About 'Xy Xy'A Shirren born on the world of Triaxus - their ancestors having settled on the planet sometime during the Gap. Xygriggex, known by the speech name 'Xy Xy' joined the Skyfire Legion at a young age, training with the Mercenary unit to protect their homeworld. When the Swarm invaded, Xy Xy joined the battles at the age of sixteen where they suffered several injuries causing their Chitin to be scarred from claw and acid and one of their antennae burnt half away. Character Sheet:
SFS # 34762-703
Reputation 6 Fame, 7 Global Reputation
Xygriggex or ‘Xy Xy’
--------------------
EAC 26, KAC 30 SP 80 HP 62 RP 10 Fort +8, Ref +8, Will +10 ; +2 Vs Staggered, +2 bonus to saving throws against inhaled poisons or other airborne toxins, +11 vs Radiation, +2 enhancement bonus to saving throws against spells, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. --------------------
Speed 30ft. Climb 30ft.
Defender Staccato Rifle, Surge 60’ +15 Vs EAC ; 2D10 + 8 ; Crit Deafen DC 18 Fort ; 40/2 ; Automatic (Don’t Hit Allies), Don’t Provoke AoO’s Static Arc Rifle 70’ +15 vs EAC ; D12 + 8 E ; Stun ; 40/1 Nil Grenade Launcher, Merc 60’ +15’ vs AC 5 ; Burst 15’ ; D6 ; DC 16 Reflex Defender Staccato Rifle, Pulse +15 vs EAC ; D10 + 8 ; Crit Deafen DC 16 Reflex ; 40/1; Automatic (Don’t hit allies), Ignore Concealment Space 10ft.; Reach 10ft.
--------------------
BAB: +8 Skills Acrobatics (8) +17
Hireling: Bluff +16, Diplomacy +16, Intimidate +16 Theme Knowledge: Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap. Starship-Combat Version of Skills
Feats: Toughness, Weapon Focus (Longarms), Mobility, Connection Inkling, Skill Synergy, Climbing Master, Shot on the Run (Combat), Languages Common, Shirren, Triaxian, Jinsul, Draconic Other Abilities BLINDSENSE: Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see. LIMITED TELEPATHY: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak. Individual Obsession (Mysticism) Shirrens delight in individuality and experience a rush whenever they exercise their free will. This has led to many shirrens developing an obsession that stems from their personal tastes and choices. Shirrens with this trait choose one skill at 1st level. The chosen skill becomes a class skill for them, and they gain a +2 racial bonus to checks with that skill. If the chosen skill is already a class skill at 1st level, they instead gain 1 additional skill rank at each level that must be invested into the chosen skill. Shirrens who gain the chosen skill as a class skill after 1st level don’t gain these additional skill ranks. Guarded Ward You focus on protecting a particular person or place, which becomes known as your ward. You must study a specific creature or a specific location (such as a building or starship) for 1 day to make it your ward. If your ward is a creature, you automatically succeed at checks to aid another with your ward when you are adjacent to them. If your ward is a location, you succeed at checks to aid another with anyone adjacent to you when you are both within your ward. You can change your ward by selecting a new one and studying it for 1 day. Armor Training You reduce the armor check penalty of armor you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. Guard’s Protection When an ally adjacent to you is damaged by an attack, you can use your reaction to intercede. You take half the damage, and your ally takes the other half. This has no effect on spells, and any conditions delivered by the attack apply to both of you. Efficient Upgrades By skilfully reworking your powered armor’s systems and making minor modifications to the chassis, you can fit more improvements onto the suit than its design ordinarily allows. You can add either one more armor upgrade to your powered armor than its normal maximum of upgrade slots, or one more weapon than its normal maximum number of weapon slots. At 12th level, you can have both one extra armor upgrade and one extra weapon simultaneously. Combat Gear Spellcaster's Aegis (Hybrid), Armour Upgrades Thermal Capacitor Mk1, - You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. Deflective Reinforcement, - Your armor grants you DR 5/— Endurance Module (Hybrid) - Ignore Fatigue - Spend Charge as reaction to downgrade exhaustion to fatigue Magical Items Environmental Dustwear: Gain Resistance 5 Acid Augmentation Mk1 Synaptic Accelerators (Wisdom) - Increase Wisdom score by 2 Mk2 Ability Crystal (Dex) - Increase Dexterity score by 4 Respiration Compounder - Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn’t protect you from other dangers of an airless environment. Dragon Gland, Wyrmling – Gain breath Weapon Prosthetic Arm(Possessed) Reduce Penalty for Full Attack by -1 Other Gear Trapsmith's Kit (+4 to Engineering and Mysticism to Disarm traps), Nanite Hypopen, Brown, 2x Serum of Healing Mk1, 2x Battery, Standard, 3x Battery High Capacity, 2x Serum of Healing Mk2 --------------------
Spells: 0 [DC 13, 2 Known]: Detect Magic, Stabilize 1st [DC 15, 2/Day, 1 Known]: Mystic Cure Gear Boosts: Nimble Juggernaut: Whenever you’re wearing armor (including powered armor), you reduce your total armor check penalty by 1 (minimum 0) and total speed adjustment by 5 feet (minimum adjustment 0 feet). The armor check penalty reduction increases by 1 at 7th level and every 4 levels thereafter. At 11th level, you reduce the armor’s speed adjustment by 10 feet (minimum adjustment 0 feet). These benefits stack with similar effects, such as from the guard fighting style’s 1st-level style technique. Sonic Resonance: When you hit a creature within 30 feet of you using a weapon in the sonic category, the sonic energy continues to resonate within that creature, giving it the flat-footed condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or to the centre of the explosion (your choice if multiple creatures are equidistant) is affected. --------------------
Ally: Elite Hireling (Sgt. Kissaktok, Ryphorian Skyfire Legionairre)
Bot Me:
[dice=Staccato Rifle vs EAC] d20 + 15 [/dice] for [dice=Sonic, Magic damage] 2d10 + 8 [/dice] Target Flat-footed for 1 round if within 30’, Don’t provoke AoO [dice=Powered Fists vs KAC] d20 + 12 [/dice] for [dice=Horacalcum, Bludgeoning Damage] d10 + 12 [/dice] [dice=Static Arc Rifle vs EAC] d20 + 15 [/dice] for [dice=Electricity, Non-Lethal] D12+ 8 [/dice]
|