Illithid

Seeker of Lore's page

18 posts. Alias of CampinCarl9127.


Full Name

Seeker of Lore

Race

Illithid

Classes/Levels

Cleric 2

Gender

Male

Size

Medium

Age

38

Alignment

NG

Deity

Opal

Languages

Amethystish, Opal, Citrinic, Ancient Citrinic

Strength 6
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 18
Charisma 10

About Seeker of Lore

Statistics:
Male Illithid Cleric 2
NG Medium Humanoid (Illithid)
Init +2; Senses Perception +9; darkvision
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)
hp 15
Fort +4, Ref +2, Will +7
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OFFENSE
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Speed 30 ft. (20 ft. in armor)

Melee Dagger -1 (1d4-2)

Ranged Light Crossbow +3 (1d8)
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STATISTICS
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Str 6, Dex 14, Con 12, Int 16, Wis 18, Cha 10
Base Atk +1; CMB -1; CMD 11
Traits Mystery Initiate, Seeker, Student of Philosophy
Drawbacks Sheltered
Feats Wild Talent
Skills (9 points; 4 cleric, 3 INT, 2 favored class)
ACP -4
(1) Bluff +4 (+7 lying)
(1) Diplomacy +4 (+7 to persuade others)
(1) Knowledge (arcana) +7
(1) Knowledge (nature) +7
(1) Knowledge (planar) +7
(1) Knowledge (religion) +7
(1) Perception +9
(1) Sense Motive +8
(1) Spellcraft +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Perception (trait)
Languages Amethystish, Opal, Citrinic, Ancient Citrinic

Special Abilities:

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SPECIAL ABILITIES
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Darkvision Illithid can see in the dark up to 60 feet.

Telepathic Projection An illithid speaks telepathically instead of verbally. An illithid may choose to "whisper" to a single individual if he is within five feet of that individual. Otherwise, anyone within normal hearing distance "hears" an illithid's words. This ability is projective only and does not allow the illithid to read thoughts.

Natural Psionics Illithid are natural psionicists and receive Wild Talent as a bonus feat. If they have levels in a psionic class, Wild Talent is replaced with the Psionic Talent feat.

Intellect Devouring Illithid learn to draw experience and strength from the minds of those around them. Once per day, an illithid can use this ability to gain +1d6 to any single 1d20 roll. The decision to use this ability must be made before the result of the roll is determined.

Mystery Initiate Once per day, you may reroll any Knowledge skill check. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.

Seeker You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Sheltered Whenever you have less than half your maximum hit points, you are shaken.

Aura of Good A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Positive Energy Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Knowledge (Memory, Thought) Domain

Granted Powers You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Recall With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.

Read Minds At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells 1st—comprehend languages, 2nd—memory lapse, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond, 6th—modify memory, 7th—legend lore, 8th—moment of prescience, 9th—foresight.

Healing (Restoration) Domain

Restorative Touch You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells 1st—cure light wounds, 2nd—remove disease, 3rd—cure serious wounds, 4th—neutralize poison, 5th—break enchantment, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-20 lb. Medium 21-40 lb. Heavy 41-60 lb.
Current Load Carried 36 lb.

Money 123 GP 0 SP 0 CP
Dagger (2gp) (1 lb.)
Light Crossbow (35gp) (4 lb.)
Scale Mail (50gp) (30 lb.)
Silver Holy Symbol (25gp) (1 lb.)

Spells:

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SPELLS
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0th (at will) Create Water
Detect Magic
Light
Read Magic

1st (4/day) Bless
Murderous Command
Sanctuary
Cure Light Wounds

Background:
Speaker for Opal was a high priest in Amoroph Wharf who had triplets. Their mother was unknown to them and he never spoke of her except to say she left after their birth. Youngest of Speaker for Opal grew up admiring his father and following in his footsteps, becoming a cleric of Opal. When he grew old enough to seek out his own cave, he decided to instead devote his early adulthood to helping the other pious illithids maintain the volcano for the sun turtle. It was a great way for him to explore his thirst for knowledge amidst wiser illithids while providing a great service to their patron and the world.

After Youngest of Speaker for Opal spent many years among the ancient and wise illithid clerics, he asked more and more questions, eventually reaching the point where answers became harder to come by. After much contemplation and intense meditation, he had decided to come out from under his father's wing and he named himself Seeker of Lore. As such he also felt that he needed to not only further his knowledge of the great Opal and the world, but also of his lineage. More specifically, his mother who he knew so little about. So he returned to the cave of his father to ask questions.

Speaker for Opal did not entertain these probing questions. He refused to answer them, telling his son that it is a matter best left buried in the past. But Seeker of Lore's nature would not let the matter go to rest, and with some investigation he found a note left by his mother telling Speaker for Opal where she left. Seeker of Lore packed and left to find out the mystery of his lineage.

It was a long journey of several weeks, but eventually he found where his mother had gone. And he was devastated. She was at the head of a mountain with mind slaves tending to a small kingdom she had built. She had fallen as a few degenerate illithids did; she had become a mind flayer. He returned and his father was furious that his son went behind his back. But he explained that his mother had gone mad with the pain of birthing three children at once and the following mental strain, and left to not taint their family.

Seeker of Lore took some time to recover from the shock. He decided the isolated life of his kind was not for him. The years of silent contemplation was healthy for the mind, but the learning involved lessened every year in their isolated world. He had heard of an organization called The Cult of John the Barber, and what kind of knowledge was important to them. He decided learning their ways was a good way to start his travels and left the mountains, heading to the world of the more humanoid races.

Appearance and Personality:

Seeker of Lore is a tall, very thin illithid. He has dark brown eyes and brown-purple skin. He wears a modest black cleric's robe, draping over his skeletal frame. Picture

Illithid has a brilliant mind but a weak body. He can spend hours in solitude, reading or meditating. But unlike his peers he has become vastly curious about the other races of the world. He is a friendly spirit and likes to bridge the gap between different cultures.