SFS # 276820-703
Repuatation Exo-Guardians 13, Acquisitives 1
Blindsense: Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.
Communalism: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Evasion: If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
Nimble Moves: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.
Operative’s Edge: Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
Specialization (daredevil): Your specialization represents your primary area of expertise. Your specialization grants you the Skill Focus feat in your specialization’s associated skills (acrobatics and athletics), and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill). She may use acrobatics to make a trick attack.
Theme Knowledge (spacefarer): 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.
Trick Attack: You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or acrobatics, athletics) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Uncanny Mobility: When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.
Weapon Specilzation 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.
Combat Gear survival knife, semi-automatic tactical pistol, small arm rounds (51), static arc pistol, battery, serum of healing mk 1 (3)
Possessions freebooter armour I, personal comm unit, consumer backpack, everyday clothing, hygiene kit
Ally - None
Faction - Exo-Guardian’s Champion
Personal - None
Promotional - None
Social - Live Air Celebrity
Starship - Hero of the Stars
Slotless - Copaxi Linguist, Starfinder Insignia
   AbadarCorp Augmentations (Social Boon; Limited Use)
AbadarCorp has made you a special offer after you helped maintain the stability of they Freemarkets by keeping illegal augmentations off the streets. At the end of a scenario where you have this boon slotted, you can purchase one or more augmentations from the Starfinder Core Rulebook and receive a one-time 20% discount. If the item level of the augmentation is 8 or more, the you receive only a 10% discount on that augmentation. For each augmentation you purchase in this manner, check one of the boxes on this boon. Once you’ve checked all three boxes, you can no longer receive this discount on future purchases.
Acquainted with Datch (Ally Boon): During a break between contests, you met a particularly friendly ysoki named Datch. Regardless of your actions, Datch seemed to take a shine to you and your companions and was possibly responsible for sending an ominous message at the end of your stint on Pact World Warriors. 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.
   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 influenced. 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. 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: Veylan Enterprises
Copaxi Admittance (Personal Boon; Limited Use): As part of the Pact Worlds’ official investigation of Tabrid Minor, you made a strong impression on the local copaxi inhabitants. Some have excitedly joined the Starfinder Society, inspired by your report’s conclusions. You can use this boon only if your character has a Reputation Tier of 3 with one or more factions. You can play a copaxi character, beginning at first level 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. 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 a copy of the “Playing a Copaxi” appendix, which is considered a legal document for the purpose of playing this race.
Copaxi Linguist (Slotless Boon): So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Copaxi language and can select it any time they would learn a new language.
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.
Honorbound Allies (Ally or Starship Boon): During your mission to salvage information from the Struggle’s Scholar, you engaged in an honourable 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.
Live Air Celebrity (Social Boon): By participating in various contests on Pact World Warriors, you’ve proven your adaptability. Each of the contests you succeeded at during this event has imparted a slight edge you can call upon in future adventures. Your GM will cross out any of the abilities from the following list for which you did not score higher than the rival team.
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.
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.
#1-04: Cries from the Drift
#1-10: The Half-Alive Streets
#1 - Quest - Into the Unknown
#1-12: Ashes of Discovery
#1-22: Protectorate Petition
#2-01: Pact World Warriors
In Progress: None