If we were able to make something viable out of a truenamer, well we can do something with anything. This is not too hard in fact, the main objective is just to make it relevent for a group of lvl 16 character, so we want to make him able to take on a chalenge rating 16 or 17 by himself. What follows is an interesting solution to it. (With very slight roleplay for the character.)
First we redo his stats with the classic 32 point buy as follow (including all bonuses from items, levels, etc... (R = racial, E = enchancement, I = inherent)
STR 17 +8R+6E+4I+3lvl 38 +14
DEX 13 +2R 15 +2
CON 16 +2R+2E+2I 22 +6
INT 8 -2R 6 -2
WIS 8 +4R 12 +1
CHA 12 +4R 16 +3
Then for his feats, we first take 2 flaws to increase the number of feats available and take the following for an interesting combo.
Flaw1- exotic weapon proficiency Ribbon light mace Required for lightning mace
Flaw2- Two weapon fighting Required for lightning mace
1- weapon focus ribbon light mace Required for lightning mace
3- Combat reflexes Required for lightning mace
6- Lightning mace The bread and butter
9- Leadership To get a kaorti Marshal 1, Fiend of possession 6, uncanny trickster 3
12- Improved cohort To add a crusader level to our Fiend of possession
Then we need to take care of his equipment, and by abusing custom items we can give him some very interesting gear as follow
16th 260,000 gp
48000 Boots of lion's charge Custom item giving lion charge permanently
40000 Enervating arm +4 str inherent bonus DC 14 against negative level Much cheaper than wiches
19500 +1 keen aptitude kaorti Great falchion, 3d6, 15–20/×4, —, 24 lb., Slashing His main weapon, possessed by the FoP
19500 +1 keen aptitude kaorti Great falchion, 3d6, 15–20/×4, —, 24 lb., Slashing His second weapon... wait... 2 2handers?
16170 +1 Gleaming Leather armor Good source of miss chance
36000 Belt of str +6 no comment
4000 Necklace of con +2 no comment
8000 Strong legs +2 inherent to con Cheaper than upgrading the +2 ench to +4
8000 Gloves of the balance hand ITWF, prety cheap
10000 Power attack bracer acording to arms and equipment guide
45000 cloak of Girralon blessing Custom item giving girralon blessing permanently
500 Everlasting ration Carrying food is lame
5000 Small manor in a random metropolis
330 coffee and cookies for his Mob and cohort
Now for combat, let's see the quick numbers, take into account that we crit on a 15 for x4 damage and another attack at the same bonus
Melee attack = 12BAB
+ enchant up to 9 for the main and only +1 for the second
Damage = 3d6+21STR
Leadership score +21, Great renown, Fairness and generosity, special power, bought a house in the city
Great Renown, he's renowned as being the leader of the Scorpion Mob in a random metropolis
Fairness and Generosity, He doesn't care much for the loot that drops of his ennemy, his troop thought he was fair and generous because of it
Special power, Unlike his whole race he's not completely useless
Has a manor in a random metropolis , which is the base of operation for the Scorpion MobSpecial notes:
-Even when optimised his CR is only 7, which is a great deal if we want to add a truenamer cohort, the cohort will be able to do stuff unlike most of the times
-The FoP can give the marshal bonus to the charge which can be substancial, especially if we consider the stance for the crusader, just make sure to add shape soulmeld shedu crown and open least chackra crown
-It is clear that most of the time monstrous character are, at most, equivalent to a tier 5 class
-With his lvl 1 follower you can in fact make a mob from the DMG2, which is of a higher chalenge rating than a regular scorpionfolk
And down here is the reference for the Racial stuff
Scorpionfolk characters possess the following racial traits.
+8 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +4 Wisdom. +4 Charisma.
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/5 feet.
A scorpionfolk’s base land speed is 40 feet.
Darkvision out to 60 feet.
Fire Resistance 5
Spell Resistance 18
Racial Hit Dice: A scorpionfolk begins with twelve levels of monstrous humanoid, which provide 12d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +4, Ref +8, and Will +8.
Racial Skills: A scorpionfolk’s monstrous humanoid levels give it skill points equal to 15 × (2 + Int modifier). Its class skills are Diplomacy, Spot, Intimidate, Listen and Sense Motive
Racial Feats: A scorpion’s monstrous humanoid levels give it five feats.
+6 natural armor bonus.
Automatic Languages: Common, Terran. Bonus Languages: any.
Favored Class: Ranger.
Level adjustment +4.
1d8+1.5str Reflex half DC 10+1/2HD+STR. The save DC is Strength-based.
A scorpionfolk delivers its poison (Fortitude save DC 10+1/2HD+CON) with each successful sting attack. The initial and secondary damage is 1d4 points of Dexterity damage.
1/day - major image; 2/day - mirror image, Caster level 10th; save DC 12 + spell level.