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About Quassine AlatorCURRENT CONDITIONS INFORMATION:
Mage Armor: +4 AC all (Force) - 5 hrs : 59 minutes remaining
Melee Unarmed Strikes - +17/+17/+12 (1d8+8+1d6, B, x2, Magic)
Quassine's AC: AC:32(34)/T:32(34)/FF:32(34)/HLP:18(20) {Mage Armor/Shield - +8/Dex: +7 w/ Wisdom: +4/Cat's Grace +1/Haste +1/Monk +1} 1st Spell Slots: 3/6
STATISTICS:
Class: Triple Gestalt, Level 6 Unchained Monk Unchained Rogue (Underground Chemist) Arcanist (White Mage) Specify Favored Class: Unchained Monk Alignment: Lawful Neutral - The Lawful half addresses Quassine's focus to perform katas with precision and properly execute techniques (hand, legs, foot, etc) so they are efficient, injury-free, and produce the desired effect. In addition, out of respect, following Goodwin's requests of him. The neutral half is Quassine's world view of being in balance. After all, the key to success and the universe, is through balance. Race: Mind Flayer (Humanoid, Aberrant)
Character Theme: The First Recognized Good Mind Flayer or covert himself back to a human keeping some of the Mind Flayer abilities he has grown to like. Size: Medium Reach: 5' Hero Points 3/3 (+2 Campaign, +1 bonus granted by Cave Toad, max: 3) Initiative +12 (+6 Dex, +2 Reactionary, +4 Item Feat) Senses: Darkvision 120' (Light Sensitivity), Perception: +13/+15/+16 - Danger Sense - +2 Perception vs Surprise, +3 Trap finding Stats: STR:10 (+0), DEX:22 (+6), CON:12 (+1), INT:20 (+5), WIS:18 (+4), CHA:16 (+3) DEFENSE:
AC: 21 (Base:10, Dex:+6, Wis:+4, Monk AC:+1) Touch AC: 21 (Base:10, Dex:+6, Wis:+4, Monk AC:+1) Flat-Footed AC: 21 (Base:10, Dex:+6, Wis:+4, Monk AC:+1) Helpess AC: 10 (Base:10) Mage Armor/Shield AC 25/29, Helpless:14/18 Danger Sense: +2 Dodge Bonus AC vs Traps. Uncanny Dodge: Excluding being feinted, can not be caught flat-footed or denied AC by an invisible attacker. CMD: 26 (28 vs grapple, trip) (Base:10, +6 BaB, +0 STR, +6 DEX, +4 WIS, +2 Improved Grapple/Trip) Hit Points: 78 (uMonk:60, Con:+6, Favored Class(uMonk):+6, Toughness:+6) Spell Resistance: 17 (11 + Level (6), Mind Flayer) Saves:
Special Qualities: Auto Stabilize while under beneficial spell effects and +2 to Death Magic Saves, Combat Expertise - Trade ATK for AC -1/+1, Evasion
OFFENSE:
BaB: +6/1 (uMonk) CMB: +12 (+14 grapple/trip) (+6 BaB, +6 Dex - Agile Maneuvers, +2 Improved Grapple/Trip) Move: 50' (Base:30, Monk Fast Movement: +20) MELEE: Melee Unarmed Strikes - Flurry: +14/+14/+9 (1d8+7, B, x2, Magic)(Style Strike - Spin Kick), or
RANGE: Longbow: +12/+7 (1d8, P, x3, 100'), Ammunition: 40/40
STALKER MANEUVERS: Known: 6, Readied 4
STALKER STANCES: Known: 1, move action to activate or switch
ARCANIST RESERVOIR POOL: - 6/9 - Melee Touch: +12
. . +1 Caster Level or +1 or Spell DC for 1 Arcane Point.
SPELL-LIKE ABILITIES: Melee Touch: +12
Mind Flayer Mind ("Psionic") Blast (PS): 1x/encounter, 45' Cone, Will SV DC:17, Dazed for 1 round + staggered for 1d6 rounds
SPELLS: Melee Touch: +12
Arcanist (White Mage) Spells Prepared (Eschew Materials, CL 6th; Concentration +11, DC:15 + Spell Level)
SPECIAL ABILITIES:
Mind Flayer Mind ("Psionic") Blast (1x/encounter, 45' Cone, Will SV DC:17, Dazed for 1 round + staggered for 1d6 rounds)(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 (x3) = 15') 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 (+3) + 1/2 the Mind Flayer's HD (round down)(+3). 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.
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. ======================================== Mind Flayer Spell Like Abilities: 1/day - charm person, levitate, Detect Thoughts, CL 6
FEATS:
1. Agile Maneuvers (Level 1 Free Feat 2): Use DEX instead of STR for CMB modifier.
TRAITS:
Reactionary (Combat) Through intensive martial arts training, you have developed fast-twitch muscle fibers. Benefit: You gain a +2 trait bonus on initiative checks. Awaken From Stasis (Regional) Archmage Gombrian Goodwin placed your brothers and sisters, and you into stasis before being capture. Jovar woke everyone because the demiplane was collapsing and to find the Archmage. Since you were abruptly woken up, the magical energies have changed you. You no longer require 8 hours to prepare spells, you now only require 2 hours to prepare spells. Benefit: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. Magic is Life (Religion) Your faith in magic allows you to reflexively use the energy of any spell effect currently on you to save you from death. Benefits: As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding. SKILLS:
Class Skill Points: 84 (8 uRogue + 5 (Int) + 1 (Campaign) x 6 Level) Stalker Ki Powers - Hidden Agenda and Motives (Su): 1 ki point = immediate action +4 Insight Bonus to a single Perception or Sense Motive check. Trained Only 1. Acrobatics: +11, (r3, +5 Dex, +3 CS)
** Craft Bows and Traps are the only craft skills that need to be maintained after score 10 (aka rank 2). Untrained Skills: Those skills not listed above and apply the following modifiers, STR:+0, DEX+5, INT:+5, WIS:+4, CHA:+3. Class Skill Pool: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex),
LANGUAGES PLUS DESCRIPTIONS:
Starting Language: Undercommon
1. Undercommon: Spoken by drow, duergar, morlocks, svirfneblin. This language is derived from an ancient combination of elven and even older tongues.
HOODED ROBE OF THE MASTER (Signature Item):
Description: Quassine's robe appears to be made from silk but stronger and more exquisitely made (silkweave) that would both rival and impress elven craftsmen, and women. If not impress by the materials, one would be certainly impressed in the design of the outfit. It has been designed to look like a hooded robe without the loss of mobility that one would receive from a robe (aka Jedi Knight outfit except all in one piece). No metal or bone was used in its creation, fastening is accomplished with the use of sashes and reinforced tie downs sewn into the outfit. The outfit is warm gray in color but yet still pleasing to the eye and commanding even though red is the current color of authority. The color gray was chosen by Quassine to display his belief in balance and it is easier to stealth in an earth tone both in the day and at night. Category: Magic Item
WISH LIST a. Acts as a pair of Lenses of Darkness, and
CRAFTING:
ALCHEMY Portable Alchemist Lab [Free, 20lbs, +1 to Craft Alchemy] - Currently carried by Goliath - 25/25 gps remaining 1. (2) Acid Flask - 100% completed, 2 lbs. (One 100% Flask given to Xanya)
Magic Items Crafting Resource Pool: 5,000/5,000 gps Crafted Quick Runners Shirt (completed-Xanya) = 500
Crafting Spells and Research **Add mundane spells for crafting such as Bear Endurance, Bull Str, etc.
EQUIPMENT:
1. Hooded Robe of the Master (Priceless, 16 lbs, body)
Leather Basket Backpack (WIP) - (currently made from a large wicker basket and leather straps, Free, 2 lbs) Total Wt: 18/12.9 lbs, Light Load (up to 33 lbs) MOUNTS:
Currently None KI POOL AND POWERS:
Ki Pool: 7/7 (1/2 (2) + Wis Mod (4) + Stalker (1)) Ki point >/= 1 = Ki Strike [ Magic ] KI POWERS: 1. Monk Additional FoB Attack (1): Swift Action, (1) Ki Point = One Additional Attack to Flurry of Blows for 1 round, Stacks with Haste.
SPELL POOL AND BOOK:
Mind Flayer Spell-Like Abilities (CL 6th; concentration +11, DC15 + Spell level):
Arcanist Spells Spells Per Day: ~/6/5/3 Spells Prepared Per Day: 7/4/2/1 Arcanist (White Mage) Spells Prepared (Eschew Materials, CL 6th; Concentration +11, DC:15 + Spell Level)
Spell Book
() - Denotes Spontaneous Casting costing 1 Arcane Reservoir Point and 1 Arcanist Spell. PATH OF WAR - STALKER MANEUVERS AND STANCES:
MANEUVERS Known: 6, Readied: 4 a. Ghost Hunting Blow (Strike) - Strike has Ghost Touch properties
STANCES Known: 1, move action to activate or switch a. Pugilist Stance = +1d6 per unarmed hit STALKER MANEUVER RECOVERY Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice. Alternately, he may recover his Wisdom modifier (+4) in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful. APPEARANCE:
Quassine is a tall and thin humanoid with what looks to be a four tentacle octopus attached to its (his) shoulders. He has two human eyes that are sitting below his brow ridges that have pupils and are blue in color. To those knowledgeable about aberrations, Quassine's eyes are not normal for a Mind Flayer (Illithid). Quassine's skin is soft, moist, and mauve in color which glistens beneath a thin coating of mucus. Another feature that is different about Quassine which an expert observer's watchful eye would catch is that he has human-like hands and feet instead of the more sea-like aberration appendages of his kin. Another thing a watchful eye would catch is that he is eating humanoid food and can most certainly still eat brains like others of his illithid kin because he still has the mouth parts to do so. He is currently only wearing a white monk outfit and goggles around his neck. Instead of telepathy that most Mind Flayers use for speech, Quassine has been taught how to use his Mind Flayer anatomy to speak in a burbling gurgling whisper which he can control in volume. Archmage Goodwin had to teach him this since Quassine is thankfully detached permanently from the Elder Brain hive mind. Unfortunately, Quassine will not be able to speak in telepathy until he learns how to telepathically speak without the Elder Brain. BACKGROUND HISTORY:
The Archmage Gombrian Goodwin was conducting his latest research in Golarion's Underdark to locate a Mind Flayer (illithid) Elder Brain. He wanted to see if he could somehow acquire one to run experiments on it and somehow turn it into a biological command and control entity under his complete control for his demi-plane. The archmage's entourage stealthily came across an illithid enclave that was currently under attack by the drow. Gobrian was so amazed at the drow's cunning and martial prowess, he was thinking of adding one to his list but decided against it and just focused on his current list. After the long and intense battle in which the drow drove out the illithids from their home, the archmage entered the enclave and observed extreme carnage on both sides. There were both dead drow and illthids everywhere. The entourage eventually ended up in the breeding chamber and lying next to a deep pit was a mostly nude and unconscious illithid with two dead fully clothed illithids lying next to him. This was the most complete and alive specimen that Gobrian came across while searching through the enclave. All the other illithids and drow were mangled and dead, or raced off into another part of the Underdark to continue their disagreement. After completely searching the enclave, the Elder Brain was nowhere to be found for it had fled with its contingent before being captured or killed by the drow, or perhaps even captured by Gombrian. Since the Elder Brain was no longer available, Gobrian decided to take the three illithids next to the pit instead since the half-nude one was unconscious, the other (2) were dead, and he really had no other option. In addition Gombrian found an illithid lab book and took that as well. The archmage returned home as soon as possible so the live one would not die and the (2) dead specimens could be preserved quickly and properly without further decay and cellular damage. Once back to his demi-plane’s lab, Goodwin orders his many assistants in reviving the still living illithid and to preserve the other two. He begins to look over the illithid lab manual but since it is in a brail-like written language called Qualith, it took some time for the Goodwin to decipher. During this time, the living mind flayer was nursed back to full health and now in stasis until Goodwin can fully decipher the text. And the two deceased ones where kept preserved through the use of magic since ice is very brutal to cellular structures. With time, Goodwin became quite proficient in reading the written language of the Mind Flayers; this is what he has learned; The Mind Flayers were experimenting on the Barbarians in order to create a stronger illithid type to help protect the enclave or hive from physically stronger threats. Mind Flayers strength lies within their Psionic and mental powers but fall short in martial prowess and fortitude which sometimes leads to their defeat and sometimes their demise. Goodwin read on and found out that the illithid lying in his stasis cage was once known as Siguror Vulfen, a once proud barbarian warrior observed to have great strength and fortitude. Unfortunately for Siguror, his physical qualities would change his destiny forever and was capture by the Mind Flayers. The tadpole, Quassinealator, was chosen to be Siguror’s ceremorphosis parasite for it had successfully passed living with the Elder Brain for 10 years. The tadpole was painfully successfully in injected into Siguror and for the next (3) days the metamorphosis progressed normally until problems began to emerge. Being inquisitive and to see if it could be prevented in the future, the nursery illthids let the metamorphous continue normally. At the end of the week long process, they noticed that Quassinealator still had human eyes, hands, feet, and reproductive organs. Normally, illithids are squid-like aberrations that have both male and female organs which are called hermaphrodites. In other words, they do not need a partner to breed and they lay about 3,000 eggs in their life time. Of course, the elder brain eats most of these and only the hardy survive. According the documentation, Quassinealator met the criteria so something else went wrong. In addition, Quassinealator brain was flawed because both Siguror human brain did not get fully replaced by Quassinealator. Normally, the brain is eaten by the tadpole then grows into the host body taking control of the host while changing its physical features. The illithids write that Siguror and Quassinealator have combined into one and basically Siguror has become an illithid. It was later determined that a disease that the barbarian is immune to was the cause of the failed ceremorphosis process. Perhaps if his brain was not flawed nor retained any of Siguror memory, they may have let him lived but he was marked for death and his brain was about to be eaten and then discarded into the trash pit when the illithid enclave hive came under attack by the drow. In essence, the drow saved Siguror-Quassinealator life and Gombrian finished the job. Now that Goodwin had enough information, he has Siguror-Quassinealator brought out of stasis and he started to autopsy the (2) deceased Mind Flayers. When Siguror-Quassinealator was fully awake and made safe, the archmage sat with him to discuss what had happened, "Hello, I am Archmage Gobrian Goodwin or Goodwin if you prefer. I know your name is Siguror-Quassinealator but that sounds like some sort of foreign mechanical widget and prefer to call you Quassine and your surname will be Alator. Is this ok with you, good ... good. I am on a mission to prove to the world, perhaps all of Realm Space, or just maybe to myself that all creatures even those of ill temperament or reputation can be made into decent individuals. Here you will be treated as a friend, as a son, and will be trained by some of the finest trainers around. Your occupation in my employ will be "The Curious Fixer, adaptable, a Jack-of-all-Trades and a Master-at-Many because I always need a lab assistant, a spy, and an emissary to act in my stead because I am very busy, situations are not always safe for my physical presence, and I or other people make mistakes from time to time that need to be fixed. Since you are no longer your brawny self, you will need to be retrained in another martial art to take advantage of your new strengths. I spared no expense in your quality of life here and in your training. My only major rule is no fighting with anyone here unless it is good nature sparring. Besides, I am the meanest one here so you probably do not want to anger me." Goodwin smiles, "Do you understand? Do you have any questions? Good ... good, you start tomorrow". And to his word, Quassine training started the next day which started with monk training. And at first he tried to be the barbarian he once was, but was quickly being knocked out or subdued. Eventually, he learned to use his agility to his advantage and developed fast-twitched muscle fibers and focus from his monastic training. Later he started his Clandestine Training and Arcane Arts but being a mind flayer, he breezed right through even with his flawed illithid brain which was still more advance than most humans. For his mind flayer studies, Goodwin actually assisted him with those. From reading and the autopsies he performed on the dead true mind flayers, he was able to find out a lot about mind flayers. Quassine grew fond of Goodwin in a friendship surrogate father sort of way and basically had an early mind flayer life and training he never would have had in the Underdark. One night during training, the last thing Quassine remembered is going to bed after a period of intense training. Now he is awakened to something else different. He is in a small chamber of some sort, encapsulated in something almost like a coffin. The lid is clear however and he can see out of it as his brothers and sisters in training and in arms are also awakened. Quassine hears a deep rumbling all around him and things seem ‘odd’, as if distorted slightly. He recognizes Jovar, the homunculus familiar of Archmage Goodwin. It seems as though he was responsible for waking him up, although he is unclear why he is in in these chambers and not his quarters. The homunculus explains in a voice that sounds eerily like that of Goodwin, "The master has been captured I fear, by powers of the lower planes. Here time passes differently, but even on the mortal planes, Master Goodwin was captured a long time ago, perhaps ten thousand years? I apologize, I do not measure time well, and here it is meaningless. He sent me to find you and tell you. I believe his hope is that you can assist in his rescue. I have spent time here pouring through the libraries and the labs to figure out how to wake you, after the Master placed you in suspended animation. I finally figured out a way and not too late, for the plane in which we inhabit is starting to rapidly collapse. I believe I know of a way to take us from here, and we must seek out a very old friend of the Master’s to determine what to do next. Quickly, gather yourselves, and what possessions you have. We must flee now.” With that Jovar flaps over to a circular design on the floor and begins chanting, holding out his tiny hands to group. Quassine knowing what Jovar is doing quickly joins the circle and everyone is transported from the demi-plane moments before it collapses in on itself. Quassine now finds himself and the others, somewhere, a rugged wood covered hillside spreads out before the group. The groups sees no sign of civilization and training has ended, or has it truly just begun in the form of real life training in recovering the Archmage, master, friend ... father? When selected, I will create synergistic background with my fellow selected. CURRENT GOALS:
Quassine's goals are a far cry different than the goals of his illithid kin. I can promise you that Quassine does not have plans to snuff out the sun in order to take over the world. Quassine's current goals include; 1. Recover the Archmage where ever he may be,
As his life develops, I am sure more goals will be added, some significant, some not, and maybe some of his current goals will be removed. PERSONALITY:
Quassine at first tried to be like his old Barbarian self but quickly learned that he cannot be that extra brawny raging lunatic any longer and must interact with life differently than before. Like his Mind Flayer kin, Quassine is physically frail but makes up for it in agility, mentality, and will. He is very calm and collected most of the time but unlike his illithid kin, he will allow his emotions to surface. In addition, through monk training has learned how to become humble which is definitely not a Mind Flayer trait. He tries to stay away from eating brains because he does find them very tasty to eat but eating brains brings a final end to all victims. However this does not mean he will totally refrain from eating brains especially if there is information to be extracted to or when it is in order, making sure an enemy's death is final. Being in possession of one of the most advance brains, even though defective to other Mind Flayers, it allows Quassine to be quite adaptable. This is why he is still formidable physically even though he is weak and frail. In addition, he can literally switch between expertise modes of operation. In an instant he can switch to the calm but focused monk who can perform katas with precision or become a deadly weapon without wielding a weapon. When the situation calls for a researcher, he can leverage his Clandestine side or his knowledge of Arcane Arts or even both to reach a conclusion or discover what he is researching or searching for. And when he needs to be social because he is conducting information gathering or he is in a diplomatic meeting, he can switch to a more sociable kind of person to mingle in with the crowd or have a discussion with leaders and royalty. Unlike a Jack-of-all-Trades, Master-at-None, Quassine is a Jack-of-all-Trades, Master-at-Many, or the humbled Quassine would say a Master-at-Many in training. Quassine is very fond of the archmage's friendship and like most of his "experiments", a surrogate father figure, or at least to Quassine. He is currently quite alarmed about the Goodwin's recent disappearance, and is eager to rescue him. COMPANIONS:
Currently None PERSONAL LEDGER:
PARTY LEDGER:
Goatling Realm - Yellow Musk Creeper Magic Items Ring of Something Summoning (Maapallo, Faint Conjuration Aura - Summoning, command word revealed, small gem of translation) - Simon believes this to be for all Brothers and Sisters in the immediate group. Hillside Ruins Coin: 472 pp, 1585 gp, 240 sp, 1600 cps Current 5-way Divvy: 94 pps, 317 gps, 48 sps, 320 cps Party Loot: 2 pps Gems/Jewels: MAGIC ITEMS: (1) Scroll (Command, Caster Level 1)
Enchantment Materials: 5000 gps
-------------------------------------------------- Quassine's WIP Life (Leveling) Path can be viewed .... here --------------------------------------------------
Credits:
Assisted in the creation of; Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. |