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JAFO's pregen alias's page

114 posts. Alias of JAF0.


Full Name

Raia

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

RAIA | 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 |

Deity

none

Languages

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

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

About JAFO's pregen alias

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.

spoilered character info for Quinn, 7th lvl pfs investigator pregen:

investigator class features:

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex) An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex) or (Su) At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..

Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex) With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex) At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.

investigator talents:

Effortless Aid (Ex) Benefit: The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.

Inspirational Expertise (Ex) Benefit: When an investigator succeeds at a Knowledge check to identify a monster‘s special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round.

Sickening Offensive* (Ex) Benefit: When the investigator damages a studied target, that creature is also sickened for 1 round.

rogue talent: trap spotter automatically gets a perc check when within 10' of a trap with a bonus of +19

Alchemist Discovery: Mutagen spend an hour to brew a special mutagen. lasts 70 mins. starts play with a str mutagen +4 str, 2 Natl armor -2 int. He can also make: dex mutagen +4 dex +2 natl armor -2 wis or con mutagen +4 con, +2 natl armor -2 cha

Alchemist Discovery: Infusion Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

other special abilities:

alchemy Can identify potions with a craft alchemy check by examining them for 1 round. Can brew extracts each day from his book. anyone can benefit from them

extracts in formula book:

1st lvl: enlarge person, expeditious retreat, negate aroma, shield, ant haul, comprehend languages, crafter's fortune, detect secret doors, keen senses, touch of the sea

2nd lvl: barkskin, bull's strength, lesser restoration, alter self, false life, invisibility, resist energy

3rd lvl: resinous skin, displacement

extracts for the day:

1st lvl: enlarge person, expeditious retreat, negate aroma, shield x3

2nd lvl: barkskin x2, bull's strength, lesser restoration

3rd lvl: resinous skin, displacement

barkskin +3 for 70 mins
bull's strength
displacement 50% miss chance 7 rounds
enlarge person 7 mins
expeditious retreat 7 mins
negate aroma 7 hours, 7 creatures/objects touched
resinous skin dr 5/piercing _4 cmd vs disarm, +2 grapple
shield 7 mins

traits:

lover of the law Benefit: You receive a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if you are directed to break the law.

tireless logic Benefit: Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

feats:

Weapon focus: sword cane; Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

extra inspiration Benefit: You gain three extra use per day of inspiration in your inspiration pool.

extra investigator talent Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.

extra investigator talent Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.

extra investigator talent Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.

equipment:

clothing
backpack
flint and steel
mess kit
silk rope 50'
soap
trail rations 5 days
waterskin
acid x2 1d6 plus splash
alch fire x2 1d6 plus splash plus 1d6 on following round to main target
antiplague +5 vs disease for 1 hour or take better of 2 rolls for the day vs disease
antitoxin +5 vs poison for 1 hour
meditation tea +2 vs mind-affecting for 10 mins 1x/day can grant new save vs existing mind-affecting condition
smokestick 10' cube fills with smoke granting concealment to those inside
vermin repellant
smelling salts new save vs unconscious or staggered effect. can wake a dying creature
soothe syrup +5 vs nausea or sickened for 1 hour
twitch tonic +2 vs sleep, paralysis and staggered, or a new save once per day vs existing effect.
wand scorching ray cl 7, 7 chgs
wand clw 15 chgs
wand darkvision 6 chgs
wand see invis 4 chgs
formula book
2 wrist sheathes for wands
...(note: these are spring loaded type)
...currently loaded with wand clw and wand scorching ray
mwk thieves tools
+1 mithril chain shirt
+1 sword cane
silver sword cane
cold iron sword cane
dagger x2
cloak resist +2
ring of protection +1
eyes of the eagle
headband int +2
potion bloodhound scent for 4 hours
potion countless eyes all-around vision 5 hrs (can't be flanked)
potion fly 5 mins
potion heroism
potion invisibility

88 gp