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Hythlodaeus 4.0

Jul 6th, 2023 (edited)
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  1. <<Hythlodaeus>>
  2. The Veiled Master who Manipulates All
  3. (also known as Brainy)
  4.  
  5. Member of the Court of the Deep Sea
  6.  
  7. Attributes: Resistances: Stats:
  8. STR: 8 [12] Heat: 25% Caster Level: 115 [125]
  9. DEX: 5 [15] Cold: 75% Martial Level: 0
  10. CON: 12 [16] Acid: 0% Vitality: 82
  11. INT: 40 Electricity: 0% Stamina: 12
  12. WIS: 18 [20] Sonic: -25% Mana Pool: 170 [180]
  13. CHA: 32 [40] Light: -75% [-25%] Melee Proficiency: 0 [10]
  14. Dark: 125% Physical Action Commands: 0
  15. Physical Resistance: 30 [60]
  16. Arcane Casting Proficiency: 130
  17. Caster Spell List: 400
  18. Supernatural Resistance: 75
  19.  
  20. Class Breakdown
  21. ===============================================================================================
  22. Lv ML CL Vit Requirements
  23. Brain Eater 15 0 20 15
  24. Enlightened One 10 0 10 8 Brain Eater
  25. Old One 5 0 5 3 Enlightened One
  26. Deep One 5 0 5 3 Enlightened One
  27. Wizard (Illusion) 15 0 15 12 INT 11+, Knowledge (Arcane) 15+
  28. Illusionist 10 0 10 8 Illusion Specialization
  29. Somamancer 10 0 10 10 Enchantment Specialization
  30. Clerk 5 0 0 8 Clerk Skill 15+
  31. Administrator 10 0 15 6 Clerk, Clerk Skill 75+
  32. High Caster 5 0 5 3 Any Specialization, L80+
  33. Alghollthu 5 0 10 3 Deep One, Illusion and Enchantment Spec
  34. King in Yellow 5 0 10 3 Old One, Knowledge (Arcana) 80+, special quest
  35. Total: 100 0 115 82
  36.  
  37. <<Class Abilities>>
  38. > Brain Eater
  39. • Can Identify a target's Supernatural Action
  40. • Have Arcane Spellcasting (INT or WIS) [INT]
  41. • Are Immune to Mental Status Effects
  42. • Can See in Complete Darkness
  43. > Mind Flayer
  44. • Can consume the brain of a slain Humanoid or Demi-Humanoid in order to learn one additional Arcane Spell
  45. • Can briefly edit an NPC's combat settings through touch
  46. • Can issue simple commands to weak NPCs
  47. > Old One
  48. • Choose one spell school to specialize in, you cast spells from that school at halved Mana cost [Enchantment]
  49. • Being Detected can afflict Targets with Fear, Despair, or Revulsion
  50. > Deep One
  51. • Gain +50% Resistance (Immunity) to Dark Elemental damage, but gain -25% weakness to Light
  52. • Can Breath Underwater Indefinatly
  53. > Wizard
  54. • Have Arcane Spellcasting (INT)
  55. • Can Specialize in a spell school, casting Spells from that school at halved Mana Cost [Illusion]
  56. • Gain Special Ability: [Subtlety]
  57. • Gain 1/day Special Spell: [Fragment of Rl'yeh]
  58. > Illusionist
  59. • Can freely imbue equipment with Illusionary Effects
  60. • Enemies Target created Illusions as if they were actual Targets
  61. • Can Perform an Action to either create an Illusory duplicate of yourself or turn Invisible, once every 8 hours
  62. > Somamancer
  63. • Can Perform an Action to put a Target to Sleep, once every 2 hours
  64. • Can absorb Mana from Sleeping Targets and are Immune to Sleep
  65. • Can briefly edit the combat setting of Sleeping NPCs
  66. > Clerk
  67. • Can Give and Receive items from Entities from a very large Distance. This distance Scales with your Level.
  68. • (In order to receive the item, you/the creature who is receiving must confirm the transference.)
  69. • Can Perform an Action to Learn Information on a Creature you can see. The amount of information received scales with your Level.
  70. • (This Ability is treated as a Divination Spell for the purposes of resistances and interference.)
  71. > Administrator
  72. • You may select a number of Willing creatures equal to your level to Administrate. You always know the rough Position of these Creatures, with more Precision the closer they are to you, and can Telepathically Communicate with these Creatures.
  73. • You are able to cast Spells and use Abilities on Administrated Creatures regardless of Range.
  74. • Anti-Divination Spells and Abilities don't work against your Learn Information Ability
  75. > High Caster
  76. • Gain an additional Magic Spell for every Character Level (+100 at Level 100)
  77. • Mana Regenerates 50% faster, and are Immune to Silence
  78. > Alghollthu
  79. • Gain Special Skill: [Change Shape]
  80. • Gain Special Skill: [Enslavement]
  81. > King in Yellow
  82. • Gain Special Skill: [Take Off Your Mask]
  83. • Gain Special Skill: [Yellow Sign]
  84.  
  85. <<Special Skills and Spells>>
  86. > [Subtlety]
  87. • Performing an Action and Spellcasting is now [Subtle] out of combat.
  88. • [Subtle] means that there is little to no visible or audiable effects involed in the action. Onlookers must use Perception or Identify Supernatural Action to see that an ability is being used.
  89. > [Fragment of Rl'yeh]
  90. • Illusion (Figment) spell
  91. • This spell imprints an illusion of the Dead City of Rl'yeh on the area around the caster. This area is 15 ft in radius at Tier 1, scaling to 500 ft in radius as a Super Tier Spell. This causes enemies in the area to be unable to move properly, as per the spell [Impossible Angles], but also has the effect of Dark damage over time. This damage is nonleathal, and if a creature is brought to 0 health by it, they are simply unconscious, unable to function mentally for 10 minutes after the spell ends. In addition, any creature who takes damage from this spell has a chance to be [Confused] until the next damage tick. This damage is a (Pattern) effect, and as such does not affect those who are Immune to Mental Status Effects.
  92. > [Change Shape]
  93. • You can assume the form of any non-unique NPC.
  94. • Your stats do not change, but you gain any natural abilities of this form, such as Natural Weapons or Fly. While in this form, your stats are hidden from Divination Magic or Perception; you appear to be an NPC to any observers. This protection can be defeated by high-CL Diviners and Oracles.
  95. > [Enslavement]
  96. • You can Perform an Action to briefly edit an NPC's settings or open a helpless NPC's settings menu.
  97. • This allows for a large variety of alterations, reading the information of the NPC, as well as permanent change of ownership subject to heavy restrictions. Most important restriction to change of ownership: Cannot own more than 180 levels of NPCs. This action becomes Lengthy if the target is Immune to Mental Status Effects, but is not prevented unless the immunity is inherent (i.e., from racial levels, not gear or spells).
  98. > [Take Off Your Mask]
  99. • You can Perform an Action to Reveal your True Eldritch Splendor and impose your realm of Carcosa on your surroundings.
  100. • This functions as per the spell [Fragment of Rl'yeh] with the following changes (beyond cosmetic changes): Instead of a mana cost, the ability drains mana while active. Upon use, the area of effect is 15ft (as per Tier 1) but slowly grows to a maximum of 500ft. In addition, you change shape to the monstrous King In Yellow, and apply the same Dark damage as the area upon anyone who looks directly at you. This stacks with the damage imposed by the area.
  101. > [Yellow Sign]
  102. • You can spread your influence through the Yellow Sign, your mark of power. Exposure to the Yellow Sign causes creatures to become [Charmed] by the King in Yellow, though stronger creatures need more exposure and very strong creatures are immune, and the effects fade quickly upon removing the exposure. Any creature fully [Charmed] by the Yellow Sign is a valid target for [Enslavement].
  103.  
  104. Feats
  105. ===================================================================================================
  106. [Metamagic Batch A]: Can use Aquatic Spell, Bouncing Spell, Delayed Spell, Ectoplasmic Spell, Empower Spell, Split Ray Spell.
  107. [Metamagic Batch B]: Can use Enlarge Spell, Extend Spell, Heighten Spell, Intensified Spell, Persistent Spell, Chain Spell.
  108. [Metamagic Batch C]: Can use Maximized Spell, Piercing Spell, Quicken Spell, Seeking Spell, Twinned Spell.
  109. [Metamagic Batch D]: Can use Selective Spell, Solid Shadows, Widen Spell, Chain Spell, Transmuted Spell, Triplet Spell.
  110. [Abundant Casting]: +15 Mana.
  111. [Spell Penetration]: Your spells and abilities ignore 10 Supernatural resistance.
  112. [School Focus]: Choose a school of magic. Spells of that school are harder to resist. [Illusion]
  113. [School Mastery]: Choose a school of magic. Any spells you cast of that school of magic are cast as though your CL was 5 higher. [Illusion]
  114. [Expanded Arsenal (Enchantment)]: Choose a school of magic. Any effects you have that would apply to only one school of magic, now apply to this one as well.
  115. [Mythic Spell Penetration]: Your spells and abilities ignore an additional 10 Supernatural resistance.
  116.  
  117. Skill Breakdown
  118. ===================================================================================================
  119. Base Softcap Added Total
  120. [Ki Control] [5] [5]
  121. [Athletics] [12] [12]
  122. [Balance] [4] [4]
  123. [Climb] [7] [7]
  124. [Jump] [8] [8]
  125. [Tumble] [11] [11]
  126. [Flight] [4] [50] [20] [24]
  127. [Ride] [4] [50] [4]
  128. [Swim] [8] [18] [20]
  129. [Grapple] [7] [50] [7]
  130. [Thievery] [4] [50] [4]
  131. [Stealth] [8] [50] [8]
  132.  
  133. [Mana Control] [70] [30] [100]
  134. [Spellcraft] [100] [100]
  135. [Investigation] [100] [100]
  136. [Insight] [56] [44] [100]
  137. [Perception] [36] [39] [75]
  138. [Medicine] [28] [2] [30]
  139. [Survival] [28] [2] [30]
  140. [Deception] [62] [38] [100]
  141. [Intimidation] [52] [28] [80]
  142. [Leadership] [76] [24] [100]
  143. [Persuasion] [84] [16] [100]
  144.  
  145. [Craft (Alchemy)] [72] [72]
  146. [Craft (Painting)] [72] [72]
  147. [Craft (Calligraphy)] [72] [72]
  148. [Craft (Other)] [72] [22] [22]
  149. [Knowledge (Arcana)] [78] [22] [100]
  150. [Knowledge (Dungeoneering)] [78] [2] [80]
  151. [Knowledge (Engineering)] [78] [50] [50]
  152. [Knowledge (Geography)] [78] [2] [80]
  153. [Knowledge (History)] [78] [2] [80]
  154. [Knowledge (Local)] [78] [2] [80]
  155. [Knowledge (Monster Lore)] [78] [2] [80]
  156. [Knowledge (Nature)] [78] [2] [80]
  157. [Knowledge (Nobility)] [78] [2] [80]
  158. [Knowledge (Religion)] [78] [22] [100]
  159. [Profession (Clerk)] [48] [27] [75]
  160. [Profession (Barrister)] [48] [48]
  161. [Profession (Herbalist)] [48] [48]
  162. [Profession (Merchant)] [48] [48]
  163. [Profession (Other)] [48] [28] [28]
  164. [Performance (Act)] [84] [16] [100]
  165. [Performance (Dance)] [84] [84]
  166. [Performance (Wind)] [84] [84]
  167. [Performance (Oratory)] [84] [16] [100]
  168. [Performance (Sing)] [84] [16] [100]
  169. [Performance (Other)] [60] [42] [30]
  170.  
  171. Complications
  172. ===================================================================================================---------------------------------------------------------------------------------------------------
  173. Brain Eater:
  174. ---------------------------------------------------------------------------------------------------
  175. > Complication: [Peculiar Tastes]
  176. • You have a satiety counter that slowly drains over time and is recharged by consuming brains. The stronger the mental attributes of the victim, the more you add to this counter. If this counter ever drops to 0, every creature with at least Int 1, Wis 1, and Cha 1 becomes marked as an enemy (making it easy to misclick). You also gain the [Slowed] and [Dazzled] status effects, which are recast the moment they are removed until your meter is positive. Everyone has come across a poor newbie Brain Eater who forgot about the counter and got stuck in a raid with nothing viable to eat.
  177. > Implication: [Primed Olfaction]
  178. • You can now smell the thoughts of others, and they smell delicious. The stronger the cognition, the stronger the scent, and the faster you become hungry. You can suppress this the same way you would suppress hunger, with all of the maladies that come with that. Remember that men are conquered by their stomachs.
  179. • Bonus: You can identify a target's supernatural action through scent alone, which lingers for a while after it has been produced.
  180. ---------------------------------------------------------------------------------------------------
  181. Enlightened One:
  182. ---------------------------------------------------------------------------------------------------
  183. > Complication: [Covenant of Secrets]
  184. • Quests have a hidden rarity value that is listed for your race on a quest's tooltip. You can only see it after you accept it or inspect it from the quest giver's thoughts. Whenever you consume the brain of a quest giver, you gain an amount of XP proportional to the rarity value of all quests offered by the NPC, which is always significantly larger than the quest rewards - doing so closes the quest to other players. You also have a permanent -75% quest XP penalty which does not affect your consumption ability.
  185. > Implication: [Dominator]
  186. • You enjoy manipulating the outcomes of violence both physical and social. The intensity scales with the number of controlled participants. You can resist this urge by preoccupying yourself with matters that are more important to you, but doing so feels like you are working too hard. You deserve a break after all.
  187. • Bonus: Your ability to edit NPC combat settings is now short ranged.
  188. ---------------------------------------------------------------------------------------------------
  189. Deep One:
  190. ---------------------------------------------------------------------------------------------------
  191. > Implication: [Abyssal Nature]
  192. • Darkness is where you thrive; you find light, especially daylight, to be discomforting. The more intense the light, the more intense the feeling. You can resist this the same way you'd resist an itch, but eventually one taste of relief and the feeling comes back with a vengeance. The sun, it seems, is one giant mosquito to you.
  193. • Bonus: Increase your Dark resistance and Light weakness by 25% respectively. This will likely cause you to absorb Dark energy.
  194. ---------------------------------------------------------------------------------------------------
  195. Old One:
  196. ---------------------------------------------------------------------------------------------------
  197. > Implication: [Quiet Little One]
  198. • You find solace in silence and are irritated whenever it is broken. This irritation scales based on the actions and especially volume of the violator. Resisting this involves recalling memories of your younger days when you were more rowdy, but doing so makes you feel increasingly advanced in your old age (even if you aren't old).
  199. • Bonus: Bonus: You can perform an action to inflict silence on targets that you have afflicted with Fear, Despair, or Revulsion.
  200. ---------------------------------------------------------------------------------------------------
  201. Alghollthu:
  202. ---------------------------------------------------------------------------------------------------
  203. > Implication: [Naked without the Mask]
  204. • You feel a sense of fear when being seen by others in your true form, unless those watching are under your direct mental control. The fear scales with the number of viewers outside your control. You can resist this feeling by preoccupying yourself to force it out of your mind, but doing so always leaves a sense of paranoia about those around you.
  205. • Bonus: Your protection from Divination under [Change Shape] is harder to pierce.
  206. ---------------------------------------------------------------------------------------------------
  207. King in Yellow:
  208. ---------------------------------------------------------------------------------------------------
  209. > Implication: [Stifled by this Vessel of Flesh]
  210. • You never feel fully comfortable in your mortal guise, your eldritch form straining against your mortal shell. Like holding in a breath, it feels uncomfortable to maintain your mortal shell, and you feel comfort when you use [Take Off Your Mask], as if relaxing a muscle you didn't realize was tense. This feeling cannot truly be resisted, only endured.
  211. • Bonus: Once the ability reaches its maximum range of 500ft, [Take Off Your Mask] no longer drains mana while active, though if the area affected shifts, mana is drained to compensate.
  212.  
  213. Current Loadout
  214. ===================================================================================================
  215.  
  216. [Weapon]
  217. >Grimoire Aidhed-Togail
  218. [Off Hand]
  219. >Last Resort of the Magus
  220. [Armor]
  221. >Aboleth's Vestments
  222. [Accessories]
  223. >Halo of the Immaculate
  224. >The Exile's Eye
  225. >Silver Sealer's Ring
  226. >Guardian Ring
  227. >Aboleth's Lens
  228. Item Breakdown
  229. ===================================================================================================
  230.  
  231. <<Halo of the Immaculate>> (World Class Accessory)
  232. Can assume an [Archangel] alternate form (Modified from Shapeshifter)
  233. Gain any Natural abilities of the form, such as Natural Weapons or Fly (From Shapeshifter)
  234. Grants special ability: [Aura of the Immaculate]
  235. - While in Archangel form, Enemies who detect you are afflicted with [Fascination] and [Despair].
  236. - As a World Effect, this is very hard to resist.
  237. [Unicorn Heart]
  238. [Nixie's Lure]
  239. [Invisibility]
  240. - A halo that floats invisibly above the wearer's head until activated. (One of those ornate halos that look like a spiky golden wreath, not a generic ring of light). While deactivated, it still endows its user with the might of an archangelic warrior. Upon activation, the user takes the form of an Archangel. In addition, the users angelic mien is so glorious that those without strong wills prostrate themselves before him.
  241.  
  242. <<Grimoire Aidhed-Togail>> (Mythical-Class Casting Focus)
  243. [Forceful Dark]
  244. [Bane Focus]
  245. - A Dusty Old Tome with Yellowed Pages, Bound in the Black Hide of Some Ancient Unknown Creature. Written in a Dark and Terrible Language, the Tome Describes Magics of Death and Destruction. Spells that Deal Dark Damage Now Deal Additional Physical Damage Equal to Half of Elemental Damage Dealt. Spells that Inflict Negative Status Effects Can Be Cast at Half Mana Cost.
  246.  
  247. <<Last Resort of the Magus>> (Divine-Class Weapon)
  248. [Bestow Weapon Proficiency]
  249. [Greater Magic Weapon]
  250. [Weapon Shift]
  251. [Greater Mighty Wallop]
  252. - A plain-looking staff of very high-class hardwood, the Last Resort of the Magus is designed as a melee weapon for a caster to wield in a pinch, and as such grants the wielder proficiency and enhances minor combat prowess.
  253.  
  254. <<Aboleth's Vestments>> (Mythical-Class Garment)
  255. [Spell Enhancer]
  256. [Nondetection]
  257. [Disguise Self]
  258. [Subdue Aura]
  259. [Greater Mage Armor]
  260. - These vestments are a set of loose sashes made to wrap around an Aboleth, but upon the wearer transforming, can take the appearance of any nonmagical set of clothes. They provide comfort to the wearer, have protections woven in, and disguise the wearer from any divinations or attempts to discern their magical power.
  261.  
  262. <<Guardian Ring>> (Mythical-Class Accessory)
  263. [Freedom]
  264. [Sheltered Vitality]
  265. [Ray Deflection]
  266. - Emblazoned with a shield, this ring provides a bevy of high-end protections to the wearer.
  267.  
  268. <<Aboleth's Lens>> (Mythical-Class Accessory)
  269. [Sustenance]
  270. [Sky Swim]
  271. [Ironskin]
  272. [Ant Haul]
  273. [Globe of Invulnerability]
  274. - Built specifically for Hythlodaeus, this is a monocle that fits an Aboleth as well as it does a human. It gives a series of unconnected buffs he wanted, including increased carry weight, the ability to swim though the air, armor-like defense, protection from lesser spells, and relief from the Brain Eater's satiety meter.
  275.  
  276. <<Silver Sealer's Ring>> (Divine-Class Accessory)
  277. [Magic Negation]
  278. [50% Light Resist]
  279. - When a spell is cast nearby, you can pay some Mana, and the ring will negate the spell. Can be performed almost instantly
  280.  
  281. <<Sun Scorned Eye>> (Divine-Class Accessory)
  282. [Magic Resistance]
  283. [Magic Absorption]
  284. [True Sight]
  285. - The Eye hums when used, and can be placed in an appropriate slot on Magic Gear
  286.  
  287. <<The Exile's Eye>> (Mythic-Class Accessory)
  288. [Truesight]
  289. [Voidsight]
  290. [Enchantment Foil]
  291. [Starsight]
  292. - Hung on a silver chain, this amulet has a white eye that looks almost like a gemstone or a Sun Scorned Eye, set in a silver ring that allows one to look through the Eye if they hold it up. Allows the wearer to see through illusions and invisibility, see in complete darkness, and resist enchantment effects. If held up and looked through while outside, one can clearly see the stars and other celestial bodies in the sky, regardless of time of day or weather conditions
  293.  
  294. <<Dreamer's Ruby>> (Secret Class Accessory)
  295. [Dreamworld Key]
  296. [Summon Dreamshade]
  297. [Lucid Soul]
  298. - This large, spherical red gemstone possesses an inner darkness, and a fiery red effect radiates from it. The Ruby possesses a pocket dimension inside it that can be accessed by the wearer. This dreamworld is about as large as a mansion, and can be customized at will. Allows the wielder to summon a Dream Elemental (Equal to Player Level, but can only be summoned in the Dreamworld). Grants the wielder the ability to communicate with the Lady of the Forsaken Dream ("communicating" with "entities" not properly integrated into the Game may cause instability, or loss of Game Files).
  299.  
  300. <<Moon Guardian Plate>> (Mythic Class Heavy Armor)
  301. [Numerology]
  302. [Dimension Shift]
  303. [+30% Dark Resistance]
  304. - Black plate armor with star like effects visible in the void of the black surfaces, with silver accents, and a pair of black horns. It completely conceals one's appearance. Any attack that strikes the armor has a random chance to deal less damage, scaling with the number of times the armor has been struck with a similar attack, while also causing any attack that targets the wearer to be deflected slightly, rendering the wearer highly resistant to criticals.
  305.  
  306. Wishes
  307. ===================================================================================================
  308. I wish to be [Perfect]
  309. I wish to be [Gifted]
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