Zoran Duvahl's page

294 posts. Alias of Agent Eclipse.

Full Name

Zoran Turble Hasur Duvahl of House Rokatin


| SP: 40/40 | HP: 36/36 | RP: 7/7 | EAC: 17 KAC: 17 | AC vs CM: 25 | F: 3 R: 7 W: 4 | Init: 7 | Speed 30ft | Active conditions:


CG Male Borais (Tempered Pilgrim) Envoy 5




Chaotic Good


Common | Kasathan | Eoxian | Vercite* | Ysoki*

Strength 10
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Zoran Duvahl

Dead Suns Campaign Character
Borais (Kasathan) Envoy 5
CG Medium Undead
Initiative 7|30 ft.


EAC 16|KAC 16|CMB AC 22|
SP 7 | HP 13 | RP 4
Fort 2 (1)|Reflex 6 (4)|Will 4 (4)|

Lashunta Tempweave, Basic
+4 EAC | +4 KAC | +5 Max Dexterity


BAB 3| Melee 3| Ranged 6| Thrown 3|

Handcannon, Swagger
1d12 P | Critical: Knockdown | 40 ft. | 6 Shells

dice=Handcannon, Swagger]1d20+3+3[/dice
Base + Specialization

Laser Pistol, Azimuth
1d4 F | Critical: Burn 1d4 | 80 ft. | 20 Charges

dice=Laser Pistol, Azimuth]1d20+3+3[/dice
Base + Specialization

Sword Cane, Tactical
1d4 P | Critical: Bleed 1d3 | Analog/Operative

dice=Sword Cane, Tactical]1d20+3+3[/dice
Base + Dex

Racial & Theme Abilities:

Borais can see up to 60 feet in the dark.

For effects targeting creatures by type, borais count as both humanoids and undead (whichever effect is worse). They are immune to negative energy damage and gain a +1 racial bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.

Living Shell:
A borai counts as a living creature for the purposes of what can affect him (such as magic healing). If destroyed, a borai can be brought back to his normal undead state by spells (such as raise dead) that restore life to his body as if he were alive.

Old Talents:
Borais’ not-quite-dead bodies still have some of their old racial traits. At character creation, a borai selects one of the following races as his original living form and gains the racial trait indicated in parenthesis for the selected race: android (upgrade slot), human (skilled), kasatha (four-armed), lashunta (limited telepathy), shirren (blindsense), vesk (natural weapons), or ysoki (cheek pouches). A GM can, at her discretion, allow a borai to choose another humanoid race, along with an appropriate racial trait. Additionally, when a borai attempts to disguise himself as a member of his selected race, the DC of his Disguise check is not modified as a result of disguising himself as a different creature type.

Resist Energy Drain:
A borai takes no penalties from energy drain effects, but he can still be destroyed if he accrues more negative levels then he has class levels. After 24 hours, any negative levels a borai has taken are removed without the need for an additional saving throw.

Theme Knowledge (1st)

You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Class Abilities:

As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.

You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.

If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.

Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.

You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.


You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.

Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.


At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).


Dispiriting Taunt (Ex) [language/mind/sense-dependent]
As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect.

At 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success

Inspiring Boost (Ex) [language-dependent, mind-affecting, sense-dependent]
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Expertise Talents:

Menacing Gaze (Ex; Intimidate)
When you attempt an Intimidate check to demoralize foes, you can forgo your expertise die to attempt to briefly demoralize a small group as a full action. You attempt an Intimidate check against foes within 60 feet, no two of which can be more than 20 feet apart. The DC of this check is equal to the highest DC to demoralize any one of the foes. If you are successful, the targets gain the shaken condition (see page 277) for 1 round (even if your result exceeded the DC by 5 or more). Once you use this ability against a creature, it is immune to this talent for 24 hours.


45 (9 Per Level)

(5 Rank)
Bluff: 13
ExpertiseDiplomacy: 13
Expertise Intimidate: 13
Perception: 8
Profession (Negotiator): 13
Expertise Sense Motive: 8

(2 Ranks)
Piloting: 8

(1 Rank)
Acrobatics: 7
Athletics: 6
Computers: 5
Culture: 5
Disguise: 9
Engineering: 5
Life Science: 2
Medicine: 5
Mysticism: 1
Physical Science: 1
Slight of Hand: 7
Stealth: 7
Survival: 1

Feats & Proficiency:

-Improved Initiative
-Weapon Specialization (Proficient Weapons)

-Light Armor
-Basic Melee Weapons
-Small Arms

Ability Score Increases::

Level 5:

Intelligence: 10 to 12
Dexterity: 15 to 17
Constitution: 12 to 14
Charisma: 16 to 18


Semi-Auto Pistol, Tac. (260C | L)

Hand Cannon, Swagger (3450C| L)

Laser Pistol, Azimuth (LOOT | L)

Sword Cane, Tac. (250C | L)
-Personal Comm Unit

Lashunta T-Weave, B. (0C | L)

Professional Clothes (5C | L)
Formal Clothes (5C | L)

Backpack, Indus. (25C | L)
Toolkit, Disguise (20C | L)
Holoskin (Loot | L)
Hover Field (1800C| L)

-Wildwise (Bio|Throat) (500C | -)

Personal Upgrades:
-Mk1 Charisma (Magic) (1900C| -)

9122 Spent.
9336 Earned.



Zoran was a rebellious young Kasathan who often ignored tradition and spent his time on the Idari among the children of outsiders in the Outland Markets of Almolar. It was here that he developed his desire to explore the cultures of different races and defend them vigorously when they are unjustly discriminated against. However due to him not excelling in the martial practices he learned to overcome obstacles with force of personality from the merchant families.

His ever growing set of skills and reputation made him the perfect mediator between the Doyenate members and the foreign merchants, visitors, and Red Corridor criminals. The name he made for himself was not without consequence and he was ever more constantly pulled into the criminal underpinnings of the Idari. After one or two bad negotiations his enemies were cemented and ready to come after him. This forced him to turn to his connections within the Doyenate who decided it had become time to leave on his pilgrimage. Although he was a bit older than most Kasathans that embark on their journey off the station it was viewed as the most effective way to rescue him from his enemies. As the pilgrim vessel left the dock he looked back only to see the crime lord, Valux, watching intently.


After his year among the stars it came time to return home or choose to continue his new life. The choice was easy as the wild fire in his heart was still alive and the face of Valux was still a recurring nightmare...his journey was to continue. He would go on to captain various pilgrim vessels between his odd jobs as a dealbroker...until one trip where the Corpse Fleet would cripple his ship before boarding and dragging off the crew. He thought of how this section of space was relatively safe and how this could happen as he awaited death. After what felt like weeks of excruciating pain came the release of death but it was not permanent for Zoran. A wicked ritual and various necrografts brought him back forced to continue serving the Corpse Fleet until their ship was discovered smuggling goods to Eox. His freedom was granted but he was forced to face what he had become and the discrimination that came with it.