Most people think of Castrovel as a jungle paradise or hellhole. Few see the slums and back alleys of its major cities, same as anywhere else I suppose. I grew up on the streets of Qabarat longing for the stars. I wanted to fly, to explore, to travel, but for that you need money. When you are down and out and living on the streets there's only one way to do that, so I joined a gang, the Shadow Cats. We were smugglers, exotic pets for bored execs, dangerous plant life to act as guards, weapons, drugs, whatever would make us money. I almost had enough to get to Absalom Station when we were raided. I barely escaped with my life and as I did I saw Damoro, that damned Vesk fence grinning at me from one of the police cars.
I managed to stow away on a Shirren cargo vessel heading to Absalom Station. I got caught of course but managed to sweet talk my way in working for my passage. Since then I've travelled, a lot. Each new birth brings a new job, I've been a cook, a counsellor, a translator, a pilot, whatever will get me to the next system, the next experience. The Pact Worlds are huge, so many places to visit but the Vast, the possibilities are endless. My past still haunts me, everywhere I go I keep one eye watching over my shoulder, waiting for a bounty hunter, cop or other official to call my name and level a pistol at me.
Spell-Like Abilities (CL 1st)
. . 1/day—detect thoughts (DC 14)
. . At will—daze (DC 13), psychokinetic hand
Str 10 (+0); Dex 14 (+2); Con 11 (+0); Int 12 (+1); Wis 10 (+0); Cha 16 (+3)
Skills Bluff +9, Culture +5, Diplomacy +9, Disguise +7, Intimidate +7, Perception +4, Piloting +6 (1 ranks), Sense Motive +4, Sleight Of Hand +7, Survival +0 (+2 when astrogating throughout the Pact Worlds system); (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Longarm Proficiency
Languages Castrovelian, Common, Shirren, Vesk; limited telepathy 30 ft.
Other Abilities expertise, inspiring boost [5 SP]
Other Gear second skin (upgrade: infrared sensors), hunting rifle with 6 longarm rounds, survival knife, disguise kit, flashlight, hygiene kit, industrial backpack, longarm and sniper rounds (50), starstone compass, travel clothing, credstick (8 credits)
Nevari prefers to keep well out of melee. She tries to avoid violence, relying on her inherent daze power where possible or demoralising the enemy. She will always support her allies as soon as they take damage to avoid losing the chance to apply inspiring boost. If needed she will employ her hunting rifel from range.