| STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Classes/Levels
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none
Gender
Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8
Strength
14
Dexterity
13
Constitution
12
Intelligence
10
Wisdom
14
Charisma
10
About Zhor Vorakun
Background:
At the Battle of Mount Karhonek on the planet Dreskatha II, the mercenary company known as The Red Razors ceased to exist.
Sent in during the brutal siege, the company walked into a well-planned ambush. Most of the company were killed, and the few who survived were captured. The prisoners were subjected to brutal torture within a virtual reality construct created for the purpose. Years passed within the construct even though only a few weeks passed in the real world.
It was within this construct that Zhor, a member of the Red Razors, lost his mind. Attached to the Razors as a healer, his mystic training allowed him to hold out longer than most others, but nevertheless eventually he became lost in the construct, no longer able to comprehend what was real and what was not.
Twenty days after his capture an armistice was agreed to and the prisoners at Mount Karhonek were freed. Zhor found himself among friendly forces, who tries to treat his injuries. Gradually Zhor emerged from the shell within his own mind, but he was not the same. The collapse of his own psyche gave him new insight into ways that other minds could be broken. No longer in tune with the life forces he once was, his subconscious now longed for relief through inflicting on others the suffering that he felt.
Zhor realized with horror that this impulse was his own. He had to get away from his former friends. Anywhere, as long as it was far away. He found himself cheap passage to a world called 'Incubation Prime,' where rich opportunities allegedly beckoned. Soon he was on his way.
Appearance:
Zhor is a weathered Vesk. His bulky body is covered with scars and his armor is battered and scorched. He has a lazy eye (possibly due to a head injury) and when his goggling eyes look around he seems to be looking in two places at once. On the shoulders of his armor is the Vesk symbol for medic, but this symbol has been largely scratched off. He carries a long sturdy-looking titanium alloy spear that is his only obvious weapon.
Personality:
Zhor really just wants to curl up into a ball and have the universe leave him alone. He would be quite happy with a plot of land on a frontier world where he could live off the land in peace and isolation. But he knows that life isn't that simple. He has an inner struggle; he wants to avoid violence, but within him there is an untamed rage that wants to lash out at others. He tries to mask this with humour (a coping mechanism) and he often finds things funny that no one else does.
Race:
* +1 Race bonus to Armor
* -1 ACP from Armor
* +2 to saves vs. Fear
* Low-Light Vision
* Natural Weapon
Theme:
* -5 to DC of culture checks regarding military
Class:
* Healing touch: take 10 minutes to heal 10 HP (5 x Level HP)
* Share Pain: spend 1 RP as a reaction to reduce damage by 1 and deal 1 damage to enemy who dealt the damage (Will DC 13 negates)
* Mindlink: 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.
* Channel Skill: +1 insight to bluff & intimidate
* Backlash: Whenever a foe succeeds at a Will save against one of your spells and completely negates the effect, that foe takes 1 nonlethal damage for each mystic level you have.
* Mystic Spells per Day: 1st level 4
* Spells Known: