Argorth

Fribble's page

58 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Gender

HP 15/7 ; AC 10/15, touch 10/11, flat-footed 10/14 ; 
Fort +6/+1, Ref +0/+1, Will +2 SR 12 ; Init +0/+2 ; Perception +1

About Fribble

Huak-chu (who-ACK-choo), Custom Race 15 RP:

Type: Aberration (3 RP)
Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three.
An aberration has the following features:
• Aberrations have the darkvision 60 feet racial trait.
• Aberrations breathe, eat, and sleep.

Size:Tiny (4 RP)
Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type.
Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Base Speed:Slow Speed (–1 RP)
The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.

Ability Score Modifier: Greater Weakness (–3 RP)
Prerequisites: Pick either mental or physical ability scores.
Modifiers: Members of this race take a –4 penalty to one of those ability scores, a –2 penalty to another of those ability scores, and a +2 bonus to the other ability score.
-4 Str, -2 Dex, +2 Con
Language Quality: Xenophobic (0 RP)
Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the Darklands). Members of this race with high Intelligence scores can choose from any of these additional languages.

Racial Traits:
Light Blindness (–2 RP)

Prerequisites: Darkvision or see in darkness trait.


Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Advanced Constitution (4 RP)
Prerequisites: None.


Benefit: Members of this race receive a +2 racial bonus to Constitution.


Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Hardy (3 RP)
Prerequisites: The race has at least a +2 racial bonus to Constitution.


Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Spell Resistance, Greater (3 RP)
Prerequisites: None.


Benefit: Members of this race gain spell resistance equal to 11 + their character level.

See in Darkness (4 RP)

Prerequisites: None.

Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Appearance when bonded with Eidolon

1st: Summoner (Synthesist); Cantrips, Fused Eidolon, Fused Link, Summon Monster 1, Extra Evolution

Fribble

Neuter Huak-Chu Summoner (Synthesist) 1 Age 400
N Tiny/Medium Aberration (Huak-Chu) 

Init +0/+2; Senses Darkvision 60 ft., See In Darkness; Perception +1


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DEFENSE

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AC 10/15, touch 10/11, flat-footed 10/14 (+0/+4 Natural Armor, -2/+1 Dex, +2/+0 size) 

HP 15/7 (1d8+7/1d10+1)


Fort +6/+1, Ref +0/+1, Will +2
SR 12
+2 against poison, spells, and spell-like abilities.


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OFFENSE 

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Speed 20 ft./30 ft.


Melee Bite +4 (1d6+4) 10' reach and Claws +4 (1d4+3)


Ranged 

Space 2.5 ft./5 ft., Reach 2.5 ft./ 5 ft.

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SPECIAL ABILITIES
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Fused Eidolon:
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.

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.
This ability replaces life link.

Summon Monter (Sp):
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

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SPELLS (CL 1)
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0 - daze (DC 13), detect magic, guidance, mage hand

1 (2/Day) infernal healing, mage armor

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EVOLUTIONS (4 Points, Bipedal Form)
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claws, limbs (arms), limbs (legs), bite II (2 points), Improved Natural Armor (1 point), Reach (bite) (1 point)


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STATISTICS

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Str 1/16, Dex 7/12, Con 22/13, Int 10, Wis 11, Cha 16

Base Atk +0/+1; CMB -6/+4; CMD 2/15


Traits:Reactionary, Intense Focus

Feats: Extra Evolution

Skills: Acrobatics -1/+2 (1 rank, -2 dex/+1 dex), Perception +1 (1 rank)


Racial Modifiers: See Above

Languages:Huak-chu

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GEAR/POSSESSIONS

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Location: On Persons

Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs.

GP:

Background:

What is your home like?

The huak-chu homeward is perpetually dark. It floats aimlessly in the outer reaches of the shadow plane. The planet is heated by a core of liquid crystal that emits heat when under pressure. The planets own huge mass pressing down on the core generates enough heat for life to have evolved in the planets massive dark oceans. Most of the life is invertebrate and relatively unadvanced. The huak-chu are the exception to the rule due to their ability to inherit their parent's memories. They are extremely long lived, often surviving for four or five millennia of Golarion time.

When their durable little bodies finally near the point of wearing out, they create a baby, and then die as its first meal. Each generation a special few are chosen to reproduce multiple times, and others given as sacrifice to feed the new babes. In this way they closely monitor their population, replacing those who are lost to injury or disease and expanding slowly as needed. Over the eons of their existence they have perfected the art of creating, summoning and binding the outsiders known as Eidolons. Each huak-chu is considered an adult once they can bind their own eidolon, and the form of your eidolon is their culture's primary form of individual expression.

Their food source, dirt, is plentiful on their huge planet and there is no real need to fight over resources or territory. Huak-chu also don't experience any emotions as humans would recognize them, they are similar to Star Trek's Vulcans in that regard. Their culture is very stagnant and philosophical, changing little millennia to millennia. There are no jobs or careers, everyone is occupied with creating art in the forms of their Eidolons, and then engaging in ritualized combative contests for social approval.

The huak-chu eldest routinely send individuals to other planes to research the fauna native there and bring back information about their biology which can be mimicked by eidolons. Thus the amount and forms of the huak-chu eidolons is astounding. They could literally be a mash up of traits from five different planes' creatures.

How did you grow up?

Fribble grew up by eating the previous Fribble, and then being placed in a gestation pit with a few hundred other wormlings, until he learned by instinct to summon an eidolon. It took him 500 years.

What did you do there?

After leaving the gestational pit, Fribble trained hard to win at the Eternal Games, his people's ritual gladiatorial combats. The contests are fought until one eidolon is dismissed, and exist on every level from amateur 'backyard brawls', to planet-wide leagues. The Games are the main institution in Huak-Chu culture. He started as an amateur, but quickly rose to be his district's champion.

Did you have any family?

4000 years ago, there was a Fribble who was chosen to reproduce three times instead of the normal one. Thus Fribble has two lines of banting-chu, or brother/sisters. The three are genetically identical, and share the same memories of everything that happened before 4000 years ago. Though technically related, they are not family in the human understanding of the word. There is no emotional connection or obligation to one another between them.

Explain how you were trained?

Fribble learned to fight by instinct, opting for a reptilian bipedal form. He focuses on having a powerful bite, and a long neck, to keep his opponents at reach. He's working on developing his abilities, but he's still young by huak-chu standards.

What were you doing when you were kidnapped? How did it happen?
Fribble was assigned as an apprentice seeker on a mission to study life on Golarion. Him and his group were teleported to the darklands by the Elders, and began to catalogue life there. Fribble got separated from the group and ambushed by drow. He was overwhelmed by their numbers, and his eidolon got dismissed. After that it was easy work for the drow to catch him and sell him to the experimenters.

What deity or deities do you follow?

None. The huak-chu don't believe that deities are anything more than elder races who use their advanced knowledge to bully around their created races. They believe in an infinite well of creation, that is the unknowable source of all Being.

What can you craft?

Nothing. Don't need anything really.

What was your profession if any?

Fribble didn't get paid to do it, but spent most of his time fighting or training to fight.

What do you miss about home?

The blessed darkness, so deep that it is never sullied with the painful shimmer of even one photon of visible energy. The lack of emotionally driven primate-derivatives.