Zhatist

Zhatist

Zhatist VonHochSchlange Zierenberg; a Lord of the port city of Zierenberg

A slender tower of tightly packed muscle.The very essence of tall dark and handsome his broad shoulder speak silently of his eminence strength and his lithe build of his breath taking swiftness seeming almost to glide when he walks this very handsome fellow wares his head balds and face cleanly shaven always his thin eyebrows trace his large green golden specked eyes and fit his sharp angular face perfectly. High cheek bones and full lips coupled with chiseled jawline has made the recipient of lots of attention from daughters of the other royal houses he is a true specimen of what “pure Galavn blood can produce”.
Plaver: “N.P.C.”
Rank & O.C.C.: 6th Level Blood Inspector
Race: Galvan-Human”
Land of Origin:
Zierenberg, Galvan Republic

Citizenship: The Galvan Republic

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
HT Man: 6’4"
1/2: 12’3"
B: 23’4"
IQ 14 Save vs Magic +2 Strike +11
WT Man: 204lbs.
1/2: 1200lbs.
B: 2800lbs.
ME 20 Save vs Psionics +3 Parry +14
PPE 58 MA 13 Save vs Coma/Death +8% Dodge +16
HP 74 PS Man: 38
1/2: 38(S)
B: 38(S)
Save vs poison/disease +2 Roll +11
SDC N/A PP 28 Save vs H.F. +6 Pull +5
Level 6 PE 22 Save vs Mind Control 0 Initiative +3
Exp. N/A PB 20 Save vs Possession +1 Damage +19
Sex Male SPD Man: 29
1/2: 36
B: 49
Save vs Insanity +3 Critical 20
Birthday ?? AR-Nat See Lim. Invul. Disarm 0
HTH: Expert HF 15 (1/2; beast form) Attacks 6/5
Alignment Un-principled Trust/Intimidate N/A K.O./Stun N/A
Charm/Impress 50% Death Blow N/A
Marques: 580
Gold Coins: Circles <> Triangles <> Squares <> Pentagon 4
Gold Coins: Hexagon 3 Octagon <> Decagon 2
Marques: 140
Silver Coins: Circles 20 Triangles <> Squares 10 Pentagon 10
Silver Coins: Hexagon <> Octagon <> Decagon 3
Non-Monetary Items of value:
Gems <>


Weapons: Damage Notes
Short Bow 1D6 (+2) (24) Dwarf Made Arrow heads, +2 to damage
Falchion (2) 2D6 (+3) add Damage Bonus; Dwarf Made: +3 to damage, +3 to parry
Total Bonus: +8 to Strike / +11 to Parry / +7 to Throw / +19 (22) to Damage
Natural Weapons: Damage Notes
Bite – Man 1D6 None
Bite – 1/2 2D6 Power Bite (2 attacks) does double damage; Chance of inflicting lycanthropy
Bite – Beast 3D6 Power Bite (2 attacks) does double damage; Chance of inflicting lycanthropy
Constrict – Beast 4D6 add Damage Bonus; Requires a successful Pin/Incapacitate Roll on 15+ on a D20 (include your bonuses).
Physical Attacks: Damage Notes
Punch – Man 1D6 add Damage Bonus
Kick – Man 2D4 add Damage Bonus
Punch/Claw – 1/2 5D6 add Damage Bonus; Chance of inflicting lycanthropy
Tailstrike – 1/2 6D6 add Damage Bonus
Headbutt – Beast 2D6+3 add Damage Bonus
Tail Strike – Man 6D6 add Damage Bonus
Armor AR SDC Notes
Studded Leather 13 48 Improved SDC; -5% to swim, climb or prowl

Natural Abilities: Notes
Limited Invulnerability Impervious to most weapons, except silver and magic. Magic and Psionics do standard damage and holding silver has an effect of nausea. Getting hit by a silver weapon does double damage.
Shapechanging Power The myth is that a werebeast is human by day and beast by night but this is not true. The creature can shape change at will, day or night. The metamorphosis takes about 15 seconds (one melee round) and there is no limit to the number of times the creature can perform a metamorphosis or how long he can maintain that particular shape.
The three shapes are humanoid, Cobra (30% larger than normal), and its natural shape of half-humanoid & half snake.
Speech Speak in Animal form
Track by Smell 60% (+10% for blood scent)
Nightvision 600 feet (183 m)
Hold Breath 2D6 + 10 minutes
Bio-Regenerates 3D6 Hit Points per hour. Can re-grow a lost eye or tail within 1D4+2 weeks
Natural Magic Abilities See Below
Natural Psionic Abilities See Below
Special Powers:MAGIC P.P.E.: 58 Spell Strength:12
Spell Casting Lev Acq/Spell Book Lev Spell PPE Range Duration Save Notes
Metamorphosis: Human 1 Y 8th 40 Self or other by ritual 80min none **
Repel Animals 1 Y 4th 7 30ft immediate standard **
Death Trance 1 Y 1st 1 Self 19min none **
Trance 1 Y 4th 10 touch or with in 12ft 20min standard **
Befuddle 1 Y 2nd 6 100ft 8min standard **
Chameleon 1 Y 2nd 6 Self or others by touch 16min none **
Charismatic Aura 1 Y 4th 10 Self 24melees standard **
Distant Voice 1 Y ?? ?? Self ?? ?? **
Tongues 1 Y 6th 12 Self or others by touch 20min none **
Special Powers:PSIONICS I.S.P.: 49 Considered a major psionic
Psi – Power Lev Acq H/P/S/Su ISP Range Duration Save Notes
Remote Viewing 1 ?? ?? Self ?? ?? ??
Empathy 1 S 4 100ft 8min standard ??
Ectoplasm 1 P vapor6 solid12 55ft 16min ?? ??
Hypnotic Suggestion 1 S 6 12ft eye contact varies standard ??
See the Invisible 1 S 4 120ft 4min none ??
Mind Block 1 S 4 Self 40min none ??

MAGIC JEWELRY STATS NOTES
?? ?? ??
MAGIC WEAPONRY STATS NOTES
?? ?? ??
?? ?? ??
?? ?? ??

Weapon Proficiencies Level Acquired Strike Parry Thrown Notes
Archery One +2 +1 RoF: 4 Looses all bonuses and RoF is 1/2 when running & shooting, flying, riding on a moving animal/vehicle and unbalanced.
Range is Standard + 20ft./Lvl. of skill
Range Bonus: +80 feet.
Sword One +2 +2 +1 None
Paired Weapons: Swords One As W.P. As W.P. As W.P. 1. Strike and parry simultaneously. In other words, warriors skilled in paired weapons can often perform two actions for every one melee action/attack.
2. Twin, simultaneous strikes against the same target. Both weapons hit, but is considered ONE melee attack/action,(roll only once to strike). The defender can only try to parry one of the weapons in the parry! The other will strike, unless he too is using two weapons, or a weapon and a shield, and has the W.P.paired weapons skill.
3. Strike two different targets (or strike one and parry the other), simultaneously; both must be with in reach.
4. Parry two different attackers; one with each hand. Weapons are limited to the one-handed types and can be used in any combination; for example, two short swords, or short-sword and broadsword, sword and knife, mace and shield, etc. Two-handed weapons cannot be used as a paired weapon.
OCC Skills Base % Bonus Start Current Total %
Lang: Galvan 98% N/A 1 4 98%
Lang: Trade-Elven +55% +20% 1 4 +75%
Math: Basic +60% +20% 1 4 +80%
Prowl +50% +20% 1 4 +70%
Streetwise +32% +20% 1 4 +52%
Surveillance +45% +20% 1 4 +65%
Track Humanoids +40% +10% 1 4 +50%
Intelligence +42% +12% 1 4 +52%
Interrogation +35% +12% 1 4 +47%
Land Navigation +42% +10% 1 4 +52%
Literacy:Galven +45% +10% 1 4 +55%
W.P.:Archery N/A N/A 1 4 N/A
W.P.:Swords N/A N/A 1 4 N/A
HtH: Expert N/A N/A 1 4 N/A
OCC Related Skills Base % Bonus Start Current Total %
Pick Locks +45% +10 1 4 ??%
Locate Secret Compartments/Doors +30% +10 1 4 +40%
Heraldry 30%/35% +8% 1 4 38/43%
Horsemanship: General 50%/45% +0% 1 4 50%/45%
History: Galvan Rep. +45 +5% 1 4 +50%
Lang:Valgradian +55% +5% 1 4 +60%%
Detect Concealment +40% +10% 1 4 +50%%
(B) Detect Ambush +45% +10% 1 4 +55%%
(B) Forgery +35% +12% 1 4 +47%%
(B) Gymnastics
- Sense of Balance
- Parallel Bars & Rings
- Back Flip & Somersault
Base
- 30%
- 30%
- 40%
N/A 1 4 Tot.
- 45%
- 45%
- 55%
Camouflage +35% +5 3 4 +40%
?? ?? ?? 6 ?? ??%
?? ?? ?? 9 ?? ??%
?? ?? ?? 12 ?? ??%
Secondary Skills Base % Start Current Total %
Lore: Demons & Monsters +40% 1 4 +40%
Swimming ?? 1 4 ??%
W.P.-Pared Weapons:
Two-Swords
N/A 1 4 N/A
Wrestling N/A 2 4 N/A
Boxing N/A 2 4 N/A
Running N/A 5 ?? N/A
?? ?? 5 ?? ??%
?? ?? 8 ?? ??%
?? ?? 8 ?? ??%
?? ?? 11 ?? ??%
?? ?? 11 ?? ??%
?? ?? 15 ?? ??%
?? ?? 15 ?? ??%

Inventory
Name Count Location Description
Shoulder 1 worn About the size of a modern day messenger bag for a MacBook and supplies
Journal Book 1 Shoulder satchel 200 pages
Studded Leather 1 Worn Use of supernatural hides increase SDC. Made in stylized fashion for wearing at court
Weapons
Falchion 2 sheaths Dwarven made with serpent motiffs


~ Bio ~

The Zierenberger Family, was one of the first families given a ring though not because we thought they were pretty, or were envious but because we knew. We knew that the royal family were serpentine just as we were and the ring was more of a mutual offering of peace as was the sea side land that the Zierenberger line turned into such a prosperous city, though not without help from the crown. So as it was is as it always has been the crown silently backs or strongly considers any decision of the Honorable Lord Zanithen Zierenberger. So when he suggested that any known of there kin should be silently exported from the country the Crown stood behind such a decision, and over all it was beneficial to them above all, removing any with the power to appose their rule and thus the blood collectors were created. 20,000 years ago Lord Zanithen was the first blood collector and the first to hold the Ring of Legion allowing him to sire pure blood Galvan children until he saw fit to pass down his lands to a destined offspring. This is how Zhatist came to be born, to be a blood inspector, serpentine and the barer of the ring. He will also some day be the Lord of Zeirenberg. Though here is more to him then meets the eye or ear far beyond is secret blood there is the spirit of a leader a true leader, he secretly despises his forefathers for their subservience and believes and seeks to put and end to the charade and the games of thrones that they play. Secretly he has been dispatching serpentine underlings to seek out a fabled land of the Were-kind.
He seeks to reunite all of his kin for better or for worse and expose to the world what can be accomplished by those they consider nothing more than beasts.



Current picture from WOTC.

Zhatist

Regnum AZ_RUNE AZ_RUNE