Anabstercorian, Prodigal Heir to Ilsensine
Lawful Evil Illithid
Abilities: Str 20 (+5), Dex 28 (+9), Con 20 (+5), Int 30 (+10), Wis 25 (+7), Cha 51 (+20)
Level: PsychicWarrior20/Cleric of Ilsensine25/Psion(Telepath)30/Monk20/Gundancer10/Fighter5/Blackguard5/DivineAgent15/Mindbender3
Hit Points: Lots!
Feats:
3 Bonus Fighter Feats: Power Attack, Sunder, Cleave
7 Bonus Psychic Warrior Feats: Mounted Archery, Mounted Combat, Psionic Shot, Fell Shot, Speed of Thought, Psionic Charge, Up the Walls
Gunplay Feats (11): Weapon Focus (Pistols), Skill Focus (Tumble), Point Blank Shot, Rapid Shot, Far Shot, Precise Shot, Called Shot(Ranged Power Attack), Ambidexterity, Exotic Weapon Proficiency (Firearms), Improved Critical (Pistols), Two Gun Fighting, Improved Two Gun Fighting
Misc Feats: Leadership, Quick Draw, Iron Will, Weapon Focus (QuarterStaff)
Metamagic Feats: Extend Spell, Persistent Spell, Two-Day Spell
Feats of Unkillable: Greater Improved Initiative, Great Fortitude, Lightning Reflexes
Mind Blast Feats (13) : Mind Blast Extension, Greater Mind Blast Extension, Epic Mind Blast Extension, Mind Blast Expansion, Greater Mind Blast Expansion, Epic Mind Blast Expansion, Mind Blast Focus, Greater Mind Blast Focus, Epic Mind Blast Focus, Mind Blast of Terror, Mind Blast of Nightmare, Mind Blast of Merciless Rage, Mind Blast of Screaming Agony and Bloody Hemhorraging, Potential For Ilsensine's Blessing, Ilsensine's Blessing
Base Species Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle)
Skills: More than I'm willing to list
Special Attacks:
Mind Blast (Affected by the above feats): This mind-affecting ability is a sphere centered on Anabstercorian with a radius of 120 feet. All within this sphere must make a Will Save (DC 29) or be Stunned for 3d4 rounds. Should they fail the save, they must begin to make further saves at the same DC. For each one they fail, they suffer an additional ability.
1 Failure: Stunned for 3d4 rounds
2 Failures: Panicked for 3d4 rounds immediately after the stun effect ceases
3 Failures: Affected as by a Nightmare spell every time they sleep for 3d4 days.
4 Failures: Immediately affected as though by feeblemind.
5 Failures: Instant death due to the immediate explosive expulsion of the brain through the ears. But always instant death.
Thanks to the feat Ilsensine's Blessing, Anabstercorian's Mind Blast pierces normal immunity to mind-affecting effects - He can affect even undead or plants with this ability.
Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 23 + spell level).
Improved Grab (Ex): To use this ability, the mind flayer must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.
Cleric Spells: Anabstercorian casts spells as a 20th level cleric. His domains are Psionics and Domination.
Psion Powers: Anabstercorian can manifest powers as a 20th level Nomad.
Special Qualities: SR 25, Telepathy
Gear:
Cloak of Dream Armor (+20 Armor Bonus due to ectoplasmic shielding, Additional DR 10/-)
Crown of Ilsensine's Will (+6 Bonus to Mind Blast DC, +5 to all Will saves)
Boots of the Void (Feather Fall, Walk on Water, Jump, and +6 Bonus to Dexterity in effect at all times)
Belt of Disbelief (SR 35)
Bracers of Ass-Whomping (Unarmed Attacks do 2d10 subdual damage on a successful strike)
Ring of the Psion (50 bonus PP)
Ring of the Master (Thrall once a week)
Dreamedge (Psionic +5 Vorpal Keen Longsword of Coup De Grace)
Dreamguns (Two Psionic Coup De Grace +6 Gauss-Powered High-Calibre Keen Sonic-Burst Sub-Machineguns of Psionic Impact. Plus, they automatically resummon ammo back to themselves after forming it form astral stuff.)
Sunbuster Rifle (Psionomagitech Artifact - As a standard action 20x/day, this weapon can create a 20 ft. radius Sphere effect centered on any point within line of sight of the user - It's mind reading and magical aiming abilities ensure dead-on accuracy. All creatures within the radius of effect take 4d10 Fire, Acid, Cold, Lightning, Sonic, and Force damage, Reflex save for half. The actual target gets no such saving throw, and takes an additional d10 points of damage of each elemental type including Force.)
(Additionally, as a full round action that can only be used once every ten rounds, 3x/day, it can create a 100 ft. radius sphere with the same damage.)
(A special ability granted by the Torilian forces of Forrester allows the Sunbuster to, once per round, destroy any Prismatic wall or shielding as a free action.)
Periapt of Charisma +12 Enhancement Bonus
True Staff of Ancient Penumbra (True Artifact, See Below)
Anabstercorian is the sole Mind Flayer who survived the ten-minute war that capped the violent conflicts that ended the Age of Gods on Toril. Every other member of his culture butchered by avenging angels, he holds a deep seated grudge against the forces of heaven, and a burning hatred of all neoillithid. His power is due to the immense psychic wave of energy that resulted from the slaughter of the illithid channeling directly in to him - Although the sheer force of the life-energy almost killed him, the power he gained from it was incalculable. After spending four years in the temple of Ilsensine in time-compressed training, he planeshifted to Oerth and threw his lot in with the Solistarim, killing their current leader and devouring his brain. Thanks to his sheer charisma, he easily convinced the Solistarim that their goals were mutually compatible. To an extent, they are - The solistarim wants to wipe all non-Flannae from the Flannaes. Anabstercorian wants to wipe everybody from everywhere and replace them with a theocracy devoted to the worship of Ilsensine. All right, so they aren't especially compatible. Anabstercorian could care less.
His Dream Guns are forged from the stray dreams of Erythnul as they drifted across the Astral Plane. Made of purest, toughest dream-matter, they fire a stream of ectoplasmic bolts moving faster than the speed of sound using magnetic propulsion. On a good square shot the bolts explosively self destruct, sending destructive harmonics through the target. With an infinite ammo supply and massive destructive capability, they can level a city block in a minute.
His Sunbuster Rifle is a semi-sentient psionimagic weapon with no moving parts - Basically a glorified wand. It was forged from raw ectoplasm and hammered in to a superhard ectoplasmic alloy by Anabstercorian. Like an Ioun stone, it hovers around his head and immediately obliterates anything that he points it at. It will not function for anyone else, and anyone who attempts to command it will be the lucky recipient of a 24d6 elemental blast with no saving throw.
The True Staff of Ancient Penumbra is an artifact of almost godlike power, forged by Ilsensine itself. It's powers are as follows:
Once per round, as a free action, it may do any of the following:
- Create 3d4 psionic Meteor Storms that have been Energy Admixtured with Acid, Sonic, Cold, and Lightning. These are focused across any area that the wielder desires.
- Effect the wielder as by Heal, although this is a psychometabolic effect. Undead wielders are affected as by Harm instead, but are still healed of all damage.
- Allow the wielder to see up to six feet through solid objects for a duration of three minutes.
The wielder always has the following advantages:
- Whenever the wielder rolls a saving throw, he gains an additional attempt to make the saving throw should he fail the first time.
- The wielder can always see up to 120 feet through darkness, magical Darkness, fog, smoke, and other visibility-reducing conditions, in addition to a +60 bonus to his or her spot checks.
- The wielder is immune to ability damage and negative levels.
In combat, the True Staff functions as a Substare +10 Coup De Grace Quarterstaff Of Speed and Pyrotechnic Death, having +10 to hit and to damage, allowing the wielder to make an extra partial action once per round, allowing the wielder to make a Coup De Grace attack as a full round action once per day, and doing 2d6 Fire, Cold, Acid, Sonic, and Lightning damage upon a successful hit. On a critical hit, that increases from 2d6 to 2d20.
Destroying the Staff: Although it thinks it can be, the staff CANNOT be broken like a Staff of Power to snuff out the sun. It can only be destroyed by being thrown in to the sun at the core of the Penumbra Hub, the abandoned capitol of the Illithid Empire. This utterly annihilates the staff and causes the sun to sink in to a black dwarf star.