr = <sup>3</sup> | Monster of Legend = <sup>4</sup> | Archfiend = <sup>5</sup> | Soul Eater = <sup>6</sup></div></div><br/><br/><strong>Special Attacks:</strong> <br/> - <em>Aura of Inebriation<sup>5</sup>:</em> 60' Aura. Enemies: WIL ST <acronym title="10 Base + 8 (Half HD) + 17 (CHA) + 2 (Addict’s Clutch) + 2 (Soul Power) + 4 (Ability Enhancement) + 2 Ability Focus">45</acronym>. Failure = Confusion for 1 rd, where Methu is never considered the closest person. Pass = Immune to Aura of Inebriation for 4 rds. Targets immune to Mind Affecting gain a +10 to their Saving Throw. Allies: Any Morale Bonus is increased by 50% (round up), and Allies immune to Mind Affecting can still be affected by Morale effects (as desired). In the absence of any other Morale bonuses, Allies gain the effect of Heroism, but with no boost from AoI. <br/> - <em>Blood Drain (Ex)<sup>1,2</sup>:</em> Pinning a target also allows draining of blood, dealing 1d4+2 Constitution Drain per round. Each attack also gives 5 Temp HP to the Vampire. <br/> - <em>Children of the Night (Su)<sup>1,2</sup>:</em> 1/day, Standard action. Summon 1d6+1 Rat Sawrms, 1d4+1 Bat Swarms, or 3d6 Wolves. They arrive in 2d6 rounds and serve until released. The Vampire can sense through any of the commanded creature's senses, as well as communicate emphatically, for 10 miles. <br/> - <em>Domination (Su)<sup>1,2</sup>:</em> Standard action, 30' range, requires gaze or being able to be heard (line of sight not required). WIL ST DC <acronym title="10 Base + 8 (Half HD) + 17 (CHA) + 2 (Addict’s Clutch) + 2 (Soul Power) + 4 (Ability Enhancement)">43</acronym> or affected by Dominate Person (CL12). <br/> - <em>Energy Drain (Su)<sup>1,2,6</sup>:</em> 1/rd, Living creatures hit by Vampire's Slam or Natural Weapons suffer 3 Negative Levels. All other Natural Weapons deal 2 Negative Levels. Vampire gains 22 (5+CHA, Life Drain Feat) Temp HP per Negative Level bestowed. After 24 Hours, can make a FOR ST DC <acronym title="10 Base + 8 (Half HD) + 17 (CHA) + 2 (Addict’s Clutch) + 2 (Soul Power) + 4 (Ability Enhancement)">43</acronym> for each Negative Level, Pass = Removes the Level; Fail = Negative Level becomes Level Loss. <br/> - <em>Pipes (Su)<sup>3</sup>:</em> When pipes are played, all non-Satyr within 60' must pass WIL ST DC <acronym title="10 Base + 8 (Half HD) + 17 (CHA) + 2 (Addict’s Clutch) + 2 (Soul Power) + 4 (Ability Enhancement)">43</acronym> or be affected by the spells Charm Person, Sleep, or Fear (CL10). Creatures who save are immune for 24 hours. <br/> - <em>Soul Blast (Su)<sup>6</sup>:</em> 1/day after using Energy Drain, 100' beam of force that deals 10d6 Force, REF ST <acronym title="10 Base + 10 (Soul Eater Levels) + 17 (CHA) + 2 (Addict’s Clutch) + 2 (Soul Power) + 4 (Ability Enhancement)">45</acronym> to negate the damage.<br/> - <em>Spellcasting<sup>4</sup>:</em> Cast as 5th Level Cleric with access to the Corruption, Greed, and Lust Domains. <br/> - <em>Summon Oculus Demon (Sp)<sup>5</sup>:</em> 1/day, Summon 1x Oculus Demon (http://www.realmshelps.net/monsters/block/Oculus_Demon)<br/> - <em>Telekinesus (Su)<sup>2</sup>:</em> Vampire Lord can use Telekinesis (CL12) at will.<br/> - <em>Whirling Frenzy</em> (Su): 3x per day, Methu can enter a Whirling Frenzy, which grants: +6 to Strength, +3 Dodge to AC and REF, Evasion, and can make an extra attack at highest BAB, but all attacks suffer a -2 (specifically stacks with MoL Haste, for Methu only). Lasts for 3 + CON Modifier rounds. When triggered: Allies within 60' can also choose to also enter Whirling Frenzy; Chosen enemies within 60' must make a WILL ST (DC = Aura of Inebriation DC) or suffer a Frenzy (+6 to Strength, -4 to AC, 2 Nonlethal Damage per round; Cannot: use any CHA/DEX/INT skills (except for Intimidate), the Concentration skill, any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls, any Combat Expertise based feats or metamagic feats. They must attack those they perceives as foes to the best of her ability. Should they run out of enemies before Frenzy expires, their rampage continues. They must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or her own).) All affected (Methu/Allies/Enemies) are Fatigued until end of Encounter once Whirling Frenzy ends. <br/><br/><strong>Special Qualities:</strong>    <br/> - <em>Damage Reduction:</em> 20/Magic &amp; Good<sup>5</sup>; 10/Silver &amp; Magic<sup>1</sup>; 5/Cold Iron<sup>3</sup><br/> - <em>Resistances:</em> Acid 10<sup>5</sup>; Cold 10<sup>1,5</sup>; Fire 10<sup>5</sup><br/> - <em>Immunities:</em> Electricity<sup>5</sup> + Poison<sup>5</sup><br/> - <em>Fast Healing (Ex):</em> 8<sup>2</sup><br/> - <em>Spell Resistance:</em> 29<sup>5</sup><br/> - <em>Alternate Form (Su)<sup>1,2</sup>:</em> Gain assume the form of any animal as if a L12 Druid using Wild Shape (Tiny to Large Animals) as a Move action. Can change from animal shape to animal shape without reverting to humanoid form.<br/> - <em>Astral Projection (Su)<sup>5</sup>:</em> Can use Astral Projection at will when in an astral projection room of an iron fortress or similar locale built into personal domains (CL=HD). <br/> - <em>Connoisseur of Life<sup>5</sup>:</em> 60' Aura. Any damage from Energy Drain or any sort of Ability Drain/Damage is treated as Vile Damage. Any targets with immunity to Energy Drain (regardless of the source or method) still suffer the HP drain that comes from Negative Levels (enhanced by Life Drain) as Vile damage, and Methu still gains those Temporary HP. Any target slain by Methu by an attack dealing Vile Damage counts as being 'slain by Energy Drain' in regards to any other abilities. Methu can choose targets to be immune to any/all of these effects. <br/> - <em>Control Weather (Sp)<sup>2</sup>:</em> Vampire Lord can use Control Weather and Fog Cloud (CL12) at will. <br/> - <em>Enhanced Attributes (Ex)<sup>4</sup>:</em> Increase DCs of all Attacks, Spells, and Spell-Like Abilities by +4<br/> - <em>Create Spawn (Su)<sup>1,2</sup>:</em> Targets slain by Vampires Energy Drain or Blood Drain rise as a Vampire in 1d4 days, enslaved by the Vampire Lord, regardless of their HD. <br/> - <em>Gaseous Form (Su)<sup>1</sup>:</em> Vampire can assume Gaseous Form at will (CL 5), and can remain as such indefinitely, with a Fly speed of 20' (Perfect).<br/> - <em>Guardian Spirits<sup>5</sup>:</em> +CHA to Spot, Listen, and Initiative. Immune to negative energy and death effects. A turn attempt dispels effect for 1d10rds. <br/> - <em>Haste (Su)<sup>4</sup>:</em> Gain an additional attack at Full BAB when making a Full Attack.<br/> - <em>Permanency'd Spells:</em> Detect Magic and Tongues<br/> - <em>Spider Climb (Ex)<sup>1</sup>:</em> Constant Spider Climb spell. <br/> - <em>Soul Enhancement (Su)<sup>6</sup>:</em> After using Energy Drain, gain +2 Enhancement to all STs, Ability Checks, and Skill Checks for 24 hours.<br/> - <em>Soul Power (Su)<sup>6</sup>:</em> After using Energy Drain, all spell-like and Supernatural Abilities gain a +2 bonus to DCs and can be used twice as much as normal during that 24 hours. <br/> - <em>Soul Radiance (Su)<sup>6</sup>:</em> May adopt a creature's form, appearance, and abilities (as per Shapechange spell) for 24 hours, if they've been killed by Energy Drain. <br/> - <em>Soul Slave (Su)<sup>6</sup>:</em> Victims killed via Energy Drain are raised as a Wight under the command of the Soul Eater.<br/> - <em>Soul Strength/Endurance/Agility (Su)<sup>6</sup>:</em> After using Energy Drain, gain +4 to Strength, Constitution, and Dexterity for 24 hours. <br/> - <em>Telepathy (Su)<sup>2,5</sup>:</em> 300' Range, or 1 Mile with anybody under its direct control.<br/> - <em>Turn Resistance (Ex)<sup>1,2</sup>:</em> +8 Turn Resistance<br/> - <em>Vampire Weaknesses<sup>1,2</sup>:</em> Stake to the heart ignores all DR; Under Natural Sunlight (not magical), Vampire Lords suffer -4 to Attacks, Skills, and Saves, and can not use any of their supernatural powers; A Vampire Lord will return unless it is decapitated, with head and body burned separately, scatter the ashes from the body over running water, the ashes from the head immersed in holy water, and bury the immersed ashes in consecrated ground. If Head ashes are unearthed, separated from holy water, dried thoroughly, and then subjected to an Unhallow spell -- the Vampire Lord regenerates in a week. <br/> - <em>Weakness: Drunk's Lethargy<sup>5</sup>:</em> -10 to Natural Armor<br/> - <em>Weakness: Tomb-Tainted Soul<sup>5</sup>:</em> Methu is treated as an Undead creature in any situation where it would be harmful or disadvantageous.<br/><br/><strong>Spell-Like Abilities:<sup>5</sup></strong> CL = 16 (HD)<br/><em>DCs are <acronym title="10 Base + 17 (CHA) + 2 (Soul Power) + 4 (Ability Enhancement)">33 + Spell Level,</acronym> except Enhancement which is +2 more. Spells marked with * are specific to Methu. Numbers are doubled due to Soul Power.</em><br/> - At-Will: Blasphemy, Desecrate, Detect Good, Detect Law, Glibness*, Greater Dispel Magic, Greater Teleport, Plane Shift, Suggestion*, Telekinesis, Unhallow, Unholy Aura, Unholy Blight.<br/> - 6(3)/day: Charm Monster, Greater Magic Fang, Symbol of Persuasion<br/> - 2(1)/day: Gaes/Quest; Limited Wish<br/><br/><strong>Spellcasting:<sup>4</sup></strong><br/><em>As 5th Level Cleric, w/ the Domains: Corruption, Greed, and Lust. DCs are <acronym title="10 Base + 5 (WIS) + 2 (Soul Power) + 4 (Ability Enhancement)">21 + Spell Level,</acronym> +2 more on Enchantment.</em><br/>- 0ths: Detect Magic x3, Read Magic, Mending<br/>- 1st: (Doom; Cheat; Charm Person) Summon Monster I x2, Cure Light Wounds x2 (Summon Monster I x2 used)<br/>- 2nd: (Blindness/Deafness; Entice Gift; Invisibility) Lesser Restoration x4<br/>- 3rd: (Contagion; Knock; Clairaudience/Clairvoyance) Remove Blindness/Deafness x2<br/><br/><strong>Skills:</strong> <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills Table</div><div class="spoiler_body">Skills:<br/><table class="bbc_table"><tbody><tr><td><div align="center"><span class="bbc_u">Name</span></div></td><td>   </td><td><div align="center"><span class="bbc_u">Key Ab</span></div></td><td>   </td><td><div align="center"><span class="bbc_u">Total</span></div></td><td> = </td><td><div align="center"><span class="bbc_u">Ab Mod</span></div></td><td> + </td><td><div align="center"><span class="bbc_u">Rank</span></div></td><td> + </td><td><div align="center"><span class="bbc_u">Misc</span></div></td></tr><tr><td><div align="center">Appraise</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">5</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Balance</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">18</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 2 (Syn)">4</acronym></div></td></tr><tr><td><div align="center">Bluff</div></td><td>   </td><td><div align="center">CHA</div></td><td>   </td><td><div align="center">52</div></td><td> = </td><td><div align="center">17</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 6 (P-NK) + 8 (Vamp)">16</acronym></div></td></tr><tr><td><div align="center">Climb</div></td><td>   </td><td><div align="center">STR</div></td><td>   </td><td><div align="center">20</div></td><td> = </td><td><div align="center">18</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Concentration</div></td><td>   </td><td><div align="center">CON</div></td><td>   </td><td><div align="center">14</div></td><td> = </td><td><div align="center">12</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Craft ()</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Decipher Script</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">0</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Diplomacy</div></td><td>   </td><td><div align="center">CHA</div></td><td>   </td><td><div align="center">56</div></td><td> = </td><td><div align="center">17</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 4 (Syn) + 6 (P-NK) + 8 (Vamp Lord)">20</acronym></div></td></tr><tr><td><div align="center">Disable Device</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Disguise</div></td><td>   </td><td><div align="center">CHA</div></td><td>   </td><td><div align="center">27</div></td><td> = </td><td><div align="center">17</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 6 (P-NK) + 2 (Syn)">10</acronym></div></td></tr><tr><td><div align="center">Escape Artist</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">16</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Forgery</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Gather Info</div></td><td>   </td><td><div align="center">CHA</div></td><td>   </td><td><div align="center">44</div></td><td> = </td><td><div align="center">17</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 6 (P-NK)">8</acronym></div></td></tr><tr><td><div align="center">Handle Animal</div></td><td>   </td><td><div align="center">CHA</div></td><td>   </td><td><div align="center">25</div></td><td> = </td><td><div align="center">17</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 6 (P-NK)">8</acronym></div></td></tr><tr><td><div align="center">Heal</div></td><td>   </td><td><div align="center">WIS</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Hide</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">47</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 8 (Vamp) + 4 (Satyr)">14</acronym></div></td></tr><tr><td><div align="center">Intimidate</div></td><td>   </td><td><div align="center">CHA</div></td><td>   </td><td><div align="center">54</div></td><td> = </td><td><div align="center">17</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 6 (P-NK) + 2 (Syn) + 8 (Vamp Lord)">18</acronym></div></td></tr><tr><td><div align="center">Jump</div></td><td>   </td><td><div align="center">STR</div></td><td>   </td><td><div align="center">22</div></td><td> = </td><td><div align="center">18</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 2 (Syn)">4</acronym></div></td></tr><tr><td><div align="center">Knowledge (Arcana)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (Dungoneering)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (Engineering)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (Geography)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (History)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (Local)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (Nature)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (Nobility)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (Planes)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">26</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Knowledge (Religion)</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Listen</div></td><td>   </td><td><div align="center">WIS</div></td><td>   </td><td><div align="center">57</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 8 (Vamp) + 4 (Satyr) + 2 (Alertness) + 17 (Guardian Souls)">33</acronym></div></td></tr><tr><td><div align="center">Move Silently</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">47</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 8 (Vamp) + 4 (Satyr)">14</acronym></div></td></tr><tr><td><div align="center">Open Lock</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">16</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Perform (Wind)</div></td><td>   </td><td><div align="center">CHA</div></td><td>   </td><td><div align="center">48</div></td><td> = </td><td><div align="center">17</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 6 (P-NK) + 4 (Satyr)">12</acronym></div></td></tr><tr><td><div align="center">Profession ()</div></td><td>   </td><td><div align="center">WIS</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Ride</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">16</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Search</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">34</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 8 (Vamp)">10</acronym></div></td></tr><tr><td><div align="center">Sense Motive</div></td><td>   </td><td><div align="center">WIS</div></td><td>   </td><td><div align="center">38</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 8 (Vamp) + 4 (Vamp Lord)">14</acronym></div></td></tr><tr><td><div align="center">Sleight of Hand</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">18</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 2 (Syn)">4</acronym></div></td></tr><tr><td><div align="center">Spellcraft</div></td><td>   </td><td><div align="center">INT</div></td><td>   </td><td><div align="center">8</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">1</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Spot</div></td><td>   </td><td><div align="center">WIS</div></td><td>   </td><td><div align="center">59</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 8 (Vamp) + 4 (Satyr) + 2 (Alertness) + 2 (Lenses of Clarity) + 17 (Guardian Souls)">35</acronym></div></td></tr><tr><td><div align="center">Survival</div></td><td>   </td><td><div align="center">WIS</div></td><td>   </td><td><div align="center">7</div></td><td> = </td><td><div align="center">5</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Swim</div></td><td>   </td><td><div align="center">STR</div></td><td>   </td><td><div align="center">20</div></td><td> = </td><td><div align="center">18</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr><tr><td><div align="center">Tumble</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">33</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">15</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 2 (Syn)">4</acronym></div></td></tr><tr><td><div align="center">Use Magic Device</div></td><td>   </td><td><div align="center">CHA</div></td><td>   </td><td><div align="center">44</div></td><td> = </td><td><div align="center">17</div></td><td> + </td><td><div align="center">19</div></td><td> + </td><td><div align="center"><acronym title="2 (SE) + 6 (P-NK)">8</acronym></div></td></tr><tr><td><div align="center">Use Rope</div></td><td>   </td><td><div align="center">DEX</div></td><td>   </td><td><div align="center">16</div></td><td> = </td><td><div align="center">14</div></td><td> + </td><td><div align="center">0</div></td><td> + </td><td><div align="center">2</div></td></tr></tbody></table>SE = Soul Enhancement; Syn = Synergy Bonus; P-NK = Prodigy + Nymph's Kiss</div></div><br/><br/><strong>Feats:</strong>    <br/> - Ability Focus (Aura of Inebriation): L5, +2 to DC<br/> - Alertness<sup>1</sup>: +2 Spot and Listen<br/> - Beast Strike: Retrained Improved Initiative<sup>4</sup>, Add Slam to Unarmed Damage.<br/> - Combat Reflexes<sup>1</sup>: Can make AoOs = DEX. <br/> - Dark Speech<sup>5</sup>: Can halve the harness of an object (other less useful effects).<br/> - Dodge<sup>1</sup>: +1 Dodge to AC vs one target every round. <br/> - Epic Leadership: L15, Grants Leadership score above 25.<br/> - Extra Followers: L7; +1 to Leadership, 2x Followers. <br/> - Improved Cohort: Weakness, +1 to Leadership, Cohort Level = HD - 1.<br/> - Improved Initiative<sup>4</sup>: +4 to Initiative.<br/> - Improved Unarmed Strike: L3, 1d4 and Armed.<br/> - Iron Will<sup>2</sup>: +2 to WIL STs.<br/> - Leadership<sup>2</sup>: Grants Leadership Score.<br/> - Life Drain: L11, Victims of Energy Drain suffer CHA HP on top of normal HP lost per level; Vampire gains equal amount as THP.<br/> - Lightning Reflexes<sup>1</sup>: +2 to REF STs.<br/> - Mindsight: Weakness, Gain vision on any intelligent creatures with range = Telpathy (300', or 1 Mile for those under his direct control).<br/> - Multiattack<sup>4</sup>: Secondary attacks are at -2 instead of -4. <br/> - Nymph’s Kiss: L1, +2 to CHA Skills, +1 to STs vs Spells, +1 Skill Points/Level.<br/> - Robilar’s Gambit: L13, Can choose to give enemies +4 to AB/Damage, but they provoke AoO in attacking.<br/> - Snap Kick: L9, Extra unarmed attack on Full Attack, -2 to all Attacks.<br/> - Wightblade: Retrained Alertness<sup>3</sup>; Allows Energy Drain on Melee Weapon Attacks.<br/><br/><strong>Environment:</strong>    An evil-aligned plane<br/><strong>Organization:</strong>    An orgy<br/><strong>Challenge Rating:</strong>    16<br/><strong>Alignment:</strong>    Chaotic Evil<br/><strong>Treasure:</strong>  <br/>GP: 1,293.75<br/><table class="bbc_table"><tbody><tr><td>Head:</td><td>   </td><td><acronym title="From MIC. 1/day negate Stun/Daze/Etc">Third Eye Clarity</acronym></td></tr><tr><td>Eyes:</td><td>   </td><td><acronym title="3x Scout's Headbands; 9 Charges/day. 2c = See Invis for 10 mins; 3c = True Seeing for 1 min">Lenses of Clarity</acronym></td></tr><tr><td>Neck:</td><td>   </td><td>---</td></tr><tr><td>Torso:</td><td>   </td><td>---</td></tr><tr><td>Armor:</td><td>   </td><td><acronym title="Lesser Evader Psicrown (400pp, Hustle = 3pp, Freedom of Movement = 7pp)">Evasive Sash</acronym></td></tr><tr><td>Belt:</td><td>   </td><td>---</td></tr><tr><td>Mantle:</td><td>   </td><td>---</td></tr><tr><td>Bracers:</td><td>   </td><td>---</td></tr><tr><td>Gloves:</td><td>   </td><td><acronym title="Amulet of Natural Attacks (Unarmed) +1 Vicious Stunning Surge (+2d6 to target, +1d6 to me. On hit, CHA+1/day, Stun for 1 rd at FOR DC: 10 + 1/2 Level + CHA); Cloak of Charisma +4; Gloves of the Titan's Grip (+8 Enhancement to Grapple, activates automatically for 7 rds, 3/day.); Veil of Allure (+2 to Enchantment Spells and SLA DCs, and to Charisma based DCs of Ex/Su); Monk's Belt (AC (WIS+1) and Unarmed Damage (1d8 as Med) of L5 Monk.); Lesser Truedeath Crystal (+1d6 vs Undead, Ghost Touch); Gem of Continuous 'Cloak of Dark Power'">Addict's Clutch (Artifact)</acronym></td></tr><tr><td>Ring #1:</td><td>   </td><td><acronym title="Holds 5 levels of spells; used to transfer Personal Spells from Lainon to Methu">Ring of Spell Storing</acronym></td></tr><tr><td>Ring #2:</td><td>   </td><td>---</td></tr><tr><td>Boots:</td><td>   </td><td>---</td></tr></tbody></table> - Handy Haversack<br/> - 2x Scroll of Giant Size (CL19, Wujen 7)<br/> - Everfull Mug<br/> - Potion of Remove Curse<br/> - Potion of Cure Disease<br/><br/><strong>Combat</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Daily Buffs</div><div class="spoiler_body">All are cast by Lainon (see Cohort section), last 48 hours (Persist + Extend), and are renewed each morning. <br/>Relevant Net Gains (NOT included in Character Sheet): <br/> -- Attacks: Unarmed Attack counts as Touch and Damage is +4 Sizes (1d8 = 6d6); +13 AB, +6 Damage (+3 on Secondary). Pounce. <br/> -- Defenses: +17 AC (+6 Armor Bonus (Force); +7 Nat Armor; +4 Deflection AC); +10 to STs (+4 Morale; +6 Resistance), +2 FOR; +8 vs Movement Maneuvers, +6 vs STR maneuvers; +30 THP, +32 HP (Con Boost); Fire Resist 20; Mind Blank; 'Protection from Good'; Good Targets that succeed on melee pass FOR 41 or take 1d6 Temp STR damage.<br/> -- Qualities: Breathe Underwater; +10' Fly Speed, +10' Land Speed, Gain Swim Speed; Detect precious metals/gems within 30'; True Seeing, Darkvision 370', Blindsense 185'; +6 to STR Skills, +2 to CON Skills, +5 to Escape Artist, +4 to All; Feats: Power Attack and Blind-Fighting; Greater Anticipate Teleportation.<br/><br/>Spells: <br/>- Wraithstrike (Wiz 2) Melee weapon counts as touch<br/>- Create Magic Tattoo (Wiz 2) x2; +2 Competence on AB, +1 Luck to AB<br/>- Heart of Air (Wiz 2) +10' Fly Speed, +10 to Jump. Expend for Feather Fall = 1 rd/CL<br/>- Greater Mighty Wallop (Wiz 3) +4 size categories on bludgeoning weapon (Unarmed)<br/>- Heart of Water (Wiz 3) Breath water, gain Swim Speed, +5 to Escape Artist. Expend for Freedom of Movement = 1 rd/CL<br/>- Greater Mage Armor (Wiz 3) +6 Armor<br/>- Lion's Charge (Druid 3) Gain Pounce<br/>- Heart of Earth (Wiz 4) +8 to resist movement, +30 THP. Expend for Stoneskin = 1 rd/CL<br/>- Treasure Scent (Wiz 4) Detect precious metals/gems within 30'<br/>- Dragonsight (Wiz 5) Darkvision 370', Blindsense 185'<br/>- Heart of Fire (Wiz 5) +10' Land Speed, Fire Resist 20. Expend for Fire Shield = 1 rd/CL<br/>- True Seeing (Wiz 6) See through illusions/etc<br/>- Greater Anticipate Teleportation (Wiz 6) Identify type of creature and delay for 3 rds if teleporting within 5' per CL.<br/>- Superior Resistance (Wiz 6) +6 Resistance to STs<br/>- Greater Heroism (Wiz 6) +4 Morale to AB, STs, and Skills<br/>- Bite of the Werebear (Wiz 7) +12 Strength, +4 Con (on top of current), +7 Nat armor, Blind-Fighting and Power Attack feats<br/>- Mind Blank (Wiz 8) Immune to MA and Divination<br/>- Unholy Aura (Wiz 8) +4 Deflection to AC; 'Protection from Good'; Good Creatures must pass FOR 41 or take 1d6 Temp Strength Damage.<br/></div></div></div></div></div><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/><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">-Barnabas is an orphan to a cruel church/orphanage of Amaunator. Allows himself no indulgences as he becomes a paladin of the church.<br/>-Barnabas becomes a powerful figure in the church, but eventually finds himself indulging in a single vice: violence. <br/>-Barnabas begins to find excuses to indulge in his new vice whenever possible. Eventually goes too far. <br/>-Excommunication from the church makes him snap -- and he escapes execution to become an Overlord to 'cleanse the world'.<br/>-Barnabas is reborn as Methu, as a sex toy/aide in a constant orgy in the abyss. <br/>-Methu grows in power, feeding of those who would use him. Leaves to find new indulgences. <br/>-Spends some time in service of Graz'zt, using it to build his own power base, and gaining enough information and blackmail to leave Graz'zt's service once the time came.</div></div><br/>Barnabas was raised an orphan in a church to Amaunator. The priestesses ran the orphanage in the manner they fought befitting their god: harsh, but fair. Strict rules and brutal punishments to ensure they were followed had Barnabas grow to be a man of strict ethics, temperance, and unbreakable resolve; a man who always put duty first before his own pleasure, and afforded himself no vices. He became a paladin of Amaunator and lead the church over many victories over the impure and criminal, and inspired many to follow him. <br/><br/>As the years progressed, his influence and clout grew as well. The pressure of his growing leadership and the public image he was forced to follow, along with not allowing himself any sort of stress relief, gradually ate away at him. He began to lead campaigns that were might have been questionable, had his reputation made him undeniable. All crimes were persued with lethal intensity, and gradually, lesser crimes were persued the same way. Blood and righteous violence became his indulgences. Him, and his followers, were too blinded by previous piety, honor, and wisdom to see how quickly he was declining. <br/><br/>Eventually he crossed a line that even his past deeds and reputation couldn't keep the people blind to. His actions in 'cleansing' an entire city due to their poximity, and nothing else, to the undead, had him tried for his crimes. He escaped his execution, but the excommunication and loss of his role broke his reality and his mind. He refused to see himself as anything less than a divine agent, and he continued his work of cleansing the world. He became a fallen paladin of slaughter; still remaining sober and chaste, but by no means temperate when it came to slaking his addiction to violence.<br/><br/>He joined up with other would-be-overlords in time. They did not have his same divine, righteous mission, but their actions and desires were in line with his own. Barnabas' old armies had left him, many even fought against him, but his ability to lead brought new legions to fight for the overlords. He lead from the front lines, cutting a swath through any that stood in their way. He died in a valley, atop a mountain of corpses; the valley itself tainted with the rage, blood, and pleasure for centuries to come. <br/><br/>Regardless of how Barnabas felt about his actions or his mission, when his soul was judged, he was sent to the Abyss. His punishment to twist his form into a creature both seeped in excess, and also unable to stand the glory of Amaunator's sun. A small, pathetic tanar'ri in an orgy of writhing demons. He was used as a toy, as an aide, and his new form enjoyed every moment of it. He grew in power and strength, feeding off the demons that used him, until he grew bored and desired an escape. He left his spawning ground and made his own through the Abyss, savoring and exploring all of the indulgences that the Abyss had to offer -- wine, drugs, sex, blood, souls. <br/><br/>Graz'zt took interested in the satyr and where his abilities and purview was growing. Graz'zt offered power and guidance in exchange for his service, and Methu took the offer. He continued to work towards his own goals, growing his own cult, making his own connections, while playing lip service to the Demon Lord. He accrued enough blackmail to unravel Graz'zt's schemes that he was released from his service, finding his own place as an Archfiend, seeking a place to make his own grove. Shortly after, he felt the pull towards Hades, and he followed that urge, like he did all urges. </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"><span class="bbc_size" style="font-size: 18pt;">Cult of the Piped Horns</span><br/>Symbol: A view of curled ram's horns 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: <acronym title="16 (HD) + 17 (CHA) + 2 (Great Renown) + 1 (Special Power) - 1 (Aloofness) + 2 (Leadership Feats)">37</acronym><br/>Followers (2x Included): 1st: 1,480 / 2nd: 148 / 3rd: 74 / 4th: 38 / 5th: 20 / 6th: 10 / 7th: 6 / 8th: 4 / 9th: 2<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, Warlocks, and Clerics 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, Lainon Angolon</div><div class="spoiler_body">His Grace, Juice of Plums Most Low, On High, Lainon Angolon (https://www.myth-weavers.com/sheet.html#id=1494353)<br/>Half-Fey Unseelie Fey Leanan Sidhe Ashnir High Elf<br/>Wizard 5, Incantrix 10<br/><br/>Lainon Angolon, 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. <br/><br/>Mechanically: His main purpose is to offer buffs and utility spells for Methu's needs. He always maintains a single Item Creation Feat, as well as Magical Artisan in that Feat, for whatever Methu needs crafted -- using 'Chaos Shuffle' to swap them out for the a different Item Creation Feat when necessary.<br/> Methu's at-will Greater Teleport/Plane Shift means he can pop in upon waking to check in with Lainon, as well as get a new batch of Persistent + Extended Spells activated.<br/><br/>Lainon uses his Magic is Life to cast buff spells and apply Metamagics; Con Damage and exhaustion is healed by Restoration item, and Healing is done via Summon Monster, ensuring no change to normal stats. Daily Persistent Spells used on Methu and listed in his 'combat' section (all lasting 48 hours; Persistent + Extend). Personal spells are cast into Methu's Ring of Spell Storing, which Methu wears to cast the spell, then Lainon uses 'Metamagic Effect' to Persist/Extend.</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">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, Suggestion</em><br/>   3/day - <em>Symbol of Persuasion, Charm Monster, Greater Magic Fang</em><br/>   1/day - <em>Gaes/Quest, Limited Wish</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/><em>Drunk's Lethargy (Ex)</em> Methu suffers a -10 to Natural Armor due to the toxins constantly saturating his body.<br/><strong>Aura of Inebriation (su)</strong> <em>Methu has so entrenched and saturated himself with the euphoric high of indulgenec 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 debilitating confusion and allies enjoying the positive euphoria.</em><br/> - 60' Aura. Enemies: WIL DC = 10 + 1/2 HD + CHA. Failure = Confusion for 1 rd, where Methu is never considered the closest person. Pass = Immune to Aura of Inebriation for 4 rds. Targets immune to Mind Affecting gain a +10 to the Saving Throw. Allies: Any Morale Bonus is increased by 50% (round up), and Allies immune to Mind Affecting can still be affected by Morale effects (as desired). In the absence of any other Morale bonuses, Allies gain the effect of Heroism, but with no boost from AoI. <br/><strong>Summon (sp)</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">1x 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 adapt and improvise new and exciting ways of getting his fill. Spells and magic items can't keep Methu's hunger at bay, or keep him from his meal.</em><br/> - 60' Aura. Any damage from Energy Drain or any sort of Ability Drain/Damage is treated as Vile Damage. Any targets with immunity to Energy Drain (regardless of the source or method) still suffer the HP drain that comes from Negative Levels (enhanced by Life Drain) as Vile damage, and Methu still gains those Temporary HP. Any target slain by Methu by an attack dealing Vile Damage counts as being 'slain by Energy Drain' in regards to any other abilities. Methu can choose targets to be immune to any/all of these effects. <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 affected 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>