Demon

Ceolor Xusha's page

619 posts. Organized Play character for Sedoriku.


Full Name

Ceolor Xusha

Race

| SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8

Classes/Levels

| Speed 50ft | Unaligned | Active conditions: none

Gender

Male CG Akiton Human Tempered Pilgrim Solarion 7

Strength 11
Dexterity 20
Constitution 12
Intelligence 16
Wisdom 10
Charisma 18

About Ceolor Xusha

SFS info:
===================
108507-702
Experience: 18 normal progression,
Slotted Faction Second Seekers (Luwazi Elesbo)
Wealth ??? Credits

Reputation 47 Global Reputation
Reputation with Acquisitives: 1
Reputation with Dataphiles: 0
Reputation with Exo-Guardians: 1
Reputation with Second Seekers (Luwazi Elsebo): 39
Reputation with Wayfinders: 3
Reputation with SS (Jadnura): 3

===================
Character sheet:
===================
Human Tempered Pilgrim Solarion
CG Medium Humanoid (Human)

Init: +5; Senses: Perception +10, Sense motive +8
===================
Defense
===================
KAC 25, EAC: 25

HP: 53; SP: 56

RP: 7

Fort: +6, Ref: +7, Will: +5

===================
Offense
===================
Speed: 40 ft.

Melee: +12 (1d4+3 B Baton Tactical) w/ called weapon fusion

Ranged: +13 (2d4+7 C+1d4 E Solar Flare)

===================
Statistics
===================
Str 11, Dex 20 (mk2 Ability Crystal), Con 12, Int 16, Wis 10, Cha 18 (mk1 Ability crystal)

Base Attack Bonus: +7

Feats: Fleet, Weapon Focus (Small arms), Mobility, Reality Glimmer, Nimble Moves

===================
Skills and Languages:
===================
Trained Skills (8 ranks [4 base+3 int+1 skilled] per level x 7 levels = 56 ranks total)
*Acrobatics (6 ranks): +14
*Bluff (7 ranks, skill adept): +14
*Culture (7 ranks, skill adept, theme knowledge): +14 (-5 DC to recall customs and related topics, +4 to recall knowledge, Sidereal 1d6, Library chip +4 for recall actions)
*Diplomacy (7 ranks): +14
*Intimidate (1 rank): +8
*Mysticism (1 rank): +4
*Perception (7 ranks): +10
*Physical science (1 rank): +7
*Profession (Wilderness Expedition Writer [think Mark Twain], Cha, 7 ranks): +18 (+19 for Day Job checks)
*Sense Motive (5 ranks): +8
*Stealth (7 ranks): +15 (+1d6 when sidereal is active)

Untrained skills
*Athletics: +0
Disguise: +3
Piloting: +5
Survival: +0

Starship-Combat Version of Skills
Ceolor is a great gunner! He doesn’t have the patience or skills for anything else, except maybe captainin'
Diplomacy: +14
Bluff: +14
Intimidate: +8

Languages: Common, Akitonian, Ysoki, Shobhad, Kasatha, Goblin, Ghibrani, Infernal, Vesk, Tiaxian, Shirren, Skittermander, Elven, Draconic, Izalguun, Jinsul, Drow, Vercite, Lashunta
(To learn: Brethedan, Alko, Orc, Halfling)

===================
Equipment:
===================
Weapons and Armor:
Tactical Baton w/Item level 5 Called weapon fusion seal, Vesk Brigandine III(with climate control unit, darksight goggles), Minor Electron Crystal with called weapon fusion,

Consumables
Rad out serum

Other Gear
Cable line 20ft, *Formal wear, Commercial Backpack (Hygiene Kit, Mass Produced Tent, Professional Outfit (4), Travel Outfit, and R2E (5)), Ability Crystal mk1 (DEX), Zip Stick, Ion tape, Aeon Stone Clear Spindle, Professional Tool kit, Library Chip (Culture), darksight goggles, Environmental clothes (radiation)

Monetary
Cred stick with all his creds

*Generally not taken when traveling.
()=In backpack
Encumbrance
Carrying 2 bulk and 15 light bulk
Total of 4 bulk

===================
Class Abilities:
===================
SKILL ADEPT
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.

SOLAR MANIFESTATION (SU)
At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed.

Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it. Solar Flare picked, mote is solid black rimmed in a halo of nearby lights that warp around the mote ore weapon.

STELLAR MODE (SU)
The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.

When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below). At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.

At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter
a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.

When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy (see page 242). If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.

Graviton Mode
When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.

Photon Mode
When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

Unattuned
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

STELLAR REVELATION
As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations.

SIDEREAL INFLUENCE (Su)
You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list.

To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.

Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex)
Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha), Medicine (Int), Survival (Wis)

FLASHING STRIKES
Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

===================
Racial Abilities:
===================
BONUS FEAT
Humans select one extra feat at 1st level. Weapon Focus (Solar Flare)

SKILLED
Humans gain an additional skill rank at 1st level and each level thereafter.

===================
Theme Abilities:
===================
THEME KNOWLEDGE
You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

COMPELLING INFLUENCE [6th level]
You understand a variety of social cues and are quick to take advantage of them when you interact with others. When you exceed the DC of a Diplomacy check to improve a creature’s attitude by 5 or more, you need to spend only 1 extra minute interacting with the creature to improve its attitude by one additional category. In addition, you worsen a creature’s attitude only if you fail the Diplomacy check to improve its attitude by 10 or more.

===================
Feats:
===================
FLEET (Combat) [1st level]
You are faster than most.
Benefit: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.

MOBILITY (Combat) [3rd level]
Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

WEAPON FOCUS (SOLAR FLARE)Combat) [Human Bonus]

REALITY GLIMMER: [5th level]
Choose two 0-level witchwarper spells and one 1st-level witchwarper spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Charisma. If you later gain levels in witchwarper, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
Spells chosen:
Cantrips:
Charming Veneer
Churn Fluid
1st Level:
Akashic Tutor

NIMBLE MOVES [7th level]
Prerequisites: Dex 15.
Benefit: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.

===================
Stellar Revelations:
===================
Basic Revelations

Plasma Sheath (Su) [2nd level]
Photon Revelation
As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.

Blade in the Night (Su) [4th level]
Graviton Revelation
You have learned how to damage your foes not just with light, but also with the absence of light. As a move action, you can choose a creature within 30 feet of you. For 1 round, or until you leave graviton mode, you gain a +1 bonus to weapon damage rolls against that creature. This bonus damage increases by 1 at 8th level and every 6 levels thereafter. While attuned or fully attuned, this bonus damage instead increases by 1 at 4th level and every 4 levels thereafter.

Blazing Orbit (Su) [6th level]
As a move action, you can move up to your speed, gaining concealment against any attack made against you during the move, and you can leave a trail of flames in every square you pass through. The flames last for 1 round and deal 2d6 fire damage to anyone who moves into them. You can’t move through another creature’s space during this movement. If you use blazing orbit again, any flames you previously created with it go out. The damage from the flames increases by 1d6 at 8th level and every 2 levels thereafter.

When you are attuned or fully attuned, any creature damaged by the flames also gains the burning condition (1d6 fire damage).

Zenith revelations

Black Hole (Su)
When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black Hole functions as a zenith revelation for the purposes of abilities that reference them.

Supernova (Su)
When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them

===================
Consumables & other tracking:
===================
Serum of Healing 1/1

Resolve 7/7

===================
Chronicles and Item Tracking:

All Chronicles, Boons and Item Tracking

===================
Chronicle 1: 1-02 Fugitive of the Red Planet
===================

Chronicle!

Purchases, Sales and Earnings:
Purchases:
Azimuth Laser Rifle 425
Tactical Baton, 90
Second Skin, 250
Calling Fusion Seal (1st) 132
Serum of Healing mk1 (1) 50
Cable (Titanium) 20ft, 10
Consumer Backpack, 3
Hygiene Kit, 3
Tent (Mass produced) 2
Professional outfit (4) 20
Travel outfit, 10
R2E (5) 5
Total: 1000

Totals:
Starting credits: 1000
Total sales: None
Total spent: 1000
Total earned: 757
Final credits: 757

Consumables Used:

===================
Chronicle 2: 1-05: The First Mandate
===================
Chronicle!

Purchases, Sales and Earnings:
Sold:
Second Skin armor 250
Subtotal: -250

Bought:
Freebooter Armor 750
Formal wear 5
Subtotal: 755

Total: 505

Totals:
Starting credits: 757
Total sales: 250
Total bought: 755
Net expenditures: -505
Subtotal: 252

Total earned: 769
Final credits: 1021

Consumables Used:
None

===================
Chronicle 3: 1-01: The Commencement
===================
Chronicle

Purchases, Sales and Earnings:
Sales:
None

Purchases:
Star Sugar Heartlove Disk 50 credits OMG IT SO SHINY!

Totals:
Starting credits: 1021
Total sales: n/a
Total bought: 50
Net expenditures: -50
Subtotal: 971

Total earned: 753
Final credits: 1724

Consumables Used:
None

===================
Chronicle 4: 1-99: The Scoured Stars Invasion
===================

Chronicle!

Purchases, Sales and Earnings:
None!

Totals:
Starting credits: 1724
Total sales: n/a
Total bought: n/a
Net expenditures: 0
Subtotal: 1724

Total earned: 720
Final credits: 2444

Consumables Used:
None

===================
Chronicle 6: 1-09 Live Exploration Extreme
===================

Chronicle!

Purchases, Sales and Earnings:
None!

Totals:
Starting credits: 2444
Total sales: n/a
Total bought: n/a
Net expenditures: 0
Subtotal: 2444

Total earned: 758
Final credits: 3203

Consumables Used:
None

===================
Chronicle 7: 2-15 The Infernal Gallery
===================

Chronicle!

Purchases, Sales and Earnings:
Sales:
Azimuth Laser Rifle (42)
Called Weapon Fusion Seal (13)

Purchases:
Basic Purchase Plan Boon(Mnemonic Editor mk 1; 4 Fame)
Electron Crystal (Least) (1430)
Ability Crystal (Dex) (1400)

Totals:
Starting credits: 3203
Total sales: 55
Total purchases: 2830
Net expenditures: -2775
Subtotal: 427

Total earned: 1132
Final credits: 1559

Consumables Used:
None

===================
Chronicle 5: Skitter Crash (Applies after Chronicle 7 but earned in this order)
===================

Chronicle!

Purchases, Sales and Earnings:
TBD

Totals:
Starting credits: 1559
Total sales: n/a
Total bought: n/a
Net expenditures: 0
Subtotal: 1559

Total earned: 1460
Final credits: 3019

Consumables Used:
None

===================
Chronicle 8: 2-21 Illegal Shipment
===================

Chronicle

Purchases, Sales and Earnings:
None

Totals:
Starting credits: 3019
Total sales: None
Total bought: None
Net expenditures: None
Subtotal: 3019

Total earned: 1490
Final credits: 4509

Consumables Used:
None

===================
Chronicle 9: 2-23 The Edge of Cadascon
===================

Chronicle

Purchases, Sales and Earnings:
None

Totals:
Starting credits: 4509
Total sales: None
Total bought: None
Net expenditures: None
Subtotal: 4509

Total earned: 1494
Final credits: 6003

Consumables Used:
None

===================
Chronicle 10: 3-02 The Subterranean Safari
===================
Chronicle

Purchases, Sales and Earnings:
Bought:
Freebooter Armor II (4720)
Aeon Stone Clear Spindle (245)
Ion Tape (240)
Zip Stick (10)
Called Weapon Fusion seal (Item level 5) (792)

Sold:
Freebooter Armor I (75)

Totals:
Starting credits: 6003
Total sales: 75
Total bought: 6007
Net expenditures: 5932
Subtotal: 71

Total earned: 1490
Final credits: 1561

Consumables Used:
None

===================
Chronicle 11: 1-11 In Pursuit of the Scoured Past
===================
Chronicle

Purchases, Sales and Earnings:
None

Totals:
Starting credits: 1561
Total sales: 0
Total bought: 0
Net expenditures: 0
Subtotal: 1561

Total earned: 1529
Final credits: 3090

Consumables Used:
None

===================
Chronicle 12: 1-13 On the Trail of History
===================
Chronicle

Purchases, Sales and Earnings:
Bought:
Professional Toolkit (20)

Sold:
Nothing

Totals:
Starting credits: 3090
Total sales: 0
Total bought: 20
Net expenditures: 20
Subtotal: 3070

Total earned: 1554
Final credits: 4624

Consumables Used:
None

===================
Chronicle 13: 1-06 A Night in Nightarch
===================
Chronicle

Purchases, Sales and Earnings:
None

Totals:
Starting credits: 4624
Total sales: N/A
Total bought: N/A
Net expenditures: N/A
Subtotal: 4624

Total earned: 2731
Final credits: 7355

Consumables Used:
None

===================
Chronicle 14: 2-16 A Scoured Home
===================
Chronicle

Purchases, Sales and Earnings:
See here
Bought: Environmental clothing (radiation) (10) credits
Rad-out Serum (225) credits
Climate Control Unit (1,950) credits
Darksight goggles (2,100) credits

Totals:
Starting credits: 7355
Total sales: None
Total bought: 4285
Net expenditures: -4285
Subtotal: 3070

Total earned: 4159
Final credits: 7229

Consumables Used:
None

===================
Chronicle 15: 1-31 Treading History’s Folly
===================
Chronicle

Purchases, Sales and Earnings:
Purchases and Sales none

Totals:
Starting credits: 7229
Subtotal: 7229

Total earned: 4035
Final credits: 11,264

Consumables Used:
None

===================
Chronicle 16: 1-34 Heart of the Foe
===================
Chronicle

Purchases, Sales and Earnings:
Purchases and Sales
Sold: Free booter armor 425 credits
Purchased: Vesk Brigandine III 8,800 credits
Called Weapon fusion 120 credits

Totals:
Starting credits: 11,264
Total sales: 472
Total bought: 8920
Net expenditures: 8448
Subtotal: 2816

Total earned: 4149
Final credits: 6965

Consumables Used:
None
===================
Chronicle 17: 1-98 Into the Perplexity
===================
Chronicle

Consumables Used:
Healing Serum mk. 1

===================
Chronicle 18: 1-17 Reclaiming the Time Lost Tear
===================
Chronicle

Consumables Used:
None

===================
Chronicle ##: #-## Scenario name
===================
[url= ]Chronicle[/ url]

Consumables Used:
None

===================
Boons!:
===================
Boons Slotted this Adventure
===================
Ally: Efficient Administrator (+3 to other allies’ Ally Boon skill check rolls, +1 to Ally Boon combat attacks, DCs, and saving throws)
Faction: Second Seekers (Luwazi Elsebo) Champion, Improved (Earn Reputation, reagin 1 resolve point when succeeding at an Aid Another on a skill check or succeeding at a Sense Motive check written into a scenario.)
Personal: Stain of the Perplexity
Promotional: None
Social: Athaeum Insight (Trained in Culture Moot and can reroll 1 skill check to recall knowledge)
Starship: Defender of the Fleet (Finest X to be chosen later if needed)
Slotless:Team Spirit (reduces Fame cost for Raise Dead by 2), Abysshead Download (Annoying, inappropriately timed advertisements from devices) and more.

All Boons

Spoiler:

SECOND SEEKERS: LUWAZI ELSEBO CHAMPION (Faction Boon)
You’ve declared your allegiance to the Second Seekers (Luwazi Elsebo) and dedicate your missions to furthering the faction’s goals.
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 0
Cost: 2 Fame
Benefit: This Faction boon allows the character to gain Reputation with the Second Seekers (Luwazi Elsebo) faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.

SECOND SEEKER (LUWAZI ELSEBO) CHAMPION, IMPROVED (Faction Boon)
Your allegiance with the Second Seekers (Luwazi Elsebo) means you gain personal bonuses for completing related mission objectives, as well as championing the faction.
Bought: Chronicle 10
Benefit: This Faction boon allows the character to gain Reputation with the Second Seekers (Luwazi Elsebo) faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
In addition, once per adventure when you successfully use the aid another action to improve an ally’s skill check using a skill that is written into the adventure, or when you succeed at Sense Motive check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

JOURNEY TO THE SCOURED STARS: SEGMENT 1 (Unidentified Boon)
You were present at Luwazi Elsebo’s announcement declaring the Starfinder Society would continue investigating the Scoured Stars system.
Chronicle #2
Benefit:This boon represents your character’s involvement in this historic first step toward solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique bonus, to be detailed in a future Chronicle sheet.

JOURNEY TO THE SCOURED STARS: SEGMENT 2 (Unidentified Boon)
You uncovered hidden truths about the history of the Soured Stars by journeying to the library world of Athaeum.
Chronicle #11
Benefit: This boon represents your character’s involvement in this historic first step toward solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique bonus, to be detailed in a future Chronicle sheet.

JOURNEY TO THE SCOURED STARS: SEGMENT 3 (Unidentified Boon)
You made peaceful contact with the izalguuns, a species that once inhabited the Scoured Stars. You convinced the izalguuns to part with the location of a powerful relic tied to the Scoured Stars and potentially a key to re-entering the system.
Chronicle #12
Benefit: This boon represents your character’s involvement in this historic first step toward solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique bonus, to be detailed in a future Chronicle sheet.

JOURNEY TO THE SCOURED STARS: SEGMENT 6 (Unidentified Boon)
You learned about the mentrasi, the species who received the relic that led First Seeker Jadnura into the Scoured Stars. During this journey, you also learned far more about the Scoured Stars’ history,as well as the existence of its deity, Kadrical.
Chronicle #15
Benefit: This boon represents your character’s investment in this critical step towards solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique benefit to be detailed on a future Chronicle sheet.

PROTECTOR OF THE FUTURE (Slotless Boon):
You have saved the elected First Seeker from a notorious assassin and facilitated her announcing the future of the Starfinder Society.
Chronicle #2
Benefit: As a token of gratitude, you can immediately cross this boon off your Chronicle sheet to gain the Second Seekers (Luwazi Elsebo) Champion boon (as detailed in the Starfinder Society roleplaying Guild Guide). If you already have this boon, you can instead cross this boon off your Chronicle sheet at any time to gain any Second Seeker (Luwazi Elsebo) boon that you meet the minimum Reputation Tier requirement for and has a cost of 2 or less.

HIGH SOCIETY INFLUENCE (Ally Boon):
During the course of Luwazi Elsebo’s gala to announce the future of the Starfinder Society,
you impressed one or more of the guests in attendance.
Chronicle #2
Benefit: How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential people. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out the attendees your failed to influence.
[X] Iteration-177 [X] Ykris [X] Naiaj [X] Zo! [_] Royo

[X][_][_][_][_] TRUE SAVIOR OF TASCH (Slotless Boon; Limited Use):
You helped ensure a measure of prosperity for the Akitonian town of Tasch by enticing AbadarCorp to set up a shipping outpost in the town.
Chronicle #1
Benefit: You can forgo making a day job roll to instead devote time to assist with the growth of Tasch. Any time you opt to do so, check a box on this boon and make a note on the Chronicle sheet associated with that scenario, indicating you partook in this endeavor. Once all five boxes on this boon are marked, you receive 500 UPBs as recompense from the people of Tasch for helping to develop their now- thriving town. These UPBs cannot be converted to credits and must be used to craft some form of equipment.

ABDARCORP AQUAINTANCE (Social Boon):
Chronicle #1
Benefit: During your hunt for a renegade Starfinder on Akiton, you interacted with a representative of AbadarCorp. Depending on this interaction, you may have earned the ire or respect of the Pact World corporation. Both outcomes for this boon could have positive repercussions in future scenarios, which you will be told of prior to slotting your boons. Your GM will cross out the affiliation you failed to earn.
[_] AbadarCorp Annoyance
[X] AbadarCorp Respect

[_][_][_] Faction’s Friend (Social Boon; Limited Use):
Chronicle # 3
Benefit:
By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.

Marked Field Agent (Slotless Boon):
Chronicle #3
Benefit:Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon off your Chronicle sheet.

Star Sugar Heartlove!!! (Slotless Boon; Limited Use):
Chronicle #3
Benefit: During your commencement missions, you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.

DEFENDER OF THE FLEET (Starship Boon)
During the return to the Scoured Stars, you partook in at least one starship combat mission to assist the evacuation of the stranded Starfinders. As a result, your name has spread throughout the engineers and dockmasters of the Starfinder fleet.
Chronicle 4
Benefit: Whenever you slot this boonpick one of the following options:

  • Finest Computers: You can improve the computers onboard your starship by one step; from a mononode to a duonode, from a duonode to a trinode. Alternatively you can upgrade the computer’s bonus by 1 while this boon is slotted (to a maximum of +8.)
  • Finest Engines: You can increase the speed of your thrusters by one step. For example T6 thrusters become T8 thrusters. You cannot use this boon to upgrade beyond the fastest thrusters commonly available for the size of your starship (so you cannot upgrade past T14, S12, M12, L10, H10, G8 or C8 thrusters.)
  • Finest Weapons: Each of the weapons on your starship is the best available in the Starfinder fleet. When you roll damage, you can reroll any damage dice with a result of 1 on the die; you must keep the second result.

    SCOURED STARS SURVIVOR (Personal Boon)
    You survived the events of the Scoured Stars and they’ve impacted you, or you’ve passed this information onto someone who has learned from your experiences.
    Chronicle 4
    Benefit: If you have a permanent boon in your Personal boon slot, such as a special race boon, then you can gift this boon to any other character you’ve created that does not already have a permanent Personal boon. Action not taken, does not apply
    When you slot this boon in your Personal Boon slot, once per day as a free action, you can reduce the number of Reslove Points required to stabilize by 1 (to a minimum of 0 RP.) When you use this ability to stabilize, you also immediately gain 1d6 Hit Points for every 2 character levels you have.

    BUDDING MEDIA CELEBRITY (Social Boon)
    Following your stint on Live Exploration Extreme!, your face and name appear in images, videos, and memes across countless media platforms. This recognition lasts only a few days before the next major media phenomenon arises, but you can use this to launch your media career.
    Chronicle 6
    BenefitIf you have the icon theme, you gain a +5 bonus to Profession checks when performing a Day Job check. If you do not have the icon theme, when you slot this boon, you can gain the icon’s celebrity ability in place of your own theme’s 6th-level ability.

    [X] SALVATION’S DELVER (Slotless Boon; Limited Use) Salvation’s End has proven an incredible find with untold potential for further exploration, and discovering this would not have been possible without your efforts.
    Chronicle 6
    Benefit:You can check the box that precedes this boon when purchasing a mk 1 synaptic accelerator (Starfinder Core Rulebook 212) to buy it at the discounted price of 1,200 credits.
    Used in Chronicle 7

    [_] [_] [_] [_] [_] SKITTERFRIEND (Starship Boon; Limited-Use): By taking part in the skittermander escape from Varkulon 4, you’ve ensured that these adorable creatures continue to help people throughout the galaxy—yourself included!
    Chronicle 5
    Benefit: When you slot this boon, it has two different effects, which you can choose to use during the course of the adventure.
    Skittermander Stepping In!—If your party numbers fewer than 6 PCs, one of the skittermanders temporarily joins your crew during a starship combat. You can choose which of the four skittermanders joins your crew and what starship role they take over during the ensuing starship combat. You can control the skittermander during the starship combat, and appropriate statistics are provided below.
    Dakoyo—Diplomacy +7 (3 ranks), Gunnery +3 (3rd level), Mysticism +13 (3 ranks)
    Gazigaz—Bluff +10 (3 ranks), Diplomacy +10 (3 ranks), Gunnery +5 (3rd level), Piloting +8 (3 ranks)
    Nako—Athletics +7 (3 ranks), Gunnery +4 (3rd level), Intimidate +6 (3 ranks)
    Quonx—Athletics +6 (3 ranks), Computers +10 (3 ranks), Engineering +12 (3 ranks), Gunnery +4 (3rd level)
    At most, two such skittermanders can assist the PCs, assuming two PCs slot this boon and that there are only 4 PCs present. In this circumstance, the PCs who’ve slotted this boon must select different skittermanders to take over starship roles.
    For every 2 Tiers the PCs’ starship is higher than Tier 4, increase the skill bonuses, ranks, and level of the skittermanders by 2 and the gunnery bonus by 1.
    Let Me Help!—Rather than having a skittermander take over a starship role, you can instead choose to have a skittermander assist during a starship combat. You must decide whom the skittermander assists at the start of the starship combat round, prior to the engineering phase. An assisting skittermander grants a single PC a +1 bonus on any one skill check made during the starship combat round, but this bonus does not stack with encouragement or demands from a Captain. A PC can only benefit from an assisting skittermander once per round (multiple assisting skittermanders do not stack).
    Once per adventure, a PC who is currently being assisted by a skittermander can check one of the boxes that precedes this boon to provide dramatic assistance to one PC. That PC can reroll the skill check the skittermander assisted them with. However, dramatic assistance also tires out the skittermander and prevents the skittermander from assisting for the remainder of the adventure.

    SWARM FOE (Social Boon): You managed to assist in stopping a Swarm incursion onto Absalom Station. While the Swarm were prevented a foothold, you fought only the nascent stages of a Swarm attack.
    Chronicle 8
    Benefit: When you slot this boon, you gain a +1 bonus to attack and damage rolls made against Swarm creatures. In addition, once per session when you have this boon slotted, you can reroll a single saving throw made to resist any effects caused by a Swarm creature.

    FURRY FRIEND: You saved fellow Starfinders Iko and Naveret from a grim fate. In thanks, Naveret introduced you to the owner of the animal shelter from whom she adopted her squox companion, Swift, and offered to cover all training costs.
    Chronicle 9
    Benefit: You can take the squox companion feat (Starfidner Alien Arichive 2 119) as if it appeared on the Additional Resources page to adopt a trained squox of your own.

    DIABOLICAL HITCHHIKER (Ally) You picked up an unexpected passenger on your journey back to Absalom Station. What appeared to be an imprisoned bird from the holy plane of Elysium was actually the imp Kremzle in disguise, and he deceitfully (or invisibly) hitched a ride on your starship. After taunting you, he flew off to participate in his own machinations, but your paths may cross again. Chronicle 7
    Benefit: This boon will have an effect in a future scenario.

    ATHAEUM INSIGHT (Social Boon): By spending time on the library world Athaeum, you’ve gained a small sliver of magical insight to carry with you on your journeys.
    Chronicle 11
    Benefit: When you slot this boon, you always count as being trained in the Culture skill, even if you don’t have a skill rank in it. This does not grant any bonuses to Culture skill checks but does allow you to attempt those skill checks untrained while the boon is slotted. In addition, once per session, You can reroll the result of any skill check to recall knowledge.

    ITERATION-177’S ATTENTION (Ally Boon): During your journey to Athaeum, you attended a unique dinner hosted by the android known as Iteration-177. They came to a decision about your personality based on a memory you provided (or refused to provide.)
    Chronicle 11
    Benefit: How this decision will play out in the future is no yet clear, but you have nevertheless made an impression on the mysterious android. You will be told if this boon is important in a future scenario prior to slotting your boons. Your GM will cross out all results save that which you earned from the dinner.
    Melancholic (PCs who whose and analytical, wise, or quiet memory)

    FIRST SKIRMISH (Social or Starship boon): During your mission to the world of Icefront, an unknown alien starship ambushed you, but you managed to destroy it. While the mysterious ship left no trace of its origins, it is clear that the starship had a reason for following you.
    Chronicle 12
    Benefit: This boon might have repercussions in future scenarios, which you will be told prior to slotting your boons. Future scenarios calling on this boon will specify if you must slot it as either a social or Starship boon.

    ABYSSHEAD DOWNLOAD (Slotless Boon): A digital copy of the drow album Abysshead made its way onto one or more of your technological storage devices. When downloaded, the album infects every digital device you have. While seemingly harmless, the album plays from devices at inopportune moments and displays random unwanted advertisements for the band.
    Chronicle 13
    Benefit: Future scenarios will detail exactly how this may affect you.

    GUN RUNNER (Ally Boon; Limited Use): Your involvement in reacquiring the Society’s stolen drow weapons hasn’t gone unnoticed. As a result, you’ve forged strong relationships with the Starfinders responsible for distributing new weapons.
    Chronicle 13
    Benefit: While this boon is slotted, you can purchase grenades at a 10% discount. Alternatively, at the end of a scenario when you have this boon slotted, you can permanently cross it off this Chronicle sheet to gain a one-time 20% discount on a single weapon purchase.

    TEAM SPIRIT (Slotless Boon):
    You are an expert at using your resources in order to help out other Starfinders.
    Bought: Chronicle 10
    Benefit: When you or another character is killed during an adventure in which you participated, reduce the Fame cost of the raise dead spellcasting service by 2. This boon is not expended when used.
    Special: A dead character can benefit from only one copy of this boon at a time, to a maximum discount of 2 Fame.

    EFFICIENT ADMINISTRATOR (Ally Boon)
    You’ve arranged to take on the services of a manager skilled at directing other allies.
    Bought: Chronicle 10
    Benefit: You hire an administrator to help vet and assist certain allies recruited by your fellow party members. While this boon is slotted, all other PCs’ Ally boons gain an insight bonus to their skill checks equal to your current Reputation Tier with the Second Seekers faction. If the ally performs a combat role, then he instead gains an insight bonus to his ability DCs, attack rolls, and saving throws equal to half your Reputation Tier with the Second Seekers.
    Special: An ally can benefit from only one copy of this boon at a time. This has no effect on Ally boons that do not have a skill check, combat roll, or DC-based effect.

    [_][_] SPIRITS OF A DOWNED PEOPLE (Ally Boon)
    You saved the spirits of those mentrasi bound to the strange menhir in the lost city of Xaharee. Whitel these spirits have passed on to their final judgement, some still linger around you, wishing to repay the favor you’ve done for their people.
    Chronicle #15
    Benefit: When this boon is slotted and you have 0 Hit Points and are dying, you can check on eo fhte boxes on this boon. You immediately gain 1 Hit Point and 2d8 temporary Hit Points, as one of the mentrasi spirits temporarily rejuvenates you. You can activate this boon without spending an action even if it is not your turn, though you cannot activate it after being attacked but before damage is dealt. You can only benefit from this effect once in a 24-hour period. Once the final box is checked, this boon can no longer be slotted.

  • ===================
    Bot Me!:
    ===================
    Ceolor is very much interested in seeing new things and visiting new places. He always takes a moment to see if he can recognize whatever creature the group is fighting. He also uses the time to draw out his Solar Flare Rifle. He tends for photon alignment and tries to use his plasma sheath ability as soon as possible.

    [dice=Baton bash] 1d20+12[/dice]
    [dice=Bludgeoning Damage]1d4+3[/dice]
    [dice=Photon Aligned, Bludgeoning]1d4+5[/dice]
    [dice=Plasma Sheath, Photon, Fire damage]1d4+8[/dice]
    [dice=Blade in the Night, Photon, Bludgeoning]1d4+7[/dice]
    [dice=Blade in the Night, Plasma Sheath, Photon, Fire damage]1d4+10[/dice]

    [dice=Solar Flare, Heat drain]1d20+13[/dice]
    [dice=d4+6 Cold, d2 Electric damage]2d4+7+1d4[/dice]
    [dice=Photon Aligned, d4+9 Cold, d4 Electric damage]2d4+9+1d4[/dice]
    [dice=Plasma Sheath, Photon, Fire damage]2d4+1d4+12[/dice]
    [dice=Blade in the Night, Photon Aligned, d4+11 Cold, d4 Electric damage]2d4+11+1d4[/dice]
    [dice=Blade in the Night, Plasma Sheath, Photon, Fire damage]2d4+1d6+14[/dice]

    [1d20+12 Baton Bash]
    [1d4+3 Bludgeoning Damage]
    [1d4+5 Photon Aligned, Bludgeoning]
    [1d4+8 Plasma Sheath, Photon, Fire damage]
    [1d4+7 Blade in the Night, Photon, Bludgeoning]
    [1d4+10 Blade in the Night, Plasma Sheath, Photon, Fire damage]

    [1d20+13 Solar Flare, Heat drain]
    [2d4+7+1d4 `d4+7 Cold, d4 Electric damage`]
    [2d4+9+1d4 `Photon Aligned, d4+9 Cold, d4 Electric damage`]
    [2d4+1d4+12 `Plasma Sheath, Photon, Fire damage`]
    [2d4+11+1d4 `Blade in the Night, Photon Aligned, d4+11 Cold, d4 Electric damage`]
    [2d4+1d4+14 `Blade in the Night, Plasma Sheath, Photon, Fire damage`]

    In ship combat, he is perfectly suited to the gunner position, finding everything else too boring or complicated. If no one else is suited to the job, he can serve as Captain, but he prefers not to have that pressure.

    ===================