NewBoy Draelik or Witchwyrd's page

No posts. Organized Play character for Deevor.


Race

Draelik

Classes/Levels

Technomancer/1

Size

Medium 7ft 3in

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 8

About NewBoy Draelik or Witchwyrd

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Draelik Racial Traits:

Ability Adjustments: +2 Con, +2 Wis, –2 Cha

Hit Points: 4
Size and Type
Draeliks are Medium humanoids with the draelik subtype.

Darkvision
Draeliks gain darkvision out to 60 feet.

Draelik Magic
Draeliks gain the spells listed below as spell-like abilities. The caster level for these effects is equal to the draelik’s character level.
1/day—wisp ally
At will—fatigue, ghost sound

Lurker
Draeliks receive a +4 bonus to Stealth checks in dim light or darker conditions.

Necromancy Resistance
Draeliks receive a +2 racial bonus to saving throws against necromancy effects.

Theme - Space Pirate:

Space Pirate
+1 Dex

You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the Free Captains of the Diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew.

Theme Knowledge (1st)

You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Smuggler (6th)

You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a Stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a Perception check to search your body for objects you have hidden on your person using the hide object task of the Sleight of Hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus.

Sword and Pistol (12th)

You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the Gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same –4 penalty as a full attack action.

Besmara’s Blessing (18th)

The pirate goddess Besmara blesses your thieving and marauding ways, even if you don’t worship her directly. Up to twice per day, when you successfully ambush and defeat a significant foe or group of foes in tactical combat or starship combat in order to take any goods and valuables they are transporting (or simply have in their possession), you recover 1 Resolve Point.

Technomancer:

Hit Points: 5
Stamina Points: 5 + Constitution modifier

Key Ability Score: Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks.

Class Skills: Computers (Int), Engineering (Int), Life Science (Int), Mysticism (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex)

Skill Ranks per Level: 4 + Intelligence Modifier

Proficiencies: Armor-light; Weapons-basic melee weapons, small arms

Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features Spells Per Day (by spell level)
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Spell cache 2 — — — — —
2nd +1 +0 +0 +3 Magic hack 2 — — — — —

able 4–11: Technomancer Bonus Spells Int Score Bonus Spells Per Day (by spell level)
0 1st 2nd 3rd 4th 5th 6th
1–11 — — — — — — —
12–13 — 1 — — — — —
14–15 — 1 1 — — — —
16–17 — 1 1 1 — — —
18–19 — 1 1 1 1 — —

Table 4–12: Technomancer Spells Known Class Spells Known (by spell level) Level
0 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —

Spell Cache (Su) 1st Level

As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.

If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
Magic Hack 2nd Level

You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.