Lizardfolk Stalker

Zhor Vorakun's page

88 posts. Alias of Peet.


Race

| 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.

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Vitals

Race: Vesk
Class: Mystic (Mindbreaker)
Theme: Mercenary
Level: 3

SP: 21 (6 + CON * Level)
HP: 24 (6 race + 6 * Level)
RP: 3

EAC: 19 (10 +7 Armor +1 DEX +1 Race)
KAC: 20 (10 +8 Armor +1 DEX +1 Race)

BAB: +2

Fortitude: +2 (+1 Class, +1 CON)
Reflex: +2 (+1 Class, +1 DEX)
Will: +5 (+3 Class, +2 WIS)

Initiative: +1
Move: 25'

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Special Abilities

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:

0th Level: Detect affliction, detect magic, psychokinetic hand, stabilize, telepathic message, token spell
1st Level: Command, detect thoughts, mind thrust I (C), mystic cure I, share language

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Feats
1st Level: Heavy Armor Proficiency
3rd Level bonus: Weapon Specialization (basic melee and small arms)
3rd Level: Weapon Focus (basic melee weapons)

Feat plan:

5th Level: Improved Unarmed Strike
7th Level: Spell Focus
9th Level: Toughness
11th Level: Great Fortitude

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Combat

Melee: (BAB +2, STR +2, Focus +1)
Unarmed Strike +5, 1d3+6
Returning tactical spear +5, 1d6+3

Ranged:
Returning tactical spear +5, 1d6+3

Combat Gear:
375 cr Tactical Spear, Bulk 1, Analog, block, thrown (20 ft.)
120 cr Returning Fusion
2400 cr Basic Formian Hide Armor, Bulk 2, EAC +7, KAC +8, MaxDex +2, ACP -3, speed -5, Upgrades 2.
200 cr Infrared Sensors armor upgrade
465 cr Hidden Soldier Armor, Bulk 2, EAC +3, KAC +5, MaxDex +2, ACP -2, Speed -5, Upgrades 1. (not worn).

Total Value: 3560, Bulk 3

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Skills

Class 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)

Theme grants: Athletics (Str)

Skill Ranks per Level: (6 + INT) * level = 18 ranks

Armor Check Penalty: -2

Athletics +7 (3 rank, +2 STR, +3 Class, -2 ACP)
Bluff +5 (1 rank, +0 CHA, +3 Class, +1 Insight)
Culture +4 (1 rank, +0 INT, +3 Class)
Intimidate +6 (2 rank, +0 CHA, +3 Class, +1 Insight)
Mysticism +8 (3 rank, +2 WIS, +3 Class)
Perception +8 (3 rank, +2 WIS, +3 Class)
Sense Motive +7 (2 rank, +2 WIS, +3 Class)
Survival +8 (3 rank, +2 WIS, +3 Class)

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Miscellaneous Gear

_25 cr Industrial Backpack (Bulk 1) +1 Bulk capacity
__1 cr Field Rations 1 week (Bulk 1)
__1 cr Everyday Clothing (Bulk L)
__3 cr Hygiene Kit (Bulk 1)

30 cr Total, Bulk 3.1
Plus Combat Gear 3560 cr, Bulk 3
Total 3590 cr, Bulk 6.1

Starting Credits = 1000
Earned by Level 2 = 983
Free Item: 2400

793 cr Remaining.