Red Mantis Assassin

Gryggax's page

109 posts (116 including aliases). No reviews. No lists. No wishlists. 3 aliases.


Race

Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

About Gryggax

Gryggax

LN Shirren Mystic Ace Empath 3

Deity: Empath of Hylax

Per: +11
Init: +3

F: 2
R: 4
W: 7

EAC: 15. (+3,+3)
KAC: 17. (+4,+3)

HP: 18 (6)
SP: 21 (6+1 CON)

RP: 6

Str. 10.
Dex 17 +1 theme (+3)
Con. 13 (+1)
Int. 10
Wis. 20 (+5) (key) (Biotech)
Cha. 8 (-1)

BAB:+2

KAC v. Maneuvers: 25

Creds: 509

Offense:
Laser rifle, azimuth +5, 1d8+3 burn (425)
Club +2, 1d6 B
Autotarget rifle +5, 1d6+3 P
Mind Thrust 2d10
Wymling Gland 3d6 Fire

Ammo: Battery 20/20 (60)
Clips. 100/100

Defense:
Carbon Skin

Feats: Longarm Proficiency, Weapon Specialization, Versatile Weapon Specialization

Skills: (6/6 ranks)

Piloting. +9 (+3C,+3Rank,+3md)
Culture +7 (+2 rac,+3C,+2r,0md)
Diplomacy.+7 (+2 rac,+3C,+3ranks,-1m)
Life science +6 (3C,3Rank,0md)
Medicine+4. (3C,1Rank)
Mysticism +9 (3C,5Mod,1Rank)
Perception +11 (3C,5Mod,3rank)
Survival +9 (3C,5Mod,1rank)
Sense Motive+9 (3C,5Mod,1rank)

Future Skills?:

Bluff +2
Intimidate +2
Disguise +2
Profession:
(Military Chaplain) +4

Spells: DC 16

0-level:(6/6) Daze, Detect Magic, Telekinetic Projectile 1d6,
Psychokenetic hand, Grave Words, Ghost Sound

1st level: (6/6), 5 known DC16
Detect Thoughts ,
Mind Thrust ,
Mystic Cure 1d8+4 healing
Fear
Reflecting Armor

other Gear:

Industrial Backpack (25)
Everyday clothing (1)
Personal comm (7)
Medkit, basic (100)
Flashlight (1)
Gill Sheath (95) Breathe Underwater
Mk 1 Serum of Healing

Languages: Common, Shirren

Connection Powers:

Empath:

1st spell: Detect Thoughts
2nd spell: Zone of truth

Empathy (Su) 1st Level
As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1
minute.

Greater Mindlink
You can use your mindlink ability on the same creature as many times per day as you wish, and the communication can be both ways, though the maximum of 10 minutes of communication per round still applies.

Weapon Specialization add your character level to damage with one type of weapons, (Longarms)

Racial 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 flat-footed against attacks from creatures it can’t see.

Communalism

Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

Cultural Fascination

Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.

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.

Special Abilities:

Theme Knowledge (1st)

You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle Models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Healing Touch

Once per day, spend 10 minutes to heal an ally 5 points per mystic level.

Channel Skill+1

You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter. (Perception and Sense Motive)

Mindlink

You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

Background:

Gryggax is the offspring of a prominent diplomat on Castrovel whose past includes the development of a pacifist community of Shirrens that shun the ways of the Formians. Revenge and resentment were the motivators behind Gryggax's current reality, but he was not the intended target.

At a recent banquet held in honor of the anniversary of the community founding, Gryggax accidentally consumed a concoction that was intended for his father, placed there by an operative hired by a Formian group.

Gryggax remembers a euphoric feeling and being compelled to take a walk. He doesn't remember leaving the security gates and entering into the jungle.

When he finally regains consciousness, he panics as he cannot remember anything about himself. A wooden club is inscribed in Shirren with the name "Gryggax" on it. In his bag was a note from the Starfinder Society inviting him to meet his contact at Absalom Station to claim his spot in their organization. He also clutches a rifle and a pack that he can't remember seeing before.

He is currently rubbing a sore area behind his head and wondering where this rifle and pack came from as he rides in a transport en route to Absalom Station.

Personality:

Gryggax is an easygoing, dry-witted and calm-mannered Shirren. If he were to recall his memories, he would remember that he is a largely a pacifist, but with a duty to protect the community. He seeks to solve problems through mediation, but has been trained to defend his family and friends.

Before the incident, Gryggax was an apprentice to the community shaman, trying to harness the mystical powers that he discovered at a young age. He will have no idea how he came to possess the rifle or even how he has proficiency with it.

The inspiration for Gryggax:

The name Gryggax is an obvious homage to Gary Gygax, but the character itself is a somewhat complex creature influenced by some of my favorite literary and cinematic portrayals. First, Kafka's Gregor Samsa from Metamorphosis, then Goldblum's character from his role in the 1980's remake of the Fly. I added a bit of naivety of C3P0 as well as some of his insecurities and annoyances. The amnesia seemed to be a fun gimmick to exploit throughout the campaign. Honestly, I don't know why I am sharing this stuff. I just suddenly felt compelled to do so.