Dr. Olmehya Solstarni Wehir of House Raimar

Hef Sadir's page

199 posts. Organized Play character for Pete H..


| SP 11/24 HP 21/22 | RP 3/5 | EAC 14; KAC 15| F/R/W +2/+2/+7 (+4 Toughness Stuff, +1 or 2 vs. Fear) | Init: +1| Perc: +10, SM: +9


| Speed 30ft, Fly 20 (space only) | Spells 1: 2/4 | Active conditions: Bodyguard, Life Bubble 2 days, Cold Weather Gear


Male NG Kasatha Star Shaman Mystic of Sarenrae 3

About Hef Sadir

Scenario Notes: NA
To Buy/Bought: NA

Boons Slotted:

(Faction) ExoGuardian Champion: This Faction boon allows the character to gain Reputation with the ExoGuardians 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.

(Social) Pact Worlds Defender: You make no secret your desire to defend the Pact Worlds from external threats.
Prerequisites: Exo-Guardians Tier 1
Cost: 1 Fame
Benefit: When you have this boon slotted, you and any adjacent allies gain a +1 morale bonus to saving throws against fear effects. This bonus increases to +2 if the source of the fear effect is something that did not originate within the Pact Worlds.

(Ally) Collector and Examiner: The Exo-Guardians host a variety of professionals interested in researching alien life from the Vast. One such researcher would like to work with you.
Prerequisites: Exo-Guardians Tier 1
Cost: 2 Fame
Benefit: You have a growing relationship with a researcher among the Exo-Guardians. At the end of a scenario for which you’ve slotted this boon, you can return one, and only one, mostly intact cadaver of a defeated significant enemy (Starfinder Core Rulebook 242) for the ally to study. Mark the creature type (such as aberration, fey, or ooze) of the collected cadaver on your Chronicle sheet. While this boon is slotted, you gain an insight bonus to Engineering, Life Science and Mysticism checks to identify creatures corresponding to creatures of the types you have collected. The bonus is equal to the number of corpses of that creature type collected, up to a maximum of +3. The bonus represents your correspondence between you and your examiner ally, and it does not mean the examiner is physically present during the adventure.

Constructs with the Magical Subtype: 0
Dragons: 0
Fey: 0
Magical Beasts: 0
Outsiders: 0
Undead: 1

Life Science (not trained yet)
Aberrations: 0
Animals: 1
Humanoids: 0
Monstrous Humanoids: 0
Oozes: 0
Plant Creatures: 0
Vermin: 0

(Slotless Boon/Vanity) Private Vault: 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).

(Slotless Boon/Limited Use) Scoured Stars Veteran: 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 two 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, 2,160 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 lessons 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 one faction for which you possess a faction boon.

Hef is a tall, four armed, grey skinned, black eyed Kasatha. Dressed very simply in what appears to be station maintenance gear crafted for zero g maneuvering with a heavy sledge clipped to his waist and a tactical spear slung across his back. Other than the spear, he appears more suited for manual labor than an exploration party.

Starship Combat Cheat Sheet
Starship Piloting Movement Rules

Botting Instructions and other things of interest are spoiler-ed at the bottom.


Armor Calculations EAC = 10 + 3 Armor + 1 Dex; KAC = 10 + 4 Armor + 1 Dex
Hit Point Calculations 1) 6 class + 4 race, 2-3) 6 per level from class
Stamina Point Calculations 1) 6 class + 1 con + 1 toughness, 2-3) 8 per level, same as 1
Save Calculations Class 1/1/3, Ability Scores 1/1/4


Speed 30 ft. BAB +2
[dice=Unarmed vs. KAC]1d20+4[/dice] for [dice=Bludgeoning Nonlethal + W.S]1d8+2+3[/dice]
- Archaic, Nonlethal
[dice=Sledge vs. KAC]1d20+4[/dice] for [dice=Bludgeoning + W.S]1d8+2+3[/dice]
- Analog, Unwieldly (aka no AoO or Full Attack)
[dice=Returning Cold Iron Tactical Spear vs. KAC]1d20+4[/dice] for [dice=Magic/Cold Iron/Piercing + W.S.]1d6+2+3[/dice]
- Analog, Block, Thrown (20ft)
[dice=Returning Cold Iron Tactical Spear vs. KAC]1d20+3[/dice] for [dice=Magic/Cold Iron/Piercing + W.S.]1d6+2+3[/dice]
- Analog, Block, Thrown (20ft)


Cantrips: DC 13 (unlimited casts per day)
[dice=Fatigued vs. EAC]1d20+4[/dice] for Fort Save DC 13 or Fatigued for 3 rounds
Grave Words
Detect Magic
Psychokinetic Hand
Detect Affliction

Level 1 (DC 14, 4 casts per day)
Magic Missile (Connection)
Mystic Cure
Reflective Armor
Life Bubble
Wisp Ally

Mystic Spell-Like Ability
Mindlink (unlimited casts but only usable once per target each day)

Life Bubble at Mission Briefing:

Hef has the spell Life Bubble. If feasible he would cast it twice the day before they arrive. That casting would grant up to six players the spell for three days. This would provide the entire group two full days of its use once they arrive and he would still have his full complement of spells.


Str 15 (+2); Dex 12 (+1); Con 12 (+1); Int 8 (-1); Wis 16 18 (+3 +4); Cha 10 (+0)
Feats 1) Toughness, 3) Bodyguard

Starship Combat Skills Bolded
[dice=Acrobatics - AC Penalty]1d20+3-1[/dice]
[dice=Athletics - AC Penalty]1d20+4-1[/dice]
[dice=Computers (t)]NA[/dice]
[dice=Culture (t)]1d20+5[/dice] (-5 to DC of Pilot related checks)
[dice=Engineering (t)]NA[/dice]
[dice=Life Science (t)]NA[/dice]
[dice=Medicine (t)]NA[/dice]
[dice=Mysticism (t)]1d20+10[/dice]
[dice=Physical Science (t)]NA[/dice]
[dice=Piloting]1d20+9[/dice] (Astrogating w/in Pack Worlds +2)
[dice=Gunner (Piloting) + Dex]1d20+3+1[/dice]
[dice=Profession (t)]NA[/dice]
[dice=Sense Motive]1d20+9[/dice]
[dice=Sleight of Hand (t) - AC Penalty]NA[/dice]
[dice=Stealth - AC Penalty]1d20+1-1[/dice]

Languages Common, Kasathan

Combat Gear MK 1 serum of healing (2), Sledge, Returning Cold Iron Tactical Spear, Graphite Carbon Skin
Other Gear Medpatch, Spotlight, 50 ft Titanium Alloy Cable Line, 1 of Each set of Environmental Clothing (see Gear Descriptions), Industrial Backpack, Holy Text of Sarenrae, R2E (7), Ration (1), Starstone Compass, Disguise Kit, Party Clothes, Ability Crystal MK 1 (Wisdom), Credstick (217 credits)

Gear Descriptions:

Environmental Clothing Each environmental outfit is designed with a specific climate in mind, and wearing such an outfit in an extreme environmental condition it is tailored for grants a benefit as follows: cold climates (+2 circumstance bonus to Fortitude saves against environmental cold dangers), dust storms (reduce damage from dust storms with windstorm-magnitude winds by 1), extreme gravity (reduce damage from extreme gravity environments by 1), heat climates (+2 circumstance bonus to Fortitude saves against environmental heat dangers), radiation (+1 circumstance bonus to saving throws against radiation effects), and zero gravity (+2 circumstance bonus to Acrobatics or Athletics checks to stop movement or climb along handholds in zero-g).
Spotlight Increase the light level by one step in a 100-foot cone. It can be used for 10 hours before its battery needs to be recharged or replaced.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 Hit Points.
Medpatch Can be used to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat poison task.
Industrial Backpack +2 to strength score to determine gear carrying capacity.

Special Abilities:

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

Four Armed 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.

Historian Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.

Natural Grace Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.

Toughness For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Healing Touch (Su) Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Ace Pilot You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Channel Skill (Su) You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter. Skills improved - Perception & Piloting.

Mindlink (Sp) You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

Walk the Void (Su) You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.

Starlight Form: You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

Bodyguard: Benefit: As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.

RP Guide:
Playing this Race
You Likely...
Seek wisdom in history and find dignity in customs and tradition.
Strive to maintain balance and stability in yourself and your comrades.
Use ranged weapons when necessary but find melee weapons inherently more honorable.
Keep your mouth hidden behind a scarf in public, carefully tucking food under it and using straws to drink.

Other Races Probably...
Don’t understand your customs and mistake your veneration of the elegant past for primitiveness.
Resent your aloofness and assume you think you’re superior to them.
Fear you want to invade and colonize their home.
Respect your cultural knowledge but find you stodgy and inflexible.

Botting Instructions:
In combat - Tank and Spank with Spear. Use Spells if necessary to save an ally (Mystic Cure) or if beneficial to weaken an enemy (Touch of Fatigue). If stuck at range try to cast full round Magic Missiles. The combat section has preformatted rolls for most of his attacks.

Out of Combat - Perception, Survival, Sense Motive, Mysticism & Culture used liberally. The skill section has preformatted rolls for all his skills.

Starship Combat Skills, Piloting and Gunnery are pretty much all he can do. The skill section has preformatted rolls for those skills.

Chronicle Information:

Player: Pete H.
Character Name: Hef Sadir
PFS #: 123584-702
Primary Faction: Exo-Guardians
Day Job: N/A
Fame: 10
Reputations: Exoguardians (13), Wayfinders (1)
Infamy: 0
XP: 7

Unused Boons:
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.