Race |
| KAC 18 EAC 18 | Saves F+1 R+8 W+2 | Initiative +4; Perception +1, Low-light vision, Speed 30ft |
Classes/Levels |
| Spells/day: 1st - 4/4, 2nd - 3/3 | Status: N/A |
Gender |
Female Skittermander Ace Pilot Witchwarper 4 | SP 20/20 HP 22/22 RP 5/5 |
Homepage URL |
Character Sheet |
About Szama
Szama - SFS #177216-707
XP 10 | Fame 16
Factions:
Acquisitives Reputation 2 | 19
Female Skittermander Ace Pilot Witchwarper 4
CG Small Humanoid (skittermander)
Init +4; Senses Low-light vision, Perception +1
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DEFENSE
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EAC 18
KAC 18
HP 22 (2 racial+4*(5 class))
Stamina 20 (4*(5 Class+0 CON))
Resolve 5 (1/2 Level+3 CHA)
Fort +1, Ref +8, Will +2
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OFFENSE
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Speed 30 ft.
Melee
Unarmed Strike +3 (1d3 B; Archaic, nonlethal)
Ranged
Subzero Hail Pistol +7 (1d4+2 C&P; range 20ft)
Thrown Grenade +3 (DC 10 + 1/2 item level + Dex)
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SPELLS
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0 (DC13): Detect Magic, Hazard, Ghost Sound, Charming Veneer, Psychokinetic Hand
1st (4/day; DC14): Lesser Confusion, Puncture Veil, Shifting Surge, Acidic Mist
2nd (3/day; DC15): Slice Reality, Hold Person
Eldritch Secret Select one spell from the mystic or technomancer spell list. It must be of a level no greater than 1 lower than the highest-level spell you can cast. Add this to your list of witchwarper spells known
0: Telekinetic Projectile
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STATISTICS
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Str 10, Dex 16 (18), Con 10, Int 10, Wis 13, Cha 16
Base Atk +3
Feats Mystic Strike, Spellguard
Skills (4*(4+0 INT) = 6 skill points total) Acrobatics +8, Bluff +10, Diplomacy +7, Mysticism +8, Piloting +12, Profession (cook) +6
Special Skill Uses
With Live Air Celebrity boon slotted:
+2 Profession (cook) on Day Job checks
+3 Profession (cook) when the skill is called out in a scenario
ACP 0
Languages (Common, Skittermander, Vesk)
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SPECIAL ABILITIES
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Class abilities
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.
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.
2nd (Environmental): You cause a hazard that deals damage each round equal to the level of the spell slot expended, with a successful Fortitude save reducing the damage by half. A creature attempts this save when it first takes damage from this effect, and its result applies for the duration of the effect. You select the damage type each time you use this ability (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic).
2nd (Instantaneous): You cause a destabilizing event, such as a brief earthquake, a split-second reversal of gravity, or a blast of icy wind. Each creature within the area must succeed at a Reflex save or be knocked prone. If a creature rolls a natural 1 on its saving throw, it is also moved 5 feet per level of the spell slot expended in a direction of your choice.
Paradigm Shift - 2nd Level
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 - Eldritch Secret
You can draw specific magic effects from other realities, allowing you to access spells normally not available to witchwarpers. Select one spell from the mystic or technomancer spell list. It must be of a level no greater than 1 lower than the highest-level spell you can cast. Add this to your list of witchwarper spells known. Each time you gain the ability to cast a higher level of witchwarper spells, you may swap out the spell gained with this paradigm shift for a new spell of a maximum level no greater than 1 lower than the highest-level spell you can cast.
Compound Sight (Su) You can sift through many realities, gaining understanding of a task by seeing it attempted dozens of different ways. Choose a skill [Piloting]. You gain a +1 insight bonus to checks using that skill. This bonus increases by +1 at 6th level and every 3 levels thereafter. You can change your chosen skill every time you gain a witchwarper level. At 9th level, you become more adept with your compound sight and can choose two skills to apply it to.
Race Traits
Grappler: Skittermanders gain a +2 racial bonus to grapple combat maneuvers.
Hyper: Once per day, a skittermander can take an extra move action.
Low-Light Vision: A skittermander can see in dim light as if it were normal light.
Six-Armed: Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Theme: Ace Pilot
Theme Knowledge: You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
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AUGMENTATIONS
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N/A
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SLOTTED BOONS
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Ally: Ebaki's Debt
Faction: Acquisitives
Personal: Nufriend Skittermander
Promotional: N/A
Social: Live Air Celebrity
Starship: N/A
Slotless: N/A
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GEAR/POSSESSIONS
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Lashunta Tempweave, Basic
Subzero Hail Pistol
Smoke Grenade (2) -1
Frag Grenade 1 (1) -1
Flash Grenade 1 (1)Used 6/23/21
Shock Grenade 1 (1)
Stickybomb Grenade 1 (1)
Starfinder Backpack
Mk 1 Healing Serum
Personal Comm Unit
Battery
Ability Crystal Personal Upgrade, Mk 1 (Dex)
Credstick (210cr)
Carrying Capacity
Encumbered 8 bulk Overburdened 15+ bulk
Current Load Carried 2.6 bulk