Tentacled Horror

Ctha'at-Sebek's page

10 posts. Alias of Cthulu_Eats.


Full Name

Ctha'at-Sebek

Race

Mind Flayer

Classes/Levels

Summoner 1/Oracle 1/Warlord 1- HP 14 (25)- AC-17 (21 with MA)- CMD- 16 Saves-+5(+3)/+5/+6 SR-12 Percep-8

Size

Medium

Strength 12
Dexterity 11
Constitution 16
Intelligence 22
Wisdom 18
Charisma 20

About Ctha'at-Sebek

Ctha'at-sebek
Class: 1 Summoner|1 Warlord|1 Oracle

Class and General Info:

Rolls=http://paizo.com/campaigns/MonsterMashupMasterThread/recruiting&p age=27#1344

Summoner (Synthesist)-1
Warlord (Steelfist Commando)-1
Oracle (Spirit Guide) 1
Favored Class: Summoner
Alignment: LN- Ctha’at does not understand human morality, but seeks to follow a moral code that Goodwin has set out for him, to varying degrees of success. While he does not understand why some things are evil, especially when confronted by the decision for the first time, he makes a good effort to not disappoint his teacher.

Race: Mind Flayer (Aberration)
Theme: Symbiotic Life/Psionics- Ctha’at is fascinated by both his own symbiont and other symbionts. He is also in the unique situation where he was raised with psionics, but is now unable to use them. He is deeply desperate to regain the piece of his mind that he feels he has lost, but at the same time is extraordinarily interested in the mechanics of psionics.
Size: M Reach: 5
Initiative: +11 (+5 Cha +2 Trait +4 Feat)
Senses: Darkvision 120 ft. Perception +8
Parentheses Indicate Stats with Eidolon
Str 12/+1 (16/+3)
Dex 11/+0 (14/+2)
Con 16/+3 -Base 13 +5 points -2 Racial=16 (13/+1)
Int 22/+6 -Base 16 +2 points +4 Racial=22
Wis 18/+4 -Base 15 +3 points=18
Cha 20/+5 -Base 18 +2 Racial= 20


Combat Stats:

Defense:
HP: 10 Class +3 Con +3 Feat= 16 (14)
Eidolon HP: 10+1 (Con)=11
Total Bonded HP: 14+11 Temp=25
AC: 10+5 Cha+2 NA= 17 (+4 Armor if Mage Armor for 21 Total)
CMD: 10+1 BAB+3 Str+2 Dex=16
Saves:
Fort +2 Base +3 Con=+5 (+3)
Reflex: +0 Base +5 Cha= +5
Will: +2 Base +4 Wis= +6
Spell Resistance 12

Offense:
BAB (Mind Flayer/Eidolon):
+1/+1

Str
+1/+3

CMB: +1 BAB +3 Str=+4

Damage:
+3 Str, +2 Discipline focus, 1d6 Pugilist’s Stance
Full Attack:
+4 Bite (2d6+5) and
+5/+5 Claws (1d4+1d6+5)

Maneuvers (While in Pugilist Stance):
Additional +2 Damage to Broken Blade maneuvers
Flurry Strike
+5/+5 Claw 1d4+1d6+7
Pommel Bash
+5 (Vs. Flat footed) Claw 1d4+2d6+7
Shards of Iron Strike
+5 Claw 1d4+1d6+7+Stagger

Prepped Maneuvers:
Shards of Iron Strike, Flurry Strike, Clockwatcher, Pommel Bash


Feats and Skills:

Feats (Level):
Noble Scion (War)
Extra Evolution
Discipline Focus (Broken Blade)
Improved Initiative
Weapon Focus (Claws)
Free Feats:
(Campaign) Toughness
(Warlord 1) Improved Unarmed Strike

Bonus Feats:
(Warlord 1) Feral Combat Training (Claws)

Skills (12 SP-1 Favored class, 4 class, 6 Int):
Bluff +9 (1)
Knowledge (Martial) +10 (1)
Stealth +6 (1)
Diplomacy +9 (1)
Intimidate +9 (1)
Climb +7 (1)
Perception +8 (1)
Diplomacy +9 (1)
Acrobatics +6 (1)
Survival +8 (1)
Spellcraft +10 (1)
Use Magic Device +9 (1)


Special Abilities:

Summoner Features:
Eidolon (4 Points): Quadruped (Bite, limbs(legs)(2)), Improved Ability (Str), Pounce, Claws
Fused Link (Su): Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
Warlord Features:
Maneuvers (6/4)
Disciplines available-Golden Lion, Broken Blade, Steel Serpent, Solar Wind, Riven Hourglass, and Thrashing Dragon
Stance(1)- Pugilist's Stance
Manuvers Known- Shards of Iron Strike, Flurry Strike, Clockwatcher, Leaping Dragon, Pommel Bash, Sands of Time Approach
Warlord's Gambit- Brave Gambit, Victory Gambit
Skills- Bluff, Heal, and Stealth are now class skills

Oracle Features:
Curse (Haunted): Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Mystery(Lunar)
Revalation(Prophetic Armor): (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.
Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle's mystery.
Race:
Spell-Like Abilities 1/day: 15+Spell Level
1 HD: charm person, levitate, detect thoughts

Mind Blast(Ps): Once per encounter, as a standard action a Mind Flayer can emit a mental blast. This is a cone of 30' + (5' per 2 HD) to a max of 60'. Those in the cone must make a Will save or suffer effects based on the mind flayer's HD. The DC is 11 + Mind Flayer's CHA bonus + 1/2 the Mind Flayer's HD (round down). HD: 1-3 (Dazed for 1 round). HD 4-6: Dazed for 1 round + staggered for 1d6 rounds. HD 7-9: stunned 1 round + staggered 1d6 rounds. HD: 10+ stunned 1d3 rounds + staggered 1d6 rounds. Those who make the save are immune to that mind flayer’s mental blast for 24 hours. This is a mind affecting effect and as such some creatures will be immune.

Tentacles (Ex): A Mind Flayer has a set of tentacles attacks. These tentacles are a secondary attack that strikes for 1d4 points of damage with the grab ability, starting a grapple as a free action if they hit in combat.

Brain Extraction (Ex): Mind Flayers may extract the brains of helpless victims by burrowing in with their tentacles. It works thus:
1) The mind flayer and intended victim must be grappled with each other for three consecutive rounds.
2) At the start of its turn on the third consecutive round, if the victim is helpless or pinned, the mind flayer may begin the extraction.
3) This is a full round action. Any circumstance which removed the grappled condition from the mind flayer or its victim, or which removes the pinned/helpless condition from the victim cancels the extraction.
4) This ability only works on creatures within two sizes (larger or smaller) of the mind flayer. Fine creatures are too small to be affected.
5) For each full round that the mind flayer is extracting its brain, the victim must make a Fortitude save. The DC is 11 + 1/2 the Mind Flayer's Hit Dice (round down).
6) The victim receives a cumulative penalty to the save of -1 for each round beyond the first.
7) The victim gets a bonus to the save based on its size and any natural armor or headwear protecting its brain. (If its brain is located elsewhere, treat any protection covering that area as the same concept). Creatures with natural armor or headwear add their natural armor bonus or the hardness of the headgear as a bonus to the saving throw. (cloth 0, leather or hide 2, iron or steel 10, see table for other hardnesses ). Creatures of larger sizes also receive a bonus, Large +1, Huge +2, Gargantuan +4, and Colossal +8. Note that many armor sets do not necessarily include a helmet. Refer to armor descriptions or DM judgement.
8) If the creature fails the save, its brain is extracted and it dies, being reduced to a negative hit point value that would kill it. (Creatures with regeneration begin at that value and are not dead unless their regeneration is stopped). A successful save resists the extraction but does not change any other aspect of its condition. A creature that regenerates from brain death or who is rescued from the extraction process, suffers 1d3 Intelligence damage per saving throw it had to make, as per below. For regenerating creatures, each point of intelligence lost recovers as a percentage of total lost equal at the same percentage of hit point recovery starting at 1 hp. ( Example: A troll has its brain extracted and dies after failing its saving throw on its second round of extraction. It loses 2d3 points of Intelligence. If it lost 4 points of Intelligence it would recover 1 point at each 25% of its hit points recovered (starting at 1 hp), recovering its 4th point at 100% of its hit points. Non regenerating creatures must heal this ability damage as normal through rest or magic..
9) Creatures without a working brain, a functional anatomy or a Constitution score such as oozes, plants, constructs, incorporeal creatures, undead, and possibly various elementals, aberrations or outsiders (depending on form) are immune to extraction.
10) A creature that is rescued or breaks free from the extraction suffers 1d3 points of Intelligence damage for each saving throw it had to make. This may render the creature comatose. Treat vermin or other mindless living creatures with a brain as having an intelligence of 1.
11) Creatures with multiple heads (ettins, chimerae, hydras, etc) do not die until all its heads' brains are extracted. A failed save results in the loss of that head's abilities or potential attacks ( bites, breath weapons, etc) but not death. If the creature breaks free or is rescued after one or more of its brains has been extracted, it recovers all of the heads affected after an 8 hour rest and it suffers no loss of Intelligence.
12) A medusa's (or similar creatures) snake hair do not count as 'heads'.
A Mind Flayer that consumes the brain of a creature with an Intelligence score of 6 or higher gains a +1 bonus to intelligence based ability/skill checks for 24 hours. This bonus increases by +1 for every 6 points of Intelligence over 6 of the victim ( +2 at 12, +3 at 18, etc). Consuming a brain takes 1 minute +1 minute per size category over medium of the victim. Consuming more than 1 brain in a 24 hour period does not increase the bonus, although the brain of a smarter victim can replace the bonuses to improve them.


Other Stuff:

Traits:
Reactionary
Unorthodox Method(Solar Wind)-> Shattered Mirror
Fate's Favored

Languages: Undercommon, Common, Elvish, Dwarvish, Terran, Aklan, Draconic
Equipment: List equipment carried (nothing really at start aside from special item: None

Spells:

Spells Known:
DC= 15+ Spell Level
Oracle
4/2
0th:
Mage Hand (Free)
Ghost Sound (Free)
Resistance
Guidance
Mending
Stabilize
1st:
Obscuring Mist
Cure Light Wounds

Summoner
4/2
0th:
Acid Splash
Detect Magic
Read Magic
Message

1st:
Mage Armor
Rejuvanate Eidolon, Lesser

Spells Per Day
Oracle
5

Summoner
3


Fluff:

Note: I am assuming I can sort of fill in the fluff for Mind Flayer society since there isn't a huge amount of material explaining it. I am kind of basing Ctha'at on a cross between typical Lovecraftian lore and the Yuzhang Vong from the New Order star wars series, with the symbiont being similar to the Xenomorphs from the alien series.

Background

In the Illithid empire, the Sebeks, or shapers, are the mind flayers primarily responsible for the locating of proper hosts for tadpoles, as well as overseeing much of the scientific research regarding ceremorphosis. Sebeks are chosen at ceremorphosis, when in addition to the tadpole being inserted into the host, an additional parasite is forced into the body. This creature normally destroys the host body, escaping violently after only two to four hours after being insertion; however, the addition of a strong willed illithid tadpole into the host body has been found to turn the xenomorph parasite into a symbiont. Over half of the tadpoles fail to regulate the parasite properly, and unable to control the xenomorph, die when the parasite makes an escape attempt. The result of a successful ceremorphosis is that the illithid tadpole retains control over the mental and physical capabilities of the body, while having the ability to summon the xenomorph, which protects the body by forming an exoskeleton around the fragile illithid frame. Sebeks are fearsome hunters which efficiently track down new hosts for the Elder brain. In addition to their gathering responsibilities, Sebeks often experiment with “improving” other life forms by inserting various symbionts into new bodies, attempting to find new and improved ways graft life forms together. Each Sebek learns to control their symbionts form, and the symbionts of elder sebeks become incredibly deadly predators who are greatly respected and fear, showing deference in the Illithid society only to the Ulitharid caste and the elder brain itself.

Although the vast majority of illithids belong to the caste system run by the elder brain, there is a section of illithids who pursue powerful, forbidden arcane and divine knowledge coming directly from the OId Gods. Run by mind flayer liches, the alhoons, this group is the mortal enemy of the Elder Brain, and both groups have run cruel and extremely savage raids against each other. The alhoons lacked the ability to create their own Sebeks, not having access to their own Elder Brain, but some of the liches have attempted to create their own Sebek thralls. Through an extremely brutal ritual where the alhoons can sever the psychic connection between the Sebek and the Elder Brain. This process is so traumatic that it drives the Sebek temporarily insane in the best case: in the worst case, unable to retain their control over the xenomorph, the symbiont reverts back to its natural state and flees the illithid host, killing it in the process. The illithids who survive this transformation are touched by the magic of the Old Gods, losing many of their psychic abilities while at the same time manifesting new, strange powers.

Ctha’at, a young Sebek, was on an expedition to find new hosts when his group was attacked by a group of drow thralls under control of a powerful alhoon. Of the three Sebeks who survived and were captured in the initial raid, only Ctha’at survived the ritual. When he awoke from the shock induced trance caused by the vicious ritual, the half-mad Illithid killed the drow thralls guarding him and managed to escape into the tunnels of the underdark. Archmage Goodwin was on an expedition attempting to map out certain portions of the Underdark when he stumbled upon the dying Illithid, still encased in his symbiont. Goodwin, unable to identify the creature he saw, tranquilized Ctha’at and decided to take the creature back to his plane to study what he thought was a new species. Although he was desperately weak and unable to form any comprehensible thought when Goodwin first found him, Ctha’at eventually regained his sanity under Goodwin’s care.

Ctha’at was intrigued by the powerful archmage, who was the first human who he had actually met. In exchange for helping Goodwin continue his research, Goodwin allowed Ctha’at to join his students and promised to aid Ctha’at in attempting to reawaken his psionic prowess, although without the enslaving connection to the Elder Brain.

Although his alien brain is completely unable to understand human empathy and morality, Ctha’at seeks to emulate the archmage’s behavior in an attempt to minimize troubles for his teacher. Ctha’at is unaware of it, but in many ways Goodwin has replaced the Elder Brain’s role, and Ctha’at is as fond of his teacher as an illithid can be of anything. More importantly he deeply respects Goodwin and will attempt to free his teacher at any cost, due to his desperate desire to continue both his studies and his progression back to a full illithid mind.

Appearance
Without Symbiont:
http://33.media.tumblr.com/f05c24a85701e30e343f0ac4217af80b/tumblr_inline_n 25ihpflVY1r0zz7o.png

Enclosed in symbiotic armor
http://static.comicvine.com/uploads/scale_super/0/7666/1073455-aliens09_4.j pg

Ctha'at-sebek appears to be tall and well-built humanoid. He has a deep purple skin, streaked with constantly shifting black lines and marks. Most noticeable about his appearance is his cephalopod-like head, which has four powerful tentacles surrounding a vicious maw. When prepared for battle, he is enclosed in a deep-black chitinous exoskeleton, with razor sharp claws, a long, whip-like tail, and a curiously elongated head that apparently lacks any visible eyes or ears. Upon close inspection or when using his bite, an observer notices a tubular secondary mouth located where the tongue should be, which Ctha'at can use to extract brains even when surrounded by his symbiotic armor.


Gear/Treasure/Hero Points:

Gear- Amulet (Special Item)- 1 lb

Treasure- None

Hero Point- 2