Girallon

Mortem.'s page

30 posts. Alias of Riuk.


Full Name

Mortem

Race

HP|AC:
{HP:30}{AC:14|T:10|FF:10}
Init+8,Perception+8

Classes/Levels

-=Character and weapon look=-

Gender

Saves|Skills:
{F:+1|R:+7|W:+7}{Acro+10|Autohypnosis+8|Climb+14|K{Psionics}+4|Stealth+8|Su rvival+8|Swim+6

About Mortem.

---===Statistics===---:
-=SoulKnife=-{-=Soulblot=-}
-=Psychic Warrior=-
N Medium Humanoid (Simian)
Init +8{+4dex,+4 improve Initiative}; Senses Perception +8
-------------------------------=DEFENSE=-------------------------------
AC: 10, Touch: 10, Flat-Footed: 10 (+0 armor, +4 dex, +0 shield,+0 NA,+0 Magic)
HP: 30 {+3d10,+0Con}
Fort: +3, {+3Base,+0Con}
Reflex: +7, {+3Base,+4Dex}
Will: +7,{+3Base,+4Wis}
CMD 10 {+ Base + Str + Dex + size + misc}
Damage Reduction:2/-
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. Climb:20 ft
CMB: +0; {+ Base +Str + size + misc}
Base Atk: +3;
Melee:+5{+3Base,+2Str}
Ranged:+9{+3Base,+4Dex,+1WF,+1 Magic,+1PBS{in 30ft}

--Melee:+5

--Ranged:+9
---Short range Armcannon 20ft:+10 1d10+9 {19-20x2}
-------------------------------=STATISTICS=-------------------------------
Str: 14, Dex: 18, Con: 11, Int: 8, Wis: 18, Cha: 8

-------------------------=Traits=----------------------
-=Awaken from stasis=-
-=Never Stop Shooting=-
-=Guerilla=-

----------------=Drawbacks=-----------------
-=Mark of test subject=-

----------------=Race Traits=-------------------

Ability: +2 Strength, +2 Dexterity, -2 Intelligence: Simians are quick and
strong, but on average slightly less intelligent than humans.
Medium: Simians are Medium creatures and have no
bonuses or penalties due to their size.
Normal Speed: Simians have a base speed of 30 feet.
Low-Light Vision: Simians can see twice as far as humans in
conditions of dim light.
Climber: Simians have a climb speed of 20ft, and gain the +8
racial bonus on Climb checks that a climb speed grants.
Improved Initiative: Simians gain -=Improved Initiative=- as a
bonus feat.
Natural Athletes: Simians gain a +2 racial bonus on
Acrobatics checks, and Acrobatics and Climb are always
considered class skills.
Nimble Faller: Simians land on their feet even when they
take lethal damage from a fall. Furthermore, they gain a +1 bonus
to their CMD against trip attempts.
Languages: Simians begin by knowing one language based
on the area they came from (those beginning in the former USA
typically speak English). Those with high Intelligences score may
learn any other languages.

--------------=Feats=-----------------
-=Bonus feat#1{Point Blank Shot}=-
-=Deadly Throw=-
-=Bonus Feat#2{Precise Shot}=-
-=Psionic Shot=-
-==-

---------------=Skills=- (9 points; 12 class, -3 INT)---------------
Acrobatics***(Dex)____+10{+1rank,+4Dex,+2Race,+3ICS}
Autohypnosis** (Wis)-----+8{+1rank,+4Wis,+3ICS}
Appraise(Int)____+0{+0rank,-1Int}
Bluff(Cha)____+0{+0rank,-1Cha}
Climb***(Str)____+14{+1rank,+2Str,+8Race,+3ICS}
Craft** (Int)____+0{+0rank,-1Int,+3ICS}
Diplomacy(Cha)____+0{+0rank,-1Cha}
Disable Device____+0{+0rank,+4Dex}
Disguise (Cha)____+0{+0rank,-1Cha}
Escape Artist*(Dex)____+0{+0rank,+4Dex}
Fly*(Dex)____+0{+0rank,+4Dex}
Handle Animal (Wis)____+0{+0rank,+4Wis}
Heal**(Wis)____+0{+0rank,+4Wis.+3ICS}
Intimidate(Cha)____+0{+0rank,+0Cha}
Knowledge (Technology)(Int)____+0{+0rank,-1Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,-1Int}
Knowledge (Engineering)(Int)____+0{+0rank,-1Int}
Knowledge (Geography)(Int)____+0{+0rank,-1Int}
Knowledge (History)(Int)____+0{+0rank,-1Int}
Knowledge (Local)(Int)____+0{+0rank,-1Int}
Knowledge (Nature)(Int)____+0{+0rank,-1Int,+1Trait}
Knowledge (Nobility)(Int)____+0{+0rank,-1Int}
Knowledge (Science) (Int)____+0{+0rank,-1Int}
Knowledge (psionics)**(Int)_____+4{+2rank,-1Int,+3ICS}
Knowledge (Religion) (Int)____+0{+0rank,-1Int}
Linguistics(Int)____+0{+0rank,-1Int}
Perception**(Wis)____+8{+1rank,+4Wis,+3ICS}
Perform(Cha)____+0{+0rank,-1Cha}
Profession**(Wis)____+0{+0rank,+4Wis,+3ICS}
Ride*(Dex)____+0{+0rank,+4Dex}
Sense Motive(Wis)____+0{+0rank,+4Wis}
Sleight of Hand*(Dex)____+0{+0rank,+4Dex}
Spellcraft**(Int)____+0{+0rank,-1Int,+3ICS}
Stealth*** (Dex)____+8{+1rank,+4Dex,+3ICS}
Survival**(Wis)____+8{+1rank,+4Wis,+1trait,+3ICS}
Swim***(Str)____+6{+1rank,+2Str,+3ICS}
Electronics(Cha)____+0{+0rank,-1Int}

ACP -0

*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
Race:+8Climb,+2 Acrobatics
Guerilla:+1survival/K{Nature}
-=Languages=- Common

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
------------------------=Soulknife=-----------------------
-=BF{Weapon Focus}Mindbolt=-
-=Form Mind Bolt (Su)=-
-=Shape Mind Bolt=-
-=Launch Mind Bolt=-
-=Wild Talent=-
-=Blade Skills=-{Close-Range Expert: When making ranged attacks with her mind bolt, a soulknife does not provoke attacks of opportunity as long as she maintains psionic focus.
-=Enhanced Mind Bolt=-
-=Psychic Strike=-
-==-
-==-
-==-

------------------------=Psychic Warrior=---------------------------
-=Psionic Proficiency=-
-=Warrior Path=-{----=Survivor Path=-----
You are capable of surviving in harsh environments and enduring deadly assaults. You recognize the power of he body's ability to overcome even the most deadly of afflictions.
Powers:-= catfall=-,-= vigor=-
Skills: Autohypnosis, Heal, Survival
Bonus class skill: Survival
Trance: Beginning at 3rd level, while maintaining psionic focus, you gain DR 2/-. This damage reduction improves by 1 evey four psychic warrior levels thereafter. In addition, you suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected. This doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Maneuver: Beginning at 3rd level, you can expend your psionic focus as an immediate action to be treated as having the Mettle ability until the beginning of your next turn. At 7th level and every four psychic warrior levels beyond, you gain a +1 competence bonus to Will saves when using this maneuver. In addition, at 11th level, when using this maneuver, you are treated as having the Improved Mettle ability.

-=Expanded Path=-
-=Bonus Feats{x2}=-
-==-
-==-
-==-

---===Powers===---:

-------------------------------=Powers=-------------------------------
-----Power Points:8----
-----------------------------=0th (at will)=--------------------------------
-=Ectoplasmic Trinket=-
-==-
-==-
-==-

------------------------------=1st (8/PP)=------------------------------
-=Chameleon=-
-=Force Screen=-
-=Inertial Armor=-
-==-
-==-
-==-

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
-==-
-==-
-==-
-==-

-==-
-==-
-==-

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

Mortem was borne in a military black sight lab in Death Valley, California where he was subjected to many experiments in an attempt to awaken psychic abilities in humans.
He was torn apart and put back together countless times, his brain probed and altered many times. One day all the experiments finally worked, Mortem was practicing his words and he cut himself on accident. He jumped at the pain knocking over the table which caused a sequence of events that ended with he book shelf falling toward him. The nanites in his blood moved and collected, moving together and creating a shotgun. He blew the heavy book shelf away as the adrenalin subsided. The scientist ran a few more test and found that Mortem could control the nanites in his body to make weapons of various types. He also gained the ability to speak and was more intelligent than they thought he could become, this was a grand unforeseen success.
A few days after that Mortem was instructed to get a tube so they could test a new device, still trusting of the scientist he grew with of course he did as he was told. Once the doors closed white smoke came in to the small tube he was in and Mortem knew he would be going to sleep. I scared him since he did not know when he would be allowed to wake up…

Sometime after the apocalypse
Mortem was awoken just three years ago in that same hidden lab. He was found by a group of Simians that called themselves the Gathers. The leader of them was called Primus and he told Mortem how things have changed. To Mortems sadness he found his friend’s skeleton and all the other scientist bones scattered in the ruins of the lab. As this did hurt to wake up to this world he was told about the Simian settlement in Minnesota and that they would take him there to live a new life.
The journey has been hard and Mortem has learned a lot about his powers and the Simians in his travels with them. Then they were attacked and Mortem fell down into a river. He woke up washed up on the river bank how long it’s been since his fall he did not know. Getting up and gathering what he could he set out again determined to get to the Simian settlement he was told of…

---===Appearance and Personality===---:

-=Character and weapon look=-
Eyes:Red
Hair:white
Skin:
Height:5'2"
Weight:180 lbs

The Albino ape with red eyes, has some metal grafted to his body on his back and arms. The marking of the test subject he was on his left shoulder. After years of experimentation he can now control a personal swarm of Nantes that he uses to crate weapons for himself at will. Mortem has only woke to this new world three yeas ago by some Simians but as such as they were the only "people" he has had contact with so far.

Mortem wants to find his place in this new world