Svetocher

Xio's page

146 posts. Alias of rutaskadis.


Full Name

Xio

Race

Genderfluid Astrazoan

Classes/Levels

Operative 1 / Envoy 8 | Init +4 Perception +13 (Darkvision) | SP 54/54 HP 58/58 RP 9/9 | EAC 21 KAC 22 | Fort +5 Ref +11 Will +8 |

About Xio

Xio
Astrazoan Operative 1 / Envoy 8
CN Medium Aberration
Init +4 ; Perception +13 (Darkvision)

Str 10 (0); Dex 16 (+3); Con 10 (0); Int 14 (+2); Wis 11 (0); Cha 21 (+5)

SP 54 HP 58 RP 9
EAC 21 KAC 22
Fort +5 Ref +11 Will +8
+2 against mind affecting

Speed 30 ft.

Dueling Sword (Corpse Fleet), Converted +6 (1d8+9 S)
Decoupler, Pusher +9 (1d6+4 A Critical Demoralize)
Corona Laser Pistol +9 (2d4+4 F Critical Burn 1d4)

Trick Attack +1d4

Skills:

Acrobatics +16 (9)
Bluff +22 (9)
Computers +8 (2)
Culture +9 (3)
Diplomacy +18 (9)
Disguise +20 (9) +30 if disguised as an aberration or humanoid, +2 circumstance bonus if the use of the Vocal Modulator also helps your disguise (at the GM’s discretion).
Engineering +12 (6)
Intimidate +18 (9)
Perception +13 (9)
Sense Motive +13 (9)
Sleight of Hand +17 (9)
Stealth +16 (9)

Outlaw Features:

Theme Knowledge: You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Legal Corruption: Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble—as long as you’re willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits × your character level and 10,000 credits × your character level.

Class Features:

Envoy

Expertise: You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.

Skill Expertise: At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguis e(Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

Expertise Talent: At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise.
You gain an expertise talent at 3rd level and every 4 levels thereafter. With the exception of additional skill expertise, these talents require you to have expertise in the skills they affect, as indicated in parentheses after the talent’s name.

Operative

Operative's Edge: 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.

Specialization (Spy : Bluff and Disguise): Your specialization represents your primary area of expertise. Pick one operative specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat 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).

Trick Attack: 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. 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.

Racial Features:
Change Form: As a standard action, an astrazoan can physically alter their form to look like any Medium creature, as long as they have seen a similar creature before. They can attempt to either mimic a specific creature or look like a general creature of the chosen type. The astrazoan gains a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of the astrazoan’s Disguise check is not modified as a result of altering major features or if they disguise themself as an aberration or a humanoid (though the DC is still modified if the astrazoan attempts to disguise themself as a different creature type). The astrazoan can remain in an alternate form indefinitely (or until they take another form).

Compression: An astrazoan can move through an area as small as one-quarter their space without squeezing or one-eighth their space when squeezing.

Darkvision: Astrazoans can see up to 60 feet in the dark.

Many Forms: For effects targeting creatures by type, astrazoans count as both
aberrations and humanoids.

Rapid Revival: Once per day, when an astrazoan takes a 10-minute rest to regain Stamina Points, they can additionally recover Hit Points as though they had taken a full
night’s rest.

Envoy Improvisations:

Level 1
Clever Feint [sense-dependent]: As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.

Level 2
Inspiring Boost [language-dependent, mind-affecting, sense-dependent]: As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Level 4
Dispiriting Taunt [language-dependent, mind-affecting, sense-dependent]: As a standard action, you can taunt an enemy within 60 feet.
Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target until the end of your next turn. If you succeed, that enemy is instead shaken until the end of your next turn. This is an emotion and fear effect.
At 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success.

Level 6
Clever Attack: You can make an attack that throws your enemy off-balance.
As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.

Level 8
Don't Quit: As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.

While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.

At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.

At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.

Skill Expertise:

Expertise Die 1d6+1
Sense Motive
Disguise
Bluff

Expertise Talents:

Cunning Disguise: When you attempt an initial Disguise check, you can forgo rolling your expertise die. Instead, the first time a creature would pierce your disguise with a Perception check, treat its result as if it had rolled a natural 1 on its Perception check. This benefit applies only once per disguise. At 9th level, this ability also applies against the second creature who pierces your disguise.

Convincing Liar: When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.

Feats:

Level 1
Veiled Threat: You can be so subtle not even the people you threaten are entirely sure you threatened them.
Prerequisites: Cha 15, Intimidate 1 rank.
When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.

Level 3
Great Fortitude: You gain a +2 bonus to Fortitude saving throws.

Bonus : Weapon Specialization (Basic Melee Weapons, Small Arms) : Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Level 5
Fast Talk: You can baffle a foe with chatter to disguise the start of battle.
Prerequisites: Bluff 5 ranks.
You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat.

When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

Level 7
Antagonize: You know how to make foes extremely angry with you.
Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks.
As a standard action, you can antagonize a foe that can see and hear you by attempting a Diplomacy or Intimidate check (DC = 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is higher). If you succeed, the foe is off-target and takes a –2 penalty to all skill checks for 1 round plus 1 additional round for every 5 by which your result exceeds the DC, or until it makes an attack against you, forces you to attempt a saving throw, or damages you (whichever comes first). Once you have attempted to antagonize a foe, that foe is immune to this ability for 24 hours. This is a language-dependent ability.

Level 9
Benefit: As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a Bluff check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC for this check is equal to either 10 + the attacker’s total Sense Motive skill bonus, or 15 + 1-1/2 × the attacker’s CR, whichever is greater. You can’t take 10 on this check. If you succeed, the original attacker rerolls the attack roll with the same bonuses against the appropriate Armor Class of the new target.

Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you can’t use this feat to attempt to redirect attacks from that creature for 24 hours.

Augmentations:

Vocal Modulator (125c, Throat)
A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).

Equipment:

D-Suit II
Zeizerer Diffractor, II (1200c, L bulk)
w/ Jump Jets (1000, L)
Dueling Sword (Corpse Fleet), Converted (2100, L)
Decoupler, Pusher (2300, L)
Corona Laser Pistol
Battery, High-Capacity x3 (990)
Shock Grenade, Mk 2 (2) (1300, L)
Flash Grenade, Mk 1 (2) (550, L)
Frag Grenade II
Serum of Healing, Mk 2 (4) (1700, L)
Tool Kit, Starfinder Armory (Thieve’s Tools) (200, L)
Tool Kit (Engineering) (20, L)
Tool Kit (Disguise) (20, L)
Synergizing Symbiote (Hybrid), MK 1 (+2 Charisma, 1400)
Comm Unit, Personal (7, L)
Null-Space Chamber, Mk 1 (3050, L, holds up to 25 bulk)
Ring of Resistance, Mk 1 (+1 to Fort, 735)
Perfume, Pheromonal (Humans) (500)
Hygiene Kit (3c, 1 bulk)
Furtive Garment (5500)
Description:
The oldest furtive garments are robes and other clothing worn by followers of Lao Shu Po. Some of these relics originated on lost Golarion, or so priests of Grandmother Rat claim. Most of these vestments are cloaks, loose coats, mantles, scarves, or similar garments. Modern equivalents are sleeker, designed to integrate with existing outfits and armor. You can wear the garment over other clothing or light armor, in which case it counts as a worn item, or you can install it in light armor, taking up one upgrade slot.

As a standard action while wearing a furtive garment, you can command the item to change the shape and appearance of clothing or light armor you wear to that of other clothing or light armor you specify. This change is illusory, fooling all senses. In addition, your clothing or armor seems nonmagical to spells and abilities that detect magic. Despite appearances, whatever you’re wearing retains its normal properties while hidden by the illusion. As a standard action, you can end the effect, returning disguised clothing or armor to its normal appearance.

Languages:

Common
Castrovelian
Drow

SHADOW CORRUPTIONS:

DEADENED EMOTIONS
You are hollow inside.
Gift: You gain a +2 insight bonus to Bluff checks and saving throws against mind-affecting effects. If another creature attempts to read your mind (such as with detect thoughts) and you succeed at the saving throw, you can render that creature shaken for 1 round as a reaction. You can do the same to a creature that fails a Bluff, Diplomacy, or Intimidate check against you by directing your lifeless gaze at it. This is a mind-affecting fear effect. A creature affected by your deadened emotions becomes immune to it for 24 hours.
Stain: Reduce any morale bonus you receive by 1.

Background:

[ A grainy video that appears to be ripped from a security feed. It shows a dimly lit hallway lined with cells, one of which is occupied by a human man. A single drow guardsman patrols the hallway, passing in front of the camera every few minutes.

The drow passes in front of the human’s cell. The human presses his face against the bars, watching the drow pass; as the elf gets further away, the human’s head begins to warp grotesquely and bulge out between the bars; the change spreads through the rest of his flesh, becoming sickly pink and gelatinous.

Within a few seconds, the gooey creature has slipped out between the cell bars. Their translucent flesh becomes deep purple and begins to reform; long, white hair and iris-less eyeballs sprout from their flesh, and within another few seconds, they solidify into the shape of a drow woman. She makes a rude gesture at the camera, and walks away in the same direction as the drow guard. ]

The creature known as Xio knows very little about their origins. They estimate their age to be around 22 years; they were discovered as a child, or possibly an infant, by pirates running a salvage operation on Apostae. The captain, unwilling to condemn the helpless creature to slavery or experimentation by the drow houses, smuggled them aboard his ship and raised them as his own weird child.

As they grew and gained control of their abilities, the pirates that they lived among began to see them less as a person, and more as an opportunity waiting to be taken advantage of; a shapeshifter seemed to them an asset with nearly endless possibilities. Their adoptive father, not wanting to see his child used or have a mutiny on his hands, made the difficult decision to send Xio away with a shuttle and some credits, and tell his crew that they ran away. Still just a young alien, it affected them deeply; they understood little of their father’s reasoning and simply felt abandoned.

Since then, Xio has found a degree of success in the criminal underworld thanks to their natural talent for infiltration, but their fear of more betrayal and abandonment has led to a lonely life with few long-term relationships, romantic or otherwise. They bounce from job to job, usually running with a partner or a crew for a few months before skipping out, often taking as many valuables as they can carry.

Recently though, their actions landed them in trouble; a powerful drow house on Apostae (through an intermediary, so as to remain anonymous) hired Xio and their latest crew to locate the hidden vault where House Zeizerer is rumored to stockpile their excess weaponry. Xio was especially eager to return to the planet where they were discovered, perhaps subconsciously hoping to learn more about themself and their origins.

The attempt got close, but ultimately failed, and everyone involved was captured. Xio, seeing no alternative, briefly revealed their true form before managing to escape in the shape of a drow woman, leaving the others to presumably die. Unfortunately, and unbeknownst to Xio, House Zeizerer now considered them a potential information leak and a scientific curiosity, and offered the rest of the crew their lives in exchange for silence, loyalty, and the apprehension of their former associate.

Xio laid low in the Diaspora for a while, changing form often and never staying long in one place, but considered the matter over. When they reemerged, to their astonishment, they were quickly descended upon by the group that they had left behind on Apostae. They managed to slip away with their life, but with their shapeshifting abilities caught on camera, and the resources of a powerful drow house behind their enemies, disappearing isn't as easy as it used to be…

Appearance: