Full Name |
Zoreck the Unclean |
Race |
Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1 |
Classes/Levels |
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About Zoreck the Unclean
Description Zoreck is a tall, lean, muscular man with tanned skin and long black hair. He tends to wear his hair in a tight braid. He also has a full moustache and muttonchop sideburns. He tends to wear a wide-brimmed hat and a dusty poncho.
He looks like something between this and this.
Zoreck's theme song.
Background Zoreck grew up as a member of the Firehawk Clan of fierce Kellid warriors in the Stellen Hills of Numeria. He learned at an early age to avoid the Technic League and their terrible ancient weapons from beyond the stars. The Firehawk Clan traditionally hates the ancient artifacts and all those who use them, proclaiming all such abominations as "unclean."
Despite (or perhaps because) the artifacts from Rain of Stars were taboo, Zoreck has always been fascinated by them. He regularly snuck into and explored the strange metal caves that dot the landscape of Numeria, although he never took any items he found back out with him. It was during one such exploration that he crossed paths with a minor Technic League agent, who decided that Zoreck would make an excellent slave for the League. After the fight, Zoreck buried the agent's corpse in a shallow grave, but not before liberating his artifacts from him.
Under cover of night, Zoreck determined that none of the agent's artifacts actually worked, save for his pistol. Yet, to his frustration, he realized that the agent's gun was of recent construction: comprised of several components of actual artifacts, the weapon used alchemist's black powder to fire a lead bullet. The pistol was also in rough shape: it was obvious that its now-dead owner regularly spent a great deal of time keeping the thing together after firing it.
Unfortunately for Zoreck, the Firehawk Clan-Mother caught him with his new-found weapon, and demanded that he throw away the "unclean" abomination before it tainted his soul. Zoreck refused. At that, she proclaimed Zoreck "Unclean" himself and banished him from his clan. Recognizing that a lone warrior without a clan would not live long in Numeria, he made his way to Chesed and booked passage on a riverboat to Ustalav. From there, he wandered across Ustalav and Belkzen to the Storval Plateau in Varisia, where he made friends with a Shoanti quah. After a while, Zoreck found himself in Riddleport, where he met his current companions.
Zoreck the Unclean
Human (Kellid) mythic (champion 1) barbarian (unchained, savage technologist) 5/Gunslinger 1
CG Medium humanoid (human)
Init +5; Senses Perception +12
DEFENSE
AC 18, touch 14, flat-footed 15
(+4 armor, +1 deflection, +3 Dex)
hp 63 (6HD; 5d12+1d10+12+5)
Fort +8, Ref +8 (+9 vs. traps), Will +6 (+8 when raging)
Defensive Abilities Danger Sense +1
OFFENSE
Speed 40 ft.
Melee longsword +8 (1d8+2/19-20), or MW shortsword +9 (1d6+2/19-20), or pistol butt +9 (1d6+3), or dagger +8 (1d4+2/19-20)
Ranged MW pistol +10 (1d8+1/x4) or light crossbow +9 (1d8/19-20), or thrown dagger +8 (1d4+2/19-20), or spur rifle +6 (1d6/19-20)
Special Attacks rage (12 rounds/day), deeds, grit (3), accurate stance, powerful stance, distant barrage
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 12
BAB +6; CMB +8; CMD 22
Feats Catch Off-Guard, Exotic Weapon Proficiency (firearms), Gunsmithing, Morphic Nature, Point-Blank Shot, Precise Shot, Rapid Reload (pistol)
Traits Far-Flung Gladiator, Reactionary, Scholar of Ruins
Drawback Paranoid
Favored Class Barbarian (+0 hp/+5 skill)
Skills Acrobatics (5) +10, Bluff (1) +5, Climb (1) +6, Craft (alchemy) (3) +6, Craft (firearms) (3) +6, Diplomacy (6) +10, Intimidate (6) +10, Knowledge (dungeoneering) (6) +10, Knowledge (geography) (2) +3, Knowledge (local) (3) +6, Lore (Numerian ruins) (1) +4, Perception (6) +12, Sense Motive (1) +4, Sleight of Hand (3) +8, Survival (1) +7
Languages Common, Hallit
SQ fast movement, paranoid; Mythic Tier 1
Patron deity Kurgess
SPECIAL ABILITIES
Accurate Stance (Ex) +2 bonus on melee attack rolls and firearm attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.
Automatic Bonus Progression +1 resistance bonus to saves; +1 enhancement bonus to pistol; +1 enhancement bonus to masterwork studded leather armor; +1 deflection bonus to AC; +2 enhancement bonus to Wisdom
Catch Off-Guard (Ex) Has proficiency with improvised melee weapons. Unarmed opponents are considered flat-footed against attacks with an improvised weapon.
Crack Shot (Ex) When shooting a firearm while raging, add Dexterity bonus to damage rolled (+3).
Danger Sense (Ex) +1 resistance bonus on saves vs. traps, +1 dodge bonus on AC vs. traps, +1 Perception on surprise checks.
Deeds (Ex) Use Grit to perform special abilities with a firearm.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make touch attacks with firearms beyond first.
Deed: Gunslinger's Dodge (Ex) Use 1 grit, immediately move 5 ft to gain +2 bonus to AC or drop prone to gain +4 bonus to AC.
Deed: Quick Clear (Ex) With at least 1 grit, can clear firearm misfire as a standard action; Use 1 grit to clear as a move action.
Distant Barrage (Ex) (Mythic) As a swift action, can use 1 Mythic Power to make a ranged attack at highest attack bonus, with additional bonus of your Mythic Tier (+1). This attack is in addition to regular attacks. Ignore all cover and concealment other than total cover for this attack.
Far-Flung Gladiator (Ex) The non-proficiency penalty for using an exotic weapon is only –2.
Fast Movement (Ex) +10 feet to speed, unless heavily loaded.
Grit (Ex) 3/3
Gunsmith (Ex) Gains a pistol for free at L1, gains Gunsmithing as a bonus feat.
Hard to Kill (Ex) (Mythic) Automatically stabilize if brought below 0 hp. Death occurs at -2xCON hp (-28).
Morphic Nature (Ex) When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.
Mythic Power (Su) (Mythic) Has a reserve of Mythic Power equal to 3 + double Mythic Tier. (5/5)
Mythic Rage (Su) (Mythic) As a free action, spend 1 Mythic Power to gain 1/4 maximum number of rounds of rage (minimum 4 rounds).
Mythic Surge (Su) (Mythic) As an immediate action, spend 1 Mythic Power to add +1d6 as a bonus to any d20 roll, after the die has been rolled.
Paranoid (Ex) Others require a DC15 to use Aid Another action on you.
Primal Magnetism (Ex) Spend 2 rounds of rage to gain bonus of 1/2 barbarian level (+1) on Diplomacy checks wen dealing with tribal cultures.
Powerful Stance (Ex) +2 bonus on melee damage rolls and firearm damage rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.
Rage, Savage Technologist's (unchained) (Ex) (14 rounds/day; 10 remain): As a free action, gain 12 temporary hp, +2 bonus to melee attack rolls, melee damage rolls, firearm attack rolls, and Will saving throws. Fatigued for 1 minute when ended. Any Rage powers that normally affect thrown weapons affect firearms instead. (This modifies the standard Unchained Barbarian's Rage ability.)
Rapid Reload (Ex) Can reload a pistol with a bullet and powder as a move action, or with an alchemical cartridge as a free action.
Reactionary (Ex) +2 Trait bonus to Initiative checks
Scholar of Ruins (Ex) +1 Trait bonus to Knowledge (Dungeoneering) and Knowledge (Geography). Knowledge (Dungeoneering) is a class skill.
Sword and Gun (Ex) While raging and using a one-handed firearm in one hand and a light or one-handed melee weapon in the other, can make ranged attacks in melee with the firearm without provoking attacks of opportunity. Also gains the benefits of Two-Weapon Fighting, but only if all attacks are made with those weapons.
Weapon and Armor Proficiencies Simple weapons, martial weapons, firearms, light armor, shields (not tower shields)
GEAR
Weapons and Armor masterwork studded leather armor, longsword, 2 daggers, masterwork pistol (loaded), masterwork shortsword, light crossbow, hand axe, spur rifle (6 spurs).
Other Gear explorer's outfit, poncho, wide-brimmed hat, firearm bullets (30), crossbow bolts (20), 3 powder horns w/ 10 doses black powder each, 10 alchemical paper cartridges, gunsmith's kit, potion of keen senses, flint and steel, hemp rope (50 ft.), torches (4), waterskin, elixir of swimming
Treasure
1 gp, 9 sp, 6 cp
Nonstandard Equipment
Spur Rifle (Exotic ranged weapon)
Damage 1d6; Type Piercing; Critical 19-20/x2; Range 80 ft; Weight 6 lbs
Description: This alien ranged weapon somewhat resembles the stock of a heavy crossbow made of bone. It holds six organic thorn-like spurs in its chamber. It otherwise works the same as a repeating crossbow.