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 Zer'ol Ig'ht, Undead Mind Flayer Thing!

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Hiro
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Posts : 546
Join date : 2011-12-06
Age : 23

PostSubject: Zer'ol Ig'ht, Undead Mind Flayer Thing!   Tue Dec 06, 2011 3:46 pm

Zer'ol Ig'ht the Malevolent

Male Half-Fiend Wraith Mind Flayer Aberration 8 / Rogue 2
Lawful Evil

Strength --- [incorporeal]
Dexterity 30 (+10)
Constitution --- [undead]
Intelligence 28 (+9)
Wisdom 24 (+7)
Charisma 26 (+Cool




Size: Medium
Height: 5' 3"
Weight: 210 lb
Skin: Pale
Eyes: Gray
Hair: None

Total Hit Points: 45

Speed: 30 feet

Armor Class: 30 = 10 +4 [chain shirt] +4 [dexterity in armor] +3 [mind flayer] +1 [Half-Fiend] +8 [Wraith Charisma]

Touch AC: 14
Flat-footed: 17

Initiative modifier: +10 = +10 [dexterity]
Fortitude save: +2 = 2 [base] +0 [constitution]
Reflex save: +15 = 5 [base] +10 [dexterity]
Will save: +13 = 6 [base] +7 [wisdom]
Attack (handheld): +7/+5 = 7 [base] +0 [strength]
Attack (unarmed): +7/+5 = 7 [base] +0 [strength]
Attack (missile): +12/+7 = 7 [base] +5 [dexterity]
Grapple check: +7/+5 = 7 [base] +0 [strength]

Light load: 133 lb. or less
Medium load: 134-266 lb.
Heavy load: 267-400 lb.
Lift over head: 400 lb.
Lift off ground: 800 lb.
Push or drag: 2000 lb.


Languages: Abyssal Common Illithid (Mind Flayer) Thri-Kreen Elven Infernal Sylvan Undercommon

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]

Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]

Feats:

Nimble Fingers
Skill Focus (Forgery)
Skill Focus (Open Lock)
Skill Focus (Use Psi Device)

Traits:

Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier
Appraise Int 17 =
+9
+8
Balance Dex* 18 =
+10
+8
Bluff Cha 16 =
+8
+8
Climb Str* 0 = +0


Concentration CHA 8 =
+8


Craft(Evil Plot) Int 9 =
+9


Craft(Villainous Lair) Int 9 =
+9


Craft(Evil Weapon/Armor) Int 9 =
+9


Diplomacy Cha 12 =
+8

+2 [bluff] +2 [sense motive]
Disable Device Int 19 =
+9
+8 +2 [nimble fingers]
Disguise Cha 8 =
+8


Escape Artist Dex* 10 =
+10


Forgery Int 12 =
+9

+3 [skill focus]
Gather Information Cha 8 =
+8


Heal Wis 7 =
+7


Hide Dex* 10 =
+10


Intimidate Cha 10 =
+8

+2 [bluff]
Jump Str* 0 =
+0


Listen Wis 15 =
+7
+8
Move Silently Dex* 23 =
+10
+13
Open Lock Dex 23 =
+10
+8 +2 [nimble fingers] +3 [skill focus]
Perform(Ranting Monologue) Cha 8 =
+8


Perform(Evil Schemes) Cha 8 =
+8


Perform(Evil Laugh) Cha 8 =
+8


Perform(Villainous Acts) Cha 8 =
+8


Perform(Devour Brains) Cha 8 =
+8


Ride Dex 20 =
+10


Search Int 9 =
+9


Sense Motive Wis 15 =
+7
+8
Spot Wis 15 =
+7
+8
Survival Wis 11 =
+7
+4
Swim Str** 0 =
+0


Use Rope Dex 10 =
+10


Knowledge
(psionics) Int 19 =
+9
+10
Use
psi device Cha 19 =
+8
+8 +3 [skill focus]

* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Use Psionic Device >=5 ranks gives +2 to talk to psionic stones.

Mind Flayer:

+2 strength, +4 dexterity, +2 constitution, +8 intelligence, +6 wisdom, +6 charisma (already included)

Darkvision 60 feet

Level adjustment +7

2 tentacles (1d4)

Mind blast

Psionics

Improved grab (if hit large or smaller creature, may try to start grapple without provoking attack of opportunity); extract brain

Spell resistance 25+class level

Telepathy 100 feet

First eight levels are as aberration. For psionic campaigns, in whicn mind-flayers manifest as ninth-level psions, I gave psion-class points as if the mind-flayer had psion levels equal to one plus the monster levels.


Wraith:

Undead with d12; usual undead traits, incorporeal

+6 dexterity, +4 intelligence, +4 wisdom, +4 charisma, no constitution, no strength.

Level adjustment

Usually lawful evil, but there could be exceptions.

Free improved initiative feat

Physical damage (1 diminutive, 1s3 tiny, 1d3 small, 1d4 medium, 1d6 large, 1d8 huge, 2d6 gargantuan, 2d8 colossal)

Create spawn; any humanoid slain rises in 1d4 rounds as a wraith

Turn resistance +2

Constitution drain 1d6 on each touch

Powerless in the sunlight


Half-Fiend Template:

+4 strength, +4 dexterity, +2 constitution, +4 intelligence, +2 charisma

Outsider (native)

Bat wings allow flying at double the base speed

Darkvision to 60 feet

Spells

Immune to poison

Spell resistance 10+HD (maximum 35)

Damage reduction

Acid, cold, electricity, and fire resistance 10

Claw and bite attacks

+4 effective character level



Rogue:

Sneak Attack +1d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level Cool

Special Abilities (choices begin at 10th level)



Class HP rolled
Level 1: Aberration 8
Level 2: Aberration 2
Level 3: Aberration 4
Level 4: Aberration 4 +1 to constitution
Level 5: Aberration 6
Level 6: Aberration 4
Level 7: Aberration 4
Level 8: Aberration 7 +1 to dexterity
Level 9: Rogue 4
Level 10: Rogue 2

72 Power Points/Day:

72
[psion]


Zer'ol Ig'ht's Equipment:

32 lb Weapons / Armor / Shield (from above)
1 lb Crossbow bolts (quiver of 10) x1
3 lb Arrows (quiver of 20) x1
5 lb Crowbar
8 lb Disguise kit
1 lb Holy symbol (silver)
1 lb Thieves' tools
_____
51 lb Total

More about Zer'ol Ig'ht:

Zer'ol was once your average Ilithid. He ate brains, kidnapped villagers, monologued less-than-sanely, y'know, the sort of thing any member of a Always-Lawful-Evil race would do. Then he got killed, quite painfully, in battle with a group of adventurers who weren't really that happy about the whole kidnap-villagers thing and were far too uncultured to appreciate a good monologue. Like most Ilithids, he found himself in Hell after death, most specifically the level where some of the more powerful Devils resided. He...Was not one of these, no, but he was able to make a deal with one of the lesser, though still powerful devils- If he were to be allowed back into the Mortal Realm, he would stew chaos and discord amongst the forces of good. The devil thought it over, before adding one condition:That he was not to disclose the nature of this deal to any of those living in the world above, whether directly or in passing. And due to the nature of a Devil's Pact, this makes him entirely incapable of mentioning or writing down these terms. According to the Devil, the reason was that is was "Bad for business, for the mortals to know the truth of the life after death". Needless to say, Zer'ol was willing to accept these terms, and soon enough he found himself upon the Mortal Realm once more, though his body itself was twisted from what he once was. After much time spent getting used to it, he chanced upon attacking stronger prey than the weak villagers he'd been devouring the brains of, and by chance happened to feed off the person who was contacted by the Sillian Ministry for some task. He smiled, a abominable action for whatever he now was...The perfect chance to fulfill his obligations just fell right into his lap.

Oh, and this character is of the Continuity Collonia, soooo yeah.


Last edited by Hiro Dark on Wed Dec 07, 2011 9:45 am; edited 3 times in total
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PostSubject: Re: Zer'ol Ig'ht, Undead Mind Flayer Thing!   Tue Dec 06, 2011 11:49 pm

Just a couple of quick notes on your character:
Performance and Craft skills will want specifying before the game starts for balance. But feel free to make them basically whatever you feel like (within reason. If you have points in universe crafting, I will be less than impressed =P )
With regards to the level, while you are level ten, which is fine for this campaign, your adjusted level is twenty one. Which is fine, just making you aware of the difference in XP rate. The first twenty levels can be found in the players hand book, but the basic formula is to take the XP required to reach the previous level, plus your current level times a thousand. So, to reach second level you'd need 1000, third level would require 1000+2000=3000, fourth would require 3000+3000=6000, et cetera, et cetera, et cetera. So, adjusted 21st level would require... *goes and gets calculator* 231,000 XP to level up. As opposed to the usual 45,000 required at level ten. Just letting you know. I'll keep everyone posted on their XP increase as best I can, naturally, and I advise you to keep track of your own as well as me keeping track of it, since I am human and occasionally miss things. But yeah, don't be surprised if you are slow levelling up, basically. Like... five times slower than everyone else. =P
In addition, you receive a -20% penalty to XP for multiclassing until your classes are brought within one level of one another. So... basically, levelling up is gonna be a slow process for you Hiro. Which could be fun, considering you're effectively playing a second level rogue in a tenth level campaign. =P

_________________
His eye's erupted with the flash of an evil light, we'd lost the fight. Struck down by farce and violence.
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