[dice=Gunnery (3 rank in piloting)]1d20 + 5[/dice]
Feats Improved Initiative
You gain a +4 bonus to initiative checks.
Spell Focus
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 (Basic melee weapons and small arms)
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.
Languages Castrovelian, Common, Elven, Ignan, Terran,
Class Abilities - Mystic Connection - Xenodruid
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed.
Connection Spell
Spells: 1st—life bubble, 2nd—fog cloud, 3rd—entropic grasp, 4th—reincarnate, 5th—commune with nature, 6th—terraform
Healing Touch (Su)
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Speak with Animals (Su)
You can communicate with any creature of the animal type, though this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals.
Channel Skill (Su) (Life Science & Survival)
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.
Mindlink (Sp)
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
Weapon Specialization (Ex)
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
Grasping Vines (Su) (DC 15)
You can spend 1 Resolve Point as a standard action to cause an area within 100 feet to sprout writhing vines in a 20-foot-radius spread. The target surface must be solid but does not need to be capable of sustaining plants normally. The vines have a reach of 5 feet and attempt to wrap around creatures in the area of effect or those that enter the area; such a creature must succeed at a Reflex save or gain the entangled condition. Creatures that successfully save can move as normal, but those that remain in the area must attempt a new save at the end of your turn each round. Creatures moving into the area must attempt a save immediately; failure ends their movement and they become entangled. An entangled creature can break free as a move action with a successful Acrobatics check or DC 15 Strength check. The vines last for a number of rounds equal to your mystic level, and the entire area is difficult terrain while the effect lasts. At 11th level, the vines can reach 10 feet and sprout thorns that deal 1d6 piercing damage each round to creatures in the area.
Racial Abilities - Elf Size and Type
Elves are Medium humanoids with the elf subtype.
Elven Immunities
Elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.
Elven Magic
Elves receive a +2 racial bonus to caster level checks to overcome spell resistance. In addition, elves receive a +2 racial bonus to Mysticism skill checks.
Keen Senses
Elves receive a +2 racial bonus to Perception skill checks.
Low-Light Vision
Elves can see in dim light as if it were normal light.
Theme Abilities - Spacefarer Theme 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.
Spells:
Level 0: 6 known, DC 15 Detect Affliction School divination
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)
You determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. If the target is poisoned or diseased, you automatically detect that fact and can determine the exact type of poison or disease with a successful DC 20 Intelligence or Wisdom check. If you are trained in Life Science or Medicine (depending on the nature of the poison or disease), you can attempt a DC 20 check of that skill if you fail your Wisdom or Intelligence check. If the target is cursed or suffering from a similar affliction, you must succeed at a DC 20 Intelligence or Wisdom check to determine that fact. You can then determine the exact nature of the curse with a successful DC 25 Mysticism check.
Detect Magic School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
Psychokinetic Hand School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one unattended object of no more than 10 lbs. or 1 bulk
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.
Stabilize School conjuration (healing)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.
Telepathic Message School divination (language-dependent, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 Perception check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages.
Token Spell
[/ooc] School[/ooc] transmutation
Casting Time 1 standard action
Range 10 ft.
Targets, Effect, or Area see text
Duration 1 hour
Saving Throw none; [/ooc] yes
Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.
Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.
Level 1: 4 + 1 known, DC 16 Life Bubble School abjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 day/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.
Life bubble doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).
Mind Thrust 1 School divination (mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.
1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.
2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.
3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.
4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.
5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.
6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.
Mystic Cure 1 School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.
Mystic cure restores a number of Hit Points to your target depending on the spell’s level.
1st: 1d8 + your Wisdom modifier
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + your Wisdom modifier
In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.
Casting this spell doesn’t provoke attacks of opportunity.
Share Language School divination
Casting Time 1 standard action
Range touch
Targets one creature
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn’t change the physical nature of the creature (if it lacks a means of speech, it still can’t talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell.
Summon Creature 1 School conjuration (summoning)
Casting Time 1 round
Range medium (100 ft. + 10 ft./level)
Effect one or more summoned creatures
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it to not attack, to attack particular enemies, or to perform other actions.
When you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. For example, for the 1st-level summon creature spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures, as listed in Table 8. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections.
You can gain summon creature a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell.
You choose which of the selected creatures you summon each time you cast the spell.
1st: When you cast summon creature as a 1st-level spell, you summon one creature from your selection of creatures from the 1st-level summoning list.
2nd: When you cast summon creature as a 2nd-level spell, you summon one creature from your selection of creatures from the 2nd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
3rd: When you cast summon creature as a 3rd-level spell, you summon one creature from your selection of creatures from the 3rd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
4th: When you cast summon creature as a 4th-level spell, you summon one creature from your selection of creatures from the 4th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
5th: When you cast summon creature as a 5th-level spell, you summon one creature from your selection of creatures from the 5th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
6th: When you cast summon creature as a 6th-level spell, you summon one creature from your selection of creatures from the 6th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
A summoned creature can’t use teleportation or planar travel abilities or magical divination abilities. Creatures can’t be summoned into an environment that can’t support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can’t use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as raise dead).
To generate statistics for a summoned creature, first check the Stat Block column of Table 8: Summon Creature. If a page number is listed, use the creature’s stat block on that page, though it is altered slightly depending on your alignment. Otherwise, if the entry is Tiny, Small, Medium, Large, Huge, or elder, use the elemental stat block of the same name (found on page 46) and apply the appropriate graft, listed in the Applied Graft column (summoning grafts are on pages 147–149, and elemental grafts are on page 47). Non-elemental creatures lose elemental immunities and do not gain an elemental graft. For example, to get the statistics of an angel from the 1st-level list, you use the tiny elemental stat block and apply the angel summoning graft.
Summons:
Level 1 Tiny Aeon
N Tiny outsider (aeon, extraplanar)
Aeons are inscrutable neutral outsiders often working to maintain and protect reality. They appear as clouds of glowing energy, with a few limbs and tools jutting from the haze. They communicate only in images. Init +1; Senses darkvision 60 ft.; Perception +3
DEFENSE HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immunity to cold, critical hits, and poison
OFFENSE Speed 20 ft.; Supernatural fly speed of 30 ft. (perfect)
Melee slam +5 (1d6+3 B)
STATISTICS Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Culture +3, Engineering +3, Life Science +3, Mysticism +3, Physical Science +3
Languages Telepathy 100 ft..
Tiny Elemental (Earth)
N Tiny outsider (elemental, extraplanar, earth)
Hailing from the Elemental Plane of Earth, earth elementals are ponderous and obstinate Init +1; Senses darkvision 60 ft.; blindsense (vibration) 60 ft.; Perception +3
DEFENSE HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immune to Bleed, critical hits, paralysis, poison, sleep effects, and stunning; elementals are unflankable.
OFFENSE Speed 20 ft.; burrow (earth glide) 20 ft.
Melee slam +5 (1d6+3 B)
STATISTICS Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3
Languages Terran.
Earth Mastery (Ex): An earth elemental gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the elemental takes a −2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting bull rush combat maneuvers.
Tiny Elemental (Fire)
N Tiny outsider (elemental, extraplanar, fire)
Born of the twisting flames of the Elemental Plane of Fire, fire elementals are nimble and impatient. Init +5; Senses darkvision 60 ft.; Perception +3
DEFENSE HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immune to Bleed, critical hits, paralysis, poison, sleep effects, and stunning; elementals are unflankable. Immunity to fire and vulnerability to cold
OFFENSE Speed 50 ft.
Melee slam +5 (1d6+3 B (half F, half B)) critical: burn 1d4
STATISTICS Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3
Feats Mobility
Languages Ignan
Burning Strikes (Ex) A fire elemental’s slams deal half fire damage and half bludgeoning damage. In addition, on a critical hit, the fire elemental’s strikes deal an amount of burn damage based on the creature’s CR.
Tiny First World Beast
N Tiny Magical beast (extraplanar)
Summoned creatures from the First World generally appear as unusual predatory beasts, which could be hybrids of two animals, such as a vulture-headed lion or massive, black-and-red striped tiger. Init +1; Senses Low-light vision, blindsense (scent) 30 ft.; Perception +3
DEFENSE HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
OFFENSE Speed 30 ft.; climb 30 ft
Melee bite +5 (1d6+3 P grab)
[ooc]STATISTICS Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Perception +3, Stealth +3, and Survival +3
Languages Common and Gnome
Augmentations: Gill Sheath
System: Lungs
Level: 1
Cost: 95 (chronicle 5)
An external lining striated with oxygen-filtering nodules coats the outside of your lungs. If you breathe in water, it filters into the lining, where the nodules extract the oxygen and deposit it into your lungs. This lets you breathe underwater or in the air. You still exhale normally.
Society Subdermal Graft
System: Hand
Model: Single
Level: 1
Cost: 150 (free on chronicle 2)
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder 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.
Synergizing Symbiote Mk 1 (Wisdom +2)
System: None
Level: 3
Price: 1400 (chronicle 5)
These tiny, biovat-grown, tadpole-like creatures form symbiotic relationships with other animals by attaching to their bodies and instinctively maximizing efficiency in the hosts’ biological systems, losing their own independence and functionally becoming a new organ. Synergizing symbiotes grant additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to implant a synergizing symbiote, and once a character has benefited from it, it is forever spent.
Aeon Stones
Clear Spindle: 245 (chronicle 5) This aeon stone sustains you by negating the need for food or water.
Dark Blue Rhomboid: 740 (chronicle 5) This aeon stone grants you a +2 insight bonus to Perception and Sense Motive skill checks.
Slotted Boons this scenario Ally: Collector and Examiner
Faction: Dataphiles Champion
Personal: Legacy Heritage (Elf)
Promotional: Promotional Record Keeper - Starfinder Player Character Folio
Social: Faction's Friend
Starship:
All Boons Ally or Starship Boon Honorbound Allies During your mission to salvage information from the Struggle’s Scholar, you engaged in an honorable starship duel with a vesk transport, the Honorbound. By following the strictures of the duel, you impressed the captain of the Honorbound, Captain Yuluzak. 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 if you must slot it as an Ally or Starship boon.
Ally Boons Collector and Examiner
You have a growing relationship with a researcher among the Exo-Guardians. At the end of a scenario for which you’ve slotted this boon, you can return one, and only one, mostly intact cadaver of a defeated significant enemy (Starfinder Core Rulebook 242) for the ally to study. Mark the creature type (such as aberration, fey, or ooze) of the collected cadaver on your Chronicle sheet. While this boon is slotted, you gain an insight bonus to Engineering, Life Science and Mysticism checks to identify creatures corresponding to creatures of the types you have collected. The bonus is equal to the number of corpses of that creature type collected, up to a maximum of +3. The bonus represents your correspondence between you and your examiner ally, and it does not mean the examiner is physically present during the adventure.
Faction Boons Dataphiles Champion You’ve declared your allegiance to the Dataphiles and dedicate your missions to furthering the goals of that faction. This Faction boon allows the character to gain Reputation with the Dataphiles 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.
Exo-Guardians Champion You’ve declared your allegiance to the Exo-Guardians and dedicate your missions to furthering the goals of that faction. This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
Personal Boons Legacy Heritage (Elf) You belong to a species with a legacy that stretches into the long and obscured past of the Golarion system. You may play a character of an uncommon race, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed below to all sessions in which you play this character as if access to this race selection where granted by the Additional Resources list
Allowed Races: Dwarf, elf, gnome, half-elf, half-orc or Halfling (Starfinder Core Rulebook 506-511)
Promotional Boons Promotional Record Keeper - Starfinder Player Character Folio
You can use this boon, once per session, in one of two ways.
The first option is to reduce the Resolve Point cost of resting to regain Stamina by 1 (down to 0 RP).
The second option is to reduce the DC of any single starship combat check (including a gunnery check) by 4; this decision must be made before making the check.
Promotional Reroll - t-shirt
You can reroll a single d20 roll you make during the course of the scenario. You must follow all the reroll rules as listed on page 243 of the Starfinder Core Rulebook when using this reroll.
Special: When a player uses a free reroll, she may present her Organized Play membership card (available on their My Organized Play page) and receive an additional +1 for every GM nova she has earned, for a maximum of a +5. Note, this bonus applies to the higher result of the reroll, not just the second roll.
Social Boons Expert Blackmail
During the course of an adventure in which you have this boon slotted, you can spend 1 Resolve Point to call in outside assistance on a skill check against an opponent. You roll 1d4 and add the total to one Bluff, Computers, Culture, Diplomacy, Engineering, Intimidate, Life Science, Physical Science, or appropriate Profession check, representing the added effort of an outside organization. This effect can only occur in situations where you’re acting against a known target or organization. For example, you could spend a Resolve Point to gain this bonus when attempting a Diplomacy or Intimidate check against an opponent, but could not use it for attempting an Engineering check to overcome a lock in a forgotten ruin.
In some cases, the GM can rule that your outside contacts can’t assist. This might be because you’re on a world cut off from the Pact Worlds or dealing with a completely alien threat. In these instances, you do not expend a Resolve Point.
Faction’s Friend (Limited Use - 3 open boxes): 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 exploits, 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 (Husk Ghibranis & Membrane Ghibranis): 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.
Street Cred: Absalom Station: Once per scenario as a free action, you may recollect your dealing with the gangs of Absalom station to provide insight into dealing with other gangers. Doing so grants you a +1 insight bonus to Bluff, Diplomacy and Intimidate checks made when interacting with street gangs or other suitable gang-like groups at the GM’s discretion. You also gain a +1 morale bonus to attack and damage rolls against members of a street gang. Both bonuses increase to +2 if the gang members belong to a gang based on Absalom Station. These bonuses last for 1 minute.
Slotless Boons Digital Presence (0 benefits)
If you complete a scenario that you played online, such as by using a virtual tabletop or a play-by-post format, you earn 1 additional Fame and 1 additional Reputation with the Dataphiles faction (regardless of whether you have the Dataphiles Champion Faction boon slotted for that scenario).
You can benefit from this boon only a number of times equal to your current Reputation Tier with the Dataphiles faction (maximum four total times at Reputation Tier 4). Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier. Have the GM sign beside this notation.
Ghibran Linguist So long as you possess this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Ghibran language and can select it any time they would learn a new language.
Marked Field Agent: Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon off your Chronicle sheet.
Star Sugar Heartlove!!! (Limited Use): During your commencement missions, you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.
Theoretical Historian (0 benefits)
If you run a scenario as a GM that you have already run as a GM, you can take a Chronicle sheet from that scenario and apply it to this character. This Chronicle sheet provides no rewards (such as XP, credits, or boons), except you can mark the Chronicle sheet as being completed as part of this boon and earn 1 additional Fame and 1 additional Reputation with the Exo- Guardians Faction for your associated character.
You can benefit from this boon only a number of times equal to your current Reputation Tier with the Exo-Guardians faction (to a maximum of four total times at Reputation Tier 4). Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier.
Starship Boons Automated Defenses 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 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.
Loaned Ship: Sunrise Maiden (Limited Use - 1 open boxes): You can only slot this boon in a Tier 1–4 scenario, and everyone at the table must agree to you slotting this boon. When you slot this boon, rather than choosing the standard starships presented in the Starfinder Society Roleplaying Guild Guide (such as the Drake or Pegasus), you can instead choose to take the Sunrise Maiden. The statistics for this hull are presented below. This ship can be further upgraded with Starship boons from other characters in the group as normal.
When used in Subtier 3–4, the PCs crewing the Sunrise Maiden gain a bonus reroll that can only be used on a d20 roll made during a starship combat encounter. This reroll is meant to give the starship a slight bonus when outmatched by more powerful encounters. This reroll can be used by one PC and does not count towards the reroll limit for that PC. Otherwise, this ability follows the rules for rerolls (Starfinder Core Rulebook 243).
SUNRISE MAIDEN (MEDIUM EXPLORER) TIER 3
Speed 10; Maneuverability good (turn 1); Drift 1; AC 13; TL 13; HP 55; DT —; CT 11
Shields Light 60; forward 15, port 15, starboard 15, aft 15
Attack (Forward) gyrolaser (1d8); Attack (Port) light laser cannon (2d4); Attack (Starboard) light laser cannon (2d4); Attack (Aft) flak thrower (3d4); Attack (Turret) light particle beam (3d6)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic mid-range sensors, crew quarters (good), extra light weapon mount (aft), mk 3 armor, mk 3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); Expansion Bays cargo holds (2), escape pods, recreation suite (HAC/gym)
Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting; Complement 1–6