Skip Intro's page

245 posts. Organized Play character for Jones228.

Full Name

Skip Intro


Human Male Witchwarper 2 Operative Explorer 1| SP 16/16 : HP 20/20 : RP 4/4 | EAC 14 : KAC 15| F+0 : R+7 : W+3 | INIT+2 | LVL 1 Slots : 3/3 | Laser Pistol 20/20


Acro +7 : Ath+5 : Bluff +9 : Comp +6 : Cult +19 : Dip +10 : Disg +4 : Intim +12 : Med +2 : Myst+8 : Perc +6 : Pilot +9 : SM +6 : Ste +7 ; Sur +7

About Skip Intro

Skip Intro has enjoyed a long galaxy-spanning career as a cartographer with a large orbital mineral exploration and mining corporation. His previous duties included resource mapping, orbital scanning and boots-on-the-ground exploration. This led him to explore many distant planets in the vast and make contact with local indigenous species, where he would learn about their cultures, customs, diet and most importantly – fashion. He enjoys collecting and wearing rare luxury items and accessories. He is often well-dressed, friendly and outgoing. He has since retired from his previous career and joined the Starfinders to keep busy and meet new people during his twilight years.

Skip’s inspiration comes from J. Peterman of Seinfeld, and would be played by the actor John O’Hurley in the Starfinder made for TV movie. He is also inspired by Louis Wu of the Ringworld Series of books, a well-to-do socialite explorer on an adventure.

Skip Intro
Male Human Ace Pilot Witchwarper 2 Operative Explorer 1
Medium humanoid
Init +2 ; Perception +6
Proficiencies Armour Light; Weapons Basic melee weapons, small arms, and grenades
SP 16 HP 20 RP 4
EAC 14; KAC 15
Fort +0; Ref +7; Will +3
Speed 30 Ft
Ranged Azimuth Laser Pistol +4 (1d4f)
Str 10 (+0); Dex 14 (+2); Con 10 (+0); Int 12 (+1); Wis 12 (+1); Cha 17 (+3)
Witchwarper Points per Level: 6, Operative points per level: 10
Acrobatics +7 (+2 Dex Mod, 1 Skill Point, +3 Class, +1 OE Insight)
Athletics +5, (0 Str Mod, 1 Skill Point, +3 Class, +1 OE Insight)
Bluff + 9 (2 Skill Rank, +3 Class, +3 Cha Mod, +1 OE Insight),
Computers +6 (+1 Int, 1 Skill Rank, +3 Class, +1 OE Insight),
Culture +9 (+1 Int, 2 Skill Rank, +3 Class, +3 OE Insight),
Diplomacy +10 (+3 Cha Mod, 3 Skill Rank, +3 Class, +1 OE Insight),
Disguise +4 (+3 Cha Mod, +1 OE Insight)
Engineering +2 (+1 Int Mod, +1 OE Insight)
Intimidate +12 (+3 Cha Mod, 3 Skill Rank, +3 Class, +3 Skill Focus Insight),
Medicine +2 (+1 Int Mod, +1 OE Insight)
Mysticism +8 (+1 Wis Mod, 3 Skill Rank, +3 Class, +1 OE Insight)
Perception +6 (+1 Wis Mod, 1 Skill Rank, +3 Class, +1 OE Insight)
Piloting + 9 (+2 Dex Mod, 3 Skill Ranks, +3 Class, +1 OE Insight),
Sense Motive +6, (+1 Wis Mod, 1 Skill Rank, +3 Class, +1 OE Insight)
Stealth +7 (+2 Dex Mod, 1 Skill Rank, +3 Class, +1 OE Insight),
Survival +7 (+1 Wis Mod, +3 Class, +3 Skill Focus Insight)

Feats Weapon Focus: Small Arms +1, Improved Demoralize, Spell Focus
Languages Common, Ysoki
Other Gear Stationwear Flightsuit, Azimuth laser Pistol, Consumer Backpack, personal comm unit, 2 Mk1 Healing Serum, Credstick (2,981), Ability Crystal (Dex +2)
Special Abilities
Spells Known: 0 Level 5, Charming Veneer, Dancing Lights, Daze (DC14 Will), Detect Magic, Hazard 1st Level 3, Acidic Mist(2d6, DC15 Fort Half), Charm Person (DC15 Will Negates) Comprehend Languages [/b]
Spells Per Day: 0 Level Infinite 1st level 3

0 Level Spells:

Charming Veneer
School illusion
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration 10 minutes
Saving Throw none; Spell Resistance no
Description You pull gossamer threads from other, more genteel realities and wrap the target in them, smoothing the edges of their personality and accentuating their charms. The target gains a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature affected by this spell can attempt a Diplomacy check to gather information in only 10 minutes. Once any individual under the effects of a charming veneer spell you cast has used this benefit to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours.

Dancing Lights
School evocation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect up to four lights
Duration minutes
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.

School enchantment (compulsion, mind-affecting
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature of CR 3 or lower
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
Description This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.

Detect Magic
School divination
Casting Time 1 standard action
Range 60 ft.
Range 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.

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
DescriptionWhen 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.

1st level spells:

Acidic Mist
School conjuration (acid)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration 1 round/level (D)
Saving Throw Fortitude half; Spell Resistance no
Description You call forth the corrosive atmosphere of a gas giant to damage your opponents. A creature that starts its turn in the area takes 2d6 acid damage. The corrosive mist does not obscure vision.

Charm Person
School enchantment (charm, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
Description This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.
The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature’s language to communicate your suggestions, or else be good at pantomiming.

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.

Infinite Worlds: 1st Level:
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 Thwart Ability - 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.
Improved Demoralize You can use the Intimidate skill to demoralize as a move action. (cause a creature within 30 feet of you to become shaken for a number of rounds. This is a sense-dependent ability. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.)
Magical Assassain You can awaken latent magic in your weaponry. As a move action, you can magically imbue one small arms or basic melee weapon with the operative weapon special property you’re wielding, treating it as a magic weapon for the purposes of bypassing damage reduction. In addition, when you imbue your weapon, choose one of the following energy types: acid, cold, electricity, or fire. When you attack with your imbued weapon as a standard action, before making the attack, attempt a Mysticism check with a DC equal to 20 + your target’s CR. If you succeed, you deal an additional 1d4 damage of the chosen energy type. Your weapon remains imbued for 1 minute, until you imbue another weapon, or until the end of your turn if you cease wielding the weapon, whichever comes first.
Operative’s Edge Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks
Operative Specialization: Explorer Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level You’re an expert in scouting out dangerous locations using your knowledge and survival skills. Associated Skills: Culture and Survival.