| Full Name | Liilywind | 
			
			
			
				
					| Classes/Levels | Female Kiirinta CG Tempered Pilgram Witchwarper 2 | SP 10/10 HP 13/14 | RP 3/4 | EAC 14; KAC 15 | Fort +0; Ref +6; Will +-1 | Init: +3 | Perc: +1, SM: +-1 | Speed 20ft / 20ft fly | Active conditions: None. | 
			
			
			
				
					| Size | Small | 
			
			
				
					| Age | 14 | 
			
			
			
			
				
					| Deity | Desna | 
			
			
			
				
					| Languages | Common, Kasatha, Kiirinta, Lashunta, Vesk, Ysoki | 
			
			
			
			
			
			
			
			
			
		
	 
	
		About Liilywind
		SFS # 1348801-711
Experience 3
Slotted Faction: Wayfinders
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Liilywind
Female CG Tempered Pilgram Witchwarper - 2
Small Fey
Space 5 ft.; Reach 5 ft.
Speed 20ft / 20ft fly 
Init +3
Senses: Blindsense (Thought), Limited Telepathy 30ft, Low-Light Vision
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Defense
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EAC 14, KAC 15
SP 10 HP 14 RP 4
Fort +0, Ref +6, Will -3
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Offense
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Melee: +1, Ranged: +4, Thrown: +1
Survival Knife: +4 (1d4 B) | Analog, Operative, Thrown (20ft)
Azimuth Laser Rifle: +4 (1d4) | Powered (2/20), Uniclamp (Spotlight)
Bot Me!:
Liilywind is timid and shy, willing to do whatever it takes to stay out of the fray. She provides words of encouragement, ranged damage and the aid of magic by the name of known spells only to find that they glitch and warp the terrain around the enemy (As infinite worlds). Her demeanor is always militaristic at first but she feels the need to apologize for the misfire of her magic.
[dice=Providing supporting fire (Laser Rifle vs EAC) ] 1d20+4[/dice]
[dice=Laser Damage]1d8[/dice]
[dice=Knife Attack vs KAC]1d20+4[/dice]
[dice=Slashing Damage]1d4[/dice]
In ship combat, tries to support her crew with Magic Officer actions until they stop being supportive. After that, she moves to gunnery.
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Statistics
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Str: 10, Dex: 16, Con: 11, Int: 12, Wis: 8, Cha: 16
Skills
Acrobatics +7, Bluff +7, Culture +6, Diplomacy +7, Intimidate +7, Mysticism +4, Perception +1, Profession (Musician) +15
-5 to DC to recall knowledge about a culture’s customs and related topics
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Feats
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1: Psychic Sense - You have blindsense (thought) with a range equal to the range of your limited telepathy or telepathy.
Spell Sgt.: Longarm Proficiency
Languages Common, Kasatha, Kiirinta, Lashunta, Vesk, Ysoki
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Gear
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Combat Gear:
Survival Knife
Azimuth Laser Rifle
Second Skin
Spotlight
Mk1 Serum of Healingx2
Basic Musical Instrument
1st Spell Gem x2 (Jolting Surge, Overheat)
Industrial Backpack
Datapad
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Special Abilities
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Infinite Worlds:
1 Standard Action
Range of 100 feet + 10 feet per witchwarper level and affect a 10-foot-radius spread
Save: DC 10+3+Spell Slot
1st: Environmental - Liilywind tries to conjure a certain spell but glitches the physical reality around his target creating difficult terrain, affecting a single movement type (land speed, burrow speed, climb speed, fly speed, or swim speed) or any combination of those movement types. When difficult terrain is created 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.
Fluttercloud - As a move action, a kiirinta within 15 feet of the ground can flutter their wings to stir up debris and a cloud of glistening sparkles around themself, granting them concealment (20% miss chance) for [[1d4 rounds]]. A kiirinta can’t use this ability again until they have taken a 10-minute rest to recover Stamina Points.
Reverberating Shriek - As a standard action, Liilywind flies close and emits a shriek of sonic energy at an adjacent target, causing painful vibrations throughout the target’s body. This scream imparts the staggered condition for [[1d4]] rounds. The target can attempt a Fortitude save DC + the target’s Constitution modifier to negate the staggered effect.  Whether successful or not, a creature can’t be affected by the same hr shriek for 24 hours. 1/day + every 5 levels
Spell Sargent - You underwent basic training and have spent time in the field. You gain one of the following feats: Longarm Proficiency
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Spells
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Spells Per day:	Level-0	DC 13
Level-1 / 3	DC 14
Range:		Close-25	Medium-110	Long-440
Level - 0:
Dancing Lights - 
School evocation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect up to four lights
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Description - You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
You can have only one dancing lights spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
Dazzling Flares -
School evocation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect popping, distracting flares within a 10-ft.-radius
Duration 1 round
Saving Throw Fortitude negates; Spell Resistance yes
Description - You evoke fist-sized pockets of existence from multiple realities, creating chemical reactions that result in up to a dozen flares. These flares appear at once, and they do so within a 10-foot-radius spread. You choose the flares’ colors, including colorless, and they make popping noises as they flicker in and out of reality. This popping can be as quiet as a human’s whisper or as loud as up to 20 humans shouting. You can cause the flares to emit a sulfurous or ozone smell as they pop. These distracting flares impose a –2 penalty on Perception checks attempted in the area. If you cast this spell while another casting of dazzling flares is still in effect, the previous casting ends.
Detect Magic -
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
Description - You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
Hazard -
School evocation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area 5-foot-radius burst
Duration 1 round
Saving Throw Reflex negates; Spell Resistance yes
Description - When you cast this spell, choose acid, cold, electricity, fire, or sonic. The spell gains that descriptor. You summon a minor hazard from an alternate reality, creating a splash of acid rain, a blast of freezing air, a static electric discharge, a burst of fire, or a roar of thunder. Each creature in the area must succeed at a Reflex save or take 1d3 damage of the chosen type.
Token Spell -
School transmutation
Casting Time 1 standard action
Range 10 ft.
Targets, Effect, or Area see text
Duration 1 hour
Saving Throw none; Spell Resistance yes
Description - Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius. Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.
Level - 1:
Comprehend Languages -
School divination
Casting Time 1 standard action
Range personal
Duration 10 minutes/level
Description - You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.
Puncture Veil -
School evocation
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets one or two creatures; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes
Description - You grasp onto a space-time filled with microscopic needles and use them to pierce into your reality. One creature takes 1d4 piercing damage and gains bleeding 1 for 3 rounds. You can cast this spell as a full action. If you do, you have two options. You can target two creatures within 20 feet of each other with the effect described above, or target only one creature, who takes 2d4 piercing damage and gains bleeding 2 for 3 rounds.
Shifting Surge - 
School transmutation
Casting Time 1 standard action
Range touch
Targets one willing creature or object
Duration 1 round
Saving Throw none; Spell Resistance yes
Description
You touch a willing creature and affect one of its energy damage attacks or weapons, changing the energy damage type of one of its attacks to one other type until the end of your next turn. Even if you don’t change the damage, the next affected attack that hits deals 2d6 additional damage if it targets only one target, or 1d6 additional damage if it affects an area or multiple targets.
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Boons Slotted this Adventure
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Ally:
Faction: Wayfinders Champion
Personal:
Promotional:
Social:
Starship:
Slotless:
All My Boons:
Adventure Log:
https://docs.google.com/spreadsheets/d/1Mb5_wXtjcRaZjSZaFmjq8FpsUZrG5GV93Py 7Kr1L-oc/edit?usp=sharing
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Reputation
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Starfinder Society 4
Exoguardians: 0 Reputation (Tier 0)
Acquisitives: 0 Reputation (Tier 0)
Dataphiles: 0 Reputation (Tier 0)
Second Seekers (Luwazi Elsebo): 0 Reputation (Tier 0)
Wayfinders: 4 Reputation (Tier 0)