Callous Rake

Silas Bigot's page

66 posts. Organized Play character for neodam.


Full Name

Silas Bigot

Race

| SP 14/14 HP 11/14 | RP 4/5 | EAC 12; KAC 13 | Fort +1; Ref +4; Will +0 | Init: +5 | Perc: +5, SM: +0

Classes/Levels

| Speed 30ft | | Spells: 1st 3/3 | Active conditions: None.

Gender

"Silas Bigot" Male CN Human sensate Witchwarper 2

About Silas Bigot

Silas Bigot
Male Human sensate Witchwarper 2
CN Medium humanoid (Human)
Init +5; Perception +5

DEFENSE
SP 14 HP 14 RP 5
EAC 12; KAC 13
Fort +1; Ref +4; Will +0

OFFENSE
Speed 30 ft.
Melee tactical dueling sword +1 (1d6 S)

[dice=tactical dueling sword] 1d20+1 [/dice]
[dice=damage]1d6[/dice]

Ranged azimuth laser pistol +3 (1d4 F; critical burn 1d4)

[dice=tactical dueling sword] 1d20+3 [/dice]
[dice=damage]1d4[/dice]

Witchwarper Spells Known (CL 1st, ranged +2)
1st (3/day)— puncture veil, shifting surge, Life Bubble
0 (at will)— dancing lights, detect magic, hazard, psychokinetic hand, Charming Veneer

STATISTICS
Str 10 (+0); Dex 13 (+1); Con 12 (+1); Int 10 (+0); Wis 10 (+0); Cha 18 (+4)

Skills
Acrobatics +5
Athletics +0
Bluff +8
Computers
Culture +4 (reduce the DC of Culture checks to recallartistic innovations and traditions by 5;)
Diplomacy +9,
Disguise +4,
Engineering
Intimidate +8,
Life Science (reduce the DC of Life Science checks to identify consumables by 5)
Medicine
Mysticism +5,
Perception +5,
Physical Science ,
Piloting +1 ;
Profession
Sense Motive +0
Sleight of hand
Stealth +1
Survival +0

(reduce the DC of Life Science checks to identify rare creatures by 5)

Feats
Weapon Focus (small arms)
Improved Initiative

Languages Common, Vesk

Other Abilities

Combat Gear mk 1 serum of healing, stickybomb grenade I;
Other Gear second skin,
azimuth laser pistol with 1 battery (20 charges),
spell gem of comprehend languages,
everyday clothing,
hygiene kit,
personal comm unit,

SPECIAL ABILITIES

Theme Knowledge (1st Level)
Always in search of new sensations, you have spent significant time learning about the cultures of the Pact Worlds and have gained a breadth of cultural knowledge, from the composition styles of Vercite ether-ballads to quantum-flavored Idaran cuisine or the latest textiles in Kalo-Mahoi fashions. Reduce the DC of Culture checks to recall knowledge about artistic innovations and traditions by 5. Given your propensity for trying new things, you’ve also found it prudent to understand the distinction between delightful experiences and those that are ill-advised, permanently injurious, or even fatal. Reduce the DC of Life Science checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink.
Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Paradigm shift
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.

2nd level - Thwart Ability (Su)
As a reaction when you or an ally within 100 feet is affected by a spell or ability that allows a saving throw and would deal Stamina Point,
Hit Point, or ability damage, you can spend 1 Resolve Point to grant the target a new saving throw with a +2 bonus to avoid or mitigate the effect’s damage and effects

Infinite worlds (110 ft, 1 round)
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.

Paradigm shift : 2nd level - Thwart Ability (Su)