Engelidis

S'quig-aly's page

13 posts. Alias of Shub-Niggurath's cousin Al.


Race

Elan (?)

Classes/Levels

Aberrant Aegis 2/Psychic Warrior 1| HP 18/25 | AC 19, touch 12, flat-footed 17 | CMB +7 (+19 grapple) | CMD 19 (+21 grapple) | Fort +6, Ref +2, Will +3 | DR 2/-| Perception +6 | Initiative +2

Gender

Female (?)

Size

6'3"

Age

N/A

Alignment

CN

Languages

Aklo, Common, Dwarven, Elven, Goblin, Undercommon

Strength 20
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 11
Charisma 7

About S'quig-aly

Statistics:
Female Elan Aegis (Aberrant) 2/Psychic Warrior 1
CN Medium Humanoid (Aberrant)
Init +2; Senses Perception +6; Darkvision 60 ft.
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+4 armor, +2 dex, +2 shield, +1 natural)
hp 18/25 (2d10+1d8+6)
Fort +6, Ref +2, Will +3
DR 2/-
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OFFENSE
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Speed 30 ft.

Melee Unarmed Strike +7 (1d3+5) or 4 Tentacles +2 (1d4+2 plus grab)

Ranged Light Crossbow +4 (1d8 19-20/X2)

Special Grab
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STATISTICS
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Str 20, Dex 14, Con 13, Int 14, Wis 11, Cha 7
Base Atk +2; CMB +7 (+19 grapple) CMD 19 (+21 grapple)
Traits Defy Madness, Void Child
Feats Catch Off-Guard, Sling Anything, Throw Anything, Psionic Talent, Improved Unarmed Strike, Toughness, Improved Grapple
Skills (18 points; 12 class, 6 INT; 6 background *) Acrobatics +8, Climb +11, Knowledge (History)* +5, Knowledge (Psionics) +8, Linguistics +8*, Perception +6, Spellcraft +8, Swim +11
FCB +2 PP
ACP -0

Bonuses +6 Grapple (from Tentacles), +4 Grapple (from Grab), +2 Grapple (from Improved Grapple), +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain (from Defy Madness), +1 trait bonus on saves against fear; this bonus increases to +2 whenever you are 30 feet or farther from your nearest ally (from Void Child)

Languages Aklo, Common, Dwarven, Elven, Goblin, Undercommon

Special Abilities:

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Race Traits
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+2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elans have a base speed of 30 feet.
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Class Features
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Weapon and Armor Proficiencies: Aegii are proficient with all simple and martial weapons. Aegii are proficient with light armor and shields (but not tower shields). Armor does not interfere with the aegis's class features / Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: An aegis's ability to manifest some of his abilities is limited by the power points he has available. His base daily allotment of power points is given on Table: The Aegis. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points), treating his manifester level for the purposes of bonus power points as equal to his class level. His race may also provide bonus power points per day, as may certain feats and items.

Vim (Ps): The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus.

This ability replaces Astral Repair.

Transformed Body (Su): An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. The aberrant gains a +1 natural armor bonus to his AC. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases by 1.

An aberrant can modify his form in a fashion similar to the aegis’s customization, but his options are more limited. He can choose customizations from the customization list below, as well as new customizations exclusive to the aberrant. Because the aberrant is modifying his own body, he can wear armor as normal.

The aberrant gains Hardened Strikes and Brawn as a free customization. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.

This ability replaces Astral Suit.

Intimidate: Beginning at 2nd level, an aberrant gains a +1 bonus to Intimidate checks. At 6th level and every four levels thereafter, this bonus increases by 1.

This ability replaces Craftsman.

Damage Reduction: Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.

Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, etc.). These bonus feats must be drawn from the feats noted as combat feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class). These bonus feats are in addition to the feats that a character of any class gains every two levels. A psychic warrior is not limited to combat feats and psionic feats when choosing these other feats.

Psionic Proficiency (Ex): A psychic warrior treats his base attack bonus as equal to his psychic warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.

Warrior’s Path (Ex): At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power.

In addition, the psychic warrior gains one additional class skill, as noted in the path description.

Feral Warrior Path:You are the beast incarnate. You channel your rage and power into physically transforming yourself into the likeness of a monster.

Powers: Bite of the wolf, claws of the beast

Skills: Acrobatics, Perception, Survival

Bonus class skill: Survival

Psionics:

Customization Points: 4

Cutsomizations: Tentacle (4)

Free Customizations: Hardened Strikes, Brawn, Darkvision

PP: 9/9

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Powers
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1st Claws of the Beast*, Grip of Iron

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-133 lb. Medium 134-266 lb. Heavy 267-400 lb.
Current Load Carried 39 lbs

Backpack 2 lbs, 2 gp
Bedroll 5 lbs, 1 sp
4 Trail Rations 4 lbs, 2 gp
Mithral Chain Shirt 13 lbs, 1100 gp
Mithral Heavy Steel Shield 8 lbs, 1020 gp
Light Crossbow 4 lbs, 35 gp
30 bolts 3 lbs, 3 gp
4 Anchor feather tokens -lbs, 200 gp
Dust of Darkness -lbs, 600 gp

Money GP 37 SP 9 CP 0

Background:
S'quig-aly has existed for centuries, floating in the dark void of space and watching the world from above. She always wanted to join and have fun with the humans, but she couldn't find a safe way down. One day, she was brought into the world by a nice man in a black robe alnd skull mask, and she was so exited that she immediately hugged him, ony letting go when she heard something crack. She thanked the nice man (who by this point was laying on the ground and gasping horribly) and immediately ran out into the world to explore.

Since then, S'quig-aly has been travelling, meeting new people, and generally having the time of her life. Sure, most people scream in horror when they see her, and nobody seems to want to hug her, but it sure beats floating around in the void alone!

Ten-minute background:

Five things about S'quih-aly:
1.) She's from the cold, uncaring void between the stars.
2.) She's extremely happy most of the time and loves being around people.
3.) She doesn't understand why people are freaked out by her. She's made of the same basic molecules, why does it matter if they're in completely different places?
4.) She loves hugs, cute things, and hugging cute things. Her definition of "cute" is kind of out there, though.
5.) She wants to blend in with humans, but is remarkably bad at it.

Two goals:
1.) Make as many friends as possible while hugging as many things as possible.
2.) Eventually settle down, have a family, and live a domestic life.

Three secrets:
1.) She is absolutely terrified of crabs for some reason.
2.) She can sing quite well, but only in Aklo.
3.) She has a humanoid form underneath all the tentacles and monstrous flesh, but doesn't realize it. She could reasonably pass as human if she dismissed her Transformed Body, but doesn't know she can do that.

Three character ties:
1.) Her only friend prior to being summoned is a creature named Urguth-Naal. He's still in the blackest void between the stars for now, but often sends her friendly messages in the form of lucid dreams.
2.) The first and so far only friend she's made here is a Half-Orc woman named Natasha. They met not long after S'quig-aly left the summoning altar, and the Orcish woman found S'quig-aly to be a very enthusiastic pal.
3.) Braxus is the cultist who originally summoned S'quig-aly, and he wants to either shunt her back into the void or kill her. He accidentally summoned her when he attempted to call for an aspect of Shub-Niggurath, and is less than pleased that he brought forth a happy-go-lucky hug monster instead. He's still a bit upset about the four ribs she broke when she hugged him.

Three Memories:
1.) S'quig-aly remembers the soul-crushing boredom of the void.
2.) She remembers the all consuming joy of making her first organic friend.
3.) She remembers the one time a harpy flew over her head and she felt an incredible urge to hug it.

Appearance and Personality:
S'quig-aly had the general shape of a human woman, but beyond that is a mass of purplish flesh and tentacles. Her webbed hands have four fingers, and the "dress" she seems to be wearing is a part of her body. As far as how grotesque she looks, she is exactly in the middle of this and this.

Personality-wise, she optimistic and happy-go-lucky. She wants to make friends and hug cute things, and believes herself to be a human at heart. She tries very hard to blend in, but is extremely bad at it.