| InvestigatorsSource Interstellar Species pg. 170Investigators uncover secrets and sift truth from lies. This often places investigators on the side of the law, but when the powers that be are corrupt, investigators might find themselves labeled vigilantes or ostracized. Yet they aren’t easily discouraged, and can become relentless foes.
 Aliens in the "Investigators" FamilySource Interstellar Species pg. 170Conspiracist CR 1XP 400Contemplative
 CN Medium monstrous humanoid
 Init +1; Senses blindsense (thought) 30 ft., darkvision 60 ft.; Perception +10
 
 DefenseHP 17EAC 11; KAC 12
 Fort +1; Ref +3; Will +6
 Weaknesses atrophied
 OffenseSpeed 5 ft., fly 30 ft. (Su, perfect)Melee cestus battleglove +5 (1d4 B)
 Ranged survival flare gun +7 (1d3+1 F; critical burn 1d6) or pulsecaster pistol +7 (1d4+1 E)
 Offensive Abilities applied knowledge , convoluted conspiracy
 StatisticsSTR -1; DEX +1; CON +0; INT +4; WIS +2; CHA +1Skills Computers +5, Culture +5, Diplomacy +5, Life Science +5, Physical Science +5, Sense Motive +10
 Languages Akitonian, Common, Ysoki, and up to 3 others; telepathy 100 ft.
 Gear second skin, cestus battleglove, pulsecaster pistol with 1 battery (20 charges), survival flare gun with 3 flares
 Special AbilitiesConvoluted Conspiracy (Ex) As a full action, a conspiracist can expound on a brilliantly confusing theory. Each creature within 30 feet of the conspiracist that can hear the conspiracist is dazed for 1 round, unless they succeed at a Will saving throw (DC = 11 + CR). Whether or not the creature succeeds at the saving throw, they are then immune to this conspiracist’s convoluted conspiracy for 1 minute. This is a language-dependent, mind-affecting ability.DescriptionConspiracists are obsessed with the unexplained, their passion often earning them a reputation as eccentric or weird. Yet a conspiracist’s passion sometimes leads them to imagine connections where none exist, getting them into trouble. |