Catfolk

Zharis's page

1,555 posts. Alias of Zanbabe.


Full Name

Zharis

Race

Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion)

Classes/Levels

| Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Gender

Maps | Loot |

Size

Medium

Age

20 | 7'

Special Abilities

Darkvision (60 feet), Low-light vision

Alignment

Chaotic Good

Location

Origin: Pulonis (also known as Vesk-6)

Languages

Common, Pahtra, Vesk, Ignan, Shirren

Strength 14
Dexterity 16
Constitution 12
Intelligence 15
Wisdom 10
Charisma 20

About Zharis

CG Female Pahtra Mediator Envoy 9 (Noble Scion Theme) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +5 / Ref +9 / Will +6 (+2 charm/compulsion)

| Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

STR 14 (+2) [2 points, -2 racial +2 MK1 Personal Upgrade, +2 Level 5 increase]
DEX 16 (+3) [2 points, +2 racial, +2 Level 5 increase]
CON 12 (8) (+1)(-1) [+2 Level 5 increase] (4 drain)
INT 15 (+2) [3 points, +2 Level 5 increase]
WIS 10 (+0) [no adjustments]
CHA 20 (+5) [3 points, +2 race, +1 theme +4 MK2 Personal Upgrade]

BAB +6 | Movement 30
Stamina Points: 56 (6 +Con Mod/level)
HP: 52 (+4 Pahtra +6/level Envoy)
Resolve Points: 9 (half level +key ability mod)

=== Bonuses ===
+2 vs Charm/Compulsion (racial ability: Wary)
+2 vs heat (Environmentally protective clothing)
+1 vs radiation (Environmentally protective clothing)
+5 Sonic resistance and +2 on saves (Earrings of Dampening)
+1 to lowest save (Ring of Resistance MK 1) [applies to Fort save]
--Cold and Fire Resistance 5 (Thermal Capacitor)
-5 DC on Culture checks about aristocracy, wealthy and powerful families, prominent personalities, and etiquette (Theme Knowledge: Noble Scion)
--An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action. (racial ability: Nimble)
--If a creature’s initial attitude toward you would be unfriendly, indifferent, or friendly, you instead treat its attitude as one category higher.
--If I have access to another creature’s biometric data, I can duplicate it automatically and open biometric locks keyed to them

=== Weapons ===
Proficiency: Basic Melee, grenades, small arms

Grenades: 0 Cryo / 7 Frag / 1 Holo / 0 Shock / 2 Stickybomb
Ammo: TSA 9/9 rounds (+4 leftover from shooting camera first) / TSP 8 charges / SAP 20 charges

______________________________________________________________________

Claws (natural weapons, always considered armed) +8 attack (BAB +Str mod)
[1d3+15 (Str mod and weapon specialization) Slashing, Critical x2, (Note: this is lethal and non-archaic, not the same as a traditional unarmed strike)

Weapon Specialization: Special for natural weapons, add one and a half character level to damage for claws.

Tactical Dueling Sword (Basic Melee) +8 attack (BAB +Str mod)
[L2, 475, 1d6+11 Slashing (Str mod + weapon specialization), Special: analog]

Weapon Specialization: add character level to damage.

Grenades (Ranged-Thrown)
+8 attack (BAB +Str mod)
Cryo [L6, 600, 1d8 C, range 20 feet, Special: explode (1d8 C; staggered 1 round; 10 foot radius)]
Frag [L1, 35, 1d6 P, range 20 feet, Special: explode (1d6 P; 15 foot radius)]
Holo [L1, 50, range 20 feet, Special: explode (10 foot radius, 1st-level holographic image; caster level 3rd; duration 2 rounds)]
Shock [L1, 130, 1d8 E, range 20 feet, Special: explode (1d8 E; 15 foot radius)]
Stickybomb [L1, 170, range 20 feet, Special: explode (entangled 2d4 rounds; 10 foot radius)]

Resonant Dirge Pistol (alien equivalent)
+9 attack (BAB +Dex mod)
[L6, 4,950, 1d8+4 Sonic (weapon specialization), 40 feet, Critical: sicken, Capacity: 20 charges, Usage: 1, Special: antibiological]

--Weapon Specialization: add HALF character level to damage for small arms.
--An antibiological weapon damages only living targets. Objects and creatures with the unliving special quality, such as robots and undead, are immune to its effects.

Screamer Decoupler (disintegrator) (Ranged, Small Arms)
+9 attack (BAB +Dex mod)
[L8, 10,800, 1d10+4 Acid (weapon specialization), 30 feet, Critical: demoralize, Capacity: 40 charges, Usage: 2, Special: none, Weapon Fusion: Called]

Weapon Fusion: Called [Can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon.]
Weapon Specialization: add HALF character level to damage for small arms.

Advanced Semi-Auto Pistol (Ranged, Small Arms)
+9 attack (BAB +Dex mod)
[L7, 5500, 2d6+4 Piercing (weapon specialization), 60 feet, Critical --, Capacity: 12 rounds, Usage: 1, Special: analog]

Weapon Specialization: add HALF character level to damage for small arms.

Frostbite Class Zero Pistol (Ranged, Small Arms)
+9 attack (BAB +Dex mod)
[L5, 3060, 1d6+4 Cold (weapon specialization), 60 feet, Critical staggered, Capacity: 20 charges, Usage: 1, Special: --]

Weapon Specialization: add HALF character level to damage for small arms.

=== Armor ===
Proficiency: Light

D-Suit III [L9, 13,300, EAC +11, KAC +12, Max Dex +6, Armor Check Penalty: 0, Speed Adjustment: --, Upgrade Slots: 3, Bulk L]

Upgrade Slots:
--Concealed Compartments [This upgrade consists of many hidden compartments that are difficult to distinguish from the armor’s surface. Your armor grants you a +5 bonus to Sleight of Hand checks when hiding items on your body. You can store up to 1 bulk worth of items in your concealed compartments.]
--Jump Jets (Item level 2, Price 1,000, Slots 1, Bulk L, Capacity 20, Usage 2/action) [You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.]
--Thermal Capacitor (Item Level 5; Price 3,600, Slots 1; Bulk --) [This upgrade regulates heat, protecting you from extreme temperatures. You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. In addition, the armor grants cold resistance and fire resistance. Mk 1: Resistance 5).

Advanced Lashunta Tempweave (wearing) [L8, 8,520, EAC +9, KAC +10, Max Dex +6, Armor Check Penalty: 0, Speed Adjustment: --, Upgrade Slots: 3]

Upgrade Slots:
--Concealed Compartments [This upgrade consists of many hidden compartments that are difficult to distinguish from the armor’s surface. Your armor grants you a +5 bonus to Sleight of Hand checks when hiding items on your body. You can store up to 1 bulk worth of items in your concealed compartments.]
--Jump Jets (Item level 2, Price 1,000, Slots 1, Bulk L, Capacity 20, Usage 2/action) [You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.]
--Thermal Capacitor (Item Level 5; Price 3,600, Slots 1; Bulk --) [This upgrade regulates heat, protecting you from extreme temperatures. You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. In addition, the armor grants cold resistance and fire resistance. Mk 1: Resistance 5).

=== Feats ===

Major Stage Magic (Invisibility) [You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.]
Minor Psychic Power (Telepathic Message) [You can cast this spell three times per day as a spell-like ability, using your character level as your caster level.]
Minor Stage Magic (Token Spell) [3/day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.]
Stage Magic (Disguise Self) [You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.]
Trained Actor [You do not simply don a disguise; you embody a character: When you use Disguise to change your appearance, increase the DC to pierce that disguise by half your ranks in Bluff.]
Weapon Specialization (Bonus feat) (Basic Melee, Small Arms) [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.]

=== Racial Abilities ===

Natural Weapons (Ex) (gained through species graft) [Pahtras can develop especially deadly claws that rake and rend with startling effectiveness. A pahtra with this alternate racial trait has natural weapons that function like those of vesk, except the pahtra’s natural weapons deal slashing damage.][Additional from Universal Monster rules (referred to in the graft text): "Natural weapons (and natural attacks) such as acid spit, bite, claw, or slam don’t require ammunition and can’t be disarmed or sundered. In addition, a player character with this ability can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. They also gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level as usual)."]
Nimble [An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action.]
Pahtra Senses [Pahtras have darkvision with a range of 60 feet and low-light vision.]
Talented [Pahtras gain a +2 racial bonus to Acrobatics checks, Stealth checks, and checks with one Profession of their choice.]
Wary [Pahtras gain a +2 racial bonus against charm and compulsion effects.]

=== Class Abilities ===

Additional Skill Expertise (Ex) [Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.]

Biometric Implants (Ex; Disguise) [You have small implants that make microscopic alterations to your DNA, allowing you to attempt a Disguise check in place of Computers or Engineering to defeat biometric locks. If you have access to another creature’s biometric data, you can duplicate it automatically and open biometric locks keyed to them.]

Expertise [You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.]

Inspiring Boost (Ex) [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.]

Inspiring Oration (Ex) [You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest. As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.]

Signature Support (Enhanced, Ex) [At 2nd level, choose one of the following envoy improvisations: clever feint, dispiriting taunt, get ‘em, or inspiring boost. If you do not have that improvisation already, you gain it. If you do have it, you can instead gain a different improvisation for which you qualify. At 6th level, you can use the chosen improvisation as though you had spent 1 Resolve Point without having to spend a Resolve Point. You can do this once per day for every 6 envoy levels you have.]

Skill Expertise [At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).]

Spell Gem Understanding (Improvisation) (Su) [You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level.]

=== Archetype Abilities ===

Diplomatic Nuance (Ex) [Learn to speak and read 2 languages. Can use Diplomacy skill for Bluff checks to lie or pass a secret message and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to change a creature’s attitude, the creature’s attitude worsens only if you fail the check by 10 or more.]

Expert Negotiator (Ex) [You are highly skilled at convincing others and reaching amicable agreements. If a creature’s initial attitude toward you would be unfriendly, indifferent, or friendly, you instead treat its attitude as one category higher. When you fail a Diplomacy check to change the attitude of a hostile creature by 10 or less, you can attempt to change its attitude again. Whenever an ally uses aid another to assist you with a Diplomacy check to change a creature’s attitude, if you succeed at that check, the targeted creature’s attitude toward your ally also improves.]

Speaker of Many Worlds (Sp) [You can draw upon all known languages to make yourself understood in almost any situation. You gain the ability to cast tongues once per day as a spell-like ability. In addition, once per day as a full action, you can touch up to two willing creatures with an Intelligence modifier of at least –3 and grant them the ability to communicate with you and each other as though under the effect of tongues. This effect lasts for 1 hour or until you end it with a swift action. This is a mind-affecting affect.]
12th level -- Empathic Link (Mediator)

=== Theme Abilities ===

Theme Knowledge [You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.]

Weekly Stipend
From your family fortune, a bank trust, personal investments, or similar source, you receive a regular income or allowance to support yourself and help maintain the comfortable lifestyle to which you are accustomed. At the beginning of every week, you receive 100 credits. You cannot buy permanent goods or items with this stipend, with the sole exception of clothing, which you may purchase. Examples of the kind of services and nonmaterial goods you might spend your stipend on are listed below. Any unused credits are lost at the start of the next week when you receive your new stipend.
Lodgings, docking fees, taxes, tolls, and similar fees
Meals or restaurant dining
Professional services
Transportation
The use of recharging stations
Invitations to exclusive events or entry into privileged locations

Skills:

80 skill points (8 +2 Int = 10/level)

+Acrobatics +14 |+3 Dex +6 rank +3 class skill +2 Talented (race)
+Athletics +7 |+2 Str +2 rank +3 class skill
+Bluff +18 (+1d6+2) |+5 Cha +9 rank +3 class skill +1 Theme Knowledge (Noble Scion) [+1d6+2 insight (Expertise--Envoy)] [Can use Diplomacy instead for some things: see Diplomatic Nuance]
+Computers* +13 (+1d6+2) |+2 Int +8 rank +3 class skill [+1d6+1 insight (Expertise--Envoy) *Can use Disguise check in place of Computers or Engineering to defeat biometric locks]
+Culture* +14/+16 |+2 Int +5 rank +3 class skill +4 Library Chip [+2 when used to decipher writing (with pocket linguist)]
+Diplomacy +17 (+1d6+2) |+5 Cha +9 rank +3 class skill [+1d6+1 insight (Expertise--Envoy)]
+Disguise +18/+28/+30 |+5 Cha +9 ranks +3 class skill +1 Smart Scarf (needs to be configured) [+10 with Disguise Self spell] [+2 if Vocal Modulator assists in making it a better disguise] [*Can use Disguise check in place of Computers or Engineering to defeat biometric locks]
+Engineering* +17/+21 |+2 Int +8 rank +3 class skill +4 Library Chip [+4 All-Purpose Accessory, to disable locks or mechanical traps] [*Can use Disguise check in place of Computers or Engineering to defeat biometric locks]
+Intimidate +10 |+5 Cha +2 rank +3 class skill
Life Science* +7 |+2 Int +1 rank +4 Library Chip [Can use Culture instead for some things: see Diplomatic Nuance]
+Medicine* +6 |+2 Int +1 rank +3 class skill
Mysticism* +5 |+0 Wis +1 rank +4 Library Chip
+Perception +11/+12 |+0 Wis +8 rank +3 class skill +1 Smart Scarf in bright light (needs to be configured)
Physical Science* +7 |+2 Int +1 rank +4 Library Chip
+Piloting +7 |+3 Dex +1 rank +3 class skill
+Profession: Actor +15 |+5 Cha +5 rank +3 class skill +2 Talented (race)
Ride +3 |+3 Dex
+Sense Motive +10 (+1d6+1) |+0 Wis +7 rank +3 class skill [+1d6+1 insight (Expertise--Envoy)]
+Sleight of Hand* +10/+15 |+3 Dex +4 rank +3 class skill [+5 Concealed Compartments: when hiding items on your body]
+Stealth +16 |+3 Dex +7 rank +3 class skill +2 Talented (race) +1 Smart Scarf (needs to be configured)
Survival +0/+1 |+0 Wis +1 Smart Scarf in bright light (needs to be configured)

Augmentations:

Personal Upgrades -- +4 Charisma, +2 Strength
Vocal Modulator [A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).]

Spells:

Disguise Self 1/day as a spell-like ability (char level=caster level, key ability charisma) [You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can’t change your creature type [humanoid] (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion.]

Invisibility 1/day as a spell-like ability (char level=caster level, key ability charisma) [The creature or object touched becomes invisible. If the target is a creature, any gear it is carrying vanishes as well. The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.]

Token Spell 3/day as a spell-like ability (char level=caster level, key ability charisma) [Token spells enable you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius. Token spells lack the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.]

Telepathic Message
Source Starfinder Core Rulebook pg. 381
Classes Mystic 0, Technomancer 0
School divination (language-dependent, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
Description
You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 Perception check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages.

Spell Gems:
Stabilize
Identify

Wealth/Equipment:

Advanced Lashunta Tempweave (from loot)
Advanced Vidgame [price 100]. (Pirated copy of a video game based on the events of As the Black Hole Turns (which she did voice work on).)
All-Purpose Accessory [jewelry item that can be activated into several things (grappler, tool kit that gives +4 to disabling locks/traps, survival knife)] cost 1500
Batteries (32)
Belt with two holsters (loot from ship)
Canteen [1 credit] (bulk L)
Crimson Bangles [teleport back to a place within 30 feet] cost 3,000
Delectator [thermos that maintains temp / makes things taste better/like whatever you want] cost 1250
Earrings of Dampening, Mk 1 [resistance 5 sonic and +2 on saves] cost 800
Engineering Tool Kit [20 credits] (bulk L)
Engineering specialty tool kits (2) [One for building maintenance, locks and security and rewiring, one for drone repair.]
Enhanced Camera Scanner (Level 3; Price 1,375, Capacity 20; Usage 1/hour, Hands 1; Bulk L) [An enhanced camera functions as a video camera, but it can view a wider band of wavelengths, including infrared wavelengths. Enhanced cameras have low-light vision and darkvision with a range of 60 feet. An enhanced camera can record up to 24 hours of footage.]
Enviro mask
Environmentally protective clothing (+2 to saves vs heat and +1 to saves vs radiation)
Everfull Mug [constant refill of mundane beverage] cost 700
Falcon Boots [walk on walls, ceilings as long as they can hold your weight] cost 3,000
Fire extinguisher pellets 2 packs / 4 per pack
Glass Cutter, MK2 [You can cut through transparent aluminum or any material with a hardness of 10 or less.] cost 400
Glove of Storing (from Eos club, broken armor) [While holding an item no larger than 2 bulk in the hand wearing it, you can command a glove of storing to shrink the held item to microscopic size and negligible bulk, and merge it with the palm of the glove. Returning the item to its original scale requires a mere snap of the fingers wearing the glove. You can store or retrieve an item within a glove of storing as a swift or move action. A glove of storing can store only one item at a time, and if the glove’s effect is suppressed or dispelled, any stored item immediately returns to its original size.]
Grappler with 200 feet of titanium cable line
Grenades (frag, holo, shock, stickybomb, cryo) [35, 50, 130, 170, 600 credits] (bulk L) [please check amounts under weapons]
Hacker Tool Kit [20 credits] (bulk L)
Hygiene Kit [3 credits] (bulk 1)
Industrial Backpack [25 credits] (bulk 1)
Iridescent Spindle Aeon Stone [Negates the need to breathe.]
Library Chips (one each for Culture, Engineering, Life Science, Mysticism, and Physical Science) ... these give +4 to skill checks in those areas [250 each, so 1,250 total]
Magnetic Jack [lifts heavy objects (must be under 200 bulk)] cost 450
Manacles (6) (from crew quarters, rescued councilors)
Mess Kit [2 Credits] (bulk L)
Personal Comm Unit [7 credits] (bulk L) (currently have 4 extras)
Pocket Linguist [75 credits] (bulk L)
2 MK1 Null space chambers (for loot, found items) [each can hold 25 bulk, level 5, worth 3050, bulk L]
Portable Flashlight [1 credit] (bulk L)
Radiation badge
Rad-out serum
Rations (10/14) [2 credits]
Reconfigurable Clothing (Travel, professional, formal, everyday, environmental) [131 credits] (bulk L)
Ring of Resistance (MK 1) [gives a +1 bonus to your lowest save, price 735]
Ruthig Milk Tea
Serum of healing MK1 (12) [50]
Small Arms Rounds (113) [40 credits for 30, but total reflects ones that we collected as well] (bulk L)
Small platinum pendant depicting waves and aquatic creatures (found on ship)
Smart Scarf [bonus to disguise & stealth and perception/survival in bright light] cost 750
Spell Gems (1 Identify, 4 Stabilize) [identify from loot, 0 level gems at 50 each] (bulk L)
Starfinder Backpack

Survival Straw [purifies water-based liquids] cost 450
Tactical Dueling Sword [loot from lockers, normally 475] (bulk L)
Tactical knife in a sheath
Tactical Semi-Auto Pistol [loot from bridge, normally 260] (bulk L)
Tetrad Certified Translator [This elaborate datapad has several additional audio receptors to capture nearby sounds. If you don’t share a language with creatures you encounter, you can activate this device to collect basic linguistic information. The device requires 10 minutes of observed conversation to gain enough information to operate. The device then acts as a rudimentary translator. It does not allow you to converse with creatures with whom you don’t share a language, but it can relate very basic information. Examples of statements the device could interpret would be: “come with us,” “lower your weapons,” or “leave immediately.” The device cannot parse proper names, including personal designations or the names of items and places. Some extraordinary complex or obscure languages might not translate clearly with this device. A Tetrad certified translator has 10 capacity and 1/hour usage.] (bulk L)
Valet Drone (Level 4; Price 2,000, Capacity 20; Usage 1/hour, Hands —; Bulk Varies) [This Small drone is designed to aid in clothing selection, grooming, and light personal administrative tasks. A valet drone can speak the language it understands, though most valet drones are poor conversationalists and speak only to remind you of social obligations. A valet drone acts as the stealth drone of a 1st-level mechanic, except it has the manipulator arms mod and tool arm mod (containing an integrated hygiene kit and oversized mirror) instead of the stealth drone’s normal initial mods. Its skill unit is Perception. A valet drone has 6 bulk.]

Cash on Hand: 170.24 credits [most recent change 5/24/24 selling two old pistols that were still on my sheet but I am not using (older, laser and electricity types, and cutting down to 4 pistols rather than 6)]

Original Equipment Total: 1,000
Total Bulk: 3 [2 +1 per 10 L items (13)]
Encumbered would be at 7, Overburdened at 13.

More Notes:

Dark red onyx foot--petrified person? part of a statue?
Copper Keycard from ship
key to manacles (from hostage crisis)
Eos Club keys

Tablet and little statuettes from the core room with the many-armed alien... tablet needs to be translated from aklo, and only brief phrases seem to show up.

Original Employers: Advanced Institute of Heliodic Studies (who the Sun Runner belongs to)

Theme:

Noble Scion (+1 Cha) [You were born into a position of power and privilege. You might be an actual aristocrat or another member of the upper class, such as the relative of a politician, business magnate, or famous celebrity. Whatever your background, you were raised to be a member of high society, and you are as comfortable with alien diplomats as you are at a fashionable party. You can draw on your family’s resources to ease your way through life, so the galaxy is yours to enjoy!]
Theme Knowledge (1st Level) [You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.]
Weekly Stipend

12th Level -- Personal Retainer
18th Level -- Social Butterfly

Background:

Zharis is an accomplished actor from a very famous and very wealthy and privileged family, and so one one hand she is always pretending, always bluffing, and she might not always know the difference between the image that she conveys to others and the real person inside. However, as she plays her daily roles of privileged daughter and fascinating conversationalist, she discovers more and more the things that she likes and the things that she doesn't, and with the freedom that money and at least minor celebrity provide, she has been able to make choices about what she studies and has found some true talents... in fact her ability to improvise in any situation she finds to be a core strength.

She knows that what she does and the way that she subtly manipulates people aren't going to be universally loved, but it isn't something she feels she has a choice about. Being who she is, she can't be blunt about anything. Always graceful, always believing that you are on camera, because if you ever let your guard down, that is when they will drag your name through the mud, and destroy your family name, which is of course unthinkable.

She can however, use those talents for good. She can help people solve their problems and help groups agree on how to move forward. Those are the things that move nations and planets, and that is what she has grown up learning.

In her own mind, at least 75% of who she is is all bluster. She knows a little bit about a lot of things and just pretends confidence with the rest. If people are having computer problems she makes sure they reboot, praying that simple things will work. Otherwise she has to stay up researching and contacting people that might really know. ... She doesn't realize that is how a lot of normal people learn as well. :)

She wants to go on this expedition to get away from celebrity for a while, and see how it feels. I mean, no one there will know her, and they won't expect anything. Maybe it will help her to focus on other things for a while. ... She does also truly think that she can help and that she would be good at it though, or she wouldn't be trying for it. She also wonders if she can do it... get in just based on who she is, as little as that is, without having her father "make a few calls." She hopes so, because she doesn't want this to be about him.

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Pet: Cabeezo the Stylemander (grooming thing... they live for three months. Just a storyline thing because she misses Cabizo) [level 1, price 50] (we're saying he lived his life and died at this point, but keeping him in the notes for the memory