Telakin (Doppleganger)

Johnnie Hayseed's page

32 posts. Organized Play character for Luke_Parry.


Full Name

Johnnie Hayseed

Race

Gray

Classes/Levels

Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)

Gender

Male

Size

Small

Alignment

Lawful Neutral

Languages

Common, Aklo, Azlanti, Vesk, Infernal, Sylvan, Akitonian

Strength 9
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 18

About Johnnie Hayseed

Initiative: +3 (+3 Dex)
Senses: 60' Darkvision, Perception +0
Speed: 30 ft

EAC: 15 (10 + 2 Armor + 3 Dex)
KAC: 15 (10 + 2 Armor + 3 Dex)

Stamina Points: 10/10
Hit Points: 12/12
Resolve Points: 5/5

Fort: +0 Ref: +6 Will: +0

Combat:
Base Atk: +1; CMD: 23

Ranged
AG Assault Rifle: +4 to Hit; Dmg 1d8; crit -; range 80 ft; Piercing; 12/12 (1)

Theme (Rancher):

Theme Knowledge (1st Level):
You have spent many years as a rancher raising livestock and you have come to learn that all animals follow certain distinguishing behaviors. Reduce the DC of Survival checks to follow tracks or handle animal by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

Skills:
Skill Points per level: 4 (Class) + 2 (Intelligence)
Acrobatics +8 (+3 Dex + 2 ranks + 3 class skill)
Athletics -1 (-1 Str)
Bluff +10 (+4 Cha + 2 ranks + 3 class skill + 1 Spell)
Culture +7 (+2 Int + 2 ranks + 3 class skill)
Diplomacy +10 (+4 Cha + 2 ranks + 3 class skill + 1 Spell)
Disguise +5 (+4 Cha + 1 Spell)
Intimidate +10 (+4 Cha + 2 ranks + 3 class skill + 1 Spell)
Perception +0 (+0 Wis)
Piloting +3 (+3 Dex)
Profession(Musician - Banjo) +15 (+4 Cha + 2 ranks + 3 class skill + 4 Kit + 1 Clothes + 1 Spell)
Sense Motive +0 (+0 Wis)
Stealth +3 (+3 Dex)
Survival +0 (+0 Wis)

-5 to the DC of Survival checks to follow tracks or handle animals.

Feats:
1st: WP: Longarms

Racial Features:
Size and Type
Grays are Small humanoids with the gray subtype.

Darkvision
Grays have darkvision with a range of 60 feet.

Gray Magic
Grays gain the following spell-like abilities. The caster level for these effects is equal to the gray’s level.

1/day—mind thrust (1st level)
At will—daze, telepathic message

Phase
A gray can shift itself out of phase with reality as a reaction to gain a 20% miss chance against one attack. A gray can use this ability a number of times per day equal to its Constitution modifier.

Limited Telepathy
Grays have limited telepathy with a range of 60 feet.

Class Features:
Infinite Worlds (Su) - 1st Level:
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. For example, a 5th-level witchwarper with 16 Charisma gains an additional 5 1st-level spell slots and 3 2nd-level spell slots, each usable only for their 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.

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.
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.

Otherworldly Skill (Enhanced, Ex) - 1st Level:
A witchwarper’s training is often as eclectic as their magic. Choose one additional skill and add it to your list of class skills.

Seek the Breach (Enhanced, Ex) - 1st Level:
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).

Overload Reality (Enhanced, Su) - 2nd Level:
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 Shift - 2nd Level:
Paradigm shifts represent your ability to briefly install pieces of alternate realities into your own, subtly or radically changing your surroundings for a time. You learn your first paradigm shift at 2nd level, and an additional paradigm shift every 3 levels thereafter. 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.

Starting at 4th level, your ability to shuffle these realities improves. Upon gaining a witchwarper level (including at 4th level), you can swap out one paradigm shift you know for a different paradigm shift of the same level. You can instead select a paradigm shift of a lower level, but note the level of the original paradigm shift so that when you later swap out the same paradigm shift at later levels, you can select any paradigm shift of the original level or lower.)

The list of paradigm shifts appears following the class features.

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.

Spells:
Cantrips: Charming Veneer, Climate Adaptation, Hazard, Psychokinetic Shove, Starwalk
1st level (0/2+1 used): Charm Person, Comprehend Languages, Dream of Home

Equipment:

Clear Spindle Aeon Stone
Reconfigurable Clothing (Formal, Party, Professional x2, Travel)
Industrial EJ Coveralls
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AG Assault Rifle

Consumer Backpack
Fire Extinguisher
Tool Kit (Banjo Player)
Gear Maintenance Kit
Lighter
Sleeping Bag

Upgrades:
Mk I Synaptic Accelerator

Credits: 360