Odellia Reisora
Female Sarcesian Ace Pilot Witchwarper 9
CG Large humanoid (sarcesian)
Init +4; Senses Low-light Vision, Perception +0
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DEFENSE
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SP 45 HP 49 RP 5
EAC 26 (10 +12 armour, +4 Dex)
KAC 26 (10 +12 armour, +4 Dex)
AC vs. Combat Maneuvers 34 (8+KAC)
DR — Resistances Electricity 5, Fire 5
Fort +4, Ref +10, Will +5 (mk 1 ring of resistance)
Electrostatic Field: Any creature that touches her or deals damage with a melee weapon takes 1d6 electricity damage
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OFFENSE
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Space 10 ft., Reach 10 ft.
Speed 30 ft., Fly 60 ft. (in a vacuum only), Swim(hydrojets) 15 ft.
Melee measured bone cestus +6 (2d6+7 B; critical bleed 1d6) (analog)
Ranged pulse caster pistol +10 (1d4+2 nonlethal E) (30 ft. Range; Usage 1; Capacity 20 [20/20 used])
... salamander-class infernian pistol +10 (2d4+2 F; critical arc 1d6) (50 ft. range; Usage 1; Capacity 10 flares [4/10 used]) (aquafit; now underwater)
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STATISTICS
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Str 10, Dex 18, Con 10, Int 12, Wis 10, Cha 19
Base Atk +6
Feats Enhanced Resistance (fire), Iron Will, Skill Focus (Piloting), Spell Focus (+1 DC), Spell Penetration (+2 to overcome SR), Unsinkable Caster, Weapon Specialization (basic melee, small arms)
Skills Acrobatics +16 (9R), Culture +13 (9R), Diplomacy +14 (7R), Life Science +5 (1R), Mysticism +15 (9R), Physical Science +5 (1R), Piloting +20 (9R), Profession (chef) +17 (9R)
4 class + 1 sarcesian + 1 INT = 6/Level
Abilities Ace Pilot Knowledge, Compound Sight (Mysticism +3, Profession Chef +3), Infinite Worlds (2nd-Level spells), Lone Wolf, Paradigm Shift (eldritch secret [1st level mystic cure], prevent wounds), Skilled, Void Flyer
Proficiencies light armour, basic melee weapons, small arms, grenades
Languages Common, Brethedan, Castrovelian, Draconic, Dwarven, Goblin, Kasathan, Sarcesian, Shirren, Ysoki, Vesk
Special Abilities:
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SPECIAL ABILITIES
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Ace Pilot Knowledge
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks.
Alternate Outcome
You can use your grasp of other realities to swap an outcome in your current existence with that of a more favorable reality. As a reaction once per day, you can reroll one attack roll, saving throw, ability check, or skill check that you attempt. Alternatively, you can expend a use of this ability as a reaction to cause a critical hit against you or an ally within 100 feet to instead be a normal hit.
Compound Sight - Mysticism +3, Profession Chef +3
You can sift through many realities, gaining understanding of a task by seeing it attempted dozens of different ways. Choose a skill. You gain a +1 insight bonus to checks using that skill. This bonus increases by +1 at 6th level and every 3 levels thereafter. You can change your chosen skill every time you gain a witchwarper level. At 9th level, you become more adept with your compound sight and can choose two skills to apply it to.
Infinite Worlds Standard, Range 180 ft., 10 ft.-radius spread, 8 rounds, DC 14 + spell level expended
…Each day you gain additional spell slots equal to those you would gain normally, but these additional spell slots can only be used for your infinite worlds ability.
…As a standard action, you can create a bubble of altered reality, projecting elements of parallel existences into your current universe. You expend a witchwarper spell slot of 1st level or higher to create an environmental effect, such as summoning fog or thick vines from other realities, which lasts for a number of rounds equal to your class level unless specified otherwise. Alternatively, you can create an instantaneous effect, such a flash of fire from an explosion that occurred in a parallel universe. The particular effects depend on the level of the spell slot expended.
…All effects created by infinite worlds use the following rules unless they say otherwise. They have a range of 100 feet + 10 feet per witchwarper level and affect a 10-foot-radius spread. If you create multiple effects with one use of infinite worlds, they all originate at the same point. If an effect calls for a saving throw, the DC is equal to 10 + the spell level expended to create the effect + your Charisma modifier. You can define the cause and appearance of infinite worlds however you wish (subject to GM approval), but the effects themselves are only quasi-real and have no effects beyond the game mechanics listed as options for this ability.
…You can instead create multiple, milder effects in place of a single, more powerful effect. When you do this, you select two effects available to any version of this ability created by expending a lower-level spell slot than that you actually expend. For calculations based on spell level, use the level of the spell slot you expend.
…1st (Environmental): You cause the affected area to become difficult terrain. This might mean that metal flooring becomes rickety and bowed, a waterway is choked by roots and seaweed, or the air is flooded with floating strands of web-like filaments. You can affect a single movement type (land speed, burrow speed, climb speed, fly speed, or swim speed) or any combination of those movement types. When you create difficult terrain in this way, it is considered magically altered terrain for the purposes of other effects.
…1st (Environmental): You cause difficult terrain in the affected area to become normal terrain. When you eliminate non-magical difficult terrain in this way, you create magically altered terrain
. …1st (Instantaneous): You cause a bright flash of light to fill the area. Each creature within the area must succeed at a Fortitude saves or be dazzled for 1 round per witchwarper level. If a creature rolls a natural 1 on its saving throw (meaning the d20 shows a “1”), it is also blinded for 1 round.
…2nd (Environmental): You create a hazard that deals damage each round, with a successful Fortitude save reducing the damage by half. A creature attempts this saving throw when it either enters or begins its turn in the area, and does not take damage from this effect more than once per round, even if they enter the area multiple times. On the first round, the hazard deals 1d4 damage per level of the spell slot expended. Each following round, reduce the result of each damage die by 1 (minimum 1 per die). You select the damage type each time you use this ability (from acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic).
…2nd (Environmental): You stabilize the affected area, steadying unsteady terrain, preventing collapse, and filling gaps. Reduce the DCs to avoid falling, maintain footing, and balance in the area by 5. The area can collapse only due to circumstances that change after you create this effect or if the GM rules stability is impossible. For example, you can hold a collapsing cave in place for the duration but not a platform lacking any other support. Any round during which you use a standard action to maintain this effect doesn’t count against its duration, but the effect can last for a maximum of 1 minute per witchwarper level you have.
…2nd (Instantaneous): You cause a destabilizing event, such as a brief earthquake, a split-second reversal of gravity, or a blast of icy wind. Each creature within the area must succeed at a Reflex save or be knocked prone. If a creature rolls a natural 1 on its saving throw, it is also moved 5 feet per level of the spell slot expended in a direction of your choice.
…3rd (Environmental): You cause the area to grant concealment against one sense—vision, emotion, life, scent, sound, thought, or vibration.
...3rd (Environmental): You create a translucent sphere of protection centered on you that moves with you. This barrier and bubble of altered reality might be a thin, semisolid fog, a field of wind, or a bubble inside a film of ectoplasm. This sphere’s boundary provides soft cover and concealment. Atmosphere, gravity, and temperature are tolerable for any creature inside the sphere. Any round during which you use a standard action to maintain this effect doesn’t count against its duration, but the effect can last for a maximum of 1 minute per witchwarper level you have.
…3rd (Instantaneous): You cause a disorienting event, such as bursts of flashing colors and loud sounds, or rain falling upward in spirals. Each creature within the area must succeed at a Will save or be knocked off-target for a number of rounds equal to the level of the spell expended. If a creature rolls a natural 1 on its saving throw, it is also staggered for 1 round.
Lone Wolf
You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).
Otherworldly Skill (Life Science)
A witchwarper’s training is often as eclectic as their magic. Choose one additional skill and add it to your list of class skills.
Overload Reality
With intense effort, you can combine numerous realities at once. As a full action, you can both use your infinite worlds ability and cast a witchwarper spell whose casting time is one standard action. You must expend the spell slots for each effect separately. You choose both effects, as well as their targets and areas, when you use this ability, after which you resolve both effects in the order of your choice. Once you use this ability, you cannot do so again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest, though you can spend 1 Resolve Point at any time to use this ability again without resting.
Paradigm Shifts 9 rounds, DC 20
Unless otherwise stated, the effects of a paradigm shift last for a number of rounds equal to your witchwarper level. If a paradigm shift allows a saving throw to resist its effects, the DC is equal to 10 + half your witchwarper level + your Charisma modifier.
…Eldritch Secret You can draw specific magic effects from other realities, allowing you to access spells normally not available to witchwarpers. Select one spell from the mystic or technomancer spell list. It must be of a level no greater than 1 lower than the highest-level spell you can cast. Add this to your list of witchwarper spells known. Each time you gain the ability to cast a higher level of witchwarper spells, you may swap out the spell gained with this paradigm shift for a new spell of a maximum level no greater than 1 lower than the highest-level spell you can cast.
…Flash Teleport As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.
…Prevent Wounds As a reaction when you or an ally within 100 feet takes Hit Point damage, you can spend 1 Resolve Point to prevent 1d4 points of that damage for every 2 witchwarper levels you have.
Parallel Minds
Your exploration of alternate realities exposes you to variants of yourself and what you could have been. When you gain your 5th witchwarper level and every witchwarper level thereafter, you can change one of the following features.
…Reduce your number of ranks in one skill by an amount that does not exceed half your witchwarper level, and invest those ranks in any other skills. You cannot reduce your ranks in a skill below 0 in this way, nor can your ranks in a skill exceed your character level.
…Replace the skill chosen for your otherworldly skill ability with a different skill.
Seek the Breach (3/day)
You have a knack for spotting where realities intersect. Twice per day, you can activate your infinite worlds ability as if you had expended a spell slot of the highest level that you can cast, after which you cannot activate seek the breach again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest. You gain an additional daily use of seek the breach at 4th level, 10th level, and 16th level (to a maximum of 5 times per day).
Skilled
Sarcesians gain an additional skill rank at 1st level and each level thereafter.
Void Flyer
Sarcesians can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. When in a vacuum, they automatically grow wings made from pure energy that grant them a supernatural fly speed of 60 feet (average maneuverability) but that work only in a vacuum.
Gear/Possessions:
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GEAR/POSSESSIONS
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Combat Gear measured bone cestus, pulsecaster pistol, batteries (3), salamander-class infernian pistol (20 flares), mk 1 serum of healing (6; heals 1d8), mk 2 serum of healing (4; heals 3d8), mk 3 serum of healing (3; heals 6d8), spell gems (disguise self, grease, overheat, puncture veil), mk 1 transparent elemental gems (air) (2), targeting expert gimmick Possessions backpack, clothes (everyday, Kalistrocratic), clearweave II (hydrojets, mk 1 electrostatic field), chemalyzer, comm unit, datapad, hygiene kit, fire extinguisher, instant vehicle (exploration buggy), instant vehicle (torpedo minisub), mess kit, cookbook, professional’s tools (chef’s), iridescent spindle aeon stone (don't need to breathe), mk 1 ring of resistance, holoskin, holoshroud Last Chance: well-stocked kitchen, including dished, pots, utensils, foodstuffs, spices, cookbooks, etc.
Carrying Capacity Unencumbered 0-5 Encumbered 6-10 Overburdened 11+
Current Bulk XX
Credits 9152 (3,229 of this was borrowed to Guess?; current total 5,923)
Background:
Odellia is a sarcesian who was adopted, renamed, and raised by Kalistocrats. She was taught that money was what mattered most and to obtain that you had to follow the Prophecies of Kalistade. She tried to be a good Kalistocrat, but there were so many rules and regulations she found it stifling. Her only relief was piloting the high-end racers and speedsters her parents owned—for status, of course; her parents weren't much into racing. Flying gave her a sense of freedom and let her escape—if only for a while. Also loves to stare at the stars.
One day, while flying further from her family's home than usual, she received an odd signal over the comms—a show on the infosphere she'd never seen before. Her parents blocked all "inappropriate" signals and shows to prevent religious corruption, and this show was definitely on the block list. It was a baking show and they were eating all kinds of delicious looking foods made from ingredients her religion deemed "unclean." It was marvellous.
Over the next year, she flew further and further to see shows and hear music she'd never been exposed to. She saw colourful clothes, love and heroism, passion and bravery, displays of emotion that involved physical contact, and of course, food. Was money really what mattered most, when being a Kalistocrat meant she was missing out on all of this? Was a hug so horrible? A cupcake? Wearing blue?
Hard to know unless she experienced it herself...
One day, while tossing and turning at night, she dreamt of baking. When she woke up, a cake was sitting there on her dresser. Hard to resist when it was there, looking so good and smelling so sweet. And what was the harm in trying it anyway?
She ate it.
And it changed her life forever. She began to have visions of other worlds and other places, and when she focused on them she could pull objects from her visions into reality. She pulled over food and colourful clothes and all the things she never had a chance to experience.
Her parents found out, of course. How could they not notice their daughter's sudden isolation within her quarters, and the contraband stuffed in every nook and cranny. They disowned her. Drained her bank account. Cut her off from their inheritance. They let her pack a single bag, hop in one of the speedsters, and fly away. Didn't even let her say goodbye to her siblings.
Out in the real world, she learned the importance of money quick. She had to sell the fancy little starship for food and shelter, and the money lasted her for a time. She took odd jobs, and turned down others. But no matter how bad it got, she smiled. She was free to make her own choices and she wouldn't trade it for all the credits in all the galaxy.
The only thing she misses from her old life is the fancy starships she used to fly.
Appearance and Personality:
She's a kindhearted foodie that's always chipper and happy regardless of the trouble she’s in. Loves learning about new places (and their local cuisine). Considers her crew her found family. Never mentioned to her crew she used to be a wealthy Kalistocrat.
"Happiness starts with a smile!”
"There are things more important than credits, you know."