About Shari MisrariaAdvancement:
# 342384-707 0 - 1000 credit
Total: 28809 cp x 16 XP
- Skill Points 57 (6x5 = 30 envoy + 8x2 = 16 oper + 4 spec + 7 int)
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Description:
A drow woman, wearing an expensive formal corporate suit, only occasionally breaks away from her several phones at once, continually bursting with calls and texts.
From the snippets of words you understand that she is negotiating the promotion of various artists to various events, organizing filmed performances, looking for camera operators for a documentary about one of her clients, and so on. Also you understand that in addition to working in Starfinders, she remains a manager in the House Misraria from the planet Apostae. A quick search allows you to establish that this House specializes in the production of any kind of content with themes of eroticism and violence. Dozens of channels belonging to this house on the adult video hosting StarHab form an almost complete monopoly in this sector, the recently released virtual game "Succubus: Ascension" shows good sales, and regular streams with scenes of violence and murders from the operations of various elite units are especially popular among the youth of paramilitary cultures, like the Vesk Empire. Regarding the latter, your new companion is a producer for of several Starfinders, such as a black metal singer and a Nocticula soldier-priestess Yarameh or a Triaxian Battle Flower Sataya who broke away from her old troupe. Videos with combat scenes of these Starfinders can be found very easily on the web, and monetization through subscription may make this business profitable. Eventually she turns off her phone and turns her attention to the other agents of the Society with her. Greetings. Shari Misraria of House Misraria. Here is my business card. The phone rings again. Oh, I need to answer, I've been waiting for this one. In general, if you have talents and you want to be a star, let's chat about it later... Hello, yes... Boons:
Ally: Basic Tech Hierling or Yeati (+1 Dex&Str and +1 fort) Bot Me:
While I'm throwing grenades, I'm not rolling a Stunt and Strike skill check because it doesn't change anything anyway. I'm throwing a grenade at the intersection of squares and not at the target, so FF doesn't affect anything. At the same time, I can use my Stunt even if I would not have passed the skill test, unless the text of the Stunt itself says otherwise. And with Mystic Strike feat all of my grenade damage is magical. [dice=Flash Grenade I] 1d20 + 4[/dice] [ooc]- vs floor AC5 | DC 16 Ref or [dice=Blinded for]1d4[/dice] rounds | Stunt & Strike + Swift Toss (no AoO for ranged attacks and drawing a grenade is not an action)[/ooc [dice=Frag Grenade I] 1d20 + 4; 1d6 [/dice] [ooc]- vs floor AC5 | DC 16 Ref | Stunt & Strike + Swift Toss (no AoO for ranged attacks and drawing a grenade is not an action)[/ooc Or just ordinary shooting. Move away from the enemy and shoot. [dice=Stunt and Strike: Slight of Hand]1d20 + 1d6 + 20[/dice] [ooc]- DC = 20 + target’s CR; FF vs attack[/ooc
--- [dice=Bluff]1d20 + 15[/dice] [ooc]- Clever Feint* + Inspiring Combo[/ooc
[ooc]*Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn.[/ooc ================================================= CN F Drow Envoy V / Operative II | Init +6; Perc +17, DV 60' ================================================= Str 10 Deх 20 (+5) Con 10 Int 12 (+1) Wis 15 (+2) Cha 20 (+5) ================================================= DEFENSE ================================================= EAC 23 KAC 24 SP 44 HP 46 RP 8 Fort +3 Ref +12 Will +9 [+2 vs enchantment] Immune to magical sleep Special Evasion ================================================= OFFENSE ================================================= Speed 30 ft. Base Atk +4 Melee Sword Cane +9 (1d4+2 P; bleed 1d3) Ranged Shadow Pistol +9 (1d10+3 C; blind 1d4; 60 ft) or Laser Pistol +9 (1d4+3 F; burn 1d4; 80ft.) Special Don't Quit (standard), Inspiring Boost (standard; +15 sp), Limning Light (1/day), Terrifying Blast (DC17 W) ================================================= Skills Acrobatics +10*, Athletics +6*, Bluff +15, Culture +11, Computers +6, Diplomacy +15, Disguise +10, Intimidate +11, Mysticism +13 (+1d6+1), Perception +17, Piloting +10*, Profession (Producer) +13, Sense Motive +13, Sleight of Hand +19* (+1d6+1), Stealth +10* Boon +1 Dex&Str-based skill checks* Languages Abyssal, Aklo, Common, Copaxi, Drow, Elven, Eoxian, Orc ================================================= Spells Dancing Lights, Detect Magic; Shades of the Past [5 rounds; 150 ft; 1/day] ================================================= SPECIAl ================================================= - Inspiring Combo (Enhanced, Ex): You have learned to synergize your combat actions with acts that inspire your allies or adapt to the current tactical situation. As a full action, you can both make a single attack and use one envoy improvisation you know. The improvisation must be one you can use as a standard action, move action, or swift action. You choose in which order to resolve these actions. Once you use this ability, roll 1d10 and subtract your Charisma modifier; you cannot use this ability again for a number of rounds equal to the result (minimum 1 round). - Clever Feint (Ex): As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score. At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success. - Corporate Agent: When attempting a Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. - Concealed Weaponry (Ex): You can draw a hidden weapon as quickly as a non-hidden weapon. - Cook Grenade: As a full action, you can draw a grenade and make a ranged attack with it. If you do so, the grenade’s Reflex save DC is increased by 2. If your attack roll is a natural 1 (the d20 comes up 1), the grenade instead detonates at a randomly determined grid intersection of your space. - Don't Quit: As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered. While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal. - Grenade Mastery: The save DC of any grenade you use is increased by 1. If the grenade has an item level 5 or more lower than your base attack bonus, you instead increase the DC by 2. - Inspiring Boost: As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. - Light Blindness: A drow exposed to bright light is blinded for 1 round, and dazzled as long as she remains in areas of bright light. - Limning Light (Su): As a standard action, a drow noble can cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a –20 penalty to Stealth checks and don’t benefit from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as invisibility, all others within line of sight of it become aware of its location. This effect lasts for a number of minutes equal to the drow level. This ability has a range of 100 feet. - Mystic Strike: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures. - Stunt and Strike: As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with any weapon you’re wielding and are proficient with, even a weapon with the unwieldy property or that requires a full action to make a single attack. Just before making your attack, attempt a skill check with one skill that you have Skill Focus with (DC = 20 + your target’s CR). If you succeed at the check, the target is flatfooted against attacks you make using this ability. At any point during the full action, you can also trigger one stunt that you know. The stunt must match the skill you are using for the stunt and strike attack. - Swift Toss: During a stunt and strike, drawing a weapon with the thrown* property requires no action, and ranged attacks you make with thrown weapons don’t provoke attacks of opportunity (*grenades are thrown weapons that detonate in an explosive radius when they reach the target). - Terrifying Blast (Ex): When you throw a grenade, each creature within the radius of the explosion that fails its Reflex save against the grenade and takes damage from it must succeed at a Will save or gain the shaken condition for 1 round. This is a fear effect. =================================================
Clothing, Designer* Reconfigurable (Everyday, Formal, Party, Ceremonial, Athletic) - 721 [*drow brand "Socottibenotti"] Lashunta Tempweave, Advanced - 8500 (L)
Voice Amplifier (Throat) - 125
Laser Pistol, Azimuth - 350 (L)
- Grenades:
Bulk 1B 4L Sold
Credits -2574 ================================================= |