The Plagued One

Colony Zivix's page

1 post. Alias of kamenhero25.


Race

Spathinae Colony Mystic 1 | SP: 6/6, HP: 9/9 | RP: 4/4 | EAC: 12, KAC: 13 | Fort: +0, Reflex: +1, Will +5 | Init: +1, Perc: +7| Blindsense (Vibration) 30 ft., Darkvision 60 ft. |

Classes/Levels

Spells: 1st: 3/3 | Ammo: 20/20

About Colony Zivix

Agender Spathinae Colony Xenoseeker Mystic 1
NG Medium Monstrous Humanoid
Deity: Hylax Faction: Wayfinders
Init: +5 Senses: Blindsense (Vibration) 30 ft., Darkvision 60ft., Perception +7

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KAC: 13 (+2 Armor, +1 Dex)
EAC: 12 (+1 Armor, +1 Dex)
HP: 9 SP: 6 RP: 4
Fort: +0 Reflex: +1 Will: +5

Defenses:
Spathinae Defenses
A spathinae colony has a +2 racial bonus to saving throws against bleed, critical hit effects, paralysis, sleep, and stunning. An effect that states it has a greater effect on swarms works on a spathinae colony as if they were a swarm. However, the swarm defenses universal creature rule does not apply to spathinae colonies.

Swarm Flexibility
A spathinae colony has compression and gains a +4 racial bonus to KAC against bull rush, grapple, reposition, and trip combat maneuvers. In addition, the colony can always take 10 on the escape and tumble tasks of the Acrobatics skill and gains a +4 racial bonus to Acrobatics checks for those tasks.

Verminlike
For effects targeting creatures by type, a spathinae colony counts as both monstrous humanoid and vermin (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The spathinae also gains a +2 racial bonus to saving throws against mind-affecting effects.

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Speed: 30 feet; Fly: 20 feet (Average)
Melee: Survival Knife +1
Damage: 1d4 S, Critical: -
Special: Analog, Operative
Ranged: Azimuth Laser Pistol +1
Damage: 1d4 F, Range: 80 ft., Critical: Burn 1d4
Capacity: 20, Usage: 1

Special:
Healing Touch
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Steady Psyche
You can draw some of another creature’s mental dissonance into your mind to help steady their psyche. As a reaction, when a creature within 30 feet of you attempts a saving throw against a mind-affecting effect, you can also attempt the saving throw. If you succeed, you grant that creature a +2 divine bonus to the saving throw. You can use this ability again only after 1 minute has passed, unless you spend 1 Resolve Point to use it sooner.

Mystic Spells Known (CL 1st)
1st-level (3/day) - Charm Person, Mystic Cure, Share Language
0-level (At-Will) - Daze, Detect Magic, Psychokinetic Hand, Telepathic Message
Connection: Hive Mind

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Str: 10 0
Dex: 12 +1
Con: 10 0
Int: 12 +1
Wis: 16 +3
Cha: 13 +1
BAB: +0

Feats: Improve Initiative
Skills:
Bluff +5 (1 rank)
Culture +5 (1 rank)
Diplomacy +5 (1 rank)
Life Science +6 (1 rank, +1 theme)
Mysticism +7 (1 rank)
Perception +7 (1 rank)
Sense Motive +7 (1 rank)
Languages: Common, Shirren, Spathinae

Special:
Shapable
Given 1 minute, a spathinae colony can alter their shape. The colony can form and control up to four limbs. If the spathinae colony loses a limb, they can use this ability to “regrow” the limb. At least two of these limbs must be used for locomotion, or the colony’s land speed is reduced by 10 feet. If the colony has multiple limbs that operate like arms and hands, they can hold more objects at the ready, but they can’t make additional attacks. A spathinae colony can alter their shape to use armor and gear normally designed for almost any Small or Medium creature. However, a spathinae colony wearing armor not adjusted for them or powered armor can use neither their swarm flexibility ability nor the colony’s natural fly speed.

Theme Knowledge
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

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Gear: Survival Knife, Azimuth Laser Pistol, Second Skin, Datapad, Industrial Backpack, Standard Battery
Credits: 165

Backstory:
Zivix was formed on the planet Ikirit, a spathinae colony world in the Vast not far from the borders of Pact World's space. Formed when several small groups of individuals broke off from a group of friendly colonies a bit less than two decades ago, the members of the colony were always of the inquisitive and insightful sort. The colony's natural mental capabilities helped the open their mind and connect with other colonies, making them a natural disciple of their small temple to the Forever Queen. Their acolyteship lasted only a short time before one of the priest colonies received a vision from their goddess, alerting them to the impending arrival of more of her servants. Soon after, a group of Starfinders led by a shirren arrived on an expedition from a nearby Drift Beacon, bringing their people into contact with the Pact Worlds for the first time.

Zivix was immediately fascinated with the new arrivals. Even the shirren, who had once been part of a larger mind, were singular beings. They had no collective conscious or ability to intermingle themselves, nor the ability to shares parts of themselves directly with their fellows. The strangeness of how these beings lived became a near obsession for the colony and they spent a great deal of time studying with the newly arrived Pact Worlders. When they left, Zivix elected to return with them, intending to join the Starfinders in exploring the universe and meeting new cultures. Unfortunately upon their return, they discovered that a much larger expedition to the Scoured Stars had vanished and most of the Society's resources with it. The colony's arrival was welcome to replenish their ranks, though perhaps a bit overwhelming for the new arrival to the Pact Worlds and to interacting with singular beings.