Tentacled Horror

Brother Haruhito Kurosawa's page

83 posts. Alias of Luke_Parry.


Full Name

Brother Haruhito Kurosawa

Race

Aberration

Classes/Levels

Illithid 8 / Oracle (Lore) 6

Gender

?

Size

Medium

Alignment

LE

Deity

Abadar

Languages

Common, Undercommon, Terran, Draconic, Infernal*, Aklo*, Aboleth, Thassilonian, Tien

Occupation

Information Broker

Strength 16
Dexterity 11
Constitution 16
Intelligence 15
Wisdom 20
Charisma 30

About Brother Haruhito Kurosawa

Appearance:

Background:
Like most of the Mindflayers that reside in Xtclopt, Haruhito started life as a tadpole, swimming in the brine of the Elder Brain's tank. Neither particular intelligent, nor particularly dexterous, Haruhito survived through natural cunning, avoiding the more dangerous predators in the pool until he was ready for implantation.

The host he was given was of Tian stock, and when he merged with it, he absorbed much of its memories, and personality, even going so far as to adopt its name. Recognising his shortcomings, Haruhito made the canny decision to do his best to make himself indispensable to more senior Mindflayers, studying the religions of the humans, and adopting one of their deities, Abadar, Lord of Commerce, as a patron. Although this meant that he was considered a little... odd... in certain circles, it did enable him to more easily 'relate' to the human stock, and greased wheels in other sectors, where his knowledge of commerce, market trends, and trade tariffs made him extremely useful.

Although little more than a glorified accountant and stock manager, Haruhito is relatively content with his largely risk-free existence.

Initiative: +6 [+0 Dex, +2 trait, +4 feat]
Senses: 60' Darkvision, Perception +33
Speed: 30 ft

AC: 26 (10 + 3 Armor + 10 Cha + 3 NA)
Touch: 20 (10 + 10 Cha)
Flat-footed: 16 (10 + 3 Armor + 3 NA)

Hit Points: 129/129 (8d8 + 6d8 + 3 x 14 + 1 x 14)

Fort: +10 Ref: +17 Will: +19

Combat:
Base Atk: +10/+5; CMB: +13; CMD: 23

Melee
MW Dagger: +14 to Hit; Dmg 1d4+3; crit 19+/x2; Type P/S

4 x Tentacles: +13 to Hit; Dmg 1d4+3+grab; crit 20/x2; Type B

Ranged
Sling: +10 to Hit; Dmg 1d4+3; crit 20/x2; range 50 ft; Type B

Skills:
Skill Points per level: 4 (Race/Class) + 2 (Intelligence)
Acrobatics +0
Appraise +2
Bluff +10
Climb +3
Craft +2
Diplomacy +27 (+10 Cha + 14 ranks + 3 class skill)
Disguise +10
Escape Artist +0
Heal +12 (+5 Wisdom + 1 rank + 3 class skill + 2 Healer's Kit + 1 Surgeon's Tools)
Intimidate +14 (+10 Cha + 1 rank + 3 class skill)
Knowledge(Arcana) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(Dungeoneering) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(Engineering) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(Geography) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(History) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(Local) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(Nature) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(Nobility) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(Planes) +15 (+10 Cha + 2 ranks + 3 class skill)
Knowledge(Religion) +15 (+10 Cha + 2 ranks + 3 class skill)
Linguistics +6 (+2 Int + 1 rank + 3 class skill)
Perception +33 (+5 Wisdom + 14 ranks + 3 class skill + 6 Skill Focus + 5 Eyes of the Eagle)
Ride +0
Sense Motive +22 (+5 Wisdom + 14 ranks + 3 class skill)
Spellcraft +19 (+2 Int + 14 ranks + 3 class skill)
Stealth +0
Survival +5
Swim +3
Use Magic Device +18 (+10 Cha + 5 ranks + 3 class skill)

feats:
1st: Extra Revelation
3rd: Extra Revelation
5th: Practiced Spellcaster
7th: Brain Eater
9th: Improved Initiative
11th: Skill Focus (Perception)
13th: Cosmopolitan (Lingustics, UMD)

Traits:
Magical Knack
Source Pathfinder RPG Character Traits 5
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Reactionary
Source Pathfinder RPG Character Traits 4
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus to Initiative checks.

Racial Abilities:
Darkvision: 60ft
Mind blast:
60ft cone, target must succeed a will save (DC 17+ cha mod (DC 27)) or be stunned for 3d4, this is a standard action, and can be used at will.

Psionics:
You gain the following spell like abilities: at will- Charm Monster (DC 24), detect thoughts (DC 22), levitate, plane shift (DC 27) and suggestion (DC 23), DCs are charisma based and count as caster lv8.

Improved Grab:
Tentacles have grab ability which can be used on creatures up to large in size. Mind Flayer can grapple up to Huge creatures as long as it can reach their heads. Mind Flayer with at least one tentacle attached can in a single successful grapple check attach the remaining tentacles. Each tentacle attached gives a +2 bonus to grapple checks.

Extract:
If a mind flayer begins his turn with all four tentacles attached and makes a successful grapple check and automatically kill a living creature with a single head and brain.

Spell Resistance:
25+ class levels (31)

Telepathy: 100ft

Class Features:
Oracle's Curse - Tongues:
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Revelation - Brain Drain (Su):
You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save (DC 10 + 1/2 X CL + Cha modifier = DC 27) to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per oracle level (12d4 total). After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th (3/day).

Revelation - Focused Trance (Ex):
You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier (10/day).

Revelation - Lore Keeper (Ex):
Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Relevation - Sidestep Secret (Su):
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Spells Known (CL 12):
Orisons: Create Water, Detect Magic, Guidance, Mending, Read Magic, Spark, Stabilize
1st level (0/9 used): Identify, CLW, Abadar's Truthtelling, Bless, Comprehend Languages, Shield of Faith
2nd level (0/8 used): Tongues, CMW, Admonishing Ray, Lesser Restoration
3rd level (0/5 used): Locate Object, CSW, Magic Circle

Equipment:

Explorer's Outfit
Headband of Alluring Charisma +4 (16,000)
Eyes of the Eagle (2,500)
Cloak of Resistance +3 (9,000)
+2 Silken Ceremonial Armor (4,030)
MW Dagger (302)
Sling (-)

Waterskin (1gp)

MW Backpack (50gp)
Bedroll (0.1gp)
Crowbar (2gp)
Grappling Hook (1gp)
100' Silk Rope (20gp)
Hammer (0.5gp)
Piton [x10] (1gp)
10' Pole (0.05gp)
Healer's Kit (50gp)
Surgeon's Tools (10gp)

Belt Pouch (1gp)
Whetstone (0.02gp)
Chalk [x3] (0.03gp)
Iron Vial [x3] (0.3gp)
Flint and Steel (1gp)
Small Steel Mirror (10gp)

Coin = 20gp, 0sp, 0cp