Lyinginbedmon
2007-09-04, 10:18 AM
Vex has been influenced by more than a few gory horror films, Klaxx the lich from D&D2: Wrath of the Dragon God, a dim recollection of press for The Suffering video game, and D&D PSA (http://www.youtube.com/profile_videos?user=CreativeJuices7)'s Morthos imitation.
HistoryLex Vietmaghn was born some 432 years ago in Midgard to a young parishioner mother and a slightly older man of the shugenja. His mother and father travelled for some time together spreading the word of Odin and Thor to the darkest regions. When his mother, Cassandra, became with child, Alexander insisted that she return home to Midgard until the child came of age. However, a firey woman, Cassandra denied him his martial reprieve and continued on alongside him.
Eventually, their travels pitted them against a conjurer of foul demons and spirits. Included were a number of Vrocks, and Cassandra in her weakened and vulnerable state soon fell victim to their hazardous demonic spores. Alexander was able to protect her long enough to escape with their lives, and she soon recovered without issue.
Several months later, Lex was born, and his parents rejoiced. The couple settled down, delegating their journeys to younger supplicants of the clergy, to raise Lex as best as they could. When Lex was ten years old, he began displaying sorcerous talents, performing minor tricks such as minor electrical jolts and light-fingered telekinesis.
The village elders were amazed, they could scarcely believe that the child of two farmers nee holy priests could have inherited some innate magical talent, but this appeared to be the case. However, as time went by, it became more and more apparent that Lex wasn't inheriting only sorcerous skills, but demonic ones as well.
The first incident of this was shortly after his sixteenth bithday when a young outlaw arrived in the village, and began disparaging all he could lay eyes on, including his fair mother. Lex confronted the man and eventually the argument grew violent. Lex's eyes flared red, and as he struck the man down, a similar flame engulfed his fist. The villain was not burned, but had been killed outright regardless.
For the rest of his time in the village, Lex was ostracised. People whispered and muttered under their breath near him, telling tales of demons and monsters and alleged heinous acts. In reality, he was a hard-working student and a dutiful farmer's son, who said his prayers each night. But his ways were being gradually changed by these whisperings, and his father recognised it.
When Lex was twenty years old, his mother passed away from Vile Rigidity. Lex was at her bedside for the entire ordeal, including her passing, and heard the final gasps of breath that passed her cracked lips. Realising that the villagers would blame him for causing the affliction, Alexander sent Lex away to a university in Beldor, and bid him never to return for his own safety.
In his new environment, Lex did his best to hide his inherited demonic abilities and ply them off as mere sorcery, a trait more readily accepted. His penchant for magical study eventually earned him a prestigious place in the Transmutation department of the Mystical Experimentation Complex, just as the Great War began to heat up.
Realising the necessity of better soldiers for the war, Lex stepped up his experiments beyond the restrictions of the complex, picking up orphans and beggars from the streets to test his potions and tonics on. He knew it was a vile action that would have proven the prejudices of his hometown, but he felt it necessary to save many millions of lives. However, he was eventually discovered, and sentenced to fifty years in Larkhill prison for unnatural acts of arcane experimentation.
Ok, now time for a history lesson.
402 years ago, Larkhill Prison was a fairly recent institution, only 60 years old. Built to contain the worst inmates imaginable, and whilst it had it's fair share of breakouts, it did it's job well.
However, war brings everyone to their knees. With funds to the prison instead going to help win the Great War, started 442 years ago, the prison suffered considerably. Maintenance started going undone, and eventually disease began to stir in the population.
Then, twenty inmates fell sick with a terrible plague of Slimy Doom. To contain the outbreak, the guards locked them away in a storage room in the underground boiler level. 19 of the inmates fell to their sickness, but the twentieth survived. He banged desperately on the door to be let out, but the guards couldn't risk releasing the plague as well.
As a result, he was locked away and forgotten in the storage room. To survive, he began feeding on the carcasses of the other inmates, until eventually he died of thirst. He awoke as a gravetouched ghoul, still hungering for living flesh, and the necromantic energies of his creation spurred four more inmates to awaken as plague blights.
The ghoul sent the blights to beat at the stone walls of the room, hoping to gradually tear it down and wreak revenge on his imprisoners. The guards heard this, and rapidly sealed an earth elemental into the structure, reinforcing it beyond the ability of the blights to damage, entombing them forever. As a matter of government embarassment, the warden of the time erased the incident from the books with a fire that tore through the record library later that year.
The ghoul and his plague blight minions stayed locked away for all four hundred years, and Vex the Malign has hungered for all of them.
CrunchVex the Malign: Gravetouched Ghoul Human Warlock 3/Sorcerer 4*/Eldritch Theurge 6.
*Taking the Divine Companion alternative class feature in place of the regular Summon Familiar, Complete Champion page 51
Total CR: 14 (But he can easily nuke most things of that level)
Skills*: Bluff +22, Concentration +22, Diplomacy +10, Disguise +12, Intimidate +17, Knowledge (arcana) +15, Knowledge (the planes) +15, Sense Motive +14, Spellcraft +22, Use Magic Device +21
Feats: Contagious Paralysis, Eschew Materialsh, Multiattackb, Point-Blank Shot, Retributive Spell, Somatic Weaponry, Violate Spell-Like Ability
Lesser & Least Invocations, Eldritch Blast 5d6. Up to 5th level Sorcerer spells (He could grab a familiar, but where from?).
If he paralyses someone, there's a DC 22 Fortitude save to avoid catching it when you try to move them out of the line of fire, or else you add to it's fuel. Thanks to Somatic Weaponry, he could hold wands or other items and still cast spells without issue (It's almost like a free Still Spell) and his UMD ensures he doesn't have trouble doing so. And of course, he gets to put Essence and Blast invocations onto his Eldritch Blast, plus spell effects via Spellbast. So here's an idea: Eldritch Spear with a Spellbast (greater fireburst). That's the equivalent of a d8 version of Fireball from 250 ft. away. So he gets to deal up to 80 damage from a distance that most melee characters need a couple of Run actions to cover.
For personal defense, he also has Fiendish Resistance (Fast Healing), damage reduction 4/cold iron and Turn Resistance +2. With Retributive Spell, he can ensure that anyone that manages to get close enough to hurt him regrets the decision. Violate Spell-Like Ability increases this regret, almost permanently cutting down your HP by up to 15 points if he uses it with the Eldritch Blast, 30 with both uses. The Sor/Wiz spell Ghoul Glyph is hilariously handy, whilst he Eschews the Materials of it, the components are soil from a Ghoul's lair :biggrin:
Assuming Greater Mage Armor and Shield, he has an unequipped AC of 22 plus Dexterity
*Assuming a modest Intelligence of 18 and a Charisma of 22. Ghoul adds +2 to them, so a starting pair of 16 and 18 works nicely with level adds.
If things fall short, he can always gain up to 4 more Eldritch Theurge levels, improving his Eldritch Blast damage, his invocations, his spells, his Fiendish Resistance, his Damage Reduction...
Once Theurge is at the full 10, you can advance either of the base classes, or pursue prestige classes. In the latter case, applying 2 levels of Fatespinner to his Warlock casting and 1 level of another spellcasting prestige class for Sorcerer. This nets you 8th level spells and 7d6 Eldritch Blast. To advance both at once is a little sketchy, but you can take Southern Magician (Feat, Races of Faerun) you can conceivably move into Mystic Theurge and use the arcane for Warlock and the divine for Sorcerer.Okay, so it's fairly clear that Vex is a villain, whilst Lex might well have been a great adventurer.
As a villain, Vex specialises in the world-changing schemes. Literally, his specialty was researching transmutation of creatures after all, and during the Great War no less. Now, he's had over 400 years to plot his vengeance upon the world and he's got 4 pretty powerful minions to do it with (Plague Blights, Libris Mortis page 115).
Here's a couple of schemes he could get up to:
The absolute root cause of his present state was the Great War. This means that he may move to unleash Bel'la Oloth (Better known in the metagame as ID38). This would involve first tracking her down, so historical libraries and rumour tracking would be distinct areas of interest. Followed then by actually getting there, depending on the defenses of the location this could involve rallying an army, either by creating more undead or by domination or some other method. Lastly of course, he gets there, lets her out of her prison, and sits back as the world is annihilated.
He could resume his work, it having landed him in the prison that ultimately became his tomb. A slew of children and vagabonds begin disappearing off the streets all across the nation. He secludes them underground in hidden catacombs, carved personally by his Eldritch Hammer Blast (Hammer Blast, Complete Mage page 124), where he performs countless experiments in the name of finally producing the ultimate creature. He's presently in a state of loathing for his undead state, so the likelihood is that he'd find a way to permanently inhabit it as well (Perhaps using Imprison Possessor (http://www.imarvintpa.com/dndlive/spells.php?ID=5559) with Magic Jar or True Mind Switch (http://www.d20srd.org/srd/psionic/powers/mindSwitchTrue.htm)). To do so, he might need rare/expensive scrolls and other magic items, because his warlock/sorcerer abilities will only take him so far, but he's hardly lacking Use Magic Device. Once this happens, he'd start work on a hostile takeover to subjugate the races involved in the Great War (Read: All humanoids).
Supervillain mode. If you can't beat them, disintegrate them. Eberron is replete with plot devices he could set to work building to terrorise Beldor and Midgard chiefly. A couple of the Eldritch Machines presented in Eberron Campaign Setting that he might use are the Emerald Reanimator and the Necromantic Lens. The former raises all creatures that die within 2 miles as zombies under the creator. The latter produces Mass Inflict Light Wounds out to a 5 mile radius. You'd need to change them around a bit for the differences in cosmology between Eberron and most other campaign settings, but it's doable. It may eventually end up that Eberron's Spell Sink (Antimagic Field out to 3 miles) is necessary to put a hold on the monster.Ultimately, Vex can also be incorporate as a minion of another greater evil, though more likely he's pulling strings behind the curtain.
As an antihero, Lex suffers from the stereotypical prejudiced belief that all warlocks are descended from those that trafficked willingly with demons, and his belief of the greater good and the needs of the many.
Here's a couple ways to integrate him into a campaign:
If there's a war going on, perhaps Lex is employed by the PC's nation or beneficiary to explore his experimentation for a weapon against the enemy. In this case, the PCs may have to consider the moral issues of snatching enemy soldiers and various downtrodden fellows for his experiments, all the while unknowing of his warlock side. Maybe he's on the enemy's side and the PCs cross paths as he travels to another laboratory in enemy territory.
Perhaps the PCs are the ones that finally discover his dark secrets. Perhaps they find him carrying a shrieking child into the lab, or beating a poor soul down an alleyway.Of course, they too could be victims. From here, they need to defeat him to capture him, and then they could serve as chief witnesses to his trial. Upon his escape from the Locked Room, Vex would be certain to take vengeance upon them.
Finally, perhaps they know him while he's imprisoned. The pivotal issue is that the prison is lacking the funds it needs to operate. Maybe the PCs are mercenary guards, hired on the cheap to keep order. They might even have been involved in his eventual imprisoning in the Locked Room. Alternatively, perhaps they're prisoners themselves. It's unlikely they'd be in the room with him, but they might get to know him before the disease reaches its head. From thereon, they might hear that he was quarantined and then of the fire in the archives. If they connect the dots, they'll realise that the fire was intentional to erase Lex from history.Lex is in all ways an antihero, trying to live an honest living and work loyally for his country's well-being, but trapped indelibly by his accidental demonic inheritance and the knowledge that he can never go home without being lynched and burned.
HistoryLex Vietmaghn was born some 432 years ago in Midgard to a young parishioner mother and a slightly older man of the shugenja. His mother and father travelled for some time together spreading the word of Odin and Thor to the darkest regions. When his mother, Cassandra, became with child, Alexander insisted that she return home to Midgard until the child came of age. However, a firey woman, Cassandra denied him his martial reprieve and continued on alongside him.
Eventually, their travels pitted them against a conjurer of foul demons and spirits. Included were a number of Vrocks, and Cassandra in her weakened and vulnerable state soon fell victim to their hazardous demonic spores. Alexander was able to protect her long enough to escape with their lives, and she soon recovered without issue.
Several months later, Lex was born, and his parents rejoiced. The couple settled down, delegating their journeys to younger supplicants of the clergy, to raise Lex as best as they could. When Lex was ten years old, he began displaying sorcerous talents, performing minor tricks such as minor electrical jolts and light-fingered telekinesis.
The village elders were amazed, they could scarcely believe that the child of two farmers nee holy priests could have inherited some innate magical talent, but this appeared to be the case. However, as time went by, it became more and more apparent that Lex wasn't inheriting only sorcerous skills, but demonic ones as well.
The first incident of this was shortly after his sixteenth bithday when a young outlaw arrived in the village, and began disparaging all he could lay eyes on, including his fair mother. Lex confronted the man and eventually the argument grew violent. Lex's eyes flared red, and as he struck the man down, a similar flame engulfed his fist. The villain was not burned, but had been killed outright regardless.
For the rest of his time in the village, Lex was ostracised. People whispered and muttered under their breath near him, telling tales of demons and monsters and alleged heinous acts. In reality, he was a hard-working student and a dutiful farmer's son, who said his prayers each night. But his ways were being gradually changed by these whisperings, and his father recognised it.
When Lex was twenty years old, his mother passed away from Vile Rigidity. Lex was at her bedside for the entire ordeal, including her passing, and heard the final gasps of breath that passed her cracked lips. Realising that the villagers would blame him for causing the affliction, Alexander sent Lex away to a university in Beldor, and bid him never to return for his own safety.
In his new environment, Lex did his best to hide his inherited demonic abilities and ply them off as mere sorcery, a trait more readily accepted. His penchant for magical study eventually earned him a prestigious place in the Transmutation department of the Mystical Experimentation Complex, just as the Great War began to heat up.
Realising the necessity of better soldiers for the war, Lex stepped up his experiments beyond the restrictions of the complex, picking up orphans and beggars from the streets to test his potions and tonics on. He knew it was a vile action that would have proven the prejudices of his hometown, but he felt it necessary to save many millions of lives. However, he was eventually discovered, and sentenced to fifty years in Larkhill prison for unnatural acts of arcane experimentation.
Ok, now time for a history lesson.
402 years ago, Larkhill Prison was a fairly recent institution, only 60 years old. Built to contain the worst inmates imaginable, and whilst it had it's fair share of breakouts, it did it's job well.
However, war brings everyone to their knees. With funds to the prison instead going to help win the Great War, started 442 years ago, the prison suffered considerably. Maintenance started going undone, and eventually disease began to stir in the population.
Then, twenty inmates fell sick with a terrible plague of Slimy Doom. To contain the outbreak, the guards locked them away in a storage room in the underground boiler level. 19 of the inmates fell to their sickness, but the twentieth survived. He banged desperately on the door to be let out, but the guards couldn't risk releasing the plague as well.
As a result, he was locked away and forgotten in the storage room. To survive, he began feeding on the carcasses of the other inmates, until eventually he died of thirst. He awoke as a gravetouched ghoul, still hungering for living flesh, and the necromantic energies of his creation spurred four more inmates to awaken as plague blights.
The ghoul sent the blights to beat at the stone walls of the room, hoping to gradually tear it down and wreak revenge on his imprisoners. The guards heard this, and rapidly sealed an earth elemental into the structure, reinforcing it beyond the ability of the blights to damage, entombing them forever. As a matter of government embarassment, the warden of the time erased the incident from the books with a fire that tore through the record library later that year.
The ghoul and his plague blight minions stayed locked away for all four hundred years, and Vex the Malign has hungered for all of them.
CrunchVex the Malign: Gravetouched Ghoul Human Warlock 3/Sorcerer 4*/Eldritch Theurge 6.
*Taking the Divine Companion alternative class feature in place of the regular Summon Familiar, Complete Champion page 51
Total CR: 14 (But he can easily nuke most things of that level)
Skills*: Bluff +22, Concentration +22, Diplomacy +10, Disguise +12, Intimidate +17, Knowledge (arcana) +15, Knowledge (the planes) +15, Sense Motive +14, Spellcraft +22, Use Magic Device +21
Feats: Contagious Paralysis, Eschew Materialsh, Multiattackb, Point-Blank Shot, Retributive Spell, Somatic Weaponry, Violate Spell-Like Ability
Lesser & Least Invocations, Eldritch Blast 5d6. Up to 5th level Sorcerer spells (He could grab a familiar, but where from?).
If he paralyses someone, there's a DC 22 Fortitude save to avoid catching it when you try to move them out of the line of fire, or else you add to it's fuel. Thanks to Somatic Weaponry, he could hold wands or other items and still cast spells without issue (It's almost like a free Still Spell) and his UMD ensures he doesn't have trouble doing so. And of course, he gets to put Essence and Blast invocations onto his Eldritch Blast, plus spell effects via Spellbast. So here's an idea: Eldritch Spear with a Spellbast (greater fireburst). That's the equivalent of a d8 version of Fireball from 250 ft. away. So he gets to deal up to 80 damage from a distance that most melee characters need a couple of Run actions to cover.
For personal defense, he also has Fiendish Resistance (Fast Healing), damage reduction 4/cold iron and Turn Resistance +2. With Retributive Spell, he can ensure that anyone that manages to get close enough to hurt him regrets the decision. Violate Spell-Like Ability increases this regret, almost permanently cutting down your HP by up to 15 points if he uses it with the Eldritch Blast, 30 with both uses. The Sor/Wiz spell Ghoul Glyph is hilariously handy, whilst he Eschews the Materials of it, the components are soil from a Ghoul's lair :biggrin:
Assuming Greater Mage Armor and Shield, he has an unequipped AC of 22 plus Dexterity
*Assuming a modest Intelligence of 18 and a Charisma of 22. Ghoul adds +2 to them, so a starting pair of 16 and 18 works nicely with level adds.
If things fall short, he can always gain up to 4 more Eldritch Theurge levels, improving his Eldritch Blast damage, his invocations, his spells, his Fiendish Resistance, his Damage Reduction...
Once Theurge is at the full 10, you can advance either of the base classes, or pursue prestige classes. In the latter case, applying 2 levels of Fatespinner to his Warlock casting and 1 level of another spellcasting prestige class for Sorcerer. This nets you 8th level spells and 7d6 Eldritch Blast. To advance both at once is a little sketchy, but you can take Southern Magician (Feat, Races of Faerun) you can conceivably move into Mystic Theurge and use the arcane for Warlock and the divine for Sorcerer.Okay, so it's fairly clear that Vex is a villain, whilst Lex might well have been a great adventurer.
As a villain, Vex specialises in the world-changing schemes. Literally, his specialty was researching transmutation of creatures after all, and during the Great War no less. Now, he's had over 400 years to plot his vengeance upon the world and he's got 4 pretty powerful minions to do it with (Plague Blights, Libris Mortis page 115).
Here's a couple of schemes he could get up to:
The absolute root cause of his present state was the Great War. This means that he may move to unleash Bel'la Oloth (Better known in the metagame as ID38). This would involve first tracking her down, so historical libraries and rumour tracking would be distinct areas of interest. Followed then by actually getting there, depending on the defenses of the location this could involve rallying an army, either by creating more undead or by domination or some other method. Lastly of course, he gets there, lets her out of her prison, and sits back as the world is annihilated.
He could resume his work, it having landed him in the prison that ultimately became his tomb. A slew of children and vagabonds begin disappearing off the streets all across the nation. He secludes them underground in hidden catacombs, carved personally by his Eldritch Hammer Blast (Hammer Blast, Complete Mage page 124), where he performs countless experiments in the name of finally producing the ultimate creature. He's presently in a state of loathing for his undead state, so the likelihood is that he'd find a way to permanently inhabit it as well (Perhaps using Imprison Possessor (http://www.imarvintpa.com/dndlive/spells.php?ID=5559) with Magic Jar or True Mind Switch (http://www.d20srd.org/srd/psionic/powers/mindSwitchTrue.htm)). To do so, he might need rare/expensive scrolls and other magic items, because his warlock/sorcerer abilities will only take him so far, but he's hardly lacking Use Magic Device. Once this happens, he'd start work on a hostile takeover to subjugate the races involved in the Great War (Read: All humanoids).
Supervillain mode. If you can't beat them, disintegrate them. Eberron is replete with plot devices he could set to work building to terrorise Beldor and Midgard chiefly. A couple of the Eldritch Machines presented in Eberron Campaign Setting that he might use are the Emerald Reanimator and the Necromantic Lens. The former raises all creatures that die within 2 miles as zombies under the creator. The latter produces Mass Inflict Light Wounds out to a 5 mile radius. You'd need to change them around a bit for the differences in cosmology between Eberron and most other campaign settings, but it's doable. It may eventually end up that Eberron's Spell Sink (Antimagic Field out to 3 miles) is necessary to put a hold on the monster.Ultimately, Vex can also be incorporate as a minion of another greater evil, though more likely he's pulling strings behind the curtain.
As an antihero, Lex suffers from the stereotypical prejudiced belief that all warlocks are descended from those that trafficked willingly with demons, and his belief of the greater good and the needs of the many.
Here's a couple ways to integrate him into a campaign:
If there's a war going on, perhaps Lex is employed by the PC's nation or beneficiary to explore his experimentation for a weapon against the enemy. In this case, the PCs may have to consider the moral issues of snatching enemy soldiers and various downtrodden fellows for his experiments, all the while unknowing of his warlock side. Maybe he's on the enemy's side and the PCs cross paths as he travels to another laboratory in enemy territory.
Perhaps the PCs are the ones that finally discover his dark secrets. Perhaps they find him carrying a shrieking child into the lab, or beating a poor soul down an alleyway.Of course, they too could be victims. From here, they need to defeat him to capture him, and then they could serve as chief witnesses to his trial. Upon his escape from the Locked Room, Vex would be certain to take vengeance upon them.
Finally, perhaps they know him while he's imprisoned. The pivotal issue is that the prison is lacking the funds it needs to operate. Maybe the PCs are mercenary guards, hired on the cheap to keep order. They might even have been involved in his eventual imprisoning in the Locked Room. Alternatively, perhaps they're prisoners themselves. It's unlikely they'd be in the room with him, but they might get to know him before the disease reaches its head. From thereon, they might hear that he was quarantined and then of the fire in the archives. If they connect the dots, they'll realise that the fire was intentional to erase Lex from history.Lex is in all ways an antihero, trying to live an honest living and work loyally for his country's well-being, but trapped indelibly by his accidental demonic inheritance and the knowledge that he can never go home without being lynched and burned.