Mask of the Mantis

Inspector Xagyg's page

519 posts. Organized Play character for Luke_Parry.


Full Name

Inspector Xagyg

Race

Ghibrani

Classes/Levels

Operative (Disciple) 6 | 48/48 SP |40/40 HP | 9/9 RP | Init +12 | Perc +17 | SM +16 | EAC 16 | KAC 17 | CMD 25 | Move: 50 ft; Fly 30' (Av) | F +4 | R +11 | W +10 |

Gender

Male

Size

Medium

Alignment

Lawful Neutral

Deity

Triune

Languages

Common, Ghibrani, Vesk, Azlanti, Aklo, Sylvan, Brethedan, Vercite, Akitonian, Castrovelian

Strength 8
Dexterity 22
Constitution 14
Intelligence 15
Wisdom 20
Charisma 10

About Inspector Xagyg

Starfinder Society Profile. Please use this link!

Combat Macro:
Trick Shot (auto if CR 13 or less).

Called, Holy, Ghost-Killer S-Band Scorchgun + Revealing Scope: [dice]1d20+14[/dice], for [dice]1d10+4+5d8[/dice] Fire damage.

It is also flat-footed against this attack, and until the start of my next turn.

Initiative: +13 (+6 Dex + 3 Operative Edge + 4 Improved Initiative)
Senses: 30' Blindsense(Vibration), Low Light Vision, 60' Darkvision, Perception +18
Speed: 50 ft

EAC: 22 (10 + 6 (Armor) + 6 Dex)
KAC: 22 (10 + 6 (Armor) + 6 Dex)

Upgrade Slots (1): Jump Jets

Stamina Points: 72/72
Hit Points: 60/60
Resolve Points: 10/10

DR 6/-

Fort: +5 Ref: +12 Will: +10

+2 bonus to saving throws against fear effects.

When you have the frightened condition, you can choose to fight rather than flee.

When you have the panicked condition, you don’t drop what you’re holding.

+2 circumstance bonus to Reflex saving throws against effects that would knock you prone.

+4 circumstance bonus to saving throws against effects that inflict the blinded or dazzled condition.

Combat:
Base Atk: +6; CMD: 30

+4 circumstance bonus to your KAC against bull rush, reposition, and trip combat maneuvers.

Ranged:
Called, Holy, Ghost-Killer S-Band Scorchgun (8): +14 to Hit; Dmg 1d10+4; crit - ; range 60 ft; ; Ammo 12/20 (1) Special: Stun

Thunderstrike Sonic Pistol (4): +14 to Hit; Dmg 1d8+4; crit Deafen; range 40 ft; ; Ammo 20/20 (2) Special: -

Melee:

Theme (Paranormal Investigator):
THEME KNOWLEDGE (1ST):
You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.

You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. You can abandon a case without solving it to take on a new one. If you do so, you take a –2 penalty to skill checks for 1 week.

ATTENTION TO DETAIL (6TH):
Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology. In addition, once per day, if you fail a Perception or Sense Motive check or a check in your field, you can re-roll the check and use the higher result.

Skills:
Skill Points per level: 8 (Class) + 2 (Intelligence) + 2 (Class)
Acrobatics +21 (+6 Dex + 9 ranks + 3 class skill + 3 Operative Edge)
Athletics +3 (+0 Str + 3 Operative Edge)
Bluff +14 (-1 Cha + 9 ranks + 3 class skill + 3 Operative Edge)
Culture +19*** (+2 Int + 9 ranks + 3 class skill + 3 Operative Edge + 2 Racial)
Diplomacy +13 (-1 Cha + 9 ranks + 3 Operative Edge + 2 Racial)
Disguise +2 (-1 Cha + 3 Operative Edge)
Intimidate +2 (-1 Cha + 3 Operative Edge)
Mysticism +19*** (+4 Wis + 9 ranks + 3 class skill + 3 Operative Edge)
Perception +19** (+4 Wis + 9 ranks + 3 class skill + 3 Operative Edge)
Piloting +21 (+6 Dex + 9 ranks + 3 class skill + 3 Operative Edge)
Profession(Conspiracy Theorist) +24 (+4 Wis + 9 ranks + 3 class skill + 3 Operative Edge + 4 (Kit) + 1 (Clothes))
Sense Motive +19* (+4 Wis + 9 ranks + 3 class skill + 3 Operative Edge)
Sleight of Hand +21 (+6 Dex + 9 ranks + 3 class skill + 3 Operative Edge)
Stealth +21 (+6 Dex + 9 ranks + 3 class skill + 3 Operative Edge)
Survival +19 (+4 Wis + 9 ranks + 3 class skill + 3 Operative Edge)

*+4 on Sense Motive checks when making Trick Attacks

**+3 on Perception checks to notice traps. Receive a free Perception check to notice traps when you pass within 10' of one.

***+4 circumstance bonus on Culture, and Mysticism checks to recall Knowledge.

Feats:
1st: Improved Initiative
1st (Class Bonus): Skill Focus: Culture
1st (Class Bonus): Skill Focus: Sense Motive
3rd: Steel Nerves
3rd (Class Bonus): Weapon Specialization (Basic Melee Weapons)
3rd (Class Bonus): Weapon Specialization (Small Arms)
3rd (Class Bonus): Weapon Specialization (Sniper Weapons)
5th: Enhanced Resistance (Kinetic)
7th: Connection Inkling - Stablize, Token Spell (At Will); Share Language (1/day, per 3 levels)
9th: Weapon Focus (Small Arms)
11th: Technomantic Dabbler
13th: Extended Telepathy

Racial Features:
Size and Type:
Shirrens are Medium humanoids with the shirren subtype.

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:
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.

Class Features:
Operative’s Edge (Ex):
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter (+3).
Detective Specialization (Culture & Sense Motive):
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialization Exploit:
You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites.
Specialization Skill Mastery:
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.
Trick Attack (Ex):
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter (5d8). You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Evasion (Ex):
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Operative Exploit:
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.
Quick Movement (Ex):
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.
Weapon Specialization (Ex):
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Debilitating Trick (Ex):
When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Uncanny Agility (Ex):
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Operative Exploits:
Nightvision (Ex) - 2nd:
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Trap Spotter (Ex) - 4th:
You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.
Glimpse the Truth (Ex) - 5th:
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.
Uncanny Mobility (Ex) - 6th:
When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.
Uncanny Shooter (Ex) - 8th:
Your ranged attacks with small arms do not provoke attacks of opportunity.

Equipment:

Ring of Sustenance (2925)
Mk I Ability Crystal (1400)
Mk II Ability Crystal (6500)
Holy (2300), Ghost-Killer (2300) S-Band Scorchgun (9350) + Revealing Scope (-)
Thunderstrike Sonic Pistol (-)
Harmonic Shrieking Knife (2180)
Battery (-) [0/20]
Battery (-) [20/20]
Battery (-) [20/20]
Battery (-) [20/20]
Battery (-) [20/20]
Battery (-) [20/20]
Battery (-) [20/20]
Battery (-) - Dedicated to charging the Holographic Sashimono
Battery (-) - Dedicated to charging the Enhanced Camera Scanner

Super-Capacity Battery (-) [80/80]
Super-Capacity Battery (-) [80/80]

Zeizerer Diffractor II (1200) + Jump Jets (-)

Romi's Comm Unit - Tier 3 Computer w/Hardened, Miniaturized*4, Range III, Self-Charging upgrades and built-in motion detector (-)

Holographic Sashimono (300)
Radiation Badge (100)
Starfinder Backpack (750)
Fire Extinguisher (15)
Fungal Computer (Tier 1) - (Basically just a glorified Kindle) - (55)
Library Chip (Culture, Mysticism) (500)
Burner Phone - Personal Comm Unit x10 (70)
(Head-mounted) Enhanced Camera Scanner (1375)
Tool Kit (Conspiracy Theorist) (20)
Profession Clothing (Conspiracy Theorist) (5)
Reconfigurable Clothing - Everyday; Formal; Party; Professional; Traveling (126)

Brain - Mk I Necrocortex (Necrograft) (200)

Eyes - Lightvision Shades (Cybernetic) (500)

Ears - Selective Ears (2830)

Throat - Wildwise (500) - Can you Diplomacy on Animals and Magical Beasts (Int 1 or 2).

Heart - Mk I Black Heart (Necrograft) (200) - Provides 2 days' worth of environmental protection.

Lungs - Pressurized Lungs (Biotech) (130) - You can hold your breath for up to 1 hour and are immune to the normal environmental effects of being in a vacuum.

Spinal Column - Mk I Moonlight Fibres (Necrograft) (200) - Reaction. Reroll a failed Reflex saving throw. You are then Staggered for 1 round. 1/day.

Endocrine - Mk I Undead Adrenal Gland (Necrograft) (200) - Move action. Immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning, for 1 minute. 1/day.

Skin - Glass Skin (Biotech) (2000) - Once per day, you can spend 1 Resolve Point to become temporarily invisible (as the invisibility spell) for up to 1 minute.

Arm/Hand -

Arm/Hand - Restraining Spinneret (Biotech) (330) - Melee attack (using Dex) against their EAC. If you hit, your target gains the entangled condition for 1d4 rounds. Ending the entangled condition requires the target to succeed at an Acrobatics check or Strength check as a move action (DC = 10 + half your level + your Dexterity modifier). Recharge when you spend Resolve to regain Stamina, or by spending 1 Resolve.

Legs / Feet - Basic X-Legs (Cybernetic) (4295)

Credits: 498

The Deepening Conspiracy:

The Good Doctor Suffered For Us.
She Liberated Us.
She Sought Righteous Glory.
But She Found An Even More Glorious Truth.
Pain Is Our Friend.
Pain Makes The World Alive.
Pain Is Pleasure.
Pain Is Pleasure.

Ulrikka abandoned the asteroid D-334H in 275 AG, then another company bought out the asteroid 293 AG—the company is known as Eclipse Innovations. Eclipse sold it again in 297 AG to a company called Vercara Holdings. Vercara held the asteroid for another four years before Paradise Resorts bought it and began building New Elysium; the construction finished five years later.

Confirmed: Vercara Holdings is indeed indirectly owned by Eclipse Innovations. 


Eclipse Innovations is a large yet relatively unremarkable research company—based in the Vercite city of Cuvacara—that specializes in diverse technological and magitech inquiry and application.

A Verthani man, dressed like an executive, fled the complex as we arrived, saying that he couldn't stay for the beta-test, as he had 'business' on Verces...

The 'Keys to Elysium' App (Designed by Eclipse Innovations) is a beta-test for a larger deployment of similar tech on Verces...

Whatever this 'mania' is, it is spreading - lots of guests, and even the staff, appear to be suffering (with audio/visual hallucinations)...

Keys has infected my comm unit - it doesn't *want* to be separated from its 'owner'; it can exert some subconscious hold over them...

When I realised this, and tried to warn the others, things got *really* weird...

The screen of my comm unit turned to static as various Abyssal runes and symbols with sharp angles overwhelmed the screen, cycling so rapidly I didn't have a chance to process them or decipher them.

After that, every electronic device in my room went haywire, appearing to leak blood, or show the same abyssal runes. In the middle of it all was something akin to a skinless child, with wickedly sharp claws. It seemed to have a fetish for pain, and certainly seemed to know what had been happening to other people around here. It really knocked the wind out of me, but I was able to quickly analyse it, and confirm that it *was* real!

Keys to Elysium is a Hybrid Magical Item, but this fact has been hidden - it only detects as being technological.

Keys to Elysium has altered a bit of the host comm unit’s firmware to receive a constant, low-grade signal.

The signal is coming from somewhere deep in the old mining tunnels, beneath the resort.

It turns out *that* signal was just a relay, and the *real* signal was coming from the Resort's mainframe.

Paradise Resorts allowed Eclipse Innovations to automate the facility 4 years ago.

We discovered a program designed to receive a signal and distribute it.

We also discovered the following:

“Beta-test for the Penumbra Protocol—codenamed “Keys”—greenlit by Kaeon Rhyse; necessary backing and encouragement provided by benefactor who wishes to remain anonymous.

“Beta-test hit multiple complications—the program did not take effect until 24 hours after the initial startup. From there the program ran exactly as expected—further testing may be required, however debugging has concluded sufficiently that phase 2 is expected to be ready within the week. Awaiting confirmation from Cuvacara HQ.”

Kaeon Rhyse is the Vice President of Software Engineering for the Vercite company, Eclipse Innovations, and is the Verthani businessman we saw leaving the Resort at the start...

Alternate Build:

Explorer (12BP)

Signal Booster Drift Engine (15BP)

M12 Thrusters (16BP, 80PCU)

Superior Shields 600 (40BP, 160PCU)

Power Core (Nova Ultra) (30BP) - 300 PCU

Mk 1 Tetranode Computer (4BP, 10 PCU)

Budget Long Range Sensors (6BP)
Luxurious Crew Quarters (5BP)

Upgraded Weapon Mount (Turret, Light to Heavy) (6BP)
Extra Light Weapon Mount (Turret) (5BP)
Upgraded Weapon Mount (Turret, Light to Heavy) (6BP)
Twin-Linked Persistent Particle Beam (Turret) (62BP, 80 PCU)

Extra Light Weapon Mount (Turret) (5BP)
Laser Net (Turret) (9BP, 10 PCU)

Extra Light Weapon Mount (Forward) (3BP)
Laser Net (Forward) (9BP, 10 PCU)

Extra Light Weapon Mount (Aft) (3BP)
Laser Net (Forward) (9BP, 10 PCU)

Power Core Housing (10BP)
- Pulse Grey (10BP, -100 PCU)
Hydroponic Garden (5BP)

270/270 BP (used); 360/400 PCU (used)

Stains:
1) Deadened Emotions: Can't benefit from morale bonuses
2) Extra damage whenever you take a hit
3) Maximum hit points reduced by 1 per level, and whenever knocked unconscious by a critical hit, reduce your maximum hit points by a further 1 per level