About Hef Sadir
Scenario Notes: NA
(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.
(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.
Life Science (not trained yet)
(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.
Botting Instructions and other things of interest are spoiler-ed at the bottom.
Mystic Spell-Like Ability
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.
Starship Combat Skills Bolded
[dice=Acrobatics - AC Penalty]1d20+3-1[/dice]
[dice=Athletics - AC Penalty]1d20+4-1[/dice]
[dice=Culture (t)]1d20+5[/dice] (-5 to DC of Pilot related checks)
[dice=Life Science (t)]NA[/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=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
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.
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.
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.
Playing this Race
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...
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.
Player: Pete H.
Character Name: Hef Sadir
PFS #: 123584-702
Primary Faction: Exo-Guardians
Day Job: N/A
Reputations: Exoguardians (13), Wayfinders (1)
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.