Str 8, Dex 15, Con 12, Int 10, Wis 14, Cha 16
Bluff +9, Culture +9,* Diplomacy +9, Mysticism +10**
*+2 racial bonus to Culture
**+1 Compound Sight;+1 theme bonus to Mysticism (theme benefit reduces DC for identifying spells and recalling knowledge of arcane symbols and magic traditions)
Feats Agile Casting; Mobility
Languages Common, Brethedan, Draconic, Gnome
Spells – Flitweather casts spells drawn from the witchwarper spell list. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + 2 (Charisma modifier).
Flitweather can cast only a certain number of spells of each spell level per day. Flitweather can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem.
Infinite Worlds (Su) – Twice per day as a standard action, Flitweather can can call upon infinite other possibilities to temporarily impose an alternate reality within a 10-foot-radius sphere. Flitweather can target an area within medium range (140 feet), and the effect lasts for 4 number of rounds. This affects creatures, objects, and other aspects of the environment only as explicitly indicated in this ability. Flitweather can cause the affected area to become difficult terrain. This might mean that metal flooring becomes rickety and bowed, a jungle floor becomes sticky with mud, the air becomes filled with detritus, or the fabric of reality shifts in some other subtle way. When Flitweather creates difficult terrain in this way, it is considered magically altered terrain for the purposes of other effects. In addition, if there is a permanent environmental hazard within the affected area that deals energy damage, Flitweather can change the type of energy damage that it deals (acid, cold, electricity, fire, or sonic). For example, he could temporarily change a pool of acid into a pool of freezing liquid that deals cold damage, or a volcanic caldera filled with lava into one filled with lightning bolts that deal electricity damage. If the hazard is the result of an item or a spell, Flitweather must succeed at a caster level check (DC = 10 + item level or caster level of the spell) or the hazard is not affected. If there are multiple permanent environmental hazards in the area, Flitweather can affect only one.
Paradigm Shift: Surefooted (Su) – Flitweather can use his commanding presence to rearrange the veils of reality, briefly revealing an alternate piece of existence or a powerful force from another world. Paradigm shifts represent his ability to pull pieces of alternate realities and briefly supplant them into your his, subtly—or radically—changing his surroundings for a time. Unless otherwise noted, the effects of a paradigm shift last 4 rounds equal. As a standard action, Flitweather can touch a willing creature to exchange the terrain beneath its feet as it moves with that of another more stable reality, allowing the creature to ignore difficult terrain. In addition, for the duration, the creature gains a +4 circumstance bonus against trip combat maneuvers and can stand from prone as a swift action. Once a creature has been affected by this paradigm shift, it cannot benefit from it again until the next time you take a 10-minute rest to recover Stamina Points.
Compound Sight (Su) – Flitweather can sift through the many realities overlapping yours, gaining deeper understanding of a skill by seeing it attempted dozens of different ways.
When you gain this class feature at 3rd level, choose a skill. You gain a +1 insight bonus to checks using the chosen skill. by 1 at 6th level and every 3 levels thereafter. You can change the chosen skill every time you gain a witchwarper level.
Spell Penetration – Flitweather gains Spell Penetration as a bonus feat.
Weapon Specialization – Flitweather gains Spell the Weapon Specialization feat as a bonus feat for basic melee weapons and small arms.
CHARMING VENEER WITCHWARPER 0
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets 1 creature
Duration 10 minutes
Saving Throw none; Spell Resistance no
You pull gossamer threads from other, more genteel realities and wrap the target creatures in them, smoothing the edges of their mannerisms and accentuating their charms to make them more appealing to those around them. The target creatures gain a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature under the effects of this spell can attempt a Diplomacy check to spend 10 minutes to gather information (rather than the normal 1d4 hours). Once any individual under the effects of a charming veneer spell you cast has succeeded at a Diplomacy check to spend just 10 minutes to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours.