Aleam Valassar (Aleam in Control)
Male janni paladin 2
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +11
Aura good
AC 21, touch 14, flat-footed 17 (+1 natural, +6 armor, +3 Dex)
HP 70 (6d8+2d10+32)
Fort +14, Ref +10, Will +9
Resist fire 10
Speed 20 ft., fly 15 ft. (perfect)
Melee +1 scimitar +14/+9 (1d6+6/18-20)
Ranged composite longbow +11/+6 (1d8+5/x3)
Special Attacks Combat Reflexes, smite evil 1/day
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Str 20, Dex 17, Con 18, Int 12, Wis 14, Cha 14
Base Atk +8; CMB +13; CMD 26
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility
Skills Appraise +4, Diplomacy +4, Disguise +6, Escape Artist +12, Heal +5, Knowledge (religion) +2, Linguistics +13, Perception +11, Ride +13, Sense Motive +12, Stealth +11, Use Magic Device +3
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ aura of good, change size, detect evil, divine grace, elemental endurance, lay on hands (4 hit points per day), plane shift
Gear +1 breastplate, +1 scimitar, composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (2).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 4 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +2 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Aleam Valassar, an idealistic young janni, left his tribe in the desert to learn the ways of paladins so he could fight evil. He trained and learned quickly, and he found that his janni abilities fit in well with his training. Realizing that one could approach evil in different ways, he adopted one that involved some sneaking and surprise attacks, tactics that the evil beings themselves used. A couple years after becoming a paladin, though, the biggest and most horrific event of his life took place, and he is not even aware that it has happened.
He became involved in a quest to rid the Material Plane of a succubus demon that was possessing mortals and using their bodies to ruin their reputations and thus push them toward evil. He and his group of allies confronted the succubus, Lorycia, in an evil temple, and as the battle between good and evil waged on, the temple walls became unsteady and began to fall. Near the climax of the battle, a crack in the floor opened under Lorycia and she fell into the caverns below, followed by tons of rock and debris. To everyone, it looked like she was crushed to death. However, as she landed she made herself ethereal and possessed Aleam just as the party's wizards cast a great deal of magic to dispel the remaining demons. The magic combined with some arcane and divine energy remaining in the temple and created an unstable magic area and subsequent explosion. When the heroes returned to their senses, they were lying outside the ruins of the temple with no demons in sight.
For Aleam, however, the nightmare had just begun. When he fell asleep that night, Lorycia took over control of his body. She realized that she had become trapped within his body, but that Aleam did not know that she was in there with him. Gleeful for the opportunity and yet hateful because she was trapped, she started working on Aleam's downfall. However, demons have to sleep too, and when she fell asleep, Aleam awoke. And thus it goes with them. When Aleam sleeps, Lorycia awakes and takes control, and she makes sure that Aleam is blacked out for the period in which she is in control. When she sleeps, Aleam awakes and unknowingly takes control until he sleeps again.
Lorycia has manipulated this situation so that Aleam is not aware of her, by having him awake in the same place (she can use his spell-like abilities) and so forth. She also is turning him down a darker path without him knowing it, but pushing his training in directions suitable to her. An assassin hidden in a paladin is perfect for her goals, and that is what she is making. When she is ready, she will reveal herself to him and make him an ally in her evil causes.
How does this work in the rules? Well, two personalities are inside Aleam's body. Both share his physical traits, class levels, skills, feats, and so forth. Lorycia cannot use his paladin class features, but retains his skills, base attack bonus, base save bonuses, and feats. Lorycia is using her time to modify his training, making him better at hiding and eventually taking levels in the assassin prestige class. Aleam cannot use the assassin class features (such as sneak attack), but gets the benefit of the added Hit Dice, base attack bonus, base saves, and skills and feats from the assassin prestige class. Since he already preferred some sneakiness in his paladin style, and because Lorycia is careful in what skills she develops when she is in control, Aleam has not noticed that he is being twisted. Once she reveals herself, Aleam loses his paladin class features but can use the assassin class features. Maintaining the delicate balance is in Lorycia's best interest right now.
Lorycia's body was not destroyed (or she'd be dead). It lies in a cavern beneath the evil temple surrounded by fallen debris. It has healed, but since she is not in it, the body remains effectively lifeless. Should anyone find a way to remove Lorycia from Aleam (which should be more difficult than the usual means described in Fiendish Codex I), she would return to her body. Her statistics are presented at the end of the article.
The idealistic Aleam is unaware of his demonic ride-along, and when he is awake he pursues evil through a more cagey and sneaky approach. He feels that some of the methods of evil can be used against evil without one becoming evil oneself. In melee he uses his flashing scimitar and makes full use of his janni abilities whenever possible (especially ethereal jaunt).
Aleam Valassar (Aleam in Control) Midlevel
CR 10 XP: 9,600
Male janni paladin 5/assassin 1
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +14
Aura good
AC 22, touch 15, flat-footed 18 (+1 natural, +6 armor, +4 Dex)
HP 107 (6d8+5d10+1d8+48)
Fort +15, Ref +14, Will +10
Immune disease; Resist fire 10; 25% chance to negate crit from armor
Speed 20 ft., fly 15 ft. (perfect)
Melee +1 scimitar +17/+12/+7 (1d6+6/18-20)
Ranged composite longbow +15/+10/+5 (1d8+5/x3)
Special Attacks Cleave, Combat Reflexes, Power Attack, smite evil 2/day, turn undead 5/day (+2, 2d6+5, 3rd)
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Spells Prepared (CL 2nd)
1st-Lesser Restoration
Str 20, Dex 18, Con 18, Int 12, Wis 14, Cha 14
Base Atk +11; CMB +16; CMD 30
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Mobility, Power Attack
Skills Appraise +4, Diplomacy +4, Disguise +6, Escape Artist +13, Heal +5, Knowledge (religion) +3, Linguistics +13, Perception +14, Ride +14, Sense Motive +12, Stealth +14, Use Magic Device +4
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ aura of courage, aura of good, change size, detect evil, divine grace, divine health, elemental endurance, lay on hands (10 hit points per day), plane shift, special mount
Gear +1 breastplate of light fortification, +1 scimitar, masterwork composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (5).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 10 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +5 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Death Attack (Ex) If Lorycia studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, she can undertake other actions so long as her attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once she has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if she does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use (Ex) Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Special Mount (Sp) Aleam has the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. Once per day, as a full-round action, he may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10 hours); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Aleam Valassar, an idealistic young janni, left his tribe in the desert to learn the ways of paladins so he could fight evil. He trained and learned quickly, and he found that his janni abilities fit in well with his training. Realizing that one could approach evil in different ways, he adopted one that involved some sneaking and surprise attacks, tactics that the evil beings themselves used. A couple years after becoming a paladin, though, the biggest and most horrific event of his life took place, and he is not even aware that it has happened.
He became involved in a quest to rid the Material Plane of a succubus demon that was possessing mortals and using their bodies to ruin their reputations and thus push them toward evil. He and his group of allies confronted the succubus, Lorycia, in an evil temple, and as the battle between good and evil waged on, the temple walls became unsteady and began to fall. Near the climax of the battle, a crack in the floor opened under Lorycia and she fell into the caverns below, followed by tons of rock and debris. To everyone, it looked like she was crushed to death. However, as she landed she made herself ethereal and possessed Aleam just as the party's wizards cast a great deal of magic to dispel the remaining demons. The magic combined with some arcane and divine energy remaining in the temple and created an unstable magic area and subsequent explosion. When the heroes returned to their senses, they were lying outside the ruins of the temple with no demons in sight.
For Aleam, however, the nightmare had just begun. When he fell asleep that night, Lorycia took over control of his body. She realized that she had become trapped within his body, but that Aleam did not know that she was in there with him. Gleeful for the opportunity and yet hateful because she was trapped, she started working on Aleam's downfall. However, demons have to sleep too, and when she fell asleep, Aleam awoke. And thus it goes with them. When Aleam sleeps, Lorycia awakes and takes control, and she makes sure that Aleam is blacked out for the period in which she is in control. When she sleeps, Aleam awakes and unknowingly takes control until he sleeps again.
Lorycia has manipulated this situation so that Aleam is not aware of her, by having him awake in the same place (she can use his spell-like abilities) and so forth. She also is turning him down a darker path without him knowing it, but pushing his training in directions suitable to her. An assassin hidden in a paladin is perfect for her goals, and that is what she is making. When she is ready, she will reveal herself to him and make him an ally in her evil causes.
How does this work in the rules? Well, two personalities are inside Aleam's body. Both share his physical traits, class levels, skills, feats, and so forth. Lorycia cannot use his paladin class features, but retains his skills, base attack bonus, base save bonuses, and feats. Lorycia is using her time to modify his training, making him better at hiding and eventually taking levels in the assassin prestige class. Aleam cannot use the assassin class features (such as sneak attack), but gets the benefit of the added Hit Dice, base attack bonus, base saves, and skills and feats from the assassin prestige class. Since he already preferred some sneakiness in his paladin style, and because Lorycia is careful in what skills she develops when she is in control, Aleam has not noticed that he is being twisted. Once she reveals herself, Aleam loses his paladin class features but can use the assassin class features. Maintaining the delicate balance is in Lorycia's best interest right now.
Lorycia's body was not destroyed (or she'd be dead). It lies in a cavern beneath the evil temple surrounded by fallen debris. It has healed, but since she is not in it, the body remains effectively lifeless. Should anyone find a way to remove Lorycia from Aleam (which should be more difficult than the usual means described in Fiendish Codex I), she would return to her body. Her statistics are presented at the end of the article.
The idealistic Aleam is unaware of his demonic ride-along, and when he is awake he pursues evil through a more cagey and sneaky approach. He feels that some of the methods of evil can be used against evil without one becoming evil oneself. In melee he uses his flashing scimitar and makes full use of his janni abilities whenever possible (especially ethereal jaunt).
Though more seasoned, Aleam is still not aware of Lorycia's presence, or that she is now directing his advancement while he sleeps. Lorycia ican keep him asleep much longer now, and so she has begun making him into an assassin. She always operates far away from his usual home locations (via ethereal jaunt), so his evil reputation should not catch up to him for quite a while. Because he is unaware of his body doing evil, he is not really doing any evil and his paladin status is not suffering.
Aleam Valassar (Aleam in Control) Highlevel
CR 14 XP: 38,400Male janni paladin 5/assassin 5
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +19
Aura good
AC 23, touch 15, flat-footed 19 (+1 natural, +7 armor, +4 Dex)
HP 125 (6d8+5d10+5d8+48)
Fort +16, Ref +16, Will +11
Immune disease; Resist fire 10; 25% chance to negate crit from armor
Speed 20 ft., fly 15 ft. (perfect)
Melee +2 keen scimitar +21/+16/+11 (1d6+7/15-20)
Ranged +1 composite longbow +19/+14/+9 (1d8+6/x3)
Special Attacks Cleave, Combat Reflexes, Power Attack, smite evil 2/day, turn undead 5/day (+2, 2d6+5, 3rd)
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Spells Prepared (CL 2nd)
1st-Lesser Restoration
Str 20, Dex 19, Con 18, Int 12, Wis 14, Cha 14
Base Atk +14; CMB +19; CMD 33
Feats Cleave, Combat Reflexes, Divine Vigor, Dodge, Improved Initiative, Mobility, Power Attack
Skills Appraise +4, Diplomacy +4, Disguise +6, Escape Artist +15, Heal +5, Knowledge (religion) +3, Linguistics +13, Perception +19, Ride +14, Sense Motive +12, Stealth +20, Use Magic Device +4
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ aura of courage, aura of good, change size, detect evil, divine grace, divine health, elemental endurance, lay on hands (10 hit points per day), plane shift, special mount
Gear +2 breastplate of light fortification, +2 keen scimitar, +1 composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (5).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 10 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +5 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Aura of Courage (Su) Aleam is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Death Attack (Ex) If Lorycia studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, she can undertake other actions so long as his attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once she has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if she does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use (Ex) Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Special Mount (Sp) Aleam has the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. Once per day, as a full-round action, he may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10 hours); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Uncanny Dodge and Improved Uncanny Dodge (Ex) Lorycia retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. She can no longer be flanked except by rogues with at least 9 levels in classes that grant the sneak attack class feature.
Lorycia has completely changed his focus in life, though Aleam still believes that he is crusading against evil. She believes that she must let him advance as a paladin for a while after this or he will begin to be suspicious, since she has come to like her role as hidden assassin. She still uses his spell-like abilities to help keep him from finding out the truth, but knows that eventually he will do so. She hopes to be in a position to turn him to blackguard once the inevitable comes out.
Aleam Valassar (Lorycia in Control) Midlevel
CR 10 XP: 9,600
Male janni paladin 5/assassin 1
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +16
Aura good
AC 22, touch 15, flat-footed 18 (+1 natural, +6 armor, +4 Dex)
HP 107 (6d8+5d10+1d8+48)
Fort +15, Ref +12, Will +10
Resist fire 10; 25% chance to negate crit from armor
Speed 20 ft., fly 15 ft. (perfect)
Melee +1 scimitar +17/+12/+7 (1d6+6/18-20)
Ranged composite longbow +15/+10/+5 (1d8+5/x3)
Special Attacks Cleave, Combat Reflexes, Power Attack, smite evil 2/day, turn undead 5/day (+2, 2d6+5, 3rd)
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Str 20, Dex 18, Con 18, Int 19, Wis 18, Cha 31
Base Atk +11; CMB +16; CMD 30
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Mobility, Power Attack
Skills Appraise +7, Diplomacy +12, Disguise +14, Escape Artist +13, Heal +7, Knowledge (religion) +6, Linguistics +13, Perception +16, Ride +14, Sense Motive +14, Stealth +12, Use Magic Device +12
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ change size, elemental endurance, plane shift, poison use
Gear +1 breastplate of light fortification, +1 scimitar, masterwork composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (2).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 4 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +2 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Aura of Courage (Su) Aleam is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Death Attack (Ex) If Lorycia studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, she can undertake other actions so long as her attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once she has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if she does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use (Ex) Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Special Mount (Sp) Aleam has the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. Once per day, as a full-round action, he may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10 hours); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Aleam Valassar, an idealistic young janni, left his tribe in the desert to learn the ways of paladins so he could fight evil. He trained and learned quickly, and he found that his janni abilities fit in well with his training. Realizing that one could approach evil in different ways, he adopted one that involved some sneaking and surprise attacks, tactics that the evil beings themselves used. A couple years after becoming a paladin, though, the biggest and most horrific event of his life took place, and he is not even aware that it has happened.
He became involved in a quest to rid the Material Plane of a succubus demon that was possessing mortals and using their bodies to ruin their reputations and thus push them toward evil. He and his group of allies confronted the succubus, Lorycia, in an evil temple, and as the battle between good and evil waged on, the temple walls became unsteady and began to fall. Near the climax of the battle, a crack in the floor opened under Lorycia and she fell into the caverns below, followed by tons of rock and debris. To everyone, it looked like she was crushed to death. However, as she landed she made herself ethereal and possessed Aleam just as the party's wizards cast a great deal of magic to dispel the remaining demons. The magic combined with some arcane and divine energy remaining in the temple and created an unstable magic area and subsequent explosion. When the heroes returned to their senses, they were lying outside the ruins of the temple with no demons in sight.
For Aleam, however, the nightmare had just begun. When he fell asleep that night, Lorycia took over control of his body. She realized that she had become trapped within his body, but that Aleam did not know that she was in there with him. Gleeful for the opportunity and yet hateful because she was trapped, she started working on Aleam's downfall. However, demons have to sleep too, and when she fell asleep, Aleam awoke. And thus it goes with them. When Aleam sleeps, Lorycia awakes and takes control, and she makes sure that Aleam is blacked out for the period in which she is in control. When she sleeps, Aleam awakes and unknowingly takes control until he sleeps again.
Lorycia has manipulated this situation so that Aleam is not aware of her, by having him awake in the same place (she can use his spell-like abilities) and so forth. She also is turning him down a darker path without him knowing it, but pushing his training in directions suitable to her. An assassin hidden in a paladin is perfect for her goals, and that is what she is making. When she is ready, she will reveal herself to him and make him an ally in her evil causes.
How does this work in the rules? Well, two personalities are inside Aleam's body. Both share his physical traits, class levels, skills, feats, and so forth. Lorycia cannot use his paladin class features, but retains his skills, base attack bonus, base save bonuses, and feats. Lorycia is using her time to modify his training, making him better at hiding and eventually taking levels in the assassin prestige class. Aleam cannot use the assassin class features (such as sneak attack), but gets the benefit of the added Hit Dice, base attack bonus, base saves, and skills and feats from the assassin prestige class. Since he already preferred some sneakiness in his paladin style, and because Lorycia is careful in what skills she develops when she is in control, Aleam has not noticed that he is being twisted. Once she reveals herself, Aleam loses his paladin class features but can use the assassin class features. Maintaining the delicate balance is in Lorycia's best interest right now.
Lorycia's body was not destroyed (or she'd be dead). It lies in a cavern beneath the evil temple surrounded by fallen debris. It has healed, but since she is not in it, the body remains effectively lifeless. Should anyone find a way to remove Lorycia from Aleam (which should be more difficult than the usual means described in Fiendish Codex I), she would return to her body. Her statistics are presented at the end of the article.
The idealistic Aleam is unaware of his demonic ride-along, and when he is awake he pursues evil through a more cagey and sneaky approach. He feels that some of the methods of evil can be used against evil without one becoming evil oneself. In melee he uses his flashing scimitar and makes full use of his janni abilities whenever possible (especially ethereal jaunt).
Though more seasoned, Aleam is still not aware of Lorycia's presence, or that she is now directing his advancement while he sleeps. Lorycia ican keep him asleep much longer now, and so she has begun making him into an assassin. She always operates far away from his usual home locations (via ethereal jaunt), so his evil reputation should not catch up to him for quite a while. Because he is unaware of his body doing evil, he is not really doing any evil and his paladin status is not suffering.
Aleam Valassar (Lorycia in Control) Highlevel
CR 14 XP: 38,400
Male janni paladin 5/assassin 5
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +21
Aura good
AC 23, touch 15, flat-footed 19 (+1 natural, +7 armor, +4 Dex)
HP 125 (6d8+5d10+5d8+48)
Fort +14, Ref +14, Will +13
Defensive Abilities Fort +16 against poison; Immune disease; Resist fire 10; 25% chance to negate crit from armor
Speed 20 ft., fly 15 ft. (perfect)
Melee +2 keen scimitar +21/+16/+11 (1d6+7/15-20)
Ranged +1 composite longbow +19/+14/+9 (1d8+6/x3)
Special Attacks Cleave, Combat Reflexes, Power Attack, smite evil 2/day, turn undead 5/day (+2, 2d6+5, 3rd)
Spell-Like Abilities (CL 12th) At will - detect evil 3/day - invisibility (self only), speak with animals 1/day - create food and water (caster level 7th), ethereal jaunt for 1 hour
Spells Prepared (CL 5th)
1st (4/day)-Disguise Self, Feather Fall, Jump, True Strike
2nd (3/day)-Alter Self, Pass Without Trace, Spider Climb
3rd (1/day)-False Life, Nondetection
Str 20, Dex 19, Con 18, Int 19, Wis 18, Cha 31
Base Atk +14; CMB +19; CMD 33
Feats Cleave, Combat Reflexes, Divine Vigor, Dodge, Improved Initiative, Mobility, Power Attack
Skills Appraise +7, Diplomacy +12, Disguise +20, Escape Artist +15, Heal +7, Knowledge (religion) +6, Linguistics +13, Perception +21, Ride +14, Sense Motive +14, Stealth +20, Use Magic Device +12
Languages Common, Ignan, Celestial; telepathy 100 ft.
SQ change size, elemental endurance, plane shift, poison use
Gear +2 breastplate of light fortification, +1 keen scimitar, +1 composite longbow [+4 Str], 20 arrows in a quiver, mundane clothing, wooden holy symbol
Aura of Good (Ex) The power of Aleam's aura of good (see the detect good spell) is equal to his paladin level (5).
Change Size (Sp) Twice per day, Aleam can magically change a creature's size. This works just like an enlarge person or reduce person spell (Aleam chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Elemental Endurance (Ex) Aleam can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.
Lay on Hands (Su) Aleam can heal wounds by touch. Each day he can heal 10 hit points. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. He can use this power to deal damage to undead.
Plane Shift (Sp) Aleam can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports him and up to eight other creatures, provided they all link hands with Aleam. It is otherwise similar to the spell of the same name (caster level 13th).
Smite Evil (Su) Twice per day, Aleam can attempt to smite evil with one normal melee attack. He adds +2 to the attack and deals +5 points of damage. If the paladin smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Aura of Courage (Su) Aleam is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Death Attack (Ex) If Lorycia studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, she can undertake other actions so long as his attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once she has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if she does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use (Ex) Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Special Mount (Sp) Aleam has the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. Once per day, as a full-round action, he may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10 hours); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Uncanny Dodge and Improved Uncanny Dodge (Ex) Lorycia retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. She can no longer be flanked except by rogues with at least 9 levels in classes that grant the sneak attack class feature.
Lorycia has completely changed his focus in life, though Aleam still believes that he is crusading against evil. She believes that she must let him advance as a paladin for a while after this or he will begin to be suspicious, since she has come to like her role as hidden assassin. She still uses his spell-like abilities to help keep him from finding out the truth, but knows that eventually he will do so. She hopes to be in a position to turn him to blackguard once the inevitable comes out.
Aleam's Paladin's Mount
Aleam has the services of a heavy warhorse from the celestial realms. He can call this animal once per day for up to 10 hours of service. He always dismisses it when he goes to sleep for the night, so it has not caught on to Lorycia's presence either.Heavy Warhorse Paladin's Mount
N Large magical beast
Init +1; Senses low-light vision, scent; Listen +6, Spot +5
Languages empathic link
AC 18, touch 10, flat-footed 17
(-1 size, +1 Dex, +8 natural)
hp 45 (6 HD)
Resist improved evasion
Fort +8, Ref +6, Will +3
Speed 40 ft. (8 squares), base speed 50 ft.
Melee 2 hooves +7 (1d6+4)
and bite +5 (1d4+2)
Space 10 ft.; Reach 5 ft.
Base Atk +4; Grp +12
Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
SQ improved evasion, share saving throws, share spells
Feats Endurance, Multiattack, Run
Skills Listen +6, Spot +5
Empathic Link (Su)The paladin has an empathic link with her mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells At the paladin's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on his mount (as a touch range spell) instead of on himself. A paladin and his mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).
Share SavingThrows For each of its saving throws, the mount uses its own base save bonus or the paladin's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have (such as from magic items or feats).
Lorycia
CR 10 XP: 9,600
Succubus Fiend of Possession 0
CE Medium outsider (chaotic, devil, evil, extraplanar,)
Init +2; Senses darkvision 60 ft.; Perception +13
AC 22, touch 13, flat-footed 19 (+9 natural, +2 Dex)
HP 39 (6d10+6)
Fort +6, Ref +7, Will +9
DR 10/cold iron or good; Immune electricity, poison; SR 18; Resist fire 10, cold 10, acid 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +6 (1d6)
Special Attacks energy drain, spell-like abilities, summon demon
Spell-Like Abilities (CL 12th) At will charm monster (DC 24), detect good, detect thoughts (DC 22), ethereal jaunt (self plus 50 pounds of objects only), suggestion (DC 23), greater teleport (self plus 50 pounds of objects only)
Str 10, Dex 14, Con 12, Int 16, Wis 18, Cha 31
Base Atk +6; CMB +6; CMD 18
Feats Dodge, Mobility, Persuasive
Skills Bluff +21, Diplomacy +14, Disguise +19, Escape Artist +11, Intimidate +21, Knowledge (arcana) +13, Linguistics +10, Perception +13, Stealth +11, Use Magic Device +10
Racial Modifiers Disguise +21 acting, +29 when using change shape, +31 acting when using change shape
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SQ change shape, possession ability, tongues
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