Denrelwe Azrinae

Shari Misraria's page

231 posts. Organized Play character for ‘Eκάτη.


Race

f CN drow Envoy 4 / Operative 2 [Corporate Agent]

Classes/Levels

| sp 38/38 | hp 40/40 | rp 6/6 | EAC 16 KAC 17 | F+3 R+12 W+9 [+2 vs enchantment] | Evasion | Init +6 | Perc +16 | DV60'

About Shari Misraria

Advancement:

# 342384-707

0 - 1000 credit
1 - 720 cr, 1 xp [#4-05: Settling Accounts]
2 - 720 cr, 1 xp [Intro #1: The First Test]
3 - 720 cr, 1 xp [#3-19: Rat’s Repentance]
4 - 720 cr, 1 xp [Intro #2: For the Factions]
5 - 733 cr, 1 xp [#1-20: Duskmire Accord 9]
6 - 719 cr, 1 xp [#1-02: Fugitive on the Red Planet]
6 - 735 cr, 1 xp [#1-04: Cries from the Drift]
7 - 1107 cr, 1 xp [#1-10: The Half-Alive Streets]
8 - 1110 cr, 1 xp [#1-09: Live Exploration Extreme!]
9 - 1090 cr, 1 xp [#5-08: Tarnished Legacy: Star Sugar Superstar!!!]
10 - 1500 cr, 1 xp [#6-01: Intro: Year of Fortune’s Fall]
11 - 1500 cr, 1 xp [#6-03: Project Dawn]
12 - 4132 cr, 1 xp [#6-05: Unearthing Ulumbia]
12 - 4034 cr, 1 xp [#6-08: Lost Revelry]
16 - 4084 cr, 1 XP [#4-15: Feuding Faiths]
17 - 4918 cr, 1 XP [#6-13: The Beginning of the End]

Total: 28809 cp x 16 XP
=================================================

Skill Points (54 + 4 spec) Acrobatics 1, Bluff 6, Culture 6, Diplomacy 6, Disguise 1, Intimidate 6, Mysticism 6, Perception 6, Piloting 1, Profession 6, Sense Motive 6, Sleight of Hand 6, Stealth 1

=================================================


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 + 3[/dice] [ooc]- vs floor AC5 | DC 17 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 + 3; 1d6 [/dice] [ooc]- vs floor AC5 | DC 17 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 + 18 + 1d6[/dice] [ooc]- DC = 20 + target’s CR; FF vs attack[/ooc
[dice=Laser Pistol]1d20 + 7; 1d4 + 2[/dice] [ooc]- Fire vs EAC[/ooc

---

[dice=Bluff]1d20 + 14[/dice] [ooc]- Clever Feint* + Inspiring Combo[/ooc
[dice=Laser Pistol]1d20 + 7; 1d4 + 2[/dice] [ooc]- Fire vs EAC[/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 IV / Operative II | Init +6; Perc +16, DV 60'
=================================================
Str 10 Deх 20 (+5) Con 10 Int 12 (+1) Wis 15 (+2) Cha 16 (+3)
=================================================
DEFENSE
=================================================
EAC 16 KAC 17
SP 38 HP 40 RP 6
Fort +3 Ref +12 Will +9 [+2 vs enchantment]
Immune to magical sleep Special Evasion
=================================================
OFFENSE
=================================================
Speed 30 ft. Base Atk +3
Melee Sword Cane +7 (1d4+2 P; bleed 1d3)
Ranged Laser Pistol +7 (1d4+2 F; burn 1d4; 80ft.)
Special Inspiring Boost (standard; +11 sp)
=================================================
Skills Acrobatics +10*, Bluff +14, Culture +11, Diplomacy +15, Disguise +8, Intimidate +16, Mysticism +12 (+1d6), Perception +16, Piloting +10*, Profession (Producer) +12, Sense Motive +12, Sleight of Hand +18* (+1d6), Stealth +10*
Boon +1 Dex&Str-based skill checks*
Languages Abyssal, Aklo, Common, Copaxi, Drow, Elven, Eoxian, Orc
=================================================
Spells Dancing Lights, Detect Magic, Telepathic Message
=================================================
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.

- 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.

- Magical Devotion: When you regain your spell slots for the day, you gain one additional spell slot of the highest level of spell you can cast. You cannot use this spell slot to cast a spell that affects hybrid or technological items, nor can you use the spell slot to cast a spell that affects creatures that have the technological subtype. If you attempt to do any of these, the spell fails and the spell slot is used up for the day.

- 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.

=================================================
Feats Mystic Strike, Skill Focus (Perception, Slight of Hand), Grenade Mastery, Cook Grenade [Plan: Psychic Power, Far Shot, Spell Focus, Adaptive Casting]
Improvisations Inspiring Boost, Clever Feint [Signature Support] Magical Devotion [A],Terrifying Blast (Don't Quit, Improved Terrifying Blast, Quick Study, Fusion Resonance)
Expertise Talents Additional Skill Expertise (Slight of Hand)
Alternate Class Feature Magical Expertise
Theme Corporate Agent | Archetype Esotericist
Operative Dip Thief, Stunt and Strike, Swift Toss, Operative Edge (+1), Concealed Weaponry, Evasion
=================================================
EQUIPMENT
=================================================

Clothing, Designer* Reconfigurable (Everyday, Formal, Party, Ceremonial, Athletic) - 721 [*drow brand "Socottibenotti"]

Stationwear, Business - 2600 (L)
[EAC +2; KAC +3; MDB +6; UPD 0]

Voice Amplifier (Throat) - 125
Ability Crystal (DEX), MK 1 - 1400
Ring of Resistance, Mk 1 [MAGIC; Fort) - 735

Laser Pistol, Azimuth - 350 (L)
Sword Cane, Tactical - 250 (L)

- Grenades:
Flash, Mk 1 [5/18] - 1920 (blinded 1d4 rounds; 5 ft.)
Stickybomb, Mk 1 [8/12] - 960 (entangled 2d4 rounds; 10 ft.)
Frag, Mk 1 [5/8] - 280 (1d6 P; 15 ft.)
Shock, Mk 1 [13/20] - 1000 (1d8 E; 15 ft.)
Smoke [4/5] - 200 (20 ft.)

Bulk 1B 3L

Sold
Freebooter Armor, I - 675

Credits 18693

=================================================