My characters most powerful and true signature special ability. I'm sure there are some kinks in it people can help me smooth out. The whole character concept revolves around this ability. I use the name Cybele though im not sure thats the one The Whore will be choosing to go by yet.
It looks like a pretty good special attack, and very fitting for both your character concept and the sort of fun you like to have in games like these. ^^ That said, as written, I think it's just a little too powerful, compared to other special abilities in play. There's two small changes I'd like to propose for the ability.
First, in keeping with the fact that we're all CR 16 and 16 HD, cutting the ability down to forms of 16 HD or less would probably be a good idea. The Silthilar's Warp Flesh ability functions as Polymorph Any Object, but is limited to a caster level of 9, equal to that creature's HD, so there is some precedent there.
Second, I think that any alterations you make that cause a statistical change should be permanent. This will ultimately be a much smaller limit on the ability than the first suggestion, but will change the aesthetics of it a bit, since the subjects for it (such as the example succubus) won't be re-usable.
In regards to the Obyrith subtype: Does that mean that no new Obyrith ever form? I guess I read that fluff as being like... that's their legacy and claim-to-fame, but not that literally every Obyrith was from a time before time. Otherwise, would only characters with a demonic base race for their character be able to select Obyrith?
I imagine that new Obyriths do still form in the Abyss, especially in those remote layers that are too inhospitable to the Tanar'ri, where the Obyriths are still able to hold sway. That said, being formed from the souls of chaotic evil mortals means that the Tanar'ri are able to reproduce much more quickly than the Obyriths, since mortal souls get sent to the Abyss much more often than the Abyss randomly spawns living creatures, and thanks to that, Obyriths are generally quite rare.
That said, I suggested the 'ancient evil from a time before time' approach for Zaer mostly because it seemed like a very cool possibility for a backstory. ^^;
Take Two of my Qualities/Weaknesses:
I should also note that the Whisper Demon's 'Maddening Whispers', which is very similar to Aura of Inebriation (and the power I based it off of) is actually a Special Quality. I only point this out because I wonder if it was a mistake for the Remmanon to have it listed as a Special Attack -- since the Remmanon (MM5) doesn't even have a line/entry for Special Qualities. I'm happy to go with whatever the GMs decide here -- using it as a Special Attack or Special Quality, but I thought I'd just point out the potential mistake and see where we go. If we do decide to make the Aura a Quality, that would take the #1 slot for Qualities and bump everything up one.
Actually, the Whisper Demon definitely has Maddening Whispers as a special attack, not a special quality. It has Madness as a special quality, but Maddening Whispers is listed next to 'Aura' on its statblock, and auras that force saving throws pretty much always count as special attacks in the D&D rules.
Fluff: Methu's expertise in draining the very life essence from his targets, whether it is blood, emotions, or their soul, allows him to improvise new and exciting ways. Spells and magic items can't keep Methu's hunger at bay, and can't keep him from his meal.
Mechanics: Methu's can bypass any protection from ability/level drain by making a CL Check vs the Caster Level + 10 of the effect granting the protection. Immunities inherent to their Type can not be bypassed in this way. ie: Constructs/Undead/Deathless still have no blood/soul. An attempt to bypass the protection can occur once per strike, and once it's been bypassed, no further checks are required for 24 hrs, or unless a new level of protection is put in place. Damage can still be healed as normal. Methu can also recognize the 'taste' of anybody he's drank from, should they get away and Methu get another taste, regardless of disguises or polymorphing.
Source: No real basis, honestly. First part was just to be on par, and would be compared to the numerous effects that ignore elemental immunity, or ignore immunity to Mind-Affecting. The latter part I just thought would be cute -- though combined with the aura nature of Drain Wisdom, could see through disguises within 10'.
...And I suddenly remembered another suggestion that I came up with earlier today but forgot to type out when I got home. ><; There's a pre-existing demon lord, Shaktari the Queen of Mariliths, who has an ability that might be a good base for this one. It's called Aura of Toxin, and it extends out to 120 feet and causes all foes within that range who would be immune to poison to lose their poison immunity, aside from constructs, elementals, the undead, and any creatures Shaktari chooses to exclude from the aura's effect. Additionally, effects that would cause poison damage to not take place or that would delay poison damage also do not work.
You could do something similar for your energy drain. 120 ft aura, removes immunity to energy drain from all creatures aside from constructs, the undead, and any creatures Methu chooses to exclude from the aura's effect, and effects that would remove negative levels (such as Restoration) cannot perform that function while within 120 ft of Methu.
Fluff: 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.
Mechanics: The Guardian Souls exist around Methu constantly, giving him a Profane Bonus equal to his Charisma mod towards Spot, Listen, and Initiative. They also make it so that any Negative Energy Damage that Methu suffers heals him instead of damaging him, and grants Methu immunity to any Negative Energy Effects, including Death Effects. The Guardian Souls can be effected by Turn/Rebuke Undead. They're treated as a single Undead with Methu's HD, and if Turned/Rebuked, go inactive for 1d10 rounds.
Source: The Death Giant (MM3) has this broken into two abilities: Guardian Souls (Gives bonus equal to Charisma Mod to Spot, Listen, Initiative, and Saves. Cloud can be 'turned' for 1d10 rds) and Soul Healing (As long as cloud is up, and negative energy damage heals instead of injures). I thought my saves were already good enough, but removing the saves portion was a big part of it. I also changed the untyped bonuses to Profane, since untyped seemed like an oversight. I merged the two abilities, and added the kicker about immunity to death effects -- which I thought was fitting for the character.
Fluff: After decades of hiding from those who would rightfully fear a Vampire, and more decades using subterfuge to get ahead in the Abyss, Methu has learned to slip away from sight. Whether it's to ambush a target, or to be the 'fly on the wall' to eavesdrop.
Mechanics: A constant Greater Invisibility.
Source: I got the original idea for Greater Invisibility from the Phantom Fungus (MM). It's unlikely to be super useful in a world of see invis and true seeing -- but it seemed fitting for the stealthy vampire.
Guardian Souls is an ability that I really like, and swapping out the saving throw bonus on it for the ability to be healed by negative energy doesn't seem like an overpowered substitution to me.. It also seems like it's going to be a lot more useful to you than constant Greater Invisibility, especially since you can then take Inflict Serious Wounds as one of your at-will spell-like abilities to help with self-healing.
Weakness: (May only take one even if both are approved)
1) Weakness to Holy Symbols: First and foremost, Methu can be Turned and Rebuked just as he could before he regained his humanity. Second, similar to a normal vampire, he can be kept at bay by anybody brandishing a Holy Symbol. Keeping him at bay requires a standard action, and means that Methu can not Touch or make any Melee Attacks towards the person brandishing it.
2) Vulnerability to Holy Water: Holy water, for both it's religious significance and its purity, are both contrary to Methu's being. The damage of holy water is doubled on Methu. When assessing potential damage due to submersion: a vial of holy water would be 4d4 damage for Methu, compared to a vial of acid being 1d6.
When I suggested Vampiric Weaknesses for a special weakness, I was more suggesting something closer to the complete package of vampiric weaknesses as a single special weakness. ^^; Something along the lines of...
Vampiric Weaknesses (Ex) Methu cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, he recoils when faced with a strongly presented holy symbol. These things don’t harm Methu—they merely keep him at bay. While recoiling, Methu must stay at least 5 feet away from a creature holding the holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding Methu at bay takes a standard action.
Methu is also unable to cross running water, although he can be carried over it while resting in his coffin or aboard a ship, and can teleport past it without issue. Immersing Methu in running water robs him of one-third of his hit points each round until he is disabled at the end of the third round of immersion.
You still get to lose the weakness to wooden stakes and have a reduced weakness to sunlight, but have a little more of the weaknesses of a regular vampire as part of your being. You also get to have a reflection and not worry about being repelled by mirrors, since Methu seems like the sort of person who would enjoy getting the chance to admire his own reflection every now and then.
And for the other special weakness I suggested...
Tomb-Tainted Soul (Ex) 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.
These are just suggestions, though, so if you don't like how they look or have problems with them, we can definitely work to try and find something you're more satisfied with.
Tsochar - 4 HD - 4 CR
Obyrith - 0 HD - 0 CR
Swarm-Shifter - 0 HD - 1 CR
Lloth-Touched - 0 HD - 1 CR
Monster of Legend - 0 HD - 2 CR
Classes - 12 HD - 6 CR
Demon Lord - 0 HD - 2 CR
Totals - 16 HD - 16 CR
Well, that would certainly make a creature that would fit in with general Obyrith aesthetics, though I should note that you'd specifically gain the Obyrith subtype from the Demon Lord template, rather than as its own separate thing.
For your class levels, you might be interested to know that you can use psionics while inhabiting a host body. Psychic Warrior would probably be the best option, considering what your mental stats are going to be like after adding on all the templates, although you could also afford to instead take the Cleric casting from Monster of Legend and take a divine casting prestige class or two. You could even afford to lose a level of spellcasting, since you'll get an extra level from the template.
Any thoughts on backstory, personality, or any sort of general theme you'd like to have with this character?