Catfolk

Fengsai's page

157 posts. Organized Play character for Ashbourne.


Race

AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5

Classes/Levels

Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Gender

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision

Languages

Common, Pahtra, Vesk, Skittermander, Azlanti, Ysoki

About Fengsai

Bot Me!:

[dice=Perception]1d20 + 5[/dice] Dark vision
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Defense and Saves
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[dice=Fortitude]1d20+5[/dice]
[dice=Reflex]1d20+8[/dice]
[dice=Will]1d20+7[/dice]
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Attacks
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[dice=Commercial battleglove]1d20+7[/dice]
[dice=Damage B]1d4[/dice]

[dice=tactical Pulsecaster ]1d20+8[/dice]
[dice=Damage E nonleathal]1d6 [/dice]

◆[dice=Incendiary Grenade, Commercial Damage F]1d8 [/dice]
creatures who critically fail their saving throw against
Incendiary grenades are knocked away from the grenade.

↺ Quantum Pulse to Warp Reality as a free action when rolling initiative.
WARP REALITY: quantum field 15-foot-radius enemy creature –5-foot status penalty, allies +5 foot movement.

◆ WARP REALITY quantum field 15-foot-radius enemy creature –5-foot status penalty allies +5

◆ Sustain quantum field

◆ DEBRIS ZONE quantum field becomes difficult terrain

◆◆ Injury Echo Basic will save DC 17
[dice=Injury Echo Damage P]1d6 [/dice]
(Choose bludgeoning, piercing, or slashing damage.)
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

[dice=Injury Echo Damage persistent bleed damage P]1d4 [/dice]

◆◆ ELDRITCH LANCE Range 30 vs AC
[dice=Eldrich Lance]1d20+7[/dice]
[dice=Mental Damage ]2d6[/dice]

◆◆ SONIC SCREAM 15-foot cone Basic fort save DC 17
[dice=sonic damage ]1d8[/dice]
failed save sickened 1.
If cast in my quantum field, Sustain quantum field for free

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Skills
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Expert skills
[dice=Acrobatics]1d20 + 10[/dice]

Trained skills
[dice=Athelitics]1d20 + 7[/dice]
[dice=Crafting]1d20 + 8[/dice]
[dice=Lore Sports]1d20 + 8[/dice]
[dice=Ocultism]1d20 + 8[/dice]
[dice=Piotling]1d20 + 8[/dice]
[dice=Society]1d20 + 8[/dice]
[dice=Stealth]1d20 + 8[/dice]
[dice=Thieverey]1d20 + 8[/dice]

Untrained skills
[dice=Arcna]1d20 + 3[/dice]
[dice=Computers]1d20 + 3[/dice]
[dice=Decption]1d20 + 1[/dice]
[dice=Deplomancy]1d20 + 1[/dice]
[dice=Intimidation]1d20 + 1[/dice]
[dice=Medicine]1d20 + 0[/dice]
[dice=Nature]1d20 + 0[/dice]
[dice=Performance]1d20 + 1[/dice]
[dice=Reglion]1d20 + 0[/dice]
[dice=Survival]1d20 + 0[/dice]

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Attributes
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Str: (+2)
Dex: (+3)
Con: (+0)
Int: (+3)
Wis: (+0)
Cha: (+1)

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Spells
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Tradition occult.
Cantrips: Adhere, Detect Thoughts, Eldritch Lance, Guidance, Injury Echo.
1st Level: Fleet Step, Sonic Scream, Shifting Surge, Sure Strike.
2nd Level: Instant Virus, Doom Scroll, Selective Invisibility
SIGNATURE SPELLS: Sonic Scream, Selective Invisibility

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Feats and Abilities
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Ancestriey and Haratiage Ablities
POUNCER PAHTRA FEAT 1 You excelled in the war games of your youth, and you’ve trained hard to maintain your athletic ability even on worlds where higher gravity makes such feats more tiring. You have lean and long legs that let you run exceptionally fast, and a large tail that acts as a rudder to maintain your balance during sharp turns. Your speed increases by 5 feet. In addition, you don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first

Ancestriey Feat
COMPETITIVE SPIRIT [reaction] FEAT 1 PAHTRA Frequency once per hour Trigger An ally attempts a skill check with a skill that you have trained or better proficiency rank in. You push yourself to be the best by competing with the triggering ally. Until the end of your next turn, you can attempt the same skill check to perform the same action or activity that the triggering ally performed. You gain a +2 circumstance bonus to this skill check. If you achieve at least one degree of success higher than the triggering ally, this use of Competitive Spirit doesn’t count toward its frequency. If you roll a critical failure on this skill check, you take a –1 circumstance penalty to all skill checks attempted with that skill for the next hour as you try new techniques to improve your future attempts.
2nd level skill Feat

LONG WHISKERED FEAT 1
Your whiskers function as advanced electroreceptors, allowing
you to orient yourself more easily. At the end of each round
in which you are untethered, attempt a DC 15 flat check. On
a success, you ignore the clumsy and off-guard conditions
imposed by being in zero-g for 1 minute.

Genral Feat
Ancestry Paragon

CAT FALL Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Background: BRUTARIS PLAYER
BRUTARIS PLAYER BACKGROUND The sound of a roaring crowd still sends your heart pumping as you recall your glory days as a brutaris player. Whether you retired successfully or were taken out of commission at the height of your career, you have maintained your conditioning and will always be ready for your next big game. Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost. You’re trained in the Athletics skill and the Sports Lore skill. You gain the Quick Jump or Titan Wrestler skill feat

Class Feats and Features

Anchor FOCAL POINT You’re intensely focused on a specific subject or idea, to the point that other things fade into the background—even paradoxes and alternate realities. Your focal point might be a field of study, an abstract concept, a hobby, or even your favorite media. Anchor Benefit Your single-minded focus helps you concentrate. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted. Anchoring Action Intense Focus 128 3 INTRODUCTION ANCESTRIES BACKGROUNDS CLASSES Envoy Mystic Operative Solarian Soldier Witchwarper SKILLS FEATS EQUIPMENT SPELLS RULES INTENSE FOCUS [one-action] ANCHORING CONCENTRATE WITCHWARPER Frequency once per round Your focus becomes so intense that you can easily reassess your condition and surroundings. Reduce the value of your clumsy condition by 1, or ignore the effects of the suppressed condition until the start of your next turn.

Paradox 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 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.
ANCHORING SPELLS 3RD You become more familiar with magic you practice regularly, drawing on those spells as another anchor to reality. When you are inside or adjacent to your quantum field and cast a signature spell (page 126), the spell gains the anchoring trait.

SIGNATURE SPELLS 3RD You’ve learned to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

WITCHWARPER FEATS
DEBRIS ZONE [one-action] FEAT 1 ANCHORING WITCHWARPER ZONE Whether covered in debris, partially flooded, or otherwise troublesome to traverse, the area of your quantum field becomes difficult terrain.

Quantum Field
Spell Repertoire

WARP REALITY [one-action] CONCENTRATE WITCHWARPER 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.

WARP TIME [one-action] FOCUS 1 UNCOMMON ANCHORING CONCENTRATE FOCUS WITCHWARPER Paradox precog 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.

◆ [dice=WARP TIME Fast Forward (Void Damage) ]1d10[/dice]
DC 16 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.

SKILL FEATS
Cat Fall: Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Witchwarper Spellcasting

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Equipment
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Starting Credits 150
Current credits 18
Bulk 4.7 /
Encumbered 5 + 2(str) +7
Maximmium bulk 10 + (str) +12

Held items

Consumables

Items Worn

Weapons

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Microcord Armor 25c 1b
Battleglove 10c 1b
Tactical Pistol +1 tracking 380c 1b (charges 9/10)
Battery, Commercial 10c -b
INCENDIARY GRENADE 10c Lb x2 -1
Infiltrator’s Toolkit 30c Lb
Container, ordinary 1c -b utility belt
Container, ordinary 1c -b sports duffle bag/backpack
Comm unit 7c Lb
Clothing ordinary Rafemii Hellcats brutaris jersey 1c -b
Clothing ordinary Atuity Music Festival T-shirt 1c -b
Clothing explorer rebel poncho 1c Lb
Hygiene kit 2c Lb
Canteen (sports water bottle 1c Lb
Field rations 1 week (sports protein bars) 1c 1b

2 spare battery
2 commercial hypopen
2 medpatch -1
1 set of tactical hardlight handwraps

The pouch contains two shimmerstone serums, two commercial medpatches

medpatch:
Usage held in 1 hand; Bulk L
Medpatches accelerate the body’s natural healing processes
and immune system.
Activate—Apply [one-action] (manipulate) Effect You regain the listed
number of Hit Points and gain an item bonus to saving
throws against disease and poisons for 10 minutes.
Type commercial; Level 1; Price 30 credits
The medpatch heals 1d6 Hit Points, and the bonus is +1.

commercial hypopen:
Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)
This device contains specialized nanites that heal many sorts
of mental and physical energies or temporarily boost the
body’s performance. Different types have different effects.
Type commercial; Level 1; Price 40 credits
Remove the fatigued condition or decrease the value
of the clumsy or sickened condition by 1.

shimmerstone serums:
Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)
This iridescent blue tincture is distilled from shimmerstone
crystals mined on Vesk-7. You gain a +1 item bonus to saving
throws against mental effects and a +2 item bonus to checks
made to Recall Knowledge for 10 minutes.