Vesk

Sigirijus "Nine Lives" Malumaje's page

94 posts. Alias of Harakani.


About Sigirijus "Nine Lives" Malumaje

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Vesk Noble Scion Witchwarper (Spell Sergeant) 1
N medium humanoid
Init +0; Senses Perception +3 blindsight (sound) 60 feet, –4 penalty to sight-based Perception checks beyond 60 feet
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Defense
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EAC 11 (+0 armor, +0 dex, +1 armor savant)
KAC 13 (+2 armor, +0 dex, +1 armor savant)
CMD 21 (KAC + 8)
HP 11 (+6 race, +5 class)
SP 5 (+5 class, +0 con)
RP 5 (+1 level, +4 cha)
Fort +0 (+0 con), Ref +2 (+0 dex), Will +0
Offense
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Speed ft.
Proficiencies Light armor, basic melee weapons, small arms
Base Atk +0 –2 penalty on ranged attack rolls against targets beyond 60 feet in bright light.
Melee
Claws +3 1d3 (S)
Stinger +3 1d6
Ranged
NA
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Statistics
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Str 17, Dex 10, Con 10, Int 8, Wis 10, Cha 18
Feats: Memorable Coercer
Skills (+4 class, -1 int) = 3
+0 Acrobatics (class, +0 dex)
+3 Athletics (+3 str)
+9 Bluff (+3 class +1 theme 1 rank, +4 cha)
+8 Diplomacy (+3 class 1 rank +4 cha)
+9 Intimidate (+3 class 1 rank +4 cha +1 feat)
+0 Mysticism (class +0 wis)
+3 Perception (+3 race)
+0 Sense Motive (+0 wis)
+0 Stealth (+0 dex)
+0 Survival (+0 wis)

Gear, carried (C value 1000c)
Flight Skin, Nascent. Light. Level 1. +0 EAC, +2 KAC, 1 Upgrade slot, Bulk L. Cost 230. When you fall or are hit by a falling object while you’re wearing your flight skin, calculate the damage as if the fall were 20 feet shorter.
Datapad. Level 2. Capacity 20, usage 1/hr. Hands: 1, Bulk L. Cost 90. Hardened, Self Charging, Range (5ft)
Holy Book (chip) Cost. 2
Family Training Data. Cost 10.
News Subscription - guessing here. Cost 10.
Mess Kit. Cost 2.
Hygiene Kit. Cost 3.
Religious Symbol (Black Spiral) Level 1. Cost 2.
Venom Spur Augmentation. Level 2. Cost 625. You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren’t holding anything in that hand. While extended, the venom spur is a one-handed basic melee weapon that deals 1d6 piercing damage and automatically injects venom into a struck target. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison. Once used, the venom sac doesn’t refill until the next time you rest to regain Stamina Points. While it’s empty, you can still attack with the stinger but can’t envenomate your target.
26 credits.

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Class / Theme Abilities
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Race: Vesk (Lambent, Observant, Cave Senses)
Class: Witchwarper (Spell Sergeant)
Theme: Noble Scion
Memorable Coercer [https://www.aonsrd.com/FeatDisplay.aspx?ItemName=Memorable%20Coercer]Memorable Coercer[/url]
Benefit: You gain a +1 insight bonus to Intimidate checks. In addition, when you successfully use Intimidate to bully an opponent, the target must attempt a Will saving throw once the intimidation wears off. The DC is equal to 10 + your number of ranks in Intimidate. If the target fails this save, their attitude toward you becomes indifferent and they won’t report you to any authorities.
Armor Savant
Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
Observant
Source Character Operations Manual pg. 26
Some vesk learn to watch their environment and other creatures around them for signs of danger. Vesk with this racial trait select either Perception or Sense Motive. They gain a +3 racial bonus to checks with the chosen skill. Once this choice is made, it cannot be changed.
This replaces fearless.
Cave Senses
Source Near Space pg. 135
Vesk who grew up underground in twisted caverns have more sensitive hearing. They have low-light vision and gain blindsight (sound) 60 feet, but they take a –4 penalty to sight-based Perception checks beyond 60 feet and take a –2 penalty on ranged attack rolls against targets beyond 60 feet in bright light.
This replaces low-light vision.
Natural Weapons
Vesk can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Vesk gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).
Theme Knowledge (1st Level)
You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Infinite Worlds (Su)
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.
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Spells
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0: (4 known)
Charming Veneer
Ghost Sound
Hazard
Mending
1: (2 known, 3/day)
Build Trust
Jolting Surge

Appearance:
By Vesk standards, Sigirijus is gorgeous. Large even for a Vesk, though plagued with low body fat, he is scarred from duels and fighting. By every other race's standards he's imposing at best, and terrifying at worst.

Social:
Vesk don't have nobility per se, but if they did, clan Malumaje would be nobles.
Named for the ancestor Malumaje, a philosopher-duelist who turned general and turned a hopeless war into a victory.
Any child of a Malumaje may be inducted into the clan. This guarantees them an education, and opportunity. Progress within the clan is through merit.
Malumaje teaches obedience to an old god - the god of the dark spiral. This is an archaic, but harmless religion. While it claims that their divinity is superior to all others, it doesn't seek to spread itself and in fact higher level rites are kept as secrets for only the highest ranked members.
Sigirijus was trained first as a duelist, then as a soldier, then as a spell sergeant, then as a leader.

Race: Vesk (Lambent, Observant, Cave Senses)
Class: Witchwarper (Spell Sergeant)
Theme: Noble Scion

Str 17
Dex 10
Con 10
Int 8
Wis 10
Cha 18

Fort +0
Ref +2
Will +0

Skills:
+0 Acrobatics (class, +0 dex)
+3 Athletics (+3 str)
+9 Bluff (+3 class +1 theme 1 rank, +4 cha)
Culture (class)
+8 Diplomacy (+3 class 1 rank +4 cha)
+9 Intimidate (+3 class 1 rank +4 cha +1 feat)
+0 Mysticism (class +0 wis)
+3 Perception (+3 race)
+0 Sense Motive (+0 wis)
+0 Stealth (+0 dex)
+0 Survival (+0 wis)

Feats: Heavy Armor Proficiency or [https://www.aonsrd.com/FeatDisplay.aspx?ItemName=Memorable%20Coercer]Memorable Coercer[/url]

SPELLS:
0: (4 known)
Charming Veneer
Ghost Sound
Hazard
Mending
1: (2 known, 3/day)
Build Trust
Jolting Surge

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Ability Modifiers +2 Strength, +2 Charisma, –2 Intelligence.
Hit Points 6
Size and Type
Vesk are Medium humanoids with the vesk subtype.
Armor Savant
Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
Observant
Source Character Operations Manual pg. 26
Some vesk learn to watch their environment and other creatures around them for signs of danger. Vesk with this racial trait select either Perception or Sense Motive. They gain a +3 racial bonus to checks with the chosen skill. Once this choice is made, it cannot be changed.

This replaces fearless.
Cave Senses
Source Near Space pg. 135
Vesk who grew up underground in twisted caverns have more sensitive hearing. They have low-light vision and gain blindsight (sound) 60 feet, but they take a –4 penalty to sight-based Perception checks beyond 60 feet and take a –2 penalty on ranged attack rolls against targets beyond 60 feet in bright light.
This replaces low-light vision.
Natural Weapons
Vesk can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Vesk gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).
Theme Knowledge (1st Level)
You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Class Skills
The Witchwarper's class skills are Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Physical Science (Int), Profession (Cha, Int, or Wis).
Skill Points at each Level: 4 + Int modifier.
Proficiencies: Light armor, Basic melee weapons, small arms, and grenades
Infinite Worlds (Su)
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.