Wednesday, February 22, 2017

Korrin, the Iconic Psychic

Playing Korrin
     While more intelligent than nearly everyone around you, you don’t rub it into their faces. A life on the streets showed you that people like that didn’t live for very long. Allies are a requirement for survival, but you know that today’s ally could become tomorrow’s enemy.


Character Sheet
Korrin                            CR 1/2
Human Psychic              XP 200
Humanoid (human)        CG
Init +0; Senses  Perception +5
Defense
AC 10, touch 10, flat-footed 10
hp 9 (1d6+3)
Fortitude +2, Reflex +1, Will +5
Offense
Speed 30 ft.
Melee quarterstaff     -1 to attack      1d6-1     *2 critical
Ranged heavy crossbow      +0 to attack     1d10         19-20/*2 critical
Special Attacks dark half (5 rounds/day)
Psychic Spells Known (CL 1st; concentration +6)
     0 (at will; DC 15)-ghost sound, grave words, light, telekinetic projectile
     1st (5/day; DC 16)-detect thoughts, mind thrust I, ray of enfeeblement (DC 17)
Tactics
During Combat If possible Korrin avoids direct conflict, preferring to lose potential enemies in the maze of Argoport’s streets. When combat is unavoidable, he relies upon his spells to drop enemies before they can get close to him.
Statistics
Str 8, Dex 10, Con 14, Int 20, Wis 12, Cha 15
Base Attack +0; CMB -1; CMD 9
Feats Iron Will, Disciplinary Devotee
Skills Bluff +6, Diplomacy +6, Knowledge (arcana) +9, Knowledge (local) +9, Linguistics +9, Perception +5, Sense Motive +5
Languages Common, Gnome, Dwarven, Elven, Orc, Halfling, Koup’irola
Traits Deft Dodger, Wanderer’s Shroud
SQ phrenic pool (3), psychic discipline (abomination), [phrenic amplification (overpowering mind)
Gear heavy crossbow, quiver with 20 bolts, quarterstaff, commoner’s clothes, silk rope, psychic’s kit (backpack, bedroll, belt pouch, flint and steel, prismatic crystal, 10 torches, 5 days trail rations, waterskin), and 22 gp.

Backstory
It is known on the streets of Argoport, that a child born with eyes of two different colors has been cursed by the gods. So when Korrin was born with an eye of crimson and an eye of blue, his mother threw him away. Despite this, he managed to beat the odds and was taken in by a homeless woman that raised him as her own. Until Korrin was four and his adopted mother was killed by a customer that didn’t desire to pay for the services of a homeless whore.
     Thus began Korrin’s new life, one where he had to look out for himself. He already knew who to avoid and who could be trusted to give fair deals for the few coins that he could find. He knew to avoid halflings that had a particular walk, to avoid the well-dressed individuals with a powerful gleam in their eyes.
     It was during an encounter with one such individual that something awoke within Korrin. Or rather, someone. An elf man was swinging a pocket watch in front of Korrin’s eyes, whispering words that penetrated deep into his mind. Then, something from within Korrin’s mind lashed out, striking the elf’s mind. Dropping his pocket watch, hands flying to his temples, the elf screamed as blood poured from his nose and ears.
     The scream, and the dark, echoing laughter in his mind, snapped Korrin out of his trance. Keeping enough presence of mind to grab the expensive pocket watch to fence later, Korrin fled the screaming elf.
     The voice explained to Korrin that it was everything that Korrin could be. It was powerful, it was ruthless, it was strong. For the time being, Korrin was too weak for it to take control of their shared body. To fix that, it would teach and train Korrin in the oldest form of power there is: the magic of the mind.
     Thus began Korrin’s training. The mind that shared Korrin’s body took the name Nirrok, as it was everything that Korrin wasn’t. For protection, Nirrok had Korrin join a street gang. That gang was called the Dockside Sharks, in the district of Argoport called the Crab Docks due to the frequent presence of koup’ira merchants.
     For years Korrin ran messages for the Sharks, and when he was twelve he received the tattoo that marked him as a full member: a shark across his upper back. That night however, Nirrok made some alterations. When Korrin awoke, the tattoo had changed: a tentacle fish with red eyes was locked in battle with a different kind of shark, one with a long protrusion on top of its head.
     Until now Korrin had kept his power and training secret from the Sharks, something made easier by the lack of verbal and somatic components to his spells. When Nirrok told Korrin about the “improvements” made, he ran. But, one does not just leave the Dockside Sharks. To this day, Korrin’s old handler keeps an eye out for the scrawny one that ran away.
     Korrin managed to maintain a low profile afterwards, continuing to train his mind and his powers. He made contacts in almost every part of the city, places that he can go to lay low or trade favors.

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