Tyg-Titter-Tut

Raia Danviri's page

116 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Raia Danviri

Race

Female damaya lashunta xenoseeker technomancer / 4

Classes/Levels

Skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

Gender

sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 |

Special Abilities

Weapon: 19/20 Spells: 1st 1/4, 2nd 3/3

Alignment

Lawful Good

Languages

Castrovelian, Celestial, Common, Elven, Shirren, Triaxian; limited telepathy 30 ft.

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 10
Charisma 13

About Raia Danviri

LG Medium humanoid (lashunta)
Init +2; Perception +0
DEFENSE SP 20 HP 24 RP 6
EAC 16; KAC 16
Fort +1; Ref +3; Will +4
OFFENSE
Speed 30 ft.
Melee tactical baton +5 (1d4+2; analog, operative)
Ranged thunderstrike sonic pistol +6 (1d8+2 So; critical
deafen [DC 14])
Offensive Abilities empowered weapon
Lashunta Spell-Like Abilities (CL 4th)
1/day—detect thoughts
At will—daze, psychokinetic hand
Technomancer Spells Known (CL 4th; ranged +6)
2nd (3/day) —flight*, invisibility
1st (4/day)—comprehend languages, grease, magic
missile, overheat
0 (at will)—dancing lights, detect magic, energy ray, ghost
sound, mending, transfer charge
* This spell can be cast using a 1st- or 2nd-level spell slot to
varying effect. See the spell’s description.
STATISTICS
Str 10 (+0); Dex 14 (+2); Con 10 (+0); Int 18 (+4); Wis 10 (+0);
Cha 13 (+1)
Skills Computers +14 (4 ranks), Diplomacy +7, Engineering +11
(4 ranks), Intimidate +5, Life Science +14, Mysticism +8,
Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs
of Life Science checks to identity rare creatures by 5)
Feats Amplified Glitch, Spell Focus, Weapon Focus (small arms)
Languages Castrovelian, Celestial, Common, Elven,
Shirren, Triaxian; limited telepathy 30 ft.
Other Abilities spell cache
Combat Gear mk 1 serums of healing (4); Other Gear basic
lashunta tempweave, thunderstrike sonic pistol with 2
batteries (20 charges each), tactical baton, engineering
tool kit, everyday clothing, field rations (1 week),
hygiene kit, personal comm unit, credstick (9 credits);
Augmentations mk 1 synaptic accelerators (Intelligence)
SPECIAL ABILITIES
Amplified Glitch As a standard action, Raia can cause
technological devices to briefly malfunction in loud,
distracting ways. She can target four creatures, no two
of which can be more than 20 feet apart and all of which
must be within 30 feet of a technological device. With
a successful Computers check (DC = 15 + 1 per target
+ 1-1/2 the CR of the highest-CR target), she can cause
targets to be shaken for 1 round, plus 1 additional round
for every 5 by which she exceeds the check’s DC. A
creature she targets with this feat is immune to further
uses of this feat for 24 hours.
Empowered Weapon As a move action, Raia can expend a
spell slot to grant her weapon a bonus to attacks equal
to the level of the spell slot, and her attacks with that
weapon deal +1d6 bonus damage per level of spell slot
expended. This bonus lasts until the start of her next turn.
Lashunta Magic Raia has the following spell-like abilities.
Daze: This spell causes a humanoid creature of CR 3 or
lower to be dazed for 1 round (Will DC 11 negates).
Detect Thoughts: Raia can detect the surface thoughts of
intelligent creatures within a 60-foot cone, and if she
concentrates, she can attempt to read those thoughts
(Will DC 12 negates).
Psychokinetic Hand: Once this spell is cast, as long as Raia
concentrates (a standard action each round), she can
take a move action to move an object within 35 feet that
weighs 10 pounds or less up to 15 feet. She can’t perform
fine manipulation (such as firing a weapon or using a
computer), but she can push a single button or close a
container’s lid.
Limited Telepathy (Su) Raia can communicate
telepathically with creatures within 30 feet that share
a language with her.
Spell Cache (Su) Raia has an arm implant that functions
as her spell cache. Once per day, she can cast one of
her spells known even if she has expended all her
spell slots of that spell level.
Spells Raia can cast the following spells as a standard
action unless the spell says otherwise.
Comprehend Languages: Raia can understand spoken,
signed, or written languages for 40 minutes.
Dancing Lights: Raia can create up to four flashlight-sized
lights in a 10-foot-radius area.
Detect Magic: This spell reveals whether creatures or
objects seen within a 60-foot cone are magical, and with
concentration, can determine whether one magical source
is a spell, magic item, or other effect, and its caster level.

Energy Ray: Raia can fire a ray of energy (choose acid, cold,
electricity, or fire) as a ranged attack (+5 bonus) that targets
EAC and deals 1d3 damage of the chosen energy type.
Flight (1st-Level Spell): One Medium or smaller falling creature
or object per level, all within 20 feet of each other, falls at
60 feet per round and takes no damage when it lands. This
spell can be cast as a reaction.
Flight (2nd-Level Spell): One creature or object (up to 100
pounds/10 bulk per level) within 35 feet moves up or down
20 feet per round, as Kaia directs as a move action.
Ghost Sound: Raia can create an illusory sound (DC 15 to
disbelieve) that can be as loud as 20 normal humans.
Grease: Raia can coat a 10-foot square or one object with
slippery grease, causing creatures in the area to fall prone
or drop the object (Reflex DC 16 partial).
Invisibility: The creature touched is invisible for 4 minutes or
until it attacks.
Magic Missile: Raia can fire two missiles of magical energy
that automatically hit and deal 1d4+1 force damage
each. If she casts this spell as a full action, Raia fires
three missiles.
Mending: This spell restores 1d4 HP to one object or
construct of up to 1 bulk.
Overheat: This spell deals 2d8 fire damage to creatures in a
15-foot burst (Reflex DC 16 half).
Transfer Charge: Raia can transfer charges between two
identical batteries or power cells.
GEAR DESCRIPTIONS
Basic Lashunta Tempweave While wearing this armor, Raia
can close its environmental seals and survive in a vacuum
(or other harsh environment) for up to 4 days.
Engineering Tool Kit These specialized tools allow Raia to
attempt Engineering checks without penalty.
Mk 1 Synaptic Accelerators These implants give Raia an
additional +2 to her Intelligence score (already included in
her statistics).
Mk 1 Serum of Healing Drinking a vial of this serum restores
1d8 HP.
Thunderstrike Sonic Pistol This weapon can be fired 10 times
before its battery needs to be recharged or replaced.

Raia Danviri was born and raised in the lashunta city-state of
Komena, near the southern tip of the continent of Asana
on Castrovel. Komena’s proximity to the formian-inhabited continent of the Colonies had made it a center of military
activity for millennia, constantly besieged by the bug-people
as their armies crossed the notoriously embattled chain of
islands between continents, laying waste to the landscape in
a total war. Yet to the Danviris, it was always a home filled
with hope and promise. Raia’s parents were diplomats, and
they devoted their lives to brokering a peace between the
lashuntas and the formians, a goal that spanned decades.
They taught their daughter the value of all sentient life,
explaining that even among creatures like the insectile
formians, who were so unlike lashuntas and had been enemies
for so long, one can find similarities—basic structures like
culture, society, and civilization. But even more important in
their minds were the differences: the details that separate
one species from another not only make them interesting
but also can teach the diligent observer incredible new
things and inspire one to question and reexamine one’s own
assumptions and beliefs. In the eyes of the alien, they taught,
one can gain new personal insight
The fact that Raia’s parents actually succeeded in helping
to negotiate peace with the Colonies only reinforced their
teachings in the young lashunta’s mind. Raia became almost
obsessed with alien life-forms. She devoured any texts she
could find that described the myriad species that inhabited
the worlds beyond Castrovel, and she dreamed of someday
traveling among the stars and meeting new species. When
she reached puberty, Raia chose to develop into the tall,
intellectual damaya subspecies, following the example of her
parents, both of whom are damaya.
When she was old enough, Raia applied to and was
accepted into one of Qabarat’s famed universities. Her
aptitude exams showed a talent for both technology and
spellcasting, so she studied the discipline of technomancy,
using experimentation to blend science and magic together.
At the same time, however, she also excelled in xenobiology
and xenoanthropology, applying academic rigor to her
childhood passion. During this time, Raia discovered Yaraesa,
the lashunta goddess of knowledge and wisdom, whose faith
was more akin to the scientific method. Raia wholeheartedly
embraced Yaraesa’s teachings, seeking self-perfection
through the acquisition of knowledge and the development
of one’s mind and intellect.
It was also at university that Raia met Danese, an exchange
student from Triaxus. Raia was immediately enthralled with the exotic ryphorian and his silky white fur, but it was Danese’s
quick wit and keen intellect that turned the initial attraction into
something more. Danese was the first “alien” that Raia befriended,
and over the course of innumerable late-night study sessions
and heavily armed nature hikes through the nearby jungles,
their friendship soon blossomed into love. Raia and Danese were
inseparable during their time together at university, but they both
knew they would need to reassess their relationship when their
studies were complete. Danese had already accepted a commission
in the Skyfire Legion and had to return to Triaxus after graduation,
while Raia had been accepted into a graduate program on Absalom
Station. Danese offered to resign his commission in order to remain
with her, but Raia refused to accept that choice. In her opinion,
neither of them should have to sacrifice their own advancement
and improvement for the sake of the other; instead, each of
them should follow Yaraesa’s example and figure things out for
themselves—intellectually and spiritually, as well as romantically.
They bid each other a tearful farewell and promised to reunite
whenever their circumstances allowed.
After completing her studies, Raia realized that her passion
for studying alien life-forms was actually a calling, and her
technomantic abilities were the currency she could use to fund her
life’s work, exchanging her skills as a scientist and technomancer
for berths on ships heading out to undiscovered regions of the
Vast. Raia believes there is a certain nobility in contacting an alien
species for the first time and working to ensure that both they
and the peoples of the Pact Worlds advance and improve from
the relationship. She seeks out new technology and alternative
magical techniques from the aliens she encounters, trading her
own knowledge in exchange. Raia doesn’t hold to any unrealistic
expectation of noninterference in alien cultures, but she believes
strongly in doing the right thing and in always striving for honor,
compassion, and justice.
Despite her love of exploration, Raia remains firmly tied to the
Pact Worlds. Besides her parents and friends still on Castrovel,
Raia still loves Danese, and the two remain committed to one
another, even across the vast distances involved in interstellar
travel. They stay in regular communication and treasure the
infrequent times when their paths bring them physically close
to one another. Some day, they might choose to settle down and
build a life together, but for now Raia is content. She knows love,
her life has purpose and meaning, and the galaxy is filled with
an endless number of aliens to discover, befriend, and study—one
species at a time.