74. The McGuffin Is The BBEG (when the party messes with it after specifically being told *not* to).
80. The Party is hired by the Burgermeister to steal the McGuffin away from the BBEG to be returned to the town vault.
81. The Party is hired by a citizen (the BBEG-A in disguise) to steal the McGuffin away from (BBEG-B) to be given to the (BBEG-A still in disguise) to be revealed as The BBEG as she/ he/ or it crosses the river the on the only ferry with (the McGuffin) aka the implement of ultimate destruction (IUD).
| SP 18/18, HP 19/19, RP 5/5 | EAC 13, KAC 13, Fort +1, Ref +3, Will +3 | Init +6, Perc +1, Senses ---
Classes/Levels
| Speed 30 ft | Active conditions ---
Gender
LG Medium Male Human Xenoseeker Technomancer 3
About Xeno The Chronicler
SFS INFORMATION:
SFS #: 2403787-702
Boon Slots
Slotless: [] Memories of the Past – 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
Slotless: Ghibrani Linguist – So long as you possess this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Ghibrani language and can select it any time they would learn a new language.
Ally: Dream Whispers - 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.
Faction: Dataphiles
Personal: ---
Promotional: ---
Social: Swarm Foe - you gain a +1 bonus to attack and damage rolls made against Swarm creatures. In addition, once per session, you can reroll a single saving throw made to resist any effects caused by a Swarm creature.
Social: Friend of the Ghibrani – During your time in Elytrio, you had the opportunity to interact with the two subspecies of the resident ghibrani race: the husk 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.
Starship: Automated Defense – [ooc][smaller]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 to deter incoming missiles using miniature automated drones. When you slot this starship boon, once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer 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.
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 wands 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 e]ect (caster level 10th).
Chronicles and Boon Level 1 1 S03-99 Perils of the Past
2 Boon (Slotless): Memories of the Past
3 S04-99 A Time of Crisis
4 Boon (Slotless): Drift Crasher
5 S02-21 Illegal Shipment
Level 2 6 S01-16 Dreaming of the Future
7 S99-01 Intro #1: The First Test
8 S01-03 Yesteryear’s Truth
Level 3
CHARACTER INFORMATION Xeno The Chronicler, NG Medium Male Human Xenoseeker Technomancer 21
Age 65
Deity Triune
Home Planet Absalom Station
Languages Common
DEFENSE SP 18/18, HP 19/19, RP 5/5
EAC 13, KAC 13, Fort +1, Ref +3, Will +3
Init +6, Perc +1, Senses ---
Immunities ---, Resistances ---
Armor EJ Coverall (Utility) Bulk L, EAC Bonus 1, KAC Bonus 1, Dex Cap 4, Check Penalty 0, Speed Penalty 0, Upgrade Slots 2
Upgrades Infrared Sensors, darkvision with a range of 60 feet; Radiation Buffer, +2 bonus to your initial saving throw against radiation in addition to any bonuses from your armor’s environmental protection
Powered Armor ---
Upgrades ---
Shield ---
Upgrade ---
OFFENSE Speed 30 ft.
BAB +0
Melee Survival Knife +3 (Analog, Operative, Thrown) Damage 1d4 S
Melee Club +1 (Analog, Archaic, Thrown) Damage 1d6 B
Ranged Tactical Semi-Auto Pistol +3 (Analog) Damage 1d6 P Category Projectile
Space5 ft, Reach 5 ft
SPELLS Base Spell DC 15 (10 + 4 INT +1 Spell Focus)
Spell Level 0Energy Ray, Dancing Lights, Detect Magic, Daze, Transfer Charge, Detect Affliction Spell Level 1 [][][][][] Magic Missile, Overheat, Supercharge Weapon, Comprehend Languages, Grease (bonus spell)
FEATS & SPECIALS Level 1 Feat Basic Melee Weapon Proficiency, Small Armor Proficiency
Feat Light Armor Proficiency
Technomancer Technomantic Talent (Enhanced) – As you practice weaving spellcode, you can affect not only your own spellcasting, but others’ as well. At 1st level, pick a school of magic and gain the listed effect. Unless otherwise noted, you can use each effect twice per day as a reaction when you, an ally, or an enemy within 60 feet casts a spell in that school, applying the effect to that triggering spell. At 4th level and every three levels thereafter, you can invest in your technomantic talents, either increasing the effect of a school you’ve already chosen or choosing a new school. – Conjuration – You increase or decrease the damage or healing done by a conjuration spell by one die (of the same size as the original spell). Each subsequent time you choose this as a technomantic talent, add 1/3 your level to the amount of damage or healing added or reduced. This effect can’t reduce damage or healing to less than 1. Theme Feat Theme Knowledge (1st Level) – You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. Technomancer Spell Cache (Su) – As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points the next time you regain your daily allotment of spell slots. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete. - Club
Feat Improved Initiative – +4 bonus to initiative checks, already included Racial Skill Focus - Acrobatics
Level 2 Class Technomancer
Magic Hack Harmful Spells (Ex) – When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.
Level 3 Feat Toughness – You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. Benefit: 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. Spell Focus Through careful study, you have developed methods to make your spells harder to resist. Prerequisites: Ability to cast spells, character level 3rd. Benefit: The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities. Weapon Specialization Small Arms, Basic Melee
Technomancer Techlore (Ex) +1 – You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.
GEAR Worn Industrial Backpack, Standard Book, Environmental Clothing, Personal Comm Unit,
Stowed Standard Book, Hygiene Kit, R2E (10), Sleeping Bag
Current Bulk 1.9, Encumbered 6, Maximum 12