Black Dragon

Vultsubai's page

29 posts. Alias of Corerue.


Full Name

Vultsubai

Race

Dragonkin

Classes/Levels

Mystic (Star Shaman) 2

Gender

Male

Size

Large 10ft Space/Reach

Age

156 cycles

Alignment

Chaotic Good

Deity

Weydan - God of Discovery, Equality, Exploration and Freedom

Location

Absalom Station

Languages

Draconic and Common

Occupation

Pilot and Star Walker

Strength 14
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Vultsubai

Name: Vultsubai Nickname Vult (Volt)
Race: Male Dragonkin

Ability Scores:

Point Buy 15
Initial Stats
Str 10 +4 Racial = 14
Dex 10 -2 racial = 8 + 5 = 13 (5 Points) (5 spent)
Con 10 +2 = 12 (2 points) (7 Spent)
Int 10
Wisdom 10+6= 16 (6 Points) (15 Spent)
Cha 10

Racial Traits:

Ability Adjustments: +4 Str, –2 Dex
Hit Points: 6

Size and Type

Dragonkin are Large dragons with a space and reach of 10 feet.

Breath Weapon

As a standard action, a dragonkin can breathe a 30-foot cone of flame that deals 1d6 fire damage. At 3rd level, a dragonkin adds 1-1/2 × his character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the dragonkin’s character level + his Constitution modifier). A dragonkin can’t use this ability again until he has taken a 10-minute rest to recover Stamina Points.

Draconic Immunities

Dragonkin are immune to sleep effects and gain a +2 racial bonus to saving throws against effects that cause paralysis.

Draconic Vision

Dragonkin gain darkvision with a range of 60 feet and low-light vision, meaning they can see in dim light as if it were normal light.

Flight

A dragonkin gains an extraordinary flight speed of 30 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall.

Partner Bond

A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.

Class / Level: Mystic / Level 2
Theme: Ace Pilot
Proficiencies: Armor-light; Weapons-basic melee weapons and small arms

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Defenses

HP: 20 SP: 7 RP: 4

Armor: Second Skin
EAC: 12 KAC: 13 AC Vs CBM 21

Resistances +2 vs Paralysis, Immune to Sleep Effects

BAB: +2
Saves: F +1, R +3, W +5
Initiative: +1
Move: 40'

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Combat Rolls:

Combat Gear:

Gear:

Total: 940 Credits

Carrying Capacity / Bulk:
Unecumbered 7
Encumbered 14
Overburdened: 15
Bulk: L

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Skills info:

Skill Ranks per level: 6 Total Skill Ranks 12

Skills: Class Skills marked with *

Mystic Skills Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Life Science (Int), Medicine (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Survival (Wis)

Skills
Total Bonus =Ranks + Class + Ability + Misc
Skills without number modifiers are +0
Acrobatics (Dex)
+1 = 0 + 0 + 1
Athletics (Str)
+2 = 0 + 0 + 2
*Bluff (Cha)
+4 = 1 + 3 + 0
Computers (Int)
+1 = 1 + 0 + 0
*Culture (Int)
+4 = 1 + 3 + 0
*Diplomacy (Cha)
+4 = 1 + 3 + 0

*Disguise (Cha)
Engineering (Int)
*Intimidate (Cha)

*Life Science (Int)
+4 = 1 + 3 + 0
*Medicine (Int)
+4 = 1 + 3 + 0
*Mysticism (Wis)
+7 = 1 + 3 + 3
+8 = 1 + 3 + 3 + 1
*Physical Science
+4 = 1 + 3 + 0
*Piloting
+8 = 1 + 3 + 1 + 2
*Profession(Soldier) (Wis)
*Sense Motive (Wis)
+7 = 1 +3 + 3
Sleight of Hand (Dex)
Stealth (Dex)
+1 = 0 + 0 + 1
*Survival (Wis)
+3 = 0 + 0 + 3

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Feats
1st level: Mystic Strike

Feat Description:

Mystic Strike

Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

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Special Abilities:

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 1ST LEVEL
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.

CONNECTION POWER 1ST LEVEL
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 SPELL 1ST LEVEL
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.

HEALING TOUCH (SU) 1ST LEVEL
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

CHANNEL SKILL (SU) 2ND LEVEL
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.

MINDLINK (SP) 2ND LEVEL
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

Background, Appearance, Personality:

Appearance
Vult’s eyes shine with the color moonlight, a deep grayish white in color. He has a pair of short curved back ebony horn thats crown the sides of his head and his body is covered in hard ebony scales which glow along the edges with traces of lunar light when he calls upon his mystical connection to the cosmos. His underbelly glows the brightest, where the scales give way to a lighter skin toned underside. That glowed like moonlight when his powers were active.

Vultsubai stands tall and imposing but his size, muscle and fearsome look hides a gentle disposition. He moved around the station with a medical kit and his basic equipment. He is garbed in a Second Skin armor and armed with both an arc-pistol and auto pistol for having to deal with gang related violence.

Personality

He has a calm disposition, though he is quick to action when needed, approaching tasks with a steady hand. His dexterity allows his large size to still be effective in administering medical aid, his longer reach made smaller patients easier for him to work on.

He was fearless when it came to walking in the void, his connection making him unaffected by Outer Spaces cold touch or the vacuum either.
However he has a hard time bonding with others, his past history making him hesitant to make friends.

When on a mission he is engaged, more like a combat pilot and medic then a Mystic. Focusing on keeping others on their feet and bringing down foes, stabilizing them after so they can be questioned by the Fleet.
Outside Medical duties he focuses on technical aspect, always seeking to learn and go above his station. He takes leaves once a year for personal reasons and often returns more relaxed for the first several months...

Spoiler:

Vult is a complete Chanime fan and Gamer-holic, he watches the latest Star Hero Academia anime and enjoys VR MMORPG’s so much its an obsession. His steady hands are from years of honing his driving ability on Drario Speeder 16 which is a classic VR race game involving customizing vehicles with weapons and destroying your opponents. His calmness was honed in Imperial Guard 64 where you play as a Colonial marine and face down Xenomorphic threats, intergalactic invasions while utilizng the latest in technology from the Empirium.

His personal bunk room, since he is large he doesn’t fit the fleet standard for double occupancy, is filled with Chanime paraphernalia, game councils and outmoded VR equipment. He locks his bunk door at all times, lest his secret get out. But for those that get close to him they will find that behind that stoic exterior and determination lies a fun loving guy who enjoys the small things in life.

He applies for personal leave to travel to Star-Con, to get in on the latest game announcements and cosplay as a full blooded Dragon. It was also an excuse to pick up smaller creatures and let them ride on his shoulders. Because Small is Justice a common Chanime term he adores.

History

Vultsubai wasn’t always his name. It was the identity he assumed when his original form died years ago.

Vult comes originally from Triaxus and worked for a Chromatic dragon ran corporation that often delegated him out as a 'security guard'. Something he hated immensely because he didn't get extra pay, regardless of working on ground, orbit or space station. When he was browsing the galactnet, he found apprenticeships with the fleet and jumped at the opportunity. He applied and was accepted as a Pilot trainee on a interspace freighter. Delivering goods to various Fleet affiliated stations and transferring all sorts of products where the fleet needed it done. While on board the HHF-Rascal he took immense pleasure in the intricacies in piloting a heavy hull freighter class starship, crew interactions and going from place to place. He spent three years in his apprenticeship and was working very hard on becoming a full fledged pilot when disaster struck.

While off duty asleep in his bunk, his senior and the entire flight deck of the HMS-Rascal were lured by space sirens into a massive meteor storm. One of which was far to dense for the freighter to withstand for very long. The Meteor storm tore through several decks. Ending the lives of several Vult had come to know and jettisoning more into the cold embrace of space. In the ensuing chaos Vult did his best to right the ship. Going to the now destroyed flight deck and finding it was completely breached by the debris but helm controls had survived the impacts. Suiting up he entered space and attempted to right the ship, pulling out of the storms path and trying to save as much of the crew as he could. His struggles were not in vain, he was able to exit the storm but in doing so his suit was punctured and welded to the helm seat. He was trapped.

The few surviving crew were going to mount a rescue attempt but Vult waved them off, knowing that even if he was rescued they now lacked the shuttles to evacuate all of the crew. So he opted to stay behind, allowing everyone else to escape as he lost pressure to the vacuum of space. It wasn’t until the last shuttle departed that his suit finally lost all atmospheric pressure and Vult exhaled his last breath and shut his eyes for the final time…

At least, so he thought.

He opened his eyes and discovered the Sirens were gathered on the ships hull, staring at him in their alien way. Watching him as he looked around and realized that he wasn’t dying. That he was unaffected. He removed his helmet and looked at the naked stars in a new light. The cosmos was open to him, but when he started to see reflections of himself. It was no longer his face, his scales or eyes but a strangers.

He had died in a way, but now lived again as something else. Something better.

With helm control and a battered ship he limped the HMS-Rascal to the closest station, losing the engines some distance away and waiting as the ship drifted into sensor range. When the rescue teams came they found one survivor, Vultsubai, among the wreckage of the HMS-Rascal. Upon his debrief with the Fleet he chose a new name and received his designation as Pilot 2nd Class. He has served the fleet for nearly eight years when the call came to go on a mission to Kask Station.