Welkin Template (Epic)
Welkin is the vampire god, emperor among the king. He watch the aeons pass, and he remain on his throne. "The Inevitable End Of All But Me"
“Welkin” is a template that can be added to any 120 level/HD character that has been a nosferatu for millennial.
Hit Dice: A welkin has d20 for Hid Dice and has maximum hit points per die (like it has rolled the maximum on all the die).
Armor Class: A welkin increase any previous natural armor bonuses by +150.
Speed: All the welkin movements speed increase to 900 ft. if lesser.
Defensive Abilities: A welkin has all of the base nosferatu’s defensive abilities. It also has the defensive abilities listed below.
Channel Resistance (Ex)
A welkin has channel resistance +200 or his HD, whichever is higher. This overlaps (does not stack with) the base nosferatu’s channel resistance.
Damage Reduction (Ex)
A welkin increase his damage reduction to 120/—.
Dark Armor (Su)
A welkin generate a personal dark armor that stops a number of hit points of physical damage (whether that damage came from mundane or magical sources does not matter) equal to ½ his maximum hit points. It should be noted that this ability prevents any special attacks that accompany an attack provided the entire amount of damage of the attack is blocked. This dark armor regenerates its protection at a rate of 1 point per HD of the welkin per round.
Dread Recuperation (Ex)
At the start and at the end of its turn, the welkin automatically shake off any one adverse condition and effect (disease, mind-effecting effects, imprisonment, stun, sanity damage, madness, negative level, ability damage or drain, etc.). This ability cannot be removed or suppressed in any means, even by effects that normally suppress or remove Ex such as baleful polymorph (which would still be removed on its turn) or remove abilities like Force Vulnerability of the Spawn Slayer (Slayer archetype) or the Consuming Curse of the Consuming Creature (template). Abrogate can remove this only if the source is at least two divine tier (intermediate deity, greater deity, elder one, etc.) higher than the wealkin.
Eternal (Ex)
If somehow the welkin is destroyed, his body with all of his equipment turns into blood and dissolves. After 1d4 hours he dramatically reappears in a safe location from any blood shed at the moment of his destruction, there is no way for stop this from happening. His soul cannot be imprisoned, absorbed or destroyed in any means. The welkin cannot be restored to life in any means, not even divine powers can. This ability cannot be removed or suppressed in any means, even by effects that normally suppress or remove Ex such as baleful polymorph or remove abilities like Force Vulnerability of the Spawn Slayer (Slayer archetype) or the Consuming Curse of the Consuming Creature (template). Abrogate can remove this only if the source is at least two divine tier (intermediate deity, greater deity, elder one, etc.) higher than the wealkin.
Eternal Freedom (Su)
A welkin is immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. He is also treated as if under the effects of a freedom of movement spell.
Fast Healing (Ex)
A welking fast healing increase to 125.
Immunity (Ex)
A welkin gains immunity to cold and electricity.
Spell Resistance (Ex)
A welkin gains spell resistance 60 + his HD. This overlaps (does not stack with) the base nosferatu’s spell resistance.
Special Attacks: A welkin has all of the base nosferatu’s special attacks. It also has the special attacks listed below.
Digestio (Su)
A welkin gains all aspects of a defeated opponent that are more powerful than what him already possess. He must have personally defeated the opponent (he must take the majority beneficiary of any EXP gained from the opponents defeat for this power to take effect). This assimilation include ability scores:
ex: If he defeat an opponent with a higher strength score than himself, he gains its strength score (see assimilate of the nosferatu).
It also includes Hit Dice (only the amount of Hit Dice is pertinent, not the type). If the opponent had more Hit Dice than him, his Hit Dice increases to its Hit Dice as a racial Hit Dice.
ex: If a welkin with 60 Hit Dice defeats an enemy with 90 Hit Dice, then the welking would gains 30 racial Hit Dice.
Lastly it includes powers and abilities.
The welkin would gains all the defeated enemy mortal, divine, cosmic, transcendental and omnific abilities, even class abilities.
Special: In the likely event of any ambiguity over what exactly is gained, the GM has the final say.
Blood Drain (Ex)
A welkin blood drain damage increase from d8 to d12.
Children of the Terror (Su)
A welkin can use its children of the night ability every round instead of once per hour. A welkin can call with children of the night any number of the same undead creature, while their total CR sum cannot exceed triple his HD and the single creature cannot have a CR higher of his HD. He can have any number of summon active at any given time and the creatures summoned forth serve the welkin until released.
Dominate (Su)
A welkin can chose to use its Dominate special attack with only its voice, without the need of the eyes. When used in this way, instead of a gaze attack, this ability is a sonic, and language-dependent effect and the target must be able to hear the welkin. Creatures controlled obey suicidal orders and do not gains a new saving throw if they are forced to take actions against their nature. The welkin does not need spend at least 1 round concentrating on the ability each day. This ability works now even while the welkin and the controlled creature are not on the same plane. Protection from evil and similar ability does not block this ability if the effect is not at a CL of at least the welkin HD-10.
Create Spawn (Su)
Same as the base nosferatu except that if the creature have 120 or more HD, the welkin can chose, if he wants, to apply the welkin template after the nosferatu and vampire templates (the new welkin is still under the control of the welkin that created it like normal vampire spawn or normal vampire).
Energy Drain (Su)
A welkin energy drain ability triggers once per successful attack, up to a maximum of an extra trigger per round for every 7 level after 20 the welkin has (2 at 27th, 3 at 34th, 4 at 41th, etc.) on a given creature, and his mastery over unlife allows him to use his energy drain attack against any creature, even creatures normally immune to energy drains like undead or construct. The number of negative level bestowed with a successful attack increase to one negative level for every 12 HD of the welkin. This alter the nosferatu energy drain ability.
Mercurial (Ex)
The welkin gain a cumulative +1 attack per round (beginning after the first) provided he keep attacking the same opponent. The attack is made using the welkin full base attack bonus, plus any modifiers appropriate to the situation.
Special: If the welkin use the two-weapon fighting then he gains two cumulative attacks per round, if he use the multiweapon fighting style he would gains multiple extra weapon attacks each round, one per functional hands actually used for attack (ex: if the welkin is a kasatha which used 3 swords and one wand, he gains three extra attack each round).
Spellcasting: A welkin has all of the base nosferatu’s spellcasting and spell-like ability. A welkin replace the spell-like ability of the nosferatu template with the following:
Constant—haste, true seeing;
At will—astral projection, create greater undead, death knell, destruction, eclipse [E], enervation, greater dispel magic, greater teleport, harm, plane shift, soul bind, storm of vengeance, time stop;
3/day—demise unseen [E], dreamscape [E], implosion, imprisonment, momento mori [E], overwhelming presence, pestilence [E], polar midnight, rain of fire [E], soul dominion [E], wail of the banshee, weird, wish;
1/day—dire winter [E];
Welkin use these spell-like abilities with caster level equal to his Hit Dice.
Special Qualities
A welkin has all of the base nosferatu’s special qualities. It also has the special qualities listed below.
Maven (Ex)
A welkin has maximum ranks in all skills it knows.
Mythic (Ex)
A welkin has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. A welkin can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. If the welkin is already mythic (like wizard 80/archmage 26), this pool of mythic power is apart and cannot be used for activate mythic path abilities (like the wild arcana path ability) and the welkin is considered 32th-rank or his other rank/tier, whichever of the two is higher. If his other rank/tier is higher, this pool improved: this pool can be used a number of time per day equal to his rank/tier and the surge increase as appropriate for the rank/tier. This replace the mythic nosferatu ability.
Omnicompetent (Ex)
A welkin knows all skills.
Vicissitude (Ex)
A welkin can develop an entirely new alter-ego. Thereafter he can change between these two identities at will as a move action (only the welkin can choose to do so and he can do so at any time, usually when his alter-ego is incapacitated). The alter-ego begins with a hit die/level no greater than the welkin HD (from then on advancing as a separate entity). It can be of any alignment, be of any race or class and is otherwise untraceable to the original manifestation. The welkin always knows what his alter-ego does and knows everything he knows, but his alter-ego does not know it in turn: indeed it is possible that he does not even know that he is only an alter-ego of another entity and considers the moments when the welkin comes out and is in control like blackouts where he passed out. This is not a transmutation or a polymorph effect.
Ability Scores: Str +150, Dex +100, Int +50, Wis +50, Cha +100. As an undead creature, a welkin has no Constitution score.
Skills: A welkin increase any racial bonus on Bluff, Perception, Sense Motive, and Stealth by +100. This replace the nosferatu skill bonus.
Epic Feats: Welkin gain Anoxia, Expert Strike, Fire Baptism, Malifiecus, Mathesis, Phrenology, Plastic Soul, Second Strike as bonus epic feats without need to meet their prerequisite.