Kbold Chieftan

Julakesh Starfist's page

340 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).

Full Name

Julakesh Starfist


Female Vesk Solarian Starfarer 4 | SP: 32/32, HP: 34/34, RP:5/5 | EAC: 13, KAC: 14, CMD: 22 | Init +0, F:+5, R: +1, W:+4 | Acrobatics +5, Athletics: +9, Bluff/Dip: +3, Intimidate: +9, Perc: +4, Piloting +4, SM: +0, Survival +5


| Speed 30 ft. | Attunement: Graviton: 0/3, Photon 0/3 | Active Conditions: None




Common, Vesk

Strength 16
Dexterity 10
Constitution 13
Intelligence 8
Wisdom 10
Charisma 16

About Julakesh Starfist


SFS # 276820-701
Experience 9
Fame 18
Reputation Wayfinders 19 Dataphiles 2 Exo-Guardians 2

Julakesh Starfist
Female Vesk Spacefarer Solarian 4
N Medium humanoid (reptilian)
Init +0; Senses Low-light Vision, Perception +4

SP 32 HP 34 RP 4
EAC 13 (10 +3 armour, +0 Dex, +0 misc)
KAC 14 (10 +4 armour, +0 Dex, +0 misc)
AC vs. Combat Maneuvers 22 (8+KAC)
DR — Resistances —
Fort +5, Ref +1, Will +4
…+2 vs. fear, +2 vs. radiation (stacks with armour)
...Armour: Immune low-levels of radiation, +4 vs. higher levels

Speed 30 ft.
Melee Unarmed Strike +7 (1d3+7)
…solar weapon +7 (1d6+6 P + 1d3 E/staggered)
...bull rush +11
Ranged azimuth laser pistol +4 (1d4+1 F/Burn 1d4)(20 charges, 1 used)
Offensive Abilities black hole, stellar rush, supernova

Str 16, Dex 10, Con 13, Int 8, Wis 10, Cha 16
Base Atk +4
Feats Cleave, Improved Combat Maneuver (bull rush), Weapon specialization (small arms, solarion weapons, basic melee, advanced melee, unarmed strikes (vesk))
Skills Acrobatics +5, Athletics +9, Intimidate +9, Perception +4, Piloting +4, Survival +5
(3 points; 4 class, -1 INT)
Abilities Armour savant, fearless, low-light vision, natural weapons, skill adept, sidereal skill use, solar manifestation, solar weapon (1d6), spacefarer knowledge, stellar mode, stellar revelation (black hole, dark matter, stellar rush, supernova)
Proficiencies Light armour, basic melee weapons, advanced melee weapons, small arms
Languages Common, Vesk

Special Abilities:


Armour Savant Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.

Cleave (feat): As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Natural Weapons Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Skill Adept As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills. (piloting, survival)

Sidereal Skill Use You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.
...Gravotion stealth
...Photon intimidate

Solar Manifestation (Su): You gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon.You must pick one solar manifestation (weapon) upon taking your first level of solarian. You also choose whether your solar manifestation glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole (glowing white). A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow returns immediately. Once made, these choices cannot be changed. Only you can interact with your solar manifestation, whether in mote or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.

Solar Weapon: You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light, but it can be whatever general shape you choose (energized fist). Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing (piercing) damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level there after. Solarian weapon crystals can increase your solar weapon’s damage. (1d6+3)

Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.

Spacefarer Knowledge You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Stellar Mode (Su): The stellar forces you call on are attuned to either photons (represenitng the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star's energy is exerted outward, while the ultimate expression of graviton power is the blackhole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your conneciton with one or both of these forces -a relationship that shifts from one moment to the next as you use your stellar revelations.

When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned.

At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you're fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you've accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.

At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousnes while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.

When you're not in combat, you can't enter a stellar mode. This ability manifests only in high-stake situations. When your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there's any doubt about whether you’re in combat or able to access your stellar mode. the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don't pose a real threat to you.

-Gravitron Mode: When you enter graviton mode, you gain 1 graviton
attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have (+2).

-Photon Mode: When you enter photon mode, you gain 1 photon attunement
point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you're photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

-Unattuned: While unatuned, you gain no attunement points and you are
neither photon-attuned nor graviton-attuned. You gain no beneftis while unattuned.

Revelations Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat. (DC 14)

- Black Hole (Su): When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels there after (30 ft. range, 20 ft. Closer). Soild objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Blackhole functions as a zenith revelation for the purposes of abilities that reference them.

- Dark Matter (Su): As a move action, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. You gain damage reduction 1/—. This increases to DR 2/— at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave graviton mode. When you are attuned or fully attuned, your DR from dark matter is equal to half your solarian level.

- Stellar Rush (Su): As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties. When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

- Supernova (Su): When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you (11d6 fire). A creature that succeeds at a Reflex save (DC 14) takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation you immediately becomes unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.

Weapon Specialization Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
- Solarion Weapons, basic melee, advanced melee, small arms, vesk natural attacks


Combat Gear tauon minor weapon crystal, azimuth laser pistol, serum of healing mk 1 (8, heals 1d8)
Possessions batteries (3), consumer backpack, everyday clothing, mass produced tent, personal comm unit, graphite carbon skin armour, armour upgrade (radiation buffer)

Carrying Capacity
Unencumbered 0-8 Encumbered 9-16 Overburdened 17+
Current Bulk 2 (4 L)
Credits 4,728

Temporary Gear:


Society Subdermal Graft
Model: Single
Level: 1
Price: 150
This implant rests beneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in a species that lacks hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder's Society's symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

Slotted Boons:

Ally - Heart Friends Forever!!
Faction - Wayfinder's Champion
Personal - Scoured Stars Survivor
Promotional - None
Social - Friend of the Ghibrani
Starship - Solar Powered Weapon System
Slotless - Gibran Linguist, Marked Field Agent (Society Subdermal Graft Augmentation), Starfinder Insignia




Envar’s Attention (Ally Boon): During your mission to the space station Brilliance, you managed to impress Arch Energy’s notorious chief procurement officer, Envar Tamm. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with Envar Tamm—for good or for ill. You will be told if this boon is important to a future scenario prior to slotting your boons.

Heart Friend Forever (Ally Boon): During a concert on Songbird Station, you met BurgundyBear, an avid collector of Strawberry Machine Cake paraphernalia. You chose to trade away your prized limited-edition release copy of the Star Sugar Heartlove!!! album in exchange for material goods—but more importantly, you earned the heartfelt thanks of BurgundyBear. Shortly after this trade, you received a personalized thank-you message from BurgundyBear, marking her as belonging to the Pact Worlds’ official embassy in the Veskarium. When slotting this boon, you can call upon your new friend to temporarily assign you a diplomatic attaché familiar with the Veskarium. This attaché knows how to speak Common and Vesk. Their presence grants a +4 bonus to all checks you make to influence skittermanders, vesk, or other residents of the Veskarium. This boon might have repercussions in future scenarios, which you will be told prior to slotting your boons.

Wayfinders Champion (Faction Boon)
You’ve declared your allegiance to the Wayfinders and dedicate your missions to furthering the goals of that faction. This Faction boon allows the character to gain Reputation with the Wayfinders faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.


Scoured Stars Survivor (Personal Boon): You survived the events of the Scoured Stars and they’ve impacted you, or you’ve passed this information onto someone who has learned from your experiences. If you already have a permanent boon in your personal boon slot (such as a special race boon), then you can instead gift this boon to any other character you’ve created that does not already have a permanent personal boon. If you pass this boon onto another character, keep a copy of this chronicle sheet with that character. When you slot this boon in your personal boon slot, once per day, as a free action, you can reduce the number of Resolve Points required to stabilize by 1 (to a minimum of 0 RP). When you use this ability to stabilize, you also immediately gain 1d6 hit points for every 2 character levels you have.



[] [] [] 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 in uenced. How this in uence 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: AbadarCorps

[] [] [] - Faction's Friend (Social Boon; Limited Use): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploit, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.

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

Knowledge of a Forgotten Military (Social Boon): 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.

[] Scoured Stars Memorial (Social Boon): Thanks to your efforts on Songbird Station, the Starfinder Society earned immense publicity from the Strawberry Machine Cake concert. Organizations and people across the Pact Worlds now go out of their way to assist the Starfinder Society. You can check the box next to this boon to do one of the following:
• Ignore the Fame cost of having your body recovered.
• Ignore the Fame cost of purchasing the Starship Towing boon.
• Reduce the Fame cost of receiving a raise dead by 4.


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

Emergency Resupply (Starship Boon; Limited Use): You have stockpiled extra reserves of ammunition onboard your starship. This can be used for a singe emergency reload during a starship combat. When this boon is slotted, selected one starship weapon with the limited fire special property on the group's starship. Once during a starship combat, when the selected weapon runs out of shots, you can immediately reload the weapon back to its full number of shots. When you choose to do this, cross this boon off the chronicle sheet.

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

[] [] [] [] [] Skitterfriend (Starship Boon; Limited-Use): By taking part in the skittermander escape from Varkulon 4, you’ve ensured that these adorable creatures continue to help people throughout the galaxy—yourself included! When you slot this boon, it has two different effects, which you can choose to use during the course of the adventure.
...Skittermander Stepping In!—If your party numbers fewer than 6 PCs, one of the skittermanders temporarily joins your crew during a starship combat. You can choose which of the four skittermanders joins your crew and what starship role they take over during the ensuing starship combat. You can control the skittermander during the starship combat, and appropriate statistics are provided below.
...Dakoyo—Diplomacy +7 (3 ranks), Gunnery +3 (3rd level), Mysticism +13 (3 ranks)
...Gazigaz—Bluff +10 (3 ranks), Diplomacy +10 (3 ranks), Gunnery +5 (3rd level), Piloting +8 (3 ranks)
...Nako—Athletics +7 (3 ranks), Gunnery +4 (3rd level), Intimidate +6 (3 ranks)
...Quonx—Athletics +6 (3 ranks), Computers +10 (3 ranks), Engineering +12 (3 ranks), Gunnery +4 (3rd level)
...At most, two such skittermanders can assist the PCs, assuming two PCs slot this boon and that there are only 4 PCs present. In this circumstance, the PCs who’ve slotted this boon must select different skittermanders to take over starship roles. For every 2 Tiers the PCs’ starship is higher than Tier 4, increase the skill bonuses, ranks, and level of the skittermanders by 2 and the gunnery bonus by 1.
...Let Me Help!—Rather than having a skittermander take over a starship role, you can instead choose to have a skittermander assist during a starship combat. You must decide whom the skittermander assists at the start of the starship combat round, prior to the engineering phase. An assisting skittermander grants a single PC a +1 bonus on any one skill check made during the starship combat round, but this bonus does not stack with encouragement or demands from a Captain. A PC can only benefit from an assisting skittermander once per round (multiple assisting skittermanders do not stack).
...Once per adventure, a PC who is currently being assisted by a skittermander can check one of the boxes that precedes this boon to provide dramatic assistance to one PC. That PC can reroll the skill check the skittermander assisted them with. However, dramatic assistance also tires out the skittermander and prevents the skittermander from assisting for the remainder of the adventure.

Solar Powered Weapon System (Starship Boon): The files you retrieved from Brilliance also included blueprints for experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon on your starship with the word ‘laser’ in its title: you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to firing the selected weapon to increase the bonus to +4 for 1 round. A starship weapon can be improved by a single copy of this boon, but copies of this boon can be applied to different weapons.

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.

Weapons of a Lost Civilization (Starship Boon): 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 [] [] [] [] [] [] [] [] [] []

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

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


Tip of the Conspiracy (Unidentified Boon): You assisted Historia-7 in learning about a growing conspiracy against the Starfinder Society, though the trail of clues seemingly ended at Songbird Station. This boon represents your involvement in thwarting one of the conspiracy’s plans. This boon might have repercussions in future scenarios, which you will be told prior to slotting your boons. Future scenarios calling on this boon will specify what boon slot it must be slotted in.

Completed Scenarios:

#1-01: The Commencement
GM Credit: Quest: Into the Unknown
#1-03: Yesteryear's Truth
#1-07: The Solar Sortie
Player Credit: Skitter Shot
#1-12: Ashes of Discovery
#1-14: Star Sugar Heartlove!!!
#1-21: Yesteryear's Sorrow
Skitter Crash


Julakesh was a vesk soldier for most of her life, policing residents and putting down rebellious behaviour among the barbarous feline humanoids on Vesk-6. She treated her charges with respect but revelled in the opportunity for glorious combat, or competition among her fellow soldiers. As she rose through the ranks her chances for combat increased, and eventually she was given the opportunity to join a combat vessel bound for a fierce battlefield on another planet. She accepted the honour with great enthusiam and left Vesk-6 for the first time since she joined the military.

Unfortunately, a solar flare and the subsequent coronal mass ejection struck their ship, causing most of the systems to fail and the nearly all of the crew to die. Of those few crew remaining, all of them were left changed—three suffered slow radiation poisoning, one’s scales turned a sickly brown, one lost more than half his muscle mass and two suffered terrible mutations. The energy from the corona bonded with Julakesh in a moment of intense pain, leaving her capable of using the very elements of the universe as a weapon—the power of gravity and the power of the stars. She was no longer Vesk, she was something other. Something greater.

Through luck and determination, Julakesh and her fellow ailing soldiers managed to steer the ship back to Vesk-6 where they were taken care of by the military doctors. Julakesh was cleared for active duty, but found the next few years of work unfulfilling. Although she enjoyed combat as much as she always had, her gaze was constantly drawn heavenward, she knew in her heart she belonged among the stars.

Eventually she left behind her promising military career and set out into the unknown on a passenger ship travelling to Absalom station. As they took off into the beautiful void of space, Julakesh finally felt at peace. This was where she belonged.

Her travels have taken her far and wide since then, but as much as she loves discovering and exploring new planets and stars, she’s always happiest in the void of space, surrounded by silence and stars. She has recently joined the Starfinders, in the Wayfinders, and is excited to push new boundaries and travel the unknown depths of space.

Appearance and Personality:

Julakesh Starfist is a fierce looking vesk with horns circling the top of her head like a spiked crown. Her scales are mottled black that never reflects light and bright white that almost seems to glow. She is well muscled and just under seven feet tall. A glowing orb of bright white light hovers around her, following her wherever she goes. Most startling of all is when she enters into combat, grasps the ball of light and it energizes her fists, making them surrounded by a blazing, bright white light.

Julakesh is brave, bold and adventurous. Like most of her kind she revels in the glory of combat and competition. She loves exploring new planets and—most especially—being off planet. She’s most at home in the depths of space and enjoys floating around with her jetpack outside the ship whenever it is stopped.