Katra Sebine

Zefira Lachlan's page

121 posts. Organized Play character for Tim Emrick.

Full Name

Zefira Lachlan


SP 108/108, HP 76/76, RP 13/13 |


Speed 50, climb 30, fly 70 (average), swim 30 | EAC 32, KAC 33 | Fort +11, Ref +16, Will +11; +4 Toughness | Init +15; darkvision 60 ft.; Perception +21 (+25 trap spotter) | Active conditions: none (reroll USED)


Female CG Human Ace Pilot Operative 12 (daredevil) |

About Zefira Lachlan

Zefira Lachlan
Female human operative 12 (ace pilot)
CG Medium humanoid (human)
Init +15; darkvision 60 ft.; Perception +21 (+25 trap spotter)
SP 108; HP 76; RP 13

EAC 32; KAC 33

Fort +11; Ref +16; Will +11; +4 when Toughness applies; +6 vs. high/severe radiation
Defensive Abilities evasion, improved uncanny mobility, stalwart, uncanny agility
Immune flat-footed, medium radiation; Resist cold 10, {electricity 15}. fire 10
Speed 50 ft., climb 30 ft., fly 70 ft. (average), swim 30 ft.
Melee anchoring called Idaran force baton +17 (1d4+7 B; crit immobilization)
Ranged called dispelling ghost-killer pilot handcoil +17 (2d8+6 E; crit arc 2d8 or dispelling)
Ranged called merciful seeking trailblazer elite semi-auto pistol +17 (3d6+6 P)
Ranged dispelling holy advanced semi-auto pistol +17 (2d6+6 P; crit dispelling)

Special Attacks debilitating trick [flat-footed or off-target], terrain attack, trick attack +6d8, triple attack
Str 12 (+1); Dex 24 (+7); Con 14 (+2); Int 14 (+2); Wis 14 (+2); Cha 15 (+2)

Skills Acrobatics +27, Athletics +21 (+29 to climb, jump, or swim), Bluff +20, Computers +21, Culture +21, Diplomacy +18, Disguise +10, Engineering +21, Intimidate +10, Life Science +7, Medicine +11, Mysticism +7, Perception +21, Physical Science +7, Piloting +28, Profession (archaeologist) +14, Profession (gambler) +25, Sense Motive +21, Sleight of Hand +17, Stealth +18, Survival +21; (can always take 10 on Acrobatics, Athletics, or Piloting; reduce DC of Culture checks by 5 to recall knowledge about vehicles, starships, and famous hot-shot pilots)

Feats Improved Initiative, Mobility, Skill Focus (Acrobatics, Athletics, Piloting), Skilled, Sky Jockey, Shot on the Run, Toughness, Versatile Focus, Weapon Focus (small arms), Weapon Specialization

Languages Aklo, Celestial, Common, Copaxi, Dwarven, Eoxian, Ghibran, Izalguun, Jinsul, Kiirinta, Sarcesian, Shirren, Triaxian, Vesk, Ysoki

Other Abilities lone wolf, need for speed, operative exploits (combat trick, improved uncanny mobility, stalwart, trap spotter, uncanny mobility, uncanny shooter, versatile movement), operative's edge +4, quick movement, specialization (daredevil), specialization skill mastery

Gear d-suit IV (backup generator {uninstalled; mk 3 electrostatic field instead}, forcepack, infrared sensors, thermal capacitor mk 2)

anchoring called Idaran force baton, called dispelling ghost-killer pilot handcoil, called merciful seeking trailblazer elite semi-auto pistol, dispelling holy advanced semi-auto pistol ("Godkiller"), batteries (5), high-capacity batteries (2), ultra-capacity battery, small arm rounds (47)

aeon stone (turquoise cube), computer idol mk 1, earthbound anklets, null-space chamber mk 1 (see below for contents), ring of resistance mk 3, serum of healing mk 1 (10), serum of healing mk 3

binders (2), clearsight goggles, datapad (with library chip [Mysticism, level 3]), fire extinguisher, holoskin, industrial backpack, reconfigurable clothing (cold + travel, heat + radiation, high-gravity + travel, zero-g + radiation, professional [archaeologist]), toolkits (broad-spectrum spanning kit, demolitionist's kit, engineering kit, hacking kit, professional's tools [archaeologist, gambler], thieves' tools, trapsmith's tools), credstick (4,508 credits)

Gear (in null-space chamber mk 1) freebooter armor III (jetpack, radiation buffer, thermal capacitor mk 1)

called static arc pistol, called tactical shirren-eye rifle, sniper rounds (24), fighter handcoil, tactical baton, tactical semi-auto pistol

starstone compass, sweet dreambot

advanced medkit, clothing (everyday outfit, formal clothing [Forum], high-gravity outfit, professional clothing [gambler]), flashlight, field rations (1 week), gear maintenance kit, hygiene kit, motospheres, personal comm link, radiation sweeper, reconfigurable clothing (cold, heat, radiation, travel, zero-g), spacesuit (2), tetrad certified translator, titanium alloy cable line (50 ft.), toolkits (animal-trainer's kit, astrogator's kit, aura-translation kit, climbing kit, disguise kit, linguist's kit, navigator's tools, portable weather station, rider's kit, starship repair kit, survivalist's kit), xenobiologist's field kit

Other gear (for current scenario only) diffraction cloak mk 3, electrostatic field mk 3, obsidian annulus aeon stone

Augmentations personal upgrades (+4 Dex, +2 Wis), Society subdermal graft
Boons Slotted
Ally: Duskmire Allegiance (Yetis) [skill and save bonuses included above]
Facton: Second Seekers (Ehu Hadif) Champion
Personal: Scoured Stars Survivor; [Sudden Attunement (unslotted, but can activate at extra cost)]
Social: Faction’s Friend
Starship: Defender of the Fleet
Slotless: AbadarCorp Endorsement, Copaxi/Ghibran/Jinsul/Kiirinta Linguist, Marked Field Agent, Mobile Translator, Slayer of the Godspawn, Star Sugar Heartlove!!!, Starfinder Forum Member, Starfinder of Note, Studious Reseacher, Triunite Technotheurgy, Well-Travelled (Aucturn, Eox, Vercite), Year of the Scoured Stars (saves)

Zefira is a slender, olive-skinned, brunette woman who moves with uncanny grace regardless of her environment. As a naturally gifted pilot, she has always craved travel and adventure, and eventually found a new home in the Starfinder Society. She served with distinction in the second Scoured Stars expedition, has served as a capable member of several first contact teams and archaeological surveys, and has even helped bolster the Society’s reputation through some high-profile media appearances. For this exemplary service, she was recently made a member of the Starfinder Forum.

(Actress reference: Jessica Alba, Dark Angel)


Bot Me:


[dice=Fortitude]1d20+11[/dice]; +4 when Toughness applies; +6 vs. high/severe radiation; Stalwart
[dice=Reflex]1d20+16[/dice]; evasion

Zefira prefers to trick attack whenever possible, using her multiple movement modes and enhanced mobility to stay on the move–preferably in the air, out of reach of ground-pounders. Improved uncanny mobility and uncanny shooter allow her to avoid AoO’s for movement and making ranged attacks, and Shot on the Run allows her to attack at any time during her movement. Specialization skill mastery allows her to reliably trick foes up to CR 17, but terrain mastery will let her auto-succeed if she and her target are both balancing, climbing, flying, or swimming.

She carries a variety of weapons, usually defaulting to her elite SAP (which she usually leaves set to merciful except vs. undead, constructs, and foes who have truly earned her wrath). She will switch to her ghost-killer pilot handcoil to target EAC vs. hard-to-hit targets (or things vulnerable to electricity, or incorporeal creatures), or her holy advanced SAP vs. fiends.

She almost never makes melee weapon attacks anymore, but carries one just in case she needs to provide flanking or threaten an AoO in close combat.

[dice=trick attack (Acrobatics, take 10)]10+27[/dice] (tricks up to CR 17)
[dice=dispelling holy advanced semi-auto pistol]1d20+17[/dice]
[dice=Damage (P)]2d6+6[/dice]
[dice=trick attack damage]6d8[/dice]
[dice=critical damage]2d6+6+6d8[/dice]
plus dispelling [dice=caster level check]1d20+7[dice]

[dice=trick attack (Acrobatics, take 10)]10+27[/dice] (tricks up to CR 17)
[dice=called dispelling ghost-killer pilot handcoil]1d20+17[/dice]
[dice=Damage (E)]2d8+6[/dice]
[dice=trick attack damage]6d8[/dice]
[dice=critical damage]2d8+6+6d8[/dice]
plus [dice=arc]2d8[/dice] OR dispelling [dice=caster level check]1d20+7[dice]

[dice=trick attack (Acrobatics, take 10)]10+27[/dice] (tricks up to CR 17)
[dice=called merciful seeking trailblazer elite semi-auto pistol]1d20+17[/dice]
[dice=Damage (P)]3d6+6[/dice] (nonlethal OFF)
[dice=trick attack damage]6d8[/dice]
[dice=critical damage]3d6+6+6d8[/dice]

[dice=trick attack (Acrobatics, take 10)]10+27[/dice] (tricks up to CR 17)
[dice=anchoring called Idaran force baton]1d20+17[/dice]
[dice=Damage (B)]1d4+7[/dice]
[dice=trick attack damage]6d8[/dice]
[dice=critical damage]1d4+7+6d8[/dice]
plus immobilization (cannot move from space for [dice]1d4[/dice] rounds, even via teleportation)


[dice=Acrobatics (take 10, skill mastery)]10+27[/dice]
[dice=Athletics (take 10, skill mastery)]10+21[/dice] (+8 to climb, jump, or swim)
[dice=PIloting (take 10, skill mastery)]10+28[/dice] (astrogators kit: +4 to navigate or astrogate)

[dice=Computers]1d20+21[/dice] (thieves’ tools: +4 to hack door controls)

[dice=Culture]1d20+21[/dice] (reduce DC of Culture checks by 5 to recall knowledge about vehicles, starships, and famous hot-shot pilots)


[dice=Engineering]1d20+21[/dice] (various toolkits: +4 to arm/disarm explosives, disable locks, disarm traps, or repair starship hull)


[dice=Mysticism]1d20+7[/dice] (library chip: +4 to recall knowledge; trapsmith’s tools: +4 to disarm traps)

[dice=Perception]1d20+21[/dice] (darkvision 60 ft.; trap spotter: +4 to detect traps; broad-spectrum scanner: +4 to search)

[dice=Sense Motive]1d20+21[/dice]

[dice=Survival]1d20+21[/dice] (various toolkits: +4 to endure severe weather or live off land, handle animal, orienteer, or predict weather)