Dr. Olmehya Solstarni Wehir of House Raimar

Hef Sadir's page

527 posts. Organized Play character for Pete H..


Race

| EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 |

Classes/Levels

SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

Gender

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6

About Hef Sadir

Formatted Post to add during combat:

More importantly, if any adjacent ally is attacked (first attack vs. X), he uses his Bodyguard Feat to boost their AC by 2. If it still hits he uses his Harm's Way feat intercept the attack. If Hef is hit from this or ANY melee attack the enemy takes 1d6 electricity damage.

Scenario Notes: Cast Life Bubble on Group (if six or fewer) at the mission briefing AND just prior to arrival to the mission.
To Buy/Bought: Bought Profession Toolkit: Maintenance Worker (20cr) before mission,

Description
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 handaxe clipped to his waist. Criss-crossed across his back is a tactical spear and boring looking staff. Other than the weapons, he appears more suited for manual labor than an exploration party.

Starship Combat Cheat Sheet
Starship Combat Crew Actions
Starship Combat

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

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DEFENSE
Armor Calculations EAC = 10 + 8 Armor + 2 Dex; KAC = 10 + 9 Armor + 2 Dex
Hit Point Calculations 1) 6 class + 4 race, 2-6) 6 per level from class
Stamina Point Calculations 1) 6 class + 2 con + 1 toughness = 9 per level
Save Calculations Class 2/2/5, Ability Scores 2/2/6
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OFFENSE
Speed 30 ft. BAB +4 (Stargazer?)

Melee
[dice=Unarmed vs. KAC]1d20+7[/dice] for [dice=Bludgeoning Nonlethal + W.S]1d6+3+6[/dice]
- Archaic, Nonlethal
[dice=Returning Silver Handaxe vs. KAC]d20+7[/dice] for [dice=Magic/Silver/Slashing + W.S.]1d4+3+6[/dice]
- Analog, Thrown (20ft)
[dice=Returning Cold Iron Tactical Spear vs. KAC]1d20+7[/dice] for [dice=Magic/Cold Iron/Piercing + W.S.]1d6+3+6[/dice] (if hits, gets +1 AC vs. that target)
- Analog, Block, Thrown (20ft)

Ranged
[dice=Returning Cold Iron Tactical Spear vs. KAC]1d20+6[/dice] for [dice=Magic/Cold Iron/Piercing + W.S.]1d6+3+6[/dice]
- Analog, Block, Thrown (20ft)
[dice=Returning Silver Handaxe vs. KAC]d20+6[/dice] for [dice=Magic/Silver/Slashing + W.S.]1d4+3+6[/dice]
- Analog, Thrown (20ft)
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SPELLS
Cantrips: DC 16 (unlimited casts per day)
Fatigue (doesn’t provoke)
[dice=Fatigued vs. EAC]1d20+7[/dice] for Fort Save DC 16 or Fatigued for 6 rounds
Stabilize
Grave Words
Detect Magic
Psychokinetic Hand
Detect Affliction

Level 1 (DC 17, 6 casts per day)
Magic Missile (Connection)
Reflective Armor
Life Bubble
Wisp Ally
Lesser Remove Condition (doesn’t provoke)

Level 2 (DC 18, 6 casts per day)
Darkvision (Connection)
Mystic Cure (lvl 1 or 2)
Lesser Restoration
Remove Condition
Status

Mystic Spell-Like and Supernatural Abilities
Mindlink (unlimited casts but only usable once per target each day)
Healing Touch (5 hp/lvl healed in 10 minutes) 2x per day if using my Staff of Mystic Healing
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STATISTICS
Str 17 (+3); Dex 14 (+2); Con 14 (+2); Int 8 (-1); Wis 18 22 (+4 +6); Cha 10 (+0)
Feats 1) Toughness, 3) Bodyguard, 5) In Harm’s Way

Skills:
Starship Combat Skills Bolded
[dice=Acrobatics]1d20+4[/dice]
[dice=Athletics]1d20+5[/dice]
[dice=Bluff]1d20[/dice]
[dice=Computers (t)]NA[/dice]
[dice=Culture (t)]1d20+5[/dice] -5 to DC if Pilot related
[dice=Diplomacy]1d20+4[/dice]
[dice=Disguise]1d20[/dice]
[dice=Engineering (t)]NA[/dice]
[dice=Intimidate]1d20[/dice]
[dice=Life Science (t)]1d20+3[/dice] +X to ID creatures from Boon
[dice=Medicine (t)]NA[/dice]
[dice=Mysticism (t)]1d20+15[/dice] +4 to disable magical traps with tools, +X to ID creatures from Boon
[dice=Perception]1d20+17[/dice]
[dice=Physical Science (t)]NA[/dice]
[dice=Piloting]1d20+14[/dice] (Lone Wolf Starship Combat?, Astrogating w/in Pack Worlds +2)
[dice=Gunner (Piloting) + Dex]1d20+5+2[/dice]
[dice=Profession: Maintenance Worker (t)]d20+10[/dice] (+4 with Tools)
[dice=Sense Motive]1d20+15[/dice]
[dice=Sleight of Hand (t) - AC Penalty]NA[/dice]
[dice=Stealth]1d20+2[/dice]
[dice=Survival]1d20+11[/dice] +4 with Navigation Tools

Languages Common, Kasathan
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Combat Gear 2x MK 1 serum of healing (2L), Returning Cold Iron Tactical Spear (1B), D-Suit II (L) w/ Electrostatic Field (Mk1) & Radiation Buffer, Returning Silver Handaxe (L), Staff of Mystical Healing (1B, 2x Healing Touch per day)
Other Gear Medpatch (L), Spotlight (1B), 50 ft Titanium Alloy Cable Line (5L), 1 of Each set of Environmental Clothing (6L)(see Gear Descriptions), Formal Wear, Uniform (Maintenance Worker), Industrial Backpack (-), Holy Text of Sarenrae & Holy Text of Kadrical (2L), 7x R2E (7L), 1 Week Rations (1B), Starstone Compass (L), Disguise Kit (L), Party Clothes (L), Wisdom Ability Crystal MK II (-), Navigation Tools (L), Mobile Hotelier Tent (1B), Personal Comm Unit (L), Trap Smith's Tools (L), Clear Spindle Ioun Stone (no food or water needed ever), Profession Toolkit: Maintenance Worker (L), Credstick (338 credits after 4-99)
Left at Home: Kasathan Microcord II (light armor, only worth 367 sold), Graphite Carbon Skin (light armor, only worth 122 cr sold), Radiation Buffer (only worth 20 cr sold)
Weight Carried: 5 Bulk + 33L = 7L < 9 Bulk
Capacity Before Encumbered: 9.5 Bulk
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Special Abilities:

Lone Wolf: You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).

Stargazer: You can study the stars to gain a bit of good luck. Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check (see page 243).

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.

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.

RP Guide & Kadrical Info:
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.

Kadrical
The Covetous Protector
LN god of collections, order, and preservation
Centers of Worship: The Scoured Stars
Symbol: A gold prism on a black feld
Associated Mystic Connections: mindbreaker, overlord, star shaman

Botting Instructions:
In combat - Tank and Spank with Spear, using Bodyguard and In Harm’s Way until he has no Stamina left. Use Spells if necessary to save an ally or self (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 (there might be a slot he can fill with Mysticism). The skill section has preformatted rolls for those skills.

Boons Slotted:

Drift Crasher (Slotless Boon): You’ll always remember exactly where you were when the Drift Crash happened. Perhaps you crash landed into the surface of an unknown planet with a group of Starfinders and had to construct a home base and fight for survival, or perhaps your story took a different turn. Your new characters can now select the Drift Crashed theme (Starfinder Drift Crisis 39) and existing characters can swap their current theme out for Drift Crashed, adjusting ability scores and skills as appropriate.
Additionally, the Weydanite pilgrims who crash landed on the same planet as the ill-fated Starfinder expedition are grateful to the Starfinder Society for rescuing them. They have donated resources to the Starfinder Society to be used on future missions that explore what has gone wrong with the Drift. When any of your characters plays a scenario other than A Time of Crisis with the Drift Crisis tag, they can take a free item of their level or lower from the following types: serum of enhancement, serum of healing, spell ampoule, or spell gem. The spell ampoule or gem can contain any spell of the appropriate level from the Starfinder Core Rulebook, except for animate dead or reincarnate. Any items not expended by the end of the adventure must be returned to the Starfinder Society for future missions.

ExoGuardian Champion, Improved (Faction Boon): 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.

In addition, once per adventure when you successfully score a critical hit in combat against a significant enemy (Starfinder Core Rulebook 242) or succeed at Life Science check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Jinsul Witness (Personal Boon): You traveled to the jinsul’s adopted homeworld, Rax, and uncovered much about jinsul history. You’ve learned about the divine herald Dhurus, who now leads the jinsuls, and the former warlords who the jinsuls once served. You can slot this boon in your Personal boon slot if that slot is available. You gain a +1 bonus to all saves made to resist the effects of abilities or spells used by jinsuls or the divine herald, Dhurus. In addition, if you ever fail a save against one of these effects while this boon is slotted, you can permanently cross this boon of this Chronicle sheet to treat your saving throw result as though you had rolled a natural 20 instead.

Journey to the Scoured Stars: Segment 7 (Unidentified Boon): You learned about the jinsuls, the species who invaded the Scoured Stars during the Society’s rescue mission, by traveling to the adopted jinsul homeworld, Rax. During this journey, you learned more about the jinsuls’ history, as well as more about their leader, the divine herald Dhurus. 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.

Pact Worlds Defender (Social Boon): 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.

Collector and Examiner (Ally Boon): 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.

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

Life Science
Aberrations: 0
Animals: 2
Humanoids: 0
Monstrous Humanoids: 1
Oozes: 0
Plant Creatures: 0
Vermin: 0

[ ] [ ] Memories of the Past (Slotless Boon): On the planet Akiton, you caught glimpses of life before the Gap and visions of the distant future, thanks to the time-bending Eternity Arch. Residual magic from the Eternity Arch clings to you. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities based on your character level.
For any spell-like ability, use your caster level as your character level.
Levels 1+: mindlink, share memory (Character Operations Manual 141)
Levels 3+: augury, predict foe (Character Operations Manual 139)
Levels 5+: haste, slow
Levels 7+: displace memory (Character Operations Manual 134), divination

Kadrical Rises (Slotless): With the jinsul threat disbanded, a new power wakes from within the Scoured Stars. Kadrical the Preserver stirs from his torpor and has begun to attract new followers. From this point on, any new characters you create can choose Kadrical as a patron deity. This can be selected as part of the priest character theme or as part of a mystic’s connection choice.
If you are a priest or mystic, upon receiving this boon, you can begin worshipping Kadrical instead of your current deity. If you are a mystic and choose to do this, you can change your current mystic connection to match any one of the connections listed in Kadrical’s portfolio (see below). If you are a mystic who does so, you can also immediately reassign any skill ranks applied to your previous connection’s associated skills.

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).

Overcome the Past (Slotless; Limited-Use): You have returned to the Scoured Stars, beat back the jinsuls, and spiritually conquered the star system that nearly doomed the Starfnder Society. You gain 4 Fame. Alternatively, if you advanced to 2nd level as a result of the Scoured Stars Veteran boon, you can instead gain 3 XP, 5 Fame, and 5 Reputation for the faction whose champion boon you have slotted. Apply this XP 1 point at a time, each time earning additional credits based on the subtier most appropriate to your level.

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 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.
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Unused Boons:

Savior of the Scoured Stars (Social Boon): You took part in the Starfinder Society’s momentous victory in the Scoured Stars. Whether for good or for ill, people know you were a part of this endeavor. While you have this boon slotted, once per session, you can reroll any skill check made to present a positive view of the Starfinder Society to an NPC. This boon might have repercussions in future scenarios, which you will be told prior to slotting your 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.

Scenario List:

Scoured Stars Veteran (Boon): 3 XP, 5 Fame, 5 ExG, no Dayjob
Skitter Shot: 1 XP, 2 Fame, 2 ExG, no Dayjob (3 Fame spent on Collector & Examiner and Pact Worlds Defender)
The Protectorate Petition: 1 XP, 2 Fame, 2 ExG, no Dayjob
Dreaming of the Future: 1 XP, 2 Fame, 2 ExG, no Dayjob
It Rests Beneath: 1 XP, 2 Fame, 2 ExG, 1 WF, no Dayjob
Heart of the Foe: 1 XP, 2 Fame, 2 ExG, 1 Each SS, no Dayjob
Fate of the Scoured God: 4 XP, 7 Fame, 5 ExG, 1 Each SS, no Dayjob (4 Fame spent on Imp. Faction Champion Boon)
The Last Bite: 1 XP, 2 Fame, 2 ExG, 1 SS-Luw, no Dayjob
Perils of the Past: 1 XP, 2 ExG, no Dayjob
Road to Reconciliation: 1 XP, 2 ExG, 1 Dataphiles, 1 Wayfinders, no Dayjob
A Time of Crisis: 1 XP, 2 ExG, 32 credits Dayjob
Total XP: 16 (level 6)
Total Fame: 17
Infamy: 0
Total Rep: ExoGuardians 28, Wayfinders 2, Second Seekers (Jad) 2, Second Seekers (L.E.) 3, Dataphiles 1

Chronicle Information:

Player: Pete H.
Character Name: Hef Sadir
PFS #: 123584-702
Primary Faction: Exo-Guardians
Day Job: N/A