Jaxon5's page

Organized Play Member. 25 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Ah. He's lvl 1.


So, I've recently decided to try the unchained rogue. Made him up in HeroLab, and when it came time to choose feats, I chose Extra Rogue Talent (I think on the advice of a build I read somewhere). Anyway, I swear to you that was an available choice when I did it (it's not now). Anyway, the error I got, and the prereq I'm seeing now to choose it, is 'Rogue talent class feature required'. So... what the heck is a the rogue talent class feature? Why don't I have it? Am I supposed to have it? I'm so confused :P


Hey folks. Quick question. I'm making a Winged Marauder goblin for a new campaign. I've noticed that Hero Lab doesn't allow for that particular archetype, which is odd, but that's not my question. As my mount, I've decided to take a dire bat. However, I can't add it to my character because I'm missing 'The Bestiary Package'. The thing is, there are 5 of them, all at $12.99 a shot. I'm not into paying an extra fifty bucks. So, can anyone tell me which bestiary the dire bat is in so I can get just the one I need?

Thanks so much.


Ryan Freire wrote:

Have you run this character by the party you're joining. Cause what you view as madcap fun the other players might view as an intolerable annoyance that ruins the game for them.

(characters like this are why i despise goblins as core in pf2)

Oddly enough, they are looking forward to it.


Well, I've had to rethink this character concept a bit. Having an 8 intelligence, while intriguing from a roleplay perspective, means that 4 levels of underground chemist and then going to alchemist means that I still can't use a single bomb until I'm level 6 (4/2) because alchemists are allowed a number of bombs daily equal to their alchemist level and their intelligence modifier, in this case -1.

The GM has allowed us a 25 point buy, so now I'm considering going heavy into intelligence (for some reason HeroLab won't let me start with an int over 18) and a high dex, 20, with everything else pretty baseline between 8 and 12, and a charisma of 6, because, you know... goblin.

So, based on this, should I still do the 4 levels of underground chemist rogue before jumping into alchemist? I'm really unsure how he gets bombs before that alchemist level and how many he can use. Is the only benefit of the rogue levels the ability to use bombs as a stealth weapon? I know I'll be taking the Fire Bomber archetype as an alchemist, so does that play into it?

What if I went the other way with it? Grab some number of levels of alchemist, and then dip into underground chemist rogue for 4 levels.

What I really want is a powerful bomb tossing goblin who does pretty much nothing other than tosses bombs every round, while not caring all that much where they land. I don't really care about mutagens and extracts and such. I just want to be a mad firebomber.

The best part? This character is for Skulls and Shackles. Can you imagine the mayhem of a mad bomber on a floating wooden matchbox far out to sea?

Anyway, your advice is much appreciated.


The NPC wrote:
Maybe you didn't cal your eidolon during the time you were under and so they weren't around to know what was going on.

Right, but then you run into the same problem of your eidolon showing up and saying, 'Oh, you don't remember anything. Well, I'm Bob, you're Fred, these 'strangers' around you are Larry, Moe, and Curly, and the last I was with you, you were going off to investigate this asylum for xyz reasons.'


Once a summoner loses consciousness, or sleeps, his eidolon returns to its home plane. My concern has been that whatever caused the fugue state happened at a time when that would come into play. I suppose it could be played so that it was also affected by whatever, but then you have the same issue, to my mind. It's on it's home plane, amongst others of its kind who presumably know it and can fill it in on certain things. Or not. I suppose we don't know what happens there and can play it however we like. I suppose I do like the idea of the eidolon being summoned and summoner and eidolon basically looking at each other asking, 'who are you?' However, that begs the question, how does the summoner know there's an eidolon out there to summon in the first place? Guess I'll have to think about this. Thanks for the responses.


So, my GM is looking at 4 different possible APs for our group to play next. Strange Aeons is one of the choices. The character I'd like to play for the next game is a summoner. I'm reading the player guide for this AP and thinking about the fugue state, and it's worrying me. It seems to me that the moment I remember my eidolon and summon him, he's going to tell me everything I can't remember, thereby spoiling all the stuff that the fugue state is meant to hide.

I'm willing to put off remembering him for a bit, relying on monster summoning, but not for too long. Can anyone give me an idea of how far in we'd have to get for me to reasonably contact him again? Also, though it's likely at least a minor spoiler, can anyone give me an idea of how much time has passed between our last memories and waking in the asylum?


Jaxon5 wrote:
Can I still make followup natural attacks with an offhand claw after my main weapon attack?
Dasrak wrote:
If you're using a greatsword, then no. If it's a one-handed weapon then you can make your offhand claw attack (and any other natural attacks you may have) as a secondary natural attack. You could always give him an extra set of arms, but I'd imagine that doesn't fit your concept ;-)

Okay, but don't I have the option of claws on my feet which I could use as a secondary attack as a biped?

Jaxon5 wrote:
Is the greatsword the best weapon choice?
Dasrak wrote:
It's good enough

Okay, but would I maybe do better with duel wielding? Or a longsword maybe with the offhand claws?

Jaxon5 wrote:
If I shouldn't use weapons, can you recommend feats/evolutions? If weapons are good, can you suggest future feats/evolutions? At least for a couple lvls.
Dasrak wrote:
Either approach is fine. If you want to go with weapons, it's usually better to gain proficiency via feats rather than with evolutions. Evolutions are usually more valuable than feats.

Does that mean I should wait until I can take the simple and martial weapon training as regular feats? Or are they only available as evolutions?


So a bit of research has shown me a bunch of threads related to this one, but you know how it is; some are really old, some ask slightly different questions than you want answered, etc, so I thought to make my own.

The summoner I want to play is a young, spiky haired blond kid who's eidolon looks suspiciously like a large, stuffed tiger. The kid's name is Galvin...

Anyway, the tigerish eidolon, Fobbes, is obviously bipedal. In my mind, I want him to be wielding a greatsword, but if that's not the best option, I'm willing to consider others.

So the first question is, how does a weapon wielding eidolon stack up to a natural attack one? Can I still pounce with a weapon? Can I still make followup natural attacks with an offhand claw after my main weapon attack? Is the greatsword the best weapon choice? Currently HeroLab is saying Natural Attacks Allowed = 2 of 3 (1 left). Does that mean I can make a weapon attack, then 2 offhand claw attacks? Or just 1? I do know that the claw would be considered a secondary attack if I'm wielding a weapon.

So far I've come up with a lvl 1 eidolon with Toughness and simple and martial weapon prof so I can use the greatsword (I used the feat which gives you an extra evolution point at lvl 1).

If I shouldn't use weapons, can you recommend feats/evolutions? If weapons are good, can you suggest future feats/evolutions? At least for a couple lvls.

Thanks for reading. Any help is much appreciated.


The guide seems to be missing, or is it just me?


So, I've got this idea for an alchemist character. I went to the guides but the one alchemist build there seems to be gone. So I'm coming here for advice, which is probably a good idea anyway, as my character concept is... weird.

What I want to build is a nearsighted, low intelligence, slightly insane goblin alchemist, who's just as likely to blow up his party as any enemies. I'm really curious to see how long it takes for the entire party to kill him in his sleep.

If he miraculously survives, I don't want him to be totally inept. Like... powerful, but unfocused. Or maybe he's really bad at alchemy, but dips into a second class for something he can do when his plans blow up, literally, in his face.

Any suggestions? I suck at building characters, so if you could give me an idea in a bit of detail, (like, ok, 3 lvls of this, then switch to this for 4 lvls, then do the rest in this, or something like that) it would be much appreciated.


Really simple question - should I dip into Ranger a level or two?

My pally just hit level 7. I can take another paladin level, or take a ranger level. I figured a ranger level would give me the favored enemy bonus and also allow me to use a Gravity Bow wand on myself.

Frankly, as a paladin archer, I'm not sure what more levels in paladin are going to give me at this point.

Any advice for optimizing this guy?


Thanks, Pants. You're right, trip would be the best opening gambit. Then I'll disarm and then reposition if useful. The goal is to get Greater Reposition so I can let all my friends get in a free shot at them.

I've already got Vicious Stomp. I went ahead and took the Improved Reposition and used prestige to buy a wand of enlarge person. That should address the size differential in the short term at least, although I'll still consider getting Ki Throw later.


Hey folks, just a couple of quick questions.

First, the Redirection ability flowing monks receive allows me to trip or reposition an opponent that threatens who attempts to attack me. My question is, does that trip or reposition provoke an AoO? (I mean against me, not from my team to the opponent) I have Improved Trip already, but not Improved Reposition, so I'm willing to grab that.

My second question is about Ki Throw. I suppose I was under the impression that a reposition threw the opponent into another square and that they would arrive there prone. Is that not the case?

Assuming not, if I'm using different combat maneuvers during a flurry of blows, I could start off disarming, then tripping, then repositioning, right? So what good is Ki Throw to me? Is it just the ability to spend ki points to increase the sizes I can affect? Not that that isn't a really big factor to consider.

I guess I'm just trying to figure out what feat I should grab now (level 10). It's between the Improved Reposition and Ki Throw.


I know this isn't really what this space is for, but I just wanted to vent a little bit of frustration. I'm about to hit lvl 6 with my zen archer, but still can't get over the fact that at level 5 I got a completely useless ability. Namely, Ki Arrows. Ok, not useless, but at least useless for several levels. If you're using a longbow (and why wouldn't you?) then the d8 from that is the same as your unarmed strike. So it's not until level 8 that you get any benefit from this ability, as your unarmed strike finally hits d10. As much as I love this character, it's frustrating little things like this that really bug me.


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I'm seeing it, but I don't like it. Makes no sense to me. If the conditions which grant a flanking bonus hold true for a melee attack (basically the fact that the target has to worry about someone threatening his rear and so is distracted and less able to maintain a proper defense) then why would a ranged attack, assuming Point Blank Mastery which allows you to fire from that range without provoking an AoO, be any less effective against the same distracted target? From a purely mechanical point of view it doesn't make sense to me.

If you're going to make these types of specialized archetypes, then you need to adjust the rules to accommodate their unique play styles.


But if you're a specialist class who can use ranged from the next square, shouldn't an exception be made? I mean, if I threaten, it stands to reason that I should get the same bonus as a person with a sword or the like. It's not as if I'm unable to damage the target with my bow.


Really enjoying this character. He's up to level 5 now. I've come across something confusing however, and was hoping someone could provide some clarification.

Last night we were playing and I moved my monk to support the fighter by flanking. It was established that the fighter would get a flanking bonus but that I wouldn't. If that's true, then I don't understand why. I threaten, but they are saying I only threaten because of Unarmed Strike, which I can do while holding a bow. Seems to me that with Point Blank Master I'm not risking AoO and since I threaten and can attack from the next square with my bow that I should receive a flanking bonus. Is there RAW which explains this?


Ohhhh, I see. I figured Point Blank Master would include the functionality of Point Blank Shot. Thanks for the clarification.


So I've started my new campaign with this character. I'm sitting here leveling him to 2 in anticipation of our next session when I noticed something. I was about to take Point Blank shot, but then I see we get Point Blank Master at 3. Isn't it sort of a waste then to take Point Blank now? Wouldn't I be better served taking Combat Reflexes or perhaps Dodge now? (thinking CR)


I've been devouring this guide for a couple days and I'm finally sitting down and creating my character for an upcoming AP. I think I'm just stuck on one thing. Toughness. The more I look at this, the weaker a feat it seems to me. Perhaps I'm just misinterpreting it. The way I'm reading it, you basically get 1 extra hp per level, right? 3 to start, then 1 a level afterwards as you level. So at level 10 I have an extra 10 hp? That's rather paltry, if that's how this works. Surely I'd be better off getting something else, wouldn't I?

Also, while I'm here may as well address a couple of other points. From what I'm reading, the idea of getting vows is pretty much out, yes? And I can dip into Qinggong for just barkskin at 4 in exchange for slow fall and not have to use it again?

Thanks for the help.


Ok, I'm already imagining the chorus of 'duh's when people read this, but I feel compelled to verify this completely. I'm playing a flowing monk. He's level 4. I took flowing monk for his ability to control the battlefield, but not obviously to do a lot of damage. So I have a question about what strikes me as the flowing monk's core power - Redirection. The feat reads like this:

Redirection

At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round.

This ability replaces Stunning Fist.

When I first read this I assumed that the once per day applied to the level 12 ability to use this maneuver against pretty much anyone on the field who attacks him. I mean, certainly it couldn't just be once a day (per level) for the ability itself. What would be the point of being a flowing monk if it's core ability is so limited? As flowing monks we know we're giving up basically all of our offensive capabilities in exchange for the ability to control the field. If that control is going to be so severely limited I'm not seeing how the trade off is worth it.


Right, that's something we argued.

His argument is thus - that the stated spell effect only ignores the onset period. If you then follow the physical disease path, as stated in the guide, you go from healthy, to latent carrier, to weakened, impaired, disabled, etc. His contention is that while onset is ignored, the next step is latent carrier, so you take no ill effects until after the disease has progressed.

My argument is that the target is at least weakened, if not impaired or disabled, otherwise what's the point?


Quick question - my GM and I are arguing (well, he's arguing and I'm meekly agreeing because he's the GM and secretly seething inside and going behind his back and posting here) about cruelties. We just started a campaign where we're starting our characters at level 6. I'd planned on using the disease cruelty each time I used my Touch of Corruption. However, the GM is maintaining that the disease isn't an instant effect; that in fact the target is diseased but doesn't show symptoms for at least a day. Seems rather a pointless power to me if that's the case.

The description of Cruelty I've read says, "The target contracts a disease, as if the antipaladin had cast contagion..."

Contagion is described thus - "The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply)."

The GM says that while the onset period doesn't apply, contracting the disease means you're in the incubation period, meaning only that you can pass it and you'll eventually suffer the effects after a day and failing a saving throw if applicable.

I say that 'contracted immediately' means just that, that the effects of the disease are magically applied and the target suffers the effects immediately. What sense would there be in a touch attack combat maneuver to apply a effect which doesn't cause any harm until the next day when the target will be dead in a few rounds anyway?

Your thoughts would be appreciated.

Full Name

Twila-5

Race

| SP 56/56 HP 46/46 | RP 10/10 | EAC 21; KAC 21 | Fort +8*^; Ref +10`; Will +6* | Init: +8 | Perc: +15 | low-light vision; darkvision | Speed 40ft; 30 ft Fly |

Classes/Levels

TFR: 40 | SAP: 20 | TRP: 18 | CF: 10/10 | HC: 1/1 | Active conditions: none

Gender

Female N android death touched operative 7

Size

M

Special Abilities

low light vision, darkvision

Alignment

NG

Deity

atheist

Languages

Akitonian, Castrovelian, Common, Eoxian, Shirren, Vercite, Vesk, Ysoki

Strength 12
Dexterity 20
Constitution 15
Intelligence 15
Wisdom 12
Charisma 8

About Twila-5

Twila-5

SFS information:

SFS # 289224-702
Experience 18
Slotted Faction Second Seekers (Luwazi Elsebo)

Reputation 52 Global Reputation
Reputation with Acquisitives: 3
Reputation with Dataphiles: 1
Reputation with Exoguardians: 2
Reputation with Second Seekers (Luwazi Elsebo): 36
Reputation with Second Seekers (Ehu Hadif): 1
Reputation with Wayfinders: 3
Reputation with Advocates: 1

Statistics:

Str 12 (+1); Dex 20* (+5); Con 15 (+2); Int 15 (+2); Wis 12 (+1); Cha 8 (-1)
*Augmentation: Synaptic Accelerator MK 1: Dex, purchased when leveling up to 5th.
Android upgrade slot: Jetpack
Speed 40 ft. (10 ft. bonus from 3rd level Quick Movement); fly 30 ft (average), Swim speed 20 ft.
Female android death-touched operative 7
NG Medium humanoid (android)
Init +8; Senses darkvision 60 ft., low-light vision
Languages: Abyssal, Akitonian, Aklo, Castrovelian, Common, Eoxian, Goblin, Shirren, Vercite, Vesk, Ysoki
Other Abilities constructed, ghost specialization, quick movement (+10 ft)

Defense:

SP 56 HP 46 RP 10
EAC 21; KAC 21
Armor: Lashunta Mind Mail, Mk I with Targeting Computer upgrade
Fort +8*^; Ref +10`; Will +6*
* +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
^ mk 2 ring of resistance
` Evasion

Offense:

BAB: +5
Melee survival knife +10 (1d4+4 S; thrown [20 ft.], analog, operative) or
. . tactical baton +10 (1d4+4 B; thrown [20 ft.], analog, operative)
Ranged
Triple focus rifle +10 (3d4+7 F) [120 ft] (Special: penetrating 7, sniper (650 ft), unwieldy; Critical: burn 2d4; Usage 4, Capacity: 40 charges; 2 hands; underwater special weapon property)
Tactical rotating pistol +11 (2d4+3 P) [20 ft.] (conceal, analog; underwater special weapon property)
Static arc pistol +11 (1d6+3 E) [50 ft.] (Special: stun; Critical: arc 2; Usage 2; underwater special weapon property)
survival knife +6 (1d4+1 S); thrown [20 ft.], (analog, operative) or
tactical baton +6 (1d4+1 B); thrown [20 ft.], (analog, operative)
Offensive Abilities trick attack +4d8; DC = 20 + Target’s CR
Debilitating Trick: With Trick Attack, if both skill and attack rolls hit, I choose to make the target flat-footed or off-target until the beginning of my next turn.
Staggering Shot DC 17. This is another option for Debilitating Trick.

Skills:

Operative’s Edge: +3 insight bonus included in every skill

Acrobatics +18 (7 ranks) (may always Take 10; see Specialization Skill Mastery)
Athletics +10 (3 ranks)
Bluff +7 (2 ranks)
Computers +15 (7 ranks)
Culture +15 (7 ranks)
Diplomacy +4 (2 rank)
Disguise +2 (0 rank)
Engineering +15 (7 ranks)
Intimidate +6 (1 rank)
Life Science n/a
Medicine +15 (7 ranks)
Mysticism +14 (7 ranks)*
Perception +15 (7 ranks)
Physical Science +14 (6 ranks)
Piloting +18 (7 ranks)
Profession (electrician) +10 (2 ranks)
Sense Motive +2 (0 rank)
Sleight Of Hand +16 (5 ranks)
Stealth +18 (+19 when using trick attack) (7 ranks) (may always Take 10; see Specialization Skill Mastery)
Survival +4 (0 rank)
*(use Perception instead of Mysticism to recall knowledge about undead and negative energy effects)

Gunnery: +17 (1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty)

Feats:

Skill Focus (Acrobatics; level 1 bonus class feat)
Skill Focus (Stealth; level 1 bonus class feat)
Weapon Focus (small arms; level 1)
Great Fortitude (level 3)
Weapon Specialization (Operative weapons; level 3 bonus class feat)
Skill Synergy (Mysticism, Physical Science) (level 5)
Extra Resolve (level 7)

Class Features:

Debilitating Trick (4th level): If both the trick attack and the weapon attack hit, you can choose whether to make the target flat-footed or off-target until the start of your next turn.
Uncanny Agility (7th level): 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.
Specialization Skill Mastery: Can Take 10 even when otherwise can’t for skills in which I have the Skill Focus feat (Acrobatics, Stealth)

Exploits
Cloaking Field (5th level bonus exploit)
Holographic Clone (1/day) (level 1)
Uncanny Mobility (level 3)
Staggering Shot (level 6)

Gear & Wealth:

Combat Gear: mk I serums of healing (2), mk II serums of healing (2), medpatch (2), Mk 2 Holo grenade
Weapons: tactical rotating pistol, small arms rounds, pinhole rift rifle (PR) with 1 battery, static arc pistol (SA) with 1 battery, survival knife, tactical baton, Mk 2 frag grenade
Scenario Gear:

Tool kits: engineering tool kit, hacking kit, med kit (basic), navigator's tools, trapsmith's tools
Worn Items: Lashunta Mind Mail mk I armor (Targeting Computer and jetpack upgrades), Diadem of Desna, mk II ring of resistance
Backup armor upgrades (in storage at this time): hydrojet

Other Gear spare batteries (2, 20 charges each), datapad, industrial backpack, field rations (1 week), hygiene kit, manual crowbar tool, professional clothing (electrician), party clothes, cold climate clothes, titanium alloy cable line (50'), grappler, canteen, radiation badge

Party clothes description: silky indigo outfit with a high collar, an open back, and a short skirt, finishing it with navy gladiator sandals (with a half inch wedge heel) and a violet hat to cover most of her hair.

credstick 6096 credits

Current Bulk: 6/12
Encumbered: 6/12
Overburdened: 12/12

Boons:

Boons Slotted This Adventure:
Ally: Dream Whispers (see Chronicle #3)
Faction: Second Seekers (Luwazi Elsebo) Champion
Personal:
Promotional:
Social: Knowledge of Forgotten Military
Starship: Weapons of a Lost Civilization (Chronicle #9)
Slotless: Memories of the Past

☐ ☐ ☐ Contractor’s Respect (Social Boon; Limited Use) (Chronicle 2): 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 nonconsumable weapon (but fully loaded with conventional ammunition) for the duration of the 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 inXuenced. How this inXuence 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. 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

Dream Whispers (Ally Boon) (Chronicle 3): 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, any time you miss an attack or fail a saving throw, you can call up on the Dreamer’s mysterious message. You immediately count this roll as being 2 higher, which may allow you to hit your target or 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) (Chronicle 3): 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).

Star Monster Slayer (Starship Boon) (Chronicle 2): You defeated a spacefaring monster 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.

[ ] [ ] 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

Diabolical Hitchhiker (Ally): You picked up an unexpected passenger on your journey back to Absalom Station. What appeared to be an imprisoned bird from the holy plane of Elysium was actually the imp Kremzle in disguise, and he deceitfully (or invisibly) hitched a ride on your starship. After taunting you, he flew off to participate in his own machinations, but your paths may cross again. This boon may have an effect in a future scenario.

Ghibran Linguist (Slotless Boon): (Chronicle 9) So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Ghibran language and can select it anytime they would learn a new language.

Knowledge of a Forgotten Military (Social Boon): (Chronicle 9) The weapons of Egoret Base are now available for use by the Starfinder Society thanks to your actions. You can slot this boon at the beginning of a scenario to represent further Starfinder exploration of the ghibrani base, as well as a deeper understanding of the destructive ghibrani weaponry. At the end of an adventure where you slot this boon, you can purchase any weapon with the radioactive weapon special property (Starfinder Armory 30) or a weapon with the irradiate critical hit effect (Starfinder Armory 31) at a 20% discount.

Weapons of a Lost Civilization (Starship Boon): (Chronicle 9) When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher (Starfinder Core Rulebook 302). Alternatively, select one heavy weapon onboard your starship and replace that weapon with a heavy nuclear missile launcher (Starfinder Core Rulebook 303). This new weapon must go in the same arc as the replaced weapon, and only one weapon can be replaced on a starship by a boon with this name. The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
Tactical Nuclear Missile Launcher: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Heavy Nuclear Missile Launcher: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

Near Space Tourist (Social Boon): (SFS #5-12: Envar's Expeditions; Chronicle 13) During your mission to track down Envar Tamm, you visited numerous planets as a tourist.
Check off the four planets you visited. You gain a +1 circumstance bonus on skill checks to recall knowledge about these
planets and a +1 circumstance bonus on Diplomacy checks to gather information while on these planets. Once per adventure,
you can gain a +2 bonus on a single Bluff, Diplomacy, or Intimidate check you attempt when interacting with a citizen of one of
these planets or with a species from one of these planets.
[x] Daimalko
[x] Gaskar III
[ ] Nemenar
[ ] Pakahano
[x] Varturan
[x] Vesk-4

Bot Me!:

Combat dice rolls:

Preferred attack option:
Static arc pistol; (Special: stun; Critical: arc 2; Usage 2, range: 50 ft)
[dice=Static Arc Pistol]1d20 + 9[/dice]
[dice=Damage (E)]1d6 + 2[/dice]
She keeps a backup battery in her pack.

Secondary attack options:
Tactical rotating pistol; (capacity: 4, range: 20 ft)
[dice=Tactical rotating pistol]1d20 + 9[/dice]
[dice=Damage (P)]2d4 + 2[/dice]

Pinhole rift rifle; (Critical: corrode 1d6; Capacity: 20 charges, Usage 4; range: 60 ft, sniper 250 ft; force, unwieldy; 2 hands,)
[dice=Pinhole rift rifle]1d20 + 9[/dice]
[dice=Damage (S)]1d10[/dice]
She keeps a backup battery in her pack.

[dice=Tactical Baton]1d20 + 8[/dice]
[dice=Damage]1d4 + 3[/dice]

[dice=Survival Knife]1d20 + 8[/dice]
[dice=Damage]1d4 + 3[/dice]

[dice=Trick Attack (stealth); DC = 20 + Target’s CR]1d20 + 17[/dice]
[dice=Trick Attack (acrobatics); DC = 20 + Target’s CR]1d20 + 16[/dice]
[dice=Trick Attack damage]3d8[/dice]

See Uncanny Mobility for Twila-5’s movement that might trigger attacks of opportunity.

If she triggers an attack of opportunity, she'll activate her Diadem of Desna to gain concealment from it, then use the bonus on her next attack roll (not the roll for her trick attack).

In ship combat, she’s best suited to be a Chief Mate. However, if the party needs her in another spot, the following are her preferences, in order: Pilot, Engineer, Science Officer, Gunner.
[dice=Chief Mate (Acrobatics)]1d20 + 16[/dice]
[dice=Piloting]1d20 + 15[/dice] (Prefers to maneuver to avoid taking damage first, and set up nice shots for her gunners second.)
[dice=Engineering]1d20 + 12[/dice] (Prefers to bolster defenses, prioritizing the most damaged one, unless there is a different strategy in play.)
[dice=Computers]1d20 + 12[/dice] (Prefers to Scan first, then Target an enemy’s system that would most help her crew in that moment if it was offline or damaged.)
[dice=Gunnery]1d20 + 10[/dice]

In social situations, she usually hangs back and lets the smooth(er) talkers speak.

Chronicles:

1. Year of the Data Scourge:
Adventure Summary: Your routine trip to Absalom Station was unexpectedly disrupted by a digital attack orchestrated by unknown enemies. After ☐ surviving a train crash or ☐ preventing a train crash, you made your way across Absalom Station terrorized by technological glitches and rampaging robots. Finally, you reached the Lorespire Complex to find it under attack by an army of unidentified robots. Celita of the Dataphiles debriefed you about the ongoing digital attacks, which authorities are already referring to as the Data Scourge.
XP gained: 1
Reputation earned: Second Seekers (LE) 2/2
Credits earned: 720

2. 1-12 Ashes of Discovery:

☐ ☐ ☐ 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 nonconsumable weapon (but fully loaded with conventional ammunition) for the duration of the 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 inXuenced. How this inXuence 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. 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 monster 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.
XP gained: 1
Reputation earned: Second Seekers (LE) 2/4
Credits earned: 733

3. 01-16 Dreaming of the Future:

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, any time you miss an attack or fail a saving throw, you can call up on the Dreamer’s mysterious message. You immediately count this roll as being 2 higher, which may allow you to hit your target or 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).
XP gained: 1
Reputation earned: Second Seekers (LE) 2
Credits earned: 720

4. 3-99 Perils of the Past:

This adventure qualifies you for a unique Achievement Point boon: Memories of the Past.
XP gained: 1
Reputation earned: Second Seekers (LE) 2
Credits earned: 750

5. 4-02 Settling Accounts:

Employed by corporate powerhouse Ilia Tamm, you traveled to the fractured planet Tio Major on the trail of her missing son, social media darling Envar Tamm. You found that his travels brought him into contact with a species called ixtli, previously unknown to inhabitants of the Pact Worlds. Envar's presence caused repercussions that upset the cultural status quo. You navigated this complex diplomatic situation while seeking clues about Envar's whereabouts and defeating an enormous starfaring predator that threatened the ixtli settlement. Your actions ultimately impressed the ixtli Triumvirate and established positive first contact.
XP gained: 1
Reputation earned: Second Seekers (LE) 2, Acquisitives 1
Credits earned: 750

6. 2-15 The Infernal Gallery:

Diabolical Hitchhiker (Ally): You picked up an unexpected passenger on your journey back to Absalom Station. What appeared to be an imprisoned bird from the holy plane of Elysium was actually the imp Kremzle in disguise, and he deceitfully (or invisibly) hitched a ride on your starship. After taunting you, he flew off to participate in his own machinations, but your paths may cross again. This boon may have an effect in a future scenario.
XP gained: 1
Reputation earned: Second Seekers (LE) 2
Credits earned: 1094

7. 3-15: Frozen Ambitions: The Preluria Connection:

Hired by the mysterious Xystrian Brotherhood to investigate a disappearance, you traveled to the Vault of Vorlath. Once there, you followed the trail of the missing agent, starting at a dive bar frequented by lowlifes and mercenaries. You recovered the coordinates for a facility in the desert where you encountered a laboratory processing kinwood sap and shimmerstone into an unstable combat serum. After fighting enhanced shobhads and chasing their leader in an armed delivery van, you confronted the mercenary scientist and ultimately killed her, captured her, or allowed her to escape.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, Second Seekers (EH) +1
Credits earned: 1091

8. 5-02: Road to Reconciliation:

You were sent as a diplomatic envoy to the Aerie of the Sun to return a sacred artifact to the strix community and to attempt to start making right a wrong committed by a famous Starfinder in the Society’s early days. During your mission, you were tested by the strix windspeakers and then sent to reclaim a sacred site, Shifting Nest. You defeated the predatory animals inside the site and discovered an ancient strix artifact. You □ did or □ did not attempt to steal the artifact.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, Dataphiles +1, Wayfinders +2
Credits earned: 1461

9. 1-21 Yesteryear’s Sorrow:

Ghibran Linguist (Slotless Boon), Knowledge of a Forgotten Military (Social Boon), Weapons of a Lost Civilization[i] (Starship Boon): See Boons spoiler for details.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, Exo-Guardians +1
Credits earned: 1469

10. 06-02 Drift Scars:

After consulting a trio of researchers on Triaxus, you successfully used the Jatembe's Jaunt Drift Lane, stopping to help a captain under attack from pirates before proceeding to its end point at the Nebula Union. Finding the Union's councilors in disagreement about what to do with the Drift Lane, you helped them get closer to a decision before facing off one final time with the pirates. Ultimately, the Nebula Union decided to [X] use Jatembe's Jaunt freely, [ ] blockade Jatembe's Jaunt, [ ] wait to decide how to proceed with Jatembe's Jaunt.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, Wayfinders +1
Credits earned: 2834

11. 06-03 Project Dawn:

You were sent to Verces to infiltrate Dayside Inc. headquarters in Athalo and steal data that could incriminate the company and prove a connection to the mysterious Organization. During your investigation, you discovered an underground, off-the-books laboratory run by Dayside's CEO, Lubose, a dangerous member of the Organization. After defeating Lubose and their undead lab assistants, you escaped the facility with [x] incriminating data and [x] a sample of finitrium.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, Dataphiles +1
Credits earned: 2844

12. 05-99 Battle for the Bulwark:

In the heart of Sangoro’s Bulwark, above a magical cenote, the Starfinders battled the last of General Itharris’ army. You defeated [x] Lieutenant Ulgaran or □ General Itharris. At the battle’s end, a magical construct empowered by the souls of the Founders emerged from the cenote and destroyed the Voidglass Spire. Now, it sleeps again... The battle is over and Sangoro’s Bulwark belongs to the Starfinder once more!
XP gained: 1
Reputation earned: Second Seekers (LE) +2, Exoguardians +1
Credits earned: 1536

13. 05-12: Envar's Expeditions (II):

Requested by Ilia Tamm to track down her wayward son, popular v-log influencer Envar, you traveled to four planets in Near Space while following the trail of his data tags. After dealing with the results of Envar's shenanigans or other hazards of these destinations, you located all four data tags and Envar himself. The tags were on the following planets: [x] Daimalko, [x] Pakahano, [ ] Gaskar III, [ ] Nemenar, [x] Vesk-4, and [x] Varturan.
You [x] convinced Envar to contact his mother and tell her his hopes for the future or [ ] didn't convince Envar to make contact, but assured Ilia of his safety.
This adventure qualifies you for a unique Achievement Point boon: Near Space Tourist.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, Exoguardians +1
Credits earned: 1536

14. 06-13: The Beginning of the End:

You traveled to the planet of Relthune to find the Order of Dawning Fate and destroy their disaster machine before it levels the city of Izdria. You received some help from an old enemy, the ysoki Datch, who you [X] let go free in exchange for information, accidentally let escape, or captured. In the end, you destroyed or [X] shut down the disaster machine, and fought and killed Kebzec, one of the last remaining founders of the Order of Dawning Fate.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, ADV +1, DAT +1
Credits earned: 4892

15. 07-02: Zo! vs Zo:

You represented Zo! Media in a historic lawsuit against the city of Zo in Triaxus over rights to use their shared name. The honorable Ace Judge Axiennex decided the outcome through trial by combat. You [X] won the case, or [ ] lost the case.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, ACQ +1
Credits earned: 4144

16. 07-05: The Day the River Died:

You fought your way to the heart of Asteroid Y-47, base of operations for a group of space pirates called the Riveters, whom you suspected were sabotaging the River Between. After speaking with the leader of the Riveters, Captain Alera Okwana, you learned the truth: the arcane engine that maintains the containment fields surrounding the River Between is about to explode. To save the solar currents underlaying the River Between, you worked with Captain Okwana and the scientist Dr. Mirai Vox, entering the core of the failing arcane engine to shut it down before
it's destruction. Inside the core, you faced off against the ancient spirits that power the engine, and the Guardian. You [ ] destroyed the Guardian or [X] convinced the Guardian to step down. In the end, you shut down the arcane engine. Now, the River Between slowly dries up, leaking water into space as the containment fields fail, but the solar currents underpinning the River Between linger. Hope remains for the Diaspora.
XP gained: 1
Reputation earned: Second Seekers (LE) +2, Way +1
Credits earned: 4156

17. 01-08 Sanctuary of Drowned Delight:

[i]Mormalaw Admittance (Personal Boon; Limited Use):
During your mission to the world of Arniselle, you encountered a group of local life forms called mormalaws and convinced them to assist the Starfinder Society. Some of these Mormalaws 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 Repuation Tier of 3 with the Wayfinders faction or a Reputation Tier of 4 with other factions.
You can play a mormalaw character, beginning at 1st level as normal. Other than access to this additional race, all the character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle Sheet must be the first Chronicle sheet for the given character. Along with this Chronicle sheet, your GM should provide you with a copy of the "Playing a Mormalaw: appendix, which is considered a legal document for the purpose of playing this race.
Mormalaw Linguist (Slotless Boon): So long as you have this boon, all of your Starfinder Society Role Playing Guild characters have access to the Mormalaw language and can select it at any time they would learn a new language.
Suulhu-Huur's Debt (Ally Boon): During your mission to the abandoned Arniselle lodge, you saved the life of the kalo Suulhu-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.
XP gained: 1
Reputation earned: Second Seekers (LE) +2
Credits earned: 4265

18. 07-07: Submerged Stars:

You set off to rescue Hinevera and her team of Starfinders after they failed to report in during an exploratory survey. On your way [X] you explored an unexpected temple or □ you did not explore the temple. At the site, you discovered an observatory built by morlamaws before the Gap. After rescuing the Starfinders in the lower ruins, you ascended the observatory spire, fought off an angry spirit possessing Hinevera, and learned about two previously unknown planets settled by morlamaws. You successfully rescued the following Starfinders: [X] Hinevera, [X] Asthemir, [X] Iyuurhoi, [X] Pri-Pri, [X] Lekeetri
XP gained: 1
Reputation earned: Second Seekers (LE) +2
Credits earned: 4144

Appearance:

Height: 5’-6”
Weight: 132 lbs
Hair: left side clean-shaven, right side naturally wavy, ombre red-violet roots to deep indigo tips just past the shoulder
Eyes: Amethyst
Skin: warm light brown, with indigo and violet tattoos in delicate scrollwork and flowers to highlight her pale violet glowing circuits.
Clothing: Deep colors, but no black. Prefers navy, indigo, violet, burgundy, merlot, etc.
Voice: like warm honey, but flat.

Background and Personality:

Twila-4’s soul had a bit of trouble moving on when she died, and fought it hard. As a result of her deep frustration over her unfinished business, her soul took some detours before entering Twila-5’s body, causing her new incarnation to feel a bit of a connection with the undead.

Twila-5 remembers everything about Twila-4, and thinks of her somewhat like a tragic mother who died too soon. A part of her wants to honor her “mom” by living out her goal of dismantling the systems that keep the rich rich and the poor poor, but another part thinks that Twila-4 was an idiot to think that assassinating all the rich and powerful people in the galaxy was feasible or useful. So she works to try to even the score in smaller ways, spreading kindness where she can.

Unlike her "mother’s" goth aesthetics, Twila-5 hates black. Instead, she opts for rich colors, albeit dark ones that blend into shadows well. Her voice is soft and warm, though flat.