Ratfolk Caravan Guard

Dagang Kosta's page

19 posts. Alias of Frozen Frost.


Race

HP 15/15, AC 17, Fort* +4, Ref* +6, Will** +5, Perc* +3 (low-light vision),

Gender

Male Shipborn Ysoki Precog Witchwarper 1 |

About Dagang Kosta

HP 15/15, AC 17 w Carbon Skin, Fortitude* +4, Reflex* +6, Will** +5, Perception* +3 (low-light vision),

Stealth* +6 | Speed 25 ft | Exploration Activity Avoid Notice | Active Conditions --- | ◆◇↺

Male Shipborn Ysoki Precog Witchwarper 1 | Spacefarer |


CHARACTER INFORMATION
Name: Dagang Kosta
Ethnicity, Heritage & Ancestry: Shipborn Ysoki
Background: Spacefarer Home Region: Diaspora Nation: --- Languages: Common, Ysoki, Akitonian, Pahtra, Shirren, Vesk, Diasporan
Sub-Class & Class: Precog Witchwarper Level: 1
Gender: Male Size & Reach: Small (5 ft) Speed: 25 ft

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STATS & SKILLS (* indicates Proficiency Level)
STR +0, DEX +3, CON +1, INT +4, WIS +0, CHA +1
HP 15/15, AC 17 w Carbon Skin, Fortitude* +4, Reflex* +6, Will** +5, Perception* +3 (low-light vision)
Acrobatics* +6 - +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn’t make the squares difficult terrain
Arcana* +7
Athletics* +3
Computers* +7
Crafting* +7
Deception +1
Diplomacy* +4
Intimidation +1
Lore: Drift* +7
Medicine +0
Nature +0
Occultism +4
Performance +1
Piloting* +6 - Piloting check to Navigate or Plot Course, you get a critical success instead; Assurance
Religion +0
Society* +7
Stealth* +6
Survival +0
Thievery* +6

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OFFENSE & DEFENSE
Melee ◆ Zero Knife (agile, finesse, powered, tech) +6 Damage 1d4 cold damage
Ranged ◆ Laser Rifle (tech) +6 Damage 1d8 fire damage Mag/Exp 10/2 Ranged 100 ft Reload 1
Armor Carbon Skin AC Bonus +1 Dex Cap +4 Upgrades ---
Shield ---

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SPELLS (* denotes Signature Spells)
Class DC 17, Spell Attack +7, Focus Points [ ]
Focus Spell
◆ Warp Time – You temporarily alter the timeline within your quantum field. Choose one of the following effects. Rewind You rewind your personal timeline to an earlier point in your life cycle. You gain 10 temporary Hit Points, which last for 1 minute. Fast Forward You accelerate the personal timeline of a creature in your quantum field to the end of its natural life cycle. The creature takes 1d10 void damage with a Fortitude save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is enfeebled 1. Critical Failure The target takes double damage and is enfeebled 1 for 1 minute. Heightened (+2) Increase the damage by 1d10 and the temporary Hit Points by 5.

Cantrips
◆◆ Injury Echo – Traditions arcane, occult; Range 30 feet; Targets 1 creature; Defense basic Will. You manifest an injury from the future or past to harm a creature in the present. Choose bludgeoning, piercing, or slashing damage. The target takes 1d6 of the selected damage type with a basic Will save. If the target fails its save and then takes the same type of damage before the end of your next turn, it takes an additional 1d4 persistent bleed damage. Heightened (+2) The initial damage increases by 1d6, and the persistent damage on a failure increases by 1d4.
◆◆ Eldritch Lance – Traditions divine, occult; Range 30 feet; Targets 1 creature; Defense AC. You condense a beam of mind-assaulting eldritch energy from the dark spaces between the stars and fire it at a target. Make a ranged spell attack roll against the target’s AC. If you hit, you deal 2d6 mental damage. On a critical success, you deal double damage. Heightened (+1) The damage increases by 1d6.
◆◆ Seek the Stars – Traditions divine, occult, primal. In your mind’s eye, you chart a path through the cosmos. If you’re in Pact Worlds space, you immediately know which direction to travel in order to reach the Starstone and Absalom Station. If you’re outside Pact Worlds space, you know the direction to the nearest Drift Beacon or the Starstone. Heightened (7th) You can instead know the direction to a familiar location, such as a world or waystation you’ve visited.
◆ Recharge Weapon – Traditions arcane, occult; Range touch; Targets 1 weapon with capacity. You touch a weapon with no remaining ammunition and recharge it with magical energy. The target gains ammunition or charges equal to its usage until the end of your next turn, allowing anyone holding the target to make one Strike with the weapon. This spell only recharges weapons that use ammunition with a cost of 10 credits or less.
◆◆ Figment – Traditions arcane, occult; Range 30 feet; Duration sustained. You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can’t include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.

Spells [ ] [ ] [ ]
◆◆ Fleet Step – Traditions arcane, primal; Duration 1 minute. You gain a +30-foot status bonus to your Speed.
◆ to ◆◆◆ Force Barrage – Traditions arcane, occult; Range 120 feet; Targets 1 creature. You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. Heightened (+2) You fire one additional shard with each action you spend.
◆◆ Shifting Surge – Traditions occult; Range touch; Targets one weapon that deals acid, cold, electricity, fire, or sonic damage; Duration 1 minute or until discharged. You release a surge of magical energy that temporarily changes the type of damage dealt by a target weapon. The next Strike the weapon makes deals your choice of acid, cold, electricity, fire, or sonic damage, and deals an additional 1d6 extra damage of the same type as the weapon’s normal damage. Heightened (+2) The extra damage increases by 1d6.

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GEARS & ITEMS
Invested Items: ---
Held Items ---
Consumables ---
Worn Items: comm unit, commercial carbon skin
Weapons commercial laser rifle, commercial zero knife
Stowed Items: ---
Current Bulk: 1.0 (Encumbered 6.0, Maximum 11.0)
Valuables: ---
Wealth: 36 credits

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FEATS
Level 1
Ancestry Feat (from Heritage) Shipborn Ysoki – You were born aboard a starship, inside a space station’s access corridors, or another similar environment. You gain the trained proficiency rank in Piloting. If you would automatically become trained in Piloting (from your background or class, for example), you become trained in another skill of your choice. If you get a success on a Piloting check to Navigate or Plot Course, you get a critical success instead. You adapted to maneuvering in close quarters. You gain a +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn’t make the squares difficult terrain.
Ancestry Feat Nimble Tail – You have an incredibly nimble tail that helps you balance in zero gravity; this could be a hereditary gift from your ancestors as they adapted to spaceflight or the result of personal augmentation. You can use your tail to Push Off while in zero-g. In addition, you ignore the clumsy and off-guard penalties while untethered in zero gravity.
Ancestry Feature ---
Background Skill Feat Express Driver
Class Feature Anchor – Whatever paradox altered the course of your existence, something helps keep you anchored to reality. This may be a physical object you carry, memories of your home or loved ones, or even a concept or ideal you obsess over. At 1st level, select an anchor.
Class Feature Core Memories – Precious memories keep you connected to reality. These memories might involve your family, upbringing, or home world. They might be a series of formative events in your life, such as key turning points, critical decisions, or the serendipitous events which led you to meet someone important to you. Whatever the nature and number of your memories, you can focus on them to remind yourself which of the infinite possible realities impacts you the most: your own.
Class Feature Anchor Benefit – You can access core memories from a small part of you that still exists in another reality. During your daily preparations, choose a skill you’re trained in. You gain Assurance in that skill. If you are expert in that skill and the skill has the Recall Knowledge action, you gain Automatic Knowledge in that skill.
Class Feature ◆ Restorative Recollection – Frequency once per round Despite being stunned, there is a part of your mind in another reality still processing your situation. Decrease your stunned value by 2 or slowed value by 1. If you already lost an action this turn due to that condition, you can Recall Knowledge with any skill you are trained in.
Class Feature Paradox – Your existence is somehow contrary to the status quo of the universe, causing quantum ripples that empower your spellcasting talent and open doorways to strange worlds. Perhaps you’re from an alternate reality or a different timeline, or perhaps you experienced a phenomenon that altered your path, discovered a time-glitching alien device, or developed a thesis on quantum magical theory. Whatever your story, you’ve become a living paradox. At 1st level, select your paradox, which determines the tradition of your spells, additional spells you learn, additional trained skills, and the effects of your quantum field. You also gain Focus Points and special focus spells called warp spells based on your paradox.
Class Feature Precog – Some event has unstuck you in time. You might come from the distant past or a far-flung future. Perhaps you’ve traveled from some forsaken timeline to stop a cataclysmic event. Whatever the reason, you’re now gifted with the ability to see and manipulate time in a way that few others comprehend. Tradition occult; Paradox Skill Piloting; Granted Spells cantrip: injury echo; 1st: fleet step*; 2nd: instant virus; 3rd: flashfire; 4th: cairn form; 5th: overload systems; 6th: rocket dash; 7th: contingency*; 8th: moment of renewal*; 9th: implosion*; Warp Spells initial: warp time; advanced: accelerate; greater: time loop
Class Feature Quantum Field – You have a modicum of control of the flow of time that surrounds you, allowing you to speed yourself and others up, or decrease the flow of time for others. An enemy creature that uses a move action inside your quantum field takes a –5-foot status penalty to its Speed during that action. You and your allies gain a +5-foot status bonus to Speed when you use a move action inside your quantum field during that action.
Class Feature Quantum Field - You can draw on paradoxical forces to create a reality-warping quantum field. This might manifest as a haze in the air that shows shimmers of alternate realities or appear as walls of glowing magical equations only you can understand. The effects of your quantum field are determined by your paradox. You can further enhance and manipulate your quantum field through your witchwarper feat selections and by casting warp spells. You can activate or extend the duration of your quantum field by using reality-warping magic. You have the Warp Reality action, which lets you activate your quantum field. This action gains the arcane or occult trait based on the tradition of your selected paradox.
Class Feature ◆ Warp Reality (occult) – Requirements It’s your turn, and your quantum field isn’t active. Your quantum field activates and lasts as long as you Sustain it (up to 10 minutes) or until the end of your next turn. Your quantum field is a 15-foot-radius burst centered on a point you choose within 100 feet. While your quantum field is active, you can use actions that have the anchoring trait. Your quantum field’s other specific effects are determined by your paradox. You can choose whether creatures in the area are affected by your quantum field. Your quantum field automatically deactivates if you’re knocked out, you dismiss it, or if you move more than 100 feet away from it.

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