Lashunta

Faraeon Star-Jumper's page

465 posts. Organized Play character for Mjolbeard89.


Race

| KAC 29 EAC 28 | Saves F+7 R+12 W+7 | Initiative +9; Perception +14

Classes/Levels

| Resistance Cold 5, Fire 5 | Status: N/A

Gender

Male Korasha Lashunta Icon Operative (Daredevil) 9 SP 72/72 HP 58/58 RP 10/10

About Faraeon Star-Jumper

Faraeon Star-Jumper - SFS #177216-701 Theme Song
XP 24 | Fame 34
Faction: Wayfinders 4 | 45
Exo-Guardians 1 | 9
Dataphiles 0 | 1
Second Seekers (Ehu Hadif) 0 | 1
Second Seekers (Jadnura) 0 | 1
Second Seekers (Luwazi Elsebo) 0 | 1

Bot me:
Combat
Faraeon starts with ranged combat if enemies are at a distance, but he quickly closes the distance with the movement from trick attacks. If facing an opponent that may not have to be hostile, he takes a move action to flip his static arc pistol to stun mode to deal nonlethal damage.
If confronted in melee, he will continue to use his trick attack, but will use his Idaran force baton instead.
Social
Faraeon uses his natural charm and cunning (Bluff) to get himself out of trouble or smooth things over. He'll usually stay towards the front, thinking himself a pretty capable face, but will defer to someone more expert in diplomacy (like an Envoy) if they're present.
Starship
Faraeon's skills make him most adept as a gunner, in which case he prefers the maneuverability of turret-mounted weapons. If a superior gunner expresses a desire for the turret, though, he'll do whatever is needed.
Gunnery stats: 8 ranks in Piloting, +5 Dex modifier
[dice=Gunnery macro]1d20+14[/dice
If the gunnery is fully stocked with other PCs, Faraeon serves as a capable and enthusiastic Chief Mate.
[dice=Chief Mate macro (acrobatics)]1d20+22[/dice

Male Korasha Lashunta Icon Operative (Daredevil) 9
NG Medium Humanoid (Lashunta) 29 years old
Init +9; Senses Perception +14
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DEFENSE
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KAC 29
EAC 28
hp 58 (4 racial+9*[6 class])
Stamina 72 (9*[6 Class+2 CON])
Resolve 10 (1/2 Level+6 DEX)
Fort +7, Ref +12, Will +7 (+2 vs mind-affecting)
Resistances Cold 5, Fire 5
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OFFENSE
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Speed 50ft, Climb 30ft, Swim 30ft
Melee
Idaran Force Training Baton +11 (1d4+7 B (Force); Powered, Operative; 20 charges, usage 1/min; bayonet bracket)
Knife, Survival +13 (1d4+7 S; Analog, Operative)
Ranged
Trailblazing Semi-auto pistol, advanced w/ Explosive rounds +14 (2d6+4 F&P; range 60ft; critical knockdown; Analog, Fiery; 12 rounds)
Anchoring Static arc pistol +14 (1d6+4 E; range 50ft; arc 2/anchoring; stun; 20 charges, usage 2), quick release sheath
Disruptive Neutriad Pistol +14 (1d6+4 B; range 60ft; pulse 1d6; force; 20 charges, usage 1)
Full attack -3/-3/-3 if using more than one weapon
Trick Attack Damage 5d8
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STATISTICS
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Str 15 (17), Dex 18 (22), Con 14, Int 10, Wis 8, Cha 16
Base Atk +6
Feats Skill Focus - Acrobatics (Specialization), Skill Focus - Athletics (Specialization), Multi-weapon fighting, Jet Dash, Weapon Specialization (basic melee, small arms), Weapon Focus (Small Arms), Mobility, Shot on the Run, Great Fortitude
Skills (9*(8)+0 INT = 72 skill points total) Acrobatics +23, Athletics +18, Bluff +18, Computers +9, Culture +18, Diplomacy +8, Disguise +10, Engineering +15, Intimidate +15, Medicine +7, Perception +14, Piloting +21, Profession (Video Personality) +23, Sense Motive +6, Sleight of Hand +13, Stealth +14, Survival +6
ACP 0
Languages Common, Castrovelian (lashunta), Akitonian, Eoxian, Ghibrani, Dwarven, Kasathan, Jinsul, Infernal, Drow
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SPELL-LIKE ABILITIES
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Caster Level 9
At Will (DC 13): Daze, Psychokinetic Hand
1/day (DC 14): Detect Thoughts
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SPECIAL ABILITIES
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Class abilities
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: 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. 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 (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. 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: 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 Exploits:
Uncanny Mobility - 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.
Combat Trick - Weapon Focus (small arms)
Versatile Movement (Specialization Exploit) - You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit.
Hampering Shot (Ex) - For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn.
Knee Shot (Ex) - For your debilitating trick, you can attempt to knock the target prone. The target must succeed at a Reflex save or fall prone. If the target gains a bonus to its KAC against trip combat maneuvers, it adds this bonus to its saving throw, and if it is immune to the trip combat maneuver it is immune to this operative exploit. Once you’ve used this ability to attempt to knock a target prone, that creature is immune to your knee shot for 24 hours. This exploit counts as staggering shot for the purpose of meeting the prerequisites of other operative exploits.
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.
Triple Attack (Ex): When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Race Traits
Lashunta Magic: Gain access to the following SLAs
At will: Daze, Psychokinetic Hand
1/day: detect thoughts
CL is the Lashunta's level
Limited Telepathy: Lashuntas can mentally communicate 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 speaking.
Student: Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Culture, Acrobatics)

Theme: Icon
Theme Knowledge: Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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.
Celebrity: You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.
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AUGMENTATIONS
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Society Subdermal Graft (Hand): This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society's symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.
Force Soles, Mk. 2 (All Feet): Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have mk 2 force soles, you must end your movement on the ground or you fall.
Respiration Compounder (Lungs): A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn’t protect you from other dangers of an airless environment.
The compounder also filters your air, granting a +2 bonus to saving throws against inhaled poisons or other airborne toxins.
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SHADOW CORRUPTION
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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.
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SLOTTED BOONS
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Ally: Dream Whispers
Faction: Exo-guardians Champion
Personal: Shadow Corruption 1
Promotional: N/A
Social: Budding Media Celebrity
Starship: N/A
Slotless: Marked Field Agent, Star Sugar Heartlove!!!, True Savior of Tasch, Scoured Stars Veteran, Souvenir Cestus, Drat that Rat!
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GEAR/POSSESSIONS
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Knife, Survival
Semi-auto pistol, advanced
- Light Bayonet Bracket
-- Idaran Force Training Baton
- Trailblazer Fusion
- Zeizerer Munitions Longframe
Static arc pistol (L)
- Anchoring fusion
Neutriad Pistol (L)
- Disruptive fusion
Ammunition (30 rounds)
Explosive Rounds, Small arms (5 rounds)
Freebooter Armor III
- Quick Release Sheath
- Thermal Capacitor, Mk 1
Ring of Resistance, Mk 2
Gear Clamp
Scanner, Enhanced Camera
Comm Unit, personal
Professional Clothing
Consumer backpack
Cable line, titanium allow (50ft)
Professional's Toolkit
Hacking Kit
Engineering Kit
Serum of Healing, mk 1
Serum of Healing, mk 2 (x2)
Spell Ampoules
- Remove Condition, lesser
- Remove Condition
- Life Bubble
- Lesser Restoration
- Invisibility
- See Invisibility
Hygiene kit
Mk. 2 Synaptic Accelerator (+4 Dex)
Mk. 1 Synaptic Accelerator (+2 Str)
Mk. 2 Force Soles
Respiration Compounder
Credstick (19818 credits)

Carrying Capacity
Encumbered 10 bulk Overburdened 19 bulk
Current Load Carried 4.1 bulk

Boons:
SFS 1-01
_ / _ / _ Faction's Friend (Social Boon; Limited Use): 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): Having the 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.
Star Sugar Heartlove!!! (Slotless Boon; Limited Use): 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.
SFS 1-02
AbadarCorp Acquaintance (Social Boon): 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. Earned: AbadarCorp Respect
X / X / X / X / 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. 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. (Boxes ticked in 1-12, 1-99, 1-09, 1-11, 1-08)
SFS 1-04
Honorbound Allies (Ally or Starship Boon): During your mission to salvage information from the Struggle’s Scholar, you engaged in an honorable starship duel with a vesk transport, the Honorbound. By following the strictures of the duel, you impressed the captain of the Honorbound, Captain Yuluzak. 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 an Ally or Starship boon.
SFS 1-12
X / X / _ Contractor's Respect (Social Boon; Limited Use): By successfully completing a mission to investigate an abandoned outpost in Near Space, you also earned the esteem of a prominent organization within the Pact Worlds. You can call upon the resources of this organization by slotting this boon. The organization loans you a set of armor or a non consumable weapon (but fully loaded with conventional ammunition) for the duration of this adventure. The loaned equipment must have an item level equal to or less than your character level +1, up to a maximum item level of 8. The item must be returned to the organization at the end of the adventure. Whenever you slot this boon, you must check one of the boxes.
This boon might have additional uses based on the organization you have influenced. How this influence will pay out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons. When all the boxes are checked, you can no longer earn loaned equipment while slotting this boon, as your preferred standing with this organization is expended.
For tracking purposes your GM should mark the name of your hiring organization here: Xenowardens.
Star Monster Slayer (Starship Boon): You defeated a spacefaring master known as a Besmaran whelp. Since this battle, you've mastered the art of battling against living starship-sized enemies when operating a starship of your own. While this boon is slotted, you gain a +2 bonus to all skill checks made in a starship combat against an enemy living starship. Any of your fellow crewmates who don't have this boon slotted instead gain a +1 bonus to their skill checks against enemy living starships--the direct result of your guidance during the battle.
SFS 1-99
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. Whenever you slot this boon, you can pick one of the following options:
Finest Computers: You can improve the computers onboard your starship by one step: from a mononode to a duonode, or 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 increas 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 your size of 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. If you already have a permanent boon in your Personal boon slot, such as a special race boon, then you can instead gift this boon to any other character you've created that does not already have a permanent Personal boon. If you pass this boon onto another character, keep a copy of this Chronicle sheet with that character.
When you slot this boon in your Personal Boon slot, once per day as a free action, you can reduce the number of resolve 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.
Scoured Stars Veteran (Slotless Boon; Limited-Use): By partaking in the Starfinder Society's second expedition into the Scoured Stars, you helped evacuate those Starfinders stranded from the previous mission. Whether you formed a close bond with a rescued Starfinder or saw firsthand the dangers of the Scoured Stars, the Society has earned an experienced agent as a result. Choose one of the following options and cross the other off your Chronicle sheet.
Rescued Starfinder: You can start a new character who begins at 2nd level. This new PC begins play with 3 XP, 2160 credits, 5 Fame, and 5 Reputation with the faction that character selects a faction boon for. You must keep a copy of this Chronicle sheet with the character.
Scoured Stars Field Experience: Your time in the Scoured Stars has taught you that other agents take multiple missions to learn. You can only benefit from this boon if you have 2 XP or fewer after gaining this Chronicle sheet. You immediately gain a number of XP to increase your total to 3. For each XP you gain as a result, you gain 720 credits as well as 2 Fame and 2 Reputation with any once faction for which you possess a faction boon.
SFS 1-09
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. If 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 won theme's 6th-level ability.
SFS 1-16
Dream Whispers (Ally Boon): Because you researched its dreamspun tales, the Liavaran Dreamer known as Whisperer of Solar Winds has taken an interest in you. When you slot this boon, the Dreamer imparts some knowledge to you in the form of a cryptic comment that may prove helpful later in your mission. Once per adventure, anytime you miss an attack or fail a saving throw, you can call upon the Dreamer's mysterious message. You immediately count your roll as being 2 higher, which may allow you to hit your target or to succeed on your save. If you roll a natural 1 on your attack or save, you cannot use this ability.
Private Vault (Slotless Boon; Vanity): The staff of the Communion Vaults takes note of your actions in helping to resolve Whisperer of Solar Winds' dreamspun tales. The staff provide you with a reasonable space of your own within the Communion Vaults. This 20-by-20-foot square chamber can be used to store any major magical finds you've recovered or purchased during your travels. You can bring any number of creatures into this space whenever you like. While this chamber is mostly a personal accomplishment and an area you can show off to others, it does have one tangible benefit: the entire area within your vault is warded by a nondetection effect (caster level 10th).
SFS 1-00
Society Contract (Slotless Boon): Anytime you play a pregenerated character in an adventure, even if the scenario credit is not assigned to the character on this Chronicle sheet, you can reroll a single d20 roll. You must follow all the rules associated with rerolls (Starfinder Core Rulebook 243). You can only gain one reroll per adventure from this boon, and only when you play a pregenerated character. You cannot slot another boon that grants a reroll (such as a promotional boon). Alternatively, any time you play a pregenerated character in an adventure and that character dies, you can cross this boon off the Chronicle sheet to be returned to life, as per raise dead. Being healed in this way takes 10 minutes.
Claimant to Salvation (Slotless Boon): If you bring this Chronicle sheet to an adventure in which the Starfinder Society continues exploring the false moon of Salvation's End, you can qualify to receive a special boon at the end of the adventure to reflect the additional investment the Starfinder Society makes into exploring the satellite. You do not need to play the same character listed on this Chronicle sheet to gain this bonus.
SFS 1-11
Athaeum Insight (Social Boon) By spending some time on the library world Athaeum, you've gained a small sliver of magical insight to carry with you on your journeys. When you slot this boon, you always count as being trained in the Culture skill, even if you do not have a skill rank in it. This does not grant any bonuses to Culture skill checks but does allow you to attempt these 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). How this decision will play out in the future is not yet clear, but you have nevertheless made an impression on the mysterious android. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out all results save that which you earned from the dinner.
Earned Sanguine (PCs who chose an active, enthusiastic, or social memory)
Journey to the Scoured Stars: Segment 2 (Unidentified Boon): You uncovered hidden truths about the history of the Scoured Stars by journeying to the library world of Athaeum. This boon represents your character's involvement in this critical step toward solving the Scoured Stars mystery. Other boons representing future steps toward 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 on a future Chronicle sheet.
SFS 1-08
Morlamaw Admittance (Personal Boon; Limited Use): During your mission to the world of Arniselle, you encouted a group of lifeforms called morlamaws and convinced them to assist the Starfinder Society. Some of those morlamaws look to you as inspiration and intend on leaving their homeworld and eventually joining the Society. You can use this boon only if your character has a Reputation Tier of 3 with the Wayfinders faction or a Reputation Tier of 4 with other factions. You can play a morlamaw character....
Morlamaw Linguist (Slotless Boon): So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Morlamaw language and can select it at any time they would learn a new language.
Suulu-Huur's Debt (Ally Boon): During your mission to the abandoned Arniselle lodge, you save the life of the kalo Suulu-Huur. Now the sole survivor of the once infamous Manta Corps group, she recognizes that she has a debt to you and vows to one day repay it. How this influence will play out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons.
1-10]
_ / _ / _ AbadarCorp Augmentations (Social Boon; Limited Use): AbadorCorp has made you a special offer after you helped maintain the stability of their Freemarkets by keeping illegal augmentations off the streets. At the end of a scenario where you have this boon slotted, you can purchase one or more augmentations from the Starfinder Core Rulebook and receive a one-time 20% discount. If the item level of the augmentation is 8 or more, then you receive only a 10% discount on that augmentation. For each augmentation you purchase in this manner, check one of the boxes on this boon. Once you checked all three boxes, you can no longer receive this discount on future purchases.
Halfling Admittance (Personal Boon; Limited Use): Play as a halfling. Blah blah blah...
SFS 1-28
In-the-Vehicle Training (Starship Boon): Hours of traversing Vabaimus's uneven ground has given you valuable experience when maneuvering a vehicle in dangerous conditions. While operating a vehicle (but not a starship), you increase its EAC, KAC, and hardness by 1. When a vehicle you are operating would be wrecked, you can cross this boon off your Chronicle sheet and attempt a Piloting check; the vehicle is instead reduced to 1 Hit Point and remains operable for a number of rounds equal to half the result of your Piloting check unless it is reduced to 0 Hit Points first.
_ Souvenir Cestus (Slotless Boon; Limited Use): Vabaimus is home to numerous crest-eaters, and you departed with several of their horns as souvenirs. You can check the box that precedes this boon to use your Downtime to fashion an austere bone cestus (Starfinder Alien Archive 31) at a cost of 120 credits. This cestus has an effective resale value of 60 credits. If you use this boon when you are level 8 or higher, you instead fashion a measured bone cestus at a cost of 1,100 credits and whose effective resale value is 550 credits.
SFS 2-08
Kiirinta Admittance (Personal Boon)
Kiirinta Lingust (Slotless Boon)
SFS 2-16
Izalraan Megafauna (Slotless Boon)
Nuclear Tools (Slotless Boon; Limited Use)

Faction Boons:
Wayfinder's Champion: This Faction boon allows the character to gain Reputation with the Wayfinders 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.
Exo-Guardians Champion: This Faction boon allows the character to gain Reputation with the Exo-Guardians 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.
Amateur Hireling (Life Science, Mysticism, Physical Science): This boon acts as Basic Hireling Access, except the total
bonus to your ally’s skill check bonus is now equal to 2 + your level.
Improved Drift Engine (Starship Boon): Increase the Drift engine of your starship to Signal Booster. This may affect certain aspects of a scenario, but only if the scenario specifically calls this out. Otherwise, the increased engine gives you extra time to prepare for any starship combat encounter you take part in. At the start of a starship combat encounter, you can choose your ship facing and move your ship up to 1d6 hexes in any direction.
Special: A starship can only benefit from one copy of this Starship boon at a time.
Wayfinders Champion, Improved (Faction Boon): This Faction boon allows the character to gain Reputation with the Wayfinders 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 succeed at a Diplomacy or Survival skill check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Idaran Force Baton:
An Idaran force training baton is a 2nd-level uncategorized basic melee weapon that deals 1d4 bludgeoning damage. The damage from this weapon counts as a force effect when wielded by a character with at least 12 Strength. Note, this does not mean the weapon deals force damage, only that it counts as a force effect for overcoming certain defenses such as incorporeal. It has the operative and powered (capacity 20, usage 1) special properties. It is light bulk.

Mission Log:
1-01 The Commencement
1-02 The Fugitive on the Red Planet
1-04 Cries from the Drift
1-12 Ashes of Discovery
1-99 The Scoured Stars Invasion
1-09 Live Exploration Extreme!
1-16 Dreaming of the Future (Playtest pregen)
1-00 Claim to Salvation
1-11 In Pursuit of the Scoured Past
1-08 Sanctuary of Drowned Delight
1-10 The Half-Alive Streets (GM)
1-28 It Rests Beneath
1-06 A Night in Nightarch
2-06 The Stumbling Society, Part 1: Sangoro's Lament
2-08 The Stumbling Society, Part 2: Sangoro's Gifts
2-16 A Scoured Home
3-04 The Vast Experiment
1-37 Siege of Civility
AP #10 The Diaspora Strain
2-18 Forbidden Tides
3-10 Live Adventure Extreme
3-06 Rise of the Vault Lord

Starship Combat Errata:
Are the DCs of various crew actions in Starship Combat correct?
No. Use the following DC calculations instead of the calculations presented in the Starfinder Core Rulebook. If an action isn't listed, the stated DC remains the same.
Stunts
For the back off stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the barrel roll stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the evade stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the flip and burn stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the flyby stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the slide stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.

Restoring Shields and Repairing Damage
The DC of the Engineering check to double the recharge rate for your shields equals 15 + 1-1/2 times your starship's tier.
The DC of the Engineering check to halve the cost or time for repairing damage your starship's hill equals 15 + 1-1/2 times your starship's tier.

Crew Actions
If an action isn't listed, the stated DC remains the same.

Captain Actions
For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier.
For the encourage action, the DC of the Diplomacy check is 15; the DC for checks using other skills remains 10.
For the taunt action, the DC of the Bluff or Intimidate check equals 15 + 1-1/2 times the enemy starship's tier.
For the orders action, the DC of the check equals 15 + 1-1/2 times your starship's tier.
For the moving speech action, the DC of the Diplomacy check equals 20 + 1-1/2 times your starship's tier.

Engineer Actions
For the divert action, the DC of the Engineering check equals 10 + 1-1/2 times your starship's tier.
For the hold it together action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the patch action, the DCs of the Engineering check equal 10 + 1-1/2 times your starship's tier to patch the glitching critical damage condition, 15 + 1-1/2 times your starship's tier to patch the malfunctioning critical damage condition, and 20 + 1-1/2 times your starship's tier to patch the wrecked critical damage condition.
For the overpower action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the quick fix action, the DC of the Engineering check equals 20 + 1-1/2 times your starship's tier.

Pilot Actions
For the maneuver action, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the audacious gambit action, the DC of the Piloting check equals 20 + 1-1/2 times your starship's tier.

Science Officer Actions
For the balance action, the DC of the Computers check equals 10 + 1-1/2 times your starship's tier.
For the scan action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures.
For the target system action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.
For the lock on action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
For the improve countermeasures action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.