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About Eschade ArqaiaStrength 10 (+0) [0]
Eschade's Past:
Since her recent awakening, life was a slow meander through the stars on the motley-vessel Far Parade - really a conglomeration of junked starships forming equal parts waystation and occasional smuggler's hideout. The myriads who called the 'Parade home were a practical lot, and if a bunch of Shirren set up shop as petty information brokers then what of it?
Jek and Kik, the male/female pair were content to receive and sell stories, myths and rumors, leaving the acquiring of such to Kek - as the host in their tripartite family, Kek also took their larval spawn on sojourns throughout the far-flung planets and other stations - keep the younglings safe, but also instructing them, teaching them, and inspiring them. The Shirren took in the newly rebooted borai android, and named her Eschade, a transliteralist mangling of "shade" and a nod to the convoluted workings of her mind. For her part, Eschade seemed to have social gifts of humanoid interaction, and though her past was a glitchful mash her desire to learn of cultures and societies impressed the shirren mechants. Returning to the 'Parade from a fairly unsuccessful trip to gather data on the economic predilection of a local Drow arms House rumored to be moving forbidden tech, Kek noticed an unusual new technical array attached to their adopted home. Closer inspection revealed objects never seen before. On board, the 'Parade's denizens were obviously concerned by...something and shaken by a recent Azlant incursion. Kek's mates instructed them to ask no questions, nor pry too deep - for the Azlants had threatened destruction if the vessel had not acquiesced to the installation of the "device". The "device" proved to be a fateful addition to the Far Parade and for Kek and Kek's family. Evidently an experimental chrono-spatial array, upon "testing" the device imploded, creating a horrific and chaotic space-time nexus - tentacle-like sprays of once-was or never-when lashed the vessel, replacing junk with as-new parts or consigning crew to instant venerability. Kek saw their mates petrify before their eyes, and most awful of all, felt their larva reduced to nothing in the blink of an eye. Kek barely escaped, time-scarred and fearful, managing to wrest Eschade free from where she was trapped by a stray bent bulkhead. In time, Kek felt the drift and spin of worlds beckon, and Eschade accompanied the lonely Shirren for a time. But Kek realised that the borai was no replacement for their larva, and though they dearly loved her, it was time to set her aside and find a new set of mates. Eschade faced this parting with dull acceptance, and has found a new "clutch" aboard a new vessel. She watches them and learns, as she learns about all cultures, and times and places, and things - memories, emotions, thoughts...and most tantalizingly...dreams. Gateways and portals to otherwhens and elsewheres that she feels are almost tangible. For whatever the weapon that destroyed the Far Parade was, the resultant burst had somehow integrated synergistically with Eschade's physiognomy - perhaps her borai nature subsumed the multiversal wash in an effort to support a dying spark, or perhaps some secret of her past made her vulnerable to the chrono-spatial interference, soaking in a residue that echoes to this day... SPELLS:
Spells/Day 3 1st Spells Known: 4 0-level, 2 1st level Spells Known:
Defense:
HP: 11 (5 + 6) Witchwarper + Borai SP: 7 (5 + 2 + 1) Witchwarper + Con +1 Feat Fort: +2 Ref: +3 Will: +0 EAC: 13 KAC: 13 Offense:
Initiative +1 BAB +0 Resolve: 4 Speed: 30 ft Key Ability: Charisma
FEATS:
Toughness Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. Languages: Common, Shirren, Drow SKILLS:
4 ranks (4 + 0 Int)/level Class Skills: Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Physical Science (Int), Profession (Cha, Int, or Wis) Acrobatics (Dex) (CL)
Borai Racial Abilities:
RACIAL TRAITS Ability Adjustments: +2 Con, +2 Cha, –2 Wis Hit Points: 6 Size and Type
Darkvision
Deathly
Living Shell
Old Talents
Additionally, when a borai attempts to disguise himself as a member of his selected race, the DC of his Disguise check is not modified as a result of disguising himself as a different creature type. Upgrade Slot
Resist Energy Drain
Witchwarper Class Abilities:
Hit Points: 5 Stamina Points: 5 + Constitution modifier Key Ability Score: Your Charisma score determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Charisma is your key ability score. A high Dexterity score can help you fire weapons more accurately and dodge incoming attacks. Class Skills: Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Physical Science (Int), Profession (Cha, Int, or Wis) Proficiencies Armor Light; Weapons Basic melee weapons, small arms, and grenades Skill Ranks per Level: 4 + Intelligence Modifier WITCHWARPER SPELLS
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 2–3: Witchwarper. In addition, you receive bonus spells per day if you have a Charisma modifier of +1 or higher, as shown on Table 2–4: Witchwarper Bonus Spells—note that you receive these bonus spells only once you can cast spells of that level normally. You can also cast 0-level spells—these spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day. Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new witchwarper level, you learn one or more new spells, as indicated on Table 2–5: Witchwarper Spells Known. Unlike your spells per day, the number of spells you know isn’t affected by your Charisma modifier. Every time you gain a new level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap a spell at the same time you gain new spells known for the level. You can cast any witchwarper spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2nd-level spell slot instead, if you have one. You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem. INFINITE WORLDS (SU) 1ST LEVEL
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. For example, a 10th-level witchwarper could expend a 3rd?level spell slot and select either a 3rd-level effect or any two abilities normally created by expending 1st- or 2nd-level spells. The environmental and instantaneous effects you can create by sacrificing a witchwarper spell slot of a given level are as follows: 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 (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.
Theme: Tempered Pilgrim (+1 Cha):
In their adolescence, kasathas undertake a yearlong walkabout in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don’t need to be a kasatha to consider yourself a student of the universe. Theme Knowledge (1st)
Equipment:
Weapons
[2 L Bulk, 260 units] Armor
[1 L Bulk, 650 units] Misc. Eqpt
[1 Bulk, 8 L] Final Encumbrance: 2 Bulk (7 units remaining)
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