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About Yvhul'ku the Mind FlayerYvhul'ku Class: Monk 3 / Fighter 3 / Alchemist 3
Theme: Occult knowledge and the void
Size: Medium Reach: 5'
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:
Offense:
(Feral Mutagen) 2 claws +11 (1d6+8)
(Full Attack) unarmed strike +11 (1d6+6+3+1 plus 1d4 bleed) and tentacles +4 (1d4+3 plus grab)
Feats: [1]: Power Attack (Level 1 Feat Choice)
Skills Trained: (10 Ranks/Level = 4 Class + 4 Int + 1 Free + 1 FCB)
Skill Untrained:
Special Abilities: (F) Bonus Feat 1
Traits: Quain Martial Artist: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
Languages: Undercommon, Common, Aklo, Draconic, Infernal
Spells Known:
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
Skills Acrobatics +8, Craft(alchemy) +8, Intimidate +4, Knowledge(arcana, dungeoneering, nature, religion) +8, Perception +9, Spellcraft +8, Stealth +8
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.
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 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 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 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 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 |