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Revision as of 04:40, 13 September 2006

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Qilan

Details

Class: Race: Alignment: Deity:
Savage Progression Illithid Neutral Ilsensine
Level: Size: Age: Gender:
4 Medium 24 N/A
Height: Weight: Eyes: Hair:
6'4" 175lbs All White N/A



Abilities
STR 10 +0
DEX 9 -1
CON 12 +1
INT 20 +5
WSD 14 +2
CHA 10 +0
 
Hit Points
TOTAL wounds subdual
14 0 0
Initiative
TOTAL dex other SPEED
+1 -1 +2 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
13 10 +3 0 -1 0 +1 10 0


Battle Scores
MELEE = base + str + magic + other
+1 +1 0 0 0
RANGED = base + dex + magic + other
+0 +1 -1 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +1 0 +1 0 0
REFL -1 0 -1 0 0
WILL +5 3 +2 0 0



Weapons

Weapon Bonus Damage Critical Range Weight Size Type Special
1 Tentacle +1 1d4 x2 20 N/A Medium Bludgeon
2 Tentacles +1/+1 1d4/1d4 x2 20 N/A Medium Bludgeon




Armor

Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Dampsuit +1 Leather 3 0 6 10% 30ft 15lbs Slick [+5 Escape Artist], Endure Elements [as spell; constant]




Feats & Special Abilities

Feat / Ability Description/Notes
Starting Racial Traits +2 Int, 30 feet walk speed, Darkvision 60 feet. No weapon or armor proficiences.
Tentacles: (1d4+Str) A mind flayer uses its four facial tentacles for eating, but it also becomes adept at using them to attack creatures in combat. Its tentacles are natural melee weapons and deal the indicated damage plus Strength modifier. A mind flayer that cannot use all four of its tentacles in combat is still able to use them to eat in a non-combat situation.
Telepathy (Su): (10ft) Starting at 2nd level, a mind flater gains telepathy at the indicated range. It may communicate telepathically with any creature in range that has a language.
Psionics: A Mind Flayer manifests as a psion equal to it's monster Hit Dice. MANIFESTER LEVEL 2, PP/DAY=6+5, POWERS KNOWN=5, MAX POWER LEVEL=1.
Mind Blast (Sp): Beginning at 4th level, a mind flayer can create a blast of mental energy. A creature attacked by a mind blast can attempt a WIll save (DC 10 + 1/2 Mind Flayer's HD + Cha modifier) to avoid being stunned. Initially this ability is useable once per day against only one creature within 10ft, and the stunned effect lasts for 1d4 rounds.
Racial Growth: +1 Natural Armor, +2 Str, +2 Wis, +2 Con.
FEAT (CL1) - Lunatic Insight Your madness grants you insight and knowledge. Benefit: Due to unpreictable flashes of insight, you are considered trained in all Knowledge skills, even if you have no ranks in them. You also gain a +2 morale bonus on initiative rolls and to resist mind-effecting spells and abilities.




Skills

Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Bluff Cha +5 +0 5
Concentration Con +8 +1 7
Diplomacy Cha +2 +0 0 +2
Disguise Cha +2 +0 0 +2
Escape Artist Dex +4 -1 0 +5
Intimidate Cha +2 +0 0 +2
Knowledge: Arcana Int +6 +5 1
Knowledge: Dungeoneering Int +10 +5 5
Knowledge: Psionics Int +10 +5 5
Listen Wis +4 +2 2
Psicraft Int +8 +5 1 +2
Sleight of Hand Dex +1 -1 0 +2
Spot Wis +5 +2 3




Power List

Name Level Ready? Count Cast Time Range Save Description/Effect
Conceal Thoughts 1 yes 1 Standard 30ft Will(16)N Display: Mental. Duration: 1 hour/level. Power Points: 1. You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
Entangling Ectoplasm 1 yes 1 Standard 30 feet None Display: Material and visual. Duration: 5 Rounds. Power Points: 1. You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration. Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.
Inertial Armor 1 yes 1 Standard Personal N/A Display: Visual; see text. Duration: 1 hour/level. Power Points: 1. Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor. Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.
Know Direction and Location 1 yes 1 Standard Personal N/A Display: Mental. Duration: 1 hour/level. Power Points: 1. You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing. Using this power prior to making a Knowledge (the planes) check with astral caravan grants a +2 bonus on the check.
Mind Thrust 1 yes 1 Standard 30 feet Will(16)N Display: Auditory. Duration: Instantanous. Power Points: 1. You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it. Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.




Gear

Gear Location Weight Description/Special
Dampsuit Worn 15lbs +1 Slick Leather Armor w/Endure Elements effect and tentacle-pouch.
Striator Carried - Sylus telepathicaly translates writing into Qualith.




Treasure/Money

Item Location Value Weight Description/Special
Gold (Equivilency) Carried 365gp A moderate sum carried in the form of a few jems, rarer items and mixed coins.




Experience

6000xp Next Level: 10000xp.




Description

Qilan has been a traveler on the surface for the better part of the last decade, and while he dosn't particularly "blend" in most crowds, he is far from dim. "He" (though Illithids are asexual Qilan associates more with the male-standard) is allmost allways dressed in a hard-cured leather Dampsuit. This suit covers his entire body and protects his slimey skin from dryer surface conditions.
The dampsuit also has the benefit of completely concealing his body, something valuable to a Mind Flayer on the surface. While most circles find it odd that someone would travel in "over oiled" armor, few have the knowledge to make the connection between the dampsuit and Illithids. Qilan has adeed to the suits "unorthadoxed" appearance, what with a humanoid-painted mask and re-trimming that causes it to look closer to clothing. The pouch between face and chest (meant to store his tentacles) resembles something more akin to an ascot.
Qilan almost excluseively speaks in common on the surface. The language comes out slushed (and muffled by the suit) but there is a clear intelligence behind it. Telepathy is used in situations where it is practical or more acceptable by the locals.
Qilan looks very strange. There is no denying this, and he dosn't bother to. There are, however, circles where one can travel where appearance is the least of others concers, and this is usually his.




Personality

Illithids in general are known for being rather sociopathic when it comes to most things; few outsiders know when they are showing genuine emotion or putting on the appearance of it. Mind Flayers do have stong emotions, just not a strong outward presentation of them.
Unlike most Illithids (in fact, it is probably because of his being outcast) Qilan takes a cautious scientific approach to the emotions Illithids don't experience often or at all; friendship, non-violent curiosity, and other more "surface" standards. Far from "going native," he simply sees this as the more edjucated approach to discovery.
Qilan does not make idle conversation well, though he sometimes tries. He is more often to do the "interesting/educational" action that the "good" or "bad" action. Allies are just that, and friends are not a valid concept.




Background

No Background Assigned.