Mind Flayer

Quassine Alator's page

1,008 posts. Alias of Anderlorn.


Full Name

Quassine Alator

Race

STATS:
Tristalt, L6 | HP:78/78 | AC:32(34)/T:32(34)/FF:32(34)/HLP:18(20) | Init:+12 | Prcptn:+13/15/16(+DS/TF) | F:+8/R:+11/W:+9, SR:17 | CMB:+12/14, CMD:+26/28 | Spd:50' | AR:6/9, Ki:8/8

Classes/Levels

MORE STATS:
Hero Pts:3/3 | SP1:6/6 | SP2:5/5 | SP3:3/3 | +4/8 AC - Spells | +2 SV Traps/Death Magic/Enchantments | Auto-stable

Gender

**INACTIVE - SPECIAL** Mind Flayer "Male" Adult

Size

Medium

Age

20

Special Abilities

Mind Flayer, Unchained Monk, Unchained Rogue Underground Chemist, White Mage Archanist

Alignment

Lawful Neutral

Deity

Nethys

Location

Golarion

Languages

Undercommon, Common, Celestial, Draconic Dwarvish, Elvish, Goatling, Infernal, and New Common

Occupation

"The Curious Fixer"

Homepage URL

Quassine's Path of Life

Strength 10
Dexterity 22
Constitution 12
Intelligence 20
Wisdom 18
Charisma 16

About Quassine Alator

CURRENT CONDITIONS INFORMATION:

Mage Armor: +4 AC all (Force) - 5 hrs : 59 minutes remaining
Shield: +4 AC all (Force) - 52/60 rounds
Bless: +1 Moral Attack Bonus and Saving Throws vs Fear - 52/60 rounds
Cats Grace: +4 (-2 Magical Item) Dex - 52/60 rounds
Protection from Evil: +2 Def AC, +2 Saving Throws, +1 sv Mind w/ +2 save bonus, Non-warded Evil creatures can not touch or injure Quassine with natural weapons. - 54/60 rounds
Long Arm: Reach extends to 10' - 52/60 rounds
Invisibility: 36 Fast Stealth, 56 Not Moving - 59/60 rounds
Haste: +1 Attk, AC, Movement increased to 80' - 6/6 rounds

Melee Unarmed Strikes - +17/+17/+12 (1d8+8+1d6, B, x2, Magic)
Melee Unarmed Strikes - Piranha Strike: +15/+15/+10 (1d8+12+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
2nd Spell Slots: 0/5
3rd Spell Slots: 3/3
Stunning Fist: 6/6, DC:17 per day

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)
Purchased Race Powers: N/A

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:
Fort: +8* (+5 uMonk, +1 Con, +2 Greater Fort),
Reflex: +11* (+5 uMonk, +6 Dex), Danger Sense - +2 Reflex Save vs Traps.
Will: +9* (+5 Arcanist, +4 Wis)
* Immune to all Disease including magical and supernatural
* +2 vs Death Effects while under beneficial spell effects (Magic is Life)
* +2 vs Enchantment spells and effects

Special Qualities: Auto Stabilize while under beneficial spell effects and +2 to Death Magic Saves, Combat Expertise - Trade ATK for AC -1/+1, Evasion
Weaknesses: Light Sensitivity

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
Melee Unarmed Strikes - Piranha Flurry: +12/+12/+7 (1d8+11, B, x2, Magic), or
Melee Unarmed Strike: +14/+9 (1d8+7, B, Magic), or
Melee Piranha Unarmed Strike: +12/+7 (1d8+11, B, Magic),
Pugilist Stance Damage (Active): Add 1d6 damage
Melee Weapon: +6/+1, +12/+7 (Normal/Weapon Finesse without focus, and unarmed/natural attacks)
Melee Tentacles: +12/+7 (1d4+6, B, x2, grab, brain extract), or
Melee Touch: +12/+7
Melee Special:
1. Flurry of Blows (unchained)
2. Weapon Focus (Unarmed Strike, +1 ATB)
3. Weapon Finesse (Unarmed Strike, use Dex for ATB)
4. Finesse Training (Unarmed Strike)(Add Dex bonus instead of STR bonus to damage)
5. Deadly Agility (Add Dex bonus instead of STR bonus to damage)
6. Style Strike, 1x a round during a flurry (Spin Kick)
7. Piranha Strike: -1, for +2 Damage (Max: -2 to hit, +4 Damage)
8. Stunning Fist (6/day, DC:17) [Note: Successful Stun + Sneak Attack], can choose Fatigue condition over Stun
9. Improved Grapple/Trip
10. Sneak Attack (Unchained Rogue) +3d6 + Debilitating Injury (Bewildered, Disoriented, and Hampered)
11. Deadly Strike (Ex): Confirmed critical = 1d6 extra melee or range damage for (4) rounds
12. Stalker Maneuver, Stances, and Recovery: Check Stalker Maneuvers and Stances section
13. Touch Spells
14. Outflank: flank with group for +4 to hit and on a confirmed critical, the team mate receives an AoO.
15. Signature Item Hooded Monk Outfit (Amulet of Mighty Strikes +1 attack/damage)
16. Belt of Incredible Dexterity (+2 Dexterity)
Ki Pool - 8/8 - (1/2 Monk = +3, +4 Wis Mod, +1 Stalker)
. . Ki Pool Extra Strike, swift action, one additional strike for one round at full BaB (+14), or
. . Ki Pool Strike ((Magic) as long as (1) Ki Point remains)
Ki Powers - (2)
. . Qinggong Power - Standard Action, 1 Ki Point = True Strike as spell, +20 insight bonus on next hit and not affected by the miss chance that applies to concealed targets, or
. . Elemental Fury (Su) (Electricity) - swift action - 1 Ki Point = 1d6 electricity damage for (6) rounds.
Stalker Art - (1)
. . Deadly Insight (Su): Swift Action, 1 ki point = 1d6 for (4) rounds, add (1) round free of charge per critical hit each round.
. . Stalker Ki Powers - Hidden Agenda and Motives (Su): 1 ki point = immediate action +4 Insight Bonus to a single Perception or Sense Motive check.
Combat Stamina - 7/7 - (BaB: +6, Con +1)
. . Attack: +1 Stamina Point = +1 Attack competence bonus up to -5/+5.
. . Agile Maneuvers, Combat Expertise, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Outflank, Stunning Fist, Throw Anything, Weapon Finesse, Weapon Focus

RANGE:

Longbow: +12/+7 (1d8, P, x3, 100'), Ammunition: 40/40
Throw Acid Flask: +13/+8 (1d6, 1+5 splash, acid, 10'), Ammunition: 1/1
Range Throw: +12/+7
Range: +12/+7
Range Special:
1. Range Touch Spells
2. Chemical Weapons
3. Throw Anything
4. Deadly Strike (Ex): Confirmed critical = 1d6 extra range or melee damage for (4) rounds.
5. Precise Splash Weapons - Successful Sneak Throw can result in Sneak Damage and Debilitating injury.

STALKER MANEUVERS:

Known: 6, Readied 4
. . Flurry Strike (Strike) - READIED - 1st Strike = (2) Separate Strikes at Full (BaB:+14/+14), FA: Add 3rd Strike (BaB:+14), Add 4th Strike (BaB:+9)
. . Dimensional Strike (Strike) - READIED - Strike deny opponent's DEX, remember to add Sneak.
. . Leaping Dragon (Boost) - READIED - Make an Acrobatics check to jump as a swift action with a +10 bonus.
. . Sting of the Rattler (Strike) - READIED - +1d4 of damage, plus an additional 1d4 damage the following round - can be used in Melee and Range Attacks.

STALKER STANCES:

Known: 1, move action to activate or switch
. . Pugilist Stance = +1d6 per unarmed hit

ARCANIST RESERVOIR POOL: - 6/9 -

Melee Touch: +12
Range Touch: +12

. . +1 Caster Level or +1 or Spell DC for 1 Arcane Point.
. . Spontaneous Healing
. . Acid Jet (Range Touch)(SU):[/b] +12 (3d6+3, Acid, x2, 30', 1 Arcane Reservoir Point)
. . Quick Study

SPELL-LIKE ABILITIES:

Melee Touch: +12
Range Touch: +12

Mind Flayer Mind ("Psionic") Blast (PS): 1x/encounter, 45' Cone, Will SV DC:17, Dazed for 1 round + staggered for 1d6 rounds
Mind Flayer Spell-Like Abilities (CL 6th; concentration +11, DC15 + Spell level):
. . 1st (1/day) — Charm Person (40', 6 hours, 1 humanoid), Detect Thoughts (60', up to 6 minutes duration), Levitate (Personal/Close - 40', 6 minutes duration, 600 lbs)

SPELLS:

Melee Touch: +12
Range Touch: +12

Arcanist (White Mage) Spells Prepared (Eschew Materials, CL 6th; Concentration +11, DC:15 + Spell Level)
. . 3rd (3/3) - (DC:18) - Lightning Bolt (120', 6d6 electrical), (Cure Serious Wounds (3d8+6))
. . 2nd (5/5) - (DC:17) - Burst of Radiance (640', 10' radius, 1d4 (Blinded)/1d4 (Dazzled)/5d4 (damage evil)), Invisibility (Touch/Personal, 6 mins, 600 lbs), Pilfering Hand (40', 1 object, dur varies), (Cure Moderate Wounds (2d8+6))
. . 1st (6/6) — (DC:16) - Mage Armor (+4 Armor, 6 hours), Snowball (5d6 Cold Damage, 40'), Shield (+4 Shield AC, 6 mins), Feather Fall (IA, 40', 6 med/small, 6 rounds or landing), Magic Missile (160', 3 missiles, 1d4+1/missile), Air bubble (touch, 6 min), (Cure Light Wounds (1d8+5))
. . 0 (at will) - (DC:15) - Detect Magic, Detect Poison, Mending, Message, Open/Close, Prestidigitation, Read Magic
() - Denotes Spontaneous Casting costing 1 Arcane Reservoir Point and 1 Arcanist Spell.

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.

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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.

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Mind Flayer Spell Like Abilities: 1/day - charm person, levitate, Detect Thoughts, CL 6
Arcanist Exploit (Su) - Acid Jet: The arcanist can unleash a jet of acid by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 3d6+3 points of acid damage. The target is also sickened for 1d4 rounds, fortitude saving throw to negate the sickened condition.
Arcanist Exploit - Quick Study: The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Arcane Reservoir +1 DC or CL (6/9 day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Max. Pool: 9 (3 + Lvl), Recover: 6
(3 + 1/2 Lvl)
Awaken From Stasis (Regional) 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.
Chemical Weapons (Ex) Can draw alchemical items as a weapon, and adds Int mod to dam with splash weapons.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (120 feet) You can see in the dark (black and white vision only)
Danger Sense +2 Reflex Save Traps, Dodge bonus Traps, Perception vs Surprise
Debilitating Injury (Ex) After a successful sneak, can apply a debilitating injury (Bewildered, Disoriented, and Hampered)
Deadly Strike (Ex): On a successful ("confirmed") critical, roll 1d6 per attack for (4) rounds or equal to Wisdom Modifier
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Finesse Training (Ex): Weapon Finesse at 1st Level, Dex Modifier Damage: Unarmed Strike @ 3rd lvl.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Ki Pool (Su): 8/8 Ki Points (1/2 Monk = +3, +4 Wis Mod, +1 Stalker)
Ki Pool Strike At least 1 Ki point remaining, able to strike DR magic.
Ki Pool Strike - Extra Attack at full BaB (Su) 1 ki point allows (1) extra attack at full BaB for (1) round
Ki Pool - Stalker Hidden Agenda (Su): 1 Ki Point = +4 insight bonus to a single Perception or Sense Motive check per point.
Ki Power - Qinggong (Su): True Strike as spell.
Ki Power - Elemental Fury (Electrical) (Su): 1 ki point, as swift action, imbue his natural attacks with electrical energy, causing them to deal 1d6 points of electrical damage for (6) rounds.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magic is Life (Religion) While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Precise Splash Weapons (Ex) An underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.
Purity of Body (Su): Immune to all diseases including magical and supernatural
Reactionary (Combat) You gain a +2 trait bonus on initiative checks.
Rogue Talent (Fast Stealth) (Ex) Move at full speed while using the Stealth skill at no penalty.
Rogue Talent (Trap Spotter) (Ex) Whenever Quassine comes within 10 feet of a trap, he receives an immediate Perception check roll by the GM to notice the trap.
Rogue's Edge - Disable Device 5 ranks Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
Skill Focus (Spellcraft/UMD)(Signature Item L3 and L5): +3 to Spellcraft and UMD
Sneak Attack (Unchained) +3d6 precision damage to flanked and flatfooted foes not immune to sneak attacks, then can apply a debilitating injury (Bewildered, Disoriented, and Hampered)
Spell Resistance (17) You have Spell Resistance.
Spontaneous Healing (Cure Spells) (Su) Spend reservoir points & slot to cast any cleric cure spell.
Stalker Art - Deadly Insight (Su): 1 ki point = 1d6 for (4) rounds, add (1) round free of charge per critical hit each round.
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.
Still Mind +2 bonus on saving throws against enchantment spells and effects
Style Strike (Ex) Whenever Quassine makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen.
. . Spin Kick The monk makes his attack against the foe's flat-footed AC. This means sneak attack can be applied unless the creature is immune to precision damage or the opponent has Improved Uncanny Dodge at the appropriate levels.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Excluding a successful feint or held, a rogue cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.

FEATS:

1. Agile Maneuvers (Level 1 Free Feat 2): Use DEX instead of STR for CMB modifier.
2. Armor Proficiency (Light)(uRogue): Can you use all light armor but interfere with uMonk and Arcanist abilities at this time.
3. Combat Expertise (Level 1 Free Feat 1): +1/-1 Bonus to AC in exchange for an equal penalty in attack.
4. Combat Stamina Extra feat abilities based on feats chosen and points equal to Bab + Con Mod.
5. Deadly Agility (Level 1 Free Feat 4): Deadly Agility (Add Dex bonus instead of STR bonus to damage)
6. Eschew Materials (Level 2 Signature Item Feat) Cast spells without materials, if component cost is 1 gp or less.
7. Expanded Preparation: Expand 1st level Spell Prepared by (2) more.
8. Extra Arcanist Exploit (Level 3 Character Advancement Feat): - (Craft Wondrous Items) - You can create a wide variety of magic wondrous items.
9. Great Fortitude (Level 1 Free Feat 5): +2 bonus to all Fortitude save throws.
10. Improved Grapple (uMonk): You don't provoke attacks of opportunity when grappling a foe. +2 CMB to Grapple and +2 CMD vs Grapple.
11. Improved Initiative (Level 2 Character Advancement Feat): +4 Initiative
12. Improved Trip (uMonk 6th) You don't provoke attacks of opportunity when tripping a foe. +2 CMB to Trip and +2 CMD vs Tripping.
13. Improved Unarmed Strike (uMonk): Unarmed attacks can be either lethal or non-lethal and do not provoke Attacks of Opportunity.
14. Weapon Proficiency (Simple, Martial, Monk): Can use any weapon with the monk special weapon quality and all can be used with Flurry of Blows.
15. Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
16. Piranha Strike (Level Feat): Declare before attack, trade in -1 to hit for +2 extra damage. Maximum: -2 to hit for +4 extra damage.
17. Stunning Fist (6/day, DC 17)(uMonk, L1) You can stun or fatigue an opponent with an unarmed attack.
18. Throw Anything (uMonk, L2) Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
19. Toughness (Level 1 Free Feat 6): +3 Hit points at 1st level, +1 from level 4 on (+4).
20. Weapon Finesse (Finesse Training - Unarmed Strike)(uRogue) Natural weapons which includes unarmed strike use DEX instead of STR for attack rolls.
21. Weapon Focus (Unarmed Strike) (Level 1 Free Feat 3): +1 ATK on all Unarmed Strikes.

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)
2. Bluff: +9, (r3, +3 Cha, +3 CS)
3. Craft (Alchemy): +14/15, (r3, +5 Int, +3 CS, +1/2 CL (+3) / +1 Portable Lab)
4. Craft (Armor): +10, (r2, +5 Int, +3 CS)
5. Craft (Bows): +10, (r2, +5 Int, +3 CS)**
6. Craft (Clothing): +10, (r2, +5 Int, +3 CS)
7. Craft (Jewelry): +10, (r2 +5 Int, +3 CS)
8. Craft (Leather): +10, (r2, +5 Int, +3 CS)
9. Craft (Locks): +10, (r2, +5 Int, +3 CS)
10. Craft (Weapons): +10, (r2, +5 Int, +3 CS)
11. Craft (Shoes): +9, (r1, +5 Int, +3 CS)
12. Diplomacy: +10, (r4, +3 Cha, +3 CS)
13. Disable Device: +15/18, (r6, +6 Dex, +3 CS, /+3 Trap Finding (TF))(Rogue's Edge 5)
14. Disguise: +7, (r1, +3 Cha, +3 CS)
15. Intimidate: +7, (r1, +3 Cha, +3 CS)
16. Knowledge (Arcana): +13, (r5, +5 Int, +3 CS)
17. Knowledge (Modern Dungeoneering): +9 (r1, +5 Int, +3 CS)
18. Knowledge (Modern History): +9, (r1, +5 Int, +3 CS)
19. Knowledge (Modern Nature): +9, (r1, +5 Int, +3 CS)
20. Knowledge (Modern Local): +10, (r2, +5 Int, +3 CS)
21. Knowledge (Modern Geography): +9, (r1, +5 Int, +3 CS)
22. Knowledge (Modern Nobility): +9, (r1, +5 Int, +3 CS)
23. Linguistics: +11, (r3, +5 Int, +3 CS)
24. Perception: +13/15/16, (r6, +4 Wis, +3 CS/+2 Danger Sense (DS)/+3 Trap Finding (TF))
25. Sense Motive: +9, (r2, +4 Wis, +3 CS)
26. Sleight of Hand: +12, (r4, +5 Dex, +3 CS)
27. Spellcraft: +16, (r5, +5 Int, +3 CS, +3 Skill Focus)
28. Fast Stealth: +15, (r6, +6 Dex, +3 CS)
29. Survival: +8, (r4, +4 Wis)
30. UMD: +15, (r6, +3 Cha, +3 CS, Skill Focus +3 UMD)

** 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),
Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex),
Spellcraft (Int), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

LANGUAGES PLUS DESCRIPTIONS:

Starting Language: Undercommon
Bonus Languages (+5 Int, +1 Skill): Common, Celestial, Draconic, Dwarvish, Elvish, and Infernal.

1. Undercommon: Spoken by drow, duergar, morlocks, svirfneblin. This language is derived from an ancient combination of elven and even older tongues.
2. Common: Spoken by humans and the other core races
3. Celestial: Spoken by angels and other good outsiders. The language of angels.
4. Draconic: Spoken by dragons and reptilian humanoids
5. Dwarvish: Spoken by the Dwarves
6. Elvish: Spoken by elves and half-elves
7. Goatling: Spoken by Goatlings on Golarion 10,000 years from the common era or just plainly spoken by Goatlings?
8. Infernal: Spoken by devils and other lawful evil outsiders. The language of devils is often spoken by evil spirits.
9. New Common Spoken by humanoids and other races on Golarion 10,000 years from the common era.

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
Slot: Body
Feats Granted;
L2: Eschew Materials - Cast spells without materials, if component cost is 1 gp or less.
L3: Skill Focus - Spellcraft: +3 to Spellcraft, +6 with 10 ranks.
L4: Expanded Preparation: Expand 1st level Spell Prepared by (2) more.
L5: Skill Focus - UMD: +3 to UMD, +6 with 10 ranks.
Magic Creation Pool (MCP)(spent/total): 9,750/16,000
MCP Powers;
. . Emulates Belt of Incredible Dexterity +2 (4,000 * 50% = 6,000 MCPs)
. . Emulate Bag of Holding Type I (Right Arm Sleeve, +15 lbs, +250 lbs/30 cubic ft carry capacity)(2,500 * 50% = 3,750 MCPs)
Flexible Power Pool (FPP)(spent/total): 3/3 (sqrt 9.750 = 3)(9750/1000 = 9.75)
FPP Powers;
N/A

WISH LIST

a. Acts as a pair of Lenses of Darkness, and
b. Hat of Disguise (Greater) or a Cloak of Guise, or scale up to the power of a Hat of Greater Disguise
c. Bonuses to attributes especially Constitution, maybe STR for carrying capacity, and of course anything in Dex, Int, Wis, and Cha.

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)
2. (1) Partial Acid Flask - 20% (2 gps) completed, .2 lb

Alchemical Items

Magic Items

Crafting Resource Pool: 5,000/5,000 gps

Crafted Quick Runners Shirt (completed-Xanya) = 500
Crafted Headband of Charisma (4/4 completed-Kiki) = 2000
Crafting Amulet of Mighty Fists +1 (4/4 completed-Quassine) = 2000
Handy Haversack (0/4-???) = 500/1000

Crafting Rules

Crafting Spells and Research

Creating/Research Spells

**Add mundane spells for crafting such as Bear Endurance, Bull Str, etc.
**Create Fireballs that also apply force damage and knockdown, and more ...

EQUIPMENT:

1. Hooded Robe of the Master (Priceless, 16 lbs, body)
2. Amulet of Mighty Fists +1 (Worth 4,000 gps/CVPs, 0 lbs, neck)
2. Eschew Materials - Spell components not necessary if under 1 gp.
4. (3+) Days worth of food (Free, [BP: 3 lbs])
5. Waterskin (Free, [BP: 4 lbs])
6. Tent (going to be made into a small Pavilion [BP:])
7. Small Set of Ceramic ware ([BP:])
8. Leather belt (Free, [BP: 0 lb])
9. Belt pouch (Free, [BP: .5 lb])
10. Longbow (Free, [BP: 3 lbs])
11. (40) Arrows (Free, 2 lbs)
12. (1.4) Acid Flask ([2]100% completed (1 to Xanya), [1]40% Completed [BP: 1.4 lbs])
13. Common Thieves Tools (Free, [BP: 1 lb])
14. Ink, Ink pen, and paper (Free, [BP: 0 lbs])

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.
2. Monk Ki Power - Qinggong Power (Su): Free Action, (1) Ki Point = True Strike
3. Stalker Ki Powers - Hidden Agenda and Motives (Su): Immediate action, (1) Ki Point = (+4) Insight Bonus to a single Perception or Sense Motive check.
4. Stalker Art - Deadly Insight (Su): Swift Action, (1) Ki Point = +1d6 precision damage for (4) rounds, add (1) round free of charge per (1 max) critical hit each round.

SPELL POOL AND BOOK:

Mind Flayer Spell-Like Abilities (CL 6th; concentration +11, DC15 + Spell level):
. . 1st (1/day) — Charm Person (40', 6 hours, 1 humanoid), Detect Thoughts (60', up to 6 minutes duration), Levitate (Personal/Close - 40', 6 minutes duration, 600 lbs)

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)
. . 3rd (3/3) - (DC:18) - Lightning Bolt (120', 6d6 electrical), (Cure Serious Wounds (3d8+6))
. . 2nd (5/5) - (DC:17) - Burst of Radiance (640', 10' radius, 1d4 (Blinded)/1d4 (Dazzled)/5d4 (damage evil)), Invisibility (Touch/Personal, 6 mins, 600 lbs), Pilfering Hand (40', 1 object, dur varies), (Cure Moderate Wounds (2d8+6))
. . 1st (6/6) — (DC:16) - Mage Armor (+4 Armor, 6 hours), Snowball (5d6 Cold Damage, 40'), Shield (+4 Shield AC, 6 mins), Feather Fall (IA, 40', 6 med/small, 6 rounds or landing), Magic Missile (160', 3 missiles, 1d4+1/missile), Air bubble (touch, 6 min), (Cure Light Wounds (1d8+5))
. . 0 (at will) - (DC:15) - Detect Magic, Detect Poison, Mending, Message, Open/Close, Prestidigitation, Read Magic

Spell Book
0. Acid Splash, Arcane Mark, Bleed (DC:15), Dancing Lights, Daze (DC:15), Detect Magic, Detect Poison, Disrupt Undead, Flare (DC:15), Ghost Sound (DC:15), Light, Mage Hand, Mending, Message, Open/Close (DC:15), Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue (DC:15)
1. Air Bubble, Burning Hands (DC:16), Comprehend Languages, Feather Fall, Long Arm, Mage Armor, Magic Missile, Shield, Shocking Grasp, Sleep (DC:16), Snowball (DC:16), (Cure Light Wounds (1d8+5))
2. Burst of Radiance (DC:17), Cat's Grace, Invisibility, Pilfering Hand, (Cure Moderate Wounds)
3. Fly, Lightning Bolt (120', 6d6 Electric Damage), (Cure Serious Wounds)
4.
5.
6.
7.
8.
9.

() - 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
b. Swift Claws (Strike) - 1st Strike = Double Strike at Normal BaB (+14), FA: Add 2nd Single Strike @ Normal BaB
c. Flurry Strike (Strike) - 1st Strike = (2) Separate Strikes at Full BaB, FA: Add 3rd Strike = Normal BaB
d. Dimensional Strike (Strike) - Strike deny opponent's DEX, remember to add Sneak.
e. Leaping Dragon (Boost) - Make an Acrobatics check to jump as a swift action with a +10 bonus.
f. Sting of the Rattler (Strike) - +1d4 of damage, plus an additional 1d4 damage the following round - can be used in Melee and Range Attacks.

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,
2. Continue his studies in Clandestine, Martial, and Arcane Arts including learning new techniques, learning new formulas, learning/creating new spells, and expanding his knowledge into other things.
3. To further condition his mind to manipulate the metaphysical (a plug into Twin-Mind and Psionics)
4. Continue researching what the Archmage assigned him and that was to continue where Goodwin left off in regards of taking over the Elder Brain and using it as a biological control center for multiple applications. In other words, turn the elder brain into a biological computer.
5. Eliminating his sensitivity to light so he can enjoy the sun like he once did when he was Siguror.
6. One day visit his tribe, in a disguise of course, to either visit family or bring closure to his past life.
7. Although not on the top of his list but take revenge on the Mind Flayers by eating their brains.

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)
(1) Potion of Sanctuary
(2) Oils of Blessed Weapon.
(1) Seige Scepter - On Loan to Cliffort Scribe

Enchantment Materials: 5000 gps
Order Placement for Bracers of Dex +2: -4000 gps

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Quassine's WIP Life (Leveling) Path can be viewed .... here

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Credits:

Assisted in the creation of;

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