Hesori Zou's page

62 posts. Alias of Critzible.


Full Name

Hesori Zou

Race

Lashunta

Classes/Levels

N Mystic(Priest) 1|SP:7 HP:10 RP:5|EAC:12 KAC:13|Init:+0 Per:+8|BAB:+0 F:+0 R:+0 W:+6| Battle Staff +0 (1d4) Needler Pistol +0 (1d4P) 30ft Spells:0-*(4) 1st-3(2)

Gender

Female

Size

M

Age

35

Alignment

N

Deity

Zoukon

Languages

Lashunta,Common,Elven

Strength 10
Dexterity 11
Constitution 10
Intelligence 12
Wisdom 18
Charisma 12

About Hesori Zou

Lashunta Damaya Female Mystic(Priest) lvl1
N Humanoid(Lashunta)
Init:+1 Senses: Perception:+8
SP:7 HP:10 RP:5 EAC:12 KAC:13
F:+0 R:+0 W:+6
Str:10 Dex:11 Con:10 Int:12 Wis:18 Cha:12
Credits:26
Offense:
Battle Staff: 1d4B Special:Knockdown Bulk:1 Analog, Block
Needler Pistol:1d4P Special Injection+2 30ft 6 darts Analog
Defense:
Freebooter Armor:EAC:+2 KAC:+3 Max Dex:+4 Bulk L
Other Gear:
Personal Comm Link
Hygiene Kit
Consumer Backpack
Travel Outfit
Mass Produced Tent
Darts 20

Feats:Toughness

Skills:
Mysticism:+8
Perception:+8
Sense Motive:+8
Diplomacy:+7
Bluff:+7
Survival:+8
Culture:+5

Lashunta Abilites:
Telepathic Abilities:
At Will: Daze and Psychokinetic Hand
1/day: Detect Thoughts
Limited Telepathy: Can talk to another sentient creature within 30ft as long as it has a shared language.

Student:Due to Lashunta upbringing Hesori gets +2 to any two skills:+2 to Bluff and Diplomacy.

Mystic:
Spells:
You cast spells drawn from the mystic spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–4: Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on Table 4–5: Mystic Bonus spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on Table 4–6: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Connection:
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed.

Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos. As such, each connection lists the deities and philosophies commonly associated with it.

EMPATH
Your connection helps you sense emotions and notice details others can’t. You might be a diplomat, an investigator, a mind-reading bodyguard, a ship’s psychologist, or a psychic con artist.

Associated Skills: Perception and Sense Motive

Spells: 1st—detect thoughts, 2nd—zone of truth, 3rd—clairaudience/clairvoyance, 4th— mind probe, 5th—telepathy, 6th—true seeing

Empathy (Su) 1st Level
As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute.

Greater Mindlink (Su) 3rd Level
You can use your mindlink ability on the same creature as many times per day as you wish, and the communication can be both ways, though the maximum of 10 minutes of communication per round still applies.

Emotionsense (Su) 6th Level
You can detect and locate creatures within 60 feet that have emotions, as if you had blindsense (emotion). A creature can keep its emotions calm to avoid detection by this ability by succeeding at a Bluff check with a DC equal to 10 + your Sense Motive modifier, but a creature under the influence of an emotion effect cannot try to avoid detection. Creatures under the effects of nondetection or similar effects automatically avoid detection by this ability. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don’t have emotions and can’t be sensed this way.

Discern Lies (Sp) 9th Level
You can use discern lies as a spell-like ability a number of times per day equal to your mystic level, each time targeting a single creature. This effect lasts 1 round. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours.

Greater Emotionsense (Su) 12th Level
Your emotionsense is far more discerning, as if you had blindsight (emotion).

Retrocognition (Sp) 15th Level
You can use retrocognition as a spell-like ability at will. When doing so, you take a –2 penalty to saving throws against mind-affecting effects for as long as you concentrate on retrocognition and an equal amount of time afterward. You can spend 1 Resolve Point to negate this penalty.

Empathic Mastery (Sp) 18th Level
You can spend 1 Resolve Point to use psychic surgery as a spell-like ability. If you are incapacitated by an effect that psychic surgery could remove and have at least 1 Resolve Point remaining, you can spend 1 Resolve Point to use this ability on yourself, even without being able to take any actions.

Connection Power:
At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.

Connection Spells:Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.

If your connection lists a single variable-level spell for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.
1st—detect thoughts, 2nd—zone of truth, 3rd—clairaudience/clairvoyance, 4th— mind probe, 5th—telepathy, 6th—true seeing

Healing Touch:Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Spell list:
0-Telekinetic Hand, Telekinetic Missile, Detect Magic,

1- Mind Thrust, Mystic Healing

Background:Hesori was born in space on one of the Lashunta Corporate pleasure barges. She was raised amongst the other crew who helped run the operations on the ship. She was that way until they docked at a small station overlooking a swirling nebula of vivid colors. Both the nebula and station was called Daoud then followed by the subsequent label(ie Daoud Station and Daoud Nebula).

On this station like the ship, her mental abilities seemed to be stronger than other Lashunta. The perceptions she got were powerful and sometimes overwhelming.This was to the point it alienated her from many of the other children and a few of the adults steered clear of her. That was until she met a Shirren Priest of Zouken who noted her powerful Empathic abilities; THis Priest Xik by name offered the adolescent the opportunity to learn from the Book of Zouken, to harness her mind in ways other Empaths had yet to try.So The young Hesori left her parents took up the surname Zou and followed Xik learning the ways of Zouken.

She traveled learning to use the battle staff while flexing not only her physical self but her mental self. Despite the training physically she only managed to improve her personal constitution and little else. Her mental prowess expanded opening herself up to the river of thought and emotions others around her rarely noticed. Even those whose race could communicate telepathically. Xik had prepared her the best he could before he led her to a small asteroid enclave of fellow Zouken followers. There she finished her training becoming a full-fledged Zou Disciple. The divine teachings, the disciplines and even the mental tricks she learned made her ready to embark on the journey of discovery and self-improvement one that each of Zoukens faithful must endure. So armed with weapon, spell, mind and Zoukens' word she left and headed for the nearest station. Soon the galaxy would know of Hesori Zou, and the teachings of Zouken!