Hadir, Psychic Knight's page

123 posts. Organized Play character for caps.

Full Name



| SP 32 HP 32 | RP 5 | EAC 14; KAC 16 | Fort +5; Ref +3; Will +5 | Init: +1 | Perc: +1, SM: +1


| Speed 30ft | Psychokinetic hand, 3/day | limited telepathy (Common, Kasatha, Akitonian, Castrovelian)


Male NG kasatha priest soldier (phrenic adept) of Weydan 4



Strength 14
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 13
Charisma 11

About Hadir, Psychic Knight

SFS # 137974-702
Experience 10

Slotted Faction Wayfinders

Wealth see below

Reputation 21 Fame, 21 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles: 1
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders: 20

4 Fame spent on Improved Wayfinders champion
5 Fame spent on a professional hireling (set 1)

Soldier (Phrenic Adept) 4
NG Medium humanoid (kasatha)
Init +1; Senses Perc +1, SM +1,

EAC 14, KAC 16, CMD 24
SP 32/32 HP 32/32 RP 5/5
Fort +4, Ref +3, Will +4

Speed 25 ft.
Eldritch called tactical pike +7 (1d8+8, piercing, analog, reach, bypasses DR and effects incorporeal creatures as if magic)

Standard taclash +7 (1d4+8, slashing, analog, disarm, non-lethal, reach, trip)

Hunting rifle +5 (1d8+4, piercing, 90ft. analog) 6/6 rounds in magazine

Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities
Str 16*
Dex 13
Con 12
Int 10
Wis 13
Cha 11
*Improved by ability crystal

Skills (4 ranks/level)
+8* Acrobatics (+2 ranks +3 class +1 Dex + 2 race)
+10* Athletics (+2 ranks +3 class +3 Str + 2 race)
+0 Bluff (+0 ranks +0 class +0 Cha)
+0 Computers (+0 ranks +0 class +0 Int)
+8 Computers (Professional Hireling)
+2 Culture (+0 ranks +0 class +0 Int + 2 race)
+0 Diplomacy (+0 ranks +0 class +0 Cha)
+0 Disguise (+0 ranks +0 class +0 Cha)
+0 Engineering (+0 ranks +0 class +0 Int)
+8 Engineering (Professional Hireling)
+0 Intimidate (+0 ranks +0 class +0 Cha)
+0 Life Science (+0 ranks +0 class +0 Int)
+0 Medicine (+0 ranks +0 class +0 Int)
+8 Mysticism (+4 ranks +3 class +1 Wis)
+1 Perception (+0 ranks +0 class +1 Wis)
+0 Physical Science (+0 ranks +0 class +0 Int)
+8 Physical Science (Professional Hireling)
+5 Piloting (+1 ranks +3 class +1 Dex)
+8 Profession, Priest (+4 ranks +3 class +1 Wis)
+9 Profession, Priest, day job (Profession +1 professional clothing)
+1 Sense Motive (+0 ranks +0 class +1 Wis)
+1 Sleight of Hand (+0 ranks +0 class +1 Dex)
+1* Stealth (+0 ranks +0 class +1 Dex)
+7 Survival (+3 ranks +3 class +1 Wis)
*-2 armor check penalty

Starship-Combat Version of Skills
+5 Piloting
+5 Gunnery

1: Minor Psychic Power -> psychokinetic hand 3/3, CL3
School transmutation
Casting Time 1 standard action
Range close: 35ft. (25 ft. + 5 ft./2 levels)
Targets one unattended object of no more than 10 lbs. or 1 bulk
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.

Akitonian (T)
Castrovelian (T)
(T - telepathic only)

Other Abilities
Priest of Weydan, Theme Knowledge (1ST)
Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5

Desert Stride
Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.

Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Primary Fighting Style: Arcane Assailant

Rune of the Eldritch Knight (Su)
You can imbue a weapon with a magic sigil, the rune of the eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing DR and affecting incorporeal creatures. This takes 10 minutes, and you can imbue only a single weapon at a time. If you imbue a new weapon with the rune of the eldritch knight, any previously imbued weapon loses this benefit. When calculating the Hit Points and hardness of a weapon imbued with the rune of the eldritch knight, treat its item level as 5 higher.

Melee Striker (Ex)
Add half of strength bonus to melee attacks.

Phrenic Awakening (Su)
You gain limited telepathy, as per the lashunta racial trait.
You can also select two additional languages to act as languages that you can use only to communicate telepathically with creatures that know the language. If you learn the full version of a language in which you can only communicate telepathically through other means (such as investing ranks in the Culture skill), you can select a new language to be able to communicate telepathically in at the same time.
Additionally, you no longer need to meet the minimum Charisma requirement of the feat Minor Psychic Power or of any feat that has Minor Psychic Power as a prerequisite.

Limited Telepathy
Phrenic Adepts 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.

Phrenic Defense (Ex)
Your psychic powers give you additional defenses against mental attacks. The first time you fail a saving throw against a spell or effect with the emotion, fear, mind-affecting, or pain descriptor (see page 269), you can spend 1 Resolve Point as a reaction to immediately reroll the failed saving throw. Even if the second saving throw fails, your stronger defenses might reduce the effect of the spell or ability. If the spell or ability deals damage, reduce the damage done by an amount equal to your class level. If the spell or ability has a duration of 2 rounds or longer, reduce its duration by half.

High-end/modified Gear
1400 mystical ability crystal (strength) -
0735 Ring of Resistance, Mk1 -

Combat Gear
0475 tactical pike 2bulk
0465 hidden soldier armor 2bulk
0240 hunting rifle 1bulk
0240 standard taclash L
0132 called fusion seal -
0075 rounds, longarm 22/25 L

5bulk + 2L combat gear

Other Gear
025 titanium alloy cable, 50ft., 5L
020 navigator's kit, L
007 personal comm unit, L
005 professional clothing, (stored between missions, but L when carried)
003 backpack, -
001 everyday clothing, L

8L other gear

Max bulk: 9 with backpack

+1000 starting credits
-0005 clothing, professional
-0050 Star Sugar Heart Love album
+0753 The Commencement
+0032 day job (take 10)
+0719 Fugitive on the Red Planet
+0032 day job (take 10)
+0720 Into the Unkown
+0032 day job (take 10)
+0741 Yesteryear's Truth
+0034 day job (take 10)

4008 credits

-1400 mystical ability crystal (strength)
-0735 Ring of Resistance, Mk1
-0475 tactical pike
-0465 hidden soldier armor
-0240 hunting rifle
-0240 standard taclash
-0132 called fusion seal
-0075 rounds, longarm (25)
-0036 non combat gear

210 credits

+0727 Solar Sortie
+0026 day job

0963 credits

+2160 Incident at Absalom Station
+0034 day job

3157 credits

+2920 Temple of the Twelve
+0034 day job

6111 credits

-0020 navigator's kit

Special Abilities

Boons Slotted this Adventure
Ally: Professional Hireling Access, Set 1
Faction: Wayfinder's Champion, Improved
Social: Faction's Friend
Starship: Loaned Ship: Sunrise Maiden (if the party approves)
Slotless: Marked Agent, Star Sugar Heartlove!!!, Starfinder Insignia, Qabarat University Admittance

All My Boons:

Basic Hireling Access (Ally Boon), Set 1: You can requisition basic assistance from the Starfinder Society.
Prerequisites: All Factions Tier 0
Cost: 1 Fame
Benefit: You bring on a non-combat ally that can assist with a certain set of skill checks. This ally can perform the listed skills with a total bonus equal to your level. You must expend any necessary actions and be in range to perform the action yourself. The ally’s result cannot be modified by class abilities or spells, but can be improved by a successful aid another action. The ally does not participate in combat, cannot be killed outside of combat, and has no effect other than providing the ability to attempt skill checks. The ally can attempt a given skill check only once, cannot retry a check, and cannot take 10 or 20 on a check. When you select this boon, you must select one of the following sets of skills.
Set 1: Computers, Engineering, Physical Science
Set 2: Bluff, Diplomacy, Intimidate
Set 3: Culture, Medicine, Survival
Set 4: Life Science, Mysticism, Physical Science
Special: You can purchase this boon multiple times. Each time you purchase this boon, you can select a different set of skills from the list above. When slotting this boon, you can select only one of the skill lists you have available from the above list, even if you have purchased multiple lists.

Amateur Hireling Access (Ally Boon): You can requisition amateur assistance from the Starfinder Society.
Prerequisites: All Factions Tier 1, Basic Hireling Access
Cost: 2 Fame
Benefit: 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.
Special: This boon supersedes the skill bonus used by Basic Hireling Access. When slotting this boon, you select any skill set from Basic Hireling Access that you already purchased but use the improved skill check bonus instead.

Professional Hireling Access (Ally Boon): You can request the assistance of a professional agent from the Starfinder Society.
Prerequisites: All Factions Tier 2, Amateur Hireling Access
Cost: 2 Fame
Benefit: This boon acts as Basic Hireling Access, except the total bonus to your ally’s skill check is now equal to 4 + your level.
Special: This boon supersedes the skill bonus used by Basic Hireling Access. When slotting this boon, you can select one skill set from Basic Hireling Access that you already purchased but use the improved skill check bonus instead.

Marked Field Agent (Slotless Boon): 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. 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.

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.

▫ ▫ ▫ ▫ ▫ 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.

Starfinder Insignia (Slotless Boon): Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret, a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.

Qabarat University Admittance (Slotless Boon): In thanks for your service, the Qabarat University of Xenoarchaeology and Xenoanthropology has offered you admittance and free tuition to attend the school. At the end of an adventure, you can forgo your Downtime to check one box associated with one of the skills listed below. If the adventure awarded 3 XP, you can instead check 3 boxes. Once all six boxes for a skill are checked, you gain a permanent +1 insight bonus when making checks with that skill. Once you’ve checked all 18 boxes below, you graduate from Qabarat University and gain 2 Fame.
Culture x ▫ ▫ ▫ ▫ ▫
Life Science ▫ ▫ ▫ ▫ ▫ ▫
Physical Science ▫ ▫ ▫ ▫ ▫ ▫

Wayfinders Champion, Improved (Faction Boon): Your allegiance with the Wayfinders means you gain personal bonuses for completing related mission objectives, as well as championing the faction.
Prerequisites: Wayfinders Tier 2, Wayfinders Champion
Cost: 4 Fame
Benefit: 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.
Normal: A character gains no Reputation unless he has a Faction boon slotted.

▫ ▫ ▫ 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

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. Your GM will cross out the affiliation you failed to earn.

AbadarCorp Respect

Friend of the Ghibrani (Social Boon): During your time on Elytrio, you had the opportunity to interact with the two subspecies of the resident ghibrani race: the husks and the membranes. Depending on your interactions, you befriended one or more of these subspecies. This boon might have repercussions in future scenarios, which you will be told of prior to slotting your boons. Your GM will cross out the entry for any subspecies you failed to befriend during this scenario.
Husk Ghibranis + Membrane Ghibranis

Street Cred: Absalom Station (Social Boon): Once per scenario as a free action, you may recollect your dealing with the gangs of Absalom station to provide insight into dealing with other gangers. Doing do grants you a +1 insight bonus to Bluff, Diplomacy and Intimidate checks made when interacting with street gangs or other suitable gang-like groups at the GM’s discretion. You also gain a +1 morale bonus to attack and damage rolls against members of a street gang. Both bonuses increase to +2 if the gang members belong to a gang based on Absalom Station. These bonuses last for 1 minute.

Enemy of the Devourer (Social Boon): After stopping a Cult of the Devourer cell on Castrovel, you’ve developed quite the reputation. You’ve also taken steps to learn as much as you can about the destructive organization. You gain a +2 bonus on any Culture, Diplomacy (gather information), or Mysticism check related to the Cult of the Devourer. Once per session, you can re-roll any one saving throw against an effect created by a follower of the Devourer.

Hero of the Stars (Starship Boon; Limited Use): You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier × 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your Chronicle sheet.

Automated Defenses (Starship Boon): You defeated one of the orbital defense platforms orbiting the planet Elytrio. The platform contained several unique, albeit technologically outdated, innovations in starship design. The most promising adaptation of the technology is its ability to deter oncoming missiles using miniature automated drones. When you slot this starship boon, once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter. A starship can only be improved by a single copy of this boon.

Loaned Ship: Sunrise Maiden (Starship Boon; Limited-Use): You can only slot this boon in a Tier 1–4 scenario, and everyone at the table must agree to you slotting this boon. When you slot this boon, rather than choosing the standard starships presented in the Starfnder Society Roleplaying Guild Guide (such as the Drake or Pegasus), you can instead choose to take the Sunrise Maiden. The statistics for this hull are presented below. This ship can be further upgraded with Starship boons from other characters in the group as normal.
When used in Subtier 3–4, the PCs crewing the Sunrise Maiden gain a bonus reroll that can only be used on a d20 roll made during a starship combat encounter. This reroll is meant to give the starship a slight bonus when outmatched by more powerful encounters. This reroll can be used by one PC and does not count towards the reroll limit for that PC.
Otherwise, this ability follows the rules for rerolls (Starfnder Core Rulebook 243).
Speed 10; Maneuverability good (turn 1); Drift 1; AC 13; TL 13; HP 55; DT —; CT 11
Shields Light 60; forward 15, port 15, starboard 15, aft 15
Attack (Forward) gyrolaser (1d8); Attack (Port) light laser cannon (2d4); Attack (Starboard) light laser cannon (2d4); Attack (Aft) flak thrower (3d4); Attack (Turret) light particle beam (3d6)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic mid-range sensors, crew quarters (good), extra light weapon mount (aft), mk 3 armor, mk 3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); Expansion Bays cargo holds (2), escape pods, recreation suite (HAC/gym)
Modifiers[b] +1 to any 2 checks per round, +2 Computers, +1 Piloting; [b]Complement 1–6

[spoiler=Bot Me!]
In combat, Hadir prefers to engage in melee from reach with his Tactical Pike, which he can call into his hands as a Swift action. Whenever he has a move action to spare (whether moving to close into melee or making only a single attack against a tough foe) Hadir usually draws his longarm, so that it is available for switching to non-adjacent targets.
[Dice=Tactical Pike]1d20+7[/dice] for [dice=piercing, magic]1d8+8[/dice]
[Dice=hunting rifle]1d20+5[/dice] for [dice=piercing] 1d8+4[/dice]

When attempting to capture a foe, Had will resort to using his taclash to disarm, trip, or nonlethally stun them.

[Dice=standard taclash]1d20+7[/dice] for [dice=electric, non-lethal]1d4+8[/dice]

in space combat Hadir is most likely best utilised as a Gunner

but he can also pilot (or aid the pilot) in a pinch