Thkot Tal

Grix Krizvit's page

220 posts. Alias of Cellion.


Full Name

Grix Krizvit

Race

Shirren

Classes/Levels

Mystic 2 | SP 14/14 HP 18/18 RP 5/5 | EAC 13 KAC 14 | F +1 R +2 W +7 | Init +6 | Perc +9 | Spells Avail:: L1(1/3)

Gender

Male

Size

Medium

Age

17 years

Alignment

CN

Strength 10
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 18
Charisma 8

About Grix Krizvit

Grix Krizvit
'Khirixh'
Male Shirren Mystic 2
CN Medium Humanoid (Shirren)
Init +6; Senses blindsense 30ft; darkvision 60ft; Perception +9
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Defense
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KAC 14, EAC 13
HP 18, SP 14, RP 5
Fort +1, Ref +2, Will +7
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Offense
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Base Atk +1
Speed 30 ft.
Melee
--
Ranged
Semi-Auto Pistol, Tactical +3 (1d6 P) (cap:9/1 / rng 30ft)
Tracked Abilities:
1/day - Healing Touch (10 mins to heal 5hp/mystic level to one creature)

Mystic Spells Known:
Level 0 (inf/day)
Detect Affliction
Token Spell
Detect Magic
Telepathic Message
Stabilize

Level 1 (3/day)
Command
Fear
Detect Thoughts
Mystic Cure


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Statistics
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Abilities:
Str 10 Dex 14 Con 13 Int 10 Wis 18 Cha 8

Feats:
Improved Initiative: +4 to INIT {SFS CRB}

Theme:
Spacefarer (+1 CON):
Theme Knowledge: Reduce the DC of Physical Science checks to recall knowledge about new worlds or features of space by 5. Physical Science is a class skill. {SFS CRB}

Skills:
(6 points/lvl, ACP -0)
Acrobatics +2
Athletics +0
~Bluff -1
Computers --
~Culture +7 (||)
~Diplomacy +7 (||)
~Disguise -1
Engineering --
~Intimidate +4 (|)
~Life Science +4 (|)
~Medicine +4 (|)
~Mysticism +9 (||)
~Perception +9 (||)
~Physical Science --
Piloting +2
~Profession (?) +0
~Sense Motive +8 (|)
Sleight of Hand --
Stealth +2
~Survival +4

Languages:
Common, Shirren, Lashunta.

Equipment:
Combat Gear
Tactical Semi-Auto Pistol, Second Skin (w/ Infrared Sensors).
Ammunition Loaded
Small Arm Rounds 9/9 (Tactical Semi-auto pistol)
Other Gear
Small Arm Rounds (x30), Personal Comm, Common Backpack, Travel Clothes, Everyday Clothes, 50ft titanium cable, Flashlight, Starstone compass, Healing Serum Mk 1 (x2).
Credits:
752 cred, 100 UPB.
Weight
1.6 / 5(encumbered)

Racial Capabilities:
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.
Communalism: 1/day if you have an ally w/in 10ft, you can roll a single attack roll or skill check twice and take the higher result.
Cultural Fascination: +2 racial bonus on Culture and Diplomacy.
Limited Telepathy: Communicate telepathically with creatures within 30ft.

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TRACKED RESOURCES
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See stat line above.
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Special Abilities
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Connection: Overlord Bonus Spells: 1st-Command, 2nd-Hold Person, 3rd-Suggestion, 4th-Confusion, 5th-Dominate Person, 6th-Mass Suggestion.
Connection Skills: Diplomacy and Intimidate
Inexplicable Commands (Su): When one of your mind-affecting charm or compulsion spells or spell-like abilities ends, the target loses all memory that it was magically controlled or influenced. That creature still remembers the actions it took, but may be confused by them.
Healing Touch (Su): 1/day by spending 10 minutes you can heal an ally for 5HP/mystic level.

Character Fluff:
Appearance: A spindly shirren with a mottled grey and black carapace. His antennae are similarly grey and exceptionally long. His outfit of browns and blacks is made of a hodge-podge mix of synthetic and natural fabrics. The vest is covered in tiny silvery-metallic badges, each inscribed with a different name. His overalls are covered in a number of utility pockets and stuffed with various superstition-enabling accouterments, from dowsing rods, to packets of salt, to Aucturan soil-sachets.

Background: After being repeatedly spurned in both love and gainful employment, Grix decided to head out to the stars. He was enamored with the idea of becoming a space pirate, stealing from the rich and giving to the poor. When he finally managed to secure a spot on one such pirate vessel, his fantasy life among the stars was quickly smacked in the face by reality.

The 'Pisces Ten' was an old vessel, much in need of repair, and the pirates that manned it were a rowdy and desperate lot. They certainly destroyed and stole, but they never gave back anything. Instead, they spent their meager successes on bribes, patches for their aging starship, and of course, debauchery. Grix was initially dismayed, but quicker than he expected he found himself warming up to the crew and their life. Despite their difficult life they had a solid bond between them, a loyalty that matched that of the closest family.

For their part, the crew and their captain 'Saryx Barthell Fairweather' initially endured the idealistic Grix. With the passing of the years they opened up to him, and eventually he found himself embraced as one of them. They shared with him their belief in the goddess of pirates, Besmara, and their various eccentric superstitions. He inevitably picked these up, holding the beliefs as staunchly as anyone else.

His life on the Pisces Ten came to an end on an unremarkable day. A massive space leviathan phased in near their ship, entering from the shadow plane. This tremendous creature was known as the BLACK BLOT. The reason for its name was immediately obvious as the stars on the starboard side suddenly vanished. They were covered by an inky, dripping, sagging blackness that rushed in towards the ship. Grix's family died swiftly; it was over in less than a blink of an eye. As the BLOT pulled in for a second bite, Grix prayed to Besmara for deliverance. Not only for himself, but for all those on the ship. She answered him by demanding he send the beast away. And... he did.

He Commanded the BLOT to leave and in a seeming miracle it faded back into the shadow plane.

He spent a few urgent minutes searching for other survivors. There were none. Not a single one of the escape shuttles were missing. He loaded himself into one, cast off from the now-derelict Pisces Ten, and shed the rest of his lifetime of tears on his way to Triaxus.

It has now been six months since then. Long enough to plan revenge against the BLACK BLOT. Long enough to hear of the Starfinder Society and its bountiful resources and capable agents. Long enough to forget the horror and dream of deliverance. Grix now flies Besmara's banner and hopes to raise a crew of his own to slay the beast that he once turned away.

Personality: Superstitious and wary, Grix is primarily motivated by the idea of raising up a raiding crew and taking down the BLACK BLOT, the legendary space leviathan that destroyed his space-pirate family. He is determined and exceptionally loyal to his allies, even in the face of danger or the authorities. Like many of his race, he gets a thrill out of making mundane decisions, though none more so than making decisions for others. His mental mastery is therefore a double edged sword, sometimes using it and choosing what others should do is distractingly enjoyable.