About Ctha'at-SebekCtha'at-sebek
Class and General Info:
Rolls=http://paizo.com/campaigns/MonsterMashupMasterThread/recruiting&p age=27#1344 Summoner (Synthesist)-1
Race: Mind Flayer (Aberration)
Combat Stats:
Defense:
Offense:
Str
CMB: +1 BAB +3 Str=+4 Damage:
Maneuvers (While in Pugilist Stance):
Prepped Maneuvers:
Feats and Skills:
Feats (Level):
Bonus Feats:
Skills (12 SP-1 Favored class, 4 class, 6 Int):
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:
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:
Other Stuff:
Traits:
Languages: Undercommon, Common, Elvish, Dwarvish, Terran, Aklan, Draconic
Spells: Spells Known:
Summoner
1st:
Spells Per Day
Summoner
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
Enclosed in symbiotic armor
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
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