Xenowarden

Sharmain's page

302 posts. Organized Play character for numbat1.


Full Name

Sharmain

Race

| SP 42/42 HP 40/46 | RP 7/9 | EAC 20; KAC 20 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +11 | Init: +3| Perc: +18, SM: +13

Classes/Levels

| Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 | Spells: 1st 1/6, 2nd 1/5, 3rd 1/3 |Active conditions: haste

Gender

Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection)

About Sharmain

Starfinder number:267966-702

General background:

Sharmain was born and raised on Absalom Station. Her curiosity about other races made her a natural candidate for the Starfinder Society. Less charismatic than many Lashunta, Sharmain is naturally quiet and conservative, even a little timid.

Her first assignment with the Society though placed her with a supportive team who helped her find her footing. She now better understands the importance of music and dance both for team morale and for assisting communications when no other shared language is available. She has added these subjects to the list of those she should study in her free time and wonders what her theme song will eventually be. Similarly, although her experience as a secondary gunner was a positive one, Sharmain began the study of computers wishing to be a more versatile starship crew member.

Her recent experience in the Scoured Stars has added new weapon experience and improved both her ground combat and gunnery skills. She has a new wariness of certain plant lifeforms and was most impressed by First Seeker Jadnura, thinking of that incident as having rescued each other. Saddened to have lost so many Starfinders, Sharmain is proud of the part she played in the rescue operations and their relative success.

Experience: 3
Slotted Faction: Wayfinders
Wealth: 1601 Credits

Fame and Reputation Fame: 6, Global Reputation Tier: 1
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders: 6
Reputation with Second Seekers (Jadnura): 1

Bot Me - General:

Sharmain tends to look for peaceful solutions first though will do all she can to defend her companions or those she considers innocents. She actively reaches out to new cultures in a friendly and welcoming manner unless they show signs of aggression, even then she will still try a diplomatic approach when possible. She usually offers to see if she can help any who are sick or injured both because she believes it is the right thing to do and because it often helps improve relations.

Bot Me - Starship combat:

Sharmain is happy to follow the directions of her crewmates and attempt any role they assign her.

Starship roles

Gunnery
[dice=gunnery check]1d20+3[/dice]
[dice=damage from light laser cannon]2d4[/dice]

Piloting
[dice=piloting check]1d20+7[/dice]

Science Officer
[dice=computers check]1d20+2[/dice]

Bot Me - Combat:

Sharmain's default action when there is suitable material available is the use of Telekinetic Projectile (range 30). This is almost a reflex for her. However, she does not hesitate to use her laser pistol when a greater range (80) is needed. In addition, she has the ranged (30) cold from her staff available when conditions indicate.

If there is a humanoid opponent of CR 3 or less then attempting Daze will be an early action. Shooting Star is usually reserved for when the team is taking damage or time is critical so an assured strike is desired. Sharmain tries to avoid melee combat but will use the versatility of her staff should the need arise.

Telekenetic Projectile
[dice=Telekinetic projectile attack to KAC]1d20+8[/dice]
[dice=Potential bludgeoning damage from telekinetic projectile]1d6[/dice]

Daze
Sharmain focuses her mind, using it to try to overwhelm the mind of her target, dazing them so that they will temporarily be unable to act. Daze - compulsion, mind-affecting - Will save to negate - DC 11 - effective against humanoid creatures with a CR of 3 or lower.

Daze Monster DC 19

Shooting Stars (Magic Missile)
Three magic missiles fire at the target/s as a full round action, two only if this does not count as a full round action.
[dice=shooting star 1 force damage]1d4+1[/dice]
[dice=shooting star 2 force damage]1d4+1[/dice]
[dice=shooting star 3 force damage]1d4+1[/dice]

Laser pistol, azimuth
[dice=laser pistol attack against EAC]1d20+8[/dice]
[diec=potential laser pistol fire damage]1d4+3[/dice]

Static arc pistol
[dice=static arc pistol attack against EAC]1d20+8[/dice]
[diec=potential electric damage]1d6+3[/dice]

Kife, survival
[dice=survival knife attack against KAC]1d20+8[/dice]
[dice=potential survival knife slashing damage]1d4+4[/dice]

Shadowstaff, lesser - ranged
[dice=shadowstaff ranged attack against EAC]1d20+8[/dice]
[dice=potential shadowstaff cold damage]1d4+3[/dice]

Shadowstaff, lesser - melee
[dice=shawdostaff melee attack against KAC]1d20+6[/dice]
[dice=potential shadowstaff bludgeoning/slashing/piercing damage]1d4+8[/dice]

Bot Me - Healing:

Healing priorities are somewhat situational. In combat Sharmain is always ready with Stabilize should an ally need it.

Out of combat Stabilize if needed and the use of her Medicine skills, including the use of her Medkit (basic) would be her first choice. If time allows and it would further the cause of the party Sharmain will use her healing touch ability.

Mystic Cure tends to be reserved for her close colleagues (SFS party members) unless the situation is more urgent and/or she knows she will be able to recover her spell abilities shortly.

Medicine check with Medkit
[dice=Medicine check]1d20+6[/dice]

Mystic Cure
[dice=Mystic Cure healing]1d8+3[/dice]

Healing Touch
Sharmain will assess the injury and then lay her hands gently upon it, using her inner strength to bring forth a healing touch. Heal 10 Hit Points

Stabilize
If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes.

Sharmain
Female damaya lashunta xenoseeker mystic 7
NG Medium humanoid (lashunta)
Init +3; Perception +18
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Defense SP 42 HP 46 RP 9
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EAC 20; KAC 20
Fort +3; Ref +5; Will +11
DR 5/—; Resist cold 5, fire 5
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Offense
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Speed 30 ft., fly 20 ft. (Su, average, in space only)
Melee lesser shadowstaff +6 (1d4+8 B; block) or
. . survival knife +8 (1d4+4 S; operative, thrown, analog)
Ranged azimuth laser pistol +8 (1d4+3 F; critical burn 1d4) or
. . lesser shadowstaff +8 (1d4+3 C) or
. . static arc pistol +8 (1d6+3 E; stun; critical arc 2) or
. . survival knife +6 (1d4+4 S; operative, thrown, analog)
Spell-Like Abilities
(CL 7th)
. . 1/day—detect thoughts (DC 14)
. . At will—daze (DC 13), mindlink (once per individual each day), psychokinetic hand
Mystic Spells Known (CL 7th; ranged +8)
. . 3rd (3/day)—haste, irradiate (DC 20), remove affliction
. . 2nd (5/day)—darkvision, daze monster (DC 19), force blast (DC 19), hurl forcedisk, see invisibility
. . 1st (6/day)—identify, life bubble, shooting stars (as magic missile), mystic cure, share language, wisp ally
. . 0 (at will)—detect affliction, detect magic, ghost sound (DC 17), stabilize, telekinetic projectile, token spell
Mystic Connection star shaman
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Statistics
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Str 12 (+1); Dex 16 (+3); Con 10 (+0); Int 14 (+2); Wis 22 (+6); Cha 15 (+2)
Skills Acrobatics +6, Athletics +2, Bluff +6, Computers +6 (1 ranks), Culture +13, Diplomacy +13, Disguise +6, Engineering +6 (+10 to arm or disarm traps) (1 ranks), Intimidate +6, Life Science +13, Medicine +10, Mysticism +16 (+20 to arm or disarm traps), Perception +18, Physical Science +10, Piloting +12 (4 ranks), Profession (herbalist) +15, Sense Motive +13, Sleight Of Hand +4, Stealth +4, Survival +10; (reduce the DC of Life Science checks to identity rare creatures by 5)
Feats Mystic Strike, Skill Synergy (computers, engineering), Spell Focus, Spell Penetration
Languages Azlanti, Castrovelian, Celestial, Common, Copaxi, Shirren, Skittermander, Vesk, Ysoki; limited telepathy 30 ft.
Other Abilities copaxi linguist cs10 1-22, defender of the fleet cs2 1-99, duskmire allegiance cs7 1-20, healing touch, promotional service award - campaign coin 833, quick pidgin, savior of the scoured stars cs12 2-00, scoured stars survivor cs2 1-99, stargazer, starlight form (DC 19, 7 minutes), walk the void
Combat Gear mk I serums of healing (2), mk II serums of healing (2), spell ampoule of remove condition, spell gem of force blast, spell gem of lesser restoration, spell gem of mystic cure (2nd), spell gem of see invisibility, spell gem of spider climb, spell gem of spirit-bound computer; Other Gear basic Lashunta tempweave (upgrade: jump jets), second skin, ysoki refractor suit (upgrade: deflective reinforcement, mk 1 thermal capacitor), azimuth laser pistol with 1 battery (20 charges), lesser shadowstaff with 1 clip (40 charges), static arc pistol with 1 battery (20 charges), survival knife, basic medkit, battery, datapad[AR], engineering tool kit, fire extinguishers (2), flashlight portable light, hygiene kit, industrial backpack, library chip[PW], library chip[PW], library chip[PW], professional's tools, starstone compass, titanium alloy cable (20 ft.), toolkit (hacking), trapsmith's tools, credstick (13,914 credits); Augmentations mk 2 ability crystal (wisdom)

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Boons Slotted this Adventure
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Ally:
Faction: Wayfinders Chanpion
Personal: Scoured Stars Survivor
Social:
Starship: Defender of the Fleet
Promotional: Starfinder Player Character Folio
Slotless:

All My Boons: