Illithid

Yvhul'ku the Mind Flayer's page

17 posts. Alias of LAB Rat.


Race

N Mind Flayer

Classes/Levels

Monk/Fighter/Alchemist 3 | HP: 42 | AC: 19 (19 Tch, 15 Fl) | CMD: 28 (29 vs. bull rush, drag, reposition; 30 vs. grapple/trip) | F: +6 R: +7 W: +8 | Init: +4 | Perc: +11 SM: +5 | Active conditions: |

About Yvhul'ku the Mind Flayer

Yvhul'ku

Class: Monk 3 / Fighter 3 / Alchemist 3
Monk (tetori/qinggong)
Fighter (brawler)
Alchemist (vivisectionist)
Race: Abberation (mindflayer)
Favored Class: Monk
Purchased Race Powers: None
Hero Points: 0

Theme: Occult knowledge and the void
Alignment: Lawful Neutral; While Yvhul'ku can see the appeal of being a staunch, righteous crusader of good, he also is well aware that this is not who he is. It is his personal belief that every sentient being deserves a chance to do good or shy away from a fight. But they only deserve the one chance. And woe be to the being that finds itself threatening his friends and family, for revenge is a dish best served with a side of grey matter.

Size: Medium Reach: 5'
Initiative Mod: +4 (4 Dex)
Senses: Darkvision 120 ft., Perception +11
Stats: Strength 23 (+6), Dexterity 18 (+4), Constitution 16 (+3), Intelligence 18 (+4), Wisdom 20 (+5), Charisma 10 (0)

Stats Math:
Stats Math: Total: 91 = (16 + 15 + 18 + 14 + 15 + 13)
Str 23 = Base 16 + 7 Extra 10 Points
Dex 18 = Base 15 + 3 Extra 10 Points
Con 16 = Base 18 - 2 Racial
Int 18 = Base 14 + 4 Racial
Wis 20 = Base 15 + 5 1:1 Adjust
Cha 10 = Base 13 + 2 Racial - 5 1:1 Adjust

Defense:
AC 19, touch 19, flat-footed 15 (+4 Dex, +5 Wis)
CMD 28 (29 vs. bull rush/drag/reposition; 30 vs. grapple/trip) (10 + 3 BaB + 6 Str + 4 Dex + 5 Wis)
hp 42 (3d10 + 9 Con + 3 Toughness)
Saves: Fort +6 (3 + 3 Con), Ref +7 (3 + 4 Dex), Will +8 (3 + 5 Wis); +2 vs enchantment, poison

Offense:
Base Atk +3
CMB +9 (+10 to bull rush, drag, reposition; +11 to grapple/trip) (3 BaB + 6 Str)
Speed 40 ft. (+10 monk fast movement)
Melee unarmed strike +11 (1d6+6+3+1 plus 1d4 bleed)
unarmed strike power attack +10 (1d6+6+3+1+2 plus 1d4 bleed)
unarmed strike mutagen +12 (1d6+8+3+1 plus 1d4 bleed)
unarmed strike mutagen power attack +11 (1d6+8+3+1+2 plus 1d4 bleed)
tentacles +9 (1d4+3 plus grab)
tentacles power attack +8 (1d4+3+1 plus grab)
tentacles mutagen +11 (1d4+4 plus grab)
tentacles mutagen power attack +10 (1d4+4+1 plus grab)

(Feral Mutagen) 2 claws +11 (1d6+8)
(Feral Mutagen) bite +11 (1d8+8)

(Full Attack) unarmed strike +11 (1d6+6+3+1 plus 1d4 bleed) and tentacles +4 (1d4+3 plus grab)
(Full Attack) unarmed strike mutagen +13 (1d6+8+3+1 plus 1d4 bleed) and tentacles mutagen +6 (1d4+4 plus grab) and 2 claws +6 (1d6+8) and bite +6 (1d8+8)
(Full Attack) unarmed strike power attack +10 (1d6+6+3+1+2 plus 1d4 bleed) and tentacles power attack +3 (1d4+3+1 plus grab)
(Full Attack) unarmed strike mutagen power attack +12 (1d6+8+3+1+2 plus 1d4 bleed) and tentacles mutagen power attack +5 (1d4+4+1 plus grab) and 2 claws +5 (1d6+8+2) and bite (1d8+8+2)
All damage done is Non-Lethal unless enemy is immune to Non-Lethal!

Feats: [1]: Power Attack (Level 1 Feat Choice)
Weapon Focus(unarmed) (Level 1 Feat Choice)
Combat Expertise (Level 1 Feat Choice)
Belier's Bite (Level 1 Feat Choice)
Combat Reflexes (Level 1 Feat Choice)
Bushwhack (Fighter Bonus Feat Choice)
Improved Grapple (Monk(tetori) Bonus Feat)
Stunning Fist (Monk Free Feat)
Improved Unarmed Strike (Monk Free Feat)
Brew Potion (Alchemist Free Feat)
Throw Anything (Alchemist Free Feat)
Toughness (Free Level 1 Feat)
[2]: Adder Strike (Level 2 Feat Choice)
Improved Trip (Fighter Bonus Feat Choice)
Stunning Pin (Monk(tetori) Bonus Feat)
[3]: Kraken Style (Level 3 Feat Choice)

Skills Trained: (10 Ranks/Level = 4 Class + 4 Int + 1 Free + 1 FCB)
Acrobatics +10 (3 rank, 4 dex, 3 class skill)
Craft(alchemy) +11 (3 rank, 4 int, 3 class skill, 1 class feature)
Intimidate +6 (3 rank, 3 class skill)
Knowledge(arcana) +10 (3 rank, 4 int, 3 class skill)
Knowledge(dungoneering) +10 (3 rank, 4 int, 3 class skill)
Knowledge(nature) +10 (3 rank, 4 int, 3 class skill)
Knowledge(religion) +10 (3 rank, 4 int, 3 class skill)
Perception +11 (3 rank, 5 wis, 3 class skill)
Spellcraft +10 (3 rank, 4 int, 3 class skill)
Stealth +13 (3 rank, 4 dex, 3 class skill, 3 skill focus)

Skill Untrained:
Appraise +4 (4 int)
Bluff +0
Climb +6 (6 str)
Diplomacy +0
Disable Device +4 (4 dex)
Disguise +0
Escape Artist +4 (4 dex)
Fly +4 (4 dex)
Handle Animal +0
Heal +5 (5 wis)
Knowledge(geography) +4 (4 int)
Knowledge(history) +4 (4 int)
Knowledge(engineering) +4 (4 int)
Knowledge(local) +4 (4 int)
Knowledge(nobility) +4 (4 int)
Knowledge(planes) +4 (4 int)
Linguistics +4 (4 int)
Perform +0
Profession +5 (5 wis)
Ride +4 (4 dex)
Sense Motive +5 (5 wis)
Sleight of Hand +4 (4 dex)
Survival +5 (5 wis)
Swim +6 (6 str)
Use Magic Device +0

Special Abilities: (F) Bonus Feat 1
(F) Close Control +1 (Ex)
(F) Bravery +1 (Ex)
(F) Close Combatant +1/+3 (Ex)
(M) Bonus Feat 1
(M) Graceful Grappler (Ex)
(M) Stunning Fist (1/day) (Ex)
(M) AC Bonus (Ex)
(M) Fast Movement (+10) (Ex)
(M) Evasion (Ex)
(M) Maneuver Training (Ex)
(M) Still Mind (Ex)
(A) Alchemy (Su)
(A) Brew Potion (Ex)
(A) Mutagen (1 hr/mutagen) (Su)
(A) Throw Anything (Ex)
(A) Sneak Attack (+2d6) (Su)
(A) Discovery 1 (Su)
(A) Poison Resistance +2 (Ex)
(A) Poison Use (Ex)
(A) Swift Alchemy (Ex)
(A) Cruel Anatonmist
(R) Darkvision (120') (Ex)
(R) Light Sensitivity
(R) Greater Spell Resistance (SR12)
(R) Spell-Like Abilities: charm person, levitate, detect thoughts (1/day) (Sp)
(R) Mind Blast (30' cone)(Will DC12)(1 round daze) (Ps)
(R) Brain Extraction (Fort DC12)(4th round of grapple) (Ex)

Traits: Quain Martial Artist: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
Hedge Magician: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Languages: Undercommon, Common, Aklo, Draconic, Infernal
Equipment: Amulet of Mediocre Fists
Carrying 0lb Carrying Capacity 200lb/400lb/600lb

Spells Known:
[1]: Cure Light Wounds, Shield, Long Arm, Reduce Person, True Strike, Ant Haul, Heightened Awareness, Endure Elements
Alchemist Spells Prepared (CL 3rd; concentration +7, DC=10+spell level+Int mod)
1st (3/day) — Cure Light Wounds, True Strike
Alchemist Discoveries: [2]: Feral Mutagen
[4]:
[6]:
[8]:
[10]:

Favored Class Bonus: Level 1-3: Skill Point

Bookkeeping:

Signature Item:

Item name: Amulet of Mediocre Fists
Description: A gleaming circular golden amulet etched with arcane symbols stretching across every inch.
Slot: Neck
Feats Granted (and level):
[2]: Sap Adept
[3]: Skill Focus(stealth)
[4]: Felling Smash
[6]: Skill Focus(intimidate), Sap Master
[7]: Leadership(?)
[8]: Scorpion Style
[10]: Gorgon's Fist
[12]: Medusa's Wrath
[14]: Lunge
[16]: Counterpunch
[18]:
[20]:
Magic Creation Pool (spent/total):
Flexible Power Pool (spent/total):

Fluff:
Appearance: Remarkably brawny for a mind-flayer, Yvhul'ku would stand out like a sore thumb among his kin, these days. Against his violet skin, vibrant blue sigils and heiroglyphs stand out in stark relief as they wreath his body from head to toe. Even his quartet of facial tentacles that dangle nearly to his waist were not spared the artistic treatment. They encircle a mouth of tiny, needle-like teeth while above, his pale white eyes survey the world with a severe intensity. Aside from the rags that he garbs himself with, more for the sake of others than for himself, his only possession is the amulet that gleams from its place around his neck.

History: Originally a fairly garden-variety mind flayer, Yvhul'ku was perfectly content to help piece together grand machinations to provide ever more power and control for his people. Enthralling innocents and hated enemies alike to serve as thralls, working behind the scenes to subtly tip the hand in humanoid politics, honing his psionic abilities. All of this was his bread and butter right up until he was "liberated" by Goodwin. Now, Yvhul was by no means a simple creature. Quite the opposite; his years of consuming the the minds of others made sure of that. He knew very well that he had been kidnapped and for a time, he resisted the Archmage's efforts to convert him.

In the end, it was not kindness or clever brainwashing that turned the mind flayer to his cause. It was a simple willingness to teach when Yvhul displayed an interest in alchemy. Having always been idly curious about magics and with how similar this particular art was to the genetic tampering his people were known for, it was a match made in... Well, the demiplane. The seed had been planted in his mind, whether or not he realized it then. Over time, as his interests expanded and Goodwin continued to offer tutelage in whatever area he wished to explore, a certain modicum of trust and respect bloomed.

A lack of politics to dabble in within the demiplane lead to his exploration of more martial practices. Being unable to sup upon the brains of those around him left Yvhul to find a means of controlling such urges. He found the solution in meditation and training his mind in ways he never would have, back in the world he knew. With each new skill or bit of knowledge learned, Yvhul quickly grew to like the Archmage and even came to consider him a friend.

But with Goodwin now gone, the only question is whether he will retain what he learned or snap back to his old ways.

Goals: During his time on Goodwin's demiplane, Yvhul'ku was content to simply perfect his skill in the alchemical arts alongside his newfound fondness for martial practices. Both did wonders to help him quell his desires to feast on the minds of those around him and let his mind wander to greener pastures. Now that Goodwin has gone missing however, he finds himself driven to find his mentor and friend. Along the way, he hopes to learn perhaps a bit more of the culture he was spirited away from. Not only in what became of them in the past ten thousand years, but also what effect they have had on the rest of this world.

Personality: Sardonic and possessed of a sharp wit, Yvhul'ku can often come off as rude or arrogant to those around him. In truth, his charisma is severely lacking in comparison to the capacity of his mind. While not shy about sharing any manner of brilliance that may pop into his head, whether it be logic and facts or simple wisdom, he knows well that he has a way to go in the social graces department.

Stat Block:

Mind Flayer Monk(tetori/qinggong) / Fighter (brawler) / Alchemist 1
Medium Abberation (mind flayer)
Initiative +4; Senses Darkvision 120 ft; Perception +9
=============================
DEFENSE
=============================
AC 19, touch 19, flat-footed 15 (+4 Dex, +5 Wis)
hp 16 (1d10+3+3)
Fort +5, Ref +6, Will +7
Defensive Abilities Greater Spell Resistance 12 (11+HD)
=============================
OFFENSE
=============================
Speed 30 ft.
Melee unarmed strike +8 (1d6+6 plus 1d4 bleed), tentacles +7 or +2 (1d4+2 plus grab and 1d4 bleed)
Ranged none
Special Attacks Tentacles, Mind Blast (30 ft. cone)(1 round daze)(DC12 [11 + Cha + 1/2 HD])(1/encounter), Brain Extraction, Graceful Grappler, Stunning Fist (1/day)(DC16), Belier's Bite (1d4 bleed), Sneak Attack (+1d6)
Spell-like Abilities (CL 1st; concentration +5, DC=10+level+Int mod)
1/day — charm person, levitate, detect thoughts
Alchemist Spells Prepared (CL 1st; concentration +5, DC=10+spell level+Int mod)
6th (0) — None
5th (0) — None
4th (0) — None
3rd (0) — None
2nd (0) — None
1st (2/day) — Cure Light Wounds, True Strike
=============================
STATISTICS
=============================
Strength 23 (+6), Dexterity 18 (+4), Constitution 16 (+3), Intelligence 18 (+4), Wisdom 20 (+5), Charisma 10 (0)
Base Atk +1; CMB +7; CMD 26 (28 vs. grapple)
Feats [1]: Power Attack, Weapon Focus(unarmed), Combat Expertise, Belier's Bite, Combat Reflexes, Bushwhack, Stunning Fist, Improved Unarmed Strike, Improved Grapple, Toughness, Brew Potion, Throw Anything

Future Feats
[2]: Adder Strike, Improved Trip, Stunning Pin
[3]: Kraken Style
[4]: Fury's Fall, Multiattack
[5]: Blind-Fight
[6]: Greater Grapple, Ki Throw, Binding Throw
[7]: Final Embrace
[8]: Final Embrace Horror, Final Embrace Master
[9]: Rapid Grappler
[10]: Greater Trip, Vicious Stomp, Pinning Knockout
[11]: Greater Weapon Focus(unarmed)
[12]: Intimidating Prowess, Dimensional Agility
[13]: Cornugon Smash, Stand Still
[14]: Dazzling Display, Shatter Defenses, Chokehold
[15]: Penetrating Strike
[16]: Greater Penetrating Strike, Deadly Stroke
[17]: Step Up
[18]: Step Up and Strike, Following Step, Neckbreaker
[19]: Deflect Arrows
[20]: Body Shield, Snatch Arrows

Skills Acrobatics +8, Craft(alchemy) +8, Intimidate +4, Knowledge(arcana, dungeoneering, nature, religion) +8, Perception +9, Spellcraft +8, Stealth +8
Traits Quain Martial Artist: You gain a +1 trait bonus on damage rolls made with unarmed attacks.

Hedge Magician: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Languages Undercommon, Common, Aklo, Draconic, Infernal
SQ (Monk) Bonus Feat 1, (Fighter) Bonus Feat 1, Graceful Grappler, Stunning Fist (1/day), AC Bonus, Fast Movement, Alchemy, Brew Potion, Mutagen, Throw Anything, Sneak Attack (+1d6), Darkvision, Light Sensitivity, Greater Spell Resistance (12), Spell-Like Abilities, Mind Blast, Tentacles, Brain Extraction
Combat Gear Amulet of Mediocre Fists
Other Gear
=============================
OTHER INFORMATION
=============================
Carrying 0lb
Carrying Capacity 200lb/400lb/600lb
Favored Class Bonuses
1st — Skill Point

Fight Actions Flow Chart:

Helpful Charts.
Level 1:
Enemy Unaware of Me? > Move and Stealth up to Target > Attempt Grapple > Success? > I take -4 to Dex; Attempt Pin as Free (Bushwhack) > Success? > Target is Grappled and Pinned in first turn; I lose Dex to AC > My Turn Ends

Enemy Aware of Me? > Move up to Target > Attempt Tentacle attack > Success? > Attempt free Grapple (Grab) > Success? > Target is Grappled; I take -4 to Dex > My Turn Ends

Grappling Target? > Attempt to Maintain > Success? > Attempt to Pin > Success? > Target is Pinned; I lose Dex to AC > My Turn Ends

Pinning Target? > Attempt to Maintain > Success? > PUNCH > Target takes Unarmed Strike damage and Sneak Attack damage > My Turn Ends

====================================================================

Level 4:
Enemy Unaware of Me? > Move and Stealth up to Target > Attempt Grapple > Success? > Attempt Pin as Free (Bushwhack) > Success? > Target is Grappled and Pinned in first turn > My Turn Ends

Enemy Aware of Me? > Move up to Target > Attempt Unarmed Attack > Success? > Attempt Swift Trip (Felling Smash) > Success? > Target is Tripped; they take -4 to AC/CMD > My Turn Ends

Target Tripped? > Attempt Full-round Attack > Tentacles Hit? > Free Grapple Attempt (grab) > Success? > Target is Grappled > My Turn Ends

Grappling Target? > Attempt to Maintain > Success? > Attempt to Pin > Success? > Target is Pinned > My Turn Ends

Pinning Target? > Attempt to Maintain > Success? > PUNCH > Target takes Unarmed Strike damage and Sneak Attack damage > My Turn Ends

====================================================================

Level 6:
Enemy Unaware of Me? > Move and Stealth up to Target > Attempt Grapple > Success? > Attempt Pin as Free (Bushwhack) > Success? > Target is Grappled and Pinned in first turn > My Turn Ends

Enemy Aware of Me? > Move up to Target > Attempt Unarmed Attack > Success? > Attempt Swift Trip (Felling Smash) > Success? > Target is Tripped; they take -4 to AC/CMD > My Turn Ends

Target Tripped? > Attempt Full-round Attack > Tentacles Hit? > Free Grapple Attempt (grab) > Success? > Target is Grappled > My Turn Ends

Target Stood Up/Broke Grapple? > Attempt Trip > Success? > Target is Tripped; they take -4 to AC/CMD > Move Target anywhere you like > Attempt Swift Grapple (Binding Throw) > Success? > Attempt to Pin as Move (Greater Grapple) > Success? > Target Pinned > My Turn Ends

Grappling Target? > Attempt to Maintain as Move > Success? > Attempt to Pin > Success? > Target is Pinned > PUNCH as Standard > Success? > My Turn Ends

Pinning Target? > Attempt to Maintain > Success? > PUNCH as part of Maintain as Move > Target takes Unarmed Strike damage and Sneak Attack damage > Attempt to Maintain > Success? > PUNCH AGAIN > My Turn Ends

====================================================================

Level 8:
Enemy Unaware of Me? > Move and Stealth up to Target > Attempt Grapple > Success? > CONSTRICT*2 as Free (Final Embrace Master); Enemy Shaken > Attempt Pin as Free (Bushwhack) > Success? > Target is Grappled and Pinned in first turn > CONSTRICT*2 as Free > My Turn Ends

Enemy Aware of Me? > Move up to Target > Attempt Unarmed Attack > Success? > Attempt Swift Trip (Felling Smash) > Success? > Target is Tripped; they take -4 to AC/CMD > Attempt Free Grapple (grab) > Success? > Target is Grappled > CONSTRICT*2 as Free > My Turn Ends

Target Tripped? > Attempt Full-round Attack > Any Hit? > Free Grapple Attempt (grab) > Success? > Target is Grappled > CONSTRICT*2 (Final Embrace Master); Enemy is Shaken > My Turn Ends

Target Stood Up/Broke Grapple? > Attempt Trip > Success? > Target is Tripped; they take -4 to AC/CMD > Move Target anywhere you like > Attempt Swift Grapple (Binding Throw) > Success? > CONSTRICT*2 (Final Embrace Master); Enemy is Shaken > Attempt to Pin as Move (Greater Grapple) > Success? > Target is Pinned > CONSTRICT*2 > My Turn Ends

Grappling Target? > Attempt to Maintain as Move > Success? > CONSTRICT*2 (Final Embrace Master) > Attempt to Pin > Success? > Target is Pinned > Attempt to Maintain > Success? > CONSTRICT*2 > PUNCH as Standard > Target takes Unarmed Strike and Sneak Attack damage > My Turn Ends

Pinning Target? > Attempt to Maintain as Move > Success? > CONSTRICT*2 (Final Embrace Master); Enemy is Shaken > PUNCH as part of Maintain > Target takes Unarmed Strike damage and Sneak Attack damage > Attempt to Maintain > Success? > CONSTRICT*2 > PUNCH AGAIN > My Turn Ends

====================================================================

Level 10:
Enemy Unaware of Me? > Move and Stealth up to Target > Attempt Grapple > Success? > CONSTRICT*2 as Free (Final Embrace Master); Enemy Shaken > Attempt Pin as Free (Bushwhack) > Success? > Target is Grappled and Pinned in first turn > CONSTRICT*2 as Free > My Turn Ends

Enemy Aware of Me? > Move up to Target > Attempt Unarmed Attack > Success? > Attempt Swift Trip (Felling Smash) > Success? > Target is Tripped; they take -4 to AC/CMD > Take two AoOs against Target (Greater Trip, Vicious Stomp) > Take Free Grapple Attempt (grab) > Success? > Target is Grappled > CONSTRICT*2 (Final Embrace Master) > My Turn Ends

Target Tripped? > Attempt Full-round Attack > Any Hit? > Free Grapple Attempt (grab) > Success? > Target is Grappled > CONSTRICT*2 (Final Embrace Master); Enemy is Shaken > My Turn Ends

Target Stood Up/Broke Grapple? > Attempt Trip > Success? > Target is Tripped; they take -4 to AC/CMD > Take two AoOs against Target (Greater Trip, Vicious Stomp) > Move Target anywhere you like > Attempt Free Grapple (grab) > Success? > CONSTRICT*2 (Final Embrace Master); Enemy is Shaken > Attempt to Pin as Move (Greater Grapple) > Success? > Target Pinned > CONSTRICT*2 > Attempt to Maintain as Swift > Success? > CONSTRICT*2 > PUNCH > Target takes Unarmed Strike*2 damage, Sneak Attack, Str damage > My Turn Ends

Grappling Target? > Attempt to Maintain as Move > Success? > CONSTRICT*2 (Final Embrace Master) > Attempt to Pin > Success? > Target is Pinned > Attempt to Maintain > Success? > CONSTRICT*2 > PUNCH > Target takes Unarmed Strike*2 (Pinning Knockout), Sneak Attack, Str damage > Attempt to Maintain as Swift > Success? > CONSTRICT*2 > PUNCH AGAIN > Target takes Unarmed Strike*2 damage, Sneak Attack, Str damage > My Turn Ends

Pinning Target? > Attempt to Maintain as Move > Success? > CONSTRICT*2 (Final Embrace Master); Enemy is Shaken > PUNCH as part of Maintain > Target takes Unarmed Strike*2 (Pinning Knockout) damage, Sneak Attack, Str damage > Attempt to Maintain > Success? > CONSTRICT*2 > PUNCH AGAIN > Target takes Unarmed Strike*2 damage, Sneak Attack, Str damage > Maintain again as Swift > Success? > CONSTRICT*2 > PUNCH MORE > Target takes Unarmed Strike*2 damage, Sneak Attack, Str damage > My Turn Ends